UBlueprintFunctionNodeSpawner

Takes care of spawning various [UK2Node_CallFunction](API\Editor\BlueprintGraph\UK2Node_CallFunction) nodes.

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintFunctionNodeSpawner.h
Include #include "BlueprintFunctionNodeSpawner.h"

Syntax

class UBlueprintFunctionNodeSpawner : public [UBlueprintFieldNodeSpawner](API\Editor\BlueprintGraph\UBlueprintFieldNodeSpawner)  

Remarks

Takes care of spawning various UK2Node_CallFunction nodes. Acts as the "action" portion of certain FBlueprintActionMenuItems.

Constructors

Type Name Description
  UBlueprintFunctionNodeSpawner ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
UBlueprintFu... Create ( UFunction const*const Function, UObject* Outer ) Creates a new UBlueprintFunctionNodeSpawner for the specified function.
UBlueprintFu... Create ( TSubclassOf< UK2Node_CallFunction >..., UFunction const*const Function, UObject* Outer ) Creates a new UBlueprintFunctionNodeSpawner for the specified function.
UFunction co... GetFunction () Retrieves the function that this assigns to spawned nodes (defines the node's signature).

Overridden from UBlueprintNodeSpawner

Type Name Description
FBlueprintAc... GetUiSpec ( FBlueprintActionContext const& Con..., FBindingSet const& Bindings ) Takes the default FBlueprintActionUiSpec and modifies it dynamically to accommodate the current context.
UEdGraphNode... Invoke ( UEdGraph* ParentGraph, FBindingSet const& Bindings, FVector2D const Location ) Takes care of spawning a node for the specified graph.
void Prime () Not required, but intended to passively help speed up menu building operations.

Overridden from IBlueprintNodeBinder

Type Name Description
bool BindToNode ( UEdGraphNode* Node, FBindingObject Binding ) Attempts to apply the specified binding to the supplied node.
bool CanBindMultipleObjects () Determines if this will accept more than one binding (used to block multiple bindings from being applied to nodes that can only have one).
bool IsBindingCompatible ( FBindingObject BindingCandidate ) Checks to see if the specified object can be bound by this.

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