Navigation
Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Timeline.h |
Include | #include "K2Node_Timeline.h" |
Syntax
class UK2Node_Timeline : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)
Variables
Type | Name | Description |
---|---|---|
uint32: 1 | bAutoPlay | If the timeline is set to autoplay |
uint32: 1 | bIgnoreTimeDilation | If the timeline should ignore global time dilation |
uint32: 1 | bLoop | If the timeline is set to loop |
uint32: 1 | bReplicated | If the timeline is set to replicate |
FGuid | TimelineGuid | Unique ID for the template we use, required to indentify the timeline after a paste |
FName | TimelineName | The name of the timeline. |
Constructors
Type | Name | Description |
---|---|---|
UK2Node_Timeline ( const FObjectInitializer& ObjectIn... ) |
Functions
Type | Name | Description |
---|---|---|
UEdGraphPin ... | GetDirectionPin () | Get the 'Direction' output pin |
UEdGraphPin ... | GetFinishedPin () | Get the 'finished' output pin |
UEdGraphPin ... | GetNewTimePin () | Get the 'newtime' input pin |
UEdGraphPin ... | GetPlayFromStartPin () | Get the 'play from start' input pin |
UEdGraphPin ... | GetPlayPin () | Get the 'play' input pin |
UEdGraphPin ... | GetReverseFromEndPin () | Get the 'reverse from end' input pin |
UEdGraphPin ... | GetReversePin () | Get the 'reverse' input pin |
UEdGraphPin ... | GetSetNewTimePin () | Get the 'setnewtime' input pin |
UEdGraphPin ... | GetStopPin () | Get the 'stop' input pin |
UEdGraphPin ... | GetTrackPin ( const FName TrackName ) | Get the 'Direction' output pin |
UEdGraphPin ... | GetUpdatePin () | Get the 'update' output pin |
bool | IsCompatibleWithGraph ( const UEdGraph* TargetGraph ) | |
bool | RenameTimeline ( const FString& NewName ) | Try to rename the timeline |
Overridden from UK2Node
Type | Name | Description |
---|---|---|
FNodeHandlin... | CreateNodeHandler ( FKismetCompilerContext& CompilerCo... ) | |
void | ExpandNode ( FKismetCompilerContext& CompilerCo..., UEdGraph* SourceGraph ) | Expands a node while compiling, which may add additional nodes or delete this node |
FName | GetCornerIcon () | |
void | GetMenuActions ( FBlueprintActionDatabaseRegistrar&... ) | Replacement for GetMenuEntries(). |
void | GetNodeAttributes ( TArray< TKeyValuePair< FString, FSt... ) | This function returns an arbitrary number of attributes that describe this node for analytics events |
bool | NodeCausesStructuralBlueprintChange () | Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint |
void | PreloadRequiredAssets () | Called before compilation begins, giving a blueprint time to force the linker to load data |
bool | ShouldShowNodeProperties () | Return whether the node's properties display in the blueprint details panel |
Overridden from UEdGraphNode
Type | Name | Description |
---|---|---|
void | AllocateDefaultPins () | Allocate default pins for a given node, based only the NodeType, which should already be filled in. |
void | DestroyNode () | Destroy the specified node |
void | FindDiffs ( UEdGraphNode* OtherNode, FDiffResults& Results ) | Gives the node the option to customize how diffs are discovered within it. |
FString | GetDocumentationExcerptName () | Returns the name of the excerpt to display from the specified external documentation link for the graph node Default behavior is to return the class name (including prefix) |
FSlateIcon | GetIconAndTint ( FLinearColor& OutColor ) | |
UObject *... | GetJumpTargetForDoubleClick () | Returns the object that should be focused when double-clicking on this node (the object can be an actor, which selects it in the world, or a node/graph/pin) |
FText | GetNodeTitle ( ENodeTitleType::Type TitleType ) | Gets the name of this node, shown in title bar |
FLinearColor | GetNodeTitleColor () | Gets the draw color of a node's title bar |
FText | GetTooltipText () | Gets the tooltip to display when over the node |
TSharedPtr< ... | MakeNameValidator () | Create a name validator for this node |
void | OnRenameNode ( const FString& NewName ) | Called when this node is being renamed after a successful name validation |
void | PostPasteNode () | Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor |
void | PrepareForCopying () | Perform any steps necessary prior to copying a node into the paste buffer |