UK2Node_AssignmentStatement

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AssignmentStatement.h
Include #include "K2Node_AssignmentStatement.h"

Syntax

class UK2Node_AssignmentStatement : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)  

Constructors

Type Name Description
  UK2Node_AssignmentStatement ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
UEdGraphPin ... GetThenPin () Get the Then output pin
UEdGraphPin ... GetValuePin () Get the Value input pin
UEdGraphPin ... GetVariablePin () Get the Variable input pin
bool IsCompatibleWithGraph ( const UEdGraph* TargetGraph )  

Overridden from UK2Node

Type Name Description
FNodeHandlin... CreateNodeHandler ( FKismetCompilerContext& CompilerCo... )  
void GetMenuActions ( FBlueprintActionDatabaseRegistrar&... ) Replacement for GetMenuEntries().
FText GetMenuCategory () Override to provide a default category for specific node types to be listed under.
int32 GetNodeRefreshPriority ()  
void NotifyPinConnectionListChanged ( UEdGraphPin* Pin ) Called when the connection list of one of the pins of this node is changed in the editor, after the pin has had it's literal cleared
void PostReconstructNode () Called at the end of ReconstructNode, allows node specific work to be performed

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.
bool CanPasteHere ( const UEdGraph* TargetGraph ) Determine if this node can live in the specified graph
FText GetNodeTitle ( ENodeTitleType::Type TitleType ) Gets the name of this node, shown in title bar
FText GetTooltipText () Gets the tooltip to display when over the node

Constants

Name Description
ValuePinName Name of the Value pin for this node.
VariablePinName Name of the Variable pin for this node.

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