FKismetConnectionDrawingPolicy::BackTraceExecPath

With the introduction of "reroute" ([UK2Node_Knot](API\Editor\BlueprintGraph\UK2Node_Knot)) nodes, we have to backtrace to find a node that was actually executed before the one in question (knot nodes are removed at compile time, and therefore never executed).

Unreal Engine C++ API Reference > Editor > GraphEditor > FKismetConnectionDrawingPolicy

References

   
Module GraphEditor
Header /Engine/Source/Editor/GraphEditor/Public/BlueprintConnectionDrawingPolicy.h
Include #include "BlueprintConnectionDrawingPolicy.h"
Source /Engine/Source/Editor/GraphEditor/Private/BlueprintConnectionDrawingPolicy.cpp
[FTimePair](API\Editor\GraphEditor\FKismetConnectionDrawingPolicy\FTimePair) const * BackTraceExecPath
(
    [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) const *const OutputPin,
    [FExecPairingMap](API\Editor\GraphEditor\FKismetConnectionDrawingPolicy\FExecPairingMap) const *const NodeExecutionList
)

Remarks

With the introduction of "reroute" (UK2Node_Knot) nodes, we have to backtrace to find a node that was actually executed before the one in question (knot nodes are removed at compile time, and therefore never executed).

This function recursively searches for any pins feeding the OutputPin (or the OutputPin itself); it looks for a pin on a non-reroute node (one that is listed in NodeExecutionList). Null if OutputPin did not cause the invocation of the node in question, otherwise a valid time pair denoting when the node was executed.

Parameters

Name Description
OutputPin An exec pin, leading into the node in question (an output pin on some other node).
NodeExecutionList A list of pins that feed the execution of a specific node.

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