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Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponentByClass.h |
Include | #include "K2Node_AddComponentByClass.h" |
Syntax
class UK2Node_AddComponentByClass : public [UK2Node_ConstructObjectFromClass](API\Editor\BlueprintGraph\UK2Node_ConstructObjectFromClass)
Remarks
Implementation of K2Node for creating a component based on a selected or passed in class
Constructors
Type | Name | Description |
---|---|---|
UK2Node_AddComponentByClass ( const FObjectInitializer& ObjectIn... ) |
Functions
Type | Name | Description |
---|---|---|
UEdGraphPin ... | GetManualAttachmentPin () | |
UEdGraphPin ... | GetRelativeTransformPin () | |
bool | IsSceneComponent () | Returns true if the currently selected or linked class is known to be a scene component |
void | SetSceneComponentPinsHidden ( bool bHidden ) | Utility function to set whether the scene component specific pins are hidden or not |
Overridden from UK2Node_ConstructObjectFromClass
Type | Name | Description |
---|---|---|
void | CreatePinsForClass ( UClass* InClass, TArray< UEdGraphPin* >* O... ) | Create new pins to show properties on archetype |
FText | GetBaseNodeTitle () | Gets the node for use in lists and menus |
UClass * | GetClassPinBaseClass () | Gets base class to use for the 'class' pin. |
FText | GetDefaultNodeTitle () | Gets the default node title when no class is selected |
FText | GetNodeTitleFormat () | Gets the node title when a class has been selected. |
bool | IsSpawnVarPin ( UEdGraphPin* Pin ) | See if this is a spawn variable pin, or a 'default' pin |
Overridden from UK2Node
Type | Name | Description |
---|---|---|
void | ExpandNode ( FKismetCompilerContext& CompilerCo..., UEdGraph* SourceGraph ) | Expands a node while compiling, which may add additional nodes or delete this node |
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 | PinDefaultValueChanged ( UEdGraphPin* Pin ) | Called when the DefaultValue of one of the pins of this node is changed in the editor |