UK2Node_ConvertAsset

This node converts between hard and soft references, for both objects and classes.

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConvertAsset.h
Include #include "K2Node_ConvertAsset.h"

Syntax

class UK2Node_ConvertAsset : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)  

Remarks

This node converts between hard and soft references, for both objects and classes. The name is historical from when they were called asset IDs

Functions

Type Name Description
UClass * GetTargetClass () Returns the class for the object being converted
bool IsClassType () True if this is converting a class, false for object or unknown
bool IsConvertToSoft () True if this is going from hard to soft, false for opposite or unknown
void RefreshPinTypes ()  

Overridden from UK2Node

Type Name Description
bool DoesInputWildcardPinAcceptArray ( const UEdGraphPin* Pin )  
bool DoesOutputWildcardPinAcceptContainer ( const UEdGraphPin* Pin )  
ERedirectTyp... DoPinsMatchForReconstruction ( const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex ) Whether or not two pins match for purposes of reconnection after reconstruction.
void ExpandNode ( FKismetCompilerContext& CompilerCo..., UEdGraph* SourceGraph ) Expands a node while compiling, which may add additional nodes or delete this node
FText GetCompactNodeTitle () Return title if drawing this node in 'compact' mode
void GetMenuActions ( FBlueprintActionDatabaseRegistrar&... ) Replacement for GetMenuEntries().
FText GetMenuCategory () Override to provide a default category for specific node types to be listed under.
int32 GetNodeRefreshPriority ()  
bool IsConnectionDisallowed ( const UEdGraphPin* MyPin, const UEdGraphPin* OtherPin, FString& OutReason )  
bool IsNodePure () Returns whether this node is considered 'pure' by the compiler
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
bool ShouldDrawCompact () Should draw compact

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.
FText GetKeywords () Returns the keywords that should be used when searching for this node
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

Ask questions and help your peers Developer Forums

Write your own tutorials or read those from others Learning Library