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Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintEventNodeSpawner.h |
Include | #include "BlueprintEventNodeSpawner.h" |
Syntax
class UBlueprintEventNodeSpawner : public [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner)
Remarks
Takes care of spawning UK2Node_Event nodes. Acts as the "action" portion of certain FBlueprintActionMenuItems. Will not spawn a new event node if one associated with the specified function already exits (instead, Invoke() will return the existing one). Evolved from FEdGraphSchemaAction_K2AddEvent and FEdGraphSchemaAction_K2ViewNode.
Constructors
Type | Name | Description |
---|---|---|
UBlueprintEventNodeSpawner ( const FObjectInitializer& ObjectIn... ) |
Functions
Type | Name | Description |
---|---|---|
UBlueprintEv... | Create ( UFunction const*const EventFun..., UObject* Outer ) | Creates a new UBlueprintEventNodeSpawner for the specified function. |
UBlueprintEv... | Create ( TSubclassOf< UK2Node_Event > NodeCl..., FName CustomEventName, UObject* Outer ) | Creates a new UBlueprintEventNodeSpawner for custom events. |
UK2Node_Even... | FindPreExistingEvent ( UBlueprint* Blueprint, FBindingSet const& Bindings ) | |
UFunction co... | GetEventFunction () | Retrieves the function that this assigns to spawned nodes (defines the event's signature). |
bool | IsForCustomEvent () |
Overridden from UBlueprintNodeSpawner
Type | Name | Description |
---|---|---|
FBlueprintNo... | GetSpawnerSignature () | We want to be able to compare spawners, and have a signature that is rebuildable on subsequent runs. |
UEdGraphNode... | Invoke ( UEdGraph* ParentGraph, FBindingSet const& Bindings, FVector2D const Location ) | Takes care of spawning a node for the specified graph. |