FOptionalPinManager

Manager to build or refresh a list of optional pins.

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

  • FOptionalPinManager

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h
Include #include "K2Node.h"

Syntax

struct FOptionalPinManager  

Remarks

Manager to build or refresh a list of optional pins.

Destructors

Type Name Description
  ~FOptionalPinManager ()  

Functions

Type Name Description
void CacheShownPins ( const TArray< FOptionalPinFromPrope..., TArray< FName >& OldShownPins ) Helper function to make consistent behavior between nodes that use optional pins
bool CanTreatPropertyAsOptional ( FProperty* TestProperty ) Can this property be managed as an optional pin (with the ability to be shown or hidden)
void CreateVisiblePins ( TArray< FOptionalPinFromProperty > ..., UStruct* SourceStruct, EEdGraphPinDirection Direction, UK2Node* TargetNode, uint8* StructBasePtr, uint8* DefaultsPtr ) Creates a pin for each visible property on the specified node
void CustomizePinData ( UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex, FProperty* Property ) Customize automatically created pins if desired.
void EvaluateOldShownPins ( const TArray< FOptionalPinFromPrope..., TArray< FName >& OldShownPins, UK2Node* Node ) Helper function to make consistent behavior between nodes that use optional pins
void GetRecordDefaults ( FProperty* TestProperty, FOptionalPinFromProperty& Record ) Should the specified property be displayed by default
void PostInitNewPin ( UEdGraphPin* Pin, FOptionalPinFromProperty& Record, int32 ArrayIndex, FProperty* Property, uint8* PropertyAddress, uint8* DefaultPropertyAddress )  
void PostRemovedOldPin ( FOptionalPinFromProperty& Record, int32 ArrayIndex, FProperty* Property, uint8* PropertyAddress, uint8* DefaultPropertyAddress )  
void RebuildProperty ( FProperty* TestProperty, FName CategoryName, TArray< FOptionalPinFromProperty > ..., UStruct* SourceStruct, TMap< FName, FOldOptionalPinSetting... )  
void RebuildPropertyList ( TArray< FOptionalPinFromProperty > ..., UStruct* SourceStruct ) Reconstructs the specified property array using the SourceStruct

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