FKCHandler_CallFunction

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Public/CallFunctionHandler.h
Include #include "CallFunctionHandler.h"

Syntax

class FKCHandler_CallFunction : public [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor)  

Constructors

Type Name Description
  FKCHandler_CallFunction ( FKismetCompilerContext& InCompiler... )  

Functions

Type Name Description
void AdditionalCompiledStatementHandling ( FKismetFunctionContext& Context, UEdGraphNode* Node, FBlueprintCompiledStatement& State... )  
void CheckIfFunctionIsCallable ( UFunction* Function, FKismetFunctionContext& Context, UEdGraphNode* Node )  
void CreateFunctionCallStatement ( FKismetFunctionContext& Context, UEdGraphNode* Node, UEdGraphPin* SelfPin ) Searches for the function referenced by a graph node in the CallingContext class's list of functions, validates that the wiring matches up correctly, and creates an execution statement.
UFunction &#... FindFunction ( FKismetFunctionContext& Context, UEdGraphNode* Node )  
bool IsCalledFunctionFinal ( UEdGraphNode* Node )  
bool IsCalledFunctionFromInterface ( UEdGraphNode* Node )  
bool IsCalledFunctionPure ( UEdGraphNode* Node )  

Overridden from FNodeHandlingFunctor

Type Name Description
void Compile ( FKismetFunctionContext& Context, UEdGraphNode* Node )  
void RegisterNet ( FKismetFunctionContext& Context, UEdGraphPin* Net )  
void RegisterNets ( FKismetFunctionContext& Context, UEdGraphNode* Node )  
void Transform ( FKismetFunctionContext& Context, UEdGraphNode* Node )  

Ask questions and help your peers Developer Forums

Write your own tutorials or read those from others Learning Library