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Unreal Engine C++ API Reference > Editor > BehaviorTreeEditor > FDecoratorSchemaAction_NewNode > PerformAction
References
Module | BehaviorTreeEditor |
Header | /Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTreeDecorator.h |
Include | #include "EdGraphSchema_BehaviorTreeDecorator.h" |
Source | /Engine/Source/Editor/BehaviorTreeEditor/Private/EdGraphSchema_BehaviorTreeDecorator.cpp |
virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * PerformAction ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, const FVector2D Location, bool bSelectNewNode )
Remarks
Execute this action, given the graph and schema, and possibly a pin that we were dragged from. Returns a node that was created by this action (if any).