UK2Node_SpawnActor

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActor.h
Include #include "K2Node_SpawnActor.h"

Syntax

class UK2Node_SpawnActor : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)  

Constructors

Type Name Description
  UK2Node_SpawnActor ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
void CreatePinsForClass ( UClass* InClass ) Create new pins to show properties on archetype
UEdGraphPin ... GetBlueprintPin ( const TArray< UEdGraphPin* >&... ) Get the blueprint input pin
UEdGraphPin ... GetNoCollisionFailPin () Get the no collision fail input pin
UEdGraphPin ... GetResultPin () Get the result output pin
UEdGraphPin ... GetSpawnTransformPin () Get the spawn transform input pin
UEdGraphPin ... GetThenPin () Get the then output pin
UEdGraphPin ... GetWorldContextPin () Get the world context input pin, can return NULL
bool IsCompatibleWithGraph ( const UEdGraph* TargetGraph )  
bool IsSpawnVarPin ( UEdGraphPin* Pin ) See if this is a spawn variable pin, or a 'default' pin

Overridden from UK2Node

Type Name Description
FNodeHandlin... CreateNodeHandler ( FKismetCompilerContext& CompilerCo... )  
void ExpandNode ( FKismetCompilerContext& CompilerCo..., UEdGraph* SourceGraph ) Expands a node while compiling, which may add additional nodes or delete this node
void GetNodeAttributes ( TArray< TKeyValuePair< FString, FSt... ) This function returns an arbitrary number of attributes that describe this node for analytics events
bool IsNodeSafeToIgnore () Query if this is a node that is safe to ignore (e.g., a comment node or other non-structural annotation that can be pruned with no warnings).
void ReallocatePinsDuringReconstruction ( TArray< UEdGraphPin* >& OldPi... ) Reallocate pins during reconstruction; by default ignores the old pins and calls AllocateDefaultPins() If you override this to create additional pins you likely need to call RestoreSplitPins to restore any pins that have been split (e.g. a vector pin split into its components)

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.
FEdGraphNode... GetDeprecationResponse ( EEdGraphNodeDeprecationType Depreca... ) Returns the response to use when reporting a deprecation.
FSlateIcon GetIconAndTint ( FLinearColor& OutColor )  
FText GetNodeTitle ( ENodeTitleType::Type TitleType ) Gets the name of this node, shown in title bar
FLinearColor GetNodeTitleColor () Gets the draw color of a node's title bar
FText GetTooltipText () Gets the tooltip to display when over the node
bool HasExternalDependencies ( TArray< class UStruct* >*... ) Returns whether or not this node has dependencies on an external structure If OptionalOutput isn't null, it should be filled with the known dependencies objects (Classes, Structures, Functions, etc).
bool IsDeprecated () Returns true if this node is deprecated.
void PinDefaultValueChanged ( UEdGraphPin* Pin ) Called when the DefaultValue of one of the pins of this node is changed in the editor

Ask questions and help your peers Developer Forums

Write your own tutorials or read those from others Learning Library