UK2Node_MathExpression

This node type acts like a collapsed node, a single node that represents a larger sub-network of nodes (contained within a sub-graph).

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MathExpression.h
Include #include "K2Node_MathExpression.h"

Syntax

class UK2Node_MathExpression : public [UK2Node_Composite](API\Editor\BlueprintGraph\UK2Node_Composite)  

Remarks

This node type acts like a collapsed node, a single node that represents a larger sub-network of nodes (contained within a sub-graph). This node will take the math expression it was named with, and attempt to convert it into a series of math nodes. If it is unsuccessful, then it generates a series of actionable errors.

Variables

Type Name Description
bool bMadeAfterRotChange  
FString Expression The math expression to evaluate.

Constructors

Type Name Description
  UK2Node_MathExpression ( const FObjectInitializer& ObjectIn... )  

Overridden from UK2Node_EditablePinBase

Type Name Description
bool CanCreateUserDefinedPin ( const FEdGraphPinType& InPinType, EEdGraphPinDirection InDesiredDirec..., FText& OutErrorMessage ) Queries if a user defined pin of the passed type can be constructed on this node.

Overridden from UK2Node

Type Name Description
FNodeHandlin... CreateNodeHandler ( FKismetCompilerContext& CompilerCo... )  
void GetMenuActions ( FBlueprintActionDatabaseRegistrar&... ) Replacement for GetMenuEntries().
bool IsNodePure () Returns whether this node is considered 'pure' by the compiler

Overridden from UEdGraphNode

Type Name Description
void FindDiffs ( UEdGraphNode* OtherNode, FDiffResults& Results ) Gives the node the option to customize how diffs are discovered within it.
FText GetNodeTitle ( ENodeTitleType::Type TitleType ) Gets the name of this node, shown in title bar
TSharedPtr< ... MakeNameValidator () Create a name validator for this node
void OnRenameNode ( const FString& NewName ) Called when this node is being renamed after a successful name validation
void PostPlacedNewNode () A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called.
void ReconstructNode () Refresh the connectors on a node, preserving as many connections as it can.
bool ShouldMergeChildGraphs () If the node has a subgraph, should they be merged into the main graph?
void ValidateNodeDuringCompilation ( FCompilerResultsLog& MessageLog ) Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.

Overridden from UObject

Type Name Description
void PostEditChangeProperty ( FPropertyChangedEvent& PropertyCha... ) Called when a property on this object has been modified externally
void Serialize ( FArchive& Ar ) Handles reading, writing, and reference collecting using FArchive.

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