UK2Node_AddComponent

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponent.h
Include #include "K2Node_AddComponent.h"

Syntax

class UK2Node_AddComponent : public [UK2Node_CallFunction](API\Editor\BlueprintGraph\UK2Node_CallFunction)  

Variables

Type Name Description
uint32: 1 bHasExposedVariable  
FString TemplateBlueprint The blueprint name we came from, so we can lookup the template after a paste
TObjectPtr< UCl... TemplateType  

Constructors

Type Name Description
  UK2Node_AddComponent ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
void AllocateDefaultPinsWithoutExposedVariables ()  
void AllocatePinsForExposedVariables ()  
FName GetAddComponentFunctionName () Static name of function to call
UEdGraphPin ... GetManualAttachmentPin ()  
UEdGraphPin ... GetRelativeTransformPin ()  
UActorCompon... GetTemplateFromNode () Tries to get a template object from this node.
UEdGraphPin ... GetTemplateNamePinChecked ()  
void MakeNewComponentTemplate () Helper method used to instantiate a new component template after duplication.
FName MakeNewComponentTemplateName ( UObject* InOuter, UClass* InComponentClass ) Helper method used to generate a new, unique component template name.

Overridden from UK2Node

Type Name Description
void ExpandNode ( FKismetCompilerContext& CompilerCo..., UEdGraph* SourceGraph ) Expands a node while compiling, which may add additional nodes or delete this node
void PostReconstructNode () Called at the end of ReconstructNode, allows node specific work to be performed
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.
void DestroyNode () Destroy the specified node
void FindDiffs ( UEdGraphNode* OtherNode, FDiffResults& Results ) Gives the node the option to customize how diffs are discovered within it.
FString GetDocumentationExcerptName () Returns the name of the excerpt to display from the specified external documentation link for the graph node Default behavior is to return the class name (including prefix)
FString GetDocumentationLink () Returns the link used for external documentation for the graph node
FText GetNodeTitle ( ENodeTitleType::Type TitleType ) Gets the name of this node, shown in title bar
bool IsCompatibleWithGraph ( UEdGraph const* Graph ) Determine if a node of this type can be created for the specified graph.
void PostPasteNode () Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor
void PrepareForCopying () Perform any steps necessary prior to copying a node into the paste buffer
void ReconstructNode () Refresh the connectors on a node, preserving as many connections as it can.
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 Serialize ( FArchive& Ar ) Handles reading, writing, and reference collecting using FArchive.

Constants

Name Description
ComponentTemplateNamePrefix Prefix used for component template object name.
NAME_ManualAttachment  
NAME_RelativeTransform  

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