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Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSet.h |
Include | #include "K2Node_VariableSet.h" |
Syntax
class UK2Node_VariableSet : public [UK2Node_Variable](API\Editor\BlueprintGraph\UK2Node_Variable)
Constructors
Type | Name | Description |
---|---|---|
UK2Node_VariableSet ( const FObjectInitializer& ObjectIn... ) |
Functions
Type | Name | Description |
---|---|---|
FText | GetBlueprintVarTooltip ( FBPVariableDescription const& VarD... ) | |
FText | GetPropertyTooltip ( FProperty const* VariablePrope... ) | |
FName | GetRepNotifyName () | |
FName | GetVariableOutputPinName () | Retrieves the output pin name for the node |
bool | HasFieldNotificationBroadcast () | |
bool | HasLocalRepNotify () | Returns true if the variable we are setting has a RepNotify AND was defined in a blueprint The 'defined in a blueprint' is to avoid natively defined RepNotifies being called unintentionally. |
bool | IsFieldNotifyProperty () | |
bool | IsNetProperty () | |
bool | ShouldFlushDormancyOnSet () |
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 | 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) |
bool | ShouldShowNodeProperties () | Return whether the node's properties display in the blueprint details panel |
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. |
FText | GetNodeTitle ( ENodeTitleType::Type TitleType ) | Gets the name of this node, shown in title bar |
FText | GetPinNameOverride ( const UEdGraphPin& Pin ) | Gets the overridden name for the specified pin, if any |
FText | GetTooltipText () | Gets the tooltip to display when over the node |
bool | ShouldOverridePinNames () | Whether or not this node should be given the chance to override pin names. |
void | ValidateNodeDuringCompilation ( FCompilerResultsLog& MessageLog ) | Gives each visual node a chance to do final validation before it's node is harvested for use at runtime. |