UBlueprintBoundNodeSpawner

Takes care of spawning various bound nodes.

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

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

Syntax

class UBlueprintBoundNodeSpawner : public [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner)  

Remarks

Takes care of spawning various bound nodes. Acts as the "action" portion of certain FBlueprintActionMenuItems.

Variables

Type Name Description
FCanBindObjectD... CanBindObjectDelegate A delegate to perform specialized node binding verification
FFindPreExistin... FindPreExistingNodeDelegate A delegate to find a node that is already spawned, instead of spawning a node we will focus on the pre-existing node found by the delegate
FOnBindObjectDe... OnBindObjectDelegate A delegate to perform specialized node setup during binding

Constructors

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

Functions

Type Name Description
UBlueprintBo... Create ( TSubclassOf< UEdGraphNode > NodeCla..., UObject* Outer )  

Overridden from UBlueprintNodeSpawner

Type Name Description
FBlueprintNo... GetSpawnerSignature () We want to be able to compare spawners, and have a signature that is rebuildable on subsequent runs.
UEdGraphNode... Invoke ( UEdGraph* ParentGraph, FBindingSet const& Bindings, FVector2D const Location ) Takes care of spawning a node for the specified graph.

Overridden from IBlueprintNodeBinder

Type Name Description
bool BindToNode ( UEdGraphNode* Node, FBindingObject Binding ) Attempts to apply the specified binding to the supplied node.
bool IsBindingCompatible ( FBindingObject BindingCandidate ) Checks to see if the specified object can be bound by this.

Typedefs


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