UK2Node_SwitchInteger

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchInteger.h
Include #include "K2Node_SwitchInteger.h"

Syntax

class UK2Node_SwitchInteger : public [UK2Node_Switch](API\Editor\BlueprintGraph\UK2Node_Switch)  

Variables

Type Name Description
int32 StartIndex Set the starting index for the node

Constructors

Type Name Description
  UK2Node_SwitchInteger ( const FObjectInitializer& ObjectIn... )  

Overridden from UK2Node_Switch

Type Name Description
bool CanRemoveExecutionPin ( UEdGraphPin* TargetPin ) Whether an execution pin can be removed from the node or not
void CreateCasePins ()  
void CreateSelectionPin ()  
FName GetPinNameGivenIndex ( int32 Index )  
FEdGraphPinT... GetPinType () Gets the pin type from the schema for the subclass
FName GetUniquePinName () Gets a unique pin name, the next in the sequence
void RemovePin ( UEdGraphPin* TargetPin )  

Overridden from UK2Node

Type Name Description
void GetMenuActions ( FBlueprintActionDatabaseRegistrar&... ) Replacement for GetMenuEntries().
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
FText GetNodeTitle ( ENodeTitleType::Type TitleType ) Gets the name of this node, shown in title bar
FText GetTooltipText () Gets the tooltip to display when over the node

Overridden from UObject

Type Name Description
void PostEditChangeProperty ( FPropertyChangedEvent& PropertyCha... ) Called when a property on this object has been modified externally

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