UK2Node_MakeContainer

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeContainer.h
Include #include "K2Node_MakeContainer.h"

Syntax

class UK2Node_MakeContainer :  
    public [UK2Node](API\Editor\BlueprintGraph\UK2Node),  
    public [IK2Node_AddPinInterface](API\Editor\BlueprintGraph\IK2Node_AddPinInterface)  

Variables

Type Name Description
EPinContainerTy... ContainerType  
int32 NumInputs The number of input pins to generate for this node

Constructors

Type Name Description
  UK2Node_MakeContainer ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
bool CanResetToWildcard ()  
void ClearPinTypeToWildcard () If needed, will clear all pins to be wildcards
void GetKeyAndValuePins ( TArray< UEdGraphPin* >& KeyPi..., TArray< UEdGraphPin* >& Value... )  
UEdGraphPin ... GetOutputPin ()  
FName GetOutputPinName () Returns a reference to the output array pin of this node, which is responsible for defining the type
FName GetPinName ( int32 PinIndex )  
void InteractiveAddInputPin () Helper function for context menu add pin to ensure transaction is set up correctly.
void PropagatePinType () Propagates the pin type from the output (set) pin to the inputs, to make sure types are consistent
void SyncPinNames ()  

Overridden from UK2Node

Type Name Description
FNodeHandlin... CreateNodeHandler ( FKismetCompilerContext& CompilerCo... )  
void GetMenuActions ( FBlueprintActionDatabaseRegistrar&... ) Replacement for GetMenuEntries().
int32 GetNodeRefreshPriority ()  
bool IsConnectionDisallowed ( const UEdGraphPin* MyPin, const UEdGraphPin* OtherPin, FString& OutReason )  
bool IsNodePure () Returns whether this node is considered 'pure' by the compiler
void NotifyPinConnectionListChanged ( UEdGraphPin* Pin ) Called when the connection list of one of the pins of this node is changed in the editor, after the pin has had it's literal cleared
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.

Overridden from IK2Node_AddPinInterface

Type Name Description
void AddInputPin () Add an additional input pin to this node
void RemoveInputPin ( UEdGraphPin* Pin ) Attempt to remove the given pin from this node.

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