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Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2_Actions.h |
Include | #include "EdGraphSchema_K2_Actions.h" |
Syntax
struct FEdGraphSchemaAction_K2AddComponent : public [FEdGraphSchemaAction_K2NewNode](API\Editor\BlueprintGraph\FEdGraphSchemaAction_K2NewNode)
Remarks
Action to add an 'add component' node to the graph
Variables
Type | Name | Description |
---|---|---|
TObjectPtr< cla... | ComponentAsset | Option asset to assign to newly created component |
TSubclassOf< cl... | ComponentClass | Class of component we want to add |
Constructors
Type | Name | Description |
---|---|---|
FEdGraphSchemaAction_K2AddComponent () | ||
FEdGraphSchemaAction_K2AddComponent ( FText InNodeCategory, FText InMenuDesc, FText InToolTip, const int32 InGrouping ) |
Functions
Type | Name | Description |
---|---|---|
FName | StaticGetTypeId () | Simple type info. |
Overridden from FEdGraphSchemaAction
Type | Name | Description |
---|---|---|
void | AddReferencedObjects ( FReferenceCollector& Collector ) | GC. |
FName | GetTypeId () | |
UEdGraphNode... | PerformAction ( UEdGraph* ParentGraph, UEdGraphPin* FromPin, const FVector2D Location, bool bSelectNewNode ) | Execute this action, given the graph and schema, and possibly a pin that we were dragged from. |