Navigation
Unreal Engine C++ API Reference > Editor > BlueprintGraph > UBlueprintBoundEventNodeSpawner
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundEventNodeSpawner.h |
Include | #include "BlueprintBoundEventNodeSpawner.h" |
Source | /Engine/Source/Editor/BlueprintGraph/Private/BlueprintBoundEventNodeSpawner.cpp |
virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Invoke ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & Bindings, FVector2D const Location ) const
Remarks
Takes care of spawning a node for the specified graph. Looks to see if the supplied graph is transient, and if so, spawns a NOT fully formed node (intended for template use).
This function is intended to be overridden; sub-classes may return a pre-existing node, instead of a newly allocated one (for cases where only one instance of the node type can exist). Callers should check for this case upon use. Null if it failed to spawn a node, otherwise a newly spawned node or possibly one that already existed.
Parameters
Name | Description |
---|---|
ParentGraph | The graph you want the node spawned into. |
Bindings | |
Location | Where you want the new node positioned in the graph. |