UK2Node_VariableGet

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableGet.h
Include #include "K2Node_VariableGet.h"

Syntax

class UK2Node_VariableGet : public [UK2Node_Variable](API\Editor\BlueprintGraph\UK2Node_Variable)  

Constructors

Type Name Description
  UK2Node_VariableGet ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
FText GetBlueprintVarTooltip ( FBPVariableDescription const& VarD... )  
FText GetPropertyTooltip ( FProperty const* VariablePrope... )  
void SetPurity ( bool bNewPurity ) Will change the node's purity, and reallocate pins accordingly (adding/ removing exec pins).

Overridden from UK2Node

Type Name Description
FNodeHandlin... CreateNodeHandler ( FKismetCompilerContext& CompilerCo... )  
void ExpandNode ( FKismetCompilerContext& CompilerCo..., UEdGraph* SourceGraph ) Expands a node while compiling, which may add additional nodes or delete this node
bool IsNodePure () Returns whether this node is considered 'pure' by the compiler
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
void AllocateDefaultPins () Allocate default pins for a given node, based only the NodeType, which should already be filled in.
void GetNodeContextMenuActions ( UToolMenu* Menu, UGraphNodeContextMenuContext* ... ) Gets a list of actions that can be done to this particular node
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
bool IncludeParentNodeContextMenu () Does the node context menu inherit parent class's menu
void ValidateNodeDuringCompilation ( FCompilerResultsLog& MessageLog ) Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.

Overridden from UObject

Type Name Description
void Serialize ( FArchive& Ar ) Handles reading, writing, and reference collecting using FArchive.

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