FEdGraphSchemaAction_K2AddCallOnActor

Action to add a 'call function on actor(s)' set of nodes to the graph

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_K2AddCallOnActor : public [FEdGraphSchemaAction_K2NewNode](API\Editor\BlueprintGraph\FEdGraphSchemaAction_K2NewNode)  

Remarks

Action to add a 'call function on actor(s)' set of nodes to the graph

Variables

Type Name Description
TArray< TObject... LevelActors Pointer to actors in level we want to call function on

Constructors

Type Name Description
  FEdGraphSchemaAction_K2AddCallOnActor ()  
  FEdGraphSchemaAction_K2AddCallOnActor ( 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.

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