UK2Node_FormatText

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FormatText.h
Include #include "K2Node_FormatText.h"

Syntax

class UK2Node_FormatText : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)  

Constructors

Type Name Description
  UK2Node_FormatText ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
void AddArgumentPin () Adds a new pin to the node
bool CanEditArguments () Returns TRUE if the arguments are allowed to be edited
UEdGraphPin ... FindArgumentPin ( const FName InPinName ) Finds an argument pin by name, checking strings in a strict, case sensitive fashion
int32 GetArgumentCount () Returns the number of arguments currently available in the node
FText GetArgumentName ( int32 InIndex ) Returns argument name based on argument index
UEdGraphPin ... GetFormatPin () Returns Format pin
void RemoveArgument ( int32 InIndex ) Removes the argument at a given index
void SetArgumentName ( int32 InIndex, FName InName ) Sets an argument name
void SwapArguments ( int32 InIndexA, int32 InIndexB ) Swaps two arguments by index

Overridden from UK2Node

Type Name Description
ERedirectTyp... DoPinsMatchForReconstruction ( const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex ) Whether or not two pins match for purposes of reconnection after reconstruction.
void ExpandNode ( FKismetCompilerContext& CompilerCo..., UEdGraph* SourceGraph ) Expands a node while compiling, which may add additional nodes or delete this node
void GetMenuActions ( FBlueprintActionDatabaseRegistrar&... ) Replacement for GetMenuEntries().
FText GetMenuCategory () Override to provide a default category for specific node types to be listed under.
int32 GetNodeRefreshPriority ()  
bool IsConnectionDisallowed ( const UEdGraphPin* MyPin, const UEdGraphPin* OtherPin, FString& OutReason )  
bool IsNodePure () Returns whether this node is considered 'pure' by the compiler
bool NodeCausesStructuralBlueprintChange () Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint
void PostReconstructNode () Called at the end of ReconstructNode, allows node specific work to be performed
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.
FText GetNodeTitle ( ENodeTitleType::Type TitleType ) Gets the name of this node, shown in title bar
FText GetPinDisplayName ( const UEdGraphPin* Pin ) Gets the display name for a pin
FText GetTooltipText () Gets the tooltip to display when over the node
void PinConnectionListChanged ( UEdGraphPin* Pin ) Called when the connection list of one of the pins of this node is changed in the editor
void PinDefaultValueChanged ( UEdGraphPin* Pin ) Called when the DefaultValue of one of the pins of this node is changed in the editor
void PinTypeChanged ( UEdGraphPin* Pin ) Called when one of the pins of this node has had its' pin type changed from an external source (like the SPinTypeSelector in the case of kismet)

Overridden from UObject

Type Name Description
void PostEditChangeProperty ( FPropertyChangedEvent& PropertyCha... ) Called when a property on this object has been modified externally

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