UBlueprintNodeSpawner::SpawnNode

Protected [SpawnNode()](API\Editor\BlueprintGraph\UBlueprintNodeSpawner\SpawnNode\2) that let's sub-classes specify their own post-spawn delegate and node class.

Unreal Engine C++ API Reference > Editor > BlueprintGraph > UBlueprintNodeSpawner > SpawnNode

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Public/BlueprintNodeSpawner.h
Include #include "BlueprintNodeSpawner.h"
template<class NodeType>
NodeType * SpawnNode
(
    [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) > NodeClass,
    [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph,
    [FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & Bindings,
    FVector2D const Location,
    [FCustomizeNodeDelegate](API\Editor\BlueprintGraph\UBlueprintNodeSpawner\FCustomizeNodeDelegate) PostSpawnDelegate
) const

Remarks

Protected SpawnNode() that let's sub-classes specify their own post-spawn delegate and node class. Null if it failed to spawn a node (if NodeClass is null), otherwise a newly spawned node.

Parameters

Name Description
NodeClass The type of node you want spawned.
ParentGraph The graph you want the node spawned into.
Bindings The bindings to apply to the node (post spawn).
Location Where you want the new node positioned in the graph.
PostSpawnDelegate A delegate to run after spawning the node, but prior to allocating the node's pins.

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