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Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Tunnel.h |
Include | #include "K2Node_Tunnel.h" |
Syntax
class UK2Node_Tunnel : public [UK2Node_EditablePinBase](API\Editor\BlueprintGraph\UK2Node_EditablePinBase)
Variables
Type | Name | Description |
---|---|---|
uint32: 1 | bCanHaveInputs | Whether this node is allowed to have inputs. |
uint32: 1 | bCanHaveOutputs | Whether this node is allowed to have outputs. |
TObjectPtr< UK2... | InputSinkNode | The input pins of this tunnel go to the output pins of InputSinkNode. |
FKismetUserDecl... | MetaData | The metadata for the function/subgraph associated with this tunnel node; it's only editable and used on the tunnel entry node inside the subgraph or macro. |
TObjectPtr< UK2... | OutputSourceNode | The output pins of this tunnel node came from the input pins of OutputSourceNode. |
TArray< UEdGrap... | WildcardPins | Cache of the pins that were created as wildcards. |
Constructors
Type | Name | Description |
---|---|---|
UK2Node_Tunnel ( const FObjectInitializer& ObjectIn... ) |
Functions
Type | Name | Description |
---|---|---|
void | CacheWildcardPins () | Utility function that subclasses must call after allocating their default pins. |
UK2Node_Tunn... | GetInputSink () | The input pins of this tunnel go to the output pins of InputSinkNode (can be NULL). |
UK2Node_Tunn... | GetOutputSource () | The output pins of this tunnel node came from the input pins of OutputSourceNode (can be NULL). |
bool | IsCompatibleWithGraph ( const UEdGraph* InGraph ) | |
void | PostFixupAllWildcardPins ( bool bInAllWildcardPinsUnlinked ) | Handles any work needed to be done after fixing up all wildcard pins during reconstruction |
Overridden from UK2Node_EditablePinBase
Type | Name | Description |
---|---|---|
bool | CanCreateUserDefinedPin ( const FEdGraphPinType& InPinType, EEdGraphPinDirection InDesiredDirec..., FText& OutErrorMessage ) | Queries if a user defined pin of the passed type can be constructed on this node. |
bool | CanModifyExecutionWires () | Can this node have execution wires added or removed? |
bool | CanUseRefParams () | Can this node have pass-by-reference parameters? |
UEdGraphPin ... | CreatePinFromUserDefinition ( const TSharedPtr< FUserPinInfo > Ne... ) | Creates a new pin on the node from the specified user pin info. |
bool | ModifyUserDefinedPinDefaultValue ( TSharedPtr< FUserPinInfo > PinInfo, const FString& NewDefaultValue ) | Modifies the default value of an existing pin on the node, this will update both the UserPinInfo and the linked editor pin |
Overridden from UK2Node
Type | Name | Description |
---|---|---|
void | ClearCachedBlueprintData ( UBlueprint* Blueprint ) | Clears out any cached data that needs to be regenerated after a structural blueprint change |
bool | DrawNodeAsEntry () | Return whether to draw this node as an entry |
bool | DrawNodeAsExit () | Return whether to draw this node as an entry |
void | FixupPinStringDataReferences ( FArchive* SavingArchive ) | Fixes up structure/soft object ref pins, on both save and load |
bool | IsNodeSafeToIgnore () | Query if this is a node that is safe to ignore (e.g., a comment node or other non-structural annotation that can be pruned with no warnings). |
bool | NodeCausesStructuralBlueprintChange () | Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint |
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) |
ERenamePinRe... | RenameUserDefinedPinImpl ( const FName OldName, const FName NewName, bool bTest ) | Implementation function that renames an existing pin on the node. Does not broadcast notifications. |
Overridden from UEdGraphNode
Type | Name | Description |
---|---|---|
bool | CanDuplicateNode () | Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph |
bool | CanUserDeleteNode () | Whether or not this node can be deleted by user action |
FName | CreateUniquePinName ( FName SourcePinName ) | Generate a unique pin name, trying to stick close to a passed in name |
void | DestroyNode () | Destroy the specified node |
UObject *... | GetJumpTargetForDoubleClick () | Returns the object that should be focused when double-clicking on this node (the object can be an actor, which selects it in the world, or a node/graph/pin) |
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 |
void | PostPasteNode () | Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor |
void | ValidateNodeDuringCompilation ( FCompilerResultsLog& MessageLog ) | Gives each visual node a chance to do final validation before it's node is harvested for use at runtime. |