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Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintComponentNodeSpawner.h |
Include | #include "BlueprintComponentNodeSpawner.h" |
Syntax
class UBlueprintComponentNodeSpawner : public [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner)
Remarks
Takes care of spawning UK2Node_AddComponent nodes. Acts as the "action" portion of certain FBlueprintActionMenuItems. Evolved from FEdGraphSchemaAction_K2AddComponent.
Constructors
Type | Name | Description |
---|---|---|
UBlueprintComponentNodeSpawner ( const FObjectInitializer& ObjectIn... ) |
Functions
Type | Name | Description |
---|---|---|
UBlueprintCo... | Create ( const FComponentTypeEntry& Entry ) | Creates a new UBlueprintComponentNodeSpawner for the specified class. |
TSubclassOf<... | GetComponentClass () | Retrieves the component class that this configures spawned nodes with. |
bool | IsTemplateNodeFilteredOut ( const FBlueprintActionFilter& Filt... ) |
Overridden from UBlueprintNodeSpawner
Type | Name | Description |
---|---|---|
FBlueprintNo... | GetSpawnerSignature () | We want to be able to compare spawners, and have a signature that is rebuildable on subsequent runs. |
FBlueprintAc... | GetUiSpec ( FBlueprintActionContext const& Con..., FBindingSet const& Bindings ) | Takes the default FBlueprintActionUiSpec and modifies it dynamically to accommodate the current context. |
UEdGraphNode... | Invoke ( UEdGraph* ParentGraph, FBindingSet const& Bindings, FVector2D const Location ) | Takes care of spawning a node for the specified graph. |
Overridden from IBlueprintNodeBinder
Type | Name | Description |
---|---|---|
bool | BindToNode ( UEdGraphNode* Node, FBindingObject Binding ) | Attempts to apply the specified binding to the supplied node. |
bool | IsBindingCompatible ( FBindingObject BindingCandidate ) | Checks to see if the specified object can be bound by this. |