UK2Node_EditablePinBase

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_EditablePinBase.h
Include #include "K2Node_EditablePinBase.h"

Syntax

class UK2Node_EditablePinBase : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)  

Variables

Type Name Description
uint32: 1 bIsEditable Whether or not this entry node should be user-editable with the function editor
TArray< TShared... UserDefinedPins Pins defined by the user

Constructors

Type Name Description
  UK2Node_EditablePinBase ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
void AddReferencedObjects ( UObject* InThis, FReferenceCollector& Collector )  
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.
UEdGraphPin ... CreateUserDefinedPin ( const FName InPinName, const FEdGraphPinType& InPinType, EEdGraphPinDirection InDesiredDirec..., bool bUseUniqueName ) Creates a UserPinInfo from the specified information, and also adds a pin based on that description to the node
bool CreateUserDefinedPinsForFunctionEntryExit ( const UFunction* Function, bool bForFunctionEntry ) Creates function pins that are user defined based on a function signature.
bool IsEditable ()  
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
void RemoveUserDefinedPin ( TSharedPtr< FUserPinInfo > PinToRem... ) Removes a pin from the user-defined array, and removes the pin with the same name from the Pins array
void RemoveUserDefinedPinByName ( const FName PinName ) Removes from the user-defined array, and removes the pin with the same name from the Pins array
bool ShouldUseConstRefParams () Should this node require 'const' for pass-by-reference parameters?
bool UpdateUserDefinedPinDefaultValues () Copies default value data from the graph pins to the user pins, returns true if any were modified
bool UserDefinedPinExists ( const FName PinName ) Check if a pin with this name exists in the user defined pin set

Overridden from UK2Node

Type Name Description
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.
void PinDefaultValueChanged ( UEdGraphPin* Pin ) Called when the DefaultValue of one of the pins of this node is changed in the editor

Overridden from UObject

Type Name Description
void ExportCustomProperties ( FOutputDevice& Out, uint32 Indent ) Exports the property values for the specified object as text to the output device.
void ImportCustomProperties ( const TCHAR* SourceText, FFeedbackContext* Warn ) Exports the property values for the specified object as text to the output device.
void Serialize ( FArchive& Ar ) Handles reading, writing, and reference collecting using FArchive.

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