UK2Node_MakeStruct

Pure kismet node that creates a struct with specified values for each member.

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeStruct.h
Include #include "K2Node_MakeStruct.h"

Syntax

class UK2Node_MakeStruct : public [UK2Node_StructMemberSet](API\Editor\BlueprintGraph\UK2Node_StructMemberSet)  

Remarks

Pure kismet node that creates a struct with specified values for each member.

Variables

Type Name Description
bool bMadeAfterOverridePinRemoval Helper property to handle upgrades from an old system of displaying pins for the override values that properties referenced as a conditional of being set in a struct

Constructors

Type Name Description
  UK2Node_MakeStruct ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
bool CanBeMade ( const UScriptStruct* Struct, bool bForInternalUse ) Returns false if:
bool CanBeSplit ( const UScriptStruct* Struct, UBlueprint* InBP ) Can this struct be used as a split pin

Overridden from UK2Node

Type Name Description
void ConvertDeprecatedNode ( UEdGraph* Graph, bool bOnlySafeChanges ) Performs a node-specific deprecation fixup, which may delete this node and replace it with another one
FNodeHandlin... CreateNodeHandler ( FKismetCompilerContext& CompilerCo... )  
ERedirectTyp... DoPinsMatchForReconstruction ( const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex ) Whether or not two pins match for purposes of reconnection after reconstruction.
bool DrawNodeAsVariable () Return whether to draw this node as a small variable node
void GetMenuActions ( FBlueprintActionDatabaseRegistrar&... ) Replacement for GetMenuEntries().
FText GetMenuCategory () Override to provide a default category for specific node types to be listed under.
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 PreloadRequiredAssets () Called before compilation begins, giving a blueprint time to force the linker to load data

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.
FSlateIcon GetIconAndTint ( FLinearColor& OutColor )  
FText GetNodeTitle ( ENodeTitleType::Type TitleType ) Gets the name of this node, shown in title bar
FLinearColor GetNodeTitleColor () Gets the draw color of a node's title bar
FText GetTooltipText () Gets the tooltip to display when over the node
void PostPlacedNewNode () A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called.
void ValidateNodeDuringCompilation ( FCompilerResultsLog& MessageLog ) Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.

Overridden from UObject

Type Name Description
void PreSave ( FObjectPreSaveContext SaveContext ) Presave function.
void Serialize ( FArchive& Ar ) Handles reading, writing, and reference collecting using FArchive.

Classes

Type Name Description
Protected struct FMakeStructPinManager  

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