UK2Node_LatentGameplayTaskCall

Unreal Engine C++ API Reference > Editor > GameplayTasksEditor

Inheritance Hierarchy

References

   
Module GameplayTasksEditor
Header /Engine/Source/Editor/GameplayTasksEditor/Classes/K2Node_LatentGameplayTaskCall.h
Include #include "K2Node_LatentGameplayTaskCall.h"

Syntax

class UK2Node_LatentGameplayTaskCall : public [UK2Node_BaseAsyncTask](API\Editor\BlueprintGraph\UK2Node_BaseAsyncTask)  

Variables

Type Name Description
TArray< FName > SpawnParamPins  

Constructors

Type Name Description
  UK2Node_LatentGameplayTaskCall ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
bool ConnectSpawnProperties ( UClass* ClassToSpawn, const UEdGraphSchema_K2* Schem..., FKismetCompilerContext& CompilerCo..., UEdGraph* SourceGraph, UEdGraphPin*& LastThenPin, UEdGraphPin* SpawnedActorRetur... )  
void CreatePinsForClass ( UClass* InClass )  
UEdGraphPin ... GetClassPin ( const TArray< UEdGraphPin* >&... )  
UClass * GetClassToSpawn ( const TArray< UEdGraphPin* >&... )  
UEdGraphPin ... GetResultPin ()  
bool HasDedicatedNodeClass ( TSubclassOf< UGameplayTask > TaskCl... )  
bool IsHandling ( TSubclassOf< UGameplayTask > TaskCl... )  
bool IsSpawnVarPin ( UEdGraphPin* Pin )  
void RegisterSpecializedTaskNodeClass ( TSubclassOf< UK2Node_LatentGameplay... )  
bool ValidateActorArraySpawning ( FKismetCompilerContext& CompilerCo..., bool bGenerateErrors )  
bool ValidateActorSpawning ( FKismetCompilerContext& CompilerCo..., bool bGenerateErrors )  

Overridden from UK2Node

Type Name Description
void ExpandNode ( FKismetCompilerContext& CompilerCo..., UEdGraph* SourceGraph ) This is essentially a mix of K2Node_BaseAsyncTask::ExpandNode and K2Node_SpawnActorFromClass::ExpandNode.
void GetMenuActions ( FBlueprintActionDatabaseRegistrar&... ) Replacement for GetMenuEntries().
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)

Overridden from UEdGraphNode

Type Name Description
bool CanCreateUnderSpecifiedSchema ( const UEdGraphSchema* DesiredS... ) Can this node be created under the specified schema.
void PinDefaultValueChanged ( UEdGraphPin* Pin ) Called when the DefaultValue of one of the pins of this node is changed in the editor

Constants

Name Description
NodeClasses  

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