UK2Node_Variable

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
Include #include "K2Node_Variable.h"

Syntax

class UK2Node_Variable : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)  

Variables

Type Name Description
TEnumAsByte< ES... SelfContextInfo  
FMemberReferenc... VariableReference Reference to variable we want to set/get

Constructors

Type Name Description
  UK2Node_Variable ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
void CheckForErrors ( const UEdGraphSchema_K2* Schem..., FCompilerResultsLog& MessageLog ) Validates there are no errors in the node
void CreatePinForSelf () Creates 'self' pin
bool CreatePinForVariable ( EEdGraphPinDirection Direction, FName InPinName ) Creates a reader or writer pin for a variable.
bool DoesRenamedVariableMatch ( FName OldVariableName, FName NewVariableName, UStruct* StructType ) Returns true if the variable names match, this looks for redirectors
bool FunctionParameterExists ( const UEdGraph* InFunctionGrap..., const FName InParameterName ) Returns whether a Function Graph contains a parameter with the given name
const UActor... GetActorComponent ( const FProperty* VariablePrope... ) Utility function to retrieve actor component for variable property.
FBPVariableD... GetBlueprintVarDescription ()  
FProperty &#... GetPropertyForVariable () Get the FProperty for this variable node
FProperty &#... GetPropertyForVariableFromSkeleton () Get the FProperty for this variable node
UEdGraphPin ... GetValuePin () Accessor for the value output pin of the node
FSlateIcon GetVariableIconAndColor ( const UStruct* VarScope, FName VarName, FLinearColor& IconColorOut ) Utility method intended to serve as a choke point for various slate widgets to grab an icon from (for a specified variable).
UClass * GetVariableSourceClass () Get the class to look for this variable in
FSlateIcon GetVarIconFromPinType ( const FEdGraphPinType& InPinType, FLinearColor& IconColorOut ) Utility method intended to serve as a choke point for various slate widgets to grab an icon from (for a specified variable pin type).
FName GetVarName () Util to get variable name
FString GetVarNameString () Util to get variable name as a string
FText GetVarNameText ()  
bool RecreatePinForVariable ( EEdGraphPinDirection Direction, TArray< UEdGraphPin* >& OldPi..., FName InPinName ) Creates a reader or writer pin for a variable from an old pin.
bool RemapRestrictedLinkReference ( FName OldVariableName, FName NewVariableName, const UClass* MatchInVariableC..., const UClass* RemapIfLinkedToC..., bool bLogWarning ) Remap a reference from one variable to another, if this variable is of class type 'MatchInVariableClass', and if linked to anything that is a child of 'RemapIfLinkedToClass'.
void SetFromProperty ( const FProperty* Property, bool bSelfContext, UClass* OwnerClass ) Set up this variable node from the supplied FProperty
void SuppressDeprecationWarning () Adds the variable reference to the suppressed deprecation warnings list

Overridden from UK2Node

Type Name Description
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
FName GetCornerIcon ()  
void GetNodeAttributes ( TArray< TKeyValuePair< FString, FSt... ) This function returns an arbitrary number of attributes that describe this node for analytics events
FText GetToolTipHeading ()  
void HandleVariableRenamed ( UBlueprint* InBlueprint, UClass* InVariableClass, UEdGraph* InGraph, const FName& InOldVarName, const FName& InNewVarName ) Handle when a variable is renamed in the Blueprint Palette
bool ReferencesVariable ( const FName& InVarName, const UStruct* InScope ) Return whether this node references the specified variable, give the supplied scope.
void ReplaceReferences ( UBlueprint* InBlueprint, UBlueprint* InReplacementBluep..., const FMemberReference& InSource, const FMemberReference& InReplacem... ) Replace any member references of source with replacement

Overridden from UEdGraphNode

Type Name Description
void AutowireNewNode ( UEdGraphPin* FromPin ) Autowire a newly created node.
bool CanJumpToDefinition () Returns true if it is possible to jump to the definition of this node (e.g., if it's a variable get or a function call)
bool CanPasteHere ( const UEdGraph* TargetGraph ) Determine if this node can live in the specified graph
FEdGraphNode... GetDeprecationResponse ( EEdGraphNodeDeprecationType Depreca... ) Returns the response to use when reporting a deprecation.
FString GetDocumentationExcerptName () Returns the name of the excerpt to display from the specified external documentation link for the graph node Default behavior is to return the class name (including prefix)
FString GetDocumentationLink () Returns the link used for external documentation for the graph node
FString GetFindReferenceSearchString () Gets the search string to find references to this node
FSlateIcon GetIconAndTint ( FLinearColor& OutColor )  
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)
void GetNodeContextMenuActions ( UToolMenu* Menu, UGraphNodeContextMenuContext* ... ) Gets a list of actions that can be done to this particular node
FLinearColor GetNodeTitleColor () Gets the draw color of a node's title bar
FString GetPinMetaData ( FName InPinName, FName InKey ) Return the requested metadata for the pin if there is any
bool HasDeprecatedReference () Returns true if this node references a deprecated type or member.
bool HasExternalDependencies ( TArray< class UStruct* >*... ) Returns whether or not this node has dependencies on an external structure If OptionalOutput isn't null, it should be filled with the known dependencies objects (Classes, Structures, Functions, etc).
void JumpToDefinition () Jump to the definition of this node (should only be called if CanJumpToDefinition() return true)
void PostPasteNode () Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor
void ReconstructNode () Refresh the connectors on a node, preserving as many connections as it can.
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 Serialize ( FArchive& Ar ) Handles reading, writing, and reference collecting using FArchive.

Deprecated Variables

Type Name Description
uint32: 1 bSelfContext_DEPRECATED Whether or not this should be a "self" context
FName VariableName_DEPRECATED Name of variable
TSubclassOf< cl... VariableSourceClass_DEPRECATED Class that this variable is defined in. Should be NULL if bSelfContext is true.

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