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Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundEventNodeSpawner.h |
Include | #include "BlueprintBoundEventNodeSpawner.h" |
Syntax
class UBlueprintBoundEventNodeSpawner : public [UBlueprintEventNodeSpawner](API\Editor\BlueprintGraph\UBlueprintEventNodeSpawner)
Remarks
Takes care of spawning UK2Node_Event nodes. Acts as the "action" portion of certain FBlueprintActionMenuItems. Will not spawn a new event node if one associated with the specified function already exits (instead, Invoke() will return the existing one). Evolved from FEdGraphSchemaAction_K2AddEvent and FEdGraphSchemaAction_K2ViewNode.
Constructors
Type | Name | Description |
---|---|---|
UBlueprintBoundEventNodeSpawner ( const FObjectInitializer& ObjectIn... ) |
Functions
Type | Name | Description |
---|---|---|
UBlueprintBo... | Create ( TSubclassOf< UK2Node_Event > NodeCl..., FMulticastDelegateProperty* Ev..., UObject* Outer ) | Creates a new UBlueprintEventNodeSpawner for delegate bound events. |
FMulticastDe... | GetEventDelegate () |
Overridden from UBlueprintEventNodeSpawner
Type | Name | Description |
---|---|---|
UK2Node_Even... | FindPreExistingEvent ( UBlueprint* Blueprint, FBindingSet const& Bindings ) |
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. |
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. |