UK2Node_FunctionEntry

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionEntry.h
Include #include "K2Node_FunctionEntry.h"

Syntax

class UK2Node_FunctionEntry : public [UK2Node_FunctionTerminator](API\Editor\BlueprintGraph\UK2Node_FunctionTerminator)  

Variables

Type Name Description
bool bEnforceConstCorrectness Whether or not to enforce const-correctness for const function overrides
bool bUpdatedDefaultValuesOnLoad True if we've updated the default values on this node at least once
FName CustomGeneratedFunctionName If specified, the function that is created for this entry point will have this name.
int32 ExtraFlags Any extra flags that the function may need
TSharedPtr< FSt... FunctionVariableCache Holds a an in-memory representation of the UFunction struct, used to fixup local and user variables
TArray< FBPVari... LocalVariables Array of local variables to be added to generated function
FKismetUserDecl... MetaData Function metadata

Constructors

Type Name Description
  UK2Node_FunctionEntry ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
void AddExtraFlags ( int32 InFlags )  
void ClearExtraFlags ( int32 InFlags )  
UEdGraphPin ... GetAutoWorldContextPin () Returns pin for the automatically added WorldContext parameter (used only by BlueprintFunctionLibrary).
int32 GetExtraFlags () Retrieves the extra flags set on this node.
int32 GetFunctionFlags () Retrieves the function flags from the UFunction that this function entry node represents
TSharedPtr< ... GetFunctionVariableCache ( bool bForceRefresh ) Gets the UFunction and function variable cache structure that should be used for serialization fixups for local variables.
bool HasAllExtraFlags ( int32 FlagsToCheck ) Used to safely check whether all of the passed in flags are set.
bool HasAnyExtraFlags ( int32 FlagsToCheck ) Used to safely check whether the passed in flag is set.
bool IsCompatibleWithGraph ( const UEdGraph* InGraph )  
bool RefreshFunctionVariableCache () Copies data from the local variable defaults into the variable cache
void RemoveOutputPin ( UEdGraphPin* PinToRemove ) Removes an output pin from the node.
void SetExtraFlags ( int32 InFlags ) Set the extra flags on this node
bool UpdateDefaultsFromVariableStruct ( const UStruct* VariableStruct, uint8* VariableStructData ) Copies data from VariableStruct into the local variables
bool UpdateLoadedDefaultValues ( bool bForceRefresh ) Handles updating loaded default values, by going default string into variable cache and back, if bForceRefresh it will happen even if the cache is already setup
bool UpdateVariableStructFromDefaults ( const UStruct* VariableStruct, uint8* VariableStructData ) Copies data from any local variables matching properties in VariableStruct into the VariableStructData

Overridden from UK2Node_EditablePinBase

Type Name Description
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 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.
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
bool ShouldUseConstRefParams () Should this node require 'const' for pass-by-reference parameters?

Overridden from UK2Node

Type Name Description
void ClearCachedBlueprintData ( UBlueprint* Blueprint ) Clears out any cached data that needs to be regenerated after a structural blueprint change
FNodeHandlin... CreateNodeHandler ( FKismetCompilerContext& CompilerCo... )  
bool DrawNodeAsEntry () Return whether to draw this node as an entry
void ExpandNode ( FKismetCompilerContext& CompilerCo..., UEdGraph* SourceGraph ) Expands a node while compiling, which may add additional nodes or delete this node
void FixupPinStringDataReferences ( FArchive* SavingArchive ) Fixes up structure/soft object ref pins, on both save and load
void GetRedirectPinNames ( const UEdGraphPin& Pin, TArray< FString >& RedirectPinName... ) Determines what the possible redirect pin names are
void PostReconstructNode () Called at the end of ReconstructNode, allows node specific work to be performed

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.
bool CanUserDeleteNode () Whether or not this node can be deleted by user action
void FindDiffs ( UEdGraphNode* OtherNode, FDiffResults& Results ) Gives the node the option to customize how diffs are discovered within it.
bool GetCanRenameNode () If true, this node can be renamed in the editor
FEdGraphNode... GetDeprecationResponse ( EEdGraphNodeDeprecationType Depreca... ) Returns the response to use when reporting a deprecation.
FText GetNodeTitle ( ENodeTitleType::Type TitleType ) Gets the name of this node, shown in title bar
FText GetTooltipText () Gets the tooltip to display when over the node
bool HasDeprecatedReference () Returns true if this node references a deprecated type or member.
TSharedPtr< ... MakeNameValidator () Create a name validator for this node
void OnRenameNode ( const FString& NewName ) Called when this node is being renamed after a successful name validation
void PostPasteNode () Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor

Overridden from UObject

Type Name Description
void PostLoad () Do any object-specific cleanup required immediately after loading an object.
void PreSave ( FObjectPreSaveContext SaveContext ) Presave function.
void Serialize ( FArchive& Ar ) Handles reading, writing, and reference collecting using FArchive.

Deprecated Functions

Type Name Description
PRAGMA_DISAB... PreSave ( const ITargetPlatform* TargetP... ) Use version that takes FObjectPreSaveContext instead.

Ask questions and help your peers Developer Forums

Write your own tutorials or read those from others Learning Library