UK2Node_GetArrayItem

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetArrayItem.h
Include #include "K2Node_GetArrayItem.h"

Syntax

class UK2Node_GetArrayItem : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)  

Constructors

Type Name Description
  UK2Node_GetArrayItem ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
UEdGraphPin ... GetIndexPin () Helper function to return the index pin
UEdGraphPin ... GetResultPin () Helper function to return the result pin
UEdGraphPin ... GetTargetArrayPin () Helper function to return the array pin
void SetDesiredReturnType ( bool bAsReference ) Sets weather we want the array item returned as a reference or by value (as a copy)

Overridden from UK2Node

Type Name Description
FNodeHandlin... CreateNodeHandler ( FKismetCompilerContext& CompilerCo... )  
void ExpandNode ( FKismetCompilerContext& CompilerCo..., UEdGraph* SourceGraph ) Expands a node while compiling, which may add additional nodes or delete this node
void GetMenuActions ( FBlueprintActionDatabaseRegistrar&... ) Replacement for GetMenuEntries().
FText GetMenuCategory () Override to provide a default category for specific node types to be listed under.
int32 GetNodeRefreshPriority ()  
FBlueprintNo... GetSignature () Retrieves a unique identifier for this node type.
bool IsActionFilteredOut ( FBlueprintActionFilter const& Filt... ) Determine if the node of this type should be filtered in the actions menu
bool IsConnectionDisallowed ( const UEdGraphPin* MyPin, const UEdGraphPin* OtherPin, FString& OutReason )  
bool IsNodePure () Returns whether this node is considered 'pure' by the compiler
void NotifyPinConnectionListChanged ( UEdGraphPin* Pin ) Called when the connection list of one of the pins of this node is changed in the editor, after the pin has had it's literal cleared
void PostReconstructNode () Called at the end of ReconstructNode, allows node specific work to be performed
bool ShouldDrawCompact () Should draw compact

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.
TSharedPtr< ... CreateNodeImage () Create the background image for the widget representing this node
FSlateIcon GetIconAndTint ( FLinearColor& OutColor )  
void GetNodeContextMenuActions ( UToolMenu* Menu, UGraphNodeContextMenuContext* ... ) Gets a list of actions that can be done to this particular node
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 IncludeParentNodeContextMenu () Does the node context menu inherit parent class's menu

Ask questions and help your peers Developer Forums

Write your own tutorials or read those from others Learning Library