UK2Node_GetClassDefaults

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetClassDefaults.h
Include #include "K2Node_GetClassDefaults.h"

Syntax

class UK2Node_GetClassDefaults : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)  

Constructors

Type Name Description
  UK2Node_GetClassDefaults ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
void CreateOutputPins ( UClass* InClass ) Creates the full set of output pins (properties) from the given input class.
UEdGraphPin ... FindClassPin ( const TArray< UEdGraphPin* >&... ) Finds and returns the class input pin.
UEdGraphPin ... FindClassPin () Finds and returns the class input pin from the current set of pins.
UClass * GetInputClass () Retrieves the current input class type.
UClass * GetInputClass ( const UEdGraphPin* FromPin ) Determines the input class type from the given pin.
void OnBlueprintClassModified ( UBlueprint* TargetBlueprint )  
void OnClassPinChanged () Will be called whenever the class pin selector changes its value.

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.
bool IsNodePure () Returns whether this node is considered 'pure' by the compiler
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)
bool ShouldShowNodeProperties () Return whether the node's properties display in the blueprint details panel

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.
FText GetNodeTitle ( ENodeTitleType::Type TitleType ) Gets the name of this node, shown in title bar
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 PinConnectionListChanged ( UEdGraphPin* Pin ) Called when the connection list of one of the pins of this node is changed in the editor
void PinDefaultValueChanged ( UEdGraphPin* Pin ) Called when the DefaultValue of one of the pins of this node is changed in the editor
void PostPlacedNewNode () A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called.
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 PostEditChangeProperty ( FPropertyChangedEvent& PropertyCha... ) Called when a property on this object has been modified externally
void PostLoad () Do any object-specific cleanup required immediately after loading an object.
void PreEditChange ( FProperty* PropertyAboutToChan... ) This is called when a property is about to be modified externally

Constants

Name Description
ClassPinName Class pin name

Ask questions and help your peers Developer Forums

Write your own tutorials or read those from others Learning Library