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Unreal Engine C++ API Reference > Editor > BehaviorTreeEditor > UBehaviorTreeDecoratorGraphNode
- UEdGraphNode::NodeConnectionListChanged()
- UBehaviorTreeDecoratorGraphNode::NodeConnectionListChanged()
References
Module | BehaviorTreeEditor |
Header | /Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraphNode.h |
Include | #include "BehaviorTreeDecoratorGraphNode.h" |
Source | /Engine/Source/Editor/BehaviorTreeEditor/Private/BehaviorTreeDecoratorGraphNode.cpp |
virtual void NodeConnectionListChanged&40;&41;
Remarks
Called when something external to this node has changed the connection list of any of the pins in the node
- Different from PinConnectionListChanged as this is called outside of any loops iterating over our pins allowing us to do things like reconstruct the node safely without trashing pins we are already iterating on
- Typically called after a user induced action like making a pin connection or a pin break