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Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
- FGCObject
- FBlueprintNodeTemplateCache
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintNodeTemplateCache.h |
Include | #include "BlueprintNodeTemplateCache.h" |
Syntax
class FBlueprintNodeTemplateCache : public FGCObject
Remarks
Serves as a centralized data-store for all UBlueprintNodeSpawner node- templates. Implemented this way (rather than internal to UBlueprintNodeSpawner) since node-templates require a UEdGraph/UBlueprint outer chain. Instead of instantiating a bunch of graphs/blueprints per UBlueprintNodeSpawner, we'd rather have a small centralized set here.
Constructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | AddReferencedObjects
(
FReferenceCollector& Collector |
|
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void | ClearCachedTemplate
(
UBlueprintNodeSpawner const* NodeSpawner |
Wipes any nodes that were cached on behalf of the specified spawner (should be called when NodeSpawner is destroyed, in case GetNodeTemplate() was called for it). |
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int64 | Approximates the current memory footprint of the entire cache (instantiated UObject sizes + allocated container space). | |
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UEdGraphNode * | GetNodeTemplate
(
UBlueprintNodeSpawner const* NodeSpawner, |
Retrieves a cached template associated with the supplied spawner. |
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UEdGraphNode * | GetNodeTemplate
(
UBlueprintNodeSpawner const* NodeSpawner, |
Retrieves a cached template associated with the supplied spawner. |
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FString | ||
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bool | IsTemplateOuter
(
UEdGraph* ParentGraph |
Utility method to help external systems identify if a graph they have belongs here, to the FBlueprintNodeTemplateCache system. |
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int64 | External systems can make changes that alter the memory footprint of the cache (like calling AllocateDefaultPins), and since we don't recalculate the cache's size every frame sometimes we need to update the internal estimate. |