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Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
- FOptionalPinManager
- UK2Node_StructOperation::FStructOperationOptionalPinManager
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h |
Include | #include "K2Node.h" |
Syntax
struct FOptionalPinManager
Remarks
Manager to build or refresh a list of optional pins.
Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | CacheShownPins
(
const TArray< FOptionalPinFromProperty >& OptionalPins, |
Helper function to make consistent behavior between nodes that use optional pins |
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bool | CanTreatPropertyAsOptional
(
FProperty* TestProperty |
Can this property be managed as an optional pin (with the ability to be shown or hidden) |
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void | CreateVisiblePins
(
TArray< FOptionalPinFromProperty >& Properties, |
Creates a pin for each visible property on the specified node |
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void | CustomizePinData
(
UEdGraphPin* Pin, |
Customize automatically created pins if desired. |
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void | EvaluateOldShownPins
(
const TArray< FOptionalPinFromProperty >& OptionalPins, |
Helper function to make consistent behavior between nodes that use optional pins |
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void | GetRecordDefaults
(
FProperty* TestProperty, |
Should the specified property be displayed by default |
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void | PostInitNewPin
(
UEdGraphPin* Pin, |
|
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void | PostRemovedOldPin
(
FOptionalPinFromProperty& Record, |
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void | RebuildProperty
(
FProperty* TestProperty, |
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void | RebuildPropertyList
(
TArray< FOptionalPinFromProperty >& Properties, |
Reconstructs the specified property array using the SourceStruct |