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Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
- UObject
- IBlueprintNodeBinder
- UBlueprintNodeSpawner
- UBlueprintEventNodeSpawner
- UBlueprintBoundEventNodeSpawner
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundEventNodeSpawner.h |
Include | #include "BlueprintBoundEventNodeSpawner.h" |
Syntax
UCLASS (Transient)
class UBlueprintBoundEventNodeSpawner : public UBlueprintEventNodeSpawner
Remarks
Takes care of spawning UK2Node_Event nodes. Acts as the "action" portion of certain FBlueprintActionMenuItems. Will not spawn a new event node if one associated with the specified function already exits (instead, Invoke() will return the existing one). Evolved from FEdGraphSchemaAction_K2AddEvent and FEdGraphSchemaAction_K2ViewNode.
Constructors
Type | Name | Description | |
---|---|---|---|
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UBlueprintBoundEventNodeSpawner
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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UBlueprintBoundEventNodeSpawner * | Create
(
TSubclassOf< UK2Node_Event > NodeClass, |
Creates a new UBlueprintEventNodeSpawner for delegate bound events. |
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FMulticastDelegateProperty const * |
Overridden from UBlueprintEventNodeSpawner
Type | Name | Description | |
---|---|---|---|
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UK2Node_Event const * | FindPreExistingEvent
(
UBlueprint* Blueprint, |
Overridden from UBlueprintNodeSpawner
Type | Name | Description | |
---|---|---|---|
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FBlueprintNodeSignature | We want to be able to compare spawners, and have a signature that is rebuildable on subsequent runs. | |
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UEdGraphNode * | Invoke
(
UEdGraph* ParentGraph, |
Takes care of spawning a node for the specified graph. |
Overridden from IBlueprintNodeBinder
Type | Name | Description | |
---|---|---|---|
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bool | BindToNode
(
UEdGraphNode* Node, |
Attempts to apply the specified binding to the supplied node. |
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bool | IsBindingCompatible
(
FBindingObject BindingCandidate |
Checks to see if the specified object can be bound by this. |