Navigation
API > API/Editor > API/Editor/BlueprintGraph
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.
| Name | UBlueprintBoundEventNodeSpawner |
| Type | class |
| Header File | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundEventNodeSpawner.h |
| Include Path | #include "BlueprintBoundEventNodeSpawner.h" |
Syntax
UCLASS (Transient)
class UBlueprintBoundEventNodeSpawner : public UBlueprintEventNodeSpawner
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBlueprintNodeSpawner → UBlueprintEventNodeSpawner → UBlueprintBoundEventNodeSpawner
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UBlueprintBoundEventNodeSpawner
(
const FObjectInitializer& ObjectInitializer |
BlueprintBoundEventNodeSpawner.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| EventDelegate | TFieldPath< FMulticastDelegateProperty > | BlueprintBoundEventNodeSpawner.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FMulticastDelegateProperty const * GetEventDelegate() |
BlueprintBoundEventNodeSpawner.h |
Overridden from UBlueprintEventNodeSpawner
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UK2Node_Event const * FindPreExistingEvent
(
UBlueprint* Blueprint, |
BlueprintBoundEventNodeSpawner.h |
Overridden from UBlueprintNodeSpawner
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FBlueprintNodeSignature GetSpawnerSignature () |
We want to be able to compare spawners, and have a signature that is rebuildable on subsequent runs. | BlueprintBoundEventNodeSpawner.h | |
virtual UEdGraphNode * Invoke
(
UEdGraph* ParentGraph, |
Takes care of spawning a node for the specified graph. | BlueprintBoundEventNodeSpawner.h |
Overridden from IBlueprintNodeBinder
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool BindToNode
(
UEdGraphNode* Node, |
Attempts to apply the specified binding to the supplied node. | BlueprintBoundEventNodeSpawner.h | |
virtual bool IsBindingCompatible
(
FBindingObject BindingCandidate |
Checks to see if the specified object can be bound by this. | BlueprintBoundEventNodeSpawner.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static UBlueprintBoundEventNodeSpawner * Create
(
TSubclassOf< UK2Node_Event > NodeClass, |
Creates a new UBlueprintEventNodeSpawner for delegate bound events. | BlueprintBoundEventNodeSpawner.h |