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Takes care of spawning various bound nodes. Acts as the "action" portion of certain FBlueprintActionMenuItems.
| Name | UBlueprintBoundNodeSpawner |
| Type | class |
| Header File | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundNodeSpawner.h |
| Include Path | #include "BlueprintBoundNodeSpawner.h" |
Syntax
UCLASS (MinimalAPI, Transient)
class UBlueprintBoundNodeSpawner : public UBlueprintNodeSpawner
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBlueprintNodeSpawner → UBlueprintBoundNodeSpawner
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UBlueprintBoundNodeSpawner
(
const FObjectInitializer& ObjectInitializer |
BlueprintBoundNodeSpawner.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FCanBindObjectDelegate | TBaseDelegate_OneParam< bool, UObject const * > | BlueprintBoundNodeSpawner.h | |
| FFindPreExistingNodeDelegate | TBaseDelegate_TwoParams< UEdGraphNode *, const UBlueprint *, IBlueprintNodeBinder::FBindingSet const & > | BlueprintBoundNodeSpawner.h | |
| FOnBindObjectDelegate | TBaseDelegate_TwoParams< bool, UEdGraphNode *, UObject * > | BlueprintBoundNodeSpawner.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CanBindObjectDelegate | FCanBindObjectDelegate | A delegate to perform specialized node binding verification | BlueprintBoundNodeSpawner.h | |
| FindPreExistingNodeDelegate | FFindPreExistingNodeDelegate | A delegate to find a node that is already spawned, instead of spawning a node we will focus on the pre-existing node found by the delegate | BlueprintBoundNodeSpawner.h | |
| OnBindObjectDelegate | FOnBindObjectDelegate | A delegate to perform specialized node setup during binding | BlueprintBoundNodeSpawner.h |
Functions
Public
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. | BlueprintBoundNodeSpawner.h | |
virtual UEdGraphNode * Invoke
(
UEdGraph* ParentGraph, |
Takes care of spawning a node for the specified graph. | BlueprintBoundNodeSpawner.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. | BlueprintBoundNodeSpawner.h | |
virtual bool IsBindingCompatible
(
FBindingObject BindingCandidate |
Checks to see if the specified object can be bound by this. | BlueprintBoundNodeSpawner.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static UBlueprintBoundNodeSpawner * Create
(
TSubclassOf< UEdGraphNode > NodeClass, |
BlueprintBoundNodeSpawner.h |