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Takes care of spawning UK2Node_AddComponent nodes. Acts as the "action" portion of certain FBlueprintActionMenuItems. Evolved from FEdGraphSchemaAction_K2AddComponent.
| Name | UBlueprintComponentNodeSpawner |
| Type | class |
| Header File | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintComponentNodeSpawner.h |
| Include Path | #include "BlueprintComponentNodeSpawner.h" |
Syntax
UCLASS (MinimalAPI, Transient)
class UBlueprintComponentNodeSpawner : public UBlueprintNodeSpawner
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBlueprintNodeSpawner → UBlueprintComponentNodeSpawner
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UBlueprintComponentNodeSpawner
(
const FObjectInitializer& ObjectInitializer |
BlueprintComponentNodeSpawner.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ComponentAssetName | FString | The name of the asset name that needs to be loaded | BlueprintComponentNodeSpawner.h | |
| ComponentClass | TSubclassOf< UActorComponent > | The component class to configure new nodes with. | BlueprintComponentNodeSpawner.h | |
| ComponentName | FString | The name of the component class to configure new nodes with. | BlueprintComponentNodeSpawner.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TSubclassOf< UActorComponent > GetComponentClass() |
Retrieves the component class that this configures spawned nodes with. | BlueprintComponentNodeSpawner.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. | BlueprintComponentNodeSpawner.h | |
virtual FBlueprintActionUiSpec GetUiSpec
(
FBlueprintActionContext const& Context, |
Takes the default FBlueprintActionUiSpec and modifies it dynamically to accommodate the current context. | BlueprintComponentNodeSpawner.h | |
virtual UEdGraphNode * Invoke
(
UEdGraph* ParentGraph, |
Takes care of spawning a node for the specified graph. | BlueprintComponentNodeSpawner.h | |
virtual bool IsTemplateNodeFilteredOut
(
const FBlueprintActionFilter& Filter |
Determine if the node of this spawner's template's type should be filtered in the actions menu | BlueprintComponentNodeSpawner.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. | BlueprintComponentNodeSpawner.h | |
virtual bool IsBindingCompatible
(
FBindingObject BindingCandidate |
Checks to see if the specified object can be bound by this. | BlueprintComponentNodeSpawner.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static UBlueprintComponentNodeSpawner * Create
(
const FComponentTypeEntry& Entry |
Creates a new UBlueprintComponentNodeSpawner for the specified class. | BlueprintComponentNodeSpawner.h |