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Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
- UObject
- IBlueprintNodeBinder
- UBlueprintNodeSpawner
- UBlueprintComponentNodeSpawner
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintComponentNodeSpawner.h |
Include | #include "BlueprintComponentNodeSpawner.h" |
Syntax
UCLASS (Transient)
class UBlueprintComponentNodeSpawner : public UBlueprintNodeSpawner
Remarks
Takes care of spawning UK2Node_AddComponent nodes. Acts as the "action" portion of certain FBlueprintActionMenuItems. Evolved from FEdGraphSchemaAction_K2AddComponent.
Constructors
Type | Name | Description | |
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UBlueprintComponentNodeSpawner
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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UBlueprintComponentNodeSpawner * | Create
(
const FComponentTypeEntry& Entry |
Creates a new UBlueprintComponentNodeSpawner for the specified class. |
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TSubclassOf< UActorComponent > | Retrieves the component class that this configures spawned nodes with. |
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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FBlueprintActionUiSpec | GetUiSpec
(
FBlueprintActionContext const& Context, |
Takes the default FBlueprintActionUiSpec and modifies it dynamically to accommodate the current context. |
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UEdGraphNode * | Invoke
(
UEdGraph* ParentGraph, |
Takes care of spawning a node for the specified graph. |
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bool | IsTemplateNodeFilteredOut
(
const FBlueprintActionFilter& Filter |
Determine if the node of this spawner's template's type should be filtered in the actions menu |
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. |