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Takes care of spawning various field related nodes (nodes associated with functions, enums, structs, properties, etc.). Acts as the "action" portion for certain FBlueprintActionMenuItems.
Name
UBlueprintFieldNodeSpawner
Type
class
Header File
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintFieldNodeSpawner.h
Include Path
#include "BlueprintFieldNodeSpawner.h"
Syntax
UCLASS (MinimalAPI, Transient)
class UBlueprintFieldNodeSpawner : public UBlueprintNodeSpawner
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Inheritance Hierarchy
Implements Interfaces
Derived Classes
Constructors
Typedefs
Name
Type
Remarks
Include Path
FSetNodeFieldDelegate
TBaseDelegate_TwoParams< void, UEdGraphNode *, FFieldVariant >
BlueprintFieldNodeSpawner.h
Variables
Public
Name
Type
Remarks
Include Path
Unreal Specifiers
SetNodeFieldDelegate
FSetNodeFieldDelegate
Callback to define how the field should be applied to new nodes
BlueprintFieldNodeSpawner.h
Protected
Functions
Public
Name
Remarks
Include Path
Unreal Specifiers
Retrieves the field that this assigns to spawned nodes (defines the node's signature).
BlueprintFieldNodeSpawner.h
Name
Remarks
Include Path
Unreal Specifiers
We want to be able to compare spawners, and have a signature that is rebuildable on subsequent runs.
BlueprintFieldNodeSpawner.h
Takes care of spawning a node for the specified graph.
BlueprintFieldNodeSpawner.h
Protected
Name
Remarks
Include Path
Unreal Specifiers
Sets the field for this spawner
BlueprintFieldNodeSpawner.h
Static