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Unreal Engine C++ API Reference > Editor > BlueprintGraph > UBlueprintFieldNodeSpawner
- UBlueprintNodeSpawner::GetSpawnerSignature()
- UBlueprintFieldNodeSpawner::GetSpawnerSignature()
- UBlueprintVariableNodeSpawner::GetSpawnerSignature()
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintFieldNodeSpawner.h |
Include | #include "BlueprintFieldNodeSpawner.h" |
Source | /Engine/Source/Editor/BlueprintGraph/Private/BlueprintFieldNodeSpawner.cpp |
virtual FBlueprintNodeSignature GetSpawnerSignature&40;&41; const
Remarks
We want to be able to compare spawners, and have a signature that is rebuildable on subsequent runs. So, what makes each spawner unique is the type of node that it spawns, and any fields the node would be initialized with; that is what this returns. A set of object-paths/names that distinguish this spawner from others.