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Unreal Engine C++ API Reference > Editor > BlueprintGraph > UBlueprintFieldNodeSpawner
- UBlueprintNodeSpawner::Invoke()
- UBlueprintFieldNodeSpawner::Invoke()
- UBlueprintFunctionNodeSpawner::Invoke()
- UBlueprintVariableNodeSpawner::Invoke()
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintFieldNodeSpawner.h |
Include | #include "BlueprintFieldNodeSpawner.h" |
Source | /Engine/Source/Editor/BlueprintGraph/Private/BlueprintFieldNodeSpawner.cpp |
virtual UEdGraphNode &42; Invoke
&40;
UEdGraph &42; ParentGraph,
FBindingSet const & Bindings,
FVector2D const Location
&41; const
Remarks
Takes care of spawning a node for the specified graph. Looks to see if the supplied graph is transient, and if so, spawns a NOT fully formed node (intended for template use).
This function is intended to be overridden; sub-classes may return a pre-existing node, instead of a newly allocated one (for cases where only one instance of the node type can exist). Callers should check for this case upon use. Null if it failed to spawn a node, otherwise a newly spawned node or possibly one that already existed.
Parameters
Name | Description |
---|---|
ParentGraph | The graph you want the node spawned into. |
Bindings | |
Location | Where you want the new node positioned in the graph. |