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API > API/Editor > API/Editor/BlueprintGraph > API/Editor/BlueprintGraph/UBlueprintNodeSpawner
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Simplified version of the other SpawnNode(), that just let's sub-classes specify their own post-spawn delegate (the node class is comes directly from the template parameter). | BlueprintNodeSpawner.h | ||
NodeType * SpawnNode
(
TSubclassOf< UEdGraphNode > NodeClass, |
Protected SpawnNode() that let's sub-classes specify their own post-spawn delegate and node class. | BlueprintNodeSpawner.h |
SpawnNode(UEdGraph *, FBindingSet const &, FVector2D const, FCustomizeNodeDelegate)
Description
Simplified version of the other SpawnNode(), that just let's sub-classes specify their own post-spawn delegate (the node class is comes directly from the template parameter).
| Name | SpawnNode |
| Type | function |
| Header File | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintNodeSpawner.h |
| Include Path | #include "BlueprintNodeSpawner.h" |
template<class NodeType>
NodeType * SpawnNode
(
UEdGraph * ParentGraph,
FBindingSet const & Bindings,
FVector2D const Location,
FCustomizeNodeDelegate PostSpawnDelegate
) const
Null if it failed to spawn a node (if NodeClass is null), otherwise a newly spawned node.
Parameters
| Name | Remarks |
|---|---|
| ParentGraph | The graph you want the node spawned into. |
| Bindings | The bindings to apply to the node (post spawn). |
| Location | Where you want the new node positioned in the graph. |
| PostSpawnDelegate | A delegate to run after spawning the node, but prior to allocating the node's pins. |
SpawnNode(TSubclassOf< UEdGraphNode >, UEdGraph *, FBindingSet const &, FVector2D const, FCustomizeNodeDelegate)
Description
Protected SpawnNode() that let's sub-classes specify their own post-spawn delegate and node class.
| Name | SpawnNode |
| Type | function |
| Header File | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintNodeSpawner.h |
| Include Path | #include "BlueprintNodeSpawner.h" |
template<class NodeType>
NodeType * SpawnNode
(
TSubclassOf < UEdGraphNode > NodeClass,
UEdGraph * ParentGraph,
FBindingSet const & Bindings,
FVector2D const Location,
FCustomizeNodeDelegate PostSpawnDelegate
) const
Null if it failed to spawn a node (if NodeClass is null), otherwise a newly spawned node.
Parameters
| Name | Remarks |
|---|---|
| NodeClass | The type of node you want spawned. |
| ParentGraph | The graph you want the node spawned into. |
| Bindings | The bindings to apply to the node (post spawn). |
| Location | Where you want the new node positioned in the graph. |
| PostSpawnDelegate | A delegate to run after spawning the node, but prior to allocating the node's pins. |