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Takes care of spawning variable getter/setter nodes. Serves as the "action" portion for certain FBlueprintActionMenuItems. Evolved from FEdGraphSchemaAction_K2Var, and can spawn nodes for both member-variables and local function variables.
| Name | UBlueprintVariableNodeSpawner |
| Type | class |
| Header File | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintVariableNodeSpawner.h |
| Include Path | #include "BlueprintVariableNodeSpawner.h" |
Syntax
UCLASS (MinimalAPI, Transient)
class UBlueprintVariableNodeSpawner : public UBlueprintFieldNodeSpawner
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBlueprintNodeSpawner → UBlueprintFieldNodeSpawner → UBlueprintVariableNodeSpawner
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UBlueprintVariableNodeSpawner
(
const FObjectInitializer& ObjectInitializer |
BlueprintVariableNodeSpawner.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| LocalVarDesc | FBPVariableDescription | BlueprintVariableNodeSpawner.h | ||
| LocalVarOuter | TObjectPtr< UEdGraph > | The graph that the local variable belongs to (if this is a local variable spawner). | BlueprintVariableNodeSpawner.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FFieldVariant GetVarOuter() |
If this is a local variable, then this will return the UEdGraph that it belongs to, otherwise it pulls the outer from the wrapped member-variable property. | BlueprintVariableNodeSpawner.h | |
FProperty const * GetVarProperty () |
Accessor to the variable's property. | BlueprintVariableNodeSpawner.h | |
FEdGraphPinType GetVarType() |
Utility function for easily accessing the variable's type (needs to pull the information differently if it is a local variable as opposed to a member variable with a FProperty). | BlueprintVariableNodeSpawner.h | |
bool IsLocalVariable() |
Since this spawner can wrap both local and member variables, we use this method to discern between the two. | BlueprintVariableNodeSpawner.h | |
bool IsUserLocalVariable() |
BlueprintVariableNodeSpawner.h |
Overridden from UBlueprintNodeSpawner
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FBlueprintNodeSignature GetSpawnerSignature () |
We want to be able to compare spawners, and have a signature that is rebuildable on subsequent runs. | BlueprintVariableNodeSpawner.h | |
virtual FBlueprintActionUiSpec GetUiSpec
(
FBlueprintActionContext const& Context, |
Takes the default FBlueprintActionUiSpec and modifies it dynamically to accommodate the current context. | BlueprintVariableNodeSpawner.h | |
virtual UEdGraphNode * Invoke
(
UEdGraph* ParentGraph, |
Takes care of spawning a node for the specified graph. | BlueprintVariableNodeSpawner.h | |
virtual void Prime () |
Not required, but intended to passively help speed up menu building operations. | BlueprintVariableNodeSpawner.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static UBlueprintVariableNodeSpawner * CreateFromLocal
(
TSubclassOf< UK2Node_Variable > NodeClass, |
Creates a new UBlueprintVariableNodeSpawner, charged with spawning a local-variable node (for a variable that belongs to a specific graph). | BlueprintVariableNodeSpawner.h | |
static UBlueprintVariableNodeSpawner * CreateFromMemberOrParam
(
TSubclassOf< UK2Node_Variable > NodeClass, |
Creates a new UBlueprintVariableNodeSpawner, charged with spawning a member-variable node (for a variable that has an associated FProperty) | BlueprintVariableNodeSpawner.h |