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Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UEdGraphNode
- UK2Node
- UAnimGraphNode_Base
- UAnimGraphNode_ApplyAdditive
- UAnimGraphNode_ApplyMeshSpaceAdditive
- UAnimGraphNode_AssetPlayerBase
- UAnimGraphNode_BlendSpaceBase
- UAnimGraphNode_AimOffsetLookAt
- UAnimGraphNode_BlendSpaceEvaluator
- UAnimGraphNode_BlendSpacePlayer
- UAnimGraphNode_RotationOffsetBlendSpace
- UAnimGraphNode_BlendStack
- UAnimGraphNode_MotionMatching
- UAnimGraphNode_PoseByName
- UAnimGraphNode_PoseHandler
- UAnimGraphNode_PoseBlendNode
- UAnimGraphNode_PoseDriver
- UAnimGraphNode_SequenceEvaluator
- UAnimGraphNode_SequencePlayer
- UAnimGraphNode_BlendBoneByChannel
- UAnimGraphNode_BlendListBase
- UAnimGraphNode_BlendListByBool
- UAnimGraphNode_BlendListByEnum
- UAnimGraphNode_BlendListByInt
- UAnimGraphNode_LayeredBoneBlend
- UAnimGraphNode_BlendSpaceGraphBase
- UAnimGraphNode_BlendSpaceGraph
- UAnimGraphNode_RotationOffsetBlendSpaceGraph
- UAnimGraphNode_BlendSpaceSampleResult
- UAnimGraphNode_ComponentToLocalSpace
- UAnimGraphNode_CopyPoseFromMesh
- UAnimGraphNode_CurveSource
- UAnimGraphNode_CustomProperty
- UAnimGraphNode_ControlRig
- UAnimGraphNode_IKRig
- UAnimGraphNode_LinkedAnimGraphBase
- UAnimGraphNode_LinkedAnimGraph
- UAnimGraphNode_LinkedAnimLayer
- UAnimGraphNode_DeadBlending
- UAnimGraphNode_Inertialization
- UAnimGraphNode_LinkedInputPose
- UAnimGraphNode_LiveLinkPose
- UAnimGraphNode_LocalToComponentSpace
- UAnimGraphNode_MakeDynamicAdditive
- UAnimGraphNode_MeshRefPose
- UAnimGraphNode_Mirror
- UAnimGraphNode_ModifyCurve
- UAnimGraphNode_MultiWayBlend
- UAnimGraphNode_PoseSearchHistoryCollector_Base
- UAnimGraphNode_PoseSearchComponentSpaceHistoryCollector
- UAnimGraphNode_PoseSearchHistoryCollector
- UAnimGraphNode_PoseSnapshot
- UAnimGraphNode_RandomPlayer
- UAnimGraphNode_RefPoseBase
- UAnimGraphNode_IdentityPose
- UAnimGraphNode_LocalRefPose
- UAnimGraphNode_RemapCurves
- UAnimGraphNode_RemapCurvesFromMesh
- UAnimGraphNode_RetargetPoseFromMesh
- UAnimGraphNode_RigLogic
- UAnimGraphNode_Root
- UAnimGraphNode_RotateRootBone
- UAnimGraphNode_SaveCachedPose
- UAnimGraphNode_ScaleChainLength
- UAnimGraphNode_SkeletalControlBase
- UAnimGraphNode_AnimDynamics
- UAnimGraphNode_ApplyLimits
- UAnimGraphNode_BoneDrivenController
- UAnimGraphNode_CCDIK
- UAnimGraphNode_Constraint
- UAnimGraphNode_CopyBone
- UAnimGraphNode_CopyBoneDelta
- UAnimGraphNode_Fabrik
- UAnimGraphNode_FootPlacement
- UAnimGraphNode_HandIKRetargeting
- UAnimGraphNode_LegIK
- UAnimGraphNode_LookAt
- UAnimGraphNode_ModifyBone
- UAnimGraphNode_ObserveBone
- UAnimGraphNode_OffsetRootBone
- UAnimGraphNode_OrientationWarping
- UAnimGraphNode_ResetRoot
- UAnimGraphNode_RigidBody
- UAnimGraphNode_RotationMultiplier
- UAnimGraphNode_SlopeWarping
- UAnimGraphNode_SplineIK
- UAnimGraphNode_SpringBone
- UAnimGraphNode_StageCoachWheelController
- UAnimGraphNode_StrideWarping
- UAnimGraphNode_Trail
- UAnimGraphNode_TwistCorrectiveNode
- UAnimGraphNode_TwoBoneIK
- UAnimGraphNode_WheelController
- UAnimGraphNode_Slot
- UAnimGraphNode_StateMachineBase
- UAnimGraphNode_StateMachine
- UAnimGraphNode_StateResult
- UAnimGraphNode_CustomTransitionResult
- UAnimGraphNode_TransitionPoseEvaluator
- UAnimGraphNode_TransitionResult
- UAnimGraphNode_TwoWayBlend
- UAnimGraphNode_UseCachedPose
- UGameplayTagsK2Node_LiteralGameplayTag
- UGameplayTagsK2Node_MultiCompareBase
- UGameplayTagsK2Node_MultiCompareGameplayTagAssetInterface
- UGameplayTagsK2Node_MultiCompareGameplayTagAssetInterfaceSingleTags
- UGameplayTagsK2Node_MultiCompareGameplayTagContainer
- UGameplayTagsK2Node_MultiCompareGameplayTagContainerSingleTags
- UK2Node_AnimNodeReference
- UK2Node_AssignmentStatement
- UK2Node_BaseAsyncTask
- UK2Node_AIMoveTo
- UK2Node_AsyncAction
- UK2Node_ConvertToHEIF
- UK2Node_ConvertToJPEG
- UK2Node_ConvertToPNG
- UK2Node_ConvertToTIFF
- UK2Node_DetectFaces
- UK2Node_InAppPurchase2
- UK2Node_InAppPurchaseCheckout
- UK2Node_InAppPurchaseFinalize
- UK2Node_InAppPurchaseGetKnownReceipts
- UK2Node_InAppPurchaseQuery2
- UK2Node_InAppPurchaseQueryOwned2
- UK2Node_InAppPurchaseQueryOwnedProducts
- UK2Node_InAppPurchaseRestore2
- UK2Node_InAppPurchaseRestoreOwnedProducts
- UK2Node_InAppPurchaseUnprocessed2
- UK2Node_LatentGameplayTaskCall
- UK2Node_LatentAbilityCall
- UK2Node_LeaderboardFlush
- UK2Node_LeaderboardQuery
- UK2Node_PlayMontage
- UK2Node_BaseMCDelegate
- UK2Node_AddDelegate
- UK2Node_AssignDelegate
- UK2Node_CallDelegate
- UK2Node_ClearDelegate
- UK2Node_RemoveDelegate
- UK2Node_BitmaskLiteral
- UK2Node_CallFunction
- UK2Node_AddComponent
- UK2Node_AnimGetter
- UK2Node_BaseAttributeActionNode
- UK2Node_GetAttributeKeyGeneric
- UK2Node_GetAttributeKeysGeneric
- UK2Node_SetAttributeKeyGeneric
- UK2Node_SetAttributeKeysGeneric
- UK2Node_CallArrayFunction
- UK2Node_CallDataTableFunction
- UK2Node_CallFunctionOnMember
- UK2Node_CallMaterialParameterCollectionFunction
- UK2Node_CallParentFunction
- UK2Node_CommutativeAssociativeBinaryOperator
- UK2Node_GetInputAxisKeyValue
- UK2Node_GetInputVectorAxisValue
- UK2Node_GetInputAxisValue
- UK2Node_InstancedStruct
- UK2Node_Message
- UK2Node_PromotableOperator
- UK2Node_CastByteToEnum
- UK2Node_ConstructObjectFromClass
- UK2Node_AddComponentByClass
- UK2Node_GenericCreateObject
- UK2Node_SpawnActorFromClass
- UK2Node_ConvertAsset
- UK2Node_Copy
- UK2Node_CreateDelegate
- UK2Node_DataprepActionCore
- UK2Node_DeadClass
- UK2Node_DelegateSet
- UK2Node_DoOnceMultiInput
- UK2Node_DynamicCast
- UK2Node_ClassDynamicCast
- UK2Node_EaseFunction
- UK2Node_EditablePinBase
- UDEPRECATED_K2Node_CastPatchToType
- UK2Node_Event
- UK2Node_ActorBoundEvent
- UK2Node_ComponentBoundEvent
- UK2Node_CustomEvent
- UK2Node_GameplayCueEvent
- UK2Node_InputActionEvent
- UK2Node_InputAxisEvent
- UK2Node_InputAxisKeyEvent
- UK2Node_InputVectorAxisEvent
- UK2Node_InputKeyEvent
- UK2Node_InputTouchEvent
- UK2Node_WidgetAnimationEvent
- UK2Node_FunctionTerminator
- UK2Node_FunctionEntry
- UK2Node_FunctionResult
- UK2Node_GetDMXAttributeValues
- UK2Node_Tunnel
- UK2Node_Composite
- UK2Node_MathExpression
- UK2Node_MacroInstance
- UK2Node_EnhancedInputAction
- UK2Node_EnumEquality
- UK2Node_EnumInequality
- UK2Node_EnumLiteral
- UK2Node_EvaluateLiveLinkFrame
- UK2Node_ExecutionSequence
- UK2Node_MultiGate
- UK2Node_ForEachElementInEnum
- UK2Node_FormatText
- UK2Node_GetArrayItem
- UK2Node_GetClassDefaults
- UK2Node_GetDataTableRow
- UK2Node_GetDMXFixturePatch
- UK2Node_GetDMXFixtureType
- UK2Node_GetEnumeratorName
- UK2Node_GetEnumeratorNameAsString
- UK2Node_GetInputActionValue
- UK2Node_GetNumEnumEntries
- UK2Node_GetSequenceBinding
- UK2Node_GetSubsystem
- UK2Node_GetEditorSubsystem
- UK2Node_GetEngineSubsystem
- UK2Node_GetSubsystemFromPC
- UK2Node_IfThenElse
- UK2Node_InputAction
- UK2Node_InputKey
- UK2Node_InputTouch
- UK2Node_Knot
- UK2Node_Literal
- UK2Node_LoadAsset
- UK2Node_LoadAssetClass
- UK2Node_MakeContainer
- UK2Node_MakeArray
- UK2Node_MakeMap
- UK2Node_MakeSet
- UK2Node_MakeCurveExpressionMap
- UK2Node_MakeVariable
- UK2Node_PixelMappingBaseComponent
- UK2Node_PixelMappingRendererComponent
- UK2Node_PureAssignmentStatement
- UK2Node_Select
- UK2Node_Self
- UK2Node_SetVariableOnPersistentFrame
- UK2Node_SpawnActor
- UK2Node_Switch
- UGameplayTagsK2Node_SwitchGameplayTag
- UGameplayTagsK2Node_SwitchGameplayTagContainer
- UK2Node_SwitchEnum
- UK2Node_SwitchInteger
- UK2Node_SwitchName
- UK2Node_SwitchString
- UK2Node_TemporaryVariable
- UDEPRECATED_K2Node_LocalVariable
- UK2Node_Timeline
- UK2Node_TransitionRuleGetter
- UK2Node_TunnelBoundary
- UK2Node_UpdateVirtualSubjectDataBase
- UK2Node_Variable
- UK2Node_StructOperation
- UK2Node_StructMemberGet
- UK2Node_BreakStruct
- UK2Node_StructMemberSet
- UK2Node_MakeStruct
- UK2Node_SetFieldsInStruct
- UK2Node_VariableGet
- UK2Node_VariableSet
- UK2Node_VariableSetRef
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h |
Include | #include "K2Node.h" |
Syntax
class UK2Node : public UEdGraphNode
Remarks
Abstract base class of all blueprint graph nodes.
Constructors
Type | Name | Description | |
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UK2Node
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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bool | AllowMultipleSelfs
(
bool bInputAsArray |
|
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void | BroadcastUserDefinedPinRenamed
(
FName OldName, |
Attempt to broadcast an event for a user-defined pin being renamed on this node |
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bool | Return whether the node's execution pins should support the insert execution pin action | |
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bool | Return whether the node's execution pins should support the remove execution pin action | |
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bool | Returns whether this node can have breakpoints placed on it in the debugger | |
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void | ClearCachedBlueprintData
(
UBlueprint* Blueprint |
Clears out any cached data that needs to be regenerated after a structural blueprint change |
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void | ConvertDeprecatedNode
(
UEdGraph* Graph, |
Performs a node-specific deprecation fixup, which may delete this node and replace it with another one |
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FNodeHandlingFunctor * | CreateNodeHandler
(
FKismetCompilerContext& CompilerContext |
|
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bool | CreatePinsForFunctionEntryExit
(
const UFunction* Function, |
Creates the pins required for a function entry or exit node (only inputs as outputs or outputs as inputs respectively) |
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void | DestroyPinList
(
TArray< UEdGraphPin* >& InPins |
Helper function to properly destroy a set of pins. |
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bool | DoesInputWildcardPinAcceptArray
(
const UEdGraphPin* Pin |
|
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bool | DoesOutputWildcardPinAcceptContainer
(
const UEdGraphPin* Pin |
|
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bool | DoesWildcardPinAcceptContainer
(
const UEdGraphPin* Pin |
|
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ERedirectType | DoPinsMatchForReconstruction
(
const UEdGraphPin* NewPin, |
Whether or not two pins match for purposes of reconnection after reconstruction. |
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bool | Return whether to draw this node as an entry | |
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bool | Return whether to draw this node as an entry | |
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bool | Return whether to draw this node as a small variable node | |
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void | EarlyValidation
(
FCompilerResultsLog& MessageLog |
This function if used for nodes that needs CDO for validation (Called before expansion) |
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void | ExpandNode
(
FKismetCompilerContext& CompilerContext, |
Expands a node while compiling, which may add additional nodes or delete this node |
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UK2Node * | ExpandSplitPin
(
FKismetCompilerContext* CompilerContext, |
|
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void | ExpandSplitPins
(
FKismetCompilerContext& CompilerContext, |
Helper function for ExpandNode(), allowing other contexts to call pin expansion alone |
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void | Handle backwards compatible fixes on load | |
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void | FixupPinStringDataReferences
(
FArchive* SavingArchive |
Fixes up structure/soft object ref pins, on both save and load |
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UBlueprint * | GetBlueprint () |
Get the Blueprint object to which this node belongs |
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UClass * | Util to get the generated class from a node. | |
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FText | Return title if drawing this node in 'compact' mode | |
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FName | ||
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UClass * | Returns which dynamic binding class (if any) to use for this node. | |
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UEdGraphPin * | GetExecPin () |
Get the input execution pin of this node (if one exists) |
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void | GetMenuActions
(
FBlueprintActionDatabaseRegistrar& ActionRegistrar |
Replacement for GetMenuEntries(). |
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FText | Override to provide a default category for specific node types to be listed under. | |
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void | GetNodeAttributes
(
TArray< TKeyValuePair< FString, FString >>& OutNodeAttributes |
This function returns an arbitrary number of attributes that describe this node for analytics events |
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int32 | ||
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void | GetRedirectPinNames
(
const UEdGraphPin& Pin, |
Determines what the possible redirect pin names are |
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AActor * | If this node references an actor in the level that should be selectable by "Find Actors In Level," this will return a reference to that actor | |
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FBlueprintNodeSignature | GetSignature () |
Retrieves a unique identifier for this node type. |
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UEdGraphPin * | GetThenPin () |
Get the output then pin of this node (if one exists) |
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FText | ||
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void | HandleVariableRenamed
(
UBlueprint* InBlueprint, |
Handle when a variable is renamed in the Blueprint Palette |
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bool | Return true if this node has a valid blueprint outer, or false otherwise. | |
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void | InsertNewNode
(
UEdGraphPin* FromPin, |
Handles inserting the node between the FromPin and what the FromPin was original connected to |
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bool | IsActionFilteredOut
(
FBlueprintActionFilter const& Filter |
Determine if the node of this type should be filtered in the actions menu |
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bool | IsConnectionDisallowed
(
const UEdGraphPin* MyPin, |
|
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bool | IsNodePure () |
Returns whether this node is considered 'pure' by the compiler |
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bool | Query if this node should be kept as part of the root set during the pruning stage of compilation. | |
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bool | Query if this is a node that is safe to ignore (e.g., a comment node or other non-structural annotation that can be pruned with no warnings). | |
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void | Message_Error
(
const FString& Message, |
|
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void | Message_Note
(
const FString& Message, |
Sends a message to the owning blueprint's CurrentMessageLog, if there is one available. |
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void | Message_Warn
(
const FString& Message, |
|
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bool | Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint | |
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void | Called when the connection list of one of the pins of this node is changed in the editor, after the pin has had it's literal cleared | |
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FOnUserDefinedPinRenamed & | Retrieves a delegate that is called when a user-defined pin on this node is renamed | |
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void | Called at the end of ReconstructNode, allows node specific work to be performed | |
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void | PreloadObject
(
UObject* ReferencedObject |
Ensures the specified object is preloaded. ReferencedObject can be NULL. |
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void | Called before compilation begins, giving a blueprint time to force the linker to load data | |
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void | ReallocatePinsDuringReconstruction
(
TArray< UEdGraphPin* >& OldPins |
Reallocate pins during reconstruction; by default ignores the old pins and calls AllocateDefaultPins() If you override this to create additional pins you likely need to call RestoreSplitPins to restore any pins that have been split (e.g. a vector pin split into its components) |
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void | ReconstructSinglePin
(
UEdGraphPin* NewPin, |
Handles the actual reconstruction (copying data, links, name, etc...) from two pins that have already been matched together. |
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bool | ReferencesFunction
(
const FName& InFunctionName, |
Return whether this node references the specified function, identified by a name and guid pair |
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bool | ReferencesVariable
(
const FName& InVarName, |
Return whether this node references the specified variable, give the supplied scope. |
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void | RegisterDynamicBinding
(
UDynamicBlueprintBinding* BindingObject |
Puts information about this node into the dynamic binding object. |
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ERenamePinResult | RenameUserDefinedPin
(
const FName OldName, |
Renames a user defined pin and broadcasts the result to any OnUserDefinedPinRenamed listeners on success (if bTest is false) |
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ERenamePinResult | RenameUserDefinedPinImpl
(
const FName OldName, |
Implementation function that renames an existing pin on the node. Does not broadcast notifications. |
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void | ReplaceReferences
(
UBlueprint* InBlueprint, |
Replace any member references of source with replacement |
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void | RestoreSplitPins
(
TArray< UEdGraphPin* >& OldPins |
Helper function to restore Split Pins after ReallocatePinsDuringReconstruction, call after recreating all pins to restore split pin state. |
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void | RewireOldPinsToNewPins
(
TArray< UEdGraphPin* >& InOldPins, |
Helper function to rewire old pins to new pins during node reconstruction (or other regeneration of pins) |
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bool | Should draw as a bead with no location of it's own | |
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bool | Should draw compact | |
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ERedirectType | ShouldRedirectParam
(
const TArray< FString >& OldPinNames, |
Searches ParamRedirect Map and find if there is matching new paramreturns the redirect type |
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bool | Return whether the node's properties display in the blueprint details panel |
Overridden from UEdGraphNode
Type | Name | Description | |
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void | AutowireNewNode
(
UEdGraphPin* FromPin |
Autowire a newly created node. |
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bool | CanCreateUnderSpecifiedSchema
(
const UEdGraphSchema* DesiredSchema |
Can this node be created under the specified schema. |
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bool | Returns true if it is possible to jump to the definition of this node (e.g., if it's a variable get or a function call) | |
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bool | CanSplitPin
(
const UEdGraphPin* Pin |
Whether or not struct pins belonging to this node should be allowed to be split or not. |
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FString | Returns the link used for external documentation for the graph node | |
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UObject * | Returns the object that should be focused when double-clicking on this node (the object can be an actor, which selects it in the world, or a node/graph/pin) | |
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FLinearColor | Gets the draw color of a node's title bar | |
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UEdGraphPin * | GetPassThroughPin
(
const UEdGraphPin* FromPin |
Return the matching "pass-through" pin for the given pin (if supported by this node) |
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void | GetPinHoverText
(
const UEdGraphPin& Pin, |
Fetch the hover text for a pin when the graph is being edited. |
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FString | GetPinMetaData
(
FName InPinName, |
Return the requested metadata for the pin if there is any |
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bool | Determines whether or not the node will compile in development mode. | |
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void | Jump to the definition of this node (should only be called if CanJumpToDefinition() return true) | |
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void | PinConnectionListChanged
(
UEdGraphPin* Pin |
Called when the connection list of one of the pins of this node is changed in the editor |
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void | Refresh the connectors on a node, preserving as many connections as it can. | |
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bool | Should we show the Palette Icon for this node on the node title | |
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void | ValidateNodeDuringCompilation
(
FCompilerResultsLog& MessageLog |
Gives each visual node a chance to do final validation before it's node is harvested for use at runtime. |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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bool | Called during saving to determine if the object's references are used in game even when the object itself is never loaded outside the editor (because e.g. its references are followed during cooking) | |
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void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |
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void | PreEditChange
(
FProperty* PropertyAboutToChange |
This is called when a property is about to be modified externally |
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void | Handles reading, writing, and reference collecting using FArchive. |
Enums
Type | Name | Description | |
---|---|---|---|
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EBaseNodeRefreshPriority | ||
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ERedirectType |