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| Name | UK2Node_ActorBoundEvent |
| Type | class |
| Header File | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ActorBoundEvent.h |
| Include Path | #include "K2Node_ActorBoundEvent.h" |
Syntax
UCLASS (MinimalAPI)
class UK2Node_ActorBoundEvent : public UK2Node_Event
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UEdGraphNode → UK2Node → UK2Node_EditablePinBase → UK2Node_Event → UK2Node_ActorBoundEvent
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UK2Node_ActorBoundEvent
(
const FObjectInitializer& ObjectInitializer |
K2Node_ActorBoundEvent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| DelegateOwnerClass | TObjectPtr< UClass > | Delegate property's owner class that this event is associated with | K2Node_ActorBoundEvent.h | |
| DelegatePropertyName | FName | Delegate property name that this event is associated with | K2Node_ActorBoundEvent.h | |
| EventOwner | TObjectPtr< class AActor > | The event that this event is bound to | K2Node_ActorBoundEvent.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CachedNodeTitle | FNodeTextCache | Constructing FText strings can be costly, so we cache the node's title | K2Node_ActorBoundEvent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FText GetTargetDelegateDisplayName() |
Gets the proper display name for the property | K2Node_ActorBoundEvent.h | |
FMulticastDelegateProperty * GetTargetDelegateProperty() |
Return the delegate property that this event is bound to | K2Node_ActorBoundEvent.h | |
FMulticastDelegateProperty * GetTargetDelegatePropertyFromSkel() |
K2Node_ActorBoundEvent.h | ||
void InitializeActorBoundEventParams
(
AActor* InEventOwner, |
Initialized the members of the node, given the specified owner and delegate property. | K2Node_ActorBoundEvent.h |
Overridden from UK2Node_Event
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool IsUsedByAuthorityOnlyDelegate() |
K2Node_ActorBoundEvent.h |
Overridden from UK2Node
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FNodeHandlingFunctor * CreateNodeHandler
(
FKismetCompilerContext& CompilerContext |
K2Node_ActorBoundEvent.h | ||
virtual AActor * GetReferencedLevelActor() |
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 | K2Node_ActorBoundEvent.h | |
virtual bool NodeCausesStructuralBlueprintChange() |
Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint | K2Node_ActorBoundEvent.h |
Overridden from UEdGraphNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanPasteHere
(
const UEdGraph* TargetGraph |
K2Node_ActorBoundEvent.h | ||
virtual void DestroyNode() |
K2Node_ActorBoundEvent.h | ||
virtual FString GetDocumentationExcerptName() |
K2Node_ActorBoundEvent.h | ||
virtual FString GetDocumentationLink() |
K2Node_ActorBoundEvent.h | ||
virtual FText GetNodeTitle
(
ENodeTitleType::Type TitleType |
K2Node_ActorBoundEvent.h | ||
virtual FText GetTooltipText() |
K2Node_ActorBoundEvent.h | ||
virtual void ReconstructNode() |
K2Node_ActorBoundEvent.h | ||
virtual void ValidateNodeDuringCompilation
(
FCompilerResultsLog& MessageLog |
K2Node_ActorBoundEvent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Serialize
(
FArchive& Ar |
K2Node_ActorBoundEvent.h |