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| Name | UK2Node_AddComponent |
| Type | class |
| Header File | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponent.h |
| Include Path | #include "K2Node_AddComponent.h" |
Syntax
UCLASS (MinimalAPI)
class UK2Node_AddComponent : public UK2Node_CallFunction
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UEdGraphNode → UK2Node → UK2Node_CallFunction → UK2Node_AddComponent
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UK2Node_AddComponent
(
const FObjectInitializer& ObjectInitializer |
K2Node_AddComponent.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| ComponentTemplateNamePrefix | const FString | Prefix used for component template object name. | K2Node_AddComponent.h |
| NAME_ManualAttachment | const FName | K2Node_AddComponent.h | |
| NAME_RelativeTransform | const FName | K2Node_AddComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bHasExposedVariable | uint32 | K2Node_AddComponent.h | ||
| TemplateBlueprint | FString | The blueprint name we came from, so we can lookup the template after a paste | K2Node_AddComponent.h | |
| TemplateType | TObjectPtr< UClass > | K2Node_AddComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AllocateDefaultPinsWithoutExposedVariables() |
K2Node_AddComponent.h | ||
void AllocatePinsForExposedVariables() |
K2Node_AddComponent.h | ||
UEdGraphPin * GetManualAttachmentPin() |
K2Node_AddComponent.h | ||
UEdGraphPin * GetRelativeTransformPin() |
K2Node_AddComponent.h | ||
UActorComponent * GetTemplateFromNode() |
Tries to get a template object from this node. | K2Node_AddComponent.h | |
UEdGraphPin * GetTemplateNamePinChecked() |
K2Node_AddComponent.h | ||
void MakeNewComponentTemplate() |
Helper method used to instantiate a new component template after duplication. | K2Node_AddComponent.h | |
| Helper method used to generate a new, unique component template name. | K2Node_AddComponent.h |
Overridden from UK2Node
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ExpandNode
(
FKismetCompilerContext& CompilerContext, |
Expands a node while compiling, which may add additional nodes or delete this node | K2Node_AddComponent.h | |
virtual void PostReconstructNode() |
Called at the end of ReconstructNode, allows node specific work to be performed | K2Node_AddComponent.h | |
virtual 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) | K2Node_AddComponent.h |
Overridden from UEdGraphNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AllocateDefaultPins() |
K2Node_AddComponent.h | ||
virtual void DestroyNode() |
K2Node_AddComponent.h | ||
virtual void FindDiffs
(
UEdGraphNode* OtherNode, |
K2Node_AddComponent.h | ||
virtual FString GetDocumentationExcerptName() |
K2Node_AddComponent.h | ||
virtual FString GetDocumentationLink() |
K2Node_AddComponent.h | ||
virtual FText GetNodeTitle
(
ENodeTitleType::Type TitleType |
K2Node_AddComponent.h | ||
virtual bool IsCompatibleWithGraph
(
UEdGraph const* Graph |
K2Node_AddComponent.h | ||
virtual void PostPasteNode() |
K2Node_AddComponent.h | ||
virtual void PrepareForCopying() |
K2Node_AddComponent.h | ||
virtual void ReconstructNode() |
K2Node_AddComponent.h | ||
virtual void ValidateNodeDuringCompilation
(
FCompilerResultsLog& MessageLog |
K2Node_AddComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Serialize
(
FArchive& Ar |
K2Node_AddComponent.h |
Protected
Overridden from UK2Node_CallFunction
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanToggleNodePurity () |
By default, pure nodes can be toggled. | K2Node_AddComponent.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FName GetAddComponentFunctionName() |
Static name of function to call | K2Node_AddComponent.h |