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Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
- UEdGraphNode
- UK2Node
- UK2Node_ConstructObjectFromClass
- UK2Node_AddComponentByClass
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponentByClass.h |
Include | #include "K2Node_AddComponentByClass.h" |
Syntax
UCLASS ()
class UK2Node_AddComponentByClass : public UK2Node_ConstructObjectFromClass
Remarks
Implementation of K2Node for creating a component based on a selected or passed in class
Constructors
Type | Name | Description | |
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UK2Node_AddComponentByClass
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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UEdGraphPin * | ||
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UEdGraphPin * | ||
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bool | Returns true if the currently selected or linked class is known to be a scene component | |
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void | SetSceneComponentPinsHidden
(
bool bHidden |
Utility function to set whether the scene component specific pins are hidden or not |
Overridden from UK2Node_ConstructObjectFromClass
Type | Name | Description | |
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void | ||
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void | CreatePinsForClass
(
UClass* InClass, |
Create new pins to show properties on archetype |
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FText | Gets the node for use in lists and menus | |
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UClass * | Gets base class to use for the 'class' pin. UObject by default. | |
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FText | Gets the default node title when no class is selected | |
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FText | Gets the node title when a class has been selected. | |
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bool | IsSpawnVarPin
(
UEdGraphPin* Pin |
See if this is a spawn variable pin, or a 'default' pin |
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void | PinDefaultValueChanged
(
UEdGraphPin* Pin |
Overridden from UK2Node
Type | Name | Description | |
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void | ExpandNode
(
FKismetCompilerContext& CompilerContext, |
Expands a node while compiling, which may add additional nodes or delete this node |