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Implementation of K2Node for creating a component based on a selected or passed in class
| Name | UK2Node_AddComponentByClass |
| Type | class |
| Header File | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponentByClass.h |
| Include Path | #include "K2Node_AddComponentByClass.h" |
Syntax
UCLASS (MinimalAPI)
class UK2Node_AddComponentByClass : public UK2Node_ConstructObjectFromClass
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UEdGraphNode → UK2Node → UK2Node_ConstructObjectFromClass → UK2Node_AddComponentByClass
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UK2Node_AddComponentByClass
(
const FObjectInitializer& ObjectInitializer |
K2Node_AddComponentByClass.h |
Functions
Public
Overridden from UK2Node_ConstructObjectFromClass
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CreatePinsForClass
(
UClass* InClass, |
Create new pins to show properties on archetype | K2Node_AddComponentByClass.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_AddComponentByClass.h |
Overridden from UEdGraphNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AllocateDefaultPins() |
K2Node_AddComponentByClass.h | ||
virtual void PinDefaultValueChanged
(
UEdGraphPin* Pin |
K2Node_AddComponentByClass.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UEdGraphPin * GetManualAttachmentPin() |
K2Node_AddComponentByClass.h | ||
UEdGraphPin * GetRelativeTransformPin() |
K2Node_AddComponentByClass.h | ||
bool IsSceneComponent() |
Returns true if the currently selected or linked class is known to be a scene component | K2Node_AddComponentByClass.h | |
void SetSceneComponentPinsHidden
(
bool bHidden |
Utility function to set whether the scene component specific pins are hidden or not | K2Node_AddComponentByClass.h |
Overridden from UK2Node_ConstructObjectFromClass
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FText GetBaseNodeTitle() |
Gets the node for use in lists and menus | K2Node_AddComponentByClass.h | |
virtual UClass * GetClassPinBaseClass() |
Gets base class to use for the 'class' pin. UObject by default. | K2Node_AddComponentByClass.h | |
virtual FText GetDefaultNodeTitle() |
Gets the default node title when no class is selected | K2Node_AddComponentByClass.h | |
virtual FText GetNodeTitleFormat() |
Gets the node title when a class has been selected. | K2Node_AddComponentByClass.h | |
virtual bool IsSpawnVarPin
(
UEdGraphPin* Pin |
See if this is a spawn variable pin, or a 'default' pin | K2Node_AddComponentByClass.h |