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Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UEdGraphNode
- UK2Node
- UK2Node_CallFunction
- UK2Node_CallArrayFunction
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CallArrayFunction.h |
Include | #include "K2Node_CallArrayFunction.h" |
Syntax
class UK2Node_CallArrayFunction : public UK2Node_CallFunction
Constructors
Type | Name | Description | |
---|---|---|---|
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UK2Node_CallArrayFunction
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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void | GetArrayPins
(
TArray< FArrayPropertyPinCombo >& OutArrayPinInfo |
Retrieves the array pins and their property pins as a combo-struct |
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void | GetArrayTypeDependentPins
(
TArray< UEdGraphPin* >& OutPins |
Gather all pins on this node that are dependent on the array type, including the Array target pin. |
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UEdGraphPin * | Retrieves the target pin for the function | |
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bool | IsWildcardProperty
(
UFunction* InArrayFunction, |
Checks if the passed in property is a wildcard property |
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void | PropagateArrayTypeInfo
(
const UEdGraphPin* SourcePin |
Overridden from UK2Node
Type | Name | Description | |
---|---|---|---|
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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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bool | DoesInputWildcardPinAcceptArray
(
const UEdGraphPin* Pin |
|
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bool | DoesOutputWildcardPinAcceptContainer
(
const UEdGraphPin* Pin |
|
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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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void | Called at the end of ReconstructNode, allows node specific work to be performed |
Overridden from UEdGraphNode
Type | Name | Description | |
---|---|---|---|
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void | Allocate default pins for a given node, based only the NodeType, which should already be filled in. |