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API > API/Editor > API/Editor/BlueprintGraph
Inheritance Hierarchy
- UEdGraphNode
- UK2Node
- UK2Node_ConstructObjectFromClass
- UK2Node_AddComponentByClass
- UK2Node_GenericCreateObject
- UK2Node_SpawnActorFromClass
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConstructObjectFromClass.h |
Include | #include "K2Node_ConstructObjectFromClass.h" |
Syntax
UCLASS (Abstract)
class UK2Node_ConstructObjectFromClass : public UK2Node
Variables
Type | Name | Description | |
---|---|---|---|
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FNodeTextCache | CachedNodeTitle | Constructing FText strings can be costly, so we cache the node's title |
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FText | NodeTooltip | Tooltip text for this node. |
Constructors
Type | Name | Description | |
---|---|---|---|
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UK2Node_ConstructObjectFromClass
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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void | AddSearchMetaDataInfo
(
TArray< struct FSearchTagDataPair >& OutTaggedMetaData |
|
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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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UEdGraphPin * | GetClassPin
(
const TArray< UEdGraphPin* >* InPinsToSearch |
Get the blueprint input pin |
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UClass * | Gets base class to use for the 'class' pin. UObject by default. | |
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UClass * | GetClassToSpawn
(
const TArray< UEdGraphPin* >* InPinsToSearch |
Get the class that we are going to spawn, if it's defined as default value |
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FText | Gets the default node title when no class is selected | |
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FText | GetKeywords () |
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FText | GetNodeTitle
(
ENodeTitleType::Type TitleType |
|
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FText | Gets the node title when a class has been selected. | |
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UEdGraphPin * | GetOuterPin () |
Get the result input pin |
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UEdGraphPin * | GetResultPin () |
Get the result output pin |
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FText | ||
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UEdGraphPin * | Get the world context input pin, can return NULL | |
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bool | HasExternalDependencies
(
TArray< class UStruct* >* OptionalOutput |
|
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bool | IsCompatibleWithGraph
(
const UEdGraph* TargetGraph |
|
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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 | Refresh pins when class was changed | |
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void | PinConnectionListChanged
(
UEdGraphPin* Pin |
|
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void | PinDefaultValueChanged
(
UEdGraphPin* Pin |
|
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void | ||
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void | SetPinToolTip
(
UEdGraphPin& MutatablePin, |
Takes the specified "MutatablePin" and sets its 'PinToolTip' field (according to the specified description) |
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bool | UseOuter () |
Returns if the node uses Outer input |
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bool | Returns if the node uses World Object Context input |
Overridden from UK2Node
Type | Name | Description | |
---|---|---|---|
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ERedirectType | DoPinsMatchForReconstruction
(
const UEdGraphPin* NewPin, |
Whether or not two pins match for purposes of reconnection after reconstruction. |
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void | GetMenuActions
(
FBlueprintActionDatabaseRegistrar& ActionRegistrar |
Replacement for GetMenuEntries(). |
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FText | Override to provide a default category for specific node types to be listed under. | |
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void | GetNodeAttributes
(
TArray< TKeyValuePair< FString, FString > >& OutNodeAttributes |
This function returns an arbitrary number of attributes that describe this node for analytics events |
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void | GetPinHoverText
(
const UEdGraphPin& Pin, |
|
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FString | GetPinMetaData
(
FName InPinName, |
|
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bool | Query if this is a node that is safe to ignore (e.g., a comment node or other non-structural annotation that can be pruned with no warnings). | |
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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) |