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This node converts between hard and soft references, for both objects and classes. The name is historical from when they were called asset IDs
| Name | UK2Node_ConvertAsset |
| Type | class |
| Header File | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConvertAsset.h |
| Include Path | #include "K2Node_ConvertAsset.h" |
Syntax
UCLASS (MinimalAPI)
class UK2Node_ConvertAsset : public UK2Node
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UEdGraphNode → UK2Node → UK2Node_ConvertAsset
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UEdGraphPin * GetInputPin() |
Pin Accessors | K2Node_ConvertAsset.h | |
UEdGraphPin * GetOutputPin() |
K2Node_ConvertAsset.h | ||
UClass * GetTargetClass() |
Returns the class for the object being converted | K2Node_ConvertAsset.h | |
bool IsClassType() |
True if this is converting a class, false for object or unknown | K2Node_ConvertAsset.h | |
bool IsConvertToSoft() |
True if this is going from hard to soft, false for opposite or unknown | K2Node_ConvertAsset.h |
Overridden from UK2Node
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool DoesInputWildcardPinAcceptArray
(
const UEdGraphPin* Pin |
K2Node_ConvertAsset.h | ||
virtual bool DoesOutputWildcardPinAcceptContainer
(
const UEdGraphPin* Pin |
K2Node_ConvertAsset.h | ||
virtual ERedirectType DoPinsMatchForReconstruction
(
const UEdGraphPin* NewPin, |
Whether or not two pins match for purposes of reconnection after reconstruction. | K2Node_ConvertAsset.h | |
virtual void ExpandNode
(
FKismetCompilerContext& CompilerContext, |
Expands a node while compiling, which may add additional nodes or delete this node | K2Node_ConvertAsset.h | |
virtual FText GetCompactNodeTitle() |
Return title if drawing this node in 'compact' mode | K2Node_ConvertAsset.h | |
virtual void GetMenuActions
(
FBlueprintActionDatabaseRegistrar& ActionRegistrar |
Replacement for GetMenuEntries(). | K2Node_ConvertAsset.h | |
virtual FText GetMenuCategory() |
Override to provide a default category for specific node types to be listed under. | K2Node_ConvertAsset.h | |
virtual int32 GetNodeRefreshPriority() |
K2Node_ConvertAsset.h | ||
virtual bool IsConnectionDisallowed
(
const UEdGraphPin* MyPin, |
K2Node_ConvertAsset.h | ||
virtual bool IsNodePure() |
Returns whether this node is considered 'pure' by the compiler | K2Node_ConvertAsset.h | |
virtual void NotifyPinConnectionListChanged
(
UEdGraphPin* Pin |
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 | K2Node_ConvertAsset.h | |
virtual void PostReconstructNode() |
Called at the end of ReconstructNode, allows node specific work to be performed | K2Node_ConvertAsset.h | |
virtual bool ShouldDrawCompact() |
Should draw compact | K2Node_ConvertAsset.h |
Overridden from UEdGraphNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AllocateDefaultPins() |
K2Node_ConvertAsset.h | ||
virtual FText GetKeywords() |
K2Node_ConvertAsset.h | ||
virtual FText GetNodeTitle
(
ENodeTitleType::Type TitleType |
K2Node_ConvertAsset.h | ||
virtual FText GetTooltipText() |
K2Node_ConvertAsset.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void RefreshPinTypes() |
K2Node_ConvertAsset.h |