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Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
- UEdGraphNode
- UK2Node
- UK2Node_ConvertAsset
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConvertAsset.h |
Include | #include "K2Node_ConvertAsset.h" |
Syntax
UCLASS (MinimalAPI)
class UK2Node_ConvertAsset : public UK2Node
Remarks
This node converts between hard and soft references, for both objects and classes. The name is historical from when they were called asset IDs
Functions
Type | Name | Description | |
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void | ||
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UEdGraphPin * | GetInputPin () |
Pin Accessors |
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FText | GetKeywords () |
|
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FText | GetNodeTitle
(
ENodeTitleType::Type TitleType |
|
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UEdGraphPin * | GetOutputPin () |
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UClass * | Returns the class for the object being converted | |
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FText | ||
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bool | IsClassType () |
True if this is converting a class, false for object or unknown |
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bool | True if this is going from hard to soft, false for opposite or unknown | |
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void |
Overridden from UK2Node
Type | Name | Description | |
---|---|---|---|
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bool | DoesInputWildcardPinAcceptArray
(
const UEdGraphPin* Pin |
|
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bool | DoesOutputWildcardPinAcceptContainer
(
const UEdGraphPin* Pin |
|
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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 | ExpandNode
(
FKismetCompilerContext& CompilerContext, |
Expands a node while compiling, which may add additional nodes or delete this node |
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FText | Return title if drawing this node in 'compact' mode | |
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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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int32 | ||
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bool | IsConnectionDisallowed
(
const UEdGraphPin* MyPin, |
|
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bool | IsNodePure () |
Returns whether this node is considered 'pure' by the compiler |
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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 |
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void | Called at the end of ReconstructNode, allows node specific work to be performed | |
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bool | Should draw compact |