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| Name | UK2Node_DynamicCast |
| Type | class |
| Header File | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DynamicCast.h |
| Include Path | #include "K2Node_DynamicCast.h" |
Syntax
UCLASS (MinimalAPI)
class UK2Node_DynamicCast : public UK2Node
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UEdGraphNode → UK2Node → UK2Node_DynamicCast
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UK2Node_DynamicCast
(
const FObjectInitializer& ObjectInitializer |
K2Node_DynamicCast.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| TargetType | TSubclassOf< class UObject > | The type that the input should try to be cast to | K2Node_DynamicCast.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| PureState | EPureState | Internal state used to determine purity | K2Node_DynamicCast.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UEdGraphPin * GetBoolSuccessPin() |
Get the boolean output pin that signifies a successful/failed cast. | K2Node_DynamicCast.h | |
UEdGraphPin * GetCastResultPin() |
Get the cast result pin | K2Node_DynamicCast.h | |
virtual UEdGraphPin * GetCastSourcePin() |
Get the input object to be casted pin | K2Node_DynamicCast.h | |
UEdGraphPin * GetInvalidCastPin() |
Get the 'invalid cast' exec pin | K2Node_DynamicCast.h | |
UEdGraphPin * GetValidCastPin() |
Get the 'valid cast' exec pin | K2Node_DynamicCast.h | |
void SetPurity
(
bool bNewPurity |
Will change the node's purity, and reallocate pins accordingly (adding/ removing exec pins). | K2Node_DynamicCast.h |
Overridden from UK2Node
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FNodeHandlingFunctor * CreateNodeHandler
(
FKismetCompilerContext& CompilerContext |
K2Node_DynamicCast.h | ||
virtual ERedirectType DoPinsMatchForReconstruction
(
const UEdGraphPin* NewPin, |
Whether or not two pins match for purposes of reconnection after reconstruction. | K2Node_DynamicCast.h | |
virtual FText GetMenuCategory() |
Override to provide a default category for specific node types to be listed under. | K2Node_DynamicCast.h | |
virtual FBlueprintNodeSignature GetSignature () |
Retrieves a unique identifier for this node type. | K2Node_DynamicCast.h | |
virtual bool IsActionFilteredOut
(
const FBlueprintActionFilter& Filter |
Determine if the node of this type should be filtered in the actions menu | K2Node_DynamicCast.h | |
virtual bool IsConnectionDisallowed
(
const UEdGraphPin* MyPin, |
K2Node_DynamicCast.h | ||
virtual bool IsNodePure() |
Returns whether this node is considered 'pure' by the compiler | K2Node_DynamicCast.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_DynamicCast.h | |
virtual void PostReconstructNode() |
Called at the end of ReconstructNode, allows node specific work to be performed | K2Node_DynamicCast.h | |
virtual 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) | K2Node_DynamicCast.h |
Overridden from UEdGraphNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AllocateDefaultPins() |
K2Node_DynamicCast.h | ||
virtual FSlateIcon GetIconAndTint
(
FLinearColor& OutColor |
K2Node_DynamicCast.h | ||
virtual void GetNodeContextMenuActions
(
UToolMenu* Menu, |
K2Node_DynamicCast.h | ||
virtual FText GetNodeTitle
(
ENodeTitleType::Type TitleType |
K2Node_DynamicCast.h | ||
virtual FLinearColor GetNodeTitleColor() |
K2Node_DynamicCast.h | ||
virtual FText GetTooltipText() |
K2Node_DynamicCast.h | ||
| K2Node_DynamicCast.h | |||
virtual bool IncludeParentNodeContextMenu() |
K2Node_DynamicCast.h | ||
virtual void ValidateNodeDuringCompilation
(
FCompilerResultsLog& MessageLog |
K2Node_DynamicCast.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Serialize
(
FArchive& Ar |
K2Node_DynamicCast.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CreateExecPins() |
Determine purity and create exec pins if needed | K2Node_DynamicCast.h | |
void CreateSuccessPin() |
Create success output signal pin (visible only if pure) | K2Node_DynamicCast.h | |
void InitPureState() |
Sets the pure state to Pure or Impure if it's using the default one | K2Node_DynamicCast.h | |
bool ReconnectPureExecPins
(
TArray< UEdGraphPin* >& OldPins |
Update exec pins when converting from impure to pure. | K2Node_DynamicCast.h | |
void TogglePurity() |
Flips the node's purity (adding/removing exec pins as needed). | K2Node_DynamicCast.h |