Navigation
API > API/Editor > API/Editor/BlueprintGraph
Inheritance Hierarchy
- UEdGraphNode
- UK2Node
- UK2Node_DynamicCast
- UK2Node_ClassDynamicCast
References
| Module | BlueprintGraph |
| Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DynamicCast.h |
| Include | #include "K2Node_DynamicCast.h" |
Syntax
UCLASS (MinimalAPI)
class UK2Node_DynamicCast : public UK2Node
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bIsPureCast | [DEPRECATED] This member is no longer in use. | |
| FNodeTextCache | CachedNodeTitle | Constructing FText strings can be costly, so we cache the node's title | |
| TSubclassOf< class UObject > | TargetType | The type that the input should try to be cast to |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UK2Node_DynamicCast
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | |||
| void | Determine purity and create exec pins if needed | ||
| void | Create success output signal pin (visible only if pure) | ||
| UEdGraphPin * | Get the boolean output pin that signifies a successful/failed cast. | ||
| UEdGraphPin * | Get the cast result pin | ||
| UEdGraphPin * | Get the input object to be casted pin | ||
| FSlateIcon | GetIconAndTint
(
FLinearColor& OutColor |
||
| UEdGraphPin * | Get the 'invalid cast' exec pin | ||
| void | GetNodeContextMenuActions
(
UToolMenu* Menu, |
||
| FText | GetNodeTitle
(
ENodeTitleType::Type TitleType |
||
| FText | |||
| UEdGraphPin * | Get the 'valid cast' exec pin | ||
| bool | HasExternalDependencies
(
TArray< class UStruct* >* OptionalOutput |
||
| bool | |||
| void | Sets the pure state to Pure or Impure if it's using the default one | ||
| bool | ReconnectPureExecPins
(
TArray< UEdGraphPin* >& OldPins |
Update exec pins when converting from impure to pure. | |
| void | SetPurity
(
bool bNewPurity |
Will change the node's purity, and reallocate pins accordingly (adding/ removing exec pins). | |
| void | TogglePurity () |
Flips the node's purity (adding/removing exec pins as needed). |
Overridden from UK2Node
| Type | Name | Description | |
|---|---|---|---|
| FNodeHandlingFunctor * | CreateNodeHandler
(
FKismetCompilerContext& CompilerContext |
||
| ERedirectType | DoPinsMatchForReconstruction
(
const UEdGraphPin* NewPin, |
Whether or not two pins match for purposes of reconnection after reconstruction. | |
| FText | Override to provide a default category for specific node types to be listed under. | ||
| FLinearColor | |||
| FBlueprintNodeSignature | GetSignature () |
Retrieves a unique identifier for this node type. | |
| bool | IsActionFilteredOut
(
const FBlueprintActionFilter& Filter |
Determine if the node of this type should be filtered in the actions menu | |
| bool | IsConnectionDisallowed
(
const UEdGraphPin* MyPin, |
||
| bool | IsNodePure () |
Returns whether this node is considered 'pure' by the compiler | |
| 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 | |
| void | Called at the end of ReconstructNode, allows node specific work to be performed | ||
| 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) | |
| void | Serialize
(
FArchive& Ar |
||
| void | ValidateNodeDuringCompilation
(
FCompilerResultsLog& MessageLog |
Enums
| Type | Name | Description | |
|---|---|---|---|
| EPureState |