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API > API/Editor > API/Editor/BlueprintGraph
Inheritance Hierarchy
- UEdGraphNode
- UK2Node
- UK2Node_ExecutionSequence
- UK2Node_MultiGate
References
| Module | BlueprintGraph |
| Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ExecutionSequence.h |
| Include | #include "K2Node_ExecutionSequence.h" |
Syntax
UCLASS (MinimalAPI, Meta=(Keywords="sequence"))
class UK2Node_ExecutionSequence :
public UK2Node ,
public IK2Node_AddPinInterface
Constructors
| Type | Name | Description | |
|---|---|---|---|
UK2Node_ExecutionSequence
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | |||
| bool | Whether an execution pin can be removed from the node or not | ||
| FSlateIcon | GetIconAndTint
(
FLinearColor& OutColor |
||
| FText | GetNodeTitle
(
ENodeTitleType::Type TitleType |
||
| UEdGraphPin * | GetThenPinGivenIndex
(
int32 Index |
||
| FText | |||
| FName | Gets a unique pin name, the next in the sequence | ||
| void | InsertPinIntoExecutionNode
(
UEdGraphPin* PinToInsertBefore, |
Inserts a new execution pin, before the specified execution pin, into an execution node | |
| void | RemovePinFromExecutionNode
(
UEdGraphPin* TargetPin |
Removes the specified execution pin from an execution node |
Overridden from UK2Node
| Type | Name | Description | |
|---|---|---|---|
| bool | Return whether the node's execution pins should support the insert execution pin action | ||
| bool | Return whether the node's execution pins should support the remove execution pin action | ||
| FNodeHandlingFunctor * | CreateNodeHandler
(
FKismetCompilerContext& CompilerContext |
||
| void | GetMenuActions
(
FBlueprintActionDatabaseRegistrar& ActionRegistrar |
Replacement for GetMenuEntries(). | |
| FText | Override to provide a default category for specific node types to be listed under. | ||
| FLinearColor | |||
| 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) |
Overridden from IK2Node_AddPinInterface
| Type | Name | Description | |
|---|---|---|---|
| void | AddInputPin () |
Add an additional input pin to this node |