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Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
- UEdGraphNode
- UK2Node
- UK2Node_GetClassDefaults
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetClassDefaults.h |
Include | #include "K2Node_GetClassDefaults.h" |
Syntax
UCLASS (MinimalAPI)
class UK2Node_GetClassDefaults : public UK2Node
Constructors
Type | Name | Description | |
---|---|---|---|
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UK2Node_GetClassDefaults
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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void | ||
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void | CreateOutputPins
(
UClass* InClass |
Creates the full set of output pins (properties) from the given input class. |
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UEdGraphPin * | FindClassPin
(
const TArray< UEdGraphPin* >& FromPins |
Finds and returns the class input pin. |
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UEdGraphPin * | FindClassPin () |
Finds and returns the class input pin from the current set of pins. |
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UClass * | Retrieves the current input class type. | |
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UClass * | GetInputClass
(
const UEdGraphPin* FromPin |
Determines the input class type from the given pin. |
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FText | GetNodeTitle
(
ENodeTitleType::Type TitleType |
|
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bool | HasExternalDependencies
(
TArray< class UStruct* >* OptionalOutput |
|
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void | OnBlueprintClassModified
(
UBlueprint* TargetBlueprint |
|
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void | Will be called whenever the class pin selector changes its value. | |
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void | PinConnectionListChanged
(
UEdGraphPin* Pin |
|
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void | PinDefaultValueChanged
(
UEdGraphPin* Pin |
|
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
|
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void |
Overridden from UK2Node
Type | Name | Description | |
---|---|---|---|
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FNodeHandlingFunctor * | CreateNodeHandler
(
FKismetCompilerContext& CompilerContext |
|
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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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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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bool | IsNodePure () |
Returns whether this node is considered 'pure' by the compiler |
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void | PostLoad () |
|
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void | PreEditChange
(
FProperty* PropertyAboutToChange |
|
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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) |
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bool | Return whether the node's properties display in the blueprint details panel | |
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void | ValidateNodeDuringCompilation
(
FCompilerResultsLog& MessageLog |
Constants
Name | Description |
---|---|
ClassPinName | Class pin name |