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Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
- UEdGraphNode
- UK2Node
- UK2Node_GetDataTableRow
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetDataTableRow.h |
Include | #include "K2Node_GetDataTableRow.h" |
Syntax
UCLASS ()
class UK2Node_GetDataTableRow : public UK2Node
Constructors
Type | Name | Description | |
---|---|---|---|
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UK2Node_GetDataTableRow
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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void | ||
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UEdGraphPin * | GetDataTablePin
(
const TArray< UEdGraphPin* >* InPinsToSearch |
Get the Data Table input pin |
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UScriptStruct * | Get the type of the TableRow to return | |
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FSlateIcon | GetIconAndTint
(
FLinearColor& OutColor |
|
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FText | GetNodeTitle
(
ENodeTitleType::Type TitleType |
|
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UEdGraphPin * | GetResultPin () |
Get the result output pin |
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UScriptStruct * | Get the return type of our struct | |
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UEdGraphPin * | Get the spawn transform input pin | |
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UEdGraphPin * | Get the exec output pin for when the row was not found | |
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FText | ||
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void | OnDataTableRowListChanged
(
const UDataTable* DataTable |
|
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void | PinDefaultValueChanged
(
UEdGraphPin* Pin |
Overridden from UK2Node
Type | Name | Description | |
---|---|---|---|
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void | EarlyValidation
(
FCompilerResultsLog& MessageLog |
This function if used for nodes that needs CDO for validation (Called before expansion) |
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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 | IsConnectionDisallowed
(
const UEdGraphPin* MyPin, |
|
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bool | Query if this is a node that is safe to ignore (e.g., a comment node or other non-structural annotation that can be pruned with no warnings). | |
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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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void | Called before compilation begins, giving a blueprint time to force the linker to load data | |
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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) |