Navigation
Unreal Engine C++ API Reference > Editor > BlueprintGraph > UK2Node_GetDataTableRow
- UK2Node::ReallocatePinsDuringReconstruction()
- UK2Node_GetDataTableRow::ReallocatePinsDuringReconstruction()
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetDataTableRow.h |
Include | #include "K2Node_GetDataTableRow.h" |
Source | /Engine/Source/Editor/BlueprintGraph/Private/K2Node_GetDataTableRow.cpp |
virtual void ReallocatePinsDuringReconstruction
&40;
TArray< UEdGraphPin &42; > & OldPins
&41;
Remarks
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)