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Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UEdGraphNode
- UK2Node
- UK2Node_GetSubsystem
- UK2Node_GetEditorSubsystem
- UK2Node_GetEngineSubsystem
- UK2Node_GetSubsystemFromPC
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetSubsystem.h |
Include | #include "K2Node_GetSubsystem.h" |
Syntax
class UK2Node_GetSubsystem : public UK2Node
Variables
Type | Name | Description | |
---|---|---|---|
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TSubclassOf< USubsystem > | CustomClass |
Functions
Type | Name | Description | |
---|---|---|---|
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UEdGraphPin * | GetClassPin
(
const TArray< UEdGraphPin* >* InPinsToSearch |
Get the blueprint input pin |
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UEdGraphPin * | GetResultPin () |
Get the result output pin |
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UEdGraphPin * | Get the world context input pin, can return NULL | |
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void | Initialize
(
UClass* NodeClass |
|
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bool | IsCompatibleWithGraph
(
const UEdGraph* TargetGraph |
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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void | GetNodeAttributes
(
TArray< TKeyValuePair< FString, FString >>& OutNodeAttributes |
This function returns an arbitrary number of attributes that describe this node for analytics events |
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bool | IsNodePure () |
Returns whether this node is considered 'pure' by the compiler |
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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 | 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 | Should draw compact |
Overridden from UEdGraphNode
Type | Name | Description | |
---|---|---|---|
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void | Allocate default pins for a given node, based only the NodeType, which should already be filled in. | |
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bool | Returns true if it is possible to jump to the definition of this node (e.g., if it's a variable get or a function call) | |
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FSlateIcon | GetIconAndTint
(
FLinearColor& OutColor |
|
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FText | GetNodeTitle
(
ENodeTitleType::Type TitleType |
Gets the name of this node, shown in title bar |
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FLinearColor | Gets the draw color of a node's title bar | |
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FText | Gets the tooltip to display when over the node | |
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void | Jump to the definition of this node (should only be called if CanJumpToDefinition() return true) |