Navigation
API > API/Editor > API/Editor/BlueprintGraph
| Name | UK2Node_Literal |
| Type | class |
| Header File | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Literal.h |
| Include Path | #include "K2Node_Literal.h" |
Syntax
UCLASS (MinimalAPI)
class UK2Node_Literal : public UK2Node
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UEdGraphNode → UK2Node → UK2Node_Literal
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UK2Node_Literal
(
const FObjectInitializer& ObjectInitializer |
K2Node_Literal.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ObjectRef | TObjectPtr< class UObject > | If this is an object reference literal, keep a reference here so that it can be updated as objects move around | K2Node_Literal.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UObject * GetObjectRef() |
Gets the referenced object | K2Node_Literal.h | |
UEdGraphPin * GetValuePin() |
Accessor for the value pin of the node | K2Node_Literal.h | |
void SetObjectRef
(
UObject* NewValue |
Sets the LiteralValue for the pin, and changes the pin type, if necessary | K2Node_Literal.h |
Overridden from UK2Node
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FNodeHandlingFunctor * CreateNodeHandler
(
FKismetCompilerContext& CompilerContext |
K2Node_Literal.h | ||
virtual ERedirectType DoPinsMatchForReconstruction
(
const UEdGraphPin* NewPin, |
Whether or not two pins match for purposes of reconnection after reconstruction. | K2Node_Literal.h | |
virtual bool DrawNodeAsVariable() |
Return whether to draw this node as a small variable node | K2Node_Literal.h | |
virtual void GetMenuActions
(
FBlueprintActionDatabaseRegistrar& ActionRegistrar |
Replacement for GetMenuEntries(). | K2Node_Literal.h | |
virtual AActor * GetReferencedLevelActor() |
If this node references an actor in the level that should be selectable by "Find Actors In Level," this will return a reference to that actor | K2Node_Literal.h | |
virtual bool IsNodePure() |
Returns whether this node is considered 'pure' by the compiler | K2Node_Literal.h | |
virtual bool NodeCausesStructuralBlueprintChange() |
Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint | K2Node_Literal.h | |
virtual void PostReconstructNode() |
Called at the end of ReconstructNode, allows node specific work to be performed | K2Node_Literal.h |
Overridden from UEdGraphNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AllocateDefaultPins() |
K2Node_Literal.h | ||
virtual FSlateIcon GetIconAndTint
(
FLinearColor& OutColor |
K2Node_Literal.h | ||
virtual FText GetNodeTitle
(
ENodeTitleType::Type TitleType |
K2Node_Literal.h | ||
virtual FLinearColor GetNodeTitleColor() |
K2Node_Literal.h | ||
virtual FText GetTooltipText() |
K2Node_Literal.h | ||
virtual bool ShouldOverridePinNames() |
K2Node_Literal.h |