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API > API/Editor > API/Editor/BlueprintGraph
| Name | UK2Node_SpawnActor |
| Type | class |
| Header File | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActor.h |
| Include Path | #include "K2Node_SpawnActor.h" |
Syntax
UCLASS (MinimalAPI)
class UK2Node_SpawnActor : public UK2Node
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UEdGraphNode → UK2Node → UK2Node_SpawnActor
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UK2Node_SpawnActor
(
const FObjectInitializer& ObjectInitializer |
K2Node_SpawnActor.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CachedNodeTitle | FNodeTextCache | Constructing FText strings can be costly, so we cache the node's title | K2Node_SpawnActor.h | |
| NodeTooltip | FText | Tooltip text for this node. | K2Node_SpawnActor.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CreatePinsForClass
(
UClass* InClass |
Create new pins to show properties on archetype | K2Node_SpawnActor.h | |
UEdGraphPin * GetBlueprintPin
(
const TArray< UEdGraphPin* >* InPinsToSearch |
Get the blueprint input pin | K2Node_SpawnActor.h | |
UEdGraphPin * GetNoCollisionFailPin() |
Get the no collision fail input pin | K2Node_SpawnActor.h | |
UEdGraphPin * GetResultPin() |
Get the result output pin | K2Node_SpawnActor.h | |
UEdGraphPin * GetSpawnTransformPin() |
Get the spawn transform input pin | K2Node_SpawnActor.h | |
UEdGraphPin * GetWorldContextPin() |
Get the world context input pin, can return NULL | K2Node_SpawnActor.h | |
bool IsSpawnVarPin
(
UEdGraphPin* Pin |
See if this is a spawn variable pin, or a 'default' pin | K2Node_SpawnActor.h |
Overridden from UK2Node
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FNodeHandlingFunctor * CreateNodeHandler
(
FKismetCompilerContext& CompilerContext |
K2Node_SpawnActor.h | ||
virtual void ExpandNode
(
FKismetCompilerContext& CompilerContext, |
Expands a node while compiling, which may add additional nodes or delete this node | K2Node_SpawnActor.h | |
virtual void GetNodeAttributes
(
TArray< TKeyValuePair< FString, FString > >& OutNodeAttributes |
This function returns an arbitrary number of attributes that describe this node for analytics events | K2Node_SpawnActor.h | |
virtual bool IsNodeSafeToIgnore() |
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). | K2Node_SpawnActor.h | |
virtual 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) | K2Node_SpawnActor.h |
Overridden from UEdGraphNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AllocateDefaultPins() |
K2Node_SpawnActor.h | ||
virtual FEdGraphNodeDeprecationResponse GetDeprecationResponse
(
EEdGraphNodeDeprecationType DeprecationType |
K2Node_SpawnActor.h | ||
virtual FSlateIcon GetIconAndTint
(
FLinearColor& OutColor |
K2Node_SpawnActor.h | ||
virtual FText GetNodeTitle
(
ENodeTitleType::Type TitleType |
K2Node_SpawnActor.h | ||
virtual FLinearColor GetNodeTitleColor() |
K2Node_SpawnActor.h | ||
virtual FText GetTooltipText() |
K2Node_SpawnActor.h | ||
| K2Node_SpawnActor.h | |||
virtual bool IsCompatibleWithGraph
(
const UEdGraph* TargetGraph |
K2Node_SpawnActor.h | ||
virtual bool IsDeprecated() |
K2Node_SpawnActor.h | ||
virtual void PinDefaultValueChanged
(
UEdGraphPin* Pin |
K2Node_SpawnActor.h |