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Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UEdGraphNode
- UK2Node
- UK2Node_SpawnActor
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActor.h |
Include | #include "K2Node_SpawnActor.h" |
Syntax
class UK2Node_SpawnActor : public UK2Node
Constructors
Type | Name | Description | |
---|---|---|---|
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UK2Node_SpawnActor
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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void | CreatePinsForClass
(
UClass* InClass |
Create new pins to show properties on archetype |
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UEdGraphPin * | GetBlueprintPin
(
const TArray< UEdGraphPin* >* InPinsToSearch |
Get the blueprint input pin |
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UEdGraphPin * | Get the no collision fail input pin | |
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UEdGraphPin * | GetResultPin () |
Get the result output pin |
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UEdGraphPin * | Get the spawn transform input pin | |
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UEdGraphPin * | GetThenPin () |
Get the then output pin |
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UEdGraphPin * | Get the world context input pin, can return NULL | |
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bool | IsCompatibleWithGraph
(
const UEdGraph* TargetGraph |
|
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bool | IsSpawnVarPin
(
UEdGraphPin* Pin |
See if this is a spawn variable pin, or a 'default' pin |
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 | 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 | 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) |
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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FEdGraphNodeDeprecationResponse | GetDeprecationResponse
(
EEdGraphNodeDeprecationType DeprecationType |
Returns the response to use when reporting a deprecation. |
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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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bool | HasExternalDependencies
(
TArray< class UStruct* >* OptionalOutput |
Returns whether or not this node has dependencies on an external structure If OptionalOutput isn't null, it should be filled with the known dependencies objects (Classes, Structures, Functions, etc). |
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bool | IsDeprecated () |
Returns true if this node is deprecated. |
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void | PinDefaultValueChanged
(
UEdGraphPin* Pin |
Called when the DefaultValue of one of the pins of this node is changed in the editor |