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| Name | UK2Node_SpawnActorFromClass |
| Type | class |
| Header File | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActorFromClass.h |
| Include Path | #include "K2Node_SpawnActorFromClass.h" |
Syntax
UCLASS (MinimalAPI)
class UK2Node_SpawnActorFromClass : public UK2Node_ConstructObjectFromClass
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UEdGraphNode → UK2Node → UK2Node_ConstructObjectFromClass → UK2Node_SpawnActorFromClass
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UK2Node_SpawnActorFromClass
(
const FObjectInitializer& ObjectInitializer |
K2Node_SpawnActorFromClass.h |
Functions
Public
Overridden from UK2Node_ConstructObjectFromClass
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UClass * GetClassPinBaseClass() |
Gets base class to use for the 'class' pin. UObject by default. | K2Node_SpawnActorFromClass.h | |
virtual bool IsSpawnVarPin
(
UEdGraphPin* Pin |
See if this is a spawn variable pin, or a 'default' pin | K2Node_SpawnActorFromClass.h |
Overridden from UK2Node
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FNodeHandlingFunctor * CreateNodeHandler
(
FKismetCompilerContext& CompilerContext |
K2Node_SpawnActorFromClass.h | ||
virtual void ExpandNode
(
FKismetCompilerContext& CompilerContext, |
Expands a node while compiling, which may add additional nodes or delete this node | K2Node_SpawnActorFromClass.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_SpawnActorFromClass.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_SpawnActorFromClass.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_SpawnActorFromClass.h |
Overridden from UEdGraphNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AllocateDefaultPins() |
K2Node_SpawnActorFromClass.h | ||
virtual FSlateIcon GetIconAndTint
(
FLinearColor& OutColor |
K2Node_SpawnActorFromClass.h | ||
virtual FText GetNodeTitle
(
ENodeTitleType::Type TitleType |
K2Node_SpawnActorFromClass.h | ||
virtual void GetPinHoverText
(
const UEdGraphPin& Pin, |
K2Node_SpawnActorFromClass.h | ||
virtual bool IsCompatibleWithGraph
(
const UEdGraph* TargetGraph |
K2Node_SpawnActorFromClass.h | ||
virtual void PostPlacedNewNode() |
K2Node_SpawnActorFromClass.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostLoad() |
K2Node_SpawnActorFromClass.h | ||
virtual void Serialize
(
FArchive& Ar |
K2Node_SpawnActorFromClass.h |