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Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UEdGraphNode
- UK2Node
- UK2Node_ConstructObjectFromClass
- UK2Node_SpawnActorFromClass
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActorFromClass.h |
Include | #include "K2Node_SpawnActorFromClass.h" |
Syntax
class UK2Node_SpawnActorFromClass : public UK2Node_ConstructObjectFromClass
Constructors
Type | Name | Description | |
---|---|---|---|
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UK2Node_SpawnActorFromClass
(
const FObjectInitializer& ObjectInitializer |
Overridden from UK2Node_ConstructObjectFromClass
Type | Name | Description | |
---|---|---|---|
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UClass * | Gets base class to use for the 'class' pin. | |
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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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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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void | GetPinHoverText
(
const UEdGraphPin& Pin, |
Fetch the hover text for a pin when the graph is being edited. |
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void | A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called. |