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API > API/Editor > API/Editor/BlueprintGraph
| Name | UK2Node_SwitchInteger |
| Type | class |
| Header File | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchInteger.h |
| Include Path | #include "K2Node_SwitchInteger.h" |
Syntax
UCLASS (MinimalAPI)
class UK2Node_SwitchInteger : public UK2Node_Switch
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UEdGraphNode → UK2Node → UK2Node_Switch → UK2Node_SwitchInteger
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UK2Node_SwitchInteger
(
const FObjectInitializer& ObjectInitializer |
K2Node_SwitchInteger.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| StartIndex | int32 | Set the starting index for the node | K2Node_SwitchInteger.h |
|
Functions
Public
Overridden from UK2Node_Switch
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanRemoveExecutionPin
(
UEdGraphPin* TargetPin |
Whether an execution pin can be removed from the node or not | K2Node_SwitchInteger.h | |
virtual FName GetPinNameGivenIndex
(
int32 Index |
K2Node_SwitchInteger.h | ||
virtual FEdGraphPinType GetPinType() |
Gets the pin type from the schema for the subclass | K2Node_SwitchInteger.h | |
virtual FName GetUniquePinName() |
Gets a unique pin name, the next in the sequence | K2Node_SwitchInteger.h |
Overridden from UK2Node
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GetMenuActions
(
FBlueprintActionDatabaseRegistrar& ActionRegistrar |
Replacement for GetMenuEntries(). | K2Node_SwitchInteger.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_SwitchInteger.h | |
virtual bool ShouldShowNodeProperties() |
Return whether the node's properties display in the blueprint details panel | K2Node_SwitchInteger.h |
Overridden from UEdGraphNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FText GetNodeTitle
(
ENodeTitleType::Type TitleType |
K2Node_SwitchInteger.h | ||
virtual FText GetTooltipText() |
K2Node_SwitchInteger.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
K2Node_SwitchInteger.h |
Protected
Overridden from UK2Node_Switch
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CreateCasePins() |
K2Node_SwitchInteger.h | ||
virtual void CreateSelectionPin() |
K2Node_SwitchInteger.h | ||
virtual void RemovePin
(
UEdGraphPin* TargetPin |
K2Node_SwitchInteger.h |