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Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UEdGraphNode
- UK2Node
- UK2Node_Timeline
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Timeline.h |
Include | #include "K2Node_Timeline.h" |
Syntax
class UK2Node_Timeline : public UK2Node
Variables
Type | Name | Description | |
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uint32: 1 | bAutoPlay | If the timeline is set to autoplay |
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uint32: 1 | bIgnoreTimeDilation | If the timeline should ignore global time dilation |
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uint32: 1 | bLoop | If the timeline is set to loop |
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uint32: 1 | bReplicated | If the timeline is set to replicate |
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FGuid | TimelineGuid | Unique ID for the template we use, required to indentify the timeline after a paste |
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FName | TimelineName | The name of the timeline. |
Constructors
Type | Name | Description | |
---|---|---|---|
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UK2Node_Timeline
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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UEdGraphPin * | Get the 'Direction' output pin | |
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UEdGraphPin * | Get the 'finished' output pin | |
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UEdGraphPin * | Get the 'newtime' input pin | |
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UEdGraphPin * | Get the 'play from start' input pin | |
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UEdGraphPin * | GetPlayPin () |
Get the 'play' input pin |
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UEdGraphPin * | Get the 'reverse from end' input pin | |
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UEdGraphPin * | Get the 'reverse' input pin | |
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UEdGraphPin * | Get the 'setnewtime' input pin | |
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UEdGraphPin * | GetStopPin () |
Get the 'stop' input pin |
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UEdGraphPin * | GetTrackPin
(
const FName TrackName |
Get the 'Direction' output pin |
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UEdGraphPin * | GetUpdatePin () |
Get the 'update' output pin |
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bool | IsCompatibleWithGraph
(
const UEdGraph* TargetGraph |
|
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bool | RenameTimeline
(
const FString& NewName |
Try to rename the timeline |
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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FName | ||
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void | GetMenuActions
(
FBlueprintActionDatabaseRegistrar& ActionRegistrar |
Replacement for GetMenuEntries(). |
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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 | Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint | |
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void | Called before compilation begins, giving a blueprint time to force the linker to load data | |
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bool | Return whether the node's properties display in the blueprint details panel |
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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void | DestroyNode () |
Destroy the specified node |
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void | FindDiffs
(
UEdGraphNode* OtherNode, |
Gives the node the option to customize how diffs are discovered within it. |
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FString | Returns the name of the excerpt to display from the specified external documentation link for the graph node Default behavior is to return the class name (including prefix) | |
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FSlateIcon | GetIconAndTint
(
FLinearColor& OutColor |
|
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UObject * | Returns the object that should be focused when double-clicking on this node (the object can be an actor, which selects it in the world, or a node/graph/pin) | |
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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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TSharedPtr< class INameValidatorInterface > | Create a name validator for this node | |
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void | OnRenameNode
(
const FString& NewName |
Called when this node is being renamed after a successful name validation |
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void | Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor | |
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void | Perform any steps necessary prior to copying a node into the paste buffer |