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| Name | UK2Node_VariableSet |
| Type | class |
| Header File | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSet.h |
| Include Path | #include "K2Node_VariableSet.h" |
Syntax
UCLASS (MinimalAPI)
class UK2Node_VariableSet : public UK2Node_Variable
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UEdGraphNode → UK2Node → UK2Node_Variable → UK2Node_VariableSet
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UK2Node_VariableSet
(
const FObjectInitializer& ObjectInitializer |
K2Node_VariableSet.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CachedNodeTitle | FNodeTextCache | K2Node_VariableSet.h | ||
| CachedTooltip | FNodeTextCache | Constructing FText strings can be costly, so we cache the node's title/tooltip | K2Node_VariableSet.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FName GetRepNotifyName() |
K2Node_VariableSet.h | ||
FName GetVariableOutputPinName() |
Retrieves the output pin name for the node | K2Node_VariableSet.h | |
bool HasFieldNotificationBroadcast() |
K2Node_VariableSet.h | ||
bool HasLocalRepNotify () |
Returns true if the variable we are setting has a RepNotify AND was defined in a blueprint The 'defined in a blueprint' is to avoid natively defined RepNotifies being called unintentionally. | K2Node_VariableSet.h | |
bool IsFieldNotifyProperty() |
K2Node_VariableSet.h | ||
bool IsNetProperty() |
K2Node_VariableSet.h | ||
bool ShouldFlushDormancyOnSet() |
K2Node_VariableSet.h |
Overridden from UK2Node
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FNodeHandlingFunctor * CreateNodeHandler
(
FKismetCompilerContext& CompilerContext |
K2Node_VariableSet.h | ||
virtual void ExpandNode
(
FKismetCompilerContext& CompilerContext, |
Expands a node while compiling, which may add additional nodes or delete this node | K2Node_VariableSet.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_VariableSet.h | |
virtual bool ShouldShowNodeProperties() |
Return whether the node's properties display in the blueprint details panel | K2Node_VariableSet.h |
Overridden from UEdGraphNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AllocateDefaultPins() |
K2Node_VariableSet.h | ||
virtual FText GetNodeTitle
(
ENodeTitleType::Type TitleType |
K2Node_VariableSet.h | ||
virtual FText GetPinNameOverride
(
const UEdGraphPin& Pin |
K2Node_VariableSet.h | ||
virtual FText GetTooltipText() |
K2Node_VariableSet.h | ||
virtual bool ShouldOverridePinNames() |
K2Node_VariableSet.h | ||
virtual void ValidateNodeDuringCompilation
(
FCompilerResultsLog& MessageLog |
K2Node_VariableSet.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FText GetBlueprintVarTooltip
(
FBPVariableDescription const& VarDesc |
K2Node_VariableSet.h | ||
| K2Node_VariableSet.h |