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API > API/Editor > API/Editor/BlueprintGraph
Inheritance Hierarchy
- UEdGraphNode
- UK2Node
- UK2Node_Variable
- UK2Node_VariableSet
References
| Module | BlueprintGraph |
| Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSet.h |
| Include | #include "K2Node_VariableSet.h" |
Syntax
UCLASS (MinimalAPI)
class UK2Node_VariableSet : public UK2Node_Variable
Constructors
| Type | Name | Description | |
|---|---|---|---|
UK2Node_VariableSet
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | |||
| FText | GetBlueprintVarTooltip
(
FBPVariableDescription const& VarDesc |
||
| FText | GetNodeTitle
(
ENodeTitleType::Type TitleType |
||
| FText | GetPinNameOverride
(
const UEdGraphPin& Pin |
||
| FText | GetPropertyTooltip
(
FProperty const* VariableProperty |
||
| FName | |||
| FText | |||
| FName | Retrieves the output pin name for the node | ||
| bool | |||
| bool | 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. | ||
| bool | |||
| bool | |||
| bool | |||
| bool |
Overridden from UK2Node
| Type | Name | Description | |
|---|---|---|---|
| FNodeHandlingFunctor * | CreateNodeHandler
(
FKismetCompilerContext& CompilerContext |
||
| void | ExpandNode
(
FKismetCompilerContext& CompilerContext, |
Expands a node while compiling, which may add additional nodes or delete this node | |
| 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) | |
| bool | Return whether the node's properties display in the blueprint details panel | ||
| void | ValidateNodeDuringCompilation
(
FCompilerResultsLog& MessageLog |