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API > API/Editor > API/Editor/BlueprintGraph
| Name | UK2Node_VariableSetRef |
| Type | class |
| Header File | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSetRef.h |
| Include Path | #include "K2Node_VariableSetRef.h" |
Syntax
UCLASS (MinimalAPI)
class UK2Node_VariableSetRef : public UK2Node
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UEdGraphNode → UK2Node → UK2Node_VariableSetRef
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UK2Node_VariableSetRef
(
const FObjectInitializer& ObjectInitializer |
K2Node_VariableSetRef.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CachedNodeTitle | FNodeTextCache | Constructing FText strings can be costly, so we cache the node's title | K2Node_VariableSetRef.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CoerceTypeFromPin
(
const UEdGraphPin* Pin |
Changes the type of variable set by this node, based on the specified pin | K2Node_VariableSetRef.h | |
UEdGraphPin * GetTargetPin() |
Returns the pin that specifies which by-ref variable to set | K2Node_VariableSetRef.h | |
UEdGraphPin * GetValuePin() |
Returns the pin that specifies the value to set | K2Node_VariableSetRef.h |
Overridden from UK2Node
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FNodeHandlingFunctor * CreateNodeHandler
(
FKismetCompilerContext& CompilerContext |
K2Node_VariableSetRef.h | ||
virtual void GetMenuActions
(
FBlueprintActionDatabaseRegistrar& ActionRegistrar |
Replacement for GetMenuEntries(). | K2Node_VariableSetRef.h | |
virtual FText GetMenuCategory() |
Override to provide a default category for specific node types to be listed under. | K2Node_VariableSetRef.h | |
virtual int32 GetNodeRefreshPriority() |
K2Node_VariableSetRef.h | ||
virtual bool IsActionFilteredOut
(
FBlueprintActionFilter const& Filter |
Determine if the node of this type should be filtered in the actions menu | K2Node_VariableSetRef.h | |
virtual void NotifyPinConnectionListChanged
(
UEdGraphPin* Pin |
Called when the connection list of one of the pins of this node is changed in the editor, after the pin has had it's literal cleared | K2Node_VariableSetRef.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_VariableSetRef.h |
Overridden from UEdGraphNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AllocateDefaultPins() |
K2Node_VariableSetRef.h | ||
virtual FText GetNodeTitle
(
ENodeTitleType::Type TitleType |
K2Node_VariableSetRef.h | ||
virtual FText GetTooltipText() |
K2Node_VariableSetRef.h |