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Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UEdGraphNode
- UK2Node
- UK2Node_VariableSetRef
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSetRef.h |
Include | #include "K2Node_VariableSetRef.h" |
Syntax
class UK2Node_VariableSetRef : public UK2Node
Constructors
Type | Name | Description | |
---|---|---|---|
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UK2Node_VariableSetRef
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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void | CoerceTypeFromPin
(
const UEdGraphPin* Pin |
Changes the type of variable set by this node, based on the specified pin |
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UEdGraphPin * | GetTargetPin () |
Returns the pin that specifies which by-ref variable to set |
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UEdGraphPin * | GetValuePin () |
Returns the pin that specifies the value to set |
Overridden from UK2Node
Type | Name | Description | |
---|---|---|---|
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FNodeHandlingFunctor * | CreateNodeHandler
(
FKismetCompilerContext& CompilerContext |
|
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void | GetMenuActions
(
FBlueprintActionDatabaseRegistrar& ActionRegistrar |
Replacement for GetMenuEntries(). |
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FText | Override to provide a default category for specific node types to be listed under. | |
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int32 | ||
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bool | IsActionFilteredOut
(
FBlueprintActionFilter const& Filter |
Determine if the node of this type should be filtered in the actions menu |
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void | 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 | |
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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) |
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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FText | GetNodeTitle
(
ENodeTitleType::Type TitleType |
Gets the name of this node, shown in title bar |
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FText | Gets the tooltip to display when over the node |