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| Name | UK2Node_LatentGameplayTaskCall |
| Type | class |
| Header File | /Engine/Source/Editor/GameplayTasksEditor/Classes/K2Node_LatentGameplayTaskCall.h |
| Include Path | #include "K2Node_LatentGameplayTaskCall.h" |
Syntax
UCLASS (MinimalAPI)
class UK2Node_LatentGameplayTaskCall : public UK2Node_BaseAsyncTask
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UEdGraphNode → UK2Node → UK2Node_BaseAsyncTask → UK2Node_LatentGameplayTaskCall
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UK2Node_LatentGameplayTaskCall
(
const FObjectInitializer& ObjectInitializer |
K2Node_LatentGameplayTaskCall.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| NodeClasses | TArray< TWeakObjectPtr< UClass > > | K2Node_LatentGameplayTaskCall.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| SpawnParamPins | TArray< FName > | K2Node_LatentGameplayTaskCall.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanCreateUnderSpecifiedSchema
(
const UEdGraphSchema* DesiredSchema |
K2Node_LatentGameplayTaskCall.h | ||
bool ConnectSpawnProperties
(
UClass* ClassToSpawn, |
K2Node_LatentGameplayTaskCall.h | ||
void CreatePinsForClass
(
UClass* InClass |
K2Node_LatentGameplayTaskCall.h | ||
virtual void ExpandNode
(
FKismetCompilerContext& CompilerContext, |
This is essentially a mix of K2Node_BaseAsyncTask::ExpandNode and K2Node_SpawnActorFromClass::ExpandNode. | K2Node_LatentGameplayTaskCall.h | |
UEdGraphPin * GetClassPin
(
const TArray< UEdGraphPin* >* InPinsToSearch |
K2Node_LatentGameplayTaskCall.h | ||
UClass * GetClassToSpawn
(
const TArray< UEdGraphPin* >* InPinsToSearch |
K2Node_LatentGameplayTaskCall.h | ||
virtual void GetMenuActions
(
FBlueprintActionDatabaseRegistrar& ActionRegistrar |
K2Node_LatentGameplayTaskCall.h | ||
UEdGraphPin * GetResultPin() |
K2Node_LatentGameplayTaskCall.h | ||
bool IsSpawnVarPin
(
UEdGraphPin* Pin |
K2Node_LatentGameplayTaskCall.h | ||
virtual void PinDefaultValueChanged
(
UEdGraphPin* Pin |
K2Node_LatentGameplayTaskCall.h | ||
virtual void ReallocatePinsDuringReconstruction
(
TArray< UEdGraphPin* >& OldPins |
K2Node_LatentGameplayTaskCall.h | ||
bool ValidateActorArraySpawning
(
FKismetCompilerContext& CompilerContext, |
K2Node_LatentGameplayTaskCall.h | ||
bool ValidateActorSpawning
(
FKismetCompilerContext& CompilerContext, |
K2Node_LatentGameplayTaskCall.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool IsHandling
(
TSubclassOf< UGameplayTask > TaskClass |
K2Node_LatentGameplayTaskCall.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool HasDedicatedNodeClass
(
TSubclassOf< UGameplayTask > TaskClass |
K2Node_LatentGameplayTaskCall.h | ||
static void RegisterSpecializedTaskNodeClass
(
TSubclassOf< UK2Node_LatentGameplayTaskCall > NodeClass |
K2Node_LatentGameplayTaskCall.h |