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API > API/Editor > API/Editor/GameplayTasksEditor
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UEdGraphNode
- UK2Node
- UK2Node_BaseAsyncTask
- UK2Node_LatentGameplayTaskCall
- UK2Node_LatentAbilityCall
References
| Module | GameplayTasksEditor |
| Header | /Engine/Source/Editor/GameplayTasksEditor/Classes/K2Node_LatentGameplayTaskCall.h |
| Include | #include "K2Node_LatentGameplayTaskCall.h" |
Syntax
class UK2Node_LatentGameplayTaskCall : public UK2Node_BaseAsyncTask
Variables
Constructors
| Type | Name | Description | |
|---|---|---|---|
UK2Node_LatentGameplayTaskCall
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | ConnectSpawnProperties
(
UClass* ClassToSpawn, |
||
| void | CreatePinsForClass
(
UClass* InClass |
||
| UEdGraphPin * | GetClassPin
(
const TArray< UEdGraphPin* >* InPinsToSearch |
||
| UClass * | GetClassToSpawn
(
const TArray< UEdGraphPin* >* InPinsToSearch |
||
| UEdGraphPin * | GetResultPin () |
||
| bool | HasDedicatedNodeClass
(
TSubclassOf< UGameplayTask > TaskClass |
||
| bool | IsHandling
(
TSubclassOf< UGameplayTask > TaskClass |
||
| bool | IsSpawnVarPin
(
UEdGraphPin* Pin |
||
| void | RegisterSpecializedTaskNodeClass
(
TSubclassOf< UK2Node_LatentGameplayTaskCall > NodeClass |
||
| bool | ValidateActorArraySpawning
(
FKismetCompilerContext& CompilerContext, |
||
| bool | ValidateActorSpawning
(
FKismetCompilerContext& CompilerContext, |
Overridden from UK2Node
| Type | Name | Description | |
|---|---|---|---|
| void | ExpandNode
(
FKismetCompilerContext& CompilerContext, |
This is essentially a mix of K2Node_BaseAsyncTask::ExpandNode and K2Node_SpawnActorFromClass::ExpandNode. | |
| void | GetMenuActions
(
FBlueprintActionDatabaseRegistrar& ActionRegistrar |
Replacement for GetMenuEntries(). | |
| 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 | |
|---|---|---|---|
| bool | CanCreateUnderSpecifiedSchema
(
const UEdGraphSchema* DesiredSchema |
Can this node be created under the specified schema. | |
| void | PinDefaultValueChanged
(
UEdGraphPin* Pin |
Called when the DefaultValue of one of the pins of this node is changed in the editor |
Constants
| Name | Description |
|---|---|
| NodeClasses |