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API > API/Editor > API/Editor/GameplayTasksEditor
Inheritance Hierarchy
- UK2Node_BaseAsyncTask
- UK2Node_LatentGameplayTaskCall
- UK2Node_LatentAbilityCall
References
| Module | GameplayTasksEditor |
| Header | /Engine/Source/Editor/GameplayTasksEditor/Classes/K2Node_LatentGameplayTaskCall.h |
| Include | #include "K2Node_LatentGameplayTaskCall.h" |
Syntax
UCLASS ()
class UK2Node_LatentGameplayTaskCall : public UK2Node_BaseAsyncTask
Variables
| Type | Name | Description | |
|---|---|---|---|
| TArray< FName > | SpawnParamPins |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UK2Node_LatentGameplayTaskCall
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | CanCreateUnderSpecifiedSchema
(
const UEdGraphSchema* DesiredSchema |
||
| bool | ConnectSpawnProperties
(
UClass* ClassToSpawn, |
||
| void | CreatePinsForClass
(
UClass* InClass |
||
| void | ExpandNode
(
FKismetCompilerContext& CompilerContext, |
This is essentially a mix of K2Node_BaseAsyncTask::ExpandNode and K2Node_SpawnActorFromClass::ExpandNode. | |
| UEdGraphPin * | GetClassPin
(
const TArray< UEdGraphPin* >* InPinsToSearch |
||
| UClass * | GetClassToSpawn
(
const TArray< UEdGraphPin* >* InPinsToSearch |
||
| void | GetMenuActions
(
FBlueprintActionDatabaseRegistrar& ActionRegistrar |
||
| UEdGraphPin * | GetResultPin () |
||
| bool | HasDedicatedNodeClass
(
TSubclassOf< UGameplayTask > TaskClass |
||
| bool | IsHandling
(
TSubclassOf< UGameplayTask > TaskClass |
||
| bool | IsSpawnVarPin
(
UEdGraphPin* Pin |
||
| void | PinDefaultValueChanged
(
UEdGraphPin* Pin |
||
| void | ReallocatePinsDuringReconstruction
(
TArray< UEdGraphPin* >& OldPins |
||
| void | RegisterSpecializedTaskNodeClass
(
TSubclassOf< UK2Node_LatentGameplayTaskCall > NodeClass |
||
| bool | ValidateActorArraySpawning
(
FKismetCompilerContext& CompilerContext, |
||
| bool | ValidateActorSpawning
(
FKismetCompilerContext& CompilerContext, |
Constants
| Name | Description |
|---|---|
| NodeClasses |