Navigation
API > API/Plugins > API/Plugins/DMXPixelMappingBlueprintGraph
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UEdGraphNode
- UK2Node
- UK2Node_PixelMappingBaseComponent
- UK2Node_PixelMappingRendererComponent
References
| Module | DMXPixelMappingBlueprintGraph |
| Header | /Engine/Plugins/VirtualProduction/DMX/DMXPixelMapping/Source/DMXPixelMappingBlueprintGraph/Public/K2Node_PixelMappingBaseComponent.h |
| Include | #include "K2Node_PixelMappingBaseComponent.h" |
Syntax
UCLASS&40;Abstract&41;
class UK2Node_PixelMappingBaseComponent : public UK2Node
Remarks
Base Pixel Mapping node. Never use directly
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AddBlueprintAction
(
UClass* InClass, |
Serves as an extensible way for new nodes | |
| void | ExecuteEarlyValidation
(
FCompilerResultsLog& MessageLog, |
Execute valisation for the connected pins | |
| void | ExecuteExpandNode
(
FKismetCompilerContext& CompilerContext, |
Add Execution for blueprint node That is the place where we set a compiler and spawn extra node for blueprint execution | |
| UEdGraphPin * | Pixel Mapping Input Pin | ||
| UEdGraphPin * | GetPixelMappingPin
(
const TArray< UEdGraphPin* >* InPinsToSearch |
Safe method to get Pixel Mapping pin. It skips the checked pointer | |
| void | Mark Blueprint graph as Modified | ||
| void | OnPixelMappingChanged
(
UDMXPixelMapping* InDMXPixelMapping |
Listener of Pixel Mapping object changes. | |
| void | RefreshGraph () |
Asking to change blueprint graph | |
| void | TryModifyBlueprintOnNameChanged
(
UDMXPixelMapping* InDMXPixelMapping, |
Modify blueprint if we have the component name change | |
| void | TryRefreshGraphCheckInputPins
(
UEdGraphPin* TryPixelMappingPin, |
Refresh blueprint graph if input pins is valid |
Overridden from UK2Node
| Type | Name | Description | |
|---|---|---|---|
| FText | Override to provide a default category for specific node types to be listed under. | ||
| bool | IsNodePure () |
Returns whether this node is considered 'pure' by the compiler | |
| void | Called before compilation begins, giving a blueprint time to force the linker to load data | ||
| 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 | |
|---|---|---|---|
| void | Allocate default pins for a given node, based only the NodeType, which should already be filled in. |
Constants
| Name | Description |
|---|---|
| InPixelMappingPinName | Input Pixel Mapping pin name |