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Unreal Engine C++ API Reference > Plugins > LiveLinkGraphNode
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UEdGraphNode
- UK2Node
- UK2Node_EvaluateLiveLinkFrame
References
Module | LiveLinkGraphNode |
Header | /Engine/Plugins/Animation/LiveLink/Source/LiveLinkGraphNode/Public/K2Node_EvaluateLiveLinkFrame.h |
Include | #include "K2Node_EvaluateLiveLinkFrame.h" |
Syntax
UCLASS&40;Abstract&41;
class UK2Node_EvaluateLiveLinkFrame : public UK2Node
Functions
Type | Name | Description | |
---|---|---|---|
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void | AddPins
(
FKismetCompilerContext& CompilerContext, |
Add additionnal pin that the evaluate function would need |
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TSubclassOf< ULiveLinkRole > | ||
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FName | Get the name of the UFunction we are trying to build from | |
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UEdGraphPin * | Get the exec output pin for when no frame is available for the desired role | |
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UScriptStruct * | ||
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UScriptStruct * | Get the type that the Live Link Role evaluates to to return | |
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UEdGraphPin * | Get the Live Link Role input pin | |
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UEdGraphPin * | Get the Live Link Subject input pin | |
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UEdGraphPin * | Get the result output pin | |
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UScriptStruct * | Get the return types of our struct | |
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UEdGraphPin * | GetThenPin () |
Get the then output pin |
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bool | IsRoleValidForEvaluation
(
TSubclassOf< ULiveLinkRole > InRoleClass |
Verify if selected role class is valid for evaluation |
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void | Queries for the authoritative return type, then modifies the return pin to match | |
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void | SetPinToolTip
(
UEdGraphPin& InOutMutatablePin, |
Takes the specified "MutatablePin" and sets its 'PinToolTip' field (according to the specified description) |
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void | SetReturnTypeForOutputStruct
(
UScriptStruct* InClass |
Set the return type of our structs |
Overridden from UK2Node
Type | Name | Description | |
---|---|---|---|
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void | EarlyValidation
(
FCompilerResultsLog& MessageLog |
This function if used for nodes that needs CDO for validation (Called before expansion) |
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void | ExpandNode
(
FKismetCompilerContext& CompilerContext, |
Expands a node while compiling, which may add additional nodes or delete this node |
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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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bool | IsConnectionDisallowed
(
const UEdGraphPin* MyPin, |
|
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bool | Query if this is a node that is safe to ignore (e.g., a comment node or other non-structural annotation that can be pruned with no warnings). | |
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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 | Called at the end of ReconstructNode, allows node specific work to be performed | |
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void | Called before compilation begins, giving a blueprint time to force the linker to load data | |
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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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FSlateIcon | GetIconAndTint
(
FLinearColor& OutColor |
|
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FText | Gets the tooltip to display when over the node | |
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void | PinDefaultValueChanged
(
UEdGraphPin* Pin |
Called when the DefaultValue of one of the pins of this node is changed in the editor |