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Unreal Engine C++ API Reference > Plugins > RigVMEditor > EdGraph > NodeSpawners
Inheritance Hierarchy
- UObject
- IBlueprintNodeBinder
- UBlueprintNodeSpawner
- URigVMEdGraphNodeSpawner
- URigVMEdGraphVariableNodeSpawner
References
Module | RigVMEditor |
Header | /Engine/Plugins/Runtime/RigVM/Source/RigVMEditor/Public/EdGraph/NodeSpawners/RigVMEdGraphVariableNodeSpawner.h |
Include | #include "EdGraph/NodeSpawners/RigVMEdGraphVariableNodeSpawner.h" |
Syntax
UCLASS (Transient)
class URigVMEdGraphVariableNodeSpawner : public URigVMEdGraphNodeSpawner
Functions
Type | Name | Description | |
---|---|---|---|
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URigVMEdGraphVariableNodeSpawner * | CreateFromExternalVariable
(
URigVMBlueprint* InBlueprint, |
Creates a new URigVMEdGraphVariableNodeSpawner, charged with spawning a new member-variable node |
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URigVMEdGraphVariableNodeSpawner * | CreateFromLocalVariable
(
URigVMBlueprint* InBlueprint, |
Overridden from UBlueprintNodeSpawner
Type | Name | Description | |
---|---|---|---|
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FBlueprintNodeSignature | We want to be able to compare spawners, and have a signature that is rebuildable on subsequent runs. | |
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FBlueprintActionUiSpec | GetUiSpec
(
FBlueprintActionContext const& Context, |
Takes the default FBlueprintActionUiSpec and modifies it dynamically to accommodate the current context. |
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UEdGraphNode * | Invoke
(
UEdGraph* ParentGraph, |
Takes care of spawning a node for the specified graph. |
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bool | IsTemplateNodeFilteredOut
(
FBlueprintActionFilter const& Filter |
Determine if the node of this spawner's template's type should be filtered in the actions menu |
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void | Prime () |
Not required, but intended to passively help speed up menu building operations. |