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| Name | USCS_Node |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/SCS_Node.h |
| Include Path | #include "Engine/SCS_Node.h" |
Syntax
UCLASS (MinimalAPI)
class USCS_Node : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USCS_Node
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
USCS_Node
(
const FObjectInitializer& ObjectInitializer |
Engine/SCS_Node.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AttachToName | FName | Socket/Bone that Node might attach to | Engine/SCS_Node.h | |
| bIsParentComponentNative | bool | If the node is parented, this indicates whether or not the template is found in the CDO's Components array | Engine/SCS_Node.h | |
| CategoryName | FText | If non-None, the assigned category name | Engine/SCS_Node.h | |
| ChildNodes | TArray< TObjectPtr< class USCS_Node > > | Set of child nodes | Engine/SCS_Node.h | |
| ComponentClass | TObjectPtr< UClass > | Component class | Engine/SCS_Node.h | |
| ComponentTemplate | TObjectPtr< class UActorComponent > | Template for the component to create | Engine/SCS_Node.h | |
| CookedComponentInstancingData | FBlueprintCookedComponentInstancingData | Cached data for faster runtime instancing (only used in cooked builds) | Engine/SCS_Node.h | |
| EditorComponentInstance | TWeakObjectPtr< USceneComponent > | The scene component constructed for component editing in the SCS editor | Engine/SCS_Node.h | |
| MetaDataArray | TArray< struct FBPVariableMetaDataEntry > | Metadata information for this Node | Engine/SCS_Node.h |
|
| ParentComponentOrVariableName | FName | Component template or variable that Node might be parented to | Engine/SCS_Node.h | |
| ParentComponentOwnerClassName | FName | If the node is attached to another node inherited from a parent Blueprint, this contains the name of the Blueprint parent class that owns the component template | Engine/SCS_Node.h | |
| VariableGuid | FGuid | Engine/SCS_Node.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| InternalVariableName | FName | Internal variable name. | Engine/SCS_Node.h | |
| OnNameChangedExternal | FSCSNodeNameChanged | Delegate to trigger when Variable name is modified outside of SCS | Engine/SCS_Node.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddChildNode
(
USCS_Node* InNode, |
Adds the given node as a child node | Engine/SCS_Node.h | |
UActorComponent * ExecuteNodeOnActor
(
AActor* Actor, |
Create the specified component on the actor, then call action on children | Engine/SCS_Node.h | |
int32 FindMetaDataEntryIndexForKey
(
FName Key |
Find the index in the array of a SCS_Node entry | Engine/SCS_Node.h | |
UActorComponent * GetActualComponentTemplate
(
UBlueprintGeneratedClass* ActualBPGC |
Return the actual component template used in the BPGC. The template can be overridden in a child. | Engine/SCS_Node.h | |
const FBlueprintCookedComponentInstancingData * GetActualComponentTemplateData
(
UBlueprintGeneratedClass* ActualBPGC |
Return component template instancing data if cooked for the BPGC, as overridden template data can be cooked out for a child. | Engine/SCS_Node.h | |
TArray< const USCS_Node * > GetAllNodes () |
Returns an array containing this node and all children below it | Engine/SCS_Node.h | |
TArray< USCS_Node * > GetAllNodes () |
Returns an array containing this node and all children below it | Engine/SCS_Node.h | |
| Returns an constant reference to the child nodes array of this node | Engine/SCS_Node.h | ||
const FString & GetMetaData
(
FName Key |
Gets a metadata value on the SCS_Node; asserts if the value isn't present. | Engine/SCS_Node.h | |
USceneComponent * GetParentComponentTemplate
(
UBlueprintGeneratedClass* BPGC |
Finds and returns the parent component template through the given BPGC | Engine/SCS_Node.h | |
USceneComponent * GetParentComponentTemplate
(
UBlueprint* InBlueprint |
Finds and returns the parent component template through the given Blueprint | Engine/SCS_Node.h | |
USimpleConstructionScript * GetSCS() |
Get the SimpleConstructionScript that owns this node | Engine/SCS_Node.h | |
FName GetVariableName() |
Get name of the variable we should create for this component instance | Engine/SCS_Node.h | |
bool IsChildOf
(
USCS_Node* TestParent |
See if this node is a child of the supplied parent | Engine/SCS_Node.h | |
bool IsRootNode() |
See if this node is the root | Engine/SCS_Node.h | |
void MoveChildNodes
(
USCS_Node* SourceNode, |
Moves a list of nodes from their current list to this node's ChildNode list | Engine/SCS_Node.h | |
void NameWasModified() |
Signal back to the SCS that variable name was modified by an external part of program | Engine/SCS_Node.h | |
void PreloadChain() |
Preloads the node, and all its child nodes recursively | Engine/SCS_Node.h | |
void RemoveChildNode
(
USCS_Node* InNode, |
Removes the child node at the given index | Engine/SCS_Node.h | |
void RemoveChildNodeAt
(
int32 ChildIndex, |
Removes the child node at the given index | Engine/SCS_Node.h | |
void RemoveMetaData
(
FName Key |
Clear metadata value on the SCS_Node | Engine/SCS_Node.h | |
void SaveToTransactionBuffer() |
Saves the current state of SimpleConstructionScript and its nodes to the transaction buffer. | Engine/SCS_Node.h | |
| Set a metadata value on the SCS_Node | Engine/SCS_Node.h | ||
void SetOnNameChanged
(
const FSCSNodeNameChanged& OnChange |
Set delegate to call when name is modified externally | Engine/SCS_Node.h | |
| Sets parent component attributes based on the given SCS node | Engine/SCS_Node.h | ||
void SetParent
(
const USceneComponent* InParentComponent |
Sets parent component attributes based on the given component instance | Engine/SCS_Node.h | |
void SetVariableName
(
const FName& NewName, |
Set name of the variable we should create for this component instance | Engine/SCS_Node.h | |
void ValidateGuid() |
Make sure, the guid is proper - backward compatibility | Engine/SCS_Node.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual EDataValidationResult IsDataValid
(
FDataValidationContext& Context |
Returns Valid if this object has data validation rules set up for it and the data for this object is valid. | Engine/SCS_Node.h | |
virtual void PostLoad() |
Engine/SCS_Node.h | ||
virtual void Serialize
(
FArchive& Ar |
Engine/SCS_Node.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void RenameComponentTemplate
(
UActorComponent* ComponentTemplate, |
Helper method to rename the given component template along with any instances | Engine/SCS_Node.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsNative_DEPRECATED | bool | (DEPRECATED) Indicates if this is a native component or not | Engine/SCS_Node.h | |
| bVariableNameAutoGenerated_DEPRECATED | bool | (DEPRECATED) If true, the variable name was a autogenerated and is not presented to the user | Engine/SCS_Node.h | |
| NativeComponentName_DEPRECATED | FName | (DEPRECATED) If this is a native component, this is the name of the UActorComponent | Engine/SCS_Node.h |