unreal.DataLinkScriptNode

class unreal.DataLinkScriptNode(outer: Object | None = None, name: Name | str = 'None')

Bases: Object

Script Nodes are a Blueprint Implementation of a Data Link Node. It does not inherit from UDataLinkNode, as the wrapper does this and forwards the logic execution here. This is done to allow for blueprints mutable nature (e.g. allowing users to set variables) see: UDataLinkScriptNodeWrapper

C++ Source:

  • Plugin: DataLink

  • Module: DataLink

  • File: DataLinkScriptNode.h

Editor Properties: (see get_editor_property/set_editor_property)

  • input_pins (Array[DataLinkScriptPin]): [Read-Write]

  • output_pin (DataLinkScriptPin): [Read-Write]

fail() None

Called to fail execution

get_input_data(input_name) InstancedStruct or None

Retrieves the input data as an Instanced Struct

Parameters:

input_name (Name)

Returns:

input_data (InstancedStruct):

Return type:

InstancedStruct or None

on_execute() None

On Execute

on_stop() None

On Stop

succeed(output_data, persist_execution) bool

Called to move to the next node to execute (or finish if last node) providing the output data as an instanced struct Set Persist Execution to true so that the graph does not finish, but keeps pushing data.

Parameters:
Return type:

bool