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API > API/Editor > API/Editor/BlueprintGraph > API/Editor/BlueprintGraph/UBlueprintNodeSpawner
Description
Does the actual node spawning. Creates a new node (of the specified type), sets the node's position, calls PostSpawnDelegate on the new node, and finally applies any bindings that were passed to it.
| Name | SpawnEdGraphNode |
| Type | function |
| Header File | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintNodeSpawner.h |
| Include Path | #include "BlueprintNodeSpawner.h" |
| Source | /Engine/Source/Editor/BlueprintGraph/Private/BlueprintNodeSpawner.cpp |
UEdGraphNode * SpawnEdGraphNode
(
TSubclassOf < UEdGraphNode > NodeClass,
UEdGraph * ParentGraph,
const FBindingSet & Bindings,
FVector2D Location,
FCustomizeNodeDelegate PostSpawnDelegate
) const
Null if it failed to spawn a node (if NodeClass is null), otherwise a newly spawned node.
Parameters
| Name | Remarks |
|---|---|
| NodeClass | The type of node you want spawned. |
| ParentGraph | The graph you want the node spawned into. |
| Bindings | The bindings to apply to the node (post spawn). |
| Location | Where you want the new node positioned in the graph. |
| PostSpawnDelegate | A delegate to run after spawning the node, but prior to allocating the node's pins. |