| UObjectBase
|
Module |
|
Header |
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DynamicCast.h |
Include |
#include "K2Node_DynamicCast.h" |
class UK2Node_DynamicCast : public UK2Node
Name | Description | ||
---|---|---|---|
|
bIsPureCast |
||
|
CachedNodeTitle |
Constructing FText strings can be costly, so we cache the node's title |
|
|
TSubclassOf< cl... |
TargetType |
The type that the input should try to be cast to |
Name | Description | |
---|---|---|
|
UK2Node_DynamicCast ( |
Name | Description | ||
---|---|---|---|
|
UEdGraphPin ... |
GetBoolSuccessPin() |
Get the boolean output pin that signifies a successful/failed cast. |
|
UEdGraphPin ... |
GetCastResultPin() |
Get the cast result pin |
|
UEdGraphPin ... |
GetCastSourcePin() |
Get the input object to be casted pin |
|
UEdGraphPin ... |
GetInvalidCastPin() |
Get the 'invalid cast' exec pin |
|
UEdGraphPin ... |
GetValidCastPin() |
Get the 'valid cast' exec pin |
|
ReconnectPureExecPins ( |
Update exec pins when converting from impure to pure. |
|
|
SetPurity ( |
Will change the node's purity, and reallocate pins accordingly (adding/ removing exec pins). |
|
|
TogglePurity() |
Flips the node's purity (adding/removing exec pins as needed). |
Name | Description | ||
---|---|---|---|
|
FNodeHandlin... |
CreateNodeHandler ( |
|
|
ERedirectTyp... |
DoPinsMatchForReconstruction ( |
Whether or not two pins match for purposes of reconnection after reconstruction. |
|
GetMenuCategory() |
Override to provide a default category for specific node types to be listed under. |
|
|
FBlueprintNo... |
GetSignature() |
Retrieves a unique identifier for this node type. |
|
HasExternalDependencies |
Returns whether or not this node has dependencies on an external structure If OptionalOutput isn't null, it should be filled with the known dependencies objects (Classes, Structures, Functions, etc). |
|
|
IsConnectionDisallowed ( |
||
|
IsNodePure() |
Returns whether this node is considered 'pure' by the compiler |
|
|
NotifyPinConnectionListChanged ( |
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 |
|
|
PostReconstructNode() |
Called at the end of ReconstructNode, allows node specific work to be performed |
|
|
ReallocatePinsDuringReconstruction ( |
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) |
Name | Description | ||
---|---|---|---|
|
AllocateDefaultPins() |
Allocate default pins for a given node, based only the NodeType, which should already be filled in. |
|
|
GetIconAndTint ( |
||
|
GetNodeContextMenuActions ( |
Gets a list of actions that can be done to this particular node |
|
|
GetNodeTitle ( |
Gets the name of this node, shown in title bar |
|
|
GetNodeTitleColor() |
Gets the draw color of a node's title bar |
|
|
IncludeParentNodeContextMenu() |
Does the node context menu inherit parent class's menu |
|
|
PostPlacedNewNode() |
A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called. |
|
|
ValidateNodeDuringCompilation ( |
Gives each visual node a chance to do final validation before it's node is harvested for use at runtime. |