| UObjectBase
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Module |
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Header |
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Literal.h |
Include |
#include "K2Node_Literal.h" |
class UK2Node_Literal : public UK2Node
Name | Description | |
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UK2Node_Literal ( |
Name | Description | ||
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UObject *... |
GetObjectRef() |
Gets the referenced object |
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UEdGraphPin ... |
GetValuePin() |
Accessor for the value pin of the node |
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SetObjectRef ( |
Sets the LiteralValue for the pin, and changes the pin type, if necessary |
Name | Description | ||
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FNodeHandlin... |
CreateNodeHandler ( |
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ERedirectTyp... |
DoPinsMatchForReconstruction ( |
Whether or not two pins match for purposes of reconnection after reconstruction. |
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DrawNodeAsVariable() |
Return whether to draw this node as a small variable node |
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GetMenuActions |
Replacement for GetMenuEntries(). |
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AActor * |
GetReferencedLevelActor() |
If this node references an actor in the level that should be selectable by "Find Actors In Level," this will return a reference to that actor |
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IsNodePure() |
Returns whether this node is considered 'pure' by the compiler |
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NodeCausesStructuralBlueprintChange() |
Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint |
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PostReconstructNode() |
Called at the end of ReconstructNode, allows node specific work to be performed |
Name | Description | ||
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AllocateDefaultPins() |
Allocate default pins for a given node, based only the NodeType, which should already be filled in. |
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GetIconAndTint ( |
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GetNodeTitle ( |
Gets the name of this node, shown in title bar |
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GetNodeTitleColor() |
Gets the draw color of a node's title bar |
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GetTooltipText() |
Gets the tooltip to display when over the node |
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ShouldOverridePinNames() |
Whether or not this node should be given the chance to override pin names. |