UK2Node_MakeContainer

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

BlueprintGraph

Header

/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MakeContainer.h

Include

#include "K2Node_MakeContainer.h"

Syntax

class UK2Node_MakeContainer :
    public UK2Node,
    public IK2Node_AddPinInterface

Variables

Name Description

Protected variable

EPinContainerTy...

 

ContainerType

Public variable

int32

 

NumInputs

The number of input pins to generate for this node

Constructors

Name Description

Public function

UK2Node_MakeContainer

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Protected function Const

bool

 

CanResetToWildcard()

Protected function

void

 

ClearPinTypeToWildcard()

If needed, will clear all pins to be wildcards

Public function Virtual Const

void

 

GetKeyAndValuePins

(
    TArray< UEdGraphPin* >& KeyPi...,
    TArray< UEdGraphPin* >& Value...
)

Public function Const

UEdGraphPin ...

 

GetOutputPin()

Public function Virtual Const

FName

 

GetOutputPinName()

Returns a reference to the output array pin of this node, which is responsible for defining the type

Public function Virtual Const

FName

 

GetPinName

(
    int32 PinIndex
)

Protected function

void

 

InteractiveAddInputPin()

Helper function for context menu add pin to ensure transaction is set up correctly.

Protected function

void

 

PropagatePinType()

Propagates the pin type from the output (set) pin to the inputs, to make sure types are consistent

Public function

void

 

RemoveInputPin

(
    UEdGraphPin* Pin
)

Protected function

void

 

SyncPinNames()

Overridden from UK2Node

Name Description

Public function Virtual Const

FNodeHandlin...

 

CreateNodeHandler

(
    FKismetCompilerContext& CompilerCo...
)

Public function Virtual Const

void

 

GetMenuActions

Replacement for GetMenuEntries().

Public function Virtual Const

int32

 

GetNodeRefreshPriority()

Public function Virtual Const

bool

 

IsConnectionDisallowed

(
    const UEdGraphPin* MyPin,
    const UEdGraphPin* OtherPin,
    FString& OutReason
)

Public function Virtual Const

bool

 

IsNodePure()

Returns whether this node is considered 'pure' by the compiler

Public function Virtual

void

 

NotifyPinConnectionListChanged

(
    UEdGraphPin* Pin
)

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

Public function Virtual

void

 

PostReconstructNode()

Called at the end of ReconstructNode, allows node specific work to be performed

Public function Virtual

void

 

ReallocatePinsDuringReconstruction

(
    TArray< UEdGraphPin* >& OldPi...
)

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)

Overridden from UEdGraphNode

Name Description

Public function Virtual

void

 

AllocateDefaultPins()

Allocate default pins for a given node, based only the NodeType, which should already be filled in.

Overridden from IK2Node_AddPinInterface

Name Description

Public function Virtual

void

 

AddInputPin()

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