| UObjectBase
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Module |
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Header |
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Select.h |
Include |
#include "K2Node_Select.h" |
class UK2Node_Select :
public UK2Node,
public INodeDependingOnEnumInterface,
public IK2Node_AddPinInterface
Name | Description | |
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UK2Node_Select ( |
Name | Description | ||
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CanChangePinType ( |
Whether the user can change the pintype on a selected pin |
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CanRemoveOptionPinToNode() |
Return whether an option pin can be removed to the node |
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ChangePinType ( |
Notification from the editor that the user wants to change the PinType on a selected pin |
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GetConditionalFunction |
Gets the name and class of the EqualEqual_IntInt function |
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UEdGraphPin ... |
GetIndexPin() |
Get the condition pin |
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GetOptionPins ( |
Returns a list of pins that represent the selectable options |
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GetPrintStringFunction |
Gets the name and class of the PrintString function |
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UEdGraphPin ... |
GetReturnValuePin() |
Get the return value pin |
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RemoveOptionPinToNode() |
Removes the last option pin from the node |
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SetEnum |
Bind the options to a named enum. |
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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ExpandNode ( |
Expands a node while compiling, which may add additional nodes or delete this node |
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GetMenuActions |
Replacement for GetMenuEntries(). |
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GetMenuCategory() |
Override to provide a default category for specific node types to be listed under. |
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GetNodeRefreshPriority() |
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IsConnectionDisallowed ( |
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IsNodePure() |
Returns whether this node is considered 'pure' by the compiler |
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IsNodeSafeToIgnore() |
Query if this is a node that is safe to ignore (e.g., a comment node or other non-structural annotation that can be pruned with no warnings). |
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NotifyPinConnectionListChanged ( |
Determine if any pins are connected, if so make all the other pins the same type, if not, make sure pins are switched back to wildcards |
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PostReconstructNode() |
Called at the end of ReconstructNode, allows node specific work to be performed |
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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 | ||
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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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AutowireNewNode ( |
Autowire a newly created node. |
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GetIconAndTint ( |
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GetNodeTitle ( |
Gets the name of this node, shown in title bar |
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GetTooltipText() |
Gets the tooltip to display when over the node |
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NodeConnectionListChanged() |
Called when something external to this node has changed the connection list of any of the pins in the node |
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PinTypeChanged ( |
Called when one of the pins of this node has had its' pin type changed from an external source (like the SPinTypeSelector in the case of kismet) |
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PostPasteNode() |
Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor |
Name | Description | ||
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UEnum * |
GetEnum() |
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ShouldBeReconstructedAfterEnumChanged() |
Name | Description | ||
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AddInputPin() |
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CanAddPin() |