Module |
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Header |
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Tunnel.h |
Include |
#include "K2Node_Tunnel.h" |
class UK2Node_Tunnel : public UK2Node_EditablePinBase
Name | Description | ||
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uint32: 1 |
bCanHaveInputs |
Whether this node is allowed to have inputs. |
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uint32: 1 |
bCanHaveOutputs |
Whether this node is allowed to have outputs. |
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UK2Node_Tunnel ... |
InputSinkNode |
The input pins of this tunnel go to the output pins of InputSinkNode. |
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MetaData |
The metadata for the function/subgraph associated with this tunnel node; it's only editable and used on the tunnel entry node inside the subgraph or macro. |
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UK2Node_Tunnel ... |
OutputSourceNode |
The output pins of this tunnel node came from the input pins of OutputSourceNode. |
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WildcardPins |
Cache of the pins that were created as wildcards. |
Name | Description | |
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UK2Node_Tunnel ( |
Name | Description | ||
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CacheWildcardPins() |
Utility function that subclasses must call after allocating their default pins. |
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UK2Node_Tunn... |
GetInputSink() |
The input pins of this tunnel go to the output pins of InputSinkNode (can be NULL). |
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UK2Node_Tunn... |
GetOutputSource() |
The output pins of this tunnel node came from the input pins of OutputSourceNode (can be NULL). |
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PostFixupAllWildcardPins ( |
Handles any work needed to be done after fixing up all wildcard pins during reconstruction |
Name | Description | ||
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CanCreateUserDefinedPin ( |
Queries if a user defined pin of the passed type can be constructed on this node. |
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CanModifyExecutionWires() |
Can this node have execution wires added or removed? |
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CanUseRefParams() |
Can this node have pass-by-reference parameters? |
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UEdGraphPin ... |
CreatePinFromUserDefinition ( |
Creates a new pin on the node from the specified user pin info. |
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ModifyUserDefinedPinDefaultValue ( |
Modifies the default value of an existing pin on the node, this will update both the UserPinInfo and the linked editor pin |
Name | Description | ||
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ClearCachedBlueprintData ( |
Clears out any cached data that needs to be regenerated after a structural blueprint change |
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DrawNodeAsEntry() |
Return whether to draw this node as an entry |
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DrawNodeAsExit() |
Return whether to draw this node as an entry |
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FixupPinStringDataReferences ( |
Fixes up structure/soft object ref pins, on both save and load |
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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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NodeCausesStructuralBlueprintChange() |
Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint |
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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) |
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ERenamePinRe... |
RenameUserDefinedPinImpl |
Implementation function that renames an existing pin on the node. Does not broadcast notifications. |
Name | Description | ||
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CanDuplicateNode() |
Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph |
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CanUserDeleteNode() |
Whether or not this node can be deleted by user action |
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CreateUniquePinName ( |
Generate a unique pin name, trying to stick close to a passed in name |
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DestroyNode() |
Destroy the specified node |
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UObject *... |
GetJumpTargetForDoubleClick() |
Returns the object that should be focused when double-clicking on this node (the object can be an actor, which selects it in the world, or a node/graph/pin) |
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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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PostPasteNode() |
Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor |
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ValidateNodeDuringCompilation ( |
Gives each visual node a chance to do final validation before it's node is harvested for use at runtime. |