| UObjectBase
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Module |
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Header |
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSet.h |
Include |
#include "K2Node_VariableSet.h" |
class UK2Node_VariableSet : public UK2Node_Variable
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UK2Node_VariableSet ( |
Name | Description | ||
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GetBlueprintVarTooltip ( |
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GetPropertyTooltip ( |
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GetRepNotifyName() |
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GetVariableOutputPinName() |
Retrieves the output pin name for the node |
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HasLocalRepNotify() |
Returns true if the variable we are setting has a RepNotify AND was defined in a blueprint The 'defined in a blueprint' is to avoid natively defined RepNotifies being called unintentionally. |
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IsNetProperty() |
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ShouldFlushDormancyOnSet() |
Name | Description | ||
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FNodeHandlin... |
CreateNodeHandler ( |
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ExpandNode ( |
Expands a node while compiling, which may add additional nodes or delete this node |
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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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ShouldShowNodeProperties() |
Return whether the node's properties display in the blueprint details panel |
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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GetNodeTitle ( |
Gets the name of this node, shown in title bar |
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GetPinNameOverride ( |
Gets the overridden name for the specified pin, if any |
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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. |
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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. |