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Module |
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Header |
/Engine/Source/Editor/GameplayTasksEditor/Classes/K2Node_LatentGameplayTaskCall.h |
Include |
#include "K2Node_LatentGameplayTaskCall.h" |
class UK2Node_LatentGameplayTaskCall : public UK2Node_BaseAsyncTask
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UK2Node_LatentGameplayTaskCall ( |
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ConnectSpawnProperties ( |
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CreatePinsForClass ( |
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UEdGraphPin ... |
GetClassPin ( |
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UClass * |
GetClassToSpawn ( |
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UEdGraphPin ... |
GetResultPin() |
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HasDedicatedNodeClass ( |
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IsHandling ( |
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IsSpawnVarPin ( |
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RegisterSpecializedTaskNodeClass |
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ValidateActorArraySpawning ( |
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ValidateActorSpawning ( |
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ExpandNode ( |
This is essentially a mix of K2Node_BaseAsyncTask::ExpandNode and K2Node_SpawnActorFromClass::ExpandNode. |
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GetMenuActions |
Replacement for GetMenuEntries(). |
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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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CanCreateUnderSpecifiedSchema ( |
Can this node be created under the specified schema. |
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PinDefaultValueChanged ( |
Called when the DefaultValue of one of the pins of this node is changed in the editor |
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Description |
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NodeClasses |