FBlueprintEditorUtils::FindCustomEventNode

Find the Custom Event if it already exists in the Blueprint

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MacOS
Linux

References

Module

UnrealEd

Header

/Engine/Source/Editor/UnrealEd/Public/Kismet2/BlueprintEditorUtils.h

Include

#include "Kismet2/BlueprintEditorUtils.h"

Source

/Engine/Source/Editor/UnrealEd/Private/Kismet2/BlueprintEditorUtils.cpp

Syntax

static UK2Node_Event * FindCustomEventNode
(
    const UBlueprint * Blueprint,
    FName const CustomName
)

Remarks

Find the Custom Event if it already exists in the Blueprint

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