UK2Node_DMXBase

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

DMXBlueprintGraph

Header

/Engine/Plugins/Experimental/DigitalMultiplex/DMXEngine/Source/DMXBlueprintGraph/Public/K2Node_DMXBase.h

Include

#include "K2Node_DMXBase.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)()
class UK2Node_DMXBase : public UK2Node

Variables

Name Description

Protected variable

UDMXLibrary ...

 

CachedLibrary

Stores the Library to be able to unbind from it later

Protected variable

FNodeTextCache

 

CachedNodeTitle

Constructing FText strings can be costly, so we cache the node's title

Protected variable

FDelegateHandle

 

LibraryEntitiesUpdatedHandle

Protected variable

FText

 

NodeTooltip

Tooltip text for this node.

Destructors

Name Description

Public function

~UK2Node_DMXBase()

Functions

Name Description

Public function Const

UEdGraphPin ...

 

GetClassPin

(
    const TArray< UEdGraphPin* >&...
)

Get the blueprint input pin

Public function Virtual Const

UClass *

 

GetClassPinBaseClass()

Public function Virtual Const

bool

 

IsCompatibleWithGraph

(
    const UEdGraph* TargetGraph
)

Public function Virtual

void

 

OnLibraryAssetChanged

(
    UDMXLibrary* Library
)

Protected function UFunction

void

 

OnLibraryEntitiesUpdated

(
    UDMXLibrary* Library
)

Overridden from UK2Node

Name Description

Public function Virtual Const

void

 

GetMenuActions

Replacement for GetMenuEntries().

Public function Virtual Const

FText

 

GetMenuCategory()

Override to provide a default category for specific node types to be listed under.

Public function Virtual Const

bool

 

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).

Overridden from UEdGraphNode

Name Description

Public function Virtual Const

void

 

AddSearchMetaDataInfo

(
    TArray< struct FSearchTagDataPair >...
)

Add's node data to the search metadata, override to collect more data that may be desirable to search for

Public function Virtual

void

 

AllocateDefaultPins()

Allocate default pins for a given node, based only the NodeType, which should already be filled in.

Public function Virtual

void

 

PinConnectionListChanged

(
    UEdGraphPin* Pin
)

Called when the connection list of one of the pins of this node is changed in the editor

Public function Virtual

void

 

PinDefaultValueChanged

(
    UEdGraphPin* Pin
)

Called when the DefaultValue of one of the pins of this node is changed in the editor

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