UNiagaraNodeOutput

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

NiagaraEditor

Header

/Engine/Plugins/FX/Niagara/Source/NiagaraEditor/Public/NiagaraNodeOutput.h

Include

#include "NiagaraNodeOutput.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI)
class UNiagaraNodeOutput : public UNiagaraNode

Variables

Name Description

Public variable UProperty Category, Meta visibleanywhere

TArray< FNiagar...

 

Outputs

Public variable UProperty

ENiagaraScriptU...

 

ScriptType

Public variable UProperty

FGuid

 

ScriptTypeId

Constructors

Name Description

Public function

UNiagaraNodeOutput

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Const

const TArray...

 

GetOutputs()

Public function Const

ENiagaraScri...

 

GetUsage()

Gets the usage of this graph root.

Public function Const

FGuid

 

GetUsageId()

Gets the id of the usage of this script.

Public function

void

 

NotifyOutputVariablesChanged()

Notifies the node that it's output variables have been modified externally.

Protected function Virtual

void

 

RemoveOutputPin

(
    UEdGraphPin* Pin
)

Removes a pin from this node with a transaction.

Public function

void

 

SetUsage

(
    ENiagaraScriptUsage InUsage
)

Public function

void

 

SetUsageId

(
    FGuid InId
)

Overridden from UNiagaraNode

Name Description

Public function Virtual

void

 

Compile

(
    FHlslNiagaraTranslator* Transl...,
    TArray< int32 >& OutputExpressions
)

Protected function Virtual

int32

 

CompileInputPin

(
    FHlslNiagaraTranslator* Transl...,
    UEdGraphPin* Pin
)

Overridden from UEdGraphNode

Name Description

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 Const

bool

 

CanDuplicateNode()

Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph

Public function Virtual Const

bool

 

CanUserDeleteNode()

Whether or not this node can be deleted by user action

Public function Virtual Const

void

 

GetNodeContextMenuActions

(
    UToolMenu* Menu,
    UGraphNodeContextMenuContext* ...
)

Gets a list of actions that can be done to this particular node

Public function Virtual Const

FText

 

GetNodeTitle

(
    ENodeTitleType::Type TitleType
)

Gets the name of this node, shown in title bar

Public function Virtual Const

FLinearColor

 

GetNodeTitleColor()

Gets the draw color of a node's title bar

Public function Virtual Const

bool

 

IncludeParentNodeContextMenu()

Does the node context menu inherit parent class's menu

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

Deprecated Variables

Name Description

Public variable UProperty

int32

 

ScriptTypeIndex_DEPRECATED

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss