FFunctionCaller

Windows
MacOS
Linux

References

Module

VariantManagerContent

Header

/Engine/Plugins/Enterprise/VariantManagerContent/Source/VariantManagerContent/Public/FunctionCaller.h

Include

#include "FunctionCaller.h"

Syntax

[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)()
struct FFunctionCaller

Variables

Name Description

Public variable UProperty

FName

 

FunctionName

The function that should be called to invoke this event.

Functions

Name Description

Public function

void

 

CacheFunctionName()

Cache the function name to call from the blueprint function entry node.

Public function Const

uint32

 

GetDisplayOrder()

Get the order with which the VariantManager should display this in a property list.

Public function Const

UK2Node_Func...

 

GetFunctionEntry()

Retrieve the function entry node this event is bound to

Public function Const

bool

 

IsBoundToBlueprint()

Check whether this event is bound to a valid blueprint entry node

Public function Static

bool

 

IsValidFunction

(
    UK2Node_FunctionEntry* Node
)

Helper function to determine whether the specified function entry is valid for this event

Public function

void

 

PostSerialize

(
    const FArchive& Ar
)

Called after this event has been serialized in order to cache the function pointer if necessary

Public function

void

 

SetDisplayOrder

(
    uint32 InDisplayOrder
)

Set the order with which the VariantManager should display this in a property list.

Public function

void

 

SetFunctionEntry

(
    UK2Node_FunctionEntry* Entry
)

Set the function entry that this event should trigger

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