| UObjectBase
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Module |
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Header |
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddComponentByClass.h |
Include |
#include "K2Node_AddComponentByClass.h" |
class UK2Node_AddComponentByClass : public UK2Node_ConstructObjectFromClass
Implementation of K2Node for creating a component based on a selected or passed in class
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UK2Node_AddComponentByClass ( |
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UEdGraphPin ... |
GetManualAttachmentPin() |
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UEdGraphPin ... |
GetRelativeTransformPin() |
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IsSceneComponent() |
Returns true if the currently selected or linked class is known to be a scene component |
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SetSceneComponentPinsHidden ( |
Utility function to set whether the scene component specific pins are hidden or not |
Name | Description | ||
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CreatePinsForClass ( |
Create new pins to show properties on archetype |
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GetBaseNodeTitle() |
Gets the node for use in lists and menus |
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UClass * |
GetClassPinBaseClass() |
Gets base class to use for the 'class' pin. |
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GetDefaultNodeTitle() |
Gets the default node title when no class is selected |
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GetNodeTitleFormat() |
Gets the node title when a class has been selected. |
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IsSpawnVarPin ( |
See if this is a spawn variable pin, or a 'default' pin |
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ExpandNode ( |
Expands a node while compiling, which may add additional nodes or delete this node |
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AllocateDefaultPins() |
Allocate default pins for a given node, based only the NodeType, which should already be filled in. |
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PinDefaultValueChanged ( |
Called when the DefaultValue of one of the pins of this node is changed in the editor |