UK2Node_Composite

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Inheritance Hierarchy

References

Module

BlueprintGraph

Header

/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Composite.h

Include

#include "K2Node_Composite.h"

Syntax

class UK2Node_Composite : public UK2Node_Tunnel

Variables

Name Description

Public variable

UEdGraph *

 

BoundGraph

The graph that this composite node is representing.

Constructors

Name Description

Public function

UK2Node_Composite

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Protected function

void

 

FixupInputAndOutputSink()

Fixes up the input and output sink when needed, useful after PostEditUndo which changes which graph these nodes point to

Public function Const

UK2Node_Tunn...

 

GetEntryNode()

Get the entry/exit nodes inside this collapsed graph.

Public function Const

UK2Node_Tunn...

 

GetExitNode()

Overridden from UK2Node

Name Description

Public function Virtual Const

bool

 

DrawNodeAsEntry()

Return whether to draw this node as an entry

Public function Virtual Const

bool

 

DrawNodeAsExit()

Return whether to draw this node as an entry

Public function Virtual Const

bool

 

NodeCausesStructuralBlueprintChange()

Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint

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

 

CanUserDeleteNode()

Whether or not this node can be deleted by user action

Public function Virtual

void

 

DestroyNode()

Destroy the specified node

Public function Virtual Const

UObject *...

 

GetJumpTargetForDoubleClick()

Returns the object that should be focused when double-clicking on this node (the object can be an actor, which selects it in the world, or a node/graph/pin)

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

FText

 

GetTooltipText()

Gets the tooltip to display when over the node

Public function Virtual Const

TSharedPtr< ...

 

MakeNameValidator()

Create a name validator for this node

Public function Virtual

void

 

OnRenameNode

(
    const FString& NewName
)

Called when this node is being renamed after a successful name validation

Public function Virtual

void

 

PostPasteNode()

Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor

Public function Virtual

void

 

PostPlacedNewNode()

A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called.

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditUndo()

Called after applying a transaction to the object.

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