| UObjectBase
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Module |
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Header |
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_TemporaryVariable.h |
Include |
#include "K2Node_TemporaryVariable.h" |
class UK2Node_TemporaryVariable : public UK2Node
Name | Description | ||
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bIsPersistent |
Whether or not this variable should be flagged with CPF_SaveGame, and inherit its name from the GUID of the macro that that gave rise to it |
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VariableType |
Name | Description | |
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UK2Node_TemporaryVariable ( |
Name | Description | ||
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UEdGraphPin ... |
GetVariablePin() |
Get variable pin |
Name | Description | ||
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FNodeHandlin... |
CreateNodeHandler ( |
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GetMenuActions |
Replacement for GetMenuEntries(). |
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GetMenuCategory() |
Override to provide a default category for specific node types to be listed under. |
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FBlueprintNo... |
GetSignature() |
Retrieves a unique identifier for this node type. |
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IsNodePure() |
Returns whether this node is considered 'pure' by the compiler |
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NotifyPinConnectionListChanged ( |
Called when the connection list of one of the pins of this node is changed in the editor, after the pin has had it's literal cleared |
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PostReconstructNode() |
Called at the end of ReconstructNode, allows node specific work to be performed |
Name | Description | ||
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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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CanPasteHere ( |
Determine if this node can live in the specified graph |
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GetDescriptiveCompiledName() |
Tries to come up with a descriptive name for the compiled output |
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GetNodeTitle ( |
Gets the name of this node, shown in title bar |
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GetTooltipText() |
Gets the tooltip to display when over the node |
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IsCompatibleWithGraph ( |
Determine if a node of this type can be created for the specified graph. |