FSCSEditorTreeNode

[FSCSEditorTreeNode](API\Editor\Kismet\FSCSEditorTreeNode)

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

Kismet

Header

/Engine/Source/Editor/Kismet/Public/SSCSEditor.h

Include

#include "SSCSEditor.h"

Syntax

class FSCSEditorTreeNode : public TSharedFromThis< FSCSEditorTreeNode >

Remarks

FSCSEditorTreeNode

Wrapper class for nodes displayed in the SCS (Simple Construction Script) editor tree widget.

Variables

Name Description

Protected variable

TUniquePtr< FSc...

 

OngoingCreateTransaction

Scope the creation of a node which ends when the initial 'name' is given/accepted by the user, which can be several frames after the node was actually created.

Constructors

Name Description

Public function

FSCSEditorTreeNode

(
    FSCSEditorTreeNode::ENodeType InNod...
)

Constructs an empty tree node.

Destructors

Name Description

Public function Virtual

~FSCSEditorTreeNode()

Destructor.

Functions

Name Description

Public function

FSCSEditorTr...

 

AddChild

(
    USCS_Node* InSCSNode,
    bool bIsInheritedSCS
)

Adds a child node for the given SCS node.

Public function Virtual

void

 

AddChild

(
    FSCSEditorTreeNodePtrType InChildNo...
)

Adds the given node as a child node.

Public function

FSCSEditorTr...

 

AddChildFromComponent

(
    UActorComponent* InComponentTe...
)

Adds a child node for the given component template.

Protected function

void

 

ApplyFilteredStateToParent()

Used to update the EFilteredState::ChildMatches flag for parent nodes, when this item's filtration state has changed

Public function Virtual Const

bool

 

CanDelete()

Public function Virtual Const

bool

 

CanEdit()

Public function Virtual Const

bool

 

CanRename()

Public function Virtual Const

bool

 

CanReparent()

Public function

void

 

CloseOngoingCreateTransaction()

Ends the 'Create + enter initial name' transaction of this node.

Public function Static

FSCSEditorTr...

 

FactoryNodeFromComponent

(
    UActorComponent* InComponent
)

Creates the correct type of node based on the component (instanced or not, etc...)

Public function Const

FSCSEditorTr...

 

FindChild

(
    const USCS_Node* InSCSNode,
    bool bRecursiveSearch,
    uint32* OutDepth
)

Attempts to find a reference to the child node that matches the given SCS node.

Public function Const

FSCSEditorTr...

 

FindChild

(
    const UActorComponent* InCompo...,
    bool bRecursiveSearch,
    uint32* OutDepth
)

Attempts to find a reference to the child node that matches the given component template.

Public function Const

FSCSEditorTr...

 

FindChild

(
    const FName& InVariableOrInstanceN...,
    bool bRecursiveSearch,
    uint32* OutDepth
)

Attempts to find a reference to the child node that matches the given component variable or instance name.

Public function

FSCSEditorTr...

 

FindClosestParent

Finds the closest ancestor node in the given node set.

Public function Virtual Const

UActorCompon...

 

FindComponentInstanceInActor

(
    const AActor* InActor
)

Finds the component instance represented by this node contained within a given Actor instance.

Public function Static

USCS_Node &#...

 

FindSCSNodeForInstance

(
    const UActorComponent* Instanc...,
    UClass* ClassToSearch
)

Tries to find a SCS node that was likely responsible for creating the specified instance component.

Public function Const

FSCSEditorAc...

 

GetActorRootNode()

Public function Const

UBlueprint &...

 

GetBlueprint()

Public function Virtual

FSCSEditorCh...

 

GetChildActorNode()

Returns the associated child actor node if applicable to this node type.

Public function Const

const TArray...

 

GetChildren()

Public function Const

UActorCompon...

 

GetComponentTemplate

(
    bool bEvenIfPendingKill
)

@note Deliberately non-virtual, for performance reasons.

Public function Virtual Const

FText

 

GetDisplayName()

Public function Virtual Const

FString

 

GetDisplayString()

Public function Const

T *

 

GetEditableObjectForBlueprint

(
    UBlueprint* InBlueprint
)

@note May not be the same as the value returned by GetObject().

Protected function Const

T *

 

GetMutableObject()

Provides derived classes with non-const access to the object represented by this node (e.g. for rename operations, etc.). This should not be made public.

Public function Virtual Const

FName

 

GetNodeID()

Public function Const

ENodeType

 

GetNodeType()

Public function Const

const T *...

 

GetObject

(
    bool bEvenIfPendingKill
)

@note Deliberately non-virtual, for performance reasons.

Public function Const

UActorCompon...

 

GetOrCreateEditableComponentTemplate

(
    UBlueprint* ActualEditedBluepr...
)

Protected function Virtual Const

UObject *...

 

GetOrCreateEditableObjectForBlueprint

(
    UBlueprint* InBlueprint
)

Derived classes can override to create and/or return a reference to an alternate editable object.

Public function Const

FSCSEditorTr...

 

GetParent()

Public function Virtual Const

USCS_Node &#...

 

GetSCSNode()

Public function Virtual Const

FName

 

GetVariableName()

Public function Const

bool

 

IsActorNode()

Public function Const

bool

 

IsAttachedTo

(
    FSCSEditorTreeNodePtrType InNodePtr
)

Public function Const

bool

 

IsBlueprintComponent()

Public function Const

bool

 

IsComponentNode()

Public function Virtual Const

bool

 

IsDefaultSceneRoot()

Public function Const

bool

 

IsDirectlyAttachedTo

(
    FSCSEditorTreeNodePtrType InNodePtr
)

Public function Virtual Const

bool

 

IsFlaggedForFiltration()

Query that determines if this item should be filtered out or not

Public function Virtual Const

bool

 

IsInheritedComponent()

Public function Virtual Const

bool

 

IsInheritedSCSNode()

Public function Virtual Const

bool

 

IsInstanced()

Public function Const

bool

 

IsInstancedActor()

Public function Const

bool

 

IsInstancedComponent()

Public function Virtual Const

bool

 

IsNativeComponent()

Public function Virtual Const

bool

 

IsRootComponent()

Public function Const

bool

 

IsSceneComponent()

Public function Virtual Const

bool

 

IsUserInstancedComponent()

Public function Virtual Const

bool

 

MatchesFilterType

(
    const UClass* InFilterType
)

Returns whether the node will match the given type (for filtering)

Public function Virtual

void

 

OnCompleteRename

(
    const FText& InNewName
)

Renames the object or variable represented by this node

Public function

void

 

OnRequestRename

(
    TUniquePtr< FScopedTransaction > On...
)

Requests a rename on the node.

Protected function

void

 

RefreshCachedChildFilterState

(
    bool bUpdateParent
)

Updates the EFilteredState::ChildMatches flag, based off of children's current state

Public function Virtual

bool

 

RefreshFilteredState

(
    const UClass* InFilterType,
    const TArray< FString >& InFilterT...,
    bool bRecursive
)

Refreshes this item's filtration state. Set bRecursive to 'true' to refresh any child nodes as well

Public function Virtual

void

 

RemoveChild

(
    FSCSEditorTreeNodePtrType InChildNo...
)

Removes the given node from the list of child nodes.

Protected function Virtual

void

 

RemoveMeAsChild()

Called when this node is being removed via a RemoveChild call.

Public function

void

 

SetActorRootNode

(
    FSCSEditorActorNodePtrType InActorN...
)

Sets the actor root to the given node for this node along with any children.

Protected function

void

 

SetCachedFilterState

(
    bool bMatchesFilter,
    bool bUpdateParent
)

Sets this item's filtration state.

Public function

void

 

SetObject

(
    UObject* InObject
)

Sets the internal object instance represented by this node.

Public function

void

 

SetRenameRequestedDelegate

(
    FOnRenameRequested InRenameRequeste...
)

Sets up the delegate for a rename operation

Enums

Name

Description

Private enum

EFilteredState

Public enum

ENodeType

Typedefs

Name

Description

FOnRenameRequested

Delegate for when the context menu requests a rename

Deprecated Functions

Name Description

Public function Const

bool

 

CanEditDefaults()

Use CanEdit() instead.

Public function Const

bool

 

IsInherited()

Use IsInheritedComponent() instead.

Public function Const

bool

 

IsInheritedSCS()

Use IsInheritedSCSNode() instead.

Public function Const

bool

 

IsNative()

Use IsNativeComponent() instead.

Public function Const

bool

 

IsUserInstanced()

Use IsUserInstancedComponent() instead.

Public function

void

 

SetComponentTemplate

(
    UActorComponent* Component
)

Use SetObject() instead.

Public function

void

 

UpdateCachedFilterState

(
    bool bMatchesFilter,
    bool bUpdateParent
)

Use RefreshFilteredState() instead. This API has been changed to an internal-only helper method.

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