FBlueprintEditorUtils::GetCompilerRelevantNodeLinks

Gets the compiler-relevant (i.e. non-ignorable) node links from the given pin.

Windows
MacOS
Linux

References

Module

UnrealEd

Header

/Engine/Source/Editor/UnrealEd/Public/Kismet2/BlueprintEditorUtils.h

Include

#include "Kismet2/BlueprintEditorUtils.h"

Source

/Engine/Source/Editor/UnrealEd/Private/Kismet2/BlueprintEditorUtils.cpp

Syntax

static void GetCompilerRelevantNodeLinks
(
    UEdGraphPin * FromPin,
    FCompilerRelevantNodeLinkArray & OutNodeLinks
)

Remarks

Gets the compiler-relevant (i.e. non-ignorable) node links from the given pin.

Parameters

Parameter

Description

FromPin

The pin to start searching from.

OutNodeLinks

Will contain the given pin + owning node if compiler-relevant, or all nodes linked to the owning node at the matching "pass-through" pin that are compiler-relevant. Empty if no compiler-relevant node links can be found from the given pin.

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