UK2Node_PixelMappingBaseComponent

Base Pixel Mapping node. Never use directly

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

DMXPixelMappingBlueprintGraph

Header

/Engine/Plugins/Experimental/DigitalMultiplex/DMXPixelMapping/Source/DMXPixelMappingBlueprintGraph/Public/K2Node_PixelMappingBaseComponent.h

Include

#include "K2Node_PixelMappingBaseComponent.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract)
class UK2Node_PixelMappingBaseComponent : public UK2Node

Remarks

Base Pixel Mapping node. Never use directly

Functions

Name Description

Protected function Const

void

 

AddBlueprintAction

(
    UClass* InClass,
    FBlueprintActionDatabaseRegistrar&...
)

Serves as an extensible way for new nodes

Protected function Const

void

 

ExecuteEarlyValidation

(
    FCompilerResultsLog& MessageLog,
    UEdGraphPin* InComponentPin
)

Execute valisation for the connected pins

Protected function

void

 

ExecuteExpandNode

(
    FKismetCompilerContext& CompilerCo...,
    UEdGraph* SourceGraph,
    const FName& SubsystemFuncitonName,
    UEdGraphPin* InComponentNamePi...,
    UEdGraphPin* OutComponentPin
)

Add Execution for blueprint node That is the place where we set a compiler and spawn extra node for blueprint execution

Public function Const

UEdGraphPin ...

 

GetInPixelMappingPin()

Pixel Mapping Input Pin

Protected function Const

UEdGraphPin ...

 

GetPixelMappingPin

(
    const TArray< UEdGraphPin* >&...
)

Safe method to get Pixel Mapping pin. It skips the checked pointer

Protected function

void

 

ModifyBlueprint()

Mark Blueprint graph as Modified

Public function Virtual

void

 

OnPixelMappingChanged

(
    UDMXPixelMapping* InDMXPixelMa...
)

Listener of Pixel Mapping object changes.

Protected function

void

 

RefreshGraph()

Asking to change blueprint graph

Protected function

void

 

TryModifyBlueprintOnNameChanged

(
    UDMXPixelMapping* InDMXPixelMa...,
    UEdGraphPin* InPin
)

Modify blueprint if we have the component name change

Protected function

void

 

TryRefreshGraphCheckInputPins

(
    UEdGraphPin* TryPixelMappingPi...,
    UEdGraphPin* TryComponentNameP...
)

Refresh blueprint graph if input pins is valid

Overridden from UK2Node

Name Description

Public function Virtual Const

FText

 

GetMenuCategory()

Override to provide a default category for specific node types to be listed under.

Public function Virtual Const

bool

 

IsNodePure()

Returns whether this node is considered 'pure' by the compiler

Public function Virtual

void

 

PreloadRequiredAssets()

Called before compilation begins, giving a blueprint time to force the linker to load data

Public function Virtual

void

 

ReallocatePinsDuringReconstruction

(
    TArray< UEdGraphPin* >& OldPi...
)

Reallocate pins during reconstruction; by default ignores the old pins and calls AllocateDefaultPins() If you override this to create additional pins you likely need to call RestoreSplitPins to restore any pins that have been split (e.g. a vector pin split into its components)

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.

Constants

Name

Description

InPixelMappingPinName

Input Pixel Mapping pin name

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