EdGraph

Windows
MacOS
Linux

Classes

Name

Description

Public struct

FCategorizedGraphActionListBuilder

Used to nest all added action under one root category

Public struct

FEdGraphNodeDeprecationResponse

Deprecation response data.

Public struct

FEdGraphPinReference

Public struct

FEdGraphPinType

Struct used to define the type of information carried on this pin

Public struct

FEdGraphSchemaAction

This structure represents a context dependent action, with sufficient information for the schema to perform it.

Public struct

FEdGraphSchemaAction_Dummy

Dummy action, useful for putting messages in the menu

Public struct

FEdGraphSchemaAction_NewNode

Action to add a node to the graph

Public struct

FEdGraphSchemaActionDefiningObject

Used to opaquely verify that two different persistent entries backing actions are part of the same section/category (e.g., both are variables in the same Blueprint)

Public struct

FEdGraphTerminalType

Struct used to define information for terminal types, e.g. types that can be contained by a container.

Public struct

FGraphActionListBuilderBase

This object is a base class helper used when building a list of actions for some menu or palette.

Public struct

FGraphActionMenuBuilder

This context is used when building a list of actions that can be done in the current blueprint.

Public struct

FGraphContextMenuBuilder

This context is used when building a list of actions that can be done in the current context.

Public struct

FGraphDisplayInfo

This is a response from GetGraphDisplayInformation

Public struct

FGraphNodeCreator

Helper object to ensure a graph node is correctly constructed

Public struct

FGraphReference

Public struct

FNodeMetadata

Holds metadata keys, so as to discourage text duplication throughout the engine.

Public struct

FNodeTextCache

Constructing FText strings every frame can be costly, so this struct provides a way to easily cache those strings (node title, tooptip, etc.) for reuse.

Public struct

FNodeTextTable

Public struct

FNodeTitleTextTable

Public struct

FPinConnectionResponse

This is a response from CanCreateConnection, indicating if the connecting action is legal and what the result will be

Public struct

FSetAsIntermediateNode

Public struct

FSimpleMemberReference

Public class

UEdGraph

Public class

UEdGraphNode

Public class

UEdGraphNode_Documentation

Public class

UEdGraphPin

Public class

UEdGraphPin_Deprecated

Public class

UEdGraphSchema

Public class

UGraphNodeContextMenuContext

This is the context for GetContextMenuActions and GetNodeContextMenuActions calls.

Enums

Name

Description

Public enum

EBlueprintPinStyleType

Public enum

ECanCreateConnectionResponse

This is the type of response the graph editor should take when making a connection

Public enum

EEdGraphNodeDeprecationMessageType

Deprecation response message types.

Public enum

EEdGraphNodeDeprecationType

Deprecation types for node response.

Public enum

EEdGraphPinDirection

Enum used to define which way data flows into or out of this pin.

Public enum

EGraphType

Distinguishes between different graph types.

Public enum

ENodeAdvancedPins::Type

Enum to indicate if a node has advanced-display-pins, and whether they are shown.

Public enum

ENodeEnabledState

Enum to indicate a node's enabled state.

Public enum

ENodeTitleType::Type

Enum to indicate what sort of title we want.

Public enum

EPinContainerType

Enum used to define what container type a pin represents.

Public enum

EPinInsertPosition

Public enum

ESaveOrphanPinMode

Enum that defines what kind of orphaned pins should be retained.

Functions

Name Description

Public function

const TCHAR ...

 

LexToString

(
    const EEdGraphPinDirection State
)

Public function

const TCHAR ...

 

LexToString

(
    const ENodeEnabledState State
)

Public function

bool

 

operator!=

(
    const FEdGraphTerminalType& A,
    const FEdGraphTerminalType& B
)

Public function

bool

 

operator==

(
    const FEdGraphTerminalType& A,
    const FEdGraphTerminalType& B
)

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