USCS_Node

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Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/SCS_Node.h

Include

#include "Engine/SCS_Node.h"

Syntax

class USCS_Node : public UObject

Variables

Name Description

Public variable

FName

 

AttachToName

Socket/Bone that Node might attach to

Public variable

bool

 

bIsParentComponentNative

If the node is parented, this indicates whether or not the template is found in the CDO's Components array

Public variable

FText

 

CategoryName

If non-None, the assigned category name

Public variable

TArray< class U...

 

ChildNodes

Set of child nodes

Public variable

UClass *

 

ComponentClass

Component class

Public variable

UActorComponent...

 

ComponentTemplate

Template for the component to create

Public variable

FBlueprintCooke...

 

CookedComponentInstancingData

Cached data for faster runtime instancing (only used in cooked builds)

Public variable

TWeakObjectPtr<...

 

EditorComponentInstance

The scene component constructed for component editing in the SCS editor

Public variable

TArray< struct ...

 

MetaDataArray

Metadata information for this Node

Public variable

FName

 

ParentComponentOrVariableName

Component template or variable that Node might be parented to

Public variable

FName

 

ParentComponentOwnerClassName

If the node is attached to another node inherited from a parent Blueprint, this contains the name of the Blueprint parent class that owns the component template

Public variable

FGuid

 

VariableGuid

Constructors

Name Description

Public function

USCS_Node

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

void

 

AddChildNode

(
    USCS_Node* InNode,
    bool bAddToAllNodes
)

Adds the given node as a child node

Public function

UActorCompon...

 

ExecuteNodeOnActor

(
    AActor* Actor,
    USceneComponent* ParentCompone...,
    const FTransform* RootTransfor...,
    const FRotationConversionCache*...,
    bool bIsDefaultTransform
)

Create the specified component on the actor, then call action on children

Public function Const

int32

 

FindMetaDataEntryIndexForKey

(
    FName Key
)

Find the index in the array of a SCS_Node entry

Public function Const

UActorCompon...

 

GetActualComponentTemplate

(
    UBlueprintGeneratedClass* Actu...
)

Return the actual component template used in the BPGC. The template can be overridden in a child.

Public function Const

const FBluep...

 

GetActualComponentTemplateData

(
    UBlueprintGeneratedClass* Actu...
)

Return component template instancing data if cooked for the BPGC, as overridden template data can be cooked out for a child.

Public function Const

TArray< cons...

 

GetAllNodes()

Returns an array containing this node and all children below it

Public function

TArray< USCS...

 

GetAllNodes()

Returns an array containing this node and all children below it

Public function Const

const TArray...

 

GetChildNodes()

Returns an constant reference to the child nodes array of this node

Public function Const

const FStrin...

 

GetMetaData

(
    FName Key
)

Gets a metadata value on the SCS_Node; asserts if the value isn't present.

Public function Const

USceneCompon...

 

GetParentComponentTemplate

(
    UBlueprintGeneratedClass* BPGC
)

Finds and returns the parent component template through the given BPGC

Public function Const

USceneCompon...

 

GetParentComponentTemplate

(
    UBlueprint* InBlueprint
)

Finds and returns the parent component template through the given Blueprint

Public function Const

USimpleConst...

 

GetSCS()

Get the SimpleConstructionScript that owns this node

Public function Const

FName

 

GetVariableName()

Get name of the variable we should create for this component instance

Public function

bool

 

IsChildOf

(
    USCS_Node* TestParent
)

See if this node is a child of the supplied parent

Public function Const

bool

 

IsRootNode()

See if this node is the root

Public function

void

 

MoveChildNodes

(
    USCS_Node* SourceNode,
    int32 InsertLocation
)

Moves a list of nodes from their current list to this node's ChildNode list

Public function

void

 

NameWasModified()

Signal back to the SCS that variable name was modified by an external part of program

Public function

void

 

PreloadChain()

Preloads the node, and all its child nodes recursively

Public function

void

 

RemoveChildNode

(
    USCS_Node* InNode,
    bool bRemoveFromAllNodes
)

Removes the child node at the given index

Public function

void

 

RemoveChildNodeAt

(
    int32 ChildIndex,
    bool bRemoveFromAllNodes
)

Removes the child node at the given index

Public function

void

 

RemoveMetaData

(
    FName Key
)

Clear metadata value on the SCS_Node

Protected function Static

void

 

RenameComponentTemplate

(
    UActorComponent* ComponentTemp...,
    const FName& NewName
)

Helper method to rename the given component template along with any instances

Public function

void

 

SaveToTransactionBuffer()

Saves the current state of SimpleConstructionScript and its nodes to the transaction buffer.

Public function

void

 

SetMetaData

(
    FName Key,
    FString Value
)

Set a metadata value on the SCS_Node

Public function

void

 

SetOnNameChanged

(
    const FSCSNodeNameChanged& OnChang...
)

Set delegate to call when name is modified externally

Public function

void

 

SetParent

(
    USCS_Node* InParentNode
)

Sets parent component attributes based on the given SCS node

Public function

void

 

SetParent

(
    const USceneComponent* InParen...
)

Sets parent component attributes based on the given component instance

Public function

void

 

SetVariableName

(
    const FName& NewName,
    bool bRenameTemplate
)

Set name of the variable we should create for this component instance

Public function

void

 

ValidateGuid()

Make sure, the guid is proper - backward compatibility

Overridden from UObject

Name Description

Public function Virtual

EDataValidat...

 

IsDataValid

(
    TArray< FText >& ValidationErrors
)

Returns Valid if this object has data validation rules set up for it and the data for this object is valid.

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

Public function Virtual

void

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.

Deprecated Variables

Name Description

Public variable

bool

 

bIsNative_DEPRECATED

(DEPRECATED) Indicates if this is a native component or not

Public variable

bool

 

bVariableNameAutoGenerated_DEPRECATED

(DEPRECATED) If true, the variable name was a autogenerated and is not presented to the user

Public variable

FName

 

NativeComponentName_DEPRECATED

(DEPRECATED) If this is a native component, this is the name of the UActorComponent

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