UAIGraphNode

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Inheritance Hierarchy

References

Module

AIGraph

Header

/Engine/Source/Editor/AIGraph/Classes/AIGraphNode.h

Include

#include "AIGraphNode.h"

Syntax

class UAIGraphNode : public UEdGraphNode

Variables

Name Description

Public variable

uint32: 1

 

bIsReadOnly

If set, all modifications (including delete/cut) are disabled

Public variable

uint32: 1

 

bIsSubNode

If set, this node will be always considered as subnode

Public variable

FGraphNodeClass...

 

ClassData

Instance class

Public variable

int32

 

CopySubNodeIndex

Subnode index assigned during copy operation to connect nodes again on paste

Public variable

FString

 

ErrorMessage

Error message for node

Public variable

TObjectPtr< UOb...

 

NodeInstance

Public variable

TObjectPtr< UAI...

 

ParentNode

Public variable

TArray< TObject...

 

SubNodes

Constructors

Name Description

Public function

UAIGraphNode

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

void

 

AddSubNode

(
    UAIGraphNode* SubNode,
    UEdGraph* ParentGraph
)

Public function Virtual Const

int32

 

FindSubNodeDropIndex

(
    UAIGraphNode* SubNode
)

Public function Virtual

UAIGraph ...

 

GetAIGraph()

Public function Virtual Const

UEdGraph ...

 

GetBoundGraph()

Public function Virtual Const

FText

 

GetDescription()

Public function Virtual Const

UEdGraphPin ...

 

GetInputPin

(
    int32 InputIndex
)

Public function Virtual Const

UEdGraphPin ...

 

GetOutputPin

(
    int32 InputIndex
)

Public function Virtual Const

bool

 

HasErrors()

Check if node has any errors, used for assigning colors on graph

Public function Virtual

void

 

InitializeInstance()

Initialize instance object

Public function Virtual

void

 

InsertSubNodeAt

(
    UAIGraphNode* SubNode,
    int32 DropIndex
)

Public function Virtual Const

bool

 

IsSubNode()

Check if node is subnode

Public function Virtual

void

 

OnSubNodeAdded

(
    UAIGraphNode* SubNode
)

Public function Virtual

void

 

OnSubNodeRemoved

(
    UAIGraphNode* SubNode
)

Public function Virtual

void

 

PostCopyNode()

Public function Virtual

bool

 

RefreshNodeClass()

Reinitialize node instance

Public function Virtual

void

 

RemoveAllSubNodes()

Public function

void

 

RemoveSubNode

(
    UAIGraphNode* SubNode
)

Protected function Virtual

void

 

ResetNodeOwner()

Public function Virtual

void

 

UpdateNodeClassData()

Updates ClassData from node instance

Public function Static

void

 

UpdateNodeClassDataFrom

(
    UClass* InstanceClass,
    FGraphNodeClassData& UpdatedData
)

Public function Const

bool

 

UsesBlueprint()

Check if node instance uses blueprint for its implementation

Overridden from UEdGraphNode

Name Description

Public function Virtual

void

 

AutowireNewNode

(
    UEdGraphPin* FromPin
)

Autowire a newly created node.

Public function Virtual Const

bool

 

CanCreateUnderSpecifiedSchema

(
    const UEdGraphSchema* Schema
)

Determine if this node can be created under the specified schema

Public function Virtual Const

bool

 

CanDuplicateNode()

Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph

Public function Virtual Const

bool

 

CanUserDeleteNode()

Whether or not this node can be deleted by user action

Public function Virtual

void

 

DestroyNode()

Destroy the specified node

Public function Virtual

void

 

FindDiffs

(
    UEdGraphNode* OtherNode,
    FDiffResults& Results
)

Gives the node the option to customize how diffs are discovered within it.

Public function Virtual Const

FString

 

GetPropertyNameAndValueForDiff

(
    const FProperty* Prop,
    const uint8* PropertyAddr
)

Returns a human-friendly description of the property in the form "PropertyName: Value".

Public function Virtual Const

FText

 

GetTooltipText()

Gets the tooltip to display when over the node

Public function Virtual

void

 

NodeConnectionListChanged()

Called when something external to this node has changed the connection list of any of the pins in the node

Public function Virtual

void

 

PostPlacedNewNode()

A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called.

Public function Virtual

void

 

PrepareForCopying()

Perform any steps necessary prior to copying a node into the paste buffer

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditImport()

Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization

Public function Virtual

void

 

PostEditUndo()

Called after applying a transaction to the object.