UK2Node_ConstructObjectFromClass

Choose your operating system:

Windows

macOS

Linux

Inheritance Hierarchy

References

Module

BlueprintGraph

Header

/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ConstructObjectFromClass.h

Include

#include "K2Node_ConstructObjectFromClass.h"

Syntax

class UK2Node_ConstructObjectFromClass : public UK2Node

Variables

Name Description

Protected variable

FNodeTextCache

 

CachedNodeTitle

Constructing FText strings can be costly, so we cache the node's title

Protected variable

FText

 

NodeTooltip

Tooltip text for this node.

Constructors

Name Description

Public function

UK2Node_ConstructObjectFromClass

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Virtual

void

 

CreatePinsForClass

(
    UClass* InClass,
    TArray< UEdGraphPin* >* O...
)

Create new pins to show properties on archetype

Protected function Virtual Const

FText

 

GetBaseNodeTitle()

Gets the node for use in lists and menus

Public function Const

UEdGraphPin ...

 

GetClassPin

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

Get the blueprint input pin

Protected function Virtual Const

UClass *

 

GetClassPinBaseClass()

Gets base class to use for the 'class' pin.

Public function Const

UClass *

 

GetClassToSpawn

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

Get the class that we are going to spawn, if it's defined as default value

Protected function Virtual Const

FText

 

GetDefaultNodeTitle()

Gets the default node title when no class is selected

Protected function Virtual Const

FText

 

GetNodeTitleFormat()

Gets the node title when a class has been selected.

Public function Const

UEdGraphPin ...

 

GetOuterPin()

Get the result input pin

Public function Const

UEdGraphPin ...

 

GetResultPin()

Get the result output pin

Public function Const

UEdGraphPin ...

 

GetThenPin()

Get the then output pin

Public function Const

UEdGraphPin ...

 

GetWorldContextPin()

Get the world context input pin, can return NULL

Public function Virtual Const

bool

 

IsCompatibleWithGraph

(
    const UEdGraph* TargetGraph
)

Public function Virtual Const

bool

 

IsSpawnVarPin

(
    UEdGraphPin* Pin
)

See if this is a spawn variable pin, or a 'default' pin

Protected function

void

 

OnClassPinChanged()

Refresh pins when class was changed

Protected function Const

void

 

SetPinToolTip

(
    UEdGraphPin& MutatablePin,
    const FText& PinDescription
)

Takes the specified "MutatablePin" and sets its 'PinToolTip' field (according to the specified description)

Public function Virtual Const

bool

 

UseOuter()

Returns if the node uses Outer input

Public function Virtual Const

bool

 

UseWorldContext()

Returns if the node uses World Object Context input

Overridden from UK2Node

Name Description

Public function Virtual Const

ERedirectTyp...

 

DoPinsMatchForReconstruction

(
    const UEdGraphPin* NewPin,
    int32 NewPinIndex,
    const UEdGraphPin* OldPin,
    int32 OldPinIndex
)

Whether or not two pins match for purposes of reconnection after reconstruction.

Public function Virtual Const

void

 

GetMenuActions

Replacement for GetMenuEntries().

Public function Virtual Const

FText

 

GetMenuCategory()

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

Public function Virtual Const

void

 

GetNodeAttributes

(
    TArray< TKeyValuePair< FString, FSt...
)

This function returns an arbitrary number of attributes that describe this node for analytics events

Public function Virtual Const

bool

 

HasExternalDependencies

(
    TArray< class UStruct* >*...
)

Returns whether or not this node has dependencies on an external structure If OptionalOutput isn't null, it should be filled with the known dependencies objects (Classes, Structures, Functions, etc).

Public function Virtual Const

bool

 

IsNodeSafeToIgnore()

Query if this is a node that is safe to ignore (e.g., a comment node or other non-structural annotation that can be pruned with no warnings).

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 Const

void

 

AddSearchMetaDataInfo

(
    TArray< struct FSearchTagDataPair >...
)

Add's node data to the search metadata, override to collect more data that may be desirable to search for

Public function Virtual

void

 

AllocateDefaultPins()

Allocate default pins for a given node, based only the NodeType, which should already be filled in.

Public function Virtual Const

FText

 

GetKeywords()

Returns the keywords that should be used when searching for this node

Public function Virtual Const

FText

 

GetNodeTitle

(
    ENodeTitleType::Type TitleType
)

Gets the name of this node, shown in title bar

Public function Virtual Const

void

 

GetPinHoverText

(
    const UEdGraphPin& Pin,
    FString& HoverTextOut
)

Fetch the hover text for a pin when the graph is being edited.

Public function Virtual Const

FText

 

GetTooltipText()

Gets the tooltip to display when over the node

Public function Virtual

void

 

PinConnectionListChanged

(
    UEdGraphPin* Pin
)

Called when the connection list of one of the pins of this node is changed in the editor

Public function Virtual

void

 

PinDefaultValueChanged

(
    UEdGraphPin* Pin
)

Called when the DefaultValue of one of the pins of this node is changed in the editor

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.