UK2Node_DynamicCast

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Inheritance Hierarchy

References

Module

BlueprintGraph

Header

/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_DynamicCast.h

Include

#include "K2Node_DynamicCast.h"

Syntax

class UK2Node_DynamicCast : public UK2Node

Variables

Name Description

Protected variable

bool

 

bIsPureCast

Protected variable

FNodeTextCache

 

CachedNodeTitle

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

Public variable

TSubclassOf< cl...

 

TargetType

The type that the input should try to be cast to

Constructors

Name Description

Public function

UK2Node_DynamicCast

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Virtual Const

UEdGraphPin ...

 

GetBoolSuccessPin()

Get the boolean output pin that signifies a successful/failed cast.

Public function Const

UEdGraphPin ...

 

GetCastResultPin()

Get the cast result pin

Public function Virtual Const

UEdGraphPin ...

 

GetCastSourcePin()

Get the input object to be casted pin

Public function Const

UEdGraphPin ...

 

GetInvalidCastPin()

Get the 'invalid cast' exec pin

Public function Const

UEdGraphPin ...

 

GetValidCastPin()

Get the 'valid cast' exec pin

Protected function

bool

 

ReconnectPureExecPins

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

Update exec pins when converting from impure to pure.

Public function

void

 

SetPurity

(
    bool bNewPurity
)

Will change the node's purity, and reallocate pins accordingly (adding/ removing exec pins).

Protected function

void

 

TogglePurity()

Flips the node's purity (adding/removing exec pins as needed).

Overridden from UK2Node

Name Description

Public function Virtual Const

FNodeHandlin...

 

CreateNodeHandler

(
    FKismetCompilerContext& CompilerCo...
)

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

FText

 

GetMenuCategory()

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

Public function Virtual Const

FBlueprintNo...

 

GetSignature()

Retrieves a unique identifier for this node type.

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

 

IsConnectionDisallowed

(
    const UEdGraphPin* MyPin,
    const UEdGraphPin* OtherPin,
    FString& OutReason
)

Public function Virtual Const

bool

 

IsNodePure()

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

Public function Virtual

void

 

NotifyPinConnectionListChanged

(
    UEdGraphPin* Pin
)

Called when the connection list of one of the pins of this node is changed in the editor, after the pin has had it's literal cleared

Public function Virtual

void

 

PostReconstructNode()

Called at the end of ReconstructNode, allows node specific work to be performed

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.

Public function Virtual Const

FSlateIcon

 

GetIconAndTint

(
    FLinearColor& OutColor
)

Public function Virtual Const

void

 

GetNodeContextMenuActions

(
    UToolMenu* Menu,
    UGraphNodeContextMenuContext* ...
)

Gets a list of actions that can be done to this particular node

Public function Virtual Const

FText

 

GetNodeTitle

(
    ENodeTitleType::Type TitleType
)

Gets the name of this node, shown in title bar

Public function Virtual Const

FLinearColor

 

GetNodeTitleColor()

Gets the draw color of a node's title bar

Public function Virtual Const

FText

 

GetTooltipText()

Gets the tooltip to display when over the node

Public function Virtual Const

bool

 

IncludeParentNodeContextMenu()

Does the node context menu inherit parent class's menu

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 Const

void

 

ValidateNodeDuringCompilation

(
    FCompilerResultsLog& MessageLog
)

Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.