UK2Node_GetClassDefaults

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Inheritance Hierarchy

References

Module

BlueprintGraph

Header

/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetClassDefaults.h

Include

#include "K2Node_GetClassDefaults.h"

Syntax

class UK2Node_GetClassDefaults : public UK2Node

Constructors

Name Description

Public function

UK2Node_GetClassDefaults

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Protected function

void

 

CreateOutputPins

(
    UClass* InClass
)

Creates the full set of output pins (properties) from the given input class.

Protected function Const

UEdGraphPin ...

 

FindClassPin

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

Finds and returns the class input pin.

Public function Const

UEdGraphPin ...

 

FindClassPin()

Finds and returns the class input pin from the current set of pins.

Public function Const

UClass *

 

GetInputClass()

Retrieves the current input class type.

Protected function Const

UClass *

 

GetInputClass

(
    const UEdGraphPin* FromPin
)

Determines the input class type from the given pin.

Public function

void

 

OnBlueprintClassModified

(
    UBlueprint* TargetBlueprint
)

Protected function

void

 

OnClassPinChanged()

Will be called whenever the class pin selector changes its value.

Overridden from UK2Node

Name Description

Public function Virtual Const

FNodeHandlin...

 

CreateNodeHandler

(
    FKismetCompilerContext& CompilerCo...
)

Public function Virtual

void

 

ExpandNode

(
    FKismetCompilerContext& CompilerCo...,
    UEdGraph* SourceGraph
)

Expands a node while compiling, which may add additional nodes or delete this node

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

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

 

IsNodePure()

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

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)

Public function Virtual Const

bool

 

ShouldShowNodeProperties()

Return whether the node's properties display in the blueprint details panel

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

FText

 

GetNodeTitle

(
    ENodeTitleType::Type TitleType
)

Gets the name of this node, shown in title bar

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.

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.

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostLoad()

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

Public function Virtual

void

 

PreEditChange

(
    FProperty* PropertyAboutToChan...
)

This is called when a property is about to be modified externally

Constants

Name

Description

ClassPinName

Class pin name