UK2Node_GetDataTableRow

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Inheritance Hierarchy

References

Module

BlueprintGraph

Header

/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetDataTableRow.h

Include

#include "K2Node_GetDataTableRow.h"

Syntax

class UK2Node_GetDataTableRow : public UK2Node

Constructors

Name Description

Public function

UK2Node_GetDataTableRow

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Const

UEdGraphPin ...

 

GetDataTablePin

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

Get the Data Table input pin

Public function Const

UScriptStruc...

 

GetDataTableRowStructType()

Get the type of the TableRow to return

Public function Const

UEdGraphPin ...

 

GetResultPin()

Get the result output pin

Public function

UScriptStruc...

 

GetReturnTypeForStruct()

Get the return type of our struct

Public function Const

UEdGraphPin ...

 

GetRowNamePin()

Get the spawn transform input pin

Public function Const

UEdGraphPin ...

 

GetRowNotFoundPin()

Get the exec output pin for when the row was not found

Public function Const

UEdGraphPin ...

 

GetThenPin()

Get the then output pin

Public function

void

 

OnDataTableRowListChanged

(
    const UDataTable* DataTable
)

Overridden from UK2Node

Name Description

Public function Virtual Const

void

 

EarlyValidation

(
    FCompilerResultsLog& MessageLog
)

This function if used for nodes that needs CDO for validation (Called before expansion)

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

 

IsConnectionDisallowed

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

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

 

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

 

PreloadRequiredAssets()

Called before compilation begins, giving a blueprint time to force the linker to load data

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

FText

 

GetNodeTitle

(
    ENodeTitleType::Type TitleType
)

Gets the name of this node, shown in title bar

Public function Virtual Const

FText

 

GetTooltipText()

Gets the tooltip to display when over the node

Public function Virtual

void

 

PinDefaultValueChanged

(
    UEdGraphPin* Pin
)

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