UK2Node_Literal

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Inheritance Hierarchy

References

Module

BlueprintGraph

Header

/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Literal.h

Include

#include "K2Node_Literal.h"

Syntax

class UK2Node_Literal : public UK2Node

Constructors

Name Description

Public function

UK2Node_Literal

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Const

UObject *...

 

GetObjectRef()

Gets the referenced object

Public function Const

UEdGraphPin ...

 

GetValuePin()

Accessor for the value pin of the node

Public function

void

 

SetObjectRef

(
    UObject* NewValue
)

Sets the LiteralValue for the pin, and changes the pin type, if necessary

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

bool

 

DrawNodeAsVariable()

Return whether to draw this node as a small variable node

Public function Virtual Const

void

 

GetMenuActions

Replacement for GetMenuEntries().

Public function Virtual Const

AActor *

 

GetReferencedLevelActor()

If this node references an actor in the level that should be selectable by "Find Actors In Level," this will return a reference to that actor

Public function Virtual Const

bool

 

IsNodePure()

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

Public function Virtual Const

bool

 

NodeCausesStructuralBlueprintChange()

Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint

Public function Virtual

void

 

PostReconstructNode()

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

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

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

 

ShouldOverridePinNames()

Whether or not this node should be given the chance to override pin names.