UK2Node_SpawnActorFromClass

Choose your operating system:

Windows

macOS

Linux

Inheritance Hierarchy

References

Module

BlueprintGraph

Header

/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SpawnActorFromClass.h

Include

#include "K2Node_SpawnActorFromClass.h"

Syntax

class UK2Node_SpawnActorFromClass : public UK2Node_ConstructObjectFromClass

Constructors

Name Description

Public function

UK2Node_SpawnActorFromClass

(
    const FObjectInitializer& ObjectIn...
)

Overridden from UK2Node_ConstructObjectFromClass

Name Description

Public function Virtual Const

UClass *

 

GetClassPinBaseClass()

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

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

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

 

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

 

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

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

void

 

GetPinHoverText

(
    const UEdGraphPin& Pin,
    FString& HoverTextOut
)

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