UK2Node_Tunnel

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Inheritance Hierarchy

References

Module

BlueprintGraph

Header

/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Tunnel.h

Include

#include "K2Node_Tunnel.h"

Syntax

class UK2Node_Tunnel : public UK2Node_EditablePinBase

Variables

Name Description

Public variable

uint32: 1

 

bCanHaveInputs

Whether this node is allowed to have inputs.

Public variable

uint32: 1

 

bCanHaveOutputs

Whether this node is allowed to have outputs.

Public variable

TObjectPtr< UK2...

 

InputSinkNode

The input pins of this tunnel go to the output pins of InputSinkNode.

Public variable

FKismetUserDecl...

 

MetaData

The metadata for the function/subgraph associated with this tunnel node; it's only editable and used on the tunnel entry node inside the subgraph or macro.

Public variable

TObjectPtr< UK2...

 

OutputSourceNode

A tunnel node either has output pins that came from another tunnel's input pins, or vice versa.

Protected variable

TArray< UEdGrap...

 

WildcardPins

Cache of the pins that were created as wildcards.

Constructors

Name Description

Public function

UK2Node_Tunnel

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Protected function

void

 

CacheWildcardPins()

Utility function that subclasses must call after allocating their default pins.

Public function Virtual Const

UK2Node_Tunn...

 

GetInputSink()

The input pins of this tunnel go to the output pins of InputSinkNode (can be NULL).

Public function Virtual Const

UK2Node_Tunn...

 

GetOutputSource()

The output pins of this tunnel node came from the input pins of OutputSourceNode (can be NULL).

Public function Virtual Const

bool

 

IsCompatibleWithGraph

(
    const UEdGraph* InGraph
)

Protected function Virtual

void

 

PostFixupAllWildcardPins

(
    bool bInAllWildcardPinsUnlinked
)

Handles any work needed to be done after fixing up all wildcard pins during reconstruction

Overridden from UK2Node_EditablePinBase

Name Description

Public function Virtual

bool

 

CanCreateUserDefinedPin

(
    const FEdGraphPinType& InPinType,
    EEdGraphPinDirection InDesiredDirec...,
    FText& OutErrorMessage
)

Queries if a user defined pin of the passed type can be constructed on this node.

Public function Virtual

bool

 

CanModifyExecutionWires()

Can this node have execution wires added or removed?

Public function Virtual Const

bool

 

CanUseRefParams()

Can this node have pass-by-reference parameters?

Public function Virtual

UEdGraphPin ...

 

CreatePinFromUserDefinition

(
    const TSharedPtr< FUserPinInfo > Ne...
)

Creates a new pin on the node from the specified user pin info.

Public function Virtual

bool

 

ModifyUserDefinedPinDefaultValue

(
    TSharedPtr< FUserPinInfo > PinInfo,
    const FString& NewDefaultValue
)

Modifies the default value of an existing pin on the node, this will update both the UserPinInfo and the linked editor pin

Overridden from UK2Node

Name Description

Public function Virtual

void

 

ClearCachedBlueprintData

(
    UBlueprint* Blueprint
)

Clears out any cached data that needs to be regenerated after a structural blueprint change

Public function Virtual Const

bool

 

DrawNodeAsEntry()

Return whether to draw this node as an entry

Public function Virtual Const

bool

 

DrawNodeAsExit()

Return whether to draw this node as an entry

Public function Virtual

void

 

FixupPinStringDataReferences

(
    FArchive* SavingArchive
)

Fixes up structure/soft object ref pins, on both save and load

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 Const

bool

 

NodeCausesStructuralBlueprintChange()

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

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

ERenamePinRe...

 

RenameUserDefinedPinImpl

(
    const FName OldName,
    const FName NewName,
    bool bTest
)

Implementation function that renames an existing pin on the node. Does not broadcast notifications.

Overridden from UEdGraphNode

Name Description

Public function Virtual Const

bool

 

CanDuplicateNode()

Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph

Public function Virtual Const

bool

 

CanUserDeleteNode()

Whether or not this node can be deleted by user action

Public function Virtual Const

FName

 

CreateUniquePinName

(
    FName SourcePinName
)

Generate a unique pin name, trying to stick close to a passed in name

Public function Virtual

void

 

DestroyNode()

Destroy the specified node

Public function Virtual Const

UObject *...

 

GetJumpTargetForDoubleClick()

Returns the object that should be focused when double-clicking on this node (the object can be an actor, which selects it in the world, or a node/graph/pin)

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

 

PostPasteNode()

Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor

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.