UK2Node_VariableGet

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Inheritance Hierarchy

References

Module

BlueprintGraph

Header

/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableGet.h

Include

#include "K2Node_VariableGet.h"

Syntax

class UK2Node_VariableGet : public UK2Node_Variable

Constructors

Name Description

Public function

UK2Node_VariableGet

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Static

FText

 

GetBlueprintVarTooltip

(
    FBPVariableDescription const& VarD...
)

Public function Static

FText

 

GetPropertyTooltip

(
    FProperty const* VariablePrope...
)

Public function

void

 

SetPurity

(
    bool bNewPurity
)

Will change the node's purity, and reallocate pins accordingly (adding/ removing exec pins).

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

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

void

 

GetNodeContextMenuActions

(
    UToolMenu* Menu,
    UGraphNodeContextMenuContext* ...
)

Gets a list of actions that can be done to this particular node

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 Const

bool

 

IncludeParentNodeContextMenu()

Does the node context menu inherit parent class's menu

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

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.