UK2Node_VariableSet

Choose your operating system:

Windows

macOS

Linux

Inheritance Hierarchy

References

Module

BlueprintGraph

Header

/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSet.h

Include

#include "K2Node_VariableSet.h"

Syntax

class UK2Node_VariableSet : public UK2Node_Variable

Constructors

Name Description

Public function

UK2Node_VariableSet

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Static

FText

 

GetBlueprintVarTooltip

(
    FBPVariableDescription const& VarD...
)

Public function Static

FText

 

GetPropertyTooltip

(
    FProperty const* VariablePrope...
)

Public function Const

FName

 

GetRepNotifyName()

Public function Const

FName

 

GetVariableOutputPinName()

Retrieves the output pin name for the node

Public function Const

bool

 

HasLocalRepNotify()

Returns true if the variable we are setting has a RepNotify AND was defined in a blueprint The 'defined in a blueprint' is to avoid natively defined RepNotifies being called unintentionally.

Public function Const

bool

 

IsNetProperty()

Public function Const

bool

 

ShouldFlushDormancyOnSet()

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

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

FText

 

GetNodeTitle

(
    ENodeTitleType::Type TitleType
)

Gets the name of this node, shown in title bar

Public function Virtual Const

FText

 

GetPinNameOverride

(
    const UEdGraphPin& Pin
)

Gets the overridden name for the specified pin, if any

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.

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.