UK2Node_VariableSetRef

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Inheritance Hierarchy

References

Module

BlueprintGraph

Header

/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSetRef.h

Include

#include "K2Node_VariableSetRef.h"

Syntax

class UK2Node_VariableSetRef : public UK2Node

Constructors

Name Description

Public function

UK2Node_VariableSetRef

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

void

 

CoerceTypeFromPin

(
    const UEdGraphPin* Pin
)

Changes the type of variable set by this node, based on the specified pin

Public function Const

UEdGraphPin ...

 

GetTargetPin()

Returns the pin that specifies which by-ref variable to set

Public function Const

UEdGraphPin ...

 

GetValuePin()

Returns the pin that specifies the value to set

Overridden from UK2Node

Name Description

Public function Virtual Const

FNodeHandlin...

 

CreateNodeHandler

(
    FKismetCompilerContext& CompilerCo...
)

Public function Virtual Const

void

 

GetMenuActions

Replacement for GetMenuEntries().

Public function Virtual Const

FText

 

GetMenuCategory()

Override to provide a default category for specific node types to be listed under.

Public function Virtual Const

int32

 

GetNodeRefreshPriority()

Public function Virtual

bool

 

IsActionFilteredOut

(
    FBlueprintActionFilter const& Filt...
)

Determine if the node of this type should be filtered in the actions menu

Public function Virtual

void

 

NotifyPinConnectionListChanged

(
    UEdGraphPin* Pin
)

Called when the connection list of one of the pins of this node is changed in the editor, after the pin has had it's literal cleared

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

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