UGameplayTagsK2Node_SwitchGameplayTag

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Inheritance Hierarchy

References

Module

GameplayTagsEditor

Header

/Engine/Plugins/Editor/GameplayTagsEditor/Source/GameplayTagsEditor/Classes/GameplayTagsK2Node_SwitchGameplayTag.h

Include

#include "GameplayTagsK2Node_SwitchGameplayTag.h"

Syntax

UCLASS(MinimalAPI)
class UGameplayTagsK2Node_SwitchGameplayTag : public UK2Node_Switch

Variables

Name Description

Public variable UProperty

TArray< FName >

 

PinNames

Public variable UProperty Category, EditAnywhere

TArray< FGamepl...

 

PinTags

Constructors

Name Description

Public function

UGameplayTagsK2Node_SwitchGameplayTag

(
    const FObjectInitializer& ObjectIn...
)

Overridden from UK2Node_Switch

Name Description

Public function Virtual

void

 

AddPinToSwitchNode()

Adds a new execution pin to a switch node

Protected function Virtual

void

 

CreateCasePins()

Protected function Virtual

void

 

CreateFunctionPin()

Protected function Virtual

void

 

CreateSelectionPin()

Public function Virtual Const

FEdGraphPinT...

 

GetInnerCaseType()

Public function Virtual Const

FName

 

GetPinNameGivenIndex

(
    int32 Index
)

Public function Virtual Const

FEdGraphPinT...

 

GetPinType()

Gets the pin type from the schema for the subclass

Public function Virtual

FName

 

GetUniquePinName()

Gets a unique pin name, the next in the sequence

Protected function Virtual

void

 

RemovePin

(
    UEdGraphPin* TargetPin
)

Overridden from UK2Node

Name Description

Public function Virtual Const

void

 

GetMenuActions

Replacement for GetMenuEntries().

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 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

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.