UK2Node_EvaluateLiveLinkFrame

Choose your operating system:

Windows

macOS

Linux

Inheritance Hierarchy

References

Module

LiveLinkGraphNode

Header

/Engine/Plugins/Animation/LiveLink/Source/LiveLinkGraphNode/Public/K2Node_EvaluateLiveLinkFrame.h

Include

#include "K2Node_EvaluateLiveLinkFrame.h"

Syntax

UCLASS(Abstract)
class UK2Node_EvaluateLiveLinkFrame : public UK2Node

Functions

Name Description

Protected function Virtual

void

 

AddPins

(
    FKismetCompilerContext& CompilerCo...,
    UK2Node_CallFunction* Evaluate...
)

Add additionnal pin that the evaluate function would need

Protected function Const

TSubclassOf<...

 

GetDefaultRolePinValue()

Protected function Virtual Const

FName

 

GetEvaluateFunctionName()

Get the name of the UFunction we are trying to build from

Public function Const

UEdGraphPin ...

 

GetFrameNotAvailablePin()

Get the exec output pin for when no frame is available for the desired role

Public function Const

UScriptStruc...

 

GetLiveLinkRoleOutputFrameStructType()

Public function Const

UScriptStruc...

 

GetLiveLinkRoleOutputStructType()

Get the type that the Live Link Role evaluates to to return

Public function Const

UEdGraphPin ...

 

GetLiveLinkRolePin()

Get the Live Link Role input pin

Public function Const

UEdGraphPin ...

 

GetLiveLinkSubjectPin()

Get the Live Link Subject input pin

Public function Const

UEdGraphPin ...

 

GetResultingDataPin()

Get the result output pin

Public function Const

UScriptStruc...

 

GetReturnTypeForOutputDataStruct()

Get the return types of our struct

Public function Const

UEdGraphPin ...

 

GetThenPin()

Get the then output pin

Protected function Const

bool

 

IsRoleValidForEvaluation

(
    TSubclassOf< ULiveLinkRole > InRole...
)

Verify if selected role class is valid for evaluation

Protected function

void

 

RefreshDataOutputPinType()

Queries for the authoritative return type, then modifies the return pin to match

Protected function Const

void

 

SetPinToolTip

(
    UEdGraphPin& InOutMutatablePin,
    const FText& InPinDescription
)

Takes the specified "MutatablePin" and sets its 'PinToolTip' field (according to the specified description)

Protected function

void

 

SetReturnTypeForOutputStruct

(
    UScriptStruct* InClass
)

Set the return type of our structs

Overridden from UK2Node

Name Description

Public function Virtual Const

void

 

EarlyValidation

(
    FCompilerResultsLog& MessageLog
)

This function if used for nodes that needs CDO for validation (Called before expansion)

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

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

bool

 

IsConnectionDisallowed

(
    const UEdGraphPin* MyPin,
    const UEdGraphPin* OtherPin,
    FString& OutReason
)

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

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

 

PostReconstructNode()

Called at the end of ReconstructNode, allows node specific work to be performed

Public function Virtual

void

 

PreloadRequiredAssets()

Called before compilation begins, giving a blueprint time to force the linker to load data

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

FSlateIcon

 

GetIconAndTint

(
    FLinearColor& OutColor
)

Public function Virtual Const

FText

 

GetTooltipText()

Gets the tooltip to display when over the node

Public function Virtual

void

 

PinDefaultValueChanged

(
    UEdGraphPin* Pin
)

Called when the DefaultValue of one of the pins of this node is changed in the editor