UOptimusNode

Choose your operating system:

Windows

macOS

Linux

Inheritance Hierarchy

References

Module

OptimusDeveloper

Header

/Engine/Plugins/Experimental/Optimus/Source/OptimusDeveloper/Public/OptimusNode.h

Include

#include "OptimusNode.h"

Syntax

UCLASS(Abstract)
class UOptimusNode : public UObject

Variables

Name Description

Protected variable

bool

 

bSendNotifications

A sentinel to indicate whether sending notifications is allowed.

Constructors

Name Description

Public function

UOptimusNode()

Functions

Name Description

Protected function

UOptimusNode...

 

AddPin

(
    FName InName,
    EOptimusNodePinDirection InDirectio...,
    FOptimusNodePinStorageConfig InStor...,
    FOptimusDataTypeRef InDataType,
    UOptimusNodePin* InBeforePin
)

Protected function

UOptimusNode...

 

AddPinDirect

(
    const FOptimusParameterBinding& In...,
    EOptimusNodePinDirection InDirectio...,
    UOptimusNodePin* InBeforePin
)

Add a new pin based on a parameter binding definition. Only allowed for top-level pins.

Protected function

UOptimusNode...

 

AddPinDirect

(
    FName InName,
    EOptimusNodePinDirection InDirectio...,
    FOptimusNodePinStorageConfig InStor...,
    FOptimusDataTypeRef InDataType,
    UOptimusNodePin* InBeforePin,
    UOptimusNodePin* InParentPin
)

Create a pin and add it to the node in the location specified.

Public function Virtual Const

bool

 

CanUserDeleteNode()

Returns true if the node can be deleted by the user

Protected function Virtual

void

 

ConstructNode()

Called when the node is being constructed.

Protected function

void

 

EnableDynamicPins()

Public function Const

UOptimusNode...

 

FindPin

(
    const FStringView InPinPath
)

Find the pin associated with the given dot-separated pin path.

Public function Const

UOptimusNode...

 

FindPinFromPath

(
    const TArray< FName >& InPinPath
)

Find the pin from the given path array.

Public function Const

UOptimusNode...

 

FindPinFromProperty

(
    const FProperty* InRootPropert...,
    const FProperty* InSubProperty
)

Find the pin associated with the given FProperty object(s).

Protected function Const

UOptimusActi...

 

GetActionStack()

Return the action stack for this node.

Public function Static

TArray< UCla...

 

GetAllNodeClasses()

Returns the class of all non-deprecated UOptimusNodeBase nodes that are defined, in no particular order.

Public function Const

EOptimusDiag...

 

GetDiagnosticLevel()

Returns the node's diagnostic level (e.g. error state).

Public function Virtual Const UFunction BlueprintCallable, Category

FText

 

GetDisplayName()

Returns the display name to use on the graphical node in the.

Public function Const UFunction BlueprintCallable, Category

FVector2D

 

GetGraphPosition()

Returns the position in the graph UI that the node should be placed.

Public function Virtual Const UFunction BlueprintCallable, Category

FName

 

GetNodeCategory()

Returns the node class category.

Public function Const UFunction BlueprintCallable, Category

FName

 

GetNodeName()

Returns the node class name. This name is immutable for the given node class.

Public function Const

FString

 

GetNodePath()

Returns the absolute path of the node. This can be passed to the root IOptimusNodeGraphCollectionOwner object to resolve to a node object.

Public function Const

UOptimusNode...

 

GetOwningGraph()

Returns the owning node graph of this node.

Protected function Const

bool

 

GetPinExpanded

(
    const UOptimusNodePin* InPin
)

Public function Const

const TArray...

 

GetPins()

Public function Const

int32

 

GetRevision()

Returns the current revision number.

Public function

void

 

PostCreateNode()

Called just after the node is created, either via direct creation or deletion undo.

Protected function

bool

 

RemovePin

(
    UOptimusNodePin* InPin
)

Remove a pin.

Protected function

bool

 

RemovePinDirect

(
    UOptimusNodePin* InPin
)

Remove the pin with no undo.

Protected function

void

 

SetDiagnosticLevel

(
    EOptimusDiagnosticLevel InDiagnosti...
)

Set the current error state.

Public function

bool

 

SetDisplayName

(
    FText InDisplayName
)

Set the display name for this node.

Public function UFunction BlueprintCallable, Category

bool

 

SetGraphPosition

(
    const FVector2D& InPosition
)

Returns the position in the graph UI that the node should be placed.

Protected function

bool

 

SetGraphPositionDirect

(
    const FVector2D& InPosition
)

Set a new position of the node in the graph UI.

Protected function

bool

 

SetPinDataDomain

(
    UOptimusNodePin* InPin,
    const TArray< FName >& InDataDomai...
)

Set the pin's resource context names.

Protected function

bool

 

SetPinDataDomainDirect

(
    UOptimusNodePin* InPin,
    const TArray< FName >& InDataDomai...
)

Protected function

bool

 

SetPinDataType

(
    UOptimusNodePin* InPin,
    FOptimusDataTypeRef InDataType
)

Set the pin data type.

Protected function

bool

 

SetPinDataTypeDirect

(
    UOptimusNodePin* InPin,
    FOptimusDataTypeRef InDataType
)

Protected function

void

 

SetPinExpanded

(
    const UOptimusNodePin* InPin,
    bool bInExpanded
)

Protected function

bool

 

SetPinName

(
    UOptimusNodePin* InPin,
    FName InNewName
)

FIXME: Hoist to public.

Protected function

bool

 

SetPinNameDirect

(
    UOptimusNodePin* InPin,
    FName InNewName
)

Overridden from UObject

Name Description

Public function Virtual

bool

 

Modify

(
    bool bAlwaysMarkDirty
)

That the object will be modified.

Public function Virtual

void

 

PostLoad()

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

Public function Virtual

void

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.

Classes

Name

Description

Public struct

CategoryName

Public struct

PropertyMeta