UK2Node_LatentGameplayTaskCall

Choose your operating system:

Windows

macOS

Linux

Inheritance Hierarchy

References

Module

GameplayTasksEditor

Header

/Engine/Source/Editor/GameplayTasksEditor/Classes/K2Node_LatentGameplayTaskCall.h

Include

#include "K2Node_LatentGameplayTaskCall.h"

Syntax

class UK2Node_LatentGameplayTaskCall : public UK2Node_BaseAsyncTask

Variables

Name Description

Public variable

TArray< FName >

 

SpawnParamPins

Constructors

Name Description

Public function

UK2Node_LatentGameplayTaskCall

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

bool

 

ConnectSpawnProperties

(
    UClass* ClassToSpawn,
    const UEdGraphSchema_K2* Schem...,
    FKismetCompilerContext& CompilerCo...,
    UEdGraph* SourceGraph,
    UEdGraphPin*& LastThenPin,
    UEdGraphPin* SpawnedActorRetur...
)

Public function

void

 

CreatePinsForClass

(
    UClass* InClass
)

Public function Const

UEdGraphPin ...

 

GetClassPin

(
    const TArray< UEdGraphPin* >&...
)

Public function Const

UClass *

 

GetClassToSpawn

(
    const TArray< UEdGraphPin* >&...
)

Public function Const

UEdGraphPin ...

 

GetResultPin()

Protected function Static

bool

 

HasDedicatedNodeClass

(
    TSubclassOf< UGameplayTask > TaskCl...
)

Protected function Virtual Const

bool

 

IsHandling

(
    TSubclassOf< UGameplayTask > TaskCl...
)

Public function

bool

 

IsSpawnVarPin

(
    UEdGraphPin* Pin
)

Public function Static

void

 

RegisterSpecializedTaskNodeClass

Public function

bool

 

ValidateActorArraySpawning

(
    FKismetCompilerContext& CompilerCo...,
    bool bGenerateErrors
)

Public function

bool

 

ValidateActorSpawning

(
    FKismetCompilerContext& CompilerCo...,
    bool bGenerateErrors
)

Overridden from UK2Node

Name Description

Public function Virtual

void

 

ExpandNode

(
    FKismetCompilerContext& CompilerCo...,
    UEdGraph* SourceGraph
)

This is essentially a mix of K2Node_BaseAsyncTask::ExpandNode and K2Node_SpawnActorFromClass::ExpandNode.

Public function Virtual Const

void

 

GetMenuActions

Replacement for GetMenuEntries().

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 Const

bool

 

CanCreateUnderSpecifiedSchema

(
    const UEdGraphSchema* DesiredS...
)

Can this node be created under the specified schema.

Public function Virtual

void

 

PinDefaultValueChanged

(
    UEdGraphPin* Pin
)

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

Constants

Name

Description

NodeClasses