UEdGraph

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/EdGraph/EdGraph.h

Include

#include "EdGraph/EdGraph.h"

Syntax

class UEdGraph : public UObject

Variables

Name Description

Public variable

uint32: 1

 

bAllowDeletion

If true, graph can be deleted from the whatever container it is in.

Public variable

uint32: 1

 

bAllowRenaming

If true, graph can be renamed; Note: Graph can also be renamed if bAllowDeletion is true currently

Public variable

uint32: 1

 

bEditable

If true, graph can be edited by the user

Public variable

FGuid

 

GraphGuid

Guid for this graph

Public variable

FGuid

 

InterfaceGuid

Guid of interface graph this graph comes from (used for conforming)

Public variable

TArray< class U...

 

Nodes

Set of all nodes in this graph

Public variable

TSubclassOf< cl...

 

Schema

The schema that this graph obeys

Public variable

TArray< class U...

 

SubGraphs

Child graphs that are a part of this graph; the separation is purely visual

Constructors

Name Description

Public function

UEdGraph

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

void

 

AddNode

(
    UEdGraphNode* NodeToAdd,
    bool bUserAction,
    bool bSelectNewNode
)

Add a node to the graph

Public function

FDelegateHan...

 

AddOnGraphChangedHandler

(
    const FOnGraphChanged::FDelegate& ...
)

Add a listener for OnGraphChanged events

Public function

FDelegateHan...

 

AddPropertyChangedNotifier

(
    const FOnPropertyChanged::FDelegate...
)

Add a delegate listening for property change notifications

Public function

NodeClass &#...

 

CreateIntermediateNode()

Protected function

UEdGraphNode...

 

CreateNode

(
    TSubclassOf< UEdGraphNode > NewNode...,
    bool bFromUI,
    bool bSelectNewNode
)

Creates an empty node in this graph.

Protected function

UEdGraphNode...

 

CreateNode

(
    TSubclassOf< UEdGraphNode > NewNode...,
    bool bSelectNewNode
)

Protected function

UEdGraphNode...

 

CreateUserInvokedNode

(
    TSubclassOf< UEdGraphNode > NewNode...,
    bool bSelectNewNode
)

Public function Const

void

 

GetAllChildrenGraphs

(
    TArray< UEdGraph* >& Graphs
)

Get all children graphs in the specified graph

Public function

FVector2D

 

GetGoodPlaceForNewNode()

Util to find a good place for a new node

Public function Const

void

 

GetNodesOfClass

(
    TArray< MinRequiredType* >& O...
)

Gets all the nodes in the graph of a given type

Public function Const

void

 

GetNodesOfClassEx

(
    TArray< ArrayElementType* >& ...
)

Finds all the nodes of a given minimum type in the graph

Public function Const

const UEdGra...

 

GetSchema()

Get the schema associated with this graph

Public function

void

 

MoveNodesToAnotherGraph

(
    UEdGraph* DestinationGraph,
    bool bIsLoading,
    bool bInIsCompiling
)

Move all nodes from this graph to another graph

Protected function Virtual

void

 

NotifyGraphChanged

(
    const FEdGraphEditAction& Action
)

Public function Virtual

void

 

NotifyGraphChanged()

Signal to listeners that the graph has changed

Public function

void

 

NotifyPostChange

(
    const FPropertyChangedEvent& Prope...,
    const FString& PropertyName
)

Notify the graph and associated listeners that a property has changed

Public function

void

 

NotifyPreChange

(
    const FString& PropertyName
)

Notify the graph and its associated listeners that a property is about to change

Public function

bool

 

RemoveNode

(
    UEdGraphNode* NodeToRemove
)

Remove a node from this graph

Public function

void

 

RemoveOnGraphChangedHandler

(
    FDelegateHandle Handle
)

Remove a listener for OnGraphChanged events

Public function

void

 

RemovePropertyChangedNotifier

(
    FDelegateHandle InHandle
)

Remove a delegate listening for property changed notifications

Public function

void

 

SelectNodeSet

(
    TSet< const UEdGraphNode* > No...,
    bool bFromUI
)

Queues up a select operation for a series of nodes in this graph.

Overridden from UObject

Name Description

Public function Virtual Const

void

 

BuildSubobjectMapping

(
    UObject* OtherObject,
    TMap< UObject*, UObject* ...
)

Given OtherObject (which will be the same type as 'this'), recursively find any matching sub-objects from 'this' that also exist within OtherObject, and add the mappings to ObjectMapping.

Public function Virtual

void

 

PostInitProperties()

Called after the C++ constructor and after the properties have been initialized, including those loaded from config.

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.

Deprecated Functions

Name Description

Public function

NodeClass &#...

 

CreateBlankNode()

Use CreateIntermediateNode instead.

Select Skin
Light
Dark

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback