className: IGameplayTasksEditorModule

description: The public interface to this module

code: class IGameplayTasksEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: Can this node be created under the specified schema.

module: GameplayTasksEditor

code: virtual bool CanCreateUnderSpecifiedSchema ( const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * DesiredSchema ) const


code: bool ConnectSpawnProperties ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ClassToSpawn, const [UEdGraphSchema_K2](API\Editor\BlueprintGraph\UEdGraphSchema_K2) * Schema, class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) *& LastThenPin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * SpawnedActorReturnPin )


code: void CreatePinsForClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )


description: Also, a K2Node_SpawnActorFromClass could not be used directly here, since we want the proxy object to implement its own BeginSpawn/FinishSpawn function (custom game logic will often be performed in the native implementation). K2Node_SpawnActorFromClass also requires a SpawnTransform be wired into it, and in most ability task cases, the spawn transform is implied or not necessary.

code: virtual void ExpandNode ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph )


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetClassPin ( const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > * InPinsToSearch ) const


description: Replacement forGetMenuEntries(). Override to add specific UBlueprintNodeSpawners pertaining to the sub-class type. Serves as an extensible way for new nodes, and game module nodes to add themselves to context menus.

code: virtual void GetMenuActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) const


code: [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetClassToSpawn ( const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > * InPinsToSearch ) const


code: static bool HasDedicatedNodeClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) > TaskClass )


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetResultPin() const


code: virtual bool IsHandling ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) > TaskClass ) const


code: bool IsSpawnVarPin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )


className: NodeClasses

code: static [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UClass](API\Runtime\CoreUObject\UObject\UClass) > > NodeClasses;


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

code: virtual void PinDefaultValueChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )


code: static void RegisterSpecializedTaskNodeClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UK2Node_LatentGameplayTaskCall](API\Editor\GameplayTasksEditor\UK2Node_LatentGameplayTaskCall) > NodeClass )


description: Reallocate pins during reconstruction; by default ignores the old pins and callsAllocateDefaultPins()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)

code: virtual void ReallocatePinsDuringReconstruction ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & OldPins )


code: bool ValidateActorArraySpawning ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, bool bGenerateErrors )


code: bool ValidateActorSpawning ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, bool bGenerateErrors )


code: UK2Node_LatentGameplayTaskCall ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_LatentGameplayTaskCall : public [UK2Node_BaseAsyncTask](API\Editor\BlueprintGraph\UK2Node_BaseAsyncTask)

SpawnParamPins

type: TArray<FName>


description: Limits the allowable parent classes by the specified filter.

module: GameProjectGeneration

code: [FAddToProjectConfig](API\Editor\GameProjectGeneration\FAddToProjectConfig) & AllowableParents ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IClassViewerFilter](API\Editor\ClassViewer\IClassViewerFilter) > & In )


description: Optional argument that specifies the default name for the new class being added. The user will be able to type their own name if they don't like this name. If empty, defaults to the name of the inherited class.

code: [FAddToProjectConfig](API\Editor\GameProjectGeneration\FAddToProjectConfig) & DefaultClassName ( [FString](API\Runtime\Core\Containers\FString) InDefaultClassName )


description: Optional argument that specifies the prefix for the new class name. The user will be able to type their own name if they don't like this name. Defaults to "My" if not specified or empty.

code: [FAddToProjectConfig](API\Editor\GameProjectGeneration\FAddToProjectConfig) & DefaultClassPrefix ( [FString](API\Runtime\Core\Containers\FString) InDefaultClassPrefix )


description: Set the add to project dialog to show component types on the initial 'featured' classes list


description: The initial path we should use as the destination for the new file, or an empty string to choose a suitable default based upon the module path.

code: [FAddToProjectConfig](API\Editor\GameProjectGeneration\FAddToProjectConfig) & InitialPath ( [FString](API\Runtime\Core\Containers\FString) InInitialPath )


description: Callback for when the object is successfully added to the project

code: [FAddToProjectConfig](API\Editor\GameProjectGeneration\FAddToProjectConfig) & OnAddedToProject ( const FOnAddedToProject & InDelegate )


description: Make the window modal to force the user to make a decision before continuing.

code: [FAddToProjectConfig](API\Editor\GameProjectGeneration\FAddToProjectConfig) & Modal ( bool bModal )


description: Force the add to project dialog to use the specified parent class. Skips the first step (choose a parent class) as a result.

code: [FAddToProjectConfig](API\Editor\GameProjectGeneration\FAddToProjectConfig) & ParentClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )


description: The parent window the dialog should use, or null to choose a suitable default parent window (the main frame, if available).

code: [FAddToProjectConfig](API\Editor\GameProjectGeneration\FAddToProjectConfig) & ParentWindow ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > & InParentWindow )


description: The title text to display on the window

code: [FAddToProjectConfig](API\Editor\GameProjectGeneration\FAddToProjectConfig) & WindowTitle ( [FText](API\Runtime\Core\Internationalization\FText) InText )


code: FAddToProjectConfig()


className: FAddToProjectConfig

description: Add to project dialog configuration structure

code: struct FAddToProjectConfig

type: TSharedPtr<ICl...

description: Filter for allowable parent classes, when ParentClass is nullptr

type: bool

description: True to force a modal dialog, false otherwise

type: FString

description: Default name for the (blueprint) class, excluding class prefix

description: Default name prefix for the (blueprint) class

type: TArray<FNewCla...

description: Array of featured classes

description: Initial file path for the (blueprint) class

type: FOnAddedToProje...

description: Delegate to invoke when the (blueprint) class has been added to the project

type: constUClass&#...

description: Forced parent class to use

type: TSharedPtr<SWi...

description: Parent window to use

type: FText

description: The title to display on the window


description: Get a list of all featured Actor class types

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FNewClassInfo](API\Editor\GameProjectGeneration\FNewClassInfo) > ActorClasses()


description: Get a list of all featured Component class types

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FNewClassInfo](API\Editor\GameProjectGeneration\FNewClassInfo) > ComponentClasses()


description: Get a list of all featured native class types

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FNewClassInfo](API\Editor\GameProjectGeneration\FNewClassInfo) > AllNativeClasses()


className: FFeaturedClasses

description: Helper that creates lists of featured classes. Include FeaturedClasses.inl for definitions.

code: struct FFeaturedClasses


description: Warn the user if the project filename is invalid in case they renamed it outside the editor


description: Prompts the user to update their project file, if necessary.


description: Clear the list of supported target platforms


description: Creates the game project dialog

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateGameProjectDialog ( bool bAllowProjectOpening, bool bAllowProjectCreate )


description: Creates a new class dialog for creating classes based on the passed-in class.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateNewClassDialog ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )


description: Returns the path to the module's include header

code: virtual [FString](API\Runtime\Core\Containers\FString) DetermineModuleIncludePath ( const [FModuleContextInfo](API\Runtime\Projects\FModuleContextInfo) & ModuleInfo, const [FString](API\Runtime\Core\Containers\FString) & FileRelativeTo )


className: FAddCodeToProjectDialogOpenedEvent

description: Delegate for when the AddCodeToProject dialog is opened

code: class FAddCodeToProjectDialogOpenedEvent : public TBaseMulticastDelegate_NoParams< void >


className: FTemplateCategoryMap

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< FTemplateCategory > > FTemplateCategoryMap


description: Generate basic project source code

code: virtual bool GenerateBasicSourceCode ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutCreatedFiles, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason )


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

code: static [FGameProjectGenerationModule](API\Editor\GameProjectGeneration\FGameProjectGenerationModule) & Get()


code: void GetAllTemplateCategories ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< FTemplateCategory >> & OutCategories ) const


description: Non DLL-exposed access to template categories.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const FTemplateCategory > GetCategory ( [FName](API\Runtime\Core\UObject\FName) Type ) const


description: Get the information about any modules referenced in the .uproject file of the currently loaded project

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [FModuleContextInfo](API\Runtime\Projects\FModuleContextInfo) > & GetCurrentProjectModules()


description: Gets file and size info about the source directory

code: virtual void GetProjectSourceDirectoryInfo ( int32 & OutNumFiles, int64 & OutDirectorySize )


description: Returns true if the specified class is a valid base class for the given module

code: virtual bool IsValidBaseClassForCreation ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, const [FModuleContextInfo](API\Runtime\Projects\FModuleContextInfo) & InModuleInfo )


description: Returns true if the specified class is a valid base class for any of the given modules

code: virtual bool IsValidBaseClassForCreation ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, const [TArray](API\Runtime\Core\Containers\TArray)< [FModuleContextInfo](API\Runtime\Projects\FModuleContextInfo) > & InModuleInfoArray )


description: Opens a dialog to add a new blueprint to the current project.

code: virtual void OpenAddBlueprintToProjectDialog ( const [FAddToProjectConfig](API\Editor\GameProjectGeneration\FAddToProjectConfig) & Config )


description: Gets the current projects source file count

code: virtual bool ProjectHasCodeFiles()


description: Opens a dialog to add code files to the current project.

code: virtual void OpenAddCodeToProjectDialog ( const [FAddToProjectConfig](API\Editor\GameProjectGeneration\FAddToProjectConfig) & Config )


description: Called before the plugin is unloaded, right before the plugin object is destroyed.

code: virtual void ShutdownModule()


description: Called right after the plugin DLL has been loaded and the plugin object has been created

code: virtual void StartupModule()


description: Tries to make the project file writable. Prompts to check out as necessary.

code: virtual void TryMakeProjectFileWriteable ( const [FString](API\Runtime\Core\Containers\FString) & ProjectFile )


description: Updates the current code project

code: virtual bool UpdateCodeProject ( [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason, [FText](API\Runtime\Core\Internationalization\FText) & OutFailLog )


description: Updates the currently loaded project. Returns true if the project was updated successfully or if no update was needed

code: virtual bool UpdateGameProject ( const [FString](API\Runtime\Core\Containers\FString) & ProjectFile, const [FString](API\Runtime\Core\Containers\FString) & EngineIdentifier, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason )


description: Update the list of supported target platforms based upon the parameters provided This will take care of checking out and saving the updated .uproject file automatically

code: virtual void UpdateSupportedTargetPlatforms ( const [FName](API\Runtime\Core\UObject\FName) & InPlatformName, const bool bIsSupported )


className: FGameProjectGenerationModule

description: Game Project Generation module

code: class FGameProjectGenerationModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: Find a text value for the current locale (or fallback to English) from the given array of localized strings.

code: static [FText](API\Runtime\Core\Internationalization\FText) GetLocalizedText ( const [TArray](API\Runtime\Core\Containers\TArray)< [FLocalizedTemplateString](API\Editor\GameProjectGeneration\FLocalizedTemplateString) > & LocalizedStrings )


className: FLocalizedTemplateString

code: struct FLocalizedTemplateString


className: EClassType

description: The type of class we want to create

code: enum EClassType { UObject, EmptyCpp, SlateWidget, SlateWidgetStyle, UInterface, }


description: Gets header filename of the base class.


description: Get the class description to use in the UI

code: [FText](API\Runtime\Core\Internationalization\FText) GetClassDescription ( const bool bFullDescription ) const


description: Get the class icon to use in the UI

code: const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetClassIcon() const


description: Get the "friendly" class name to use in the UI


description: Get the C++ class name; this may or may not be prefixed, but will always produce a valid C++ name via GetClassPrefix() +GetClassName()


description: Get the C++ prefix used for this class type


description: Some classes may apply a particular suffix; this function returns the class name that will ultimately be used should that happen

code: [FString](API\Runtime\Core\Containers\FString) GetFinalClassName ( const [FString](API\Runtime\Core\Containers\FString) & ClassName ) const


description: Get the generation template filename to used based on the current class type


description: Given a class name, generate the header file (.h) that should be used for this class

code: [FString](API\Runtime\Core\Containers\FString) GetHeaderFilename ( const [FString](API\Runtime\Core\Containers\FString) & ClassName ) const


description: Get the path needed to include this class into another file

code: bool GetIncludePath ( [FString](API\Runtime\Core\Containers\FString) & OutIncludePath ) const


description: Check to see if this struct is set to something that could be used to create a new class

code: bool IsSet() const


description: Convenience constructor so you can construct from a EClassType

code: FNewClassInfo ( const [EClassType](API\Editor\GameProjectGeneration\FNewClassInfo\EClassType) InClassType )


description: Default constructor; must produce an object which fails the IsSet check

code: FNewClassInfo()


description: Convenience constructor so you can construct from aUClass

code: FNewClassInfo ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InBaseClass )


description: Some classes may apply a particular suffix; this function returns the class name with those suffixes removed

code: [FString](API\Runtime\Core\Containers\FString) GetCleanClassName ( const [FString](API\Runtime\Core\Containers\FString) & ClassName ) const


className: FNewClassInfo

description: Information used when creating a new class via AddCodeToProject

code: struct FNewClassInfo

BaseClass

description: Base class information; if the ClassType isUObject

ClassType

type: EClassType

description: The type of class we want to create


description: Given a class name, generate the source file (.cpp) that should be used for this class

code: [FString](API\Runtime\Core\Containers\FString) GetSourceFilename ( const [FString](API\Runtime\Core\Containers\FString) & ClassName ) const


code: FProjectInformation()


className: FProjectInformation

code: struct FProjectInformation

bEnableRaytracing

type: TOptional< bool...

bEnableXR

description: These are all optional, because there is an additional state introduced by hiding the setting in the template.

DefaultGraphicsPerformance

type: TOptional< EGra...

StarterContent

description: The name of the feature pack to use as starter content. Must be located under FeaturePacks.

TargetedHardware

type: TOptional< EHar...

TemplateCategory

type: FName


className: FTemplateCategoryDef

code: struct FTemplateCategoryDef

Icon

description: Reference to an icon to display for this category. Should be around 300x100.

IsMajorCategory

description: Is this a major top-level category? Major categories are displayed as full rows, eg. the Game category.

Key

description: Key to use for identifying what category a template is in.

LocalizedDescriptions

type: TArray<FLocali...

description: Localized description for this template category.

LocalizedDisplayNames

description: Localized name for this template category.


code: FTemplateConfigValue ( const [FString](API\Runtime\Core\Containers\FString) & InFile, const [FString](API\Runtime\Core\Containers\FString) & InSection, const [FString](API\Runtime\Core\Containers\FString) & InKey, const [FString](API\Runtime\Core\Containers\FString) & InValue, bool InShouldReplaceExistingValue )


className: FTemplateConfigValue

description: Does not require reflection exposure

code: struct FTemplateConfigValue


className: FTemplateFolderRename

code: struct FTemplateFolderRename


className: FTemplateReplacement

code: struct FTemplateReplacement

Extensions

type: TArray<FString...


description: Adds new source code to the project. When returning Succeeded or FailedToHotReload, OutSyncFileAndLineNumber will be the the preferred target file to sync in the users code editing IDE, formatted for use with GenericApplication::GotoLineInSource

code: static [EAddCodeToProjectResult](API\Editor\GameProjectGeneration\GameProjectUtils\EAddCodeToProjectResult) AddCodeToProject ( const [FString](API\Runtime\Core\Containers\FString) & NewClassName, const [FString](API\Runtime\Core\Containers\FString) & NewClassPath, const [FModuleContextInfo](API\Runtime\Projects\FModuleContextInfo) & ModuleInfo, const [FNewClassInfo](API\Editor\GameProjectGeneration\FNewClassInfo) ParentClassInfo, const [TSet](API\Runtime\Core\Containers\TSet)< [FString](API\Runtime\Core\Containers\FString) > & DisallowedHeaderNames, [FString](API\Runtime\Core\Containers\FString) & OutHeaderFilePath, [FString](API\Runtime\Core\Containers\FString) & OutCppFilePath, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason )


code: static [EAddCodeToProjectResult](API\Editor\GameProjectGeneration\GameProjectUtils\EAddCodeToProjectResult) AddCodeToProject ( const [FString](API\Runtime\Core\Containers\FString) & NewClassName, const [FString](API\Runtime\Core\Containers\FString) & NewClassPath, const [FModuleContextInfo](API\Runtime\Projects\FModuleContextInfo) & ModuleInfo, const [FNewClassInfo](API\Editor\GameProjectGeneration\FNewClassInfo) ParentClassInfo, const [TSet](API\Runtime\Core\Containers\TSet)< [FString](API\Runtime\Core\Containers\FString) > & DisallowedHeaderNames, [FString](API\Runtime\Core\Containers\FString) & OutHeaderFilePath, [FString](API\Runtime\Core\Containers\FString) & OutCppFilePath, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason, [EReloadStatus](API\Editor\GameProjectGeneration\GameProjectUtils\EReloadStatus) & OutReloadStatus )


description: Compiles a project while showing a progress bar, and offers to open the IDE if it fails.

code: static bool BuildCodeProject ( const [FString](API\Runtime\Core\Containers\FString) & ProjectFilename )


className: bUseAudioMixerForAllPlatforms

description: Whether we should use AudioMixer for all platforms:


description:
Given the path provided, work out where generated .h and .cpp files would be placed
false if the paths are invalid

code: static bool CalculateSourcePaths ( const [FString](API\Runtime\Core\Containers\FString) & InPath, const [FModuleContextInfo](API\Runtime\Projects\FModuleContextInfo) & ModuleInfo, [FString](API\Runtime\Core\Containers\FString) & OutHeaderPath, [FString](API\Runtime\Core\Containers\FString) & OutSourcePath, [FText](API\Runtime\Core\Internationalization\FText) *const OutFailReason )


description: Warn the user if the project filename is invalid in case they renamed it outside the editor


description: Prompts the user to update their project file, if necessary.


description: Creates the specified project file and all required folders. If TemplateFile is non-empty, it will be used as the template for creation. On failure, OutFailReason will be populated.

code: static bool CreateProject ( const [FProjectInformation](API\Editor\GameProjectGeneration\FProjectInformation) & InProjectInfo, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason, [FText](API\Runtime\Core\Internationalization\FText) & OutFailLog, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > * OutCreatedFiles )


description: Clear the list of supported target platforms


description: Deletes the specified list of files that were created during file creation

code: static void DeleteCreatedFiles ( const [FString](API\Runtime\Core\Containers\FString) & RootFolder, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & CreatedFiles )


description: Returns the path to the module's include header

code: static [FString](API\Runtime\Core\Containers\FString) DetermineModuleIncludePath ( const [FModuleContextInfo](API\Runtime\Projects\FModuleContextInfo) & ModuleInfo, const [FString](API\Runtime\Core\Containers\FString) & FileRelativeTo )


description: Creates a copy of a project directory in order to upgrade it.

code: static [EProjectDuplicateResult](API\Editor\GameProjectGeneration\GameProjectUtils\EProjectDuplicateResult) DuplicateProjectForUpgrade ( const [FString](API\Runtime\Core\Containers\FString) & InProjectFile, [FString](API\Runtime\Core\Containers\FString) & OutNewProjectFile )


className: EAddCodeToProjectResult

description: Used as a function return result when adding new code to the project

code: enum EAddCodeToProjectResult { Succeeded, InvalidInput, FailedToAddCode, FailedToHotReload, }


className: EClassLocation

description: Where is this class located within the Source folder?

code: enum EClassLocation { UserDefined, Public, Private, Classes, }


className: EProjectDuplicateResult

description: Used as a function return result when a project is duplicated when upgrading project's version in Convert project dialog - Open a copy

code: enum EProjectDuplicateResult { Succeeded, Failed, UserCanceled, }


className: FDoesClassNeedAPIExportCallback

description: Internal handler for IsValidBaseClassForCreation

code: typedef TBaseDelegate_OneParam< bool, const [FString](API\Runtime\Core\Containers\FString) & > FDoesClassNeedAPIExportCallback


className: EReloadStatus

description: Reload status when adding new code to the project

code: enum EReloadStatus { Reloaded, NotReloaded, }


description: Creates the basic source code for a new project. On failure, OutFailReason will be populated.

code: static bool GenerateBasicSourceCode &40; const FString & NewProjectSourcePath, const FString & NewProjectName, const FString & NewProjectRoot, TArray< FString > & OutGeneratedStartupModuleNames, TArray< FString > & OutCreatedFiles, FText & OutFailReason &41;


code: static bool GenerateBasicSourceCode ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutCreatedFiles, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason )


description: Creates code project files for a new game project. On failure, OutFailReason and OutFailLog will be populated.

code: static bool GenerateCodeProjectFiles ( const [FString](API\Runtime\Core\Containers\FString) & ProjectFilename, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason, [FText](API\Runtime\Core\Internationalization\FText) & OutFailLog )


description: Generates a Build.cs file for a plugin module. Set 'bUseExplicitOrSharedPCHs' to false to disable IWYU conventions.

code: static bool GeneratePluginModuleBuildFile ( const [FString](API\Runtime\Core\Containers\FString) & NewBuildFileName, const [FString](API\Runtime\Core\Containers\FString) & ModuleName, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & PublicDependencyModuleNames, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & PrivateDependencyModuleNames, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason, bool bUseExplicitOrSharedPCHs )


description: Generates a Build.cs file for a game module

code: static bool GenerateGameModuleBuildFile ( const [FString](API\Runtime\Core\Containers\FString) & NewBuildFileName, const [FString](API\Runtime\Core\Containers\FString) & ModuleName, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & PublicDependencyModuleNames, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & PrivateDependencyModuleNames, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason )


description: Generates a module .cpp file, intended for plugin use

code: static bool GeneratePluginModuleCPPFile ( const [FString](API\Runtime\Core\Containers\FString) & CPPFileName, const [FString](API\Runtime\Core\Containers\FString) & ModuleName, const [FString](API\Runtime\Core\Containers\FString) & StartupSourceCode, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason )


description: Generates a module .h file, intended for plugin use

code: static bool GeneratePluginModuleHeaderFile ( const [FString](API\Runtime\Core\Containers\FString) & HeaderFileName, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & PublicHeaderIncludes, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason )


description:
Given the path provided, work out where it's located within the Source folder
false if the paths are invalid

code: static bool GetClassLocation ( const [FString](API\Runtime\Core\Containers\FString) & InPath, const [FModuleContextInfo](API\Runtime\Projects\FModuleContextInfo) & ModuleInfo, [EClassLocation](API\Editor\GameProjectGeneration\GameProjectUtils\EClassLocation) & OutClassLocation, [FText](API\Runtime\Core\Internationalization\FText) *const OutFailReason )


description: Get the information about any modules referenced in the .uproject file of the currently loaded project

code: static const [TArray](API\Runtime\Core\Containers\TArray)< [FModuleContextInfo](API\Runtime\Projects\FModuleContextInfo) > & GetCurrentProjectModules()


description: Get the information about any modules in any of the plugins in the currently loaded project (Ignores Engine Plugins)

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FModuleContextInfo](API\Runtime\Projects\FModuleContextInfo) > GetCurrentProjectPluginModules()


description: Gets the default build settings version for UBT

code: static const TCHAR * GetDefaultBuildSettingsVersion()


description: The number of code files in the currently loaded project

code: static int32 GetProjectCodeFileCount()


description: Returns the uproject template filename for the default project template.


description: Retrieves file and size info about the project's source directory

code: static void GetProjectSourceDirectoryInfo ( int32 & OutNumFiles, int64 & OutDirectorySize )


description: Returns true if there are engine starter content files available for instancing into new projects.


description: Returns true if there are any starter content packs are available for given project.

code: static bool IsStarterContentAvailableForProject ( const [FProjectInformation](API\Editor\GameProjectGeneration\FProjectInformation) & ProjectInfo )


className: IncludePathFormatString

code: static constexpr const TCHAR IncludePathFormatString = TEXT("#include \"%s\"");


description: Returns true if the given project is referencing engine starter content pack.

code: static bool IsUsingEngineStarterContent ( const [FProjectInformation](API\Editor\GameProjectGeneration\FProjectInformation) & ProjectInfo )


description: Returns true if the specified class is a valid base class for the given module

code: static bool IsValidBaseClassForCreation ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, const [FModuleContextInfo](API\Runtime\Projects\FModuleContextInfo) & InModuleInfo )


description: Returns true if the specified class is a valid base class for any of the given modules

code: static bool IsValidBaseClassForCreation ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, const [TArray](API\Runtime\Core\Containers\TArray)< [FModuleContextInfo](API\Runtime\Projects\FModuleContextInfo) > & InModuleInfoArray )


description: Returns true if the specified class name is properly formed and does not conflict with another class

code: static bool IsValidClassNameForCreation ( const [FString](API\Runtime\Core\Containers\FString) & NewClassName, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason )


description: Returns true if the specified class name is properly formed and does not conflict with another class, including source/header files

code: static bool IsValidClassNameForCreation ( const [FString](API\Runtime\Core\Containers\FString) & NewClassName, const [FModuleContextInfo](API\Runtime\Projects\FModuleContextInfo) & ModuleInfo, const [TSet](API\Runtime\Core\Containers\TSet)< [FString](API\Runtime\Core\Containers\FString) > & DisallowedHeaderNames, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason )


description: Returns true if the project filename is properly formed and does not conflict with another project

code: static bool IsValidProjectFileForCreation ( const [FString](API\Runtime\Core\Containers\FString) & ProjectFile, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason )


description:
Check to see if the given path is a valid place to put source code for this project (exists within the source root path)
true if the path is valid, false otherwise

code: static bool IsValidSourcePath ( const [FString](API\Runtime\Core\Containers\FString) & InPath, const [FModuleContextInfo](API\Runtime\Projects\FModuleContextInfo) & ModuleInfo, [FText](API\Runtime\Core\Internationalization\FText) *const OutFailReason )


description: Loads a list of template categories defined in the TemplateCategories.ini file in the specified folder

code: static [UTemplateCategories](API\Editor\GameProjectGeneration\UTemplateCategories) * LoadTemplateCategories ( const [FString](API\Runtime\Core\Containers\FString) & RootDir )


description: Loads a template project definitions object from the TemplateDefs.ini file in the specified project

code: static [UTemplateProjectDefs](API\Editor\GameProjectGeneration\UTemplateProjectDefs) * LoadTemplateDefs ( const [FString](API\Runtime\Core\Containers\FString) & ProjectDirectory )


description: Returns a comma delimited string comprised of all the elements in InList. If bPlaceQuotesAroundEveryElement, every element is within quotes.

code: static [FString](API\Runtime\Core\Containers\FString) MakeCommaDelimitedList ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InList, bool bPlaceQuotesAroundEveryElement )


description: Returns a list of #include lines formed from InList

code: static [FString](API\Runtime\Core\Containers\FString) MakeIncludeList ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InList )


description: Checks the name for illegal characters

code: static bool NameContainsOnlyLegalCharacters ( const [FString](API\Runtime\Core\Containers\FString) & TestName, [FString](API\Runtime\Core\Containers\FString) & OutIllegalCharacters )


description: Checks the name to see if it matches platform module names

code: static bool NameMatchesPlatformModuleName ( const [FString](API\Runtime\Core\Containers\FString) & TestName )


description: Opens a dialog to add code files or blueprints to the current project.

code: static void OpenAddToProjectDialog ( const [FAddToProjectConfig](API\Editor\GameProjectGeneration\FAddToProjectConfig) & Config, EClassDomain InDomain )


description: Opens the code editing IDE for the specified project, if it exists. Returns true if the IDE could be opened. On failure, OutFailReason will be populated.

code: static bool OpenCodeIDE ( const [FString](API\Runtime\Core\Containers\FString) & ProjectFile, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason )


description: Returns the contents of the specified template file

code: static bool ReadTemplateFile ( const [FString](API\Runtime\Core\Containers\FString) & TemplateFileName, [FString](API\Runtime\Core\Containers\FString) & OutFileContents, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason )


description: Opens the specified project, if it exists. Returns true if the project file is valid. On failure, OutFailReason will be populated.

code: static bool OpenProject ( const [FString](API\Runtime\Core\Containers\FString) & ProjectFile, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason )


description: Returns true if the currently loaded project has code files

code: static bool ProjectHasCodeFiles()


description: Reset the cached result of information about any modules referenced in the .uproject file of the currently loaded project


description: Checks out the current project file (or prompts to make writable)

code: static void TryMakeProjectFileWriteable ( const [FString](API\Runtime\Core\Containers\FString) & ProjectFile )


description:
Update the list of plugin directories to scan This will take care of checking out and saving the updated .uproject file automatically
Whether the plugin directory list was changed

code: static bool UpdateAdditionalPluginDirectory ( const [FString](API\Runtime\Core\Containers\FString) & InDir, const bool bAddOrRemove )


className: UpdateGameProjectNotification

code: static [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SNotificationItem](API\Runtime\Slate\Widgets\Notifications\SNotificationItem) > UpdateGameProjectNotification = NULL;


description: Updates the given project file to an engine identifier. Returns true if the project was updated successfully or if no update was needed

code: static bool UpdateGameProject ( const [FString](API\Runtime\Core\Containers\FString) & ProjectFile, const [FString](API\Runtime\Core\Containers\FString) & EngineIdentifier, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason )


className: WarningProjectNameNotification

code: static [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SNotificationItem](API\Runtime\Slate\Widgets\Notifications\SNotificationItem) > WarningProjectNameNotification = NULL;


description: Update the list of supported target platforms based upon the parameters provided This will take care of checking out and saving the updated .uproject file automatically

code: static void UpdateSupportedTargetPlatforms ( const [FName](API\Runtime\Core\UObject\FName) & InPlatformName, const bool bIsSupported )


description: Writes an output file. OutputFilename includes a path

code: static bool WriteOutputFile ( const [FString](API\Runtime\Core\Containers\FString) & OutputFilename, const [FString](API\Runtime\Core\Containers\FString) & OutputFileContents, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason )


className: GameProjectUtils

code: class GameProjectUtils


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


description: Returns the filename associated with the provided class template without an extension. Defaults to class name.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetFilename() const


description: Returns the directory containing the text file template for the given base generated class.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetDirectory() const


code: const [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetGeneratedBaseClass() const


description: Returns full header filename including '.h.template' extension.


description: Returns full sourcefilename including '.cpp.template' extension.


description: Reads the header template text from disk. If failure to read from disk, returns false and provides text reason.

code: bool ReadHeader ( [FString](API\Runtime\Core\Containers\FString) & OutHeaderFileText, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason ) const


description: Reads the source template text from disk. If failure to read from disk, returns false and provides text reason.

code: bool ReadSource ( [FString](API\Runtime\Core\Containers\FString) & OutSourceFileText, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason ) const


description: Sets the generated base class associated with the given template.

code: void SetGeneratedBaseClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )


className: UClassTemplate

code: class UClassTemplate : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Returns whether or not class has registered template.

code: bool ContainsClassTemplate ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass ) const


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


className: FTemplateRegistry

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) >, [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [UClassTemplate](API\Editor\GameProjectGeneration\UClassTemplate) >> FTemplateRegistry


description: Returns class template if one is registered.

code: const [UClassTemplate](API\Editor\GameProjectGeneration\UClassTemplate) * FindClassTemplate ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass ) const


description: Returns path to the directory containing all engine class templates.


description: Registers all currently loaded template classes with the internal registry.

code: void RegisterTemplates()


description: Implement this for initialization of instances of the system

code: virtual void Initialize ( [FSubsystemCollectionBase](API\Runtime\Engine\Subsystems\FSubsystemCollectionBase) & Collection )


code: UClassTemplateEditorSubsystem()


className: UClassTemplateEditorSubsystem

code: class UClassTemplateEditorSubsystem : public [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem)


description: Callback for each file rename, so class renames can be extracted

code: virtual bool IsClassRename ( const [FString](API\Runtime\Core\Containers\FString) & DestFilename, const [FString](API\Runtime\Core\Containers\FString) & SrcFilename, const [FString](API\Runtime\Core\Containers\FString) & FileExtension ) const


description: Callback for adding config values

code: virtual void AddConfigValues ( [TArray](API\Runtime\Core\Containers\TArray)< [FTemplateConfigValue](API\Editor\GameProjectGeneration\FTemplateConfigValue) > & ConfigValuesToSet, const [FString](API\Runtime\Core\Containers\FString) & TemplateName, const [FString](API\Runtime\Core\Containers\FString) & ProjectName, bool bShouldGenerateCode ) const


description: Does this template generate C++ source?

code: virtual bool GeneratesCode ( const [FString](API\Runtime\Core\Containers\FString) & ProjectTemplatePath ) const


code: UDefaultTemplateProjectDefs ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UDefaultTemplateProjectDefs

code: class UDefaultTemplateProjectDefs : public [UTemplateProjectDefs](API\Editor\GameProjectGeneration\UTemplateProjectDefs)


code: virtual [FString](API\Runtime\Core\Containers\FString) GetDirectory() const


className: UPluginClassTemplate

code: class UPluginClassTemplate : public [UClassTemplate](API\Editor\GameProjectGeneration\UClassTemplate)


className: UTemplateCategories

code: class UTemplateCategories : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

Categories

type: TArray<FTempla...

description: Array of all categories specified in this location.


description: Fixes up all strings in this definitions object to replace %TEMPLATENAME% with the supplied template name and %PROJECTNAME% with the supplied project name

code: void FixupStrings ( const [FString](API\Runtime\Core\Containers\FString) & TemplateName, const [FString](API\Runtime\Core\Containers\FString) & ProjectName )


description: Returns the display name for the current culture, or English if the current culture has no translation


description: Callback after project generation is done, allowing for custom project generation behavior

code: virtual bool PostGenerateProject ( const [FString](API\Runtime\Core\Containers\FString) & DestFolder, const [FString](API\Runtime\Core\Containers\FString) & SrcFolder, const [FString](API\Runtime\Core\Containers\FString) & NewProjectFile, const [FString](API\Runtime\Core\Containers\FString) & TemplateFile, bool bShouldGenerateCode, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason )


description: Callback before project generation is done, allowing for custom project generation behavior

code: virtual bool PreGenerateProject ( const [FString](API\Runtime\Core\Containers\FString) & DestFolder, const [FString](API\Runtime\Core\Containers\FString) & SrcFolder, const [FString](API\Runtime\Core\Containers\FString) & NewProjectFile, const [FString](API\Runtime\Core\Containers\FString) & TemplateFile, bool bShouldGenerateCode, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason )


className: UTemplateProjectDefs

code: class UTemplateProjectDefs : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bAllowProjectCreation

description: Should we allow creation of a project from this template.

bIsBlank

description: Is this a blank template? Determines whether we can override the default map when creating the project.

bIsEnterprise

description: Is this an enterprise template?

bThumbnailAsIcon

description: Is there a rendered thumbnail that should be treated as the project template icon.

type: TArray<FName>

EditDetailLevelPreference

type: EFeaturePackDet...

description: What detail level to edit when editing shared template resources

HiddenSettings

type: TArray< ETempla...

description: Optional list of settings to hide. If none are specified, then all settings are shown.

PacksToInclude

description: Optional list of feature packs to include

SharedContentPacks

type: TArray<FFeatur...

description: Shared feature packs.


className: FOnPerformDropToGraph

module: GraphEditor

code: typedef TBaseDelegate_FourParams< void, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGraphNodeDragDropOp](API\Editor\GraphEditor\DragAndDrop\FGraphNodeDragDropOp) >, class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) *, const FVector2D &, const FVector2D & > FOnPerformDropToGraph


code: UTemplateProjectDefs ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: static const [FString](API\Runtime\Core\Containers\FString) & GetTypeId()


description: Checks whether this drag and drop operation can cast safely to the specified type.

code: virtual bool IsOfTypeImpl ( const [FString](API\Runtime\Core\Containers\FString) & Type ) const


className: FGraphNodeDragDropOp

code: class FGraphNodeDragDropOp : public [FDecoratedDragDropOp](API\Editor\UnrealEd\DragAndDrop\FDecoratedDragDropOp)

OnPerformDropToGraph

type: FOnPerformDropT...


description: Level of detail for graph rendering (lower numbers are 'further away' with fewer details)

code: namespace EGraphRenderingLOD { enum Type { LowestDetail, LowDetail, MediumDetail, DefaultDetail, FullyZoomedIn, } }


description: The user is responsible for creating widgets (which must be derived from SNode) and any custom drawing code desired. The other main restriction is that each SNode instance must have a unique UObject* associated with it.

code: namespace ENodeZone { enum Type { TopLeft, TopCenter, TopRight, Left, Center, Right, BottomLeft, BottomCenter, BottomRight, Count, } }


description: Helper function used byDraw(). Called before DrawPinGeometries to populate PinToPinWidgetMap.

code: virtual void BuildPinToPinWidgetMap ( [TMap](API\Runtime\Core\Containers\TMap)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) >, [FArrangedWidget](API\Runtime\SlateCore\Layout\FArrangedWidget) > & InPinGeometries )


code: virtual void ApplyHoverDeemphasis ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputPin, float & Thickness, [FLinearColor](API\Runtime\Core\Math\FLinearColor) & WireColor )


code: virtual FVector2D ComputeSplineTangent ( const FVector2D & Start, const FVector2D & End ) const


code: virtual void DetermineLinkGeometry ( [FArrangedChildren](API\Runtime\SlateCore\Layout\FArrangedChildren) & ArrangedNodes, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & OutputPinWidget, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputPin, [FArrangedWidget](API\Runtime\SlateCore\Layout\FArrangedWidget) *& StartWidgetGeometry, [FArrangedWidget](API\Runtime\SlateCore\Layout\FArrangedWidget) *& EndWidgetGeometry )


description: Give specific editor modes a chance to highlight this connection or darken non-interesting connections.

code: virtual void DetermineWiringStyle ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputPin, [FConnectionParams](API\Editor\GraphEditor\FConnectionParams) & Params )


code: virtual void Draw ( [TMap](API\Runtime\Core\Containers\TMap)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) >, [FArrangedWidget](API\Runtime\SlateCore\Layout\FArrangedWidget) > & InPinGeometries, [FArrangedChildren](API\Runtime\SlateCore\Layout\FArrangedChildren) & ArrangedNodes )


code: virtual void DrawPreviewConnector ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & PinGeometry, const FVector2D & StartPoint, const FVector2D & EndPoint, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )


code: virtual void DrawConnection ( int32 LayerId, const FVector2D & Start, const FVector2D & End, const [FConnectionParams](API\Editor\GraphEditor\FConnectionParams) & Params )


description: Helper function used byDraw(). Iterates over the pin geometries, drawing connections between them.

code: virtual void DrawPinGeometries ( [TMap](API\Runtime\Core\Containers\TMap)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) >, [FArrangedWidget](API\Runtime\SlateCore\Layout\FArrangedWidget) > & InPinGeometries, [FArrangedChildren](API\Runtime\SlateCore\Layout\FArrangedChildren) & ArrangedNodes )


code: virtual void DrawSplineWithArrow ( const FVector2D & StartPoint, const FVector2D & EndPoint, const [FConnectionParams](API\Editor\GraphEditor\FConnectionParams) & Params )


code: virtual void DrawSplineWithArrow ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & StartGeom, const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & EndGeom, const [FConnectionParams](API\Editor\GraphEditor\FConnectionParams) & Params )


className: FRelinkConnection

description: Handle for a currently relinked connection.

code: struct FRelinkConnection

SourcePin

type: UEdGraphPin...


description: Util to make a 'distance->alpha' table and also return spline length

code: static float MakeSplineReparamTable ( const FVector2D & P0, const FVector2D & P0Tangent, const FVector2D & P1, const FVector2D & P1Tangent, [FInterpCurve](API\Runtime\Core\Math\FInterpCurve)< float > & OutReparamTable )


code: virtual bool IsConnectionCulled ( const [FArrangedWidget](API\Runtime\SlateCore\Layout\FArrangedWidget) & StartLink, const [FArrangedWidget](API\Runtime\SlateCore\Layout\FArrangedWidget) & EndLink ) const


code: virtual void ResetIncompatiblePinDrawState ( const [TSet](API\Runtime\Core\Containers\TSet)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > > & VisiblePins )


description: Update the drawing policy with the set of hovered pins (which can be empty)

code: void SetHoveredPins ( const [TSet](API\Runtime\Core\Containers\TSet)< [FEdGraphPinReference](API\Runtime\Engine\EdGraph\FEdGraphPinReference) > & InHoveredPins, const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SGraphPin](API\Editor\GraphEditor\SGraphPin) > > & OverridePins, double HoverTime )


code: virtual void SetIncompatiblePinDrawState ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SGraphPin](API\Editor\GraphEditor\SGraphPin) > & StartPin, const [TSet](API\Runtime\Core\Containers\TSet)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > > & VisiblePins )


description: Update the drawing policy with the marked pin (which may not be valid)

code: void SetMarkedPin ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SGraphPin](API\Editor\GraphEditor\SGraphPin) > InMarkedPin )


code: void SetMousePosition ( const FVector2D & InMousePos )


description: Set the list of currently relinked connections.

code: void SetRelinkConnections ( const [TArray](API\Runtime\Core\Containers\TArray)< [FRelinkConnection](API\Editor\GraphEditor\FConnectionDrawingPolicy\FRelinkConnection) > & Connections )


description: Set the selected nodes from the graph panel.

code: void SetSelectedNodes ( const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & InSelectedNodes )


description: Choose whether we want to cache the pins draw state to avoid resetting it for every tick.

code: virtual bool UseDrawStateCaching() const


code: FConnectionDrawingPolicy ( int32 InBackLayerID, int32 InFrontLayerID, float InZoomFactor, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & InClippingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & InDrawElements )


code: virtual ~FConnectionDrawingPolicy()


className: FConnectionDrawingPolicy

description: This class draws the connections for anUEdGraphcomposed of pins and nodes.

code: class FConnectionDrawingPolicy

ArrowImage

type: constFSlateBru...

ClippingRect

type: constFSlateRec...

DrawElementsList

type: FSlateWindowEle...

HoverDeemphasisDarkFraction

type: float

HoveredPins

type: TSet<FEdGraphP...

LastHoverTimeEvent

type: double

PinGeometries

type: TMap<TSharedRe...

PinToPinWidgetMap

type: TMap<UEdGraphP...

RelinkConnections

type: TArray<FRelink...

description: List of currently relinked connections.

SelectedGraphNodes

type: TArray<UEdGrap...

description: Selected nodes in the graph panel.

Settings

type: constUGraphEdi...

SplineOverlapResult

type: FGraphSplineOve...


className: FConnectionParams

code: struct FConnectionParams

bDrawBubbles

type: bool

EndDirection

type: EEdGraphPinDire...

WireColor

type: FLinearColor


code: FCreateWidgetForActionData ( FOnRenameRequestActionNode *const InOnRenameRequest )


className: FCreateWidgetForActionData

code: struct FCreateWidgetForActionData

Action

type: TSharedPtr<FEd...

description: The action being used for the widget

bHandleMouseButtonDown

description: True if we want to use the mouse delegate

bIsReadOnly

description: True if the widget should be read only - no renaming allowed

HighlightText

type: TAttribute<FTe...

description: The text to highlight

IsRowSelectedDelegate

type: FIsSelected

description: The delegate to determine if the current action is selected in the row

MouseButtonDownDelegate

type: FCreateWidgetMo...

description: Delegate for mouse button going down

OnRenameRequest

type: FOnRenameReques...

description: This will be returned, hooked up to request a rename


className: FCustomExpanderData

code: struct FCustomExpanderData

RowAction

description: The action associated with the menu row being customized

TableRow

type: TSharedPtr<ITa...

description: The menu row associated with the widget being customized

WidgetContainer

type: TSharedPtr<SPa...

description: The widget container that the custom expander will belong to


code: const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetGraph() const


code: [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * GetNode() const


code: bool operator== ( const [FEdGraphNodeHandle](API\Editor\GraphEditor\FEdGraphNodeHandle) & InOther ) const


code: FEdGraphNodeHandle ( const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InNode )


className: FEdGraphNodeHandle

code: struct FEdGraphNodeHandle


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetPin() const


code: bool operator== ( const [FEdGraphPinHandle](API\Editor\GraphEditor\FEdGraphPinHandle) & InOther ) const


code: FEdGraphPinHandle ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin )


className: FEdGraphPinHandle

code: struct FEdGraphPinHandle : public [FEdGraphNodeHandle](API\Editor\GraphEditor\FEdGraphNodeHandle)


code: static FVector2D CenterOf ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & SomeGeometry )


code: static void ConvertToPoints ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & Geom, [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & Points )


description: Find the point on line segment from LineStart to LineEnd which is closest to Point

code: static FVector2D FindClosestPointOnLine ( const FVector2D & LineStart, const FVector2D & LineEnd, const FVector2D & TestPoint )


code: static FVector2D FindClosestPointOnGeom ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & Geom, const FVector2D & TestPoint )


code: static FVector2D VerticalMiddleLeftOf ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & SomeGeometry )


code: static FVector2D VerticalMiddleRightOf ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & SomeGeometry )


className: FGeometryHelper

code: class FGeometryHelper


description:
NOTE: This does NOT insert the node in a sorted manner. CallSortChildren()separately or use AddChildAlphabetical
The new action node.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGraphActionNode](API\Editor\GraphEditor\FGraphActionNode) > AddChild ( [FGraphActionListBuilderBase::ActionGroup](API\Runtime\Engine\EdGraph\FGraphActionListBuilderBase\ActionGroup) const & ActionSet )


description: Inserts a new action node (and any required category nodes) based off the provided ActionSet. Inserts in alphabetical order.

code: void AddChildAlphabetical ( [FGraphActionListBuilderBase::ActionGroup](API\Runtime\Engine\EdGraph\FGraphActionListBuilderBase\ActionGroup) const & ActionSet )


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGraphActionNode](API\Editor\GraphEditor\FGraphActionNode) > AddSection ( int32 Grouping, int32 InSectionID )


description:
Executes the node's RenameRequestEvent if it is bound. Otherwise, it will mark the node as having a pending rename request.
True if the broadcast went through, false if the "pending rename request" flag was set.

code: bool BroadcastRenameRequest()


description: Clears all children (not recursively... the TSharedPtrs should clean up appropriately).

code: void ClearChildren()


description: Takes the tree view and expands its elements for each child.

code: void ExpandAllChildren ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [STreeView](API\Editor\UnrealEd\STreeView)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGraphActionNode](API\Editor\GraphEditor\FGraphActionNode) > > > TreeView, bool bRecursive )


description: Recursively collects all child/grandchild/decendent nodes.

code: void GetAllNodes ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGraphActionNode](API\Editor\GraphEditor\FGraphActionNode) > > & OutNodeArray ) const


description:
Walks the node chain backwards, constructing a category path (delimited by '|' characters). This includes this node's category (if it is a category node).
A category path string, denoting the category hierarchy up to this node.


description: Recursively collects all decendent action/separator nodes (leaves out branching category-nodes).

code: void GetLeafNodes ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGraphActionNode](API\Editor\GraphEditor\FGraphActionNode) > > & OutLeafArray ) const


description:
Retrieves this node's display name (for category and action nodes). The text string will be empty for separator and root nodes.
The name to present this node with in the tree view (will be an empty text string if this is a separator node)

code: [FText](API\Runtime\Core\Internationalization\FText) const & GetDisplayName() const


description: Returns a WeakPtr to the Parent Node

code: [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FGraphActionNode](API\Editor\GraphEditor\FGraphActionNode) > GetParentNode() const


description:
Looks through this node's Actions array, and returns the first valid action it finds.
This node's first valid action (will be an empty pointer if this is not an action node).

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > GetPrimaryAction() const


description:
Checks to see if this node contains at least one valid action.
True is the Actions array contains a valid entry, otherwise false.

code: bool HasValidAction() const


code: static const int32 INVALID_SECTION_ID = 0;


code: bool IsGroupDividerNode() const


description:
Sometimes a call toBroadcastRenameRequest()is made before the RenameRequestEvent has been bound. When that happens, this node is marked with a pending rename request. This method determines if that is the case for this node.
True if a call toBroadcastRenameRequest()was made without a valid RenameRequestEvent.

code: bool IsRenameRequestPending() const


description:
Query to determine this node's type (there are five distinguishable node types: root, section heading, category, action, & group-divider).
True if this is the type your queried about, otherwise false.

code: bool IsRootNode() const


code: bool IsSectionHeadingNode() const


description:
Determines if this node is a menu separator of some kind (either a "group-divider" or a "section heading").
True if this is a menu divider, otherwise false.

code: bool IsSeparator() const


description:
Static allocator for a new root node (so external users have a starting point to build graph action trees from).
A newly allocated root node (should not be displayed in the tree view).

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGraphActionNode](API\Editor\GraphEditor\FGraphActionNode) > NewRootNode()


description:
Accessor to the node's RenameRequestEvent (for binding purposes). Do notExecute()the delegate from this function, instead callBroadcastRenameRequest()on the node.
The node's internal RenameRequestEvent.


description: Sorts all child nodes by section, group, and type (additionally, can sort alphabetically if wanted).

code: void SortChildren ( bool bAlphabetically, bool bRecursive )


className: FGraphContextMenuArguments

description: Arguments when the graph panel wants to open a context menu.

code: struct FGraphContextMenuArguments

GraphNode

type: UEdGraphNode&#...

description: The source node if there are any.

GraphPin

type: UEdGraphPin...

description: The source pin if there is one.

NodeAddPosition

description: The endpoint of the drag or the location of the right-click.


className: FGraphActionNode

description: No constructors are accessible with public or protected access.

code: struct FGraphActionNode : public [TSharedFromThis< FGraphActionNode >](API\Runtime\Core\Templates\TSharedFromThis)

Actions

type: TArray<TShared...

description: A set of actions to execute when this node is picked from a menu

CategoryNodes

type: TMap<FString, ...

description: Lookup table for category nodes, used to speed up menu construction

Grouping

type: int32 const

description: Identifies the menu group that this node belongs to (defaults to zero)

SectionID

description: Identifies the named section that this node belongs to, if any (defaults to INVALID_SECTION_ID)


description:
Looks for node differences between the two supplied graphs. Diffs will be returned in the context of "what has changed from OldGraph in NewGraph?"
True if any differences were found, false if both graphs are identical.

code: static bool DiffGraphs ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) *const OldGraph, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) *const NewGraph, [TArray](API\Runtime\Core\Containers\TArray)< [FDiffSingleResult](API\Runtime\Engine\FDiffSingleResult) > & DiffsOut )


className: Type

code: enum Type { NodeExistance = (1<<0), NodeMovement = (1<<1), NodeComment = (1<<2), NodePins = (1<<3), NodeSpecificDiffs = (1<<4), All = NodeExistance | NodeMovement | NodeComment | NodePins | NodeSpecificDiffs, }


className: EDiffFlags

description: Flags controlling while operations should be included in the diff

code: struct EDiffFlags


className: EDiffMode

description: What kind of diff are we performing

code: enum EDiffMode { Additive, Subtractive, }


description:
Looks through the supplied graph for a node that best matches the one specified. Sometimes (when diffing separate assets) there could be more than one possible match, so providing a list of already matched nodes helps us narrow it down (and prevents us from matching one node with multiple others).
A pair of nodes (including the supplied one) that best match each other (one may be nullptr if no match was found).

code: static [FNodeMatch](API\Editor\GraphEditor\FGraphDiffControl\FNodeMatch) FindNodeMatch ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * OldGraph, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * NewNode, [TArray](API\Runtime\Core\Containers\TArray)< [FNodeMatch](API\Editor\GraphEditor\FGraphDiffControl\FNodeMatch) > const & PriorMatches )


className: FNodeDiffContext

description: A struct holding the context data for a node diff

code: struct FNodeDiffContext

bIsRootNode

description: True if this node is a root node in the graph, false if this node is nested within another node

DiffFlags

description: What items should be included in the diff?

DiffMode

type: EDiffMode

description: What kind of diff are we performing?

NodeTypeDisplayName

type: FText

description: Display name used when showing the node type in messages


description:
Looks at the two node members and compares them to see if there are any differences. If one of the nodes is nullptr, then this will return true with aEDiffType::NODE_ADDEDresult.
True if there were differences found, false if the two nodes are identical.

code: bool Diff &40; const FNodeDiffContext & DiffContext, TArray< FDiffSingleResult > &42; DiffsResultsOut &41; const


code: bool Diff &40; const FNodeDiffContext & DiffContext, FDiffResults & DiffsOut &41; const


description:
Checks to see if this is a valid match.
False if NewNode or OldNode is nullptr, true if both are valid.

code: bool IsValid&40;&41; const


className: FNodeMatch

description: A struct to represent a found pair of nodes that match each other (for comparisons sake)

code: struct FNodeMatch


description: Computes an object path for a specific graph, relative to the blueprint/asset root

code: static [FString](API\Runtime\Core\Containers\FString) GetGraphPath ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph )


description: Returns true if the two Nodes are the same

code: static bool IsNodeMatch ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node1, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node2, bool bExactOnly, [TArray](API\Runtime\Core\Containers\TArray)< [FGraphDiffControl::FNodeMatch](API\Editor\GraphEditor\FGraphDiffControl\FNodeMatch) > const * Exclusions )


className: FGraphDiffControl

description: Used to find differences between revisions of a graph.

code: class FGraphDiffControl


code: static const [FGraphEditorCommandsImpl](API\Editor\GraphEditor\FGraphEditorCommandsImpl) & Get()


className: FGraphEditorCommands

code: class FGraphEditorCommands


className: FQuickJumpCommandInfo

description: Quick jump commands.

code: struct FQuickJumpCommandInfo

ClearQuickJump

type: TSharedPtr<FUI...


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUICommandInfo](API\Runtime\Slate\Framework\Commands\FUICommandInfo) > GetFindReferences() const


description: Pure virtual to override; describe and instantiate the commands in here by using the UI COMMAND macro.

code: virtual void RegisterCommands()


code: virtual ~FGraphEditorCommandsImpl()


className: FGraphEditorCommandsImpl

code: class FGraphEditorCommandsImpl : public [TCommands< FGraphEditorCommandsImpl >](API\Runtime\Slate\Framework\Commands\TCommands)

AddExecutionPin

description: Execution sequence specific commands.

AddOptionPin

description: Select node specific commands.

AddParentNode

description: Event / Function Entry commands.

AlignNodesTop

description: Alignment commands.

BreakThisLink

description: Pin-specific actions.

CollapseNodes

description: Encapsulation commands.

CreateComment

description: Create a comment node

CreateMatchingFunction

description: CallFunction commands.

EnableNodes

description: Enable/disable commands.

FindReferences

description: Find references.

GoToDefinition

description: Jumps to the definition of the selected node (or otherwise focuses something interesting about that node, e.g., the inner graph for a collapsed graph)

GoToDocumentation

description: Go to node documentation.

QuickJumpCommands

type: TArray<FQuickJ...

RemoveBreakpoint

description: Debugging commands.

RemoveThisStructVarPin

description: SetFieldsInStruct specific commands.

ShowAllPins

description: Pin visibility modes.

SummonCreateNodeMenu

description: Open the context menu at last known mouse position.

ZoomIn

description: Zoom in and out on the graph editor.


description: Constructs the window and widget if applicable

code: virtual void Construct()


code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) DroppedOnAction ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< struct [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > Action )


code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) DroppedOnCategory ( [FText](API\Runtime\Core\Internationalization\FText) Category )


code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) DroppedOnNode ( FVector2D ScreenPosition, FVector2D GraphPosition )


code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) DroppedOnPanel ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & Panel, FVector2D ScreenPosition, FVector2D GraphPosition, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph )


code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) DroppedOnPin ( FVector2D ScreenPosition, FVector2D GraphPosition )


code: virtual [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) GetErrorIconVisible() const


code: [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetHoveredGraph() const


code: [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * GetHoveredNode() const


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetHoveredPin() const


code: virtual [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) GetIconVisible() const


description: Interface to override.

code: virtual void HoverTargetChanged()


code: static const [FString](API\Runtime\Core\Containers\FString) & GetTypeId()


description: Checks whether this drag and drop operation can cast safely to the specified type.

code: virtual bool IsOfTypeImpl ( const [FString](API\Runtime\Core\Containers\FString) & Type ) const


code: void SetDropTargetValid ( bool bValid )


code: void SetFeedbackMessage ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & Message )


code: virtual bool IsSupportedBySchema ( const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * Schema ) const


code: void SetHoveredAction ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< struct [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > Action )


code: void SetHoveredGraph ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SGraphPanel](API\Editor\GraphEditor\SGraphPanel) > & InGraph )


code: void SetHoveredNode ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SGraphNode](API\Editor\GraphEditor\SGraphNode) > & InNode )


code: void SetHoveredCategoryName ( const [FText](API\Runtime\Core\Internationalization\FText) & InHoverCategoryName )


code: void SetHoveredNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InNode )


code: void SetHoveredPin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin )


code: void SetSimpleFeedbackMessage ( const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * Icon, const [FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) & IconColor, const [FText](API\Runtime\Core\Internationalization\FText) & Message, const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * SecondaryIcon, const [FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) SecondaryColor )


className: FGraphEditorDragDropAction

description: Base class for drag-drop actions that pass into the graph editor and perform an action when dropped.

code: class FGraphEditorDragDropAction : public [FDragDropOperation](API\Runtime\SlateCore\Input\FDragDropOperation)

bDropTargetValid

type: bool

description: Drop target status

HoveredAction

type: TWeakPtr< struc...

description: Action we are hovering over.

HoveredCategoryName

description: Name of category we are hovering over.


description: Delegates to be called to extend the graph menus

code: typedef TBaseDelegate_FiveParams< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) >, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) >, const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) *, const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) *, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) *, bool > FGraphEditorMenuExtender_SelectedNode


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


className: FGraphEditorModule

description: Graph editor public interface

code: class FGraphEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


code: FGraphInformationPopupInfo ( const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * InIcon, [FLinearColor](API\Runtime\Core\Math\FLinearColor) InBackgroundColor, const [FString](API\Runtime\Core\Containers\FString) & InMessage )


className: FGraphInformationPopupInfo

description: Entry for an information popup in the node panel.

code: struct FGraphInformationPopupInfo

BackgroundColor

type: FLinearColor

Icon

type: constFSlateBru...

Message

type: FString


description: Create a pin connection factory for the supplied schema

code: virtual [FConnectionDrawingPolicy](API\Editor\GraphEditor\FConnectionDrawingPolicy) * CreateConnectionPolicy ( const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * Schema, int32 InBackLayerID, int32 InFrontLayerID, float ZoomFactor, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & InClippingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & InDrawElements, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraphObj )


description: Create a widget for the supplied node

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SGraphNode](API\Editor\GraphEditor\SGraphNode) > CreateNodeWidget ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InNode )


description: Create a widget for the supplied pin

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SGraphPin](API\Editor\GraphEditor\SGraphPin) > CreatePinWidget ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin )


className: FGraphNodeFactory

code: class FGraphNodeFactory


description: Find a pin widget in the specified panel from this handle

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [SGraphPin](API\Editor\GraphEditor\SGraphPin) > FindInGraphPanel ( const class [SGraphPanel](API\Editor\GraphEditor\SGraphPanel) & InPanel ) const


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetPinObj ( const [SGraphPanel](API\Editor\GraphEditor\SGraphPanel) & InPanel ) const


code: bool operator== ( const [FGraphPinHandle](API\Editor\GraphEditor\FGraphPinHandle) & Other ) const


description: Constructor

code: FGraphPinHandle ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin )


description: Default constructor Will contain a invalid node and pin GUID andIsValid()will return false.

code: FGraphPinHandle()


className: FGraphPinHandle

description: A handle to a pin, defined by its owning node's GUID, and the pin's name. Used to reference a pin without referring to its widget

code: struct FGraphPinHandle

NodeGuid

type: FGuid

description: The GUID of the node to which this pin belongs

PinId

description: The GUID of the pin we are referencing


code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) DroppedOnPanel ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & Panel, FVector2D ScreenPosition, FVector2D GraphPosition, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph )


code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) DroppedOnPin ( FVector2D ScreenPosition, FVector2D GraphPosition )


code: virtual void GetDefaultStatusSymbol ( const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) *& PrimaryBrushOut, [FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) & IconColorOut, [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) const *& SecondaryBrushOut, [FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) & SecondaryColorOut ) const


code: static const [FString](API\Runtime\Core\Containers\FString) & GetTypeId()


description: Interface to override.

code: virtual void HoverTargetChanged()


code: virtual bool IsOfTypeImpl ( const [FString](API\Runtime\Core\Containers\FString) & Type ) const


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FGraphSchemaActionDragDropAction](API\Editor\GraphEditor\FGraphSchemaActionDragDropAction) > New ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > InActionNode )


className: FGraphSchemaActionDragDropAction

description: Drag-drop action where anFEdGraphSchemaActionshould be performed when dropped.

code: class FGraphSchemaActionDragDropAction : public [FGraphEditorDragDropAction](API\Editor\GraphEditor\FGraphEditorDragDropAction)

SourceAction

type: TSharedPtr<FEd...


description: Pure virtual that must be overloaded by the inheriting class. Use this method to serialize any UObjects contained that you wish to keep around.

code: virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


description: Returns true if any nodes are selected

code: bool AreAnyNodesSelected() const


description: Handle the selection mechanics when a node is clicked on.

code: void ClickedOnNode ( SelectedItemType Node, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


description: Reset the selection state of all nodes

code: void ClearSelectionSet()


description: Overload this method to report a name for your referencer

code: virtual [FString](API\Runtime\Core\Containers\FString) GetReferencerName() const


description: the set of selected nodes

code: const FGraphPanelSelectionSet & GetSelectedNodes() const


description: true if Node is selected; false otherwise

code: bool IsNodeSelected ( SelectedItemType Node ) const


description: Select just the specified node

code: void SelectSingleNode ( SelectedItemType Node )


description: Add or remove a node from the selection set

code: void SetNodeSelection ( SelectedItemType Node, bool bSelect )


description: Handle the selection mechanics of starting to drag a node.

code: void StartDraggingNode ( SelectedItemType NodeBeingDragged, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


description: Changes the selection set to contain exactly all of the passed in nodes

code: void SetSelectionSet ( FGraphPanelSelectionSet & NewSet )


className: FGraphSelectionManager

code: struct FGraphSelectionManager : public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject)

OnSelectionChanged

description: Invoked when the selected graph nodes have changed.

SelectedNodes

type: TSet<TObjectPt...


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [SGraphPin](API\Editor\GraphEditor\SGraphPin) > GetBestPinWidget ( const class [SGraphPanel](API\Editor\GraphEditor\SGraphPanel) & InGraphPanel ) const


code: bool GetCloseToSpline() const


code: float GetDistanceSquared() const


code: bool GetPins ( const class [SGraphPanel](API\Editor\GraphEditor\SGraphPanel) & InGraphPanel, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) *& OutPin1, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) *& OutPin2 ) const


code: void GetPinWidgets ( const class [SGraphPanel](API\Editor\GraphEditor\SGraphPanel) & InGraphPanel, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [SGraphPin](API\Editor\GraphEditor\SGraphPin) > & OutPin1, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [SGraphPin](API\Editor\GraphEditor\SGraphPin) > & OutPin2 ) const


code: void SetCloseToSpline ( bool InCloseToSpline )


code: FGraphSplineOverlapResult ( bool InCloseToSpline )


code: FGraphSplineOverlapResult ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin1, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin2, float InDistanceSquared, float InDistanceSquaredToPin1, float InDistanceSquaredToPin2, bool InCloseToSpline )


className: FGraphSplineOverlapResult

code: struct FGraphSplineOverlapResult

BestPinHandle

type: FGraphPinHandle

DistanceSquared

type: float


description:
Checks that the specified nodes are connected in the graph directly by an exec pin.
True if the two nodes are connected in the graph, otherwise false.

code: bool AreNodesGraphicallySequential ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InputNode, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * OutputNode ) const


code: virtual void BuildExecutionRoadmap()


description:
This function recursively searches for any pins feeding the OutputPin (or the OutputPin itself); it looks for a pin on a non-reroute node (one that is listed in NodeExecutionList).
Null if OutputPin did not cause the invocation of the node in question, otherwise a valid time pair denoting when the node was executed.

code: [FTimePair](API\Editor\GraphEditor\FKismetConnectionDrawingPolicy\FTimePair) const * BackTraceExecPath ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) const *const OutputPin, [FExecPairingMap](API\Editor\GraphEditor\FKismetConnectionDrawingPolicy\FExecPairingMap) const *const NodeExecutionList )


code: void CalculateEnvelopeAlphas ( double ExecutionTime, float & AttackAlpha, float & SustainAlpha ) const


code: virtual bool CanBuildRoadmap() const


description: Determines if the given Blueprint context has a valid object for debugging.

code: bool CanBuildRoadmap ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * TargetBP ) const


code: virtual void DetermineStyleOfExecWire ( float & Thickness, [FLinearColor](API\Runtime\Core\Math\FLinearColor) & WireColor, bool & bDrawBubbles, const [FTimePair](API\Editor\GraphEditor\FKismetConnectionDrawingPolicy\FTimePair) & Times )


description: Give specific editor modes a chance to highlight this connection or darken non-interesting connections.

code: virtual void DetermineWiringStyle ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputPin, [FConnectionParams](API\Editor\GraphEditor\FConnectionParams) & Params )


code: virtual void Draw ( [TMap](API\Runtime\Core\Containers\TMap)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) >, [FArrangedWidget](API\Runtime\SlateCore\Layout\FArrangedWidget) > & PinGeometries, [FArrangedChildren](API\Runtime\SlateCore\Layout\FArrangedChildren) & ArrangedNodes )


className: FExecPairingMap

description: Map of exec-pins to a pair of execution times (holds timing info for the owning-node, paired with a time of execution for the linked node)... only one timing-pair per pin because exec outputs can only connect to one node

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) *, [FTimePair](API\Editor\GraphEditor\FKismetConnectionDrawingPolicy\FTimePair) > FExecPairingMap


code: bool FindPinCenter ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, FVector2D & OutCenter ) const


code: bool GetAverageConnectedPosition ( class [UK2Node_Knot](API\Editor\BlueprintGraph\UK2Node_Knot) * Knot, EEdGraphPinDirection Direction, FVector2D & OutPos ) const


className: FTimePair

description: Times for one execution pair within the current graph.

code: struct FTimePair

PredExecTime

type: double


description: Determines the target Blueprint for querying the active debugging context.

code: [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * GetTargetBlueprint() const


code: virtual void ResetIncompatiblePinDrawState ( const [TSet](API\Runtime\Core\Containers\TSet)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > > & VisiblePins )


code: virtual void SetIncompatiblePinDrawState ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SGraphPin](API\Editor\GraphEditor\SGraphPin) > & StartPin, const [TSet](API\Runtime\Core\Containers\TSet)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > > & VisiblePins )


description: Should this wire be treated as an execution pin, querying the execution trace for connected nodes to draw it differently?

code: virtual bool TreatWireAsExecutionPin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputPin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPin ) const


code: FKismetConnectionDrawingPolicy ( int32 InBackLayerID, int32 InFrontLayerID, float ZoomFactor, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & InClippingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & InDrawElements, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraphObj )


code: bool ShouldChangeTangentForKnot ( class [UK2Node_Knot](API\Editor\BlueprintGraph\UK2Node_Knot) * Knot )


className: FKismetConnectionDrawingPolicy

description: This class draws the connections for anUEdGraphusing a K2-based schema.

code: class FKismetConnectionDrawingPolicy : public [FConnectionDrawingPolicy](API\Editor\GraphEditor\FConnectionDrawingPolicy)

GraphObj

type: UEdGraph*

KnotToReversedDirectionMap

type: TMap< classUK2...

description: Each time a knot is encountered, input geometry is compared to output geometry to see if the pins on the knot need to be reversed.

PredecessorPins

type: TMap<UEdGraphN...

description: Map of executed nodes, and the execution pins that lead to them being ran.


description: Given a mouse event, figure out what the marquee selection should do based on the state of Shift and Ctrl keys

code: static [FMarqueeOperation::Type](API\Editor\GraphEditor\FMarqueeOperation\Type) OperationTypeFromMouseEvent ( const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


code: void Start ( const FVector2D & InStartLocation, [FMarqueeOperation::Type](API\Editor\GraphEditor\FMarqueeOperation\Type) InOperationType )


className: Type

code: enum Type { Remove, Add, Replace, Invert, Toggle, Add, Replace, }


className: FMarqueeOperation

description: Helper for managing marquee operations

code: struct FMarqueeOperation

AffectedNodes

type: FGraphPanelSele...

description: Nodes that will be selected or unselected by the current marquee operation

type: TSet< classUOb...

Operation

type: enumFMarqueeOp...

Rect

type: FMarqueeRect

description: The marquee rectangle being dragged by the user


description: Create a pin connection factory for the supplied schema

code: static [FConnectionDrawingPolicy](API\Editor\GraphEditor\FConnectionDrawingPolicy) * CreateConnectionPolicy ( const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * Schema, int32 InBackLayerID, int32 InFrontLayerID, float ZoomFactor, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & InClippingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & InDrawElements, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraphObj )


description: Create a K2 schema default widget for the supplied pin

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SGraphPin](API\Editor\GraphEditor\SGraphPin) > CreateK2PinWidget ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin )


description: Create a widget for the supplied node

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SGraphNode](API\Editor\GraphEditor\SGraphNode) > CreateNodeWidget ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InNode )


description: Create a widget for the supplied pin

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SGraphPin](API\Editor\GraphEditor\SGraphPin) > CreatePinWidget ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin )


className: FNodeFactory

description: Class that decides which widget type to create for a given data object

code: class FNodeFactory


className: FNodeInfoContext

description: Context passed in when getting popup info.

code: struct FNodeInfoContext

bSelected

type: bool


code: FOverlayBrushInfo ( const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * InBrush, float HorizontalBounce )


code: FOverlayBrushInfo ( const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * InBrush )


className: FOverlayBrushInfo

description: Entry for an overlay brush in the node panel.

code: struct FOverlayBrushInfo

AnimationEnvelope

description: Scale of animation to apply

Brush

description: Brush to draw

OverlayOffset

description: Offset origin of the overlay from the widget


code: FOverlayWidgetInfo ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > InWidget )


className: FOverlayWidgetInfo

description: Entry for an overlay widget in the node panel.

code: struct FOverlayWidgetInfo

Widget

type: TSharedPtr<SWi...

description: Widget to use


code: static const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > ProcessOperator ( const [FStrataMaterialCompilationOutput](API\Runtime\Engine\Rendering\FStrataMaterialCompilationOutput) & CompilationOutput )


code: static void GetPinColor ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SGraphPin](API\Editor\GraphEditor\SGraphPin) > & Out, const [UMaterialGraphNode](API\Editor\UnrealEd\MaterialGraph\UMaterialGraphNode) * InNode )


code: static const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > ProcessOperator ( const [FStrataMaterialCompilationOutput](API\Runtime\Engine\Rendering\FStrataMaterialCompilationOutput) & CompilationOutput, const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid )


className: FSubstrateWidget

code: struct FSubstrateWidget


description: the optimal(1:1) zoom level value, default zoom level for the graph

code: int32 GetDefaultZoomLevel() const


description: nearest ZoomLevel mapping for provided scale value

code: int32 GetNearestZoomLevel ( float InZoomAmount ) const


description: associated LOD value

code: [EGraphRenderingLOD::Type](API\Editor\GraphEditor\EGraphRenderingLOD__Type) GetLOD ( int32 InZoomLevel ) const


description: count of supported zoom levels

code: int32 GetNumZoomLevels() const


description: associated scaling value

code: float GetZoomAmount ( int32 InZoomLevel ) const


description: associated friendly name

code: [FText](API\Runtime\Core\Internationalization\FText) GetZoomText ( int32 InZoomLevel ) const


description: Necessary for Mac OS X to compile 'delete;'.

code: virtual ~FZoomLevelsContainer()


className: FZoomLevelsContainer

description: Interface for ZoomLevel values Provides mapping for a range of virtual ZoomLevel values to actual node scaling values

code: struct FZoomLevelsContainer


code: FString GetDisplayName&40;&41; const


code: FObjectUUIDPair &40; class UObject &42; InObject, int32 InUUID &41;


className: FObjectUUIDPair

code: struct FObjectUUIDPair

Object

type: UObject*


code: FKismetNodeInfoContext ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph )


className: FKismetNodeInfoContext

description: Context used to aid debugging displays for nodes.

code: struct FKismetNodeInfoContext : public [FNodeInfoContext](API\Editor\GraphEditor\FNodeInfoContext)

ActiveObjectBeingDebugged

description: Object being debugged for the graph.

NodesWithActiveLatentActions

type: TMap< classUEd...

SourceBlueprint

type: UBlueprint*...

description: Source blueprint for the graph.

WatchedNodeSet

type: TSet<UEdGraphN...

description: Set of nodes with a pin that is being watched.

WatchedPinSet

type: TSet<UEdGraphP...

description: Set of pins with watches.


className: BreakpointHitColor

code: static const [FLinearColor](API\Runtime\Core\Math\FLinearColor) BreakpointHitColor;


description: Override this to provide support for an 'expensive' tooltip widget that is only built on demand

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SToolTip](API\Runtime\Slate\Widgets\SToolTip) > GetComplexTooltip()


description: Used by GetDiffHighlights to generate outlines for diffed nodes

code: virtual void GetDiffHighlightBrushes ( const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) *& BackgroundOut, const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) *& ForegroundOut ) const


description: Get title in compact mode


description: Populate the popups array with any popups to render

code: virtual void GetNodeInfoPopups ( [FNodeInfoContext](API\Editor\GraphEditor\FNodeInfoContext) * Context, [TArray](API\Runtime\Core\Containers\TArray)< [FGraphInformationPopupInfo](API\Editor\GraphEditor\FGraphInformationPopupInfo) > & Popups ) const


description: Populate the brushes array with any overlay brushes to render

code: virtual void GetOverlayBrushes ( bool bSelected, const FVector2D WidgetSize, [TArray](API\Runtime\Core\Containers\TArray)< [FOverlayBrushInfo](API\Editor\GraphEditor\FOverlayBrushInfo) > & Brushes ) const


description: Retrieves text to tack on to the top of the tooltip (above the standard text)


description: The brush to use for drawing the shadow for this node

code: virtual const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetShadowBrush ( bool bSelected ) const


code: void PerformSecondPassLayout ( const [TMap](API\Runtime\Core\Containers\TMap)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SNode](API\Editor\GraphEditor\SNodePanel\SNode__ctor) > > & NodeToWidgetLookup ) const


className: PinnedWatchColor

code: static const [FLinearColor](API\Runtime\Core\Math\FLinearColor) PinnedWatchColor;


className: LatentBubbleColor

code: static const [FLinearColor](API\Runtime\Core\Math\FLinearColor) LatentBubbleColor;


description: Returns true if this node is dependent on the location of other nodes (it can only depend on the location of first-pass only nodes)

code: virtual bool RequiresSecondPassLayout() const


description: Set up node in 'standard' mode

code: void UpdateStandardNode()


className: TimelineBubbleColor

code: static const [FLinearColor](API\Runtime\Core\Math\FLinearColor) TimelineBubbleColor;


description: Update this GraphNode to match the data that it is observing

code: virtual void UpdateGraphNode()


description: Set up node in 'compact' mode

code: void UpdateCompactNode()


code: class SGraphNodeK2Base : public [SGraphNode](API\Editor\GraphEditor\SGraphNode)


code: void Construct ( const [FArguments](API\Editor\GraphEditor\KismetNodes\SGraphNodeK2Composite\FArguments) & InArgs, [UK2Node_Composite](API\Editor\BlueprintGraph\UK2Node_Composite) * InNode )


code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateNodeBody()


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

code: struct FArguments : public [TSlateBaseNamedArgs< SGraphNodeK2Composite >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SToolTip](API\Runtime\Slate\Widgets\SToolTip) > GetComplexTooltip()


code: virtual [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetInnerGraph() const


code: class SGraphNodeK2Composite : public [SGraphNodeK2Base](API\Editor\GraphEditor\KismetNodes\SGraphNodeK2Base)


code: void Construct ( const [FArguments](API\Editor\GraphEditor\KismetNodes\SGraphNodeK2Default\FArguments) & InArgs, [UK2Node](API\Editor\BlueprintGraph\UK2Node) * InNode )


code: struct FArguments : public [TSlateBaseNamedArgs< SGraphNodeK2Default >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


code: class SGraphNodeK2Default : public [SGraphNodeK2Base](API\Editor\GraphEditor\KismetNodes\SGraphNodeK2Base)


description: Add a new pin to this graph node. The pin must be newly created.

code: virtual void AddPin ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SGraphPin](API\Editor\GraphEditor\SGraphPin) > & PinToAdd )


code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateTitleWidget ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SNodeTitle](API\Editor\GraphEditor\SNodeTitle) > NodeTitle )


code: virtual void SetDefaultTitleAreaWidget ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SOverlay](API\Runtime\SlateCore\Widgets\SOverlay) > DefaultTitleAreaWidget )


description: Should we use low-detail node titles?

code: virtual bool UseLowDetailNodeTitles() const


code: class SGraphNodeK2Event : public [SGraphNodeK2Default](API\Editor\GraphEditor\KismetNodes\SGraphNodeK2Default)


code: void Construct ( const [FArguments](API\Editor\GraphEditor\KismetNodes\SGraphNodeK2Var\FArguments) & InArgs, [UK2Node](API\Editor\BlueprintGraph\UK2Node) * InNode )