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


description:
Override to provide a default category for specific node types to be listed under.
A localized category string (or an empty string if you want this node listed at the menu's root).

module: BlueprintGraph

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const


description: Gets a list of actions that can be done to this particular node

code: virtual void GetNodeContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const


code: virtual int32 GetNodeRefreshPriority() const


description: Gets the name of this node, shown in title bar

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


description: Helper function to return the result pin

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


description:
NOTE: This is not the same as a node identification GUID, two node instances can have the same signature (if both call the same function, etc.).
A signature struct, discerning this node from others.

code: virtual [FBlueprintNodeSignature](API\Editor\BlueprintGraph\FBlueprintNodeSignature) GetSignature() const


description: Helper function to return the array pin

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


description: Gets the tooltip to display when over the node

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


description: Does the node context menu inherit parent class's menu

code: virtual bool IncludeParentNodeContextMenu() const


description: Determine if the node of this type should be filtered in the actions menu

code: virtual bool IsActionFilteredOut ( class [FBlueprintActionFilter](API\Editor\BlueprintGraph\FBlueprintActionFilter) const & Filter )


description: true, is pins cannot be connected due to node's inner logic, put message for user in OutReason

code: virtual bool IsConnectionDisallowed ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * MyPin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OtherPin, [FString](API\Runtime\Core\Containers\FString) & OutReason ) const


description: Returns whether this node is considered 'pure' by the compiler

code: virtual bool IsNodePure() const


description: Called when the connection list of one of the pins of this node is changed in the editor, after the pin has had it's literal cleared

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


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

code: virtual void PostReconstructNode()


description: Sets weather we want the array item returned as a reference or by value (as a copy)

code: void SetDesiredReturnType ( bool bAsReference )


description: Should draw compact

code: virtual bool ShouldDrawCompact() const


code: class UK2Node_GetArrayItem : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)


description:
Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).

code: virtual void AllocateDefaultPins()


className: ClassPinName

description: Class pin name


code: virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const


description: Creates the full set of output pins (properties) from the given input class.

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


description: Expands a node while compiling, which may add additional nodes or delete this node

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


description: Finds and returns the class input pin from the current set of pins.

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


description: Finds and returns the class input pin.

code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FindClassPin ( const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & FromPins ) const


description: Retrieves the current input class type.

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


description: Determines the input class type from the given pin.

code: [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetInputClass ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin ) 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: UK2Node_GetArrayItem ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description:
Override to provide a default category for specific node types to be listed under.
A localized category string (or an empty string if you want this node listed at the menu's root).

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const


description: Gets the name of this node, shown in title bar

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


description: Returns whether or not this node has dependencies on an external structure If OptionalOutput isn't null, it should be filled with the known dependencies objects (Classes, Structures, Functions, etc).

code: virtual bool HasExternalDependencies ( [TArray](API\Runtime\Core\Containers\TArray)< class [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * > * OptionalOutput ) const


code: virtual bool IsNodePure() const


code: void OnBlueprintClassModified ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * TargetBlueprint )


description: Will be called whenever the class pin selector changes its value.

code: void OnClassPinChanged()


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 )


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

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


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called. This method is not called when a node is reconstructed, etc...

code: virtual void PostPlacedNewNode()


description: This is called when a property is about to be modified externally

code: virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )


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 )


description: Return whether the node's properties display in the blueprint details panel

code: virtual bool ShouldShowNodeProperties() const


description: Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.

code: virtual void ValidateNodeDuringCompilation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) const


code: UK2Node_GetClassDefaults ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_GetClassDefaults : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)


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

code: virtual void EarlyValidation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) const


description: Expands a node while compiling, which may add additional nodes or delete this node

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


description: Get the Data Table input pin

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


description: Get the type of the TableRow to return

code: [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetDataTableRowStructType() const


description: Icon to use in menu or on node

code: virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) const


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


description:
Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).

code: virtual void AllocateDefaultPins()


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


description: Get the result output pin

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


description: Get the return type of our struct


description: Get the spawn transform input pin

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


description: Get the exec output pin for when the row was not found

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


description: Get the then output pin

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


description: Gets the tooltip to display when over the node

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


description: true, is pins cannot be connected due to node's inner logic, put message for user in OutReason

code: virtual bool IsConnectionDisallowed ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * MyPin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OtherPin, [FString](API\Runtime\Core\Containers\FString) & OutReason ) const


description:
Query if this is a node that is safe to ignore (e.g., a comment node or other non-structural annotation that can be pruned with no warnings).
true if node safe to ignore.

code: virtual bool IsNodeSafeToIgnore() const


description: Called when the connection list of one of the pins of this node is changed in the editor, after the pin has had it's literal cleared

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


code: void OnDataTableRowListChanged ( const [UDataTable](API\Runtime\Engine\Engine\UDataTable) * DataTable )


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 )


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

code: virtual void PostReconstructNode()


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

code: virtual void PreloadRequiredAssets()


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


code: UK2Node_GetDataTableRow ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_GetDataTableRow : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)


code: virtual void AllocateDefaultPins()


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


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


description:
Override to provide a default category for specific node types to be listed under.
A localized category string (or an empty string if you want this node listed at the menu's root).

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const


description: Determine if the node of this type should be filtered in the actions menu

code: virtual bool IsActionFilteredOut ( class [FBlueprintActionFilter](API\Editor\BlueprintGraph\FBlueprintActionFilter) const & Filter )


code: virtual void ValidateNodeDuringCompilation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) const


code: class UK2Node_GetEditorSubsystem : public [UK2Node_GetSubsystem](API\Editor\BlueprintGraph\UK2Node_GetSubsystem)


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


code: class UK2Node_GetEngineSubsystem : public [UK2Node_GetSubsystem](API\Editor\BlueprintGraph\UK2Node_GetSubsystem)


code: virtual void EarlyValidation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) const


description: Return title if drawing this node in 'compact' mode

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetCompactNodeTitle() const


code: virtual [FName](API\Runtime\Core\UObject\FName) GetFunctionName() const


code: [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * GetEnum() const


description: Icon to use in menu or on node

code: virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) const


code: virtual int32 GetNodeRefreshPriority() const


description: Gets the name of this node, shown in title bar

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


code: virtual bool IsConnectionDisallowed ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * MyPin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OtherPin, [FString](API\Runtime\Core\Containers\FString) & OutReason ) const


description: Returns whether this node is considered 'pure' by the compiler

code: virtual bool IsNodePure() const


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


code: virtual void PostReconstructNode()


description: Should draw compact

code: virtual bool ShouldDrawCompact() const


code: UK2Node_GetEnumeratorName ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_GetEnumeratorName : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)


code: virtual void AllocateDefaultPins()


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


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


code: UK2Node_GetEnumeratorNameAsString ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_GetEnumeratorNameAsString : public [UK2Node_GetEnumeratorName](API\Editor\BlueprintGraph\UK2Node_GetEnumeratorName)


description: Returns which dynamic binding class (if any) to use for this node.

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


description: Icon to use in menu or on node

code: virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) const


description:
NOTE: This is not the same as a node identification GUID, two node instances can have the same signature (if both call the same function, etc.).
A signature struct, discerning this node from others.

code: virtual [FBlueprintNodeSignature](API\Editor\BlueprintGraph\FBlueprintNodeSignature) GetSignature() const


code: void Initialize ( const [FKey](API\Runtime\InputCore\FKey) AxisKey )


description: Determine if a node of this type can be created for the specified graph.

code: virtual bool IsCompatibleWithGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) const * Graph ) const


description: Puts information about this node into the dynamic binding object.

code: virtual void RegisterDynamicBinding ( [UDynamicBlueprintBinding](API\Runtime\Engine\Engine\UDynamicBlueprintBinding) * BindingObject ) const


description: Return whether the node's properties display in the blueprint details panel

code: virtual bool ShouldShowNodeProperties() const


description: Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.

code: virtual void ValidateNodeDuringCompilation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) const


code: UK2Node_GetInputAxisKeyValue ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_GetInputAxisKeyValue : public [UK2Node_CallFunction](API\Editor\BlueprintGraph\UK2Node_CallFunction)

bConsumeInput

type: uint32: 1

description: Prevents actors with lower priority from handling this input.

bExecuteWhenPaused

description: Should the binding gather input even when the game is paused.

InputAxisKey

type: FKey


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


code: void Initialize ( const [FName](API\Runtime\Core\UObject\FName) AxisName )


code: UK2Node_GetInputAxisValue ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_GetInputAxisValue : public [UK2Node_CallFunction](API\Editor\BlueprintGraph\UK2Node_CallFunction)

InputAxisName

type: FName


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


description: Gets the tooltip to display when over the node

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


code: UK2Node_GetInputVectorAxisValue ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_GetInputVectorAxisValue : public [UK2Node_GetInputAxisKeyValue](API\Editor\BlueprintGraph\UK2Node_GetInputAxisKeyValue)


description:
Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).

code: virtual void AllocateDefaultPins()


description: Expands a node while compiling, which may add additional nodes or delete this node

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


code: virtual [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * GetEnum() const


description: Icon to use in menu or on node

code: virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const


code: virtual bool IsNodePure() const


code: virtual void ReloadEnum ( class [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * InEnum )


code: virtual bool ShouldBeReconstructedAfterEnumChanged() const


code: UK2Node_GetNumEnumEntries ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_GetNumEnumEntries : public [UK2Node](API\Editor\BlueprintGraph\UK2Node), public [INodeDependingOnEnumInterface](API\Editor\BlueprintGraph\INodeDependingOnEnumInterface)

Enum

type: TObjectPtr<UEn...


description: Returns true if it is possible to jump to the definition of this node (e.g., if it's a variable get or a function call)

code: virtual bool CanJumpToDefinition() const


code: virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const


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


description: Get the blueprint input pin

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


description: This function returns an arbitrary number of attributes that describe this node for analytics events

code: virtual void GetNodeAttributes ( [TArray](API\Runtime\Core\Containers\TArray)< [TKeyValuePair](API\Runtime\Core\Templates\TKeyValuePair)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) >> & OutNodeAttributes ) const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


description: Gets the draw color of a node's title bar

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const


description: Get the result output pin

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


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


description: Get the world context input pin, can return NULL

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


code: void Initialize ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * NodeClass )


code: virtual bool IsCompatibleWithGraph ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TargetGraph ) const


description: Returns whether this node is considered 'pure' by the compiler

code: virtual bool IsNodePure() const


description:
Query if this is a node that is safe to ignore (e.g., a comment node or other non-structural annotation that can be pruned with no warnings).
true if node safe to ignore.

code: virtual bool IsNodeSafeToIgnore() const


description: Jump to the definition of this node (should only be called ifCanJumpToDefinition()return true)

code: virtual void JumpToDefinition() const


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 )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Should draw compact

code: virtual bool ShouldDrawCompact() const


code: class UK2Node_GetSubsystem : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)

CustomClass

type: TSubclassOf<US...


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


code: virtual void AllocateDefaultPins()


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


description:
Override to provide a default category for specific node types to be listed under.
A localized category string (or an empty string if you want this node listed at the menu's root).

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const


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


code: class UK2Node_GetSubsystemFromPC : public [UK2Node_GetSubsystem](API\Editor\BlueprintGraph\UK2Node_GetSubsystem)


description: Get the condition pin

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


code: virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const


description: Get the return value pin

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


description: Icon to use in menu or on node

code: virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) const


code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const


description: Gets the name of this node, shown in title bar

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


description: Get the then output pin

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


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


code: UK2Node_IfThenElse ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_IfThenElse : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)


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


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > GetEventNodeAction ( const [FText](API\Runtime\Core\Internationalization\FText) & ActionCategory )


description: Get the 'pressed' input pin

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


description: Get the 'released' input pin

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


description:
NOTE: This is not the same as a node identification GUID, two node instances can have the same signature (if both call the same function, etc.).
A signature struct, discerning this node from others.

code: virtual [FBlueprintNodeSignature](API\Editor\BlueprintGraph\FBlueprintNodeSignature) GetSignature() const


description: Determine if a node of this type can be created for the specified graph.

code: virtual bool IsCompatibleWithGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) const * Graph ) const


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Return whether the node's properties display in the blueprint details panel

code: virtual bool ShouldShowNodeProperties() const


description: Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.

code: virtual void ValidateNodeDuringCompilation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) const


code: UK2Node_InputAction ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_InputAction : public [UK2Node](API\Editor\BlueprintGraph\UK2Node), public [IK2Node_EventNodeInterface](API\Editor\BlueprintGraph\IK2Node_EventNodeInterface)

bConsumeInput

description: Prevents actors with lower priority from handling this input.

bExecuteWhenPaused

description: Should the binding execute even when the game is paused.

bOverrideParentBinding

description: Should any bindings to this event in parent classes be removed.


description: Returns which dynamic binding class (if any) to use for this node.

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


description: Puts information about this node into the dynamic binding object.

code: virtual void RegisterDynamicBinding ( [UDynamicBlueprintBinding](API\Runtime\Engine\Engine\UDynamicBlueprintBinding) * BindingObject ) const


code: UK2Node_InputActionEvent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_InputActionEvent : public [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event)

InputKeyEvent

type: TEnumAsByte< EI...


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: virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


description: Gets the tooltip to display when over the node

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


code: virtual bool IsCompatibleWithGraph ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TargetGraph ) const


code: void Initialize ( const [FName](API\Runtime\Core\UObject\FName) AxisName )


code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: UK2Node_InputAxisEvent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_InputAxisEvent : public [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event)


description: Icon to use in menu or on node

code: virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) const


code: virtual [FBlueprintNodeSignature](API\Editor\BlueprintGraph\FBlueprintNodeSignature) GetSignature() const


code: void Initialize ( const [FKey](API\Runtime\InputCore\FKey) AxisKey )


code: virtual bool ShouldShowNodeProperties() const


code: virtual void ValidateNodeDuringCompilation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) const


code: UK2Node_InputAxisKeyEvent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_InputAxisKeyEvent : public [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event)

bConsumeInput

type: uint32:  1


description:
Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).

code: virtual void AllocateDefaultPins()


description: Expands a node while compiling, which may add additional nodes or delete this node

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


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > GetEventNodeAction ( const [FText](API\Runtime\Core\Internationalization\FText) & ActionCategory )


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


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


description: Gets the draw color of a node's title bar

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const


description: Get the 'pressed' input pin

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


description: Get the 'released' input pin

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


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


code: virtual bool IsCompatibleWithGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) const * Graph ) const


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: virtual void PostLoad()


code: UK2Node_InputKey ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: virtual bool ShouldShowNodeProperties() const


code: virtual void ValidateNodeDuringCompilation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) const


code: class UK2Node_InputKey : public [UK2Node](API\Editor\BlueprintGraph\UK2Node), public [IK2Node_EventNodeInterface](API\Editor\BlueprintGraph\IK2Node_EventNodeInterface)

bAlt

description: Does this binding require the alt key to be held.

bCommand

description: Does this binding require the windows key on PC or the control key on Mac to be held.

bControl

description: Does this binding require the control key on PC or the command key on Mac to be held.

bShift

description: Does this binding require the shift key to be held.

InputKey

description: The key that is bound.


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


code: virtual void RegisterDynamicBinding ( [UDynamicBlueprintBinding](API\Runtime\Engine\Engine\UDynamicBlueprintBinding) * BindingObject ) const


code: UK2Node_InputKeyEvent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_InputKeyEvent : public [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event)

InputChord

type: FInputChord


code: virtual void AllocateDefaultPins()


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


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > GetEventNodeAction ( const [FText](API\Runtime\Core\Internationalization\FText) & ActionCategory )


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


description: Icon to use in menu or on node

code: virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) const


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


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


description:
Override to provide a default category for specific node types to be listed under.
A localized category string (or an empty string if you want this node listed at the menu's root).

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const


description: Get the 'moved' input pin

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


description: Gets the name of this node, shown in title bar

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const


description: Get the 'pressed' input pin

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


description: Get the 'released' input pin

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


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


code: virtual bool IsCompatibleWithGraph ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TargetGraph ) const


code: static [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * GetTouchIndexEnum()


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


code: UK2Node_InputTouch ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Return whether the node's properties display in the blueprint details panel

code: virtual bool ShouldShowNodeProperties() const


code: class UK2Node_InputTouch : public [UK2Node](API\Editor\BlueprintGraph\UK2Node), public [IK2Node_EventNodeInterface](API\Editor\BlueprintGraph\IK2Node_EventNodeInterface)

bConsumeInput

description: Prevents actors with lower priority from handling this input.

bExecuteWhenPaused

description: Should the binding execute even when the game is paused.

bOverrideParentBinding

description: Should any bindings to this event in parent classes be removed.


description: Returns which dynamic binding class (if any) to use for this node.

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


description: Puts information about this node into the dynamic binding object.

code: virtual void RegisterDynamicBinding ( [UDynamicBlueprintBinding](API\Runtime\Engine\Engine\UDynamicBlueprintBinding) * BindingObject ) const


code: UK2Node_InputTouchEvent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_InputTouchEvent : public [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event)

bConsumeInput

type: uint8: 1


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


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.

code: virtual void ValidateNodeDuringCompilation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) const


code: UK2Node_InputVectorAxisEvent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_InputVectorAxisEvent : public [UK2Node_InputAxisKeyEvent](API\Editor\BlueprintGraph\UK2Node_InputAxisKeyEvent)


description:
Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).

code: virtual void AllocateDefaultPins()


description: Expands a node while compiling, which may add additional nodes or delete this node

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


description: Whether or not struct pins belonging to this node should be allowed to be split or not.

code: virtual bool CanSplitPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const


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


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


code: virtual int32 GetNodeRefreshPriority() const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


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


description: Return the matching "pass-through" pin for the given pin (if supported by this node)

code: virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetPassThroughPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin ) const


description: Gets the overridden name for the specified pin, if any

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetPinNameOverride ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin ) const


description: Gets the tooltip to display when over the node

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


description: Return false if the node and any expansion will isolate itself during compile

code: virtual bool IsCompilerRelevant() const


description:
Query if this is a node that is safe to ignore (e.g., a comment node or other non-structural annotation that can be pruned with no warnings).
true if node safe to ignore.

code: virtual bool IsNodeSafeToIgnore() const


description: Returns whether this node is considered 'pure' by the compiler

code: virtual bool IsNodePure() const


description: Create a name validator for this node

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [INameValidatorInterface](API\Editor\UnrealEd\Kismet2\INameValidatorInterface) > MakeNameValidator() const


description: Called when the connection list of one of the pins of this node is changed in the editor, after the pin has had it's literal cleared

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


description: Called when this node is being renamed after a successful name validation

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


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

code: virtual void PostReconstructNode()


description:
Returns whether to draw this node as a control point only (knot/reroute node). Note that this means that the node should only have on input and output pin.
Whether or not to draw this node as a control point.

code: virtual bool ShouldDrawNodeAsControlPointOnly ( int32 & OutInputPinIndex, int32 & OutOutputPinIndex ) const


description: Whether or not this node should be given the chance to override pin names. If this returns true, thenGetPinNameOverride()will be called for each pin, each frame

code: virtual bool ShouldOverridePinNames() const


code: UK2Node_Knot ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_Knot : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)


code: virtual void AllocateDefaultPins()


code: virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const


description: Whether or not two pins match for purposes of reconnection after reconstruction. This allows pins that may have had their names changed via reconstruction to be matched to their old values on a node-by-node basis, if needed

code: virtual [ERedirectType](API\Editor\BlueprintGraph\UK2Node\ERedirectType) DoPinsMatchForReconstruction ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * NewPin, int32 NewPinIndex, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OldPin, int32 OldPinIndex ) const


description: Return whether to draw this node as a small variable node

code: virtual bool DrawNodeAsVariable() const


description: Icon to use in menu or on node

code: virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) 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


description: Gets the name of this node, shown in title bar

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


description: Gets the draw color of a node's title bar

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const


description: Gets the referenced object

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


description:
If this node references an actor in the level that should be selectable by "Find Actors In Level," this will return a reference to that actor
Reference to an actor corresponding to this node, or NULL if no actors are referenced

code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetReferencedLevelActor() const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


description: Accessor for the value pin of the node

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


code: virtual bool IsNodePure() const


description: Sets the LiteralValue for the pin, and changes the pin type, if necessary

code: void SetObjectRef ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * NewValue )


description: Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint

code: virtual bool NodeCausesStructuralBlueprintChange() const


code: virtual void PostReconstructNode()


code: virtual bool ShouldOverridePinNames() const


code: UK2Node_Literal ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_Literal : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)


description:
Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).

code: virtual void AllocateDefaultPins()


description: Expands a node while compiling, which may add additional nodes or delete this node

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


description: name of brush for special icon in upper-right corner

code: virtual [FName](API\Runtime\Core\UObject\FName) GetCornerIcon() const


code: virtual const [FName](API\Runtime\Core\UObject\FName) & GetInputPinName() const


code: virtual const [FName](API\Runtime\Core\UObject\FName) & GetInputCategory() const


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


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


code: virtual const [FName](API\Runtime\Core\UObject\FName) & GetOutputCategory() const


description:
Override to provide a default category for specific node types to be listed under.
A localized category string (or an empty string if you want this node listed at the menu's root).

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const


code: virtual const [FName](API\Runtime\Core\UObject\FName) & GetOutputPinName() const


description: Gets the tooltip to display when over the node

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


code: virtual bool IsCompatibleWithGraph ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TargetGraph ) const


code: virtual [FName](API\Runtime\Core\UObject\FName) NativeFunctionName() const


code: virtual bool NodeCausesStructuralBlueprintChange() const


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: class UK2Node_LoadAsset : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)


description: Returns whether this node is considered 'pure' by the compiler

code: virtual bool IsNodePure() const


code: virtual void AllocateDefaultPins()


code: class UK2Node_LoadAssetClass : public [UK2Node_LoadAsset](API\Editor\BlueprintGraph\UK2Node_LoadAsset)


description: Determine if this node can live in the specified graph

code: virtual bool CanPasteHere ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TargetGraph ) const


description: Whether or not this node can be deleted by user action

code: virtual bool CanUserDeleteNode() const


description: Return whether to draw this node as an entry

code: virtual bool DrawNodeAsEntry() const


code: virtual bool DrawNodeAsExit() const


code: static void FindInContentBrowser ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UK2Node_MacroInstance](API\Editor\BlueprintGraph\UK2Node_MacroInstance) > MacroInstance )


description: Return title if drawing this node in 'compact' mode

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetCompactNodeTitle() const


description: Finds the associated metadata for the macro instance if there is any; this function is not particularly fast.

code: static [FKismetUserDeclaredFunctionMetadata](API\Editor\BlueprintGraph\FKismetUserDeclaredFunctionMetad-) * GetAssociatedGraphMetadata ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * AssociatedMacroGraph )


description:
Queries if a user defined pin of the passed type can be constructed on this node. Node will return false by default and must opt into this functionality
TRUE if a user defined pin can be constructed

code: virtual bool CanCreateUserDefinedPin ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InPinType, EEdGraphPinDirection InDesiredDirection, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMessage )


code: virtual [FName](API\Runtime\Core\UObject\FName) GetCornerIcon() const


description: Returns the name of the excerpt to display from the specified external documentation link for the graph node Default behavior is to return the class name (including prefix)

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


description: Returns the link used for external documentation for the graph node

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


description: Icon to use in menu or on node

code: virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) const


description: Should search keywords be localized? Probably.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetKeywords() const


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


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const


description: This function returns an arbitrary number of attributes that describe this node for analytics events

code: virtual void GetNodeAttributes ( [TArray](API\Runtime\Core\Containers\TArray)< [TKeyValuePair](API\Runtime\Core\Templates\TKeyValuePair)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) >> & OutNodeAttributes ) const


description: Gets a list of actions that can be done to this particular node

code: virtual void GetNodeContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const


code: virtual int32 GetNodeRefreshPriority() const


description: Returns the object that should be focused when double-clicking on this node (the object can be an actor, which selects it in the world, or a node/graph/pin)

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetJumpTargetForDoubleClick() const


description: Gets the draw color of a node's title bar

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const


description:
NOTE: This is not the same as a node identification GUID, two node instances can have the same signature (if both call the same function, etc.).
A signature struct, discerning this node from others.

code: virtual [FBlueprintNodeSignature](API\Editor\BlueprintGraph\FBlueprintNodeSignature) GetSignature() const


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


description: Gets the tooltip to display when over the node

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


description: Gets the name of this node, shown in title bar

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


description: Returns whether or not this node has dependencies on an external structure If OptionalOutput isn't null, it should be filled with the known dependencies objects (Classes, Structures, Functions, etc).

code: virtual bool HasExternalDependencies ( [TArray](API\Runtime\Core\Containers\TArray)< class [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * > * OptionalOutput ) const


description: Determine if the node of this type should be filtered in the actions menu

code: virtual bool IsActionFilteredOut ( class [FBlueprintActionFilter](API\Editor\BlueprintGraph\FBlueprintActionFilter) const & Filter )


description: Called when something external to this node has changed the connection list of any of the pins in the node


description: Called when the connection list of one of the pins of this node is changed in the editor, after the pin has had it's literal cleared

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


description: Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor

code: virtual void PostPasteNode()


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

code: virtual void PostReconstructNode()


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

code: virtual void PreloadRequiredAssets()


description: Handles any work needed to be done after fixing up all wildcard pins during reconstruction

code: virtual void PostFixupAllWildcardPins ( bool bInAllWildcardPinsUnlinked )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: void SetMacroGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph )


description: Should draw compact

code: virtual bool ShouldDrawCompact() const


code: UK2Node_MacroInstance ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_MacroInstance : public [UK2Node_Tunnel](API\Editor\BlueprintGraph\UK2Node_Tunnel)

bReconstructNode

type: bool

description: Whether we need to reconstruct the node after the pins have changed

ResolvedWildcardType

type: FEdGraphPinType

description: Stored type info for what type the wildcard pins in this macro should become.


code: virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const


description: Icon to use in menu or on node

code: virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) const


description:
Override to provide a default category for specific node types to be listed under.
A localized category string (or an empty string if you want this node listed at the menu's root).

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const


description: Gets a list of actions that can be done to this particular node

code: virtual void GetNodeContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


description: Returns a reference to the output array pin of this node, which is responsible for defining the type

code: virtual [FName](API\Runtime\Core\UObject\FName) GetOutputPinName() const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


description: Does the node context menu inherit parent class's menu

code: virtual bool IncludeParentNodeContextMenu() const


description: Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.

code: virtual void ValidateNodeDuringCompilation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) const


code: UK2Node_MakeArray ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_MakeArray : public [UK2Node_MakeContainer](API\Editor\BlueprintGraph\UK2Node_MakeContainer)


description: Add an additional input pin to this node

code: virtual void AddInputPin()


description:
Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).

code: virtual void AllocateDefaultPins()


code: bool CanResetToWildcard() const


description: If needed, will clear all pins to be wildcards

code: void ClearPinTypeToWildcard()


code: virtual void GetKeyAndValuePins ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & KeyPins, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & ValuePins ) 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: virtual int32 GetNodeRefreshPriority() const


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


code: virtual [FName](API\Runtime\Core\UObject\FName) GetPinName ( int32 PinIndex ) const


description: Helper function for context menu add pin to ensure transaction is set up correctly.

code: void InteractiveAddInputPin()


description: Returns whether this node is considered 'pure' by the compiler

code: virtual bool IsNodePure() const


description: true, is pins cannot be connected due to node's inner logic, put message for user in OutReason

code: virtual bool IsConnectionDisallowed ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * MyPin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OtherPin, [FString](API\Runtime\Core\Containers\FString) & OutReason ) const


description: Called when the connection list of one of the pins of this node is changed in the editor, after the pin has had it's literal cleared

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


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

code: virtual void PostReconstructNode()


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 )


description: Propagates the pin type from the output (set) pin to the inputs, to make sure types are consistent

code: void PropagatePinType()


description: Attempt to remove the given pin from this node. Should fail if the given pin is not an additional pin to the node

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


code: UK2Node_MakeContainer ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_MakeContainer : public [UK2Node](API\Editor\BlueprintGraph\UK2Node), public [IK2Node_AddPinInterface](API\Editor\BlueprintGraph\IK2Node_AddPinInterface)

ContainerType

type: EPinContainerTy...

NumInputs

description: The number of input pins to generate for this node


code: virtual void AddInputPin()


code: virtual void AllocateDefaultPins()


code: virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const


description: Icon to use in menu or on node

code: virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) const


code: virtual void GetKeyAndValuePins ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & KeyPins, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & ValuePins ) const


description:
Override to provide a default category for specific node types to be listed under.
A localized category string (or an empty string if you want this node listed at the menu's root).

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const


description: Gets a list of actions that can be done to this particular node

code: virtual void GetNodeContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const


description: Gets the name of this node, shown in title bar

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


description: Returns a reference to the output array pin of this node, which is responsible for defining the type

code: virtual [FName](API\Runtime\Core\UObject\FName) GetOutputPinName() const


code: virtual [FName](API\Runtime\Core\UObject\FName) GetPinName ( int32 PinIndex ) const


description: Does the node context menu inherit parent class's menu

code: virtual bool IncludeParentNodeContextMenu() const


description: Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.

code: virtual void ValidateNodeDuringCompilation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) const


code: UK2Node_MakeMap ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_MakeMap : public [UK2Node_MakeContainer](API\Editor\BlueprintGraph\UK2Node_MakeContainer)


description: Gets the tooltip to display when over the node

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


code: UK2Node_MakeSet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_MakeSet : public [UK2Node_MakeContainer](API\Editor\BlueprintGraph\UK2Node_MakeContainer)


description: The Struct has any property that is tagged as CPF_BlueprintVisible and is not CPF_BlueprintReadOnly

code: static bool CanBeMade ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * Struct, bool bForInternalUse )


description: Can this struct be used as a split pin

code: static bool CanBeSplit ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * Struct, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBP )


description: Performs a node-specific deprecation fixup, which may delete this node and replace it with another one

code: virtual void ConvertDeprecatedNode ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, bool bOnlySafeChanges )


code: virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const


description: Whether or not two pins match for purposes of reconnection after reconstruction. This allows pins that may have had their names changed via reconstruction to be matched to their old values on a node-by-node basis, if needed

code: virtual [ERedirectType](API\Editor\BlueprintGraph\UK2Node\ERedirectType) DoPinsMatchForReconstruction ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * NewPin, int32 NewPinIndex, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OldPin, int32 OldPinIndex ) const


description: Return whether to draw this node as a small variable node

code: virtual bool DrawNodeAsVariable() const


code: virtual bool CanTreatPropertyAsOptional &40; FProperty &42; TestProperty &41; const


code: virtual void CustomizePinData &40; UEdGraphPin &42; Pin, FName SourcePropertyName, int32 ArrayIndex, FProperty &42; Property &41; const


code: virtual void GetRecordDefaults &40; FProperty &42; TestProperty, FOptionalPinFromProperty & Record &41; const


code: bool HasAdvancedPins&40;&41; const


code: FMakeStructPinManager &40; const uint8 &42; InSampleStructMemory, UBlueprint &42; InOwningBP &41;


className: FMakeStructPinManager

code: struct FMakeStructPinManager : public FStructOperationOptionalPinManager

bHasAdvancedPins

description: Set byGetRecordDefaults(), mutable as it is a const function

OwningBP

type: UBlueprint*...

SampleStructMemory

type: const uint8 ...


description: Icon to use in menu or on node

code: virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) 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: virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


description: Gets the draw color of a node's title bar

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


description: Returns whether this node is considered 'pure' by the compiler

code: virtual bool IsNodePure() const


description: Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint

code: virtual bool NodeCausesStructuralBlueprintChange() const


description: A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called. This method is not called when a node is reconstructed, etc...

code: virtual void PostPlacedNewNode()


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

code: virtual void PreloadRequiredAssets()


description: Objects created from within PreSave will NOT have PreSave called on them!!!

code: virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: virtual void ValidateNodeDuringCompilation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) const


code: UK2Node_MakeStruct ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Pure kismet node that creates a struct with specified values for each member.

code: class UK2Node_MakeStruct : public [UK2Node_StructMemberSet](API\Editor\BlueprintGraph\UK2Node_StructMemberSet)

bMadeAfterOverridePinRemoval

description: Helper property to handle upgrades from an old system of displaying pins for the override values that properties referenced as a conditional of being set in a struct


code: virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const


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


code: const [FBPVariableDescription](API\Runtime\Engine\Engine\FBPVariableDescription) & GetVariableType() const


code: void SetupVariable ( const [FBPVariableDescription](API\Runtime\Engine\Engine\FBPVariableDescription) & InVariableType, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * TargetInputPin, [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Scope, const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property )


code: UK2Node_MakeVariable ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_MakeVariable : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)


description:
Queries if a user defined pin of the passed type can be constructed on this node. Node will return false by default and must opt into this functionality
TRUE if a user defined pin can be constructed

code: virtual bool CanCreateUserDefinedPin ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InPinType, EEdGraphPinDirection InDesiredDirection, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMessage )


description: Gives the node the option to customize how diffs are discovered within it.

code: virtual void FindDiffs ( class [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * OtherNode, struct [FDiffResults](API\Runtime\Engine\FDiffResults) & Results )


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


description: Gets the name of this node, shown in title bar

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


code: virtual bool IsNodePure() const


description: Create a name validator for this node

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [INameValidatorInterface](API\Editor\UnrealEd\Kismet2\INameValidatorInterface) > MakeNameValidator() const


description: Called when this node is being renamed after a successful name validation

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


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Refresh the connectors on a node, preserving as many connections as it can.

code: virtual void ReconstructNode()


description: If the node has a subgraph, should they be merged into the main graph?

code: virtual bool ShouldMergeChildGraphs() const


description: Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.

code: virtual void ValidateNodeDuringCompilation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) const


code: UK2Node_MathExpression ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: This node type acts like a collapsed node, a single node that represents a larger sub-network of nodes (contained within a sub-graph). This node will take the math expression it was named with, and attempt to convert it into a series of math nodes. If it is unsuccessful, then it generates a series of actionable errors.

code: class UK2Node_MathExpression : public [UK2Node_Composite](API\Editor\BlueprintGraph\UK2Node_Composite)

Expression

type: FString

description: The math expression to evaluate.


description:
Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).

code: virtual void AllocateDefaultPins()


code: virtual void PostPlacedNewNode()


code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const


description:
Creates a self pin for the graph, taking into account the scope of the function call
Pointer to the pin that was created

code: virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * CreateSelfPin ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function )


description: Helper function for expand node to expand the message to handle the case that aULevelStreamingmay be passed which needs to have its LevelScriptActor pulled out

code: void ExpandLevelStreamingHandlers ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & InCompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InSourceGraph, class [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InStartingExecPin, class [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InMessageSelfPin, class [UK2Node_DynamicCast](API\Editor\BlueprintGraph\UK2Node_DynamicCast) * InCastToInterfaceNode )


description: Helper function to ensure function is called in our context

code: virtual void FixupSelfMemberContext()


description: Expands a node while compiling, which may add additional nodes or delete this node

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


description: name of brush for special icon in upper-right corner

code: virtual [FName](API\Runtime\Core\UObject\FName) GetCornerIcon() const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


description: Gets the tooltip to display when over the node

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


description: Returns whether this node is considered 'pure' by the compiler

code: virtual bool IsNodePure() const


description:
Query if this is a node that is safe to ignore (e.g., a comment node or other non-structural annotation that can be pruned with no warnings).
true if node safe to ignore.

code: virtual bool IsNodeSafeToIgnore() const


code: UK2Node_Message ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description:
Determines if a pin can be added to this node. Typically used withinUK2Node::GetNodeContextMenuActionsto determine what options there should be.
bool True if a new pin can be added, false if it cannot.

code: virtual bool CanAddPin() const


code: class UK2Node_Message : public [UK2Node_CallFunction](API\Editor\BlueprintGraph\UK2Node_CallFunction)

CachedNodeTitles

type: FNodeTitleTextT...

description: ConstructingFTextstrings can be costly, so we cache the node's title


description: Gets the name and class of the NotEqual_BoolBool function from the KismetMathLibrary

code: void GetBoolNotEqualFunction ( [FName](API\Runtime\Core\UObject\FName) & FunctionName, [UClass](API\Runtime\CoreUObject\UObject\UClass) ** FunctionClass )


description: Gets the name and class of the ClearAllBits function from the KismetNodeHelperLibrary

code: void GetClearAllBitsFunction ( [FName](API\Runtime\Core\UObject\FName) & FunctionName, [UClass](API\Runtime\CoreUObject\UObject\UClass) ** FunctionClass )


description: Gets the name and class of the Greater_IntInt function from the KismetMathLibrary

code: void GetConditionalFunction ( [FName](API\Runtime\Core\UObject\FName) & FunctionName, [UClass](API\Runtime\CoreUObject\UObject\UClass) ** FunctionClass )


description: Gets the name and class of the EqualEqual_IntInt function from the KismetMathLibrary

code: void GetEqualityFunction ( [FName](API\Runtime\Core\UObject\FName) & FunctionName, [UClass](API\Runtime\CoreUObject\UObject\UClass) ** FunctionClass )


description: Gets the name and class of the HasUnmarkedBit function from the KismetNodeHelperLibrary

code: void GetHasUnmarkedBitFunction ( [FName](API\Runtime\Core\UObject\FName) & FunctionName, [UClass](API\Runtime\CoreUObject\UObject\UClass) ** FunctionClass )


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


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


description: Gets the name and class of the MarkBit function from the KismetNodeHelperLibrary

code: void GetMarkBitFunction ( [FName](API\Runtime\Core\UObject\FName) & FunctionName, [UClass](API\Runtime\CoreUObject\UObject\UClass) ** FunctionClass )


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


description: Gets the draw color of a node's title bar

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const


code: int32 GetNumOutPins() const


description: Gets the name and class of the PrintString function

code: void GetPrintStringFunction ( [FName](API\Runtime\Core\UObject\FName) & FunctionName, [UClass](API\Runtime\CoreUObject\UObject\UClass) ** FunctionClass )


code: void GetOutPins ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & OutPins ) const


description: Getting pin access

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


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


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


description: Gets the name and class of the MarkFirstUnmarkedBit function from the KismetNodeHelperLibrary

code: void GetUnmarkedBitFunction ( [FName](API\Runtime\Core\UObject\FName) & FunctionName, [UClass](API\Runtime\CoreUObject\UObject\UClass) ** FunctionClass )


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: UK2Node_MultiGate ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_MultiGate : public [UK2Node_ExecutionSequence](API\Editor\BlueprintGraph\UK2Node_ExecutionSequence)

DataNode

type: TObjectPtr< cla...

description: Reference to the integer that contains


description: Add an additional input pin to this node

code: virtual void AddInputPin()


description:
Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).

code: virtual void AllocateDefaultPins()


description: Autowire a newly created node.

code: virtual void AutowireNewNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin )


description:
Returns true if the given pin can be removed from this node.
bool True if the pin can be removed, false otherwise.

code: virtual bool CanRemovePin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const


code: virtual bool CanAddPin() const


description:
Returns true if the given pin can be converted via the context menu to another type
bool True if a conversion is possible

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


description: Convert the given pin to the new pin type. If the new type is wildcard then break all connections and reset the node. Invalidates tooltips upon completion. This function is to be used by the context menu and includes a transaction.

code: void ConvertPinType ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinToChange, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) NewPinType )


description: Expands a node while compiling, which may add additional nodes or delete this node

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


description: Attempts to find the error tolerance pin on this node. Can return nullptr.

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


description: Gets the additional pin that was created at this index

code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetAdditionalPin ( int32 PinIndex ) const


description: Gets a list of actions that can be done to this particular node

code: virtual void GetNodeContextMenuActions ( [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const


code: const [FName](API\Runtime\Core\UObject\FName) GetOperationName() const


description: Returns the first pin with the EGPD_Output direction

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


description: Fetch the hover text for a pin when the graph is being edited.

code: virtual void GetPinHoverText ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin, [FString](API\Runtime\Core\Containers\FString) & HoverTextOut ) const


description: Gets the tooltip to display when over the node

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


description: true, is pins cannot be connected due to node's inner logic, put message for user in OutReason

code: virtual bool IsConnectionDisallowed ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * MyPin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OtherPin, [FString](API\Runtime\Core\Containers\FString) & OutReason ) const


description: Called when something external to this node has changed the connection list of any of the pins in the node


description: Called when the connection list of one of the pins of this node is changed in the editor, after the pin has had it's literal cleared

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


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 )


description: Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor

code: virtual void PostPasteNode()


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

code: virtual void PostReconstructNode()


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 )


description: Attempt to remove the given pin from this node. Should fail if the given pin is not an additional pin to the node

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


description: Recombines all split pins and sets the node to have default values (all wildcard pins)

code: void ResetNodeToWildcard()


description: Set properties of this node from a supplied function (does not save ref to function)

code: virtual void SetFromFunction ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function )


code: UK2Node_PromotableOperator ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: The promotable operator node allows for pin types to be promoted to others, i.e. float to double

code: class UK2Node_PromotableOperator : public [UK2Node_CallFunction](API\Editor\BlueprintGraph\UK2Node_CallFunction), public [IK2Node_AddPinInterface](API\Editor\BlueprintGraph\IK2Node_AddPinInterface)


description:
Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).

code: virtual void AllocateDefaultPins()


code: virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const


description: Get the Then output pin


code: virtual int32 GetNodeRefreshPriority() const


description: Returns whether this node is considered 'pure' by the compiler

code: virtual bool IsNodePure() const


description: Get the Value input pin

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


description: Get the Variable input pin

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


className: OutputPinName

description: Name of the output pin for this node.

code: static [FName](API\Runtime\Core\UObject\FName) OutputPinName = UEdGraphSchema_K2::PN_ReturnValue;


className: ValuePinName

description: Name of the Value pin for this node.

code: static [FName](API\Runtime\Core\UObject\FName) ValuePinName = TEXT("Value");


className: VariablePinName

description: Name of the Variable pin for this node.

code: static [FName](API\Runtime\Core\UObject\FName) VariablePinName = TEXT("Variable");


code: UK2Node_PureAssignmentStatement ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_PureAssignmentStatement : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)


description: Gets the name of this node, shown in title bar

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


code: UK2Node_RemoveDelegate ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_RemoveDelegate : public [UK2Node_BaseMCDelegate](API\Editor\BlueprintGraph\UK2Node_BaseMCDelegate)


description: Add an additional input pin to this node

code: virtual void AddInputPin()


description: Autowire a newly created node.

code: virtual void AutowireNewNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin )


description:
Determines if a pin can be added to this node. Typically used withinUK2Node::GetNodeContextMenuActionsto determine what options there should be.
bool True if a new pin can be added, false if it cannot.

code: virtual bool CanAddPin() const


description: Whether the user can change the pintype on a selected pin

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


description: Return whether an option pin can be removed to the node

code: virtual bool CanRemoveOptionPinToNode() const


code: virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const


description: Notification from the editor that the user wants to change the PinType on a selected pin

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


description: Whether or not two pins match for purposes of reconnection after reconstruction. This allows pins that may have had their names changed via reconstruction to be matched to their old values on a node-by-node basis, if needed

code: virtual [ERedirectType](API\Editor\BlueprintGraph\UK2Node\ERedirectType) DoPinsMatchForReconstruction ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * NewPin, int32 NewPinIndex, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OldPin, int32 OldPinIndex ) const


description: Expands a node while compiling, which may add additional nodes or delete this node

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


description: Gets the name and class of the EqualEqual_IntInt function

code: void GetConditionalFunction ( [FName](API\Runtime\Core\UObject\FName) & FunctionName, [UClass](API\Runtime\CoreUObject\UObject\UClass) ** FunctionClass )


code: virtual [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * GetEnum() const


description: Icon to use in menu or on node

code: virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) const


description: Get the condition pin

code: virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetIndexPin() 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


description:
Override to provide a default category for specific node types to be listed under.
A localized category string (or an empty string if you want this node listed at the menu's root).

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


code: virtual int32 GetNodeRefreshPriority() const


description: Returns a list of pins that represent the selectable options

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


description: Gets the name and class of the PrintString function

code: static void GetPrintStringFunction ( [FName](API\Runtime\Core\UObject\FName) & FunctionName, [UClass](API\Runtime\CoreUObject\UObject\UClass) ** FunctionClass )


description: Get the return value pin

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


description: Gets the tooltip to display when over the node

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


description: true, is pins cannot be connected due to node's inner logic, put message for user in OutReason

code: virtual bool IsConnectionDisallowed ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * MyPin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OtherPin, [FString](API\Runtime\Core\Containers\FString) & OutReason ) const


code: virtual bool IsNodePure() const


description:
Query if this is a node that is safe to ignore (e.g., a comment node or other non-structural annotation that can be pruned with no warnings).
true if node safe to ignore.

code: virtual bool IsNodeSafeToIgnore() const


description: Called when something external to this node has changed the connection list of any of the pins in the node


description: Determine if any pins are connected, if so make all the other pins the same type, if not, make sure pins are switched back to wildcards

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