description: Find the function that is the best match given the pins to consider. Ex: Given "Add" operator and an array of two Vector pins, it will return "Add_VectorVector"

code: static [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * FindBestMatchingFunc ( [FName](API\Runtime\Core\UObject\FName) Operation, const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & PinsToConsider )


description: Creates a new singleton instance of TypePromotion if there isn't one and returns a reference to it

module: BlueprintGraph

code: static [FTypePromotion](API\Editor\BlueprintGraph\FTypePromotion) & Get()


description: Returns all functions for a specific operation. Will empty the given array and populate it withUFunctionpointers

code: static void GetAllFuncsForOp ( [FName](API\Runtime\Core\UObject\FName) Operation, [TArray](API\Runtime\Core\Containers\TArray)< [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * > & OutFuncs )


description: Get a set of the supported operator names for type promo. Ex: "Add", "Subtract", "Multiply"

code: static const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & GetAllOpNames()


description:
Get a pointer to an array of available promotion types to a given pin type
constTArray* Pointer to the available promotions, nullptr if there are none.

code: static const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > * GetAvailablePrimitivePromotions ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & Type )


description: Set of comparison operator names (GreaterThan, LessThan, etc)

code: static const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & GetComparisonOpNames()


description: Given the two pin types check which pin type is higher. Given two structs it will return equal, this does NOT compare PinDefaultSubobjects

code: static [ETypeComparisonResult](API\Editor\BlueprintGraph\FTypePromotion\ETypeComparisonResult) GetHigherType ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & A, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & B )


description: Get the keywords metadata for the given operator name

code: static const [FText](API\Runtime\Core\Internationalization\FText) & GetKeywordsForOperator ( const [FName](API\Runtime\Core\UObject\FName) Operator )


description: Function node spawner associated with this operation

code: static [UBlueprintFunctionNodeSpawner](API\Editor\BlueprintGraph\UBlueprintFunctionNodeSpawner) * GetOperatorSpawner ( [FName](API\Runtime\Core\UObject\FName) OpName )


description: Parse the name of the operator that this function matches to (Add, Subtract, etc)FNameName of the operator for this function, NO_OP if does not exist.

code: static [FName](API\Runtime\Core\UObject\FName) GetOpNameFromFunction ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) const *const Func )


description:
Get the "Primitive Promotion Table" which represents what base Pin types can be promoted to others.
Const pointer to the primitive promotion table

code: static const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > > *const GetPrimitivePromotionTable()


description:
Determine what type a given set of wildcard pins would result in
Pin type that is the "highest" of all the given pins

code: static [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) GetPromotedType ( const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & WildcardPins )


description: Get the user facing version of this operator name

code: static const [FText](API\Runtime\Core\Internationalization\FText) & GetUserFacingOperatorName ( const [FName](API\Runtime\Core\UObject\FName) Operator )


description: Returns true if the given input pin can correctly be converted to the output type as a struct

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


className: Instance

code: static [FTypePromotion](API\Editor\BlueprintGraph\FTypePromotion) * Instance = nullptr;


description: Returns true if the given function is a comparison operator

code: static bool IsComparisonFunc ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) const *const Func )


description: Returns true if the given op name is a comparison operator name

code: static bool IsComparisonOpName ( const [FName](API\Runtime\Core\UObject\FName) OpName )


description: Returns true if the given function has been registered within the operator table

code: static bool IsFunctionPromotionReady ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) *const FuncToConsider )


description: Returns true if the given function has a registered operator node spawner

code: static bool IsOperatorSpawnerRegistered ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) const *const Func )


description: Returns true if A can be promoted to type B correctly, or if the types are equal

code: static bool IsValidPromotion ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & A, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & B )


description: Clear out the promotion table and rebuild it, reassessing each availableUFunction.

code: static void RefreshPromotionTables ( EReloadCompleteReason Reason )


description: Keep track of the operator that this function provides so that we don't add multiple to the BP context menu

code: static void RegisterOperatorSpawner ( [FName](API\Runtime\Core\UObject\FName) OpName, [UBlueprintFunctionNodeSpawner](API\Editor\BlueprintGraph\UBlueprintFunctionNodeSpawner) * Spawner )


description: Deletes the singleton instance of type promotion if there is one

code: static void Shutdown()


className: FTypePromotion

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

code: class FTypePromotion : private [FNoncopyable](API\Runtime\Core\Templates\FNoncopyable)


description: Constructs aFUserPinInfoto match an existing Pin

code: FUserPinInfo ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & InPin )


className: FUserPinInfo

code: struct FUserPinInfo

DesiredPinDirection

type: TEnumAsByte< EE...

description: Desired direction for the pin. The direction will be forced to work with the node if necessary

PinDefaultValue

type: FString

description: The default value of the pin

PinName

type: FName

description: The name of the pin, as defined by the user

PinType

type: FEdGraphPinType

description: Type info for the pin


description:
Attempts to bind all bindings to the supplied node.
True if all bindings were successfully applied, false if any failed.

code: bool ApplyBindings ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node, [FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & Bindings ) const


description:
Attempts to apply the specified binding to the supplied node.
True if the binding was successful, false if not.

code: bool BindToNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node, [FBindingObject](API\Editor\BlueprintGraph\FBindingObject) Binding ) const


description:
Determines if this will accept more than one binding (used to block multiple bindings from being applied to nodes that can only have one).
True if this will accept multiple bindings, otherwise false.

code: bool CanBindMultipleObjects() const


className: FBindingSet

code: typedef [TSet](API\Runtime\Core\Containers\TSet)< [FBindingObject](API\Editor\BlueprintGraph\FBindingObject) > FBindingSet


description:
Checks to see if the specified object can be bound by this.
True if BindingCandidate can be bound by this controller, false if not.

code: bool IsBindingCompatible ( [FBindingObject](API\Editor\BlueprintGraph\FBindingObject) BindingCandidate ) const


className: IBlueprintNodeBinder

code: class IBlueprintNodeBinder


description: Add an additional input pin to this node

code: void AddInputPin()


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:
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


description:
Determine the maximum number of additional input pins this node can have. The node is limited by the number of letters in the alphabet for display purposes
constexpr int32

code: static constexpr int32 GetMaxInputPinsNum()


description: GetNameForAdditionalPinFNameName of this additional pin

code: static [FName](API\Runtime\Core\UObject\FName) GetNameForAdditionalPin ( int32 PinIndex )


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: class IK2Node_AddPinInterface


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


code: class IK2Node_EventNodeInterface


description: Get external graphs to display for this node.

code: [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * > GetExternalGraphs() const


code: class IK2Node_ExternalGraphInterface


code: virtual UEnum &42; GetEnum&40;&41; const


code: virtual void ReloadEnum &40; class UEnum &42; &41;


code: virtual bool ShouldBeReconstructedAfterEnumChanged&40;&41; const


className: INodeDependingOnEnumInterface

code: class INodeDependingOnEnumInterface


className: WithIdenticalViaEquality

code: enum &123; WithIdenticalViaEquality = true &125;


code: template<> struct TStructOpsTypeTraits< FPerBlueprintSettings > : public [TStructOpsTypeTraitsBase2< FPerBlueprintSettings >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


description: Checks if the type promotion editor pref is true or false (The bEnableTypePromotion BP editor setting)

code: namespace TypePromoDebug { static bool TypePromoDebug::IsTypePromoEnabled() }


description:
Creates a newUBlueprintAssetNodeSpawnerfor the supplied asset. Does not do any compatibility checking to ensure that the asset is viable for blueprint use.
A newly allocated instance of this class.

code: static [UBlueprintAssetNodeSpawner](API\Editor\BlueprintGraph\UBlueprintAssetNodeSpawner) * Create ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) > const InNodeClass, const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOuter, [FCustomizeNodeDelegate](API\Editor\BlueprintGraph\UBlueprintNodeSpawner\FCustomizeNodeDelegate) InPostSpawnDelegate )


className: UBlueprintAssetNodeSpawner

description: Takes care of spawning various asset related nodes (nodes associated with an asset).

code: class UBlueprintAssetNodeSpawner : public [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner)


description:
Retrieves the asset that this assigns to spawned nodes.
The asset that this class was initialized with.

code: const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & GetAssetData() const


code: virtual bool BindToNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node, [FBindingObject](API\Editor\BlueprintGraph\FBindingObject) Binding ) const


description:
Creates a newUBlueprintEventNodeSpawnerfor delegate bound events. Does not come bound, instead it is left up to the ui to bind
A newly allocated instance of this class.

code: static [UBlueprintBoundEventNodeSpawner](API\Editor\BlueprintGraph\UBlueprintBoundEventNodeSpawner) * Create ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event) > NodeClass, [FMulticastDelegateProperty](API\Runtime\CoreUObject\UObject\FMulticastDelegateProperty) * EventDelegate, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer )


code: virtual [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event) const * FindPreExistingEvent ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & Bindings ) const


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


description:
We want to be able to compare spawners, and have a signature that is rebuildable on subsequent runs. So, what makes each spawner unique is the type of node that it spawns, and any fields the node would be initialized with; that is what this returns.
A set of object-paths/names that distinguish this spawner from others.

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


description:
This function is intended to be overridden; sub-classes may return a pre-existing node, instead of a newly allocated one (for cases where only one instance of the node type can exist). Callers should check for this case upon use.
Null if it failed to spawn a node, otherwise a newly spawned node or possibly one that already existed.

code: virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Invoke ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & Bindings, FVector2D const Location ) const


code: virtual bool IsBindingCompatible ( [FBindingObject](API\Editor\BlueprintGraph\FBindingObject) BindingCandidate ) const


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


className: UBlueprintBoundEventNodeSpawner

description: Takes care of spawningUK2Node_Eventnodes. Acts as the "action" portion of certain FBlueprintActionMenuItems. Will not spawn a new event node if one associated with the specified function already exits (instead,Invoke()will return the existing one). Evolved fromFEdGraphSchemaAction_K2AddEventandFEdGraphSchemaAction_K2ViewNode.

code: class UBlueprintBoundEventNodeSpawner : public [UBlueprintEventNodeSpawner](API\Editor\BlueprintGraph\UBlueprintEventNodeSpawner)


description: A newly allocated instance of this class.

code: static [UBlueprintBoundNodeSpawner](API\Editor\BlueprintGraph\UBlueprintBoundNodeSpawner) * Create ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) > NodeClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer )


className: FCanBindObjectDelegate

code: typedef TBaseDelegate_OneParam< bool, [UObject](API\Runtime\CoreUObject\UObject\UObject) const * > FCanBindObjectDelegate


className: FFindPreExistingNodeDelegate

code: typedef TBaseDelegate_TwoParams< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) *, const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) *, [IBlueprintNodeBinder::FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & > FFindPreExistingNodeDelegate


className: FOnBindObjectDelegate

code: typedef TBaseDelegate_TwoParams< bool, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) *, [UObject](API\Runtime\CoreUObject\UObject\UObject) * > FOnBindObjectDelegate


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


className: UBlueprintBoundNodeSpawner

description: Takes care of spawning various bound nodes. Acts as the "action" portion of certain FBlueprintActionMenuItems.

code: class UBlueprintBoundNodeSpawner : public [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner)

CanBindObjectDelegate

type: FCanBindObjectD...

description: A delegate to perform specialized node binding verification

FindPreExistingNodeDelegate

type: FFindPreExistin...

description: A delegate to find a node that is already spawned, instead of spawning a node we will focus on the pre-existing node found by the delegate

OnBindObjectDelegate

type: FOnBindObjectDe...

description: A delegate to perform specialized node setup during binding


description:
Creates a newUBlueprintComponentNodeSpawnerfor the specified class. Does not do any compatibility checking to ensure that the class is viable as a spawnable component (do that before calling this).
A newly allocated instance of this class.

code: static [UBlueprintComponentNodeSpawner](API\Editor\BlueprintGraph\UBlueprintComponentNodeSpawner) * Create ( const struct [FComponentTypeEntry](API\Editor\UnrealEd\FComponentTypeEntry) & Entry )


description:
Retrieves the component class that this configures spawned nodes with.
The component type that this class was initialized with.

code: [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > GetComponentClass() const


description:
Takes the defaultFBlueprintActionUiSpecand modifies it dynamically to accommodate the current context.
A ui spec, detailing how to present this action in the menu.

code: virtual [FBlueprintActionUiSpec](API\Editor\BlueprintGraph\FBlueprintActionUiSpec) GetUiSpec ( [FBlueprintActionContext](API\Editor\BlueprintGraph\FBlueprintActionContext) const & Context, [FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & Bindings ) const


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


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


className: UBlueprintComponentNodeSpawner

description: Takes care of spawningUK2Node_AddComponentnodes. Acts as the "action" portion of certain FBlueprintActionMenuItems. Evolved fromFEdGraphSchemaAction_K2AddComponent.

code: class UBlueprintComponentNodeSpawner : public [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner)


description:
Creates a newUBlueprintDelegateNodeSpawnerfor the specified property. Does not do any compatibility checking to ensure that the property is accessible from blueprints (do that before calling this).
A newly allocated instance of this class.

code: static [UBlueprintDelegateNodeSpawner](API\Editor\BlueprintGraph\UBlueprintDelegateNodeSpawner) * Create ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UK2Node_BaseMCDelegate](API\Editor\BlueprintGraph\UK2Node_BaseMCDelegate) > NodeClass, [FMulticastDelegateProperty](API\Runtime\CoreUObject\UObject\FMulticastDelegateProperty) const *const Property, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer )


description:
Accessor to the delegate property that this spawner wraps (the delegate that this will assign spawned nodes with).
The delegate property that this was initialized with.

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


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


className: UBlueprintDelegateNodeSpawner

description: Takes care of spawning various nodes associated with delegates. Serves as the "action" portion for certain FBlueprintActionMenuItems. Evolved fromFEdGraphSchemaAction_K2Delegate,FEdGraphSchemaAction_K2AssignDelegate, etc.

code: class UBlueprintDelegateNodeSpawner : public [UBlueprintFieldNodeSpawner](API\Editor\BlueprintGraph\UBlueprintFieldNodeSpawner)


className: FOnIsClassAllowed

code: typedef TBaseDelegate_OneParam< bool, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > FOnIsClassAllowed


className: FOnIsClassPathAllowed

code: typedef TBaseDelegate_OneParam< bool, const [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) & > FOnIsClassPathAllowed


description: Get allowed functions permissions list


description: Get allowed enums permissions list


description: Get allowed pin categories permissions list


description: Get allowed structs permissions list


code: bool HasClassFiltering() const


code: bool HasClassOnPinFiltering() const


code: bool HasClassPathFiltering() const


code: bool HasClassPathOnPinFiltering() const


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


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


code: bool IsClassPathAllowed ( const [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) & InClassPath ) const


code: bool IsClassPathAllowedOnPin ( const [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) & InClassPath ) const


code: bool IsFunctionAllowed ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, const [FName](API\Runtime\Core\UObject\FName) FunctionName ) const


code: void OnAssetRemoved ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


code: void OnAssetRenamed ( [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) const & AssetInfo, const [FString](API\Runtime\Core\Containers\FString) & InOldName )


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: UObjectinterface

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


code: void RegisterIsClassAllowedOnPinDelegate ( const [FName](API\Runtime\Core\UObject\FName) OwnerName, [FOnIsClassAllowed](API\Editor\BlueprintGraph\UBlueprintEditorSettings\FOnIsClassAllowed) Delegate )


description: Delegates called to determine whether a class type is allowed

code: void RegisterIsClassAllowedDelegate ( const [FName](API\Runtime\Core\UObject\FName) OwnerName, [FOnIsClassAllowed](API\Editor\BlueprintGraph\UBlueprintEditorSettings\FOnIsClassAllowed) Delegate )


code: void RegisterIsClassPathAllowedDelegate ( const [FName](API\Runtime\Core\UObject\FName) OwnerName, [FOnIsClassPathAllowed](API\Editor\BlueprintGraph\UBlueprintEditorSettings\FOnIsClassPathAllowed) Delegate )


code: void RegisterIsClassPathAllowedOnPinDelegate ( const [FName](API\Runtime\Core\UObject\FName) OwnerName, [FOnIsClassPathAllowed](API\Editor\BlueprintGraph\UBlueprintEditorSettings\FOnIsClassPathAllowed) Delegate )


code: void UnregisterIsClassAllowedDelegate ( const [FName](API\Runtime\Core\UObject\FName) OwnerName )


code: void UnregisterIsClassPathAllowedDelegate ( const [FName](API\Runtime\Core\UObject\FName) OwnerName )


code: void UnregisterIsClassAllowedOnPinDelegate ( const [FName](API\Runtime\Core\UObject\FName) OwnerName )


code: void UnregisterIsClassPathAllowedOnPinDelegate ( const [FName](API\Runtime\Core\UObject\FName) OwnerName )


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


className: UBlueprintEditorSettings

code: class UBlueprintEditorSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)

AdditionalBlueprintCategories

type: TArray<FAdditi...

description: List of additional category names to show in Blueprints, optionally filtered by parent class type.

bAllowExplicitImpureNodeDisabling

type: bool

description: If enabled, nodes can be explicitly disabled via context menu when right-clicking on impure nodes in the Blueprint editor.

bAlwaysShowInterfacesInOverrides

description: If set interface functions will always show in the overrides menu, even if they are already shown in the interfaces menu

type: TArray<TSoftCl...

description: Any blueprint deriving from one of these base classes will be allowed to recompile during Play-in-Editor (This setting exists both as an editor preference and project setting, and will be allowed if listed in either place)

bAutoCastObjectConnections

description: If enabled, then you'll be able to directly connect arbitrary object pins together (a pure cast node will be injected automatically).

bBlueprintNodeUniqueNames

description: If enabled, blueprint nodes in the event graph will display with unique names rather than their display name.

bCompactCallOnMemberNodes

description: If enabled, then call-on-member actions will be spawned as a single node (instead of a GetMember + FunctionCall node).

description: If enabled, assets containing Blueprint instances (e.g. maps) will not be marked dirty when default values are edited, unless it results in the instance becoming realigned with the new default value.

bDoubleClickNavigatesToParent

description: Double click to navigate up to the parent graph

bDrawMidpointArrowsInBlueprints

description: Style Settings.

bEnableContextMenuTimeSlicing

description: When the Blueprint graph context menu is invoked (e.g. by right-clicking in the graph or dragging off a pin), do not block the UI while populating the available actions list.

bEnableInputTriggerSupportWarnings

description: Workflow Settings.

bEnableNamespaceEditorFeatures

description: Whether to enable namespace importing and filtering features in the Blueprint editor

bEnableNamespaceFilteringFeatures

description: - Remove this if/when dependent code is changed to utilize the single setting above.

bEnablePinValueInspectionTooltips

description: If enabled, pin tooltips during PIE will be interactive

bEnableTypePromotion

description: Allows for pin types to be promoted to others, i.e. float to double

bExposeAllMemberComponentFunctions

description: If enabled, then ALL component functions are exposed to the context menu (when the contextual target is a component owner).

bExposeDeprecatedFunctions

description: If enabled, deprecated functions will be visible in the context menu and will be available for override implementation.

bFavorPureCastNodes

description: Experimental.

bFlattenFavoritesMenus

description: If enabled, then your Blueprint favorites will be uncategorized, leaving you with less nested categories to sort through.

description: If set will exclude components added in a Blueprint class Construction Script from the component details view

bHideUnrelatedNodes

description: If true, fade nodes which are not connected to the selected nodes

description: If enabled, invoking the Blueprint graph context menu with one or more compatible assets selected in the Content Browser will generate an additional set of pre-bound menu actions when the "Context Sensitive" option is enabled.

bIncludeCommentNodesInBookmarksTab

description: If enabled, comment nodes will be included in the tree view display in the Bookmarks tab.

bInheritImportedNamespacesFromParentBP

description: - Remove this if/when this becomes a permanent setting. For now this is experimental.

bJumpToNodeErrors

description: When enabled, if a blueprint has compiler errors, then the graph will jump and focus on the first node generating an error

description: Only generate pre-bound "Add Component" actions when there is a single asset selected in the Content Browser.

description: When generating pre-bound "Add Component" actions, any selected assets that are not yet loaded will be synchronously loaded as part of building the Blueprint Graph context menu.

bNavigateToNativeFunctionsFromCallNodes

description: If set, double clicking on a call function node will attempt to navigate an open C++ editor to the native source definition

BookmarkNodes

type: TArray<FBPEdit...

description: Blueprint bookmark nodes (for display)

Bookmarks

type: TMap<FGuid,FE...

description: Blueprint bookmark database

BreakpointReloadMethod

type: EBlueprintBreak...

description: How to handle previously-set breakpoints on reload.

bShowAccessSpecifier

description: If set we'll show the access specifier of functions in the My Blueprint view

bShowActionMenuItemSignatures

description: Developer Settings.

description: If enabled, only the bookmarks for the current document will be shown in the Bookmarks tab.

bShowContextualFavorites

description: If enabled, then a separate section with your Blueprint favorites will be pined to the top of the context menu.

bShowDetailedCompileResults

description: Perf Settings.

bShowEmptySections

description: If set we'll show empty sections in the My Blueprint view.

bShowGraphInstructionText

description: Determines if lightweight tutorial text shows up at the top of empty blueprint graphs

bShowInheritedVariables

description: If set we'll show the inherited variables in the My Blueprint view.

bShowParentClassInOverrides

description: If set then the parent class will be listed next to the override function name in the overrides function menu

bShowShortTooltips

description: If true, use short tooltips whenever possible

bShowViewportOnSimulate

description: If true will show the viewport tab when simulate is clicked.

bSpawnDefaultBlueprintNodes

description: If set will spawn default "ghost" event nodes in new Blueprints, modifiable in the [DefaultEventNodes] section of EditorPerProjectUserSettings

bSplitContextTargetSettings

description: If enabled, we'll save off your chosen target setting based off of the context (allowing you to have different preferences based off what you're operating on).

CompileEventDisplayThresholdMs

description: Minimum event time threshold used as a filter when additional details are enabled for display in the Compiler Results tab.

ContextMenuTimeSlicingThresholdMs

description: The maximum amount of time (in milliseconds) allowed per frame for Blueprint graph context menu building when the non-blocking option is enabled.

GraphEditorQuickJumps

type: TMap< int32,FE...

description: Blueprint graph editor "Quick Jump" command bindings

NamespacesToAlwaysInclude

type: TArray<FString...

description: A list of namespace identifiers that the Blueprint editor should always import by default. Requires Blueprint namespace features to be enabled and only applies to the current local user. Editing this list will also cause any visible Blueprint editor windows to be closed.

NodeTemplateCacheCapMB

type: float

description: The node template cache is used to speed up blueprint menuing.

PerBlueprintSettings

type: TMap<FString, ...

description: Maps Blueprint path to settings such as breakpoints

SaveOnCompile

type: TEnumAsByte< ES...

description: Compiler Settings.

TypePromotionPinDenyList

type: TSet<FName>

description: If a pin type is within this list, then it will never be marked as a possible promotable function.


description:
Creates a newUBlueprintEventNodeSpawnerfor the specified function. Does not do any compatibility checking to ensure that the function is viable as a blueprint event (do that before calling this).
A newly allocated instance of this class.

code: static [UBlueprintEventNodeSpawner](API\Editor\BlueprintGraph\UBlueprintEventNodeSpawner) * Create ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) const *const EventFunc, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer )


description:
Creates a newUBlueprintEventNodeSpawnerfor custom events. The CustomEventName can be left blank if the node will pick one itself on instantiation.
A newly allocated instance of this class.

code: static [UBlueprintEventNodeSpawner](API\Editor\BlueprintGraph\UBlueprintEventNodeSpawner) * Create ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event) > NodeClass, [FName](API\Runtime\Core\UObject\FName) CustomEventName, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer )


description:
Retrieves the function that this assigns to spawned nodes (defines the event's signature). Can be null if this spawner was for a custom event.
The event function that this class was initialized with.

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


description:
We want to be able to compare spawners, and have a signature that is rebuildable on subsequent runs. So, what makes each spawner unique is the type of node that it spawns, and any fields the node would be initialized with; that is what this returns.
A set of object-paths/names that distinguish this spawner from others.

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


description:
This function is intended to be overridden; sub-classes may return a pre-existing node, instead of a newly allocated one (for cases where only one instance of the node type can exist). Callers should check for this case upon use.
Null if it failed to spawn a node, otherwise a newly spawned node or possibly one that already existed.

code: virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Invoke ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & Bindings, FVector2D const Location ) const


code: bool IsForCustomEvent() const


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


className: UBlueprintEventNodeSpawner

description: Takes care of spawningUK2Node_Eventnodes. Acts as the "action" portion of certain FBlueprintActionMenuItems. Will not spawn a new event node if one associated with the specified function already exits (instead,Invoke()will return the existing one). Evolved fromFEdGraphSchemaAction_K2AddEventandFEdGraphSchemaAction_K2ViewNode.

code: class UBlueprintEventNodeSpawner : public [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner)


description:
Creates a newUBlueprintFieldNodeSpawnerfor the supplied field. Does not do any compatibility checking to ensure that the field is viable for blueprint use.
A newly allocated instance of this class.

code: static [UBlueprintFieldNodeSpawner](API\Editor\BlueprintGraph\UBlueprintFieldNodeSpawner) * Create ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UK2Node](API\Editor\BlueprintGraph\UK2Node) > NodeClass, [FFieldVariant](API\Runtime\CoreUObject\UObject\FFieldVariant) Field, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, [UClass](API\Runtime\CoreUObject\UObject\UClass) const * OwnerClass )


code: virtual [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event) const * FindPreExistingEvent ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & Bindings ) const


className: FSetNodeFieldDelegate

code: typedef TBaseDelegate_TwoParams< void, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) *, [FFieldVariant](API\Runtime\CoreUObject\UObject\FFieldVariant) > FSetNodeFieldDelegate


description:
Retrieves the field that this assigns to spawned nodes (defines the node's signature).
The field that this class was initialized with.


description: Sets the field for this spawner

code: void SetField ( [FFieldVariant](API\Runtime\CoreUObject\UObject\FFieldVariant) InField )


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


className: UBlueprintFieldNodeSpawner

description: Takes care of spawning various field related nodes (nodes associated with functions, enums, structs, properties, etc.). Acts as the "action" portion for certain FBlueprintActionMenuItems.

code: class UBlueprintFieldNodeSpawner : public [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner)

OwnerClass

type: TObjectPtr<UCl...

description: The owning class to configure new nodes with.

SetNodeFieldDelegate

type: FSetNodeFieldDe...

description: Callback to define how the field should be applied to new nodes


description:
Attempts to apply the specified binding to the supplied node.
True if the binding was successful, false if not.

code: virtual bool BindToNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node, [FBindingObject](API\Editor\BlueprintGraph\FBindingObject) Binding ) const


description:
Determines if this will accept more than one binding (used to block multiple bindings from being applied to nodes that can only have one).
True if this will accept multiple bindings, otherwise false.

code: virtual bool CanBindMultipleObjects() const


description:
Creates a newUBlueprintFunctionNodeSpawnerfor the specified function. Does not do any compatibility checking to ensure that the function is viable as a blueprint function call (do that before calling this).
A newly allocated instance of this class.

code: static [UBlueprintFunctionNodeSpawner](API\Editor\BlueprintGraph\UBlueprintFunctionNodeSpawner) * Create ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) const *const Function, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer )


code: static [UBlueprintFunctionNodeSpawner](API\Editor\BlueprintGraph\UBlueprintFunctionNodeSpawner) * Create ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UK2Node_CallFunction](API\Editor\BlueprintGraph\UK2Node_CallFunction) > NodeClass, [UFunction](API\Runtime\CoreUObject\UObject\UFunction) const *const Function, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer )


description:
Retrieves the function that this assigns to spawned nodes (defines the node's signature).
The function that this class was initialized with.

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


description:
Takes the defaultFBlueprintActionUiSpecand modifies it dynamically to accommodate the current context.
A ui spec, detailing how to present this action in the menu.

code: virtual [FBlueprintActionUiSpec](API\Editor\BlueprintGraph\FBlueprintActionUiSpec) GetUiSpec ( [FBlueprintActionContext](API\Editor\BlueprintGraph\FBlueprintActionContext) const & Context, [FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & Bindings ) const


description: Not required, but intended to passively help speed up menu building operations. Will cache a node-template (via GetTemplateNode), along with any expensive text strings, to avoid constructing them all on demand.

code: virtual void Prime()


description:
Checks to see if the specified object can be bound by this.
True if BindingCandidate can be bound by this controller, false if not.

code: virtual bool IsBindingCompatible ( [FBindingObject](API\Editor\BlueprintGraph\FBindingObject) BindingCandidate ) const


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


className: UBlueprintFunctionNodeSpawner

description: Takes care of spawning variousUK2Node_CallFunctionnodes. Acts as the "action" portion of certain FBlueprintActionMenuItems.

code: class UBlueprintFunctionNodeSpawner : public [UBlueprintFieldNodeSpawner](API\Editor\BlueprintGraph\UBlueprintFieldNodeSpawner)


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

code: virtual void BeginDestroy()


description: Removes the spawner's cached template node (if it has one), meaning that the nextGetTemplateNode()call will spawn a new one (and that calls toGetCachedTemplateNode()will return null).

code: void ClearCachedTemplateNode() const


description:
Templatized version of the aboveCreate()method (where we specify the spawner's node class through the template argument).
A newly allocated instance of this class.

code: template<class NodeType> static [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) * Create ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, [FCustomizeNodeDelegate](API\Editor\BlueprintGraph\UBlueprintNodeSpawner\FCustomizeNodeDelegate) PostSpawnDelegate )


description:
Creates a newUBlueprintNodeSpawnerfor the specified node class. Sets the allocated spawner's NodeClass and CustomizeNodeDelegate fields from the supplied parameters.
A newly allocated instance of this class.

code: static [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) * Create ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) > const NodeClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, [FCustomizeNodeDelegate](API\Editor\BlueprintGraph\UBlueprintNodeSpawner\FCustomizeNodeDelegate) PostSpawnDelegate )


className: FCustomizeNodeDelegate

code: typedef TBaseDelegate_TwoParams< void, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) *, bool > FCustomizeNodeDelegate


className: FUiSpecOverrideDelegate

code: typedef TBaseDelegate_ThreeParams< void, [FBlueprintActionContext](API\Editor\BlueprintGraph\FBlueprintActionContext) const &, [FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const &, [FBlueprintActionUiSpec](API\Editor\BlueprintGraph\FBlueprintActionUiSpec) * > FUiSpecOverrideDelegate


description:
Retrieves a cached template for the node that this is set to spawn. Will NOT spawn one if it is not already cached.
The cached template-node (if one already exists for this spawner).

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


description:
We want to be able to compare spawners, and have a signature that is rebuildable on subsequent runs. So, what makes each spawner unique is the type of node that it spawns, and any fields the node would be initialized with; that is what this returns.
A set of object-paths/names that distinguish this spawner from others.

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


description:
Retrieves a cached template for the node that this is set to spawn. Will instantiate a new template if one didn't previously exist. If the template-node is not compatible with any of our cachedUEdGraphouters, then we use TargetGraph as a model to create one that will work.
Should return a new/cached template-node (but could be null, or some pre-existing node... depends on the sub-class'sInvoke()method).

code: [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * GetTemplateNode ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TargetGraph, [FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & Bindings ) const


description:
This function is intended to be overridden; sub-classes may return a pre-existing node, instead of a newly allocated one (for cases where only one instance of the node type can exist). Callers should check for this case upon use.
Null if it failed to spawn a node, otherwise a newly spawned node or possibly one that already existed.

code: virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Invoke ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & Bindings, FVector2D const Location ) const


description: Determine if the node of this spawner's template's type should be filtered in the actions menu

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


description:
Takes theFBlueprintActionUiSpecthat this was spawned with and attempts to fill in any missing fields (by polling a template node).
This spawner's default ui spec.

code: [FBlueprintActionUiSpec](API\Editor\BlueprintGraph\FBlueprintActionUiSpec) const & PrimeDefaultUiSpec ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TargetGraph ) const


description:
Simplified version of the otherSpawnNode(), that just let's sub-classes specify their own post-spawn delegate (the node class is comes directly from the template parameter).
Null if it failed to spawn a node (if NodeClass is null), otherwise a newly spawned node.

code: template<class NodeType> NodeType * SpawnNode ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & Bindings, FVector2D const Location, [FCustomizeNodeDelegate](API\Editor\BlueprintGraph\UBlueprintNodeSpawner\FCustomizeNodeDelegate) PostSpawnDelegate ) const


description:
ProtectedSpawnNode()that let's sub-classes specify their own post-spawn delegate and node class.
Null if it failed to spawn a node (if NodeClass is null), otherwise a newly spawned node.

code: template<class NodeType> NodeType * SpawnNode ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) > NodeClass, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & Bindings, FVector2D const Location, [FCustomizeNodeDelegate](API\Editor\BlueprintGraph\UBlueprintNodeSpawner\FCustomizeNodeDelegate) PostSpawnDelegate ) const


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


className: UBlueprintNodeSpawner

description: Intended to be wrapped and used byFBlueprintActionMenuItem. Rather than sub-classing the menu item, we choose to subclass this instead (for different node types). That way, we get the type inference that comes with UObjects (and we don't have to continuously compare identification strings).

code: class UBlueprintNodeSpawner : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IBlueprintNodeBinder](API\Editor\BlueprintGraph\IBlueprintNodeBinder)

CustomizeNodeDelegate

type: FCustomizeNodeD...

description: A delegate to perform specialized node setup post-spawn (so you don't have to sub-class this for every node type).

DefaultMenuSignature

type: FBlueprintActio...

description: Defines how this spawner is presented in the ui

DynamicUiSignatureGetter

type: FUiSpecOverride...

description: Provides a way to override DefaultMenuSignature based off blueprint/graph/menu context

NodeClass

type: TSubclassOf<UE...

description: Holds the node type that this spawner will instantiate.


description:
Creates a newUBlueprintVariableNodeSpawner, charged with spawning a local-variable node (for a variable that belongs to a specific graph).
A newly allocated instance of this class.

code: static [UBlueprintVariableNodeSpawner](API\Editor\BlueprintGraph\UBlueprintVariableNodeSpawner) * CreateFromLocal ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UK2Node_Variable](API\Editor\BlueprintGraph\UK2Node_Variable) > NodeClass, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * VarContext, [FBPVariableDescription](API\Runtime\Engine\Engine\FBPVariableDescription) const & VarDesc, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * VarProperty, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer )


description:
Creates a newUBlueprintVariableNodeSpawner, charged with spawning a member-variable node (for a variable that has an associatedFProperty)
A newly allocated instance of this class.

code: static [UBlueprintVariableNodeSpawner](API\Editor\BlueprintGraph\UBlueprintVariableNodeSpawner) * CreateFromMemberOrParam ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UK2Node_Variable](API\Editor\BlueprintGraph\UK2Node_Variable) > NodeClass, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) const * VarProperty, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * VarContext, [UClass](API\Runtime\CoreUObject\UObject\UClass) * OwnerClass )


description:
If this is a local variable, then this will return theUEdGraphthat it belongs to, otherwise it pulls the outer from the wrapped member-variable property.
Null if the variable is no longer valid, otherwise an object pointer to the variable's owner.


description:
Takes the defaultFBlueprintActionUiSpecand modifies it dynamically to accommodate the current context.
A ui spec, detailing how to present this action in the menu.

code: virtual [FBlueprintActionUiSpec](API\Editor\BlueprintGraph\FBlueprintActionUiSpec) GetUiSpec ( [FBlueprintActionContext](API\Editor\BlueprintGraph\FBlueprintActionContext) const & Context, [FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & Bindings ) const


description:
Accessor to the variable's property. Will be null if this is for a local variable (as they don't have UProperties associated with them).
Null if this wraps a local variable (or if the variable property is stale), otherwise the property this was initialized with.

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


description:
Utility function for easily accessing the variable's type (needs to pull the information differently if it is a local variable as opposed to a member variable with aFProperty).
A struct detailing the wrapped variable's type.


description:
Since this spawner can wrap both local and member variables, we use this method to discern between the two.
True if this spawner wraps a local variable, false if not.

code: bool IsLocalVariable() const


description: True if this is a user-created local variable

code: bool IsUserLocalVariable() const


description: Not required, but intended to passively help speed up menu building operations. Will cache a node-template (via GetTemplateNode), along with any expensive text strings, to avoid constructing them all on demand.

code: virtual void Prime()


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


className: UBlueprintVariableNodeSpawner

description: Takes care of spawning variable getter/setter nodes. Serves as the "action" portion for certain FBlueprintActionMenuItems. Evolved fromFEdGraphSchemaAction_K2Var, and can spawn nodes for both member-variables and local function variables.

code: class UBlueprintVariableNodeSpawner : public [UBlueprintFieldNodeSpawner](API\Editor\BlueprintGraph\UBlueprintFieldNodeSpawner)


description: Assigns the local variable a type

code: void ChangeVariableType ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InVariableType )


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 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


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

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

code: virtual void PostPasteNode()


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

code: virtual bool ShouldShowNodeProperties() const


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

code: virtual void ReconstructNode()


code: UDEPRECATED_K2Node_LocalVariable ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UDEPRECATED_K2Node_LocalVariable : public [UK2Node_TemporaryVariable](API\Editor\BlueprintGraph\UK2Node_TemporaryVariable)

CustomVariableName

type: FName

description: If this is not an override, allow user to specify a name for the function created by this entry point

VariableTooltip

type: FText

description: The local variable's assigned tooltip


description: Add the specified flags to the function entry node of the graph, to make sure they get compiled in to the generated function

code: void AddExtraFunctionFlags ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * CurrentGraph, int32 ExtraFlags ) const


description: Generate a list of replaceable nodes for context menu based on the editor's current selection

code: void AddSelectedReplaceableNodes ( [FToolMenuSection](API\Developer\ToolMenus\FToolMenuSection) & Section, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InGraphNode ) const


description: Action grouping values

code: static const int32 AG_LevelReference = 100;


className: AllObjectTypes

description: Pin Selector category for all object types.

code: static const [FName](API\Runtime\Core\UObject\FName) AllObjectTypes;


description:
Returns true if the types and directions of two pins are schema compatible. Handles outputting a more derived type to an input pin expecting a less derived type.
true if the pin types and directions are compatible.

code: virtual bool ArePinsCompatible ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinA, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinB, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * CallingContext, bool bIgnoreArray ) const


description:
Returns true if the two pin types are schema compatible. Handles outputting a more derived type to an input pin expecting a less derived type.
true if the pin types are compatible.

code: virtual bool ArePinTypesCompatible ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & Output, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & Input, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * CallingContext, bool bIgnoreArray ) const


description:
Returns true if the types are schema Equivalent.
true if the pin types and directions are compatible.

code: virtual bool ArePinTypesEquivalent ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinA, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinB ) const


description: Tries to connect any pins with matching types and directions from the conversion node to the specified input and output pins.

code: void AutowireConversionNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputPin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPin, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * ConversionNode ) const


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


className: bGeneratingDocumentation

description: Somewhat hacky mechanism to prevent tooltips created for pins from including the display name and type when generating BP API documentation.

code: static bool bGeneratingDocumentation = false;


description: Breaks all links from/to a single node

code: virtual void BreakNodeLinks ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) & TargetNode ) const


description: Breaks all links from/to a single pin

code: virtual void BreakPinLinks ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & TargetPin, bool bSendsNodeNotifcation ) const


description: Breaks the link between two nodes.

code: virtual void BreakSinglePinLink ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * SourcePin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * TargetPin ) const


description: Calculates an average position between the nodes owning the two specified pins.

code: static FVector2D CalculateAveragePositionBetweenNodes ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputPin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPin )


description:
Determine if a connection can be created between two pins.
An empty string if the connection is legal, otherwise a message describing why the connection would fail.

code: virtual const [FPinConnectionResponse](API\Runtime\Engine\EdGraph\FPinConnectionResponse) CanCreateConnection ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * A, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * B ) const


description: Can this graph type be duplicated?

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


description: Can TestNode be encapsulated into a child graph?

code: virtual bool CanEncapuslateNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) const & TestNode ) const


description: Checks to see if the passed in function is valid in the graph for the current class

code: bool CanFunctionBeUsedInGraph ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * InFunction, const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InDestGraph, uint32 InFunctionTypes, bool bInCalledForEach, [FText](API\Runtime\Core\Internationalization\FText) * OutReason ) const


description: Can this function be overridden by kismet (either placed as event or new function graph created)

code: static bool CanKismetOverrideFunction ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function )


description: Can Pin be promoted to a variable?

code: bool CanPromotePinToVariable ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin, bool bInToMemberVariable ) const


description: Can Pin be recombined back to its original form

code: bool CanRecombineStructPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin ) const


description:
Checks to see if a pin supports Pin Value Inspection Tooltips
true if it supports data tooltips

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


description: Can Pin be split in to its component elements

code: bool CanSplitStructPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin ) const


description: Can this variable be accessed by kismet code

code: static bool CanUserKismetAccessVariable ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [EDelegateFilterMode](API\Editor\BlueprintGraph\UEdGraphSchema_K2\EDelegateFilterMode) FilterMode )


description: Can this function be called by kismet code

code: static bool CanUserKismetCallFunction ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function )


description:
Check whether variables can be dropped onto the graph
the response to rejection or allowing the drop

code: virtual bool CanVariableBeDropped ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InVariableToDrop ) const


description: See if a class has any members that are accessible by a blueprint

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


description: If the specified pin is currently being watched, then this will clear the watch from the graph's debug system.

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


description:
Makes connections into/or out of the gateway node, connect directly to the associated networks on the opposite side of the tunnel When done, none of the pins on the gateway node will be connected to anything. Requires both this gateway node and it's associated node to be in the same graph already (post-merging)
Returns TRUE if successful

code: bool CollapseGatewayNode ( [UK2Node](API\Editor\BlueprintGraph\UK2Node) * InNode, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InEntryNode, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InResultNode, class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) * CompilerContext, [TSet](API\Runtime\Core\Containers\TSet)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > * OutExpandedNodes ) const


className: ColorStruct

code: static const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * ColorStruct = nullptr;


description: Connects all of the linked pins from PinA to all of the linked pins from PinB, removing both PinA and PinB from being linked to anything else Requires the nodes that own the pins to be in the same graph already (post-merging)

code: void CombineTwoPinNetsAndRemoveOldPins ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPinA, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPinB ) const


description: Configure the supplied variable node based on the supplied info

code: static void ConfigureVarNode ( class [UK2Node_Variable](API\Editor\BlueprintGraph\UK2Node_Variable) * InVarNode, [FName](API\Runtime\Core\UObject\FName) InVariableName, [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InVariableSource, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InTargetBlueprint )


code: virtual void ConstructBasicPinTooltip ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin, const [FText](API\Runtime\Core\Internationalization\FText) & PinDescription, [FString](API\Runtime\Core\Containers\FString) & TooltipOut ) const


description: Convert a deprecated node into a function call node, called from per-node ConvertDeprecatedNode

code: [UK2Node](API\Editor\BlueprintGraph\UK2Node) * ConvertDeprecatedNodeToFunctionCall ( [UK2Node](API\Editor\BlueprintGraph\UK2Node) * OldNode, [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * NewFunction, [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FName](API\Runtime\Core\UObject\FName) > & OldPinToNewPinMap, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph ) const


description:
Convert the type of aFPropertyto the corresponding pin type.
true on success, false if the property is unsupported or invalid.

code: bool ConvertPropertyToPinType ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property, [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & TypeOut ) const


description:
Try to create an automatic cast or other conversion node node to facilitate a connection between two pins. It makes the cast node, a connection between A and the cast node, and a connection from the cast node to B.two This method is called when a connection is made where CanCreateConnection returned bCanAutoConvert.
True if a cast node and connection were made; false if the connection failed and had no side effects.

code: virtual bool CreateAutomaticConversionNodeAndConnections ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * A, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * B ) const


description: Populate new function graph with entry and possibly return node

code: virtual void CreateFunctionGraphTerminators ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph, [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class ) const


code: virtual void CreateFunctionGraphTerminators ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph, const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * FunctionSignature ) const


description: Populate new macro graph with entry and possibly return node

code: virtual void CreateMacroGraphTerminators ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph, [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class ) const


description:
Try to create a promotion from one type to another in order to make a connection between two pins.
True if the promotion and connection were successful; False if the connection failed.

code: virtual bool CreatePromotedConnection ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * A, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * B ) const


description: Helper function to create the expansion node. If the CompilerContext is specified this will be created as an intermediate node

code: [UK2Node](API\Editor\BlueprintGraph\UK2Node) * CreateSplitPinNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, const [FCreateSplitPinNodeParams](API\Editor\BlueprintGraph\UEdGraphSchema_K2\FCreateSplitPinNodeParams) & Params ) const


description:
Attempts to construct a substitute node that is unique within its graph. If this call returns non-null node, it is expected for the caller to destroy the node that was passed in.
NULL if a substitute node cannot be created; otherwise, the substitute node instance

code: virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * CreateSubstituteNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node, const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, [FObjectInstancingGraph](API\Runtime\CoreUObject\UObject\FObjectInstancingGraph) * InstanceGraph, [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & InOutExtraNames ) const


description: Do validation, that doesn't require a knowledge about actual pin

code: virtual bool DefaultValueSimpleValidation ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType, const [FName](API\Runtime\Core\UObject\FName) PinName, const [FString](API\Runtime\Core\Containers\FString) & NewDefaultValue, [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > NewDefaultObject, const [FText](API\Runtime\Core\Internationalization\FText) & InText, [FString](API\Runtime\Core\Containers\FString) * OutMsg ) const


className: CurrentCacheRefreshID

description: ID for checking dirty status of node titles against, increases every compile.

code: static int32 CurrentCacheRefreshID = 0;


description:
Returns the connection response for connecting PinA to PinB, which have already been determined to be compatible types with a compatible direction. InputPin and OutputPin are PinA and PinB or vis versa, indicating their direction.
The message and action to take on trying to make this connection.

code: virtual const [FPinConnectionResponse](API\Runtime\Engine\EdGraph\FPinConnectionResponse) DetermineConnectionResponseOfCompatibleTypedPins ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinA, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinB, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputPin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPin ) const


description: Returns if the pin's value matches what the true (autogenerated) default value for that pin would be

code: virtual bool DoesDefaultValueMatchAutogenerated ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & InPin ) const


description: Some inherited schemas don't want anim-notify actions listed, so this is an easy way to check that

code: virtual bool DoesSupportAnimNotifyActions() const


description:
Checks if the graph supports impure functions
True if the graph supports impure functions

code: bool DoesGraphSupportImpureFunctions ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph ) const


description:
Determine if this graph supports collapsing nodes into subgraphs
True if this schema supports collapsed node subgraphs

code: virtual bool DoesSupportCollapsedNodes() const


description:
Determine if this graph supports event dispatcher
True if this schema supports Event Dispatcher

code: virtual bool DoesSupportEventDispatcher() const


description:
An easy way to check to see if the current graph system supports pin watching.
True if the schema supports pin watching, false if not.

code: virtual bool DoesSupportPinWatching() const


description: Returns whether or not the specified type has valid subtypes available

code: bool DoesTypeHaveSubtypes ( const [FName](API\Runtime\Core\UObject\FName) Category ) const


description: Called when asset(s) are dropped onto a graph background.

code: virtual void DroppedAssetsOnGraph ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const FVector2D & GraphPosition, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph ) const


description: Called when asset(s) are dropped onto the specified node

code: virtual void DroppedAssetsOnNode ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const FVector2D & GraphPosition, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node ) const


description:
Some schemas have nodes that support the user dynamically adding pins when dropping a connection on the node
Returns the new pin if created

code: virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * DropPinOnNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InTargetNode, const [FName](API\Runtime\Core\UObject\FName) & InSourcePinName, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InSourcePinType, EEdGraphPinDirection InSourcePinDirection ) const


description: Called when asset(s) are dropped onto the specified pin

code: virtual void DroppedAssetsOnPin ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const FVector2D & GraphPosition, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const


description: Duplicate a given graph return the duplicate graph

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


className: EDelegateFilterMode

code: enum EDelegateFilterMode { CannotBeDelegate, MustBeDelegate, VariablesAndDelegates, }


className: EFunctionType

description: Flags to indicate different types of blueprint callable functions

code: enum EFunctionType { FT_Imperative = 0x01, FT_Pure = 0x02, FT_Const = 0x04, FT_Protected = 0x08, }


description:
Attempts to best-guess the height of the node. This is necessary because we don't know the actual size of the node until the next Slate tick
The estimated height of the specified node

code: static float EstimateNodeHeight ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node )


description: When dragging off a pin, we want to duck the alpha of some nodes

code: virtual bool FadeNodeWhenDraggingOffPin ( const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const


code: FCreateSplitPinNodeParams &40; const bool bInTransient &41;


code: FCreateSplitPinNodeParams &40; class FKismetCompilerContext &42; InCompilerContext, UEdGraph &42; InSourceGraph &41;


className: FCreateSplitPinNodeParams

code: struct FCreateSplitPinNodeParams

bTransient

type: bool

CompilerContext

type: FKismetCompiler...

SourceGraph

type: UEdGraph*


className: FFindSpecializedConversionNodeResults

description: Find an appropriate node that can convert from one pin type to another (not a cast; e.g. "MakeLiteralArray" node)


description:
Searches for the first execution pin with the specified direction on the node
the first found execution pin with the correct direction or null if there were no matching pins.

code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FindExecutionPin ( const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) & Node, EEdGraphPinDirection PinDirection ) const


description: Given a function and property, return the default value

code: static bool FindFunctionParameterDefaultValue ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Param, [FString](API\Runtime\Core\Containers\FString) & OutString )


description:
Searches for the first Self pin with the specified direction on the node
the first found self pin with the correct direction or null if there were no matching pins.

code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FindSelfPin ( const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) & Node, EEdGraphPinDirection PinDirection ) const


description: Find a 'set value by name' function for the specified pin, if it exists

code: static [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * FindSetVariableByNameFunction ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType )


code: virtual [TOptional](API\Runtime\Core\IO\TOptional)< [FFindSpecializedConversionNodeResults](API\Editor\BlueprintGraph\UEdGraphSchema_K2\FFindSpecializedConversionNodeRe-) > FindSpecializedConversionNode ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & OutputPinType, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & InputPin, bool bCreateNode ) const


description: Deprecated* Use theFFindSpecializedConversionNodeResultsvariant.

code: virtual bool FindSpecializedConversionNode ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputPin, bool bCreateNode, class [UK2Node](API\Editor\BlueprintGraph\UK2Node) *& TargetNode ) const


code: virtual bool FindSpecializedConversionNode ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & OutputPinType, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputPinType, bool bCreateNode, class [UK2Node](API\Editor\BlueprintGraph\UK2Node) *& TargetNode ) const


code: static const [FName](API\Runtime\Core\UObject\FName) FN_ExecuteUbergraphBase;


description: Construction script function names

code: static const [FName](API\Runtime\Core\UObject\FName) FN_UserConstructionScript;


description: Forces cached visualization data to refresh

code: virtual void ForceVisualizationCacheClear() const


description: Returns a succinct menu description of this type

code: FText GetDescription&40;&41; const


code: const FEdGraphPinType & GetPinType &40; bool bForceLoadedSubCategoryObject &41;


code: const FSoftObjectPath & GetSubCategoryObjectAsset&40;&41; const


code: FText GetToolTip&40;&41; const


code: void SetPinSubTypeCategory &40; const FName SubCategory &41;


code: FPinTypeTreeInfo &40; TSharedPtr< FPinTypeTreeInfo > InInfo &41;


code: FPinTypeTreeInfo &40; const FName CategoryName, UObject &42; SubCategoryObject, const FText & InTooltip, bool bInReadOnly, uint8 InPossibleObjectReferenceTypes &41;


code: FPinTypeTreeInfo &40; const FText & InFriendlyName, const FName CategoryName, const UEdGraphSchema_K2 &42; Schema, const FText & InTooltip, bool bInReadOnly, FTypesDatabase &42; TypesDatabase &41;


code: FPinTypeTreeInfo &40; const FText & InFriendlyName, const FName CategoryName, const FSoftObjectPath & SubCategoryObject, const FText & InTooltip, bool bInReadOnly, uint8 InPossibleObjectReferenceTypes &41;


className: FSearchForAutocastFunctionResults

description: Find an appropriate function to call to perform an automatic cast operation

FunctionOwner

type: UClass*


className: FPinTypeTreeInfo

description: Class used for creating type tree selection info, which aggregates the various PC_* and PinSubtypes in the schema into a heirarchy

code: class FPinTypeTreeInfo

bReadOnly

description: Whether or not this pin type is selectable as an actual type, or is just a category, with some subtypes

Children

type: TArray<TShared...

description: The children of this pin type

FriendlyName

description: Friendly display name of pin type; also used to see if it has subtypes

Tooltip

description: Text for regular tooltip


description: Returns whether a function is marked 'override' and doesn't have any out parameters

code: static bool FunctionCanBePlacedAsEvent ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * InFunction )


description: Can this function be called by kismet delegate

code: static bool FunctionCanBeUsedInDelegate ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * InFunction )


description:
Determine if a function has a parameter of a specific type.
true if at least one parameter is of the correct type and direction.

code: bool FunctionHasParamOfType ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * InFunction, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) const * InGraph, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & DesiredPinType, bool bWantOutput ) const


description: Calculate the weight priority of a given action for the context menu.

code: virtual float GetActionFilteredWeight ( const [FGraphActionListBuilderBase::ActionGroup](API\Runtime\Engine\EdGraph\FGraphActionListBuilderBase\ActionGroup) & InCurrentAction, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InFilterTerms, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InSanitizedFilterTerms, const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & DraggedFromPins ) const


description: Allows schema to generate a tooltip (icon & message) when the specified asset(s) are dragged over the specified graph

code: virtual void GetAssetsGraphHoverMessage ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * HoverGraph, [FString](API\Runtime\Core\Containers\FString) & OutTooltipText, bool & OutOkIcon ) const


description: Allows schema to generate a tooltip (icon & message) when the specified asset(s) are dragged over the specified node

code: virtual void GetAssetsNodeHoverMessage ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * HoverNode, [FString](API\Runtime\Core\Containers\FString) & OutTooltipText, bool & OutOkIcon ) const


description: Allows schema to generate a tooltip (icon & message) when the specified asset(s) are dragged over the specified pin

code: virtual void GetAssetsPinHoverMessage ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * HoverPin, [FString](API\Runtime\Core\Containers\FString) & OutTooltipText, bool & OutOkIcon ) const


description: Returns a list of parameters for the function that are specified as automatically emitting terms for unconnected ref parameters in the compiler (MD_AutoCreateRefTerm)

code: static void GetAutoEmitTermParameters ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & AutoEmitParameterNames )


description:
Finds the parent function for the specified function, if any
TheUFunctionparentfunction, if any.

code: static [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * GetCallableParentFunction ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function )


description:
Returns theFTextto use for a given schema category
The text to display for the category.

code: static [FText](API\Runtime\Core\Internationalization\FText) GetCategoryText ( const [FName](API\Runtime\Core\UObject\FName) Category, const bool bForMenu )


description:
Returns theFTextto use for a given schema category and subcategory
The text to display for the category.

code: static [FText](API\Runtime\Core\Internationalization\FText) GetCategoryText ( [FName](API\Runtime\Core\UObject\FName) Category, [FName](API\Runtime\Core\UObject\FName) SubCategory, bool bForMenu )


description: Gets actions that should be added to the right-click context menu for a node or pin

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


description: Returns schema action to create comment from implemention

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


description: Returns the current cache title refresh ID that is appropriate for the passed node

code: virtual int32 GetCurrentVisualizationCacheID() const


description: Returns friendly signature name if possible or Removes any mangling to get the unmangled signature name of the function

code: static [FText](API\Runtime\Core\Internationalization\FText) GetFriendlySignatureName ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function )


description: Gets display information for a graph

code: virtual void GetGraphDisplayInformation ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph, [FGraphDisplayInfo](API\Runtime\Engine\EdGraph\FGraphDisplayInfo) & DisplayInfo ) const


description: The type of graph (function vs. ubergraph) that this that TestEdGraph is.

code: virtual EGraphType GetGraphType ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TestEdGraph ) const


description: Returns the currently selected graph node count

code: virtual int32 GetNodeSelectionCount ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph ) const


description: Create menu for variable get/set nodes which refer to a variable which does not exist.

code: void GetNonExistentVariableMenu ( [FToolMenuSection](API\Developer\ToolMenus\FToolMenuSection) & Section, const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InGraphNode, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * OwnerBlueprint ) const


description: Reads in aFStringand gets the values of the pin defaults for that type. This can be passed to DefaultValueSimpleValidation to validate. OwningObject can be null

code: virtual void GetPinDefaultValuesFromString ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType, [UObject](API\Runtime\CoreUObject\UObject\UObject) * OwningObject, const [FString](API\Runtime\Core\Containers\FString) & NewValue, [FString](API\Runtime\Core\Containers\FString) & UseDefaultValue, [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > & UseDefaultObject, [FText](API\Runtime\Core\Internationalization\FText) & UseDefaultText, bool bPreserveTextIdentity ) const


description: Get the name to show in the editor

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


description:
Gets the draw color of a pin based on it's type.
The color representing the passed in type.

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetPinTypeColor ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType ) const


description: Helper function for filling out Category, SubCategory, and SubCategoryObject based on aFPropertytrue on success, false if the property is unsupported or invalid.

code: static bool GetPropertyCategoryInfo ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * TestProperty, [FName](API\Runtime\Core\UObject\FName) & OutCategory, [FName](API\Runtime\Core\UObject\FName) & OutSubCategory, [UObject](API\Runtime\CoreUObject\UObject\UObject) *& OutSubCategoryObject, bool & bOutIsWeakPointer )


description: Create menu for variable get/set nodes which allows for the replacement of variables

code: void GetReplaceVariableMenu ( [FToolMenuSection](API\Developer\ToolMenus\FToolMenuSection) & Section, const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InGraphNode, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InOwnerBlueprint, bool bInReplaceExistingVariable ) const


description: Create sub menu that shows all possible variables that can be used to replace the existing variable reference

code: static void GetReplaceVariableMenu ( [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UK2Node_Variable](API\Editor\BlueprintGraph\UK2Node_Variable) * Variable, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * OwnerBlueprint, bool bReplaceExistingVariable )


description: Get the weight modifiers from the console variable settings


description: Get the type tree for all of the property types valid for this schema

code: void GetVariableTypeTree ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FPinTypeTreeInfo](API\Editor\BlueprintGraph\UEdGraphSchema_K2\FPinTypeTreeInfo) > > & TypeTree, ETypeTreeFilter TypeTreeFilter ) const


code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetSecondaryPinTypeColor ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType ) const


code: static const [FName](API\Runtime\Core\UObject\FName) GN_AnimGraph;


description: Graph names

code: static const [FName](API\Runtime\Core\UObject\FName) GN_EventGraph;


description: Handle a graph being removed by the user (potentially removing associated bound nodes, etc...)

code: virtual void HandleGraphBeingDeleted ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & GraphBeingRemoved ) const


description: Call to let blueprint and UI know that parameters have changed for a function/macro/etc

code: virtual void HandleParameterDefaultValueChanged ( [UK2Node](API\Editor\BlueprintGraph\UK2Node) * TargetNode ) const


description: Returns if function has output parameter(s)

code: static bool HasFunctionAnyOutputParameter ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function )


description: Returns true if the function has wildcard parameters, e.g. uses runtime type information that may require safe failure handling

code: static bool HasWildcardParams ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function )


description: Whether or not the specified actor is a valid target for bound events and literal references (in the right level, not a builder brush, etc

code: bool IsActorValidForLevelScriptRefs ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * TestActor, const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint ) const


description: Returns true if this enum is safe to be used as a variable in blueprints

code: static bool IsAllowableBlueprintVariableType ( const [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * InEnum )


description: Returns true if this class is safe to be used as a variable in blueprints

code: static bool IsAllowableBlueprintVariableType ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, bool bAssumeBlueprintType )


description: Returns true if this struct is safe to to be used as a variable in blueprints

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


description: Returns true if the owning node is a function with AutoCreateRefTerm meta data

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


description:
Checks if a CacheRefreshID is out of date
TRUE if dirty

code: virtual bool IsCacheVisualizationOutOfDate ( int32 InVisualizationCacheID ) const


description:
Checks to see if the specified graph is a composite graph
true if this is a composite graph

code: bool IsCompositeGraph ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TestEdGraph ) const


description:
Checks to see if the specified graph is a const function graph
true if this is a const function graph

code: bool IsConstFunctionGraph ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TestEdGraph, bool * bOutIsEnforcingConstCorrectness ) const


description:
Checks to see if the specified graph is a construction script
true if this is a construction script

code: static bool IsConstructionScript ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TestEdGraph )


description: Is given string a delegate category name ?

code: virtual bool IsDelegateCategory ( const [FName](API\Runtime\Core\UObject\FName) Category ) const


description:
Checks to see if a pin is an execution pin.
true if it is an execution pin.

code: static bool IsExecPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin )


description:
Checks if the graph is marked as thread safe
True if the graph is marked theead safe

code: bool IsGraphMarkedThreadSafe ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph ) const


description: Returns whether a pin category is compatible with anIndexWildcard (PC_Wildcard and PSC_Index)

code: bool IsIndexWildcardCompatible ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType ) const


description:
Checks to see if a pin is a meta-pin (either a Self or Exec pin)
true if it is a Self or Exec pin.

code: bool IsMetaPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin ) const


description:
Checks to see if the specified pin is being watched by the graph's debug system.
True if the supplied pin is currently being watched, false if not.

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


description:
Determine if the supplied pin default values would be valid.
An empty string if the new value is legal, otherwise a message describing why it is invalid.

code: virtual [FString](API\Runtime\Core\Containers\FString) IsPinDefaultValid ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, const [FString](API\Runtime\Core\Containers\FString) & NewDefaultValue, [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > NewDefaultObject, const [FText](API\Runtime\Core\Internationalization\FText) & InNewDefaultText ) const


code: static bool IsPropertyExposedOnSpawn ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property )


description:
Checks to see if a pin is a Self pin (indicating the calling context for the node)
true if it is a Self pin.

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


description:
Checks to see if the specified graph is a static function graph
true if this is a const function graph

code: bool IsStaticFunctionGraph ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TestEdGraph ) const


description:
Query if the passed in pin is a title bar pin.
true if the pin should appear in the title bar.

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


description: Determines if the specified param property is intended to be used as a wildcard (for custom thunk functions, like in our array library, etc.)

code: static bool IsWildcardProperty ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * ParamProperty )


className: LinearColorStruct

code: static const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * LinearColorStruct = nullptr;


description: Make links from all data pins from InOutputNode output to InInputNode input.

code: void LinkDataPinFromOutputToInput ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InOutputNode, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InInputNode ) const


description: Marks the function entry of a graph as editable via function editor or not-editable

code: void MarkFunctionEntryAsEditable ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * CurrentGraph, bool bNewEditable ) const


description: Create the local variable that the broken node refers to

code: static void OnCreateNonExistentLocalVariable ( class [UK2Node_Variable](API\Editor\BlueprintGraph\UK2Node_Variable) * Variable, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * OwnerBlueprint )


description: Create the variable that the broken node refers to

code: static void OnCreateNonExistentVariable ( class [UK2Node_Variable](API\Editor\BlueprintGraph\UK2Node_Variable) * Variable, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * OwnerBlueprint )


description: Handles double-clicking on a pin<->pin connection

code: virtual void OnPinConnectionDoubleCicked ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinA, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinB, const FVector2D & GraphPosition ) const


description: Replace the variable that a variable node refers to when the variable it refers to does not exist

code: static void OnReplaceVariableForVariableNode ( class [UK2Node_Variable](API\Editor\BlueprintGraph\UK2Node_Variable) * Variable, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * OwnerBlueprint, [FName](API\Runtime\Core\UObject\FName) VariableName, bool bIsSelfMember )


code: static const [FName](API\Runtime\Core\UObject\FName) PC_Boolean;


code: static const [FName](API\Runtime\Core\UObject\FName) PC_Byte;


code: static const [FName](API\Runtime\Core\UObject\FName) PC_Class;


code: static const [FName](API\Runtime\Core\UObject\FName) PC_Delegate;


code: static const [FName](API\Runtime\Core\UObject\FName) PC_Double;


code: static const [FName](API\Runtime\Core\UObject\FName) PC_Enum;


description: Allowable PinType.PinCategory values.

code: static const [FName](API\Runtime\Core\UObject\FName) PC_Exec;


code: static const [FName](API\Runtime\Core\UObject\FName) PC_FieldPath;


code: static const [FName](API\Runtime\Core\UObject\FName) PC_Float;


code: static const [FName](API\Runtime\Core\UObject\FName) PC_Int;


code: static const [FName](API\Runtime\Core\UObject\FName) PC_Int64;


code: static const [FName](API\Runtime\Core\UObject\FName) PC_Interface;


code: static const [FName](API\Runtime\Core\UObject\FName) PC_MCDelegate;


code: static const [FName](API\Runtime\Core\UObject\FName) PC_Name;


code: static const [FName](API\Runtime\Core\UObject\FName) PC_Object;


code: static const [FName](API\Runtime\Core\UObject\FName) PC_Real;


code: static const [FName](API\Runtime\Core\UObject\FName) PC_SoftObject;


code: static const [FName](API\Runtime\Core\UObject\FName) PC_SoftClass;


code: static const [FName](API\Runtime\Core\UObject\FName) PC_String;


code: static const [FName](API\Runtime\Core\UObject\FName) PC_Struct;


code: static const [FName](API\Runtime\Core\UObject\FName) PC_Text;


code: static const [FName](API\Runtime\Core\UObject\FName) PC_Wildcard;


description: Returns true if the pin has a value field that can be edited inline

code: bool PinDefaultValueIsEditable ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & InGraphPin ) const


description: Returns true if the pin has a custom default string format and it is not safe to use ExportText

code: bool PinHasCustomDefaultFormat ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & InGraphPin ) const


description: Returns whether the supplied Pin is a splittable struct.

code: bool PinHasSplittableStructType ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InGraphPin ) const


code: static const [FName](API\Runtime\Core\UObject\FName) PN_After;


code: static const [FString](API\Runtime\Core\Containers\FString) PN_CastedValuePrefix;


code: static const [FName](API\Runtime\Core\UObject\FName) PN_CastFailed;


code: static const [FName](API\Runtime\Core\UObject\FName) PN_CastSucceeded;


code: static const [FName](API\Runtime\Core\UObject\FName) PN_Completed;


code: static const [FName](API\Runtime\Core\UObject\FName) PN_Condition;


code: static const [FName](API\Runtime\Core\UObject\FName) PN_DelegateEntry;


code: static const [FName](API\Runtime\Core\UObject\FName) PN_Else;


code: static const [FName](API\Runtime\Core\UObject\FName) PN_EntryPoint;


description: Pin names that have special meaning and required types in some contexts (depending on the node type)

code: static const [FName](API\Runtime\Core\UObject\FName) PN_Execute;


code: static const [FName](API\Runtime\Core\UObject\FName) PN_Index;


code: static const [FName](API\Runtime\Core\UObject\FName) PN_Item;


code: static const [FName](API\Runtime\Core\UObject\FName) PN_Loop;


code: static const [FName](API\Runtime\Core\UObject\FName) PN_ObjectToCast;


code: static const [FName](API\Runtime\Core\UObject\FName) PN_ReturnValue;


code: static const [FName](API\Runtime\Core\UObject\FName) PN_Self;


code: static const [FName](API\Runtime\Core\UObject\FName) PN_Start;


code: static const [FName](API\Runtime\Core\UObject\FName) PN_Stop;


code: static const [FName](API\Runtime\Core\UObject\FName) PN_Then;


code: static const [FName](API\Runtime\Core\UObject\FName) PSC_Bitmask;


code: static const [FName](API\Runtime\Core\UObject\FName) PSC_Index;


description: Common PinType.PinSubCategory values.

code: static const [FName](API\Runtime\Core\UObject\FName) PSC_Self;


description: Collapses a pin and its siblings back in to the original pin

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


description: Reconstructs a node

code: virtual void ReconstructNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) & TargetNode, bool bIsBatchRequest ) const