className: FRigVMImportFromTextAction

description: An action importing nodes and links from text

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FRigVMImportFromTextAction : public [FRigVMBaseAction](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMBaseAction)

TopLevelNodeNames

type: TArray<FName>


description: Access to the actions script struct. this needs to be overloaded.

module: RigVMDeveloper

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


description: Re-does the action and returns true if successfull.

code: virtual bool Redo()


description: Un-does the action and returns true if successfull.

code: virtual bool Undo()


code: FRigVMInjectNodeIntoPinAction()


code: FRigVMInjectNodeIntoPinAction ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, [URigVMInjectionInfo](API\Plugins\RigVMDeveloper\RigVMModel\URigVMInjectionInfo) * InInjectionInfo )


className: FRigVMInjectNodeIntoPinAction

description: An action injecting a node into a pin

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FRigVMInjectNodeIntoPinAction : public [FRigVMBaseAction](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMBaseAction)

bAsInput

type: bool

InputPinName

type: FName

NodePath

type: FString


code: FRigVMInsertArrayPinAction()


code: FRigVMInsertArrayPinAction ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InArrayPin, int32 InIndex, const [FString](API\Runtime\Core\Containers\FString) & InNewDefaultValue )


code: virtual ~FRigVMInsertArrayPinAction()


className: FRigVMInsertArrayPinAction

description: An action inserting a new array pin in the graph.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FRigVMInsertArrayPinAction : public [FRigVMBaseAction](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMBaseAction)


code: FRigVMMarkFunctionPublicAction()


code: FRigVMMarkFunctionPublicAction ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, const [FName](API\Runtime\Core\UObject\FName) & InFunctionName, bool bInIsPublic )


className: FRigVMMarkFunctionPublicAction

description: An action marking a function as public/private.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FRigVMMarkFunctionPublicAction : public [FRigVMBaseAction](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMBaseAction)


code: virtual void Serialize ( const TCHAR * V, [ELogVerbosity::Type](API\Runtime\Core\Logging\ELogVerbosity__Type) Verbosity, const class [FName](API\Runtime\Core\UObject\FName) & Category )


className: FRigVMPinDefaultValueImportErrorContext

code: class FRigVMPinDefaultValueImportErrorContext : public [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice)


code: FRigVMPromoteNodeAction ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, const [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * InNodeToPromote, const [FString](API\Runtime\Core\Containers\FString) & InNodePath, const [FString](API\Runtime\Core\Containers\FString) & InFunctionDefinitionPath )


code: virtual ~FRigVMPromoteNodeAction()


className: FRigVMPromoteNodeAction

description: An action to promote a function to collapse node or vice versa

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FRigVMPromoteNodeAction : public [FRigVMBaseAction](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMBaseAction)


code: virtual bool Redo()


className: FRigVMReferenceNodeData

ReferencedFunctionIdentifier

type: FRigVMGraphFunc...


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


code: virtual bool Undo()


code: FRigVMReferenceNodeData ( [URigVMFunctionReferenceNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMFunctionReferenceNode) * InReferenceNode )


code: FRigVMRemoveArrayPinAction()


code: FRigVMRemoveArrayPinAction ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InArrayElementPin )


code: virtual ~FRigVMRemoveArrayPinAction()


className: FRigVMRemoveArrayPinAction

description: An action removing an array pin from the graph.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FRigVMRemoveArrayPinAction : public [FRigVMBaseAction](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMBaseAction)


code: FRigVMRemoveDecoratorAction()


code: FRigVMRemoveDecoratorAction ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, const [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * InNode, const [FName](API\Runtime\Core\UObject\FName) & InDecoratorName, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InDecoratorScriptStruct, const [FString](API\Runtime\Core\Containers\FString) & InDecoratorDefault, int32 InPinIndex )


code: virtual ~FRigVMRemoveDecoratorAction()


className: FRigVMRemoveDecoratorAction

description: An action to remove a decorator from a node

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FRigVMRemoveDecoratorAction : public [FRigVMAddDecoratorAction](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMAddDecoratorAction)


code: FRigVMRemoveExposedPinAction()


code: FRigVMRemoveExposedPinAction ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPin )


code: virtual ~FRigVMRemoveExposedPinAction()


className: FRigVMRemoveExposedPinAction

description: An action exposing a pin as a parameter

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FRigVMRemoveExposedPinAction : public [FRigVMBaseAction](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMBaseAction)

Direction

type: ERigVMPinDirect...


code: FRigVMRemoveLocalVariableAction()


code: FRigVMRemoveLocalVariableAction ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, const [FRigVMGraphVariableDescription](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMGraphVariableDescription) & InLocalVariable )


className: FRigVMRemoveLocalVariableAction

description: An action to remove a local variable.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FRigVMRemoveLocalVariableAction : public [FRigVMBaseAction](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMBaseAction)

LocalVariable

type: FRigVMGraphVari...


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


code: virtual bool Redo()


code: virtual bool Undo()


code: FRigVMRemoveNodesAction ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, [TArray](API\Runtime\Core\Containers\TArray)< [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * > InNodes )


code: virtual ~FRigVMRemoveNodesAction()


className: FRigVMRemoveNodesAction

description: An action removing one or more nodes from the graph.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FRigVMRemoveNodesAction : public [FRigVMBaseAction](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMBaseAction)


code: FRigVMRenameExposedPinAction()


code: FRigVMRenameExposedPinAction ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, const [FName](API\Runtime\Core\UObject\FName) & InOldPinName, const [FName](API\Runtime\Core\UObject\FName) & InNewPinName )


code: virtual ~FRigVMRenameExposedPinAction()


className: FRigVMRenameExposedPinAction

description: An action renaming an exposed in the graph.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FRigVMRenameExposedPinAction : public [FRigVMBaseAction](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMBaseAction)


code: FRigVMRenameLocalVariableAction()


code: FRigVMRenameLocalVariableAction ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, const [FName](API\Runtime\Core\UObject\FName) & InOldName, const [FName](API\Runtime\Core\UObject\FName) & InNewName )


className: FRigVMRenameLocalVariableAction

description: An action to rename a local variable.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FRigVMRenameLocalVariableAction : public [FRigVMBaseAction](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMBaseAction)


code: FRigVMRenameNodeAction ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, const [FName](API\Runtime\Core\UObject\FName) & InOldNodeName, const [FName](API\Runtime\Core\UObject\FName) & InNewNodeName )


code: virtual ~FRigVMRenameNodeAction()


className: FRigVMRenameNodeAction

description: An action renaming a node in the graph.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FRigVMRenameNodeAction : public [FRigVMBaseAction](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMBaseAction)


code: FRigVMRenameVariableAction()


code: FRigVMRenameVariableAction ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, const [FName](API\Runtime\Core\UObject\FName) & InOldVariableName, const [FName](API\Runtime\Core\UObject\FName) & InNewVariableName )


code: virtual ~FRigVMRenameVariableAction()


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


className: FRigVMRenameVariableAction

description: An action renaming a variable in the graph.


code: virtual bool Redo()


code: virtual bool Undo()


code: FRigVMReplaceNodesAction()


code: FRigVMReplaceNodesAction ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, const [TArray](API\Runtime\Core\Containers\TArray)< [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * > & InNodes )


className: FRigVMReplaceNodesAction

description: An action to add store / restore a single node

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FRigVMReplaceNodesAction : public [FRigVMBaseAction](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMBaseAction)


code: FRigVMSetCommentTextAction()


code: FRigVMSetCommentTextAction ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, [URigVMCommentNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMCommentNode) * InNode, const [FString](API\Runtime\Core\Containers\FString) & InNewText, const int32 & InNewFontSize, const bool & bInNewBubbleVisible, const bool & bInNewColorBubble )


code: virtual ~FRigVMSetCommentTextAction()


className: FRigVMSetCommentTextAction

description: An action setting a comment node's text in the graph.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FRigVMSetCommentTextAction : public [FRigVMBaseAction](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMBaseAction)


code: virtual ~FRigVMReplaceNodesAction()


description: Trys to merge the action with another action and returns true if successfull.

code: virtual bool Merge ( const [FRigVMBaseAction](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMBaseAction) * Other )


code: FRigVMSetNodeCategoryAction()


code: FRigVMSetNodeCategoryAction ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, [URigVMCollapseNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMCollapseNode) * InNode, const [FString](API\Runtime\Core\Containers\FString) & InNewCategory )


code: virtual ~FRigVMSetNodeCategoryAction()


className: FRigVMSetNodeCategoryAction

description: An action setting a node's category in the graph.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FRigVMSetNodeCategoryAction : public [FRigVMBaseAction](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMBaseAction)


code: FRigVMSetNodeColorAction()


code: FRigVMSetNodeColorAction ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * InNode, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InNewColor )


code: virtual ~FRigVMSetNodeColorAction()


className: FRigVMSetNodeColorAction

description: An action setting a node's color in the graph.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FRigVMSetNodeColorAction : public [FRigVMBaseAction](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMBaseAction)

NewColor

type: FLinearColor


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


code: virtual bool Redo()


code: virtual bool Undo()


code: FRigVMSetNodeDescriptionAction()


code: FRigVMSetNodeDescriptionAction ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, [URigVMCollapseNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMCollapseNode) * InNode, const [FString](API\Runtime\Core\Containers\FString) & InNewDescription )


className: FRigVMSetNodeDescriptionAction

description: An action setting a node's description in the graph.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FRigVMSetNodeDescriptionAction : public [FRigVMBaseAction](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMBaseAction)


code: FRigVMSetNodeKeywordsAction()


code: FRigVMSetNodeKeywordsAction ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, [URigVMCollapseNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMCollapseNode) * InNode, const [FString](API\Runtime\Core\Containers\FString) & InNewKeywords )


className: FRigVMSetNodeKeywordsAction

description: An action setting a node's keywords in the graph.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FRigVMSetNodeKeywordsAction : public [FRigVMBaseAction](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMBaseAction)


code: virtual ~FRigVMSetNodeKeywordsAction()


code: virtual bool Merge ( const [FRigVMBaseAction](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMBaseAction) * Other )


code: FRigVMSetNodePositionAction()


code: FRigVMSetNodePositionAction ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * InNode, const FVector2D & InNewPosition )


code: virtual ~FRigVMSetNodePositionAction()


className: FRigVMSetNodePositionAction

description: An action setting a node's position in the graph.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FRigVMSetNodePositionAction : public [FRigVMBaseAction](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMBaseAction)


code: FRigVMSetNodeSelectionAction()


code: FRigVMSetNodeSelectionAction ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, [URigVMGraph](API\Plugins\RigVMDeveloper\RigVMModel\URigVMGraph) * InGraph, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > InNewSelection )


code: virtual ~FRigVMSetNodeSelectionAction()


className: FRigVMSetNodeSelectionAction

description: An action selecting or deselecting a node in the graph.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FRigVMSetNodeSelectionAction : public [FRigVMBaseAction](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMBaseAction)


description: Access to the actions script struct. this needs to be overloaded.

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


description: Re-does the action and returns true if successfull.

code: virtual bool Redo()


description: Un-does the action and returns true if successfull.

code: virtual bool Undo()


code: FRigVMSetNodeSizeAction ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * InNode, const FVector2D & InNewSize )


code: virtual ~FRigVMSetNodeSizeAction()


className: FRigVMSetNodeSizeAction

description: An action setting a node's size in the graph.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FRigVMSetNodeSizeAction : public [FRigVMBaseAction](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMBaseAction)


code: FRigVMSetPinDefaultValueAction()


code: FRigVMSetPinDefaultValueAction ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPin, const [FString](API\Runtime\Core\Containers\FString) & InNewDefaultValue )


code: virtual bool Merge ( const [FRigVMBaseAction](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMBaseAction) * Other )


className: FRigVMSetPinDefaultValueAction

description: An action setting a pin's default value in the graph.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FRigVMSetPinDefaultValueAction : public [FRigVMBaseAction](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMBaseAction)


code: FRigVMSetPinExpansionAction ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPin, bool bNewIsExpanded )


code: FRigVMSetPinExpansionAction()


code: virtual ~FRigVMSetPinExpansionAction()


className: FRigVMSetPinExpansionAction

description: An action setting a pin's expansion state in the graph.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FRigVMSetPinExpansionAction : public [FRigVMBaseAction](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMBaseAction)


code: FRigVMSetPinIndexAction ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPin, int32 InNewIndex )


code: virtual ~FRigVMSetPinIndexAction()


className: FRigVMSetPinIndexAction

description: An action to reorder pins on a node

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FRigVMSetPinIndexAction : public [FRigVMBaseAction](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMBaseAction)


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


code: virtual bool Redo()


code: virtual bool Undo()


code: FRigVMSetPinWatchAction ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPin, bool bNewIsWatched )


code: virtual ~FRigVMSetPinWatchAction()


className: FRigVMSetPinWatchAction

description: An action setting a pin's watch state in the graph.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FRigVMSetPinWatchAction : public [FRigVMBaseAction](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMBaseAction)


code: FRigVMSetRemappedVariableAction()


code: FRigVMSetRemappedVariableAction ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, [URigVMFunctionReferenceNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMFunctionReferenceNode) * InFunctionRefNode, const [FName](API\Runtime\Core\UObject\FName) & InInnerVariableName, const [FName](API\Runtime\Core\UObject\FName) & InOldOuterVariableName, const [FName](API\Runtime\Core\UObject\FName) & InNewOuterVariableName )


className: FRigVMSetRemappedVariableAction

description: An action to remap a variable inside of a function reference node renaming a node in the graph.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FRigVMSetRemappedVariableAction : public [FRigVMBaseAction](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMBaseAction)


description: Returns the editor object corresponding with the supplied editor object.

code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetEditorObjectForRigVMGraph ( [URigVMGraph](API\Plugins\RigVMDeveloper\RigVMModel\URigVMGraph) * InVMGraph ) const


description: Returns the rigvm client for this host.


description: Returns the rigvm client for this host.

code: const [FRigVMClient](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMClient) * GetRigVMClient() const


description: Returns the rigvm function host.


description: Returns the rigvm function host.

code: const [IRigVMGraphFunctionHost](API\Plugins\RigVM\RigVMCore\IRigVMGraphFunctionHost) * GetRigVMGraphFunctionHost() const


description: Reacts to a request to configure a controller.

code: void HandleConfigureRigVMController ( const [FRigVMClient](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMClient) * InClient, [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InControllerToConfigure )


description: Reacts to adding a graph.

code: void HandleRigVMGraphAdded ( const [FRigVMClient](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMClient) * InClient, const [FString](API\Runtime\Core\Containers\FString) & InNodePathOrName )


description: Reacts to removing a graph.

code: void HandleRigVMGraphRemoved ( const [FRigVMClient](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMClient) * InClient, const [FString](API\Runtime\Core\Containers\FString) & InNodePathOrName )


className: IRigVMClientHost

description: Interface that allows an object to host a rig VM client. Used by graph edting code to interact with the controller.

code: class IRigVMClientHost


description: Reacts to renaming a graph.

code: void HandleRigVMGraphRenamed ( const [FRigVMClient](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMClient) * InClient, const [FString](API\Runtime\Core\Containers\FString) & InOldNodePath, const [FString](API\Runtime\Core\Containers\FString) & InNewNodePath )


description: Returns the corresponding VM graph.

code: [FRigVMClient](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMClient) * GetRigVMClient() const


description: Reacts to renaming the model.

code: void HandleRigVMGraphRenamed ( const [FString](API\Runtime\Core\Containers\FString) & InOldNodePath, const [FString](API\Runtime\Core\Containers\FString) & InNewNodePath )


description: Returns the nodepath for this UI graph.


className: IRigVMEditorSideObject

description: Interface that allows a UI graph to identify itself against a model graph.

code: class IRigVMEditorSideObject


description: Comparison operator

code: bool operator== ( const [FRigVMGraphParameterDescription](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\FRigVMGraphParameterDescription) & Other ) const


description: Returns nullptr external variable matching this description.


className: FRigVMGraphParameterDescription

description: The parameter description is used to convey information about unique parameters within a Graph. Multiple Parameter Nodes can share the same parameter description.

bIsInput

description: True if the parameter is an input.

CPPType

description: The C++ data type of the parameter.

CPPTypeObject

type: TObjectPtr<UOb...

description: The Struct of the C++ data type of the parameter (or nullptr)

DefaultValue

description: The default value of the parameter.

Name

description: The name of the parameter.


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


code: bool operator== ( const [FRigVMTemplatePreferredType](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\FRigVMTemplatePreferredType) & Other ) const


code: void UpdateIndexFromString()


code: void UpdateStringFromIndex()


code: FRigVMTemplatePreferredType()


code: FRigVMTemplatePreferredType ( const [FName](API\Runtime\Core\UObject\FName) & InArgument, [TRigVMTypeIndex](API\Plugins\RigVM\RigVMCore\TRigVMTypeIndex) InTypeIndex )


className: FRigVMTemplatePreferredType


description: Returns the C++ data type of the element.


description: Returns the C++ data type struct of the array (or nullptr)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMArrayNode) [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetCPPTypeObject() const


description: Returns the op code of this node.


description: Default constructor.


description: The Array Node represents one of a series available array operations such as SetNum, GetAtIndex etc.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Deprecated) class UDEPRECATED_RigVMArrayNode : public [URigVMTemplateNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMTemplateNode)


description: A branch node is used to branch between two blocks of execution

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Deprecated) class UDEPRECATED_RigVMBranchNode : public [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode)


className: ConditionName

code: static const [FString](API\Runtime\Core\Containers\FString) ConditionName = TEXT("Condition");


className: FalseName

code: static const [FString](API\Runtime\Core\Containers\FString) FalseName = TEXT("False");


description: Returns the color of this node - used for UI.

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


description: Override fromURigVMNode.

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


description: Override fromURigVMTemplateNode.

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


description: Returns the template used for this node

code: virtual const [FRigVMTemplate](API\Plugins\RigVM\RigVMCore\FRigVMTemplate) * GetTemplate() const


className: IfName

code: static const [FString](API\Runtime\Core\Containers\FString) IfName = TEXT("If");


code: virtual bool IsSingleton() const


className: ResultName

code: static const [FString](API\Runtime\Core\Containers\FString) ResultName = TEXT("Result");


className: TrueName

code: static const [FString](API\Runtime\Core\Containers\FString) TrueName = TEXT("True");


description: A if node is used to pick between two values

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Deprecated) class UDEPRECATED_RigVMIfNode : public [URigVMTemplateNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMTemplateNode)


code: virtual bool AllowsLinksOn ( const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPin ) const


className: IndexName

code: static const [FString](API\Runtime\Core\Containers\FString) IndexName = TEXT("Index");


className: SelectName

code: static const [FString](API\Runtime\Core\Containers\FString) SelectName = TEXT("Select");


className: ValueName

code: static const [FString](API\Runtime\Core\Containers\FString) ValueName = TEXT("Values");


description: A select node is used to select between multiple values

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Deprecated) class UDEPRECATED_RigVMSelectNode : public [URigVMTemplateNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMTemplateNode)


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * > GetAggregateInputs() const


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * > GetAggregateOutputs() const


code: virtual [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * GetFirstAggregatePin() const


code: [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * GetFirstInnerNode() const


code: [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * GetLastInnerNode() const


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


description: Returns the title of this Node - used for UI.

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


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


code: virtual [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * GetOppositeAggregatePin() const


code: virtual [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * GetSecondAggregatePin() const


description: Returns the tooltip of this node.

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


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetToolTipTextForPin ( const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPin ) const


code: virtual bool IsInputAggregate() const


code: virtual bool IsAggregate() const


description: Default constructor

code: URigVMAggregateNode()


className: URigVMAggregateNode

description: The Aggregate Node contains a subgraph of nodes with aggregate pins (2in+1out or 1out+2in) connected to each other. For example, a unit node IntAdd which adds 2 integers and provides Result=A+B could have A, B and Result as aggregates in order to add additional input pins to construct an Aggregate Node that computes Result=A+B+C.


code: virtual [URigVMGraph](API\Plugins\RigVMDeveloper\RigVMModel\URigVMGraph) * GetContainedGraph() const


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


code: virtual [URigVMFunctionLibrary](API\Plugins\RigVMDeveloper\RigVMModel\URigVMFunctionLibrary) * GetLibrary() const


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


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


className: URigVMCollapseNode

description: The Collapse Node is a library node which stores the function and its nodes directly within the node itself.


description: Returns the current user provided bubble visibility of this comment.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMCommentNode) bool GetCommentBubbleVisible() const


description: Returns the current user provided bubble color inheritance of this comment.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMCommentNode) bool GetCommentColorBubble() const


description: Returns the current user provided font size of this comment.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMCommentNode) int32 GetCommentFontSize() const


description: Returns the current user provided text of this comment.


description: Override of node title.

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


description: Default constructor.

code: URigVMCommentNode()


className: URigVMCommentNode

description: Comment Nodes can be used to annotate a Graph by adding colored grouping as well as user provided text. Comment Nodes are purely cosmetic and don't contribute to the runtime result of the Graph / Function.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class URigVMCommentNode : public [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode)


description: Returns a copy of the struct with the current values.

code: template<typename T, typename [TEnableIf](API\Runtime\Core\Templates\TEnableIf)< TModels_V< [CRigVMUStruct](API\Plugins\RigVM\RigVMCore\CRigVMUStruct), T >>::Type *> T ConstructFactoryInstance() const


description: Returns an instance of the factory with the current values.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStructOnScope](API\Runtime\CoreUObject\UObject\FStructOnScope) > ConstructFactoryInstance ( bool bUseDefault, [FString](API\Runtime\Core\Containers\FString) * OutFactoryDefault ) const


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * > GetAggregateInputs() const


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * > GetAggregateOutputs() const


description: Returns the names of the control flow blocks of this node

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & GetControlFlowBlocks() const


code: const [FRigVMDispatchFactory](API\Plugins\RigVM\RigVMCore\FRigVMDispatchFactory) * GetFactory() const


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


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


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


description: Override node functions.


description: Returns the tooltip of this node.

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


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetToolTipTextForPin ( const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPin ) const


description: Returns true if a control flow block requires slicing

code: virtual const bool IsControlFlowBlockSliced ( const [FName](API\Runtime\Core\UObject\FName) & InBlockName ) const


code: virtual [FRigVMStructUpgradeInfo](API\Plugins\RigVM\RigVMCore\FRigVMStructUpgradeInfo) GetUpgradeInfo() const


code: virtual void InvalidateCache()


description: Returns true if the node is defined as non-varying.

code: virtual bool IsDefinedAsConstant() const


code: virtual bool ShouldInputPinComputeLazily ( const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPin ) const


code: virtual bool IsDefinedAsVarying() const


className: URigVMDispatchNode

description: The Struct Node represents a Function Invocation of a RIGVM_METHOD declared on a USTRUCT. Struct Nodes have input / output pins for all struct UPROPERTY members.


className: EnumName

code: static const [FString](API\Runtime\Core\Containers\FString) EnumName = TEXT("Enum");


className: EnumIndexName

code: static const [FString](API\Runtime\Core\Containers\FString) EnumIndexName = TEXT("EnumIndex");


className: EnumValueName

code: static const [FString](API\Runtime\Core\Containers\FString) EnumValueName = TEXT("EnumValue");


description: Returns the C++ data type of the parameter.


description: Returns the C++ data type struct of the parameter (or nullptr)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMEnumNode) [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetCPPTypeObject() const


description: Returns the default value of the parameter as a string.

code: [FString](API\Runtime\Core\Containers\FString) GetDefaultValue ( const [URigVMPin::FPinOverride](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin\FPinOverride) & InOverride ) const


description: Returns the enum itself.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMEnumNode) [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * GetEnum() const


description: Override of node title.


description: Override of node title.

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


description: Default constructor.

code: URigVMEnumNode()


description: Override node functions.

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


className: URigVMEnumNode

description: The Enum Node represents a constant enum value for use within the graph.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class URigVMEnumNode : public [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode)


description: Returns the title of this Node - used for UI.


description: Override template node functions.

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


description: Returns the notation of the node.

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


code: virtual uint32 GetStructureHash() const


description: Returns the tooltip of this node.

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


description: Returns the template used for this node

code: virtual const [FRigVMTemplate](API\Plugins\RigVM\RigVMCore\FRigVMTemplate) * GetTemplate() const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetToolTipTextForPin ( const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPin ) const


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FRigVMExternalVariable](API\Plugins\RigVM\RigVMCore\FRigVMExternalVariable) > GetExternalVariables() const


className: URigVMFunctionEntryNode

description: The Function Entry node is used to provide access to the input pins of the library node for links within.


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


code: [TArray](API\Runtime\Core\Containers\TArray)< [FRigVMExternalVariable](API\Plugins\RigVM\RigVMCore\FRigVMExternalVariable) > GetExternalVariables ( bool bRemapped ) const


description: Returns the color of this node - used for UI.


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


code: [FName](API\Runtime\Core\UObject\FName) GetOuterVariableName ( const [FName](API\Runtime\Core\UObject\FName) & InInnerVariableName ) const


code: const [FRigVMGraphFunctionHeader](API\Plugins\RigVM\RigVMCore\FRigVMGraphFunctionHeader) & GetReferencedFunctionHeader() const


code: const [FRigVMGraphFunctionData](API\Plugins\RigVM\RigVMCore\FRigVMGraphFunctionData) * GetReferencedFunctionData ( bool bLoadIfNecessary ) const


code: const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FName](API\Runtime\Core\UObject\FName) > & GetVariableMap() const


code: bool IsFullyRemapped() const


code: bool IsReferencedNodeLoaded() const


code: [URigVMLibraryNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMLibraryNode) * LoadReferencedNode() const


description: Variable remapping.

code: bool RequiresVariableRemapping() const


className: URigVMFunctionReferenceNode

description: The Function Reference Node is a library node which references a library node from a separate function library graph.


description: Override node functions.

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


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


description: Returns the notation of the node.

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


description: Override template node functions.

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


code: virtual uint32 GetStructureHash() const


description: Returns the template used for this node

code: virtual const [FRigVMTemplate](API\Plugins\RigVM\RigVMCore\FRigVMTemplate) * GetTemplate() const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetToolTipTextForPin ( const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPin ) const


code: virtual bool IsDefinedAsVarying() const


className: URigVMFunctionReturnNode

description: The Function Return node is used to provide access to the output pins of the library node for links within.


className: EntryName

code: static const [FString](API\Runtime\Core\Containers\FString) EntryName = TEXT("Entry");


description: Returns the name of the entry to run.


description: Override of node title.


description: Override of node title.


description: Default constructor.

code: URigVMInvokeEntryNode()


className: URigVMInvokeEntryNode

description: The Invoke Entry Node is used to invoke another entry from the the currently running entry.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class URigVMInvokeEntryNode : public [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode)


description: Returns the tooltip of this node.

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


code: virtual bool Contains ( [URigVMLibraryNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMLibraryNode) * InContainedNode, bool bRecursive ) const


className: EmptyLinks

code: static const [TArray](API\Runtime\Core\Containers\TArray)< [URigVMLink](API\Plugins\RigVMDeveloper\RigVMModel\URigVMLink) * > EmptyLinks;


className: EmptyNodes

code: static const [TArray](API\Runtime\Core\Containers\TArray)< [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * > EmptyNodes;


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMLibraryNode) virtual [URigVMGraph](API\Plugins\RigVMDeveloper\RigVMModel\URigVMGraph) * GetContainedGraph() const


code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [URigVMLink](API\Plugins\RigVMDeveloper\RigVMModel\URigVMLink) * > & GetContainedLinks() const


code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * > & GetContainedNodes() const


code: virtual [TMap](API\Runtime\Core\Containers\TMap)< [FRigVMGraphFunctionIdentifier](API\Plugins\RigVM\RigVMCore\FRigVMGraphFunctionIdentifier), uint32 > GetDependencies() const


code: virtual [URigVMFunctionEntryNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMFunctionEntryNode) * GetEntryNode() const


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FRigVMExternalVariable](API\Plugins\RigVM\RigVMCore\FRigVMExternalVariable) > GetExternalVariables() const


code: [FRigVMGraphFunctionHeader](API\Plugins\RigVM\RigVMCore\FRigVMGraphFunctionHeader) GetFunctionHeader ( [IRigVMGraphFunctionHost](API\Plugins\RigVM\RigVMCore\IRigVMGraphFunctionHost) * InHostObject ) const


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< int32 > GetInstructionsForVMImpl ( const [FRigVMExtendedExecuteContext](API\Plugins\RigVM\RigVMCore\FRigVMExtendedExecuteContext) & Context, [URigVM](API\Plugins\RigVM\RigVMCore\URigVM) * InVM, const [FRigVMASTProxy](API\Plugins\RigVMDeveloper\RigVMCompiler\FRigVMASTProxy) & InProxy ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMLibraryNode) virtual [URigVMFunctionLibrary](API\Plugins\RigVMDeveloper\RigVMModel\URigVMFunctionLibrary) * GetLibrary() const


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


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


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


description: Returns the notation of the node.

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


code: virtual [URigVMFunctionReturnNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMFunctionReturnNode) * GetReturnNode() const


description: Override template node functions.

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


code: virtual uint32 GetStructureHash() const


description: Returns the template used for this node

code: virtual const [FRigVMTemplate](API\Plugins\RigVM\RigVMCore\FRigVMTemplate) * GetTemplate() const


description: Returns the tooltip of this node.

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


description: Override node functions.

code: virtual bool IsDefinedAsConstant() const


code: virtual bool IsDefinedAsVarying() const


className: URigVMLibraryNode

description: The Library Node represents a function invocation of a function specified somewhere else. The function can be expressed as a sub-graph (RigVMGroupNode) or as a referenced function (RigVMFunctionNode).


className: DefaultName

code: static const [FString](API\Runtime\Core\Containers\FString) DefaultName = TEXT("Default");


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMParameterNode) [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetCPPTypeObject() const


description: Override of node title.

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


description: Override of node title.

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


description: Returns this parameter node's parameter description.


description: Returns the name of the parameter.


description: Returns true if this node is an input.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMParameterNode) bool IsInput() const


className: ParameterName

code: static const [FString](API\Runtime\Core\Containers\FString) ParameterName = TEXT("Parameter");


className: ValueName

code: static const [FString](API\Runtime\Core\Containers\FString) ValueName = TEXT("Value");


description: Default constructor.

code: URigVMParameterNode()


className: URigVMParameterNode

description: The Parameter Node represents an input or output argument / parameter of the Function / Graph. Parameter Node have only a single value pin.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Meta=(Deprecated="5.1")) class URigVMParameterNode : public [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode)


description: Has no source connections.

code: bool IsLiteral() const


className: RerouteName

code: static const [FString](API\Runtime\Core\Containers\FString) RerouteName = TEXT("Reroute");


description: Default constructor.

code: URigVMRerouteNode()


className: URigVMRerouteNode

description: A reroute node is used to visually improve the data flow within a Graph. Reroutes are purely cosmetic and have no impact on the resulting VM whatsoever. Reroutes can furthermore be displayed as full nodes or as small circles.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class URigVMRerouteNode : public [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode)


code: [TArray](API\Runtime\Core\Containers\TArray)< int32 > FindPermutationsForTypes ( const [TArray](API\Runtime\Core\Containers\TArray)< [FRigVMTemplatePreferredType](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\FRigVMTemplatePreferredType) > & ArgumentTypes, bool bAllowCasting ) const


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * > GetAggregateInputs() const


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * > GetAggregateOutputs() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * > GetAggregatePins ( const [ERigVMPinDirection](API\Plugins\RigVM\RigVMCore\ERigVMPinDirection) & InDirection ) const


description: Returns the display name for a pin

code: [FName](API\Runtime\Core\UObject\FName) GetDisplayNameForPin ( const [FName](API\Runtime\Core\UObject\FName) & InRootPinName, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & InPermutationIndices ) const


description: Returns a default value for pin if it is known

code: [FString](API\Runtime\Core\Containers\FString) GetInitialDefaultValueForPin ( const [FName](API\Runtime\Core\UObject\FName) & InRootPinName, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & InPermutationIndices ) const


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


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


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


description: Returns the notation of the node.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=Template) virtual [FName](API\Runtime\Core\UObject\FName) GetNotation() const


description: Returns the resolved function or nullptr if there are still unresolved pins left

code: const [FRigVMFunction](API\Plugins\RigVM\RigVMCore\FRigVMFunction) * GetResolvedFunction() const


description: Returns the resolved functions for the template

code: [TArray](API\Runtime\Core\Containers\TArray)< const [FRigVMFunction](API\Plugins\RigVM\RigVMCore\FRigVMFunction) * > GetResolvedPermutations() const


description: Returns the resolved permutation indices for the template

code: [TArray](API\Runtime\Core\Containers\TArray)< int32 > GetResolvedPermutationIndices ( bool bAllowFloatingPointCasts ) const


description: Returns theUStructfor this unit node (the struct declaring the RIGVM_METHOD)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMUnitNode) virtual [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetScriptStruct() const


code: virtual uint32 GetStructureHash() const


description: Returns the template used for this node

code: virtual const [FRigVMTemplate](API\Plugins\RigVM\RigVMCore\FRigVMTemplate) * GetTemplate() const


description: Returns a map of the resolved pin types.

code: [FRigVMTemplateTypeMap](API\Plugins\RigVM\RigVMCore\FRigVMTemplateTypeMap) GetTemplatePinTypeMap ( bool bIncludeHiddenPins, bool bIncludeExecutePins ) const


description: Returns the tooltip of this node.

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


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetToolTipTextForPin ( const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPin ) const


code: [FRigVMTemplateTypeMap](API\Plugins\RigVM\RigVMCore\FRigVMTemplateTypeMap) GetTypesForPermutation ( const int32 InPermutationIndex ) const


code: virtual void InvalidateCache()


description: Returns true if the template is fully unresolved

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=Template) bool IsFullyUnresolved() const


description: Returns true if the template node is resolved

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=Template) bool IsResolved() const


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

code: virtual void PostLoad()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Template) virtual bool IsSingleton() const


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

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


description: Returns true if a pin supports a given type

code: bool SupportsType ( const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPin, [TRigVMTypeIndex](API\Plugins\RigVM\RigVMCore\TRigVMTypeIndex) InTypeIndex, [TRigVMTypeIndex](API\Plugins\RigVM\RigVMCore\TRigVMTypeIndex) * OutTypeIndex )


description: Tries to reduce the input types to a single type, if all are compatible Will prioritize the InPreferredType if available

code: [TRigVMTypeIndex](API\Plugins\RigVM\RigVMCore\TRigVMTypeIndex) TryReduceTypesToSingle ( const [TArray](API\Runtime\Core\Containers\TArray)< [TRigVMTypeIndex](API\Plugins\RigVM\RigVMCore\TRigVMTypeIndex) > & InTypes, const [TRigVMTypeIndex](API\Plugins\RigVM\RigVMCore\TRigVMTypeIndex) PreferredType ) const


description: Default constructor

code: URigVMTemplateNode()


className: URigVMTemplateNode

description: The Template Node represents an unresolved function. Template nodes can morph into all functions implementing the template's template.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class URigVMTemplateNode : public [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode)

CachedFunction

type: constFRigVMFun...

CachedTemplate

type: constFRigVMTem...


description: Returns true if this node can only exist once in a graph.

code: virtual bool CanOnlyExistOnce() const


description: Returns an instance of the struct with the current values.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStructOnScope](API\Runtime\CoreUObject\UObject\FStructOnScope) > ConstructStructInstance ( bool bUseDefault ) const


description: Returns a copy of the struct with the current values.

code: template<typename T, typename [TEnableIf](API\Runtime\Core\Templates\TEnableIf)< TModels_V< [CRigVMUStruct](API\Plugins\RigVM\RigVMCore\CRigVMUStruct), T >>::Type *> T ConstructStructInstance() const


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * > GetAggregateInputs() const


description: Returns the names of the control flow blocks of this node

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & GetControlFlowBlocks() const


description: Returns the name of the event.

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


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * > GetAggregateOutputs() const


description: Returns the name of the declared RIGVM_METHOD.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMUnitNode) virtual [FName](API\Runtime\Core\UObject\FName) GetMethodName() const


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


description: Returns all supported workflows of the node

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FRigVMUserWorkflow](API\Plugins\RigVM\RigVMCore\FRigVMUserWorkflow) > GetSupportedWorkflows ( [ERigVMUserWorkflowType](API\Plugins\RigVM\RigVMCore\ERigVMUserWorkflowType) InType, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSubject ) const


code: virtual uint32 GetStructureHash() const


description: Returns the default value for the struct as text.


description: Override node functions.

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


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


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetToolTipTextForPin ( const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPin ) const


code: virtual [FRigVMStructUpgradeInfo](API\Plugins\RigVM\RigVMCore\FRigVMStructUpgradeInfo) GetUpgradeInfo() const


description: Returns the tooltip of this node.

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


description: Returns true if a control flow block requires slicing

code: virtual const bool IsControlFlowBlockSliced ( const [FName](API\Runtime\Core\UObject\FName) & InBlockName ) const


description: Returns true if the node is defined as non-varying.

code: virtual bool IsDefinedAsConstant() const


code: virtual bool IsDefinedAsVarying() const


code: virtual void PostLoad()


className: URigVMUnitNode

description: The Struct Node represents a Function Invocation of a RIGVM_METHOD declared on a USTRUCT. Struct Nodes have input / output pins for all struct UPROPERTY members.


description: Returns the C++ data type of the variable.


description: Returns the C++ data type struct of the variable (or nullptr)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMVariableNode) [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetCPPTypeObject() const


description: Returns the default value of the variable as a string.


description: Override of node title.

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


description: Override of node title.


description: Returns this variable node's variable description.


description: Returns the name of the variable.


code: virtual bool ShouldInputPinComputeLazily ( const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPin ) const


description: Returns true if this variable is an external variable.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMVariableNode) bool IsExternalVariable() const


description: Returns true if this node is a variable getter.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMVariableNode) bool IsGetter() const


description: Returns true if this variable is an input argument.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMVariableNode) bool IsInputArgument() const


description: Returns true if this variable is a local variable.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMVariableNode) bool IsLocalVariable() const


code: static const [FString](API\Runtime\Core\Containers\FString) ValueName = TEXT("Value");


className: VariableName

code: static const [FString](API\Runtime\Core\Containers\FString) VariableName = TEXT("Variable");


description: Default constructor.

code: URigVMVariableNode()


className: URigVMVariableNode

description: The Variable Node represents a mutable value / local state within the the Function / Graph. Variable Node's can be a getter or a setter. Getters are pure nodes with just an output value pin, while setters are mutable nodes with an execute and input value pin.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class URigVMVariableNode : public [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode)


description: Begins an action and opens a bracket / scope.

code: template<class ActionType> void BeginAction ( ActionType & InAction )


description: Adds an action to the stack. Optionally this can perform a potential merge of this action with the previous action to compact the stack.

code: template<class ActionType> void AddAction ( const ActionType & InAction, bool bPerformMerge )


description: Cancels an action, closes a bracket / scope and discards all actions to this point.

code: template<class ActionType> void CancelAction ( ActionType & InAction )


description: Cancels an undo bracket / scope. This is primary useful for Python.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() bool CancelUndoBracket ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController )


description: Closes an undo bracket / scope. This is primary useful for Python.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() bool CloseUndoBracket ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController )


description: Ends an action and closes a bracket / scope.

code: template<class ActionType> void EndAction ( ActionType & InAction, bool bPerformMerge )


description: Opens an undo bracket / scope to record actions into. This is primary useful for Python.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() bool OpenUndoBracket ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, const [FString](API\Runtime\Core\Containers\FString) & InTitle )


description: Unlike PostEditUndo (which is called for any object in the transaction), this is only called on objects that are actually changed by the transaction.

code: virtual void PostTransacted ( const [FTransactionObjectEvent](API\Runtime\CoreUObject\Misc\FTransactionObjectEvent) & TransactionEvent )


description: Pops the last action from the redo stack and perform redo on it. Note: This should really only be used for unit tests, use the GEditor's main Redo method instead.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() bool Redo ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController )


description: Pops the last action from the undo stack and perform undo on it. Note: This should really only be used for unit tests, use the GEditor's main Undo method instead.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() bool Undo ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController )


className: URigVMActionStack

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

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class URigVMActionStack : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


className: bInitialized

code: static bool bInitialized = false;


description: Clear references to temp assets.

code: void ClearInvalidReferences()


description: Returns the list of references for a given function definition.

code: const [FRigVMFunctionReferenceArray](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMFunctionReferenceArray) * FindFunctionReferences ( const [FRigVMGraphFunctionIdentifier](API\Plugins\RigVM\RigVMCore\FRigVMGraphFunctionIdentifier) & InFunction ) const


description: Iterator function to invoke a lambda /TFunctionfor each reference of a function

code: void ForEachFunctionReferenceSoftPtr ( const [FRigVMGraphFunctionIdentifier](API\Plugins\RigVM\RigVMCore\FRigVMGraphFunctionIdentifier) & InFunction, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [URigVMFunctionReferenceNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMFunctionReferenceNode) >)> PerReferenceFunction ) const


code: void ForEachFunctionReference ( const [FRigVMGraphFunctionIdentifier](API\Plugins\RigVM\RigVMCore\FRigVMGraphFunctionIdentifier) & InFunction, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([URigVMFunctionReferenceNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMFunctionReferenceNode) *)> PerReferenceFunction ) const


description: Returns the singleton build data.

code: static [URigVMBuildData](API\Plugins\RigVMDeveloper\RigVMModel\URigVMBuildData) * Get()


description: Looks for all function references (in RigVMClientHost metadata) and initializes theURigVMBuildData.

code: void InitializeIfNeeded()


description: Registers a new reference node for a given function

code: void RegisterFunctionReference ( [FRigVMReferenceNodeData](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMReferenceNodeData) InReferenceNodeData )


code: void RegisterFunctionReference ( const [FRigVMGraphFunctionIdentifier](API\Plugins\RigVM\RigVMCore\FRigVMGraphFunctionIdentifier) & InFunction, [URigVMFunctionReferenceNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMFunctionReferenceNode) * InReference )


code: void RegisterFunctionReference ( const [FRigVMGraphFunctionIdentifier](API\Plugins\RigVM\RigVMCore\FRigVMGraphFunctionIdentifier) & InFunction, [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [URigVMFunctionReferenceNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMFunctionReferenceNode) > InReference )


description: Helper function to disable clearing transient package references.

code: void SetIsRunningUnitTest ( bool bIsRunning )


code: static void RegisterReferencesFromAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData )


description: Unregisters a new reference node for a given function

code: void UnregisterFunctionReference ( const [FRigVMGraphFunctionIdentifier](API\Plugins\RigVM\RigVMCore\FRigVMGraphFunctionIdentifier) & InFunction, [URigVMFunctionReferenceNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMFunctionReferenceNode) * InReference )


code: void UnregisterFunctionReference ( const [FRigVMGraphFunctionIdentifier](API\Plugins\RigVM\RigVMCore\FRigVMGraphFunctionIdentifier) & InFunction, [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [URigVMFunctionReferenceNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMFunctionReferenceNode) > InReference )


className: URigVMBuildData

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

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class URigVMBuildData : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


className: URigVMClientHost

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [FString](API\Runtime\Core\Containers\FString) AddAggregatePin ( const [FString](API\Runtime\Core\Containers\FString) & InNodeName, const [FString](API\Runtime\Core\Containers\FString) & InPinName, const [FString](API\Runtime\Core\Containers\FString) & InDefaultValue, bool bSetupUndoRedo, bool bPrintPythonCommand )


code: [FString](API\Runtime\Core\Containers\FString) AddAggregatePin ( [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * InNode, const [FString](API\Runtime\Core\Containers\FString) & InPinName, const [FString](API\Runtime\Core\Containers\FString) & InDefaultValue, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Adds a Array Node to the edited Graph. This causes a NodeAdded modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * AddArrayNode ( [ERigVMOpCode](API\Plugins\RigVM\RigVMCore\ERigVMOpCode) InOpCode, const [FString](API\Runtime\Core\Containers\FString) & InCPPType, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InCPPTypeObject, const FVector2D & InPosition, const [FString](API\Runtime\Core\Containers\FString) & InNodeName, bool bSetupUndoRedo, bool bPrintPythonCommand, bool bIsPatching )


description: Adds a Array Node to the edited Graph given a struct object path name. This causes a NodeAdded modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * AddArrayNodeFromObjectPath ( [ERigVMOpCode](API\Plugins\RigVM\RigVMCore\ERigVMOpCode) InOpCode, const [FString](API\Runtime\Core\Containers\FString) & InCPPType, const [FString](API\Runtime\Core\Containers\FString) & InCPPTypeObjectPath, const FVector2D & InPosition, const [FString](API\Runtime\Core\Containers\FString) & InNodeName, bool bSetupUndoRedo, bool bPrintPythonCommand, bool bIsPatching )


description: Adds an array element pin to the end of an array pin. This causes a PinArraySizeChanged modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [FString](API\Runtime\Core\Containers\FString) AddArrayPin ( const [FString](API\Runtime\Core\Containers\FString) & InArrayPinPath, const [FString](API\Runtime\Core\Containers\FString) & InDefaultValue, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Adds a branch node to the graph. Branch nodes can be used to split the execution of into multiple branches, allowing to drive behavior by logic.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * AddBranchNode ( const FVector2D & InPosition, const [FString](API\Runtime\Core\Containers\FString) & InNodeName, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Helper function to set up a break struct node

code: [URigVMTemplateNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMTemplateNode) * AddBreakStructNode ( const [FString](API\Runtime\Core\Containers\FString) & InCPPType, const [FName](API\Runtime\Core\UObject\FName) & InCPPTypeObjectPath, const [FString](API\Runtime\Core\Containers\FString) & InDefaultValue, const FVector2D & InPosition, const [FString](API\Runtime\Core\Containers\FString) & InNodeName, bool bSetupUndoRedo )


description: Helper function to set up a break struct node on a pin

code: [URigVMTemplateNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMTemplateNode) * AddBreakStructNodeOnPin ( const [FString](API\Runtime\Core\Containers\FString) & InPinPath, const FVector2D & InPosition, const [FString](API\Runtime\Core\Containers\FString) & InNodeName, bool bSetupUndoRedo )


description: Adds a Comment Node to the edited Graph. Comments can be used to annotate the Graph. This causes a NodeAdded modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [URigVMCommentNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMCommentNode) * AddCommentNode ( const [FString](API\Runtime\Core\Containers\FString) & InCommentText, const FVector2D & InPosition, const FVector2D & InSize, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor, const [FString](API\Runtime\Core\Containers\FString) & InNodeName, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Helper function to set up a constant node

code: [URigVMTemplateNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMTemplateNode) * AddConstantNode ( const [FString](API\Runtime\Core\Containers\FString) & InCPPType, const [FName](API\Runtime\Core\UObject\FName) & InCPPTypeObjectPath, const [FString](API\Runtime\Core\Containers\FString) & InDefaultValue, const FVector2D & InPosition, const [FString](API\Runtime\Core\Containers\FString) & InNodeName, bool bSetupUndoRedo )


description: Helper function to set up a constant node on a pin

code: [URigVMTemplateNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMTemplateNode) * AddConstantNodeOnPin ( const [FString](API\Runtime\Core\Containers\FString) & InPinPath, const FVector2D & InPosition, const [FString](API\Runtime\Core\Containers\FString) & InNodeName, bool bSetupUndoRedo )


code: FName AddDecorator &40; URigVMNode &42; InNode, UScriptStruct &42; InDecoratorScriptStruct, const FName & InDecoratorName, const FString & InDefaultValue, int32 InPinIndex, bool bSetupUndoRedo &41;


description: Adds a decorator to a node.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [FName](API\Runtime\Core\UObject\FName) AddDecorator ( const [FName](API\Runtime\Core\UObject\FName) & InNodeName, const [FName](API\Runtime\Core\UObject\FName) & InDecoratorTypeObjectPath, const [FName](API\Runtime\Core\UObject\FName) & InDecoratorName, const [FString](API\Runtime\Core\Containers\FString) & InDefaultValue, int32 InPinIndex, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Adds an enum node to the graph Enum nodes can be used to represent constant enum values within the graph

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [URigVMEnumNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMEnumNode) * AddEnumNode ( const [FName](API\Runtime\Core\UObject\FName) & InCPPTypeObjectPath, const FVector2D & InPosition, const [FString](API\Runtime\Core\Containers\FString) & InNodeName, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Adds an exposed pin to the graph controlled by this.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [FName](API\Runtime\Core\UObject\FName) AddExposedPin ( const [FName](API\Runtime\Core\UObject\FName) & InPinName, [ERigVMPinDirection](API\Plugins\RigVM\RigVMCore\ERigVMPinDirection) InDirection, const [FString](API\Runtime\Core\Containers\FString) & InCPPType, const [FName](API\Runtime\Core\UObject\FName) & InCPPTypeObjectPath, const [FString](API\Runtime\Core\Containers\FString) & InDefaultValue, bool bSetupUndoRedo, bool bPrintPythonCommand )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [URigVMFunctionReferenceNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMFunctionReferenceNode) * AddExternalFunctionReferenceNode ( const [FString](API\Runtime\Core\Containers\FString) & InHostPath, const [FName](API\Runtime\Core\UObject\FName) & InFunctionName, const FVector2D & InNodePosition, const [FString](API\Runtime\Core\Containers\FString) & InNodeName, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Adds a free Reroute Node.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [URigVMRerouteNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMRerouteNode) * AddFreeRerouteNode ( const [FString](API\Runtime\Core\Containers\FString) & InCPPType, const [FName](API\Runtime\Core\UObject\FName) & InCPPTypeObjectPath, bool bIsConstant, const [FName](API\Runtime\Core\UObject\FName) & InCustomWidgetName, const [FString](API\Runtime\Core\Containers\FString) & InDefaultValue, const FVector2D & InPosition, const [FString](API\Runtime\Core\Containers\FString) & InNodeName, bool bSetupUndoRedo )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [URigVMFunctionReferenceNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMFunctionReferenceNode) * AddFunctionReferenceNode ( [URigVMLibraryNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMLibraryNode) * InFunctionDefinition, const FVector2D & InNodePosition, const [FString](API\Runtime\Core\Containers\FString) & InNodeName, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Adds a function reference / invocation to the graph.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [URigVMFunctionReferenceNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMFunctionReferenceNode) * AddFunctionReferenceNodeFromDescription ( const [FRigVMGraphFunctionHeader](API\Plugins\RigVM\RigVMCore\FRigVMGraphFunctionHeader) & InFunctionDefinition, const FVector2D & InNodePosition, const [FString](API\Runtime\Core\Containers\FString) & InNodeName, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Adds a function definition to a function library graph.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [URigVMLibraryNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMLibraryNode) * AddFunctionToLibrary ( const [FName](API\Runtime\Core\UObject\FName) & InFunctionName, bool bMutable, const FVector2D & InNodePosition, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Adds an if node to the graph. If nodes can be used to pick between two values based on a condition.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * AddIfNode ( const [FString](API\Runtime\Core\Containers\FString) & InCPPType, const [FName](API\Runtime\Core\UObject\FName) & InCPPTypeObjectPath, const FVector2D & InPosition, const [FString](API\Runtime\Core\Containers\FString) & InNodeName, bool bSetupUndoRedo, bool bPrintPythonCommand )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * AddIfNodeFromStruct ( [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InScriptStruct, const FVector2D & InPosition, const [FString](API\Runtime\Core\Containers\FString) & InNodeName, bool bSetupUndoRedo )


description: Adds a Function / Struct Node to the edited Graph as an injected node UnitNode represent a RIGVM_METHOD declaration on a USTRUCT. This causes a NodeAdded modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [URigVMInjectionInfo](API\Plugins\RigVMDeveloper\RigVMModel\URigVMInjectionInfo) * AddInjectedNode ( const [FString](API\Runtime\Core\Containers\FString) & InPinPath, bool bAsInput, [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InScriptStruct, const [FName](API\Runtime\Core\UObject\FName) & InMethodName, const [FName](API\Runtime\Core\UObject\FName) & InInputPinName, const [FName](API\Runtime\Core\UObject\FName) & InOutputPinName, const [FString](API\Runtime\Core\Containers\FString) & InNodeName, bool bSetupUndoRedo, bool bPrintPythonCommand )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [URigVMInjectionInfo](API\Plugins\RigVMDeveloper\RigVMModel\URigVMInjectionInfo) * AddInjectedNodeFromStructPath ( const [FString](API\Runtime\Core\Containers\FString) & InPinPath, bool bAsInput, const [FString](API\Runtime\Core\Containers\FString) & InScriptStructPath, const [FName](API\Runtime\Core\UObject\FName) & InMethodName, const [FName](API\Runtime\Core\UObject\FName) & InInputPinName, const [FName](API\Runtime\Core\UObject\FName) & InOutputPinName, const [FString](API\Runtime\Core\Containers\FString) & InNodeName, bool bSetupUndoRedo )


description: Adds an entry invocation node This causes a NodeAdded modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [URigVMInvokeEntryNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMInvokeEntryNode) * AddInvokeEntryNode ( const [FName](API\Runtime\Core\UObject\FName) & InEntryName, const FVector2D & InPosition, const [FString](API\Runtime\Core\Containers\FString) & InNodeName, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Adds a link to the graph. This causes a LinkAdded modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool AddLink ( const [FString](API\Runtime\Core\Containers\FString) & InOutputPinPath, const [FString](API\Runtime\Core\Containers\FString) & InInputPinPath, bool bSetupUndoRedo, bool bPrintPythonCommand, [ERigVMPinDirection](API\Plugins\RigVM\RigVMCore\ERigVMPinDirection) InUserDirection, bool bCreateCastNode )


code: bool AddLink ( [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * OutputPin, [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InputPin, bool bSetupUndoRedo, [ERigVMPinDirection](API\Plugins\RigVM\RigVMCore\ERigVMPinDirection) InUserDirection, bool bCreateCastNode, bool bIsRestoringLinks, [FString](API\Runtime\Core\Containers\FString) * OutFailureReason )


description: Add a local variable to the graph given a struct object path name.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [FRigVMGraphVariableDescription](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMGraphVariableDescription) AddLocalVariableFromObjectPath ( const [FName](API\Runtime\Core\UObject\FName) & InVariableName, const [FString](API\Runtime\Core\Containers\FString) & InCPPType, const [FString](API\Runtime\Core\Containers\FString) & InCPPTypeObjectPath, const [FString](API\Runtime\Core\Containers\FString) & InDefaultValue, bool bSetupUndoRedo )


description: Helper function to set up a make struct node

code: [URigVMTemplateNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMTemplateNode) * AddMakeStructNode ( const [FString](API\Runtime\Core\Containers\FString) & InCPPType, const [FName](API\Runtime\Core\UObject\FName) & InCPPTypeObjectPath, const [FString](API\Runtime\Core\Containers\FString) & InDefaultValue, const FVector2D & InPosition, const [FString](API\Runtime\Core\Containers\FString) & InNodeName, bool bSetupUndoRedo )


description: Helper function to set up a make struct node on a pin

code: [URigVMTemplateNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMTemplateNode) * AddMakeStructNodeOnPin ( const [FString](API\Runtime\Core\Containers\FString) & InPinPath, const FVector2D & InPosition, const [FString](API\Runtime\Core\Containers\FString) & InNodeName, bool bSetupUndoRedo )


description: Adds a Parameter Node to the edited Graph given a struct object path name. Parameters represent input or output arguments to the Graph / Function. Input Parameters are constant values / literals. This causes a NodeAdded modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController, Meta=(DeprecatedFunction)) [URigVMParameterNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMParameterNode) * AddParameterNodeFromObjectPath ( const [FName](API\Runtime\Core\UObject\FName) & InParameterName, const [FString](API\Runtime\Core\Containers\FString) & InCPPType, const [FString](API\Runtime\Core\Containers\FString) & InCPPTypeObjectPath, bool bIsInput, const [FString](API\Runtime\Core\Containers\FString) & InDefaultValue, const FVector2D & InPosition, const [FString](API\Runtime\Core\Containers\FString) & InNodeName, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Adds a Parameter Node to the edited Graph. Parameters represent input or output arguments to the Graph / Function. Input Parameters are constant values / literals. This causes a NodeAdded modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController, Meta=(DeprecatedFunction)) [URigVMParameterNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMParameterNode) * AddParameterNode ( const [FName](API\Runtime\Core\UObject\FName) & InParameterName, const [FString](API\Runtime\Core\Containers\FString) & InCPPType, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InCPPTypeObject, bool bIsInput, const [FString](API\Runtime\Core\Containers\FString) & InDefaultValue, const FVector2D & InPosition, const [FString](API\Runtime\Core\Containers\FString) & InNodeName, bool bSetupUndoRedo, bool bPrintPythonCommand )


code: void AddPinRedirector ( bool bInput, bool bOutput, const [FString](API\Runtime\Core\Containers\FString) & OldPinPath, const [FString](API\Runtime\Core\Containers\FString) & NewPinPath )


description: Adds a Reroute Node on an existing Link to the edited Graph. Reroute Nodes can be used to visually improve the data flow, they don't require any additional memory though and are purely cosmetic. This causes a NodeAdded modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [URigVMRerouteNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMRerouteNode) * AddRerouteNodeOnLink ( [URigVMLink](API\Plugins\RigVMDeveloper\RigVMModel\URigVMLink) * InLink, const FVector2D & InPosition, const [FString](API\Runtime\Core\Containers\FString) & InNodeName, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Adds a Reroute Node on an existing Link to the edited Graph given the Link's string representation. Reroute Nodes can be used to visually improve the data flow, they don't require any additional memory though and are purely cosmetic. This causes a NodeAdded modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [URigVMRerouteNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMRerouteNode) * AddRerouteNodeOnLinkPath ( const [FString](API\Runtime\Core\Containers\FString) & InLinkPinPathRepresentation, const FVector2D & InPosition, const [FString](API\Runtime\Core\Containers\FString) & InNodeName, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Adds a Reroute Node on an existing Pin to the editor Graph. Reroute Nodes can be used to visually improve the data flow, they don't require any additional memory though and are purely cosmetic. This causes a NodeAdded modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [URigVMRerouteNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMRerouteNode) * AddRerouteNodeOnPin ( const [FString](API\Runtime\Core\Containers\FString) & InPinPath, bool bAsInput, const FVector2D & InPosition, const [FString](API\Runtime\Core\Containers\FString) & InNodeName, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Adds a select node to the graph. Select nodes can be used to pick between multiple values based on an index.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * AddSelectNode ( const [FString](API\Runtime\Core\Containers\FString) & InCPPType, const [FName](API\Runtime\Core\UObject\FName) & InCPPTypeObjectPath, const FVector2D & InPosition, const [FString](API\Runtime\Core\Containers\FString) & InNodeName, bool bSetupUndoRedo, bool bPrintPythonCommand )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * AddSelectNodeFromStruct ( [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InScriptStruct, const FVector2D & InPosition, const [FString](API\Runtime\Core\Containers\FString) & InNodeName, bool bSetupUndoRedo )


description: Adds a template node to the graph.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [URigVMTemplateNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMTemplateNode) * AddTemplateNode ( const [FName](API\Runtime\Core\UObject\FName) & InNotation, const FVector2D & InPosition, const [FString](API\Runtime\Core\Containers\FString) & InNodeName, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Add a local variable to the graph.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [FRigVMGraphVariableDescription](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMGraphVariableDescription) AddLocalVariable ( const [FName](API\Runtime\Core\UObject\FName) & InVariableName, const [FString](API\Runtime\Core\Containers\FString) & InCPPType, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InCPPTypeObject, const [FString](API\Runtime\Core\Containers\FString) & InDefaultValue, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Note: The functions below are scoped with WITH_EDITOR since we are considering to move this code into the runtime in the future. Right now there's a dependency on the metadata of the USTRUCT - which is only available in the editor. Adds a Function / Struct Node to the edited Graph. UnitNode represent a RIGVM_METHOD declaration on a USTRUCT. This causes a NodeAdded modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [URigVMUnitNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMUnitNode) * AddUnitNode ( [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InScriptStruct, const [FName](API\Runtime\Core\UObject\FName) & InMethodName, const FVector2D & InPosition, const [FString](API\Runtime\Core\Containers\FString) & InNodeName, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Adds a unit node using a template.

code: template<typename T, typename [TEnableIf](API\Runtime\Core\Templates\TEnableIf)< TModels_V< [CRigVMUStruct](API\Plugins\RigVM\RigVMCore\CRigVMUStruct), T >>::Type *> [URigVMUnitNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMUnitNode) * AddUnitNode ( const T & InDefaults, const [FName](API\Runtime\Core\UObject\FName) & InMethodName, const FVector2D & InPosition, const [FString](API\Runtime\Core\Containers\FString) & InNodeName, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Adds a Function / Struct Node to the edited Graph given its struct object path name. UnitNode represent a RIGVM_METHOD declaration on a USTRUCT. This causes a NodeAdded modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [URigVMUnitNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMUnitNode) * AddUnitNodeFromStructPath ( const [FString](API\Runtime\Core\Containers\FString) & InScriptStructPath, const [FName](API\Runtime\Core\UObject\FName) & InMethodName, const FVector2D & InPosition, const [FString](API\Runtime\Core\Containers\FString) & InNodeName, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Adds a Function / Struct Node to the edited Graph. UnitNode represent a RIGVM_METHOD declaration on a USTRUCT. This causes a NodeAdded modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [URigVMUnitNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMUnitNode) * AddUnitNodeWithDefaults ( [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InScriptStruct, const [FString](API\Runtime\Core\Containers\FString) & InDefaults, const [FName](API\Runtime\Core\UObject\FName) & InMethodName, const FVector2D & InPosition, const [FString](API\Runtime\Core\Containers\FString) & InNodeName, bool bSetupUndoRedo, bool bPrintPythonCommand )


code: [URigVMUnitNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMUnitNode) * AddUnitNodeWithDefaults ( [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InScriptStruct, const [FRigStructScope](API\Plugins\RigVMDeveloper\RigVMModel\FRigStructScope) & InDefaults, const [FName](API\Runtime\Core\UObject\FName) & InMethodName, const FVector2D & InPosition, const [FString](API\Runtime\Core\Containers\FString) & InNodeName, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Adds a Variable Node to the edited Graph. Variables represent local work state for the function and can be read from and written to. This causes a NodeAdded modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [URigVMVariableNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMVariableNode) * AddVariableNode ( const [FName](API\Runtime\Core\UObject\FName) & InVariableName, const [FString](API\Runtime\Core\Containers\FString) & InCPPType, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InCPPTypeObject, bool bIsGetter, const [FString](API\Runtime\Core\Containers\FString) & InDefaultValue, const FVector2D & InPosition, const [FString](API\Runtime\Core\Containers\FString) & InNodeName, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Adds a Variable Node to the edited Graph given a struct object path name. Variables represent local work state for the function and can be read from (bIsGetter == true) or written to (bIsGetter == false). This causes a NodeAdded modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [URigVMVariableNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMVariableNode) * AddVariableNodeFromObjectPath ( const [FName](API\Runtime\Core\UObject\FName) & InVariableName, const [FString](API\Runtime\Core\Containers\FString) & InCPPType, const [FString](API\Runtime\Core\Containers\FString) & InCPPTypeObjectPath, bool bIsGetter, const [FString](API\Runtime\Core\Containers\FString) & InDefaultValue, const FVector2D & InPosition, const [FString](API\Runtime\Core\Containers\FString) & InNodeName, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Binds a pin to a variable (or removes the binding given NAME_None) This causes a PinBoundVariableChanged modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool BindPinToVariable ( const [FString](API\Runtime\Core\Containers\FString) & InPinPath, const [FString](API\Runtime\Core\Containers\FString) & InNewBoundVariablePath, bool bSetupUndoRedo, bool bPrintPythonCommand )


code: bool BindPinToVariable &40; URigVMPin &42; InPin, const FString & InNewBoundVariablePath, bool bSetupUndoRedo, const FString & InVariableNodeName &41;


code: bool BreakAllLinks ( [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * Pin, bool bAsInput, bool bSetupUndoRedo )


description: Removes all links on a given pin from the graph. This might cause multiple LinkRemoved modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool BreakAllLinks ( const [FString](API\Runtime\Core\Containers\FString) & InPinPath, bool bAsInput, bool bSetupUndoRedo, bool bPrintPythonCommand )


code: bool BreakLink ( [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * OutputPin, [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InputPin, bool bSetupUndoRedo )


description: Removes a link from the graph. This causes a LinkRemoved modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool BreakLink ( const [FString](API\Runtime\Core\Containers\FString) & InOutputPinPath, const [FString](API\Runtime\Core\Containers\FString) & InInputPinPath, bool bSetupUndoRedo, bool bPrintPythonCommand )


code: bool BreakLinkedPaths ( const [TArray](API\Runtime\Core\Containers\TArray)< [FLinkedPath](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController\FLinkedPath) > & InLinkedPaths, bool bSetupUndoRedo, bool bRelyOnBreakLink )


description: Cancels an undo bracket / scoped transaction. This is primarily useful for Python. This causes a UndoBracketCanceled modified event.


description: Exports the given nodes as text.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool CanImportNodesFromText ( const [FString](API\Runtime\Core\Containers\FString) & InText )


description: Changes the type of an exposed pin in the graph controlled by this.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool ChangeExposedPinType ( const [FName](API\Runtime\Core\UObject\FName) & InPinName, const [FString](API\Runtime\Core\Containers\FString) & InCPPType, const [FName](API\Runtime\Core\UObject\FName) & InCPPTypeObjectPath, bool & bSetupUndoRedo, bool bSetupOrphanPins, bool bPrintPythonCommand )


description: Removes all (but one) array element pin from an array pin. This causes a PinArraySizeChanged modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool ClearArrayPin ( const [FString](API\Runtime\Core\Containers\FString) & InArrayPinPath, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Deselects all currently selected nodes in the graph. This might cause several NodeDeselected modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool ClearNodeSelection ( bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Closes an undo bracket / scoped transaction. This is primarily useful for Python. This causes a UndoBracketClosed modified event.


code: void ClearPinRedirectors()


code: URigVMCollapseNode &42; CollapseNodes &40; const TArray< URigVMNode &42; > & InNodes, const FString & InCollapseNodeName, bool bSetupUndoRedo, bool bIsAggregate &41;


description: Turns a series of nodes into a Collapse node.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [URigVMCollapseNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMCollapseNode) * CollapseNodes ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InNodeNames, const [FString](API\Runtime\Core\Containers\FString) & InCollapseNodeName, bool bSetupUndoRedo, bool bPrintPythonCommand, bool bIsAggregate )


code: [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * ConvertRerouteNodeToDispatch ( [URigVMRerouteNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMRerouteNode) * InRerouteNode, const [FName](API\Runtime\Core\UObject\FName) & InTemplateNotation, bool bSetupUndoRedo, bool bPrintPythonCommand )


code: static void DeclareConstructClasses ( [TArray](API\Runtime\Core\Containers\TArray)< [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) > & OutConstructClasses, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * SpecificSubclass )


description: Duplicates an array element pin. This causes a PinArraySizeChanged modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [FString](API\Runtime\Core\Containers\FString) DuplicateArrayPin ( const [FString](API\Runtime\Core\Containers\FString) & InArrayElementPinPath, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Ejects the last injected node on a pin.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * EjectNodeFromPin ( const [FString](API\Runtime\Core\Containers\FString) & InPinPath, bool bSetupUndoRedo, bool bPrintPythonCommand )


code: URigVMNode &42; EjectNodeFromPin &40; URigVMPin &42; InPin, bool bSetupUndoRedo, bool bPrintPythonCommands &41;


description: Enables or disables the error reporting of this Controller.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) void EnableReporting ( bool bEnabled )


code: void EnableTypeCasting ( bool bEnabled )


code: TArray< URigVMNode &42; > ExpandLibraryNode &40; URigVMLibraryNode &42; InNode, bool bSetupUndoRedo &41;


description: Turns a library node into its contained nodes.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [TArray](API\Runtime\Core\Containers\TArray)< [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * > ExpandLibraryNode ( const [FName](API\Runtime\Core\UObject\FName) & InNodeName, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Exports the given nodes as text.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [FString](API\Runtime\Core\Containers\FString) ExportNodesToText ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InNodeNames, bool bIncludeExteriorLinks )


description: Exports the selected nodes as text.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [FString](API\Runtime\Core\Containers\FString) ExportSelectedNodesToText ( bool bIncludeExteriorLinks )


code: bool FastBreakLinkedPaths ( const [TArray](API\Runtime\Core\Containers\TArray)< [FLinkedPath](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController\FLinkedPath) > & InLinkedPaths, bool bSetupUndoRedo )