code: [URigVMLink](API\Plugins\RigVMDeveloper\RigVMModel\URigVMLink) * FindLinkFromPinPathRepresentation ( const [FString](API\Runtime\Core\Containers\FString) & InPinPathRepresentation, bool bLookForDetachedLink ) const


module: RigVMDeveloper

code: URigVMGraph &42; GetGraph &40; URigVMGraph &42; InGraph &41; const


code: URigVMPin &42; GetSourcePin &40; URigVMGraph &42; InGraph &41; const


code: URigVMPin &42; GetTargetPin &40; URigVMGraph &42; InGraph &41; const


code: bool operator&61;&61; &40; const FLinkedPath & InOther &41; const


code: bool operator&33;&61; &40; const FLinkedPath & InOther &41; const


code: FLinkedPath &40; URigVMLink &42; InLink &41;


className: FLinkedPath

code: struct FLinkedPath

bSourceNodeIsInjected

type: bool

GraphPtr

type: TSoftObjectPtr<...

SourcePinPath

type: FString


code: void CorrectExecuteTypeIndex&40;&41;


code: FPinInfo &40; const URigVMPin &42; InPin, int32 InParentIndex, ERigVMPinDirection InDirection &41;


code: FPinInfo &40; FProperty &42; InProperty, ERigVMPinDirection InDirection, int32 InParentIndex, const uint8 &42; InDefaultValueMemory &41;


className: FPinInfo

code: struct FPinInfo

Direction

type: ERigVMPinDirect...

Name

type: FName

Property

type: FProperty*

SubPins

type: TArray< int32 >

TypeIndex

type: TRigVMTypeIndex


code: int32 AddPin &40; const URigVMPin &42; InPin, int32 InParentIndex, ERigVMPinDirection InDirection &41;


code: int32 AddPin &40; FProperty &42; InProperty, URigVMController &42; InController, ERigVMPinDirection InDirection, int32 InParentIndex, const uint8 &42; InDefaultValueMemory, bool bAddSubPins &41;


code: int32 AddPin &40; URigVMController &42; InController, int32 InParentIndex, const FName & InName, ERigVMPinDirection InDirection, TRigVMTypeIndex InTypeIndex, const FString & InDefaultValue, const uint8 &42; InDefaultValueMemory, const FPinInfoArray &42; InPreviousPinInfos, bool bAddSubPins &41;


code: void AddPins &40; UScriptStruct &42; InScriptStruct, URigVMController &42; InController, ERigVMPinDirection InDirection, int32 InParentIndex, const uint8 &42; InDefaultValueMemory, bool bAddSubPins &41;


code: TArray< FPinInfo >::RangedForIteratorType begin&40;&41; const


code: TArray< FPinInfo >::RangedForIteratorType end&40;&41; const


code: int32 GetIndexFromPinPath &40; const FString & InPinPath &41; const


code: const FPinInfo &42; GetPinFromPinPath &40; const FString & InPinPath &41; const


code: const FString & GetPinPath &40; const int32 InIndex &41; const


code: int32 GetRootIndex &40; const int32 InIndex &41; const


code: const FPinInfo & operator&91;&93; &40; int32 InIndex &41; const


code: FPinInfo & operator&91;&93; &40; int32 InIndex &41;


code: FPinInfoArray &40; const URigVMNode &42; InNode &41;


code: FPinInfoArray &40; const URigVMNode &42; InNode, URigVMController &42; InController, const FPinInfoArray &42; InPreviousPinInfos &41;


code: FPinInfoArray &40; const FRigVMGraphFunctionHeader & FunctionHeader, URigVMController &42; InController, const FPinInfoArray &42; InPreviousPinInfos &41;


className: FRestoreLinkedPathSettings

code: struct FRestoreLinkedPathSettings

CompatibilityDelegate

type: FRigVMControlle...

NodeNameMap

type: TMap<FString, ...


code: bool FullyResolveTemplateNode ( [URigVMTemplateNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMTemplateNode) * InNode, int32 InPermutationIndex, bool bSetupUndoRedo )


code: [URigVMActionStack](API\Plugins\RigVMDeveloper\RigVMModel\URigVMActionStack) * GetActionStack() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetAddDecoratorPythonCommands ( [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * Node, const [FName](API\Runtime\Core\UObject\FName) & DecoratorName ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetAddNodePythonCommands ( [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * Node ) const


description: Determine affected assets for a potential bulk edit on a library node.

code: [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > GetAffectedAssets ( [ERigVMControllerBulkEditType](API\Plugins\RigVMDeveloper\RigVMModel\ERigVMControllerBulkEditType) InEditType, bool bForceLoad )


description: Determine affected function references for a potential bulk edit on a library node.

code: [TArray](API\Runtime\Core\Containers\TArray)< [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [URigVMFunctionReferenceNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMFunctionReferenceNode) > > GetAffectedReferences ( [ERigVMControllerBulkEditType](API\Plugins\RigVMDeveloper\RigVMModel\ERigVMControllerBulkEditType) InEditType, bool bForceLoad )


className: FPinInfoArray

code: struct FPinInfoArray

Pins

type: TArray<FPinInf...


description: Inquire on the commonly used types for a template node. This can be used to resolve a node without user input (as a default)

code: [FRigVMTemplate::FTypeMap](API\Plugins\RigVM\RigVMCore\FRigVMTemplate\FTypeMap) GetCommonlyUsedTypesForTemplate ( const [URigVMTemplateNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMTemplateNode) * InNode ) const


description: Returns another controller for a given graph.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * GetControllerForGraph ( const [URigVMGraph](API\Plugins\RigVMDeveloper\RigVMModel\URigVMGraph) * InGraph ) const


code: const [FRigVMByteCode](API\Plugins\RigVM\RigVMCore\FRigVMByteCode) * GetCurrentByteCode() const


description: Returns the currently edited Graph of this controller.

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


code: [TArray](API\Runtime\Core\Containers\TArray)< [FLinkedPath](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController\FLinkedPath) > GetLinkedPaths() const


code: static [TArray](API\Runtime\Core\Containers\TArray)< [FLinkedPath](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController\FLinkedPath) > GetLinkedPaths ( const [TArray](API\Runtime\Core\Containers\TArray)< [URigVMLink](API\Plugins\RigVMDeveloper\RigVMModel\URigVMLink) * > & InLinks )


code: static [TArray](API\Runtime\Core\Containers\TArray)< [FLinkedPath](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController\FLinkedPath) > GetLinkedPaths ( const [TArray](API\Runtime\Core\Containers\TArray)< [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * > & InNodes, bool bIncludeInjectionNodes )


code: static [TArray](API\Runtime\Core\Containers\TArray)< [FLinkedPath](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController\FLinkedPath) > GetLinkedPaths ( [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * InNode, bool bIncludeInjectionNodes )


description: Returns the default value of a pin given its pinpath.

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


code: static [TArray](API\Runtime\Core\Containers\TArray)< [FLinkedPath](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController\FLinkedPath) > GetLinkedPaths ( const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPin, bool bSourceLinksRecursive, bool bTargetLinksRecursive )


description: Returns all registered template notations.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) static [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetRegisteredTemplates()


description: Returns all registered unit structs.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) static [TArray](API\Runtime\Core\Containers\TArray)< [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * > GetRegisteredUnitStructs()


description: Returns the schema used by this controller.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [URigVMSchema](API\Plugins\RigVMDeveloper\RigVMModel\URigVMSchema) * GetSchema() const


description: Returns the template for a given function (or an empty string)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) static [FString](API\Runtime\Core\Containers\FString) GetTemplateForUnitStruct ( [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InFunction, const [FString](API\Runtime\Core\Containers\FString) & InMethodName )


description: Returns the top level graph.

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


description: Returns all supported unit structs for a given template notation.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) static [TArray](API\Runtime\Core\Containers\TArray)< [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * > GetUnitStructsForTemplate ( const [FName](API\Runtime\Core\UObject\FName) & InNotation )


description: Exports the given nodes as text.

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


code: URigVMPin &42; InsertArrayPin &40; URigVMPin &42; ArrayPin, int32 InIndex, const FString & InDefaultValue, bool bSetupUndoRedo &41;


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

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [FString](API\Runtime\Core\Containers\FString) InsertArrayPin ( const [FString](API\Runtime\Core\Containers\FString) & InArrayPinPath, int32 InIndex, const [FString](API\Runtime\Core\Containers\FString) & InDefaultValue, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Returns true if a function is marked as public in the function library.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool IsFunctionPublic ( const [FName](API\Runtime\Core\UObject\FName) & InFunctionName )


description: Returns true if the controller is currently transacting.

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


description: Returns true if reporting is enabled.

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [URigVMLibraryNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMLibraryNode) * LocalizeFunction ( const [FRigVMGraphFunctionIdentifier](API\Plugins\RigVM\RigVMCore\FRigVMGraphFunctionIdentifier) & InFunctionDefinition, bool bLocalizeDependentPrivateFunctions, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Copies a function declaration into this graph's local function library.

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


description: Copies a series of function declaratioms into this graph's local function library.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [TMap](API\Runtime\Core\Containers\TMap)< [FRigVMGraphFunctionIdentifier](API\Plugins\RigVM\RigVMCore\FRigVMGraphFunctionIdentifier), [URigVMLibraryNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMLibraryNode) * > LocalizeFunctions ( [TArray](API\Runtime\Core\Containers\TArray)< [FRigVMGraphFunctionIdentifier](API\Plugins\RigVM\RigVMCore\FRigVMGraphFunctionIdentifier) > InFunctionDefinitions, bool bLocalizeDependentPrivateFunctions, bool bSetupUndoRedo, bool bPrintPythonCommand )


code: bool MakeBindingsFromVariableNode &40; URigVMVariableNode &42; InNode, bool bSetupUndoRedo &41;


description: Turns a variable node into one or more bindings.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool MakeBindingsFromVariableNode ( const [FName](API\Runtime\Core\UObject\FName) & InNodeName, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Creates the options struct for a given workflow

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [URigVMUserWorkflowOptions](API\Plugins\RigVM\RigVMCore\URigVMUserWorkflowOptions) * MakeOptionsForWorkflow ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSubject, const [FRigVMUserWorkflow](API\Plugins\RigVM\RigVMCore\FRigVMUserWorkflow) & InWorkflow )


description: Turns a binding to a variable node.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool MakeVariableNodeFromBinding ( const [FString](API\Runtime\Core\Containers\FString) & InPinPath, const FVector2D & InNodePosition, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Submits an event to the graph for broadcasting.

code: void Notify ( [ERigVMGraphNotifType](API\Plugins\RigVMDeveloper\RigVMModel\ERigVMGraphNotifType) InNotifType, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSubject ) const


description: Mark a function as public/private in the function library.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool MarkFunctionAsPublic ( const [FName](API\Runtime\Core\UObject\FName) & InFunctionName, bool bInIsPublic, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Changes the data type of all nodes matching a given variable name.

code: void OnExternalVariableTypeChanged ( const [FName](API\Runtime\Core\UObject\FName) & InVarName, const [FString](API\Runtime\Core\Containers\FString) & InCPPType, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InCPPTypeObject, bool bSetupUndoRedo )


code: void OnExternalVariableTypeChangedFromObjectPath ( const [FName](API\Runtime\Core\UObject\FName) & InVarName, const [FString](API\Runtime\Core\Containers\FString) & InCPPType, const [FString](API\Runtime\Core\Containers\FString) & InCPPTypeObjectPath, bool bSetupUndoRedo )


description: Removes all nodes related to a given variable.

code: void OnExternalVariableRemoved ( const [FName](API\Runtime\Core\UObject\FName) & InVarName, bool bSetupUndoRedo )


description: Renames the variable name in all relevant nodes.

code: bool OnExternalVariableRenamed ( const [FName](API\Runtime\Core\UObject\FName) & InOldVarName, const [FName](API\Runtime\Core\UObject\FName) & InNewVarName, bool bSetupUndoRedo )


description: Opens an undo bracket / scoped transaction for a series of actions to be performed as one step on the Undo stack. This is primarily useful for Python. This causes a UndoBracketOpened modified event.

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


description: The Modified event used to subscribe to changes happening within the Graph. This is broadcasted to for any change happening - not only the changes performed by this Controller - so it can be used for UI Views to react accordingly.


description: Backwards compatibility code


description: Performs all actions representing the workflow

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool PerformUserWorkflow ( const [FRigVMUserWorkflow](API\Plugins\RigVM\RigVMCore\FRigVMUserWorkflow) & InWorkflow, const [URigVMUserWorkflowOptions](API\Plugins\RigVM\RigVMCore\URigVMUserWorkflowOptions) * InOptions, bool bSetupUndoRedo )


className: PinPathCoreRedirectors

code: static [TMap](API\Runtime\Core\Containers\TMap)< FRigVMStructPinRedirectorKey, [FString](API\Runtime\Core\Containers\FString) > PinPathCoreRedirectors;


description: Pops the last graph off the stack This causes a GraphChanged modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController, Meta=(DeprecatedFunction, DeprecationMessage="Function has been deprecated, please rely on GetControllerForGraph instead.")) [URigVMGraph](API\Plugins\RigVMDeveloper\RigVMModel\URigVMGraph) * PopGraph ( bool bSetupUndoRedo )


description: Work to do after a duplication of the host asset

code: void PostDuplicateHost ( const [FString](API\Runtime\Core\Containers\FString) & InOldPathName, const [FString](API\Runtime\Core\Containers\FString) & InNewPathName )


description: Update filtered permutations, and propagate both ways of the link before adding this link.

code: bool PrepareToLink ( [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * FirstToResolve, [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * SecondToResolve, bool bSetupUndoRedo )


code: void ProcessDetachedLinks ( const [FRestoreLinkedPathSettings](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController\FRestoreLinkedPathSettings) & InSettings )


code: URigVMFunctionReferenceNode &42; PromoteCollapseNodeToFunctionReferenceNode &40; URigVMCollapseNode &42; InCollapseNode, bool bSetupUndoRedo, const FString & InExistingFunctionDefinitionPath &41;


description: Turns a collapse node into a function node.

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


code: URigVMCollapseNode &42; PromoteFunctionReferenceNodeToCollapseNode &40; URigVMFunctionReferenceNode &42; InFunctionRefNode, bool bSetupUndoRedo, bool bRemoveFunctionDefinition &41;


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) [FName](API\Runtime\Core\UObject\FName) PromoteFunctionReferenceNodeToCollapseNode ( const [FName](API\Runtime\Core\UObject\FName) & InNodeName, bool bSetupUndoRedo, bool bPrintPythonCommand, bool bRemoveFunctionDefinition )


code: bool PromotePinToVariable &40; URigVMPin &42; InPin, bool bCreateVariableNode, const FVector2D & InNodePosition, bool bSetupUndoRedo &41;


description: Promotes a pin to a variable.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool PromotePinToVariable ( const [FString](API\Runtime\Core\Containers\FString) & InPinPath, bool bCreateVariableNode, const FVector2D & InNodePosition, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Pushes a new graph to the stack This causes a GraphChanged modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController, Meta=(DeprecatedFunction, DeprecationMessage="Function has been deprecated, please rely on GetControllerForGraph instead.")) bool PushGraph ( [URigVMGraph](API\Plugins\RigVMDeveloper\RigVMModel\URigVMGraph) * InGraph, bool bSetupUndoRedo )


description: Re-does the last action on the stack. Note: This should really only be used for unit tests, use the GEditor's main Undo method instead.

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


description: Refreshes the variable node with the new data.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) void RefreshVariableNode ( const [FName](API\Runtime\Core\UObject\FName) & InNodeName, const [FName](API\Runtime\Core\UObject\FName) & InVariableName, const [FString](API\Runtime\Core\Containers\FString) & InCPPType, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InCPPTypeObject, bool bSetupUndoRedo, bool bSetupOrphanPins )


description: Registers this template node's use for later determining the commonly used types.

code: void RegisterUseOfTemplate ( const [URigVMTemplateNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMTemplateNode) * InNode )


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


description: Try to reconnect source and target pins after a node deletion

code: void RelinkSourceAndTargetPins ( [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * RigNode, bool bSetupUndoRedo )


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


code: bool RemoveAggregatePin ( [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPin, bool bSetupUndoRedo, bool bPrintPythonCommand )


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

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


code: bool RemoveDecorator &40; URigVMNode &42; InNode, const FName & InDecoratorName, bool bSetupUndoRedo &41;


description: Removes a decorator from a node.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool RemoveDecorator ( const [FName](API\Runtime\Core\UObject\FName) & InNodeName, const [FName](API\Runtime\Core\UObject\FName) & InDecoratorName, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Removes an exposed pin from the graph controlled by this.

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


description: Removes a function from a function library graph.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool RemoveFunctionFromLibrary ( const [FName](API\Runtime\Core\UObject\FName) & InFunctionName, bool bSetupUndoRedo )


description: Removes an injected node This causes a NodeRemoved modified event.

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


description: Removes a node from the graph This causes a NodeRemoved modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool RemoveNode ( [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * InNode, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Remove a local variable from the graph.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool RemoveLocalVariable ( const [FName](API\Runtime\Core\UObject\FName) & InVariableName, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Removes a node from the graph given the node's name. This causes a NodeRemoved modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool RemoveNodeByName ( const [FName](API\Runtime\Core\UObject\FName) & InNodeName, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Removes a list of nodes from the graph This causes a NodeRemoved modified event.

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


description: Removes a list of nodes from the graph given the names This causes a NodeRemoved modified event.

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


code: void RemovePinsDuringRepopulate ( [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * InNode, [TArray](API\Runtime\Core\Containers\TArray)< [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * > & InPins, bool bSetupOrphanedPins )


description: Removes nodes which went stale.

code: void RemoveStaleNodes()


description: Removes any orphan pins that no longer holds a link

code: bool RemoveUnusedOrphanedPins ( [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * InNode, bool bRelayLinks )


description: Renames an exposed pin in the graph controlled by this.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool RenameExposedPin ( const [FName](API\Runtime\Core\UObject\FName) & InOldPinName, const [FName](API\Runtime\Core\UObject\FName) & InNewPinName, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Renames a function in the function library.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool RenameFunction ( const [FName](API\Runtime\Core\UObject\FName) & InOldFunctionName, const [FName](API\Runtime\Core\UObject\FName) & InNewFunctionName, bool bSetupUndoRedo )


description: Rename a local variable from the graph.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool RenameLocalVariable ( const [FName](API\Runtime\Core\UObject\FName) & InVariableName, const [FName](API\Runtime\Core\UObject\FName) & InNewVariableName, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Renames a node in the graph This causes a NodeRenamed modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool RenameNode ( [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * InNode, const [FName](API\Runtime\Core\UObject\FName) & InNewName, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Renames a parameter in the graph. This causes a ParameterRenamed modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController, Meta=(DeprecatedFunction)) bool RenameParameter ( const [FName](API\Runtime\Core\UObject\FName) & InOldName, const [FName](API\Runtime\Core\UObject\FName) & InNewName, bool bSetupUndoRedo )


description: Renames a variable in the graph. This causes a VariableRenamed modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController, Meta=(DeprecatedFunction)) bool RenameVariable ( const [FName](API\Runtime\Core\UObject\FName) & InOldName, const [FName](API\Runtime\Core\UObject\FName) & InNewName, bool bSetupUndoRedo )


description: Refreshes the variable node with the new data.

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


code: void RepopulatePinsOnNode ( [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * InNode, bool bFollowCoreRedirectors, bool bSetupOrphanedPins, bool bRecreateLinks )


code: void ReportAndNotifyError ( const [FString](API\Runtime\Core\Containers\FString) & InMessage ) const


code: template<typename FmtType, typename... Types> void ReportAndNotifyErrorf ( const FmtType & Fmt, Types... Args )


code: template<typename FmtType, typename... Types> void ReportAndNotifyInfof ( const FmtType & Fmt, Types... Args )


code: void ReportAndNotifyInfo ( const [FString](API\Runtime\Core\Containers\FString) & InMessage ) const


code: void ReportAndNotifyWarning ( const [FString](API\Runtime\Core\Containers\FString) & InMessage ) const


code: template<typename FmtType, typename... Types> void ReportAndNotifyWarningf ( const FmtType & Fmt, Types... Args )


code: void ReportError ( const [FString](API\Runtime\Core\Containers\FString) & InMessage ) const


code: template<typename FmtType, typename... Types> void ReportErrorf ( const FmtType & Fmt, Types... Args )


code: void ReportInfo ( const [FString](API\Runtime\Core\Containers\FString) & InMessage ) const


code: template<typename FmtType, typename... Types> void ReportInfof ( const FmtType & Fmt, Types... Args )


code: void ReportPinTypeChange ( [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPin, const [FString](API\Runtime\Core\Containers\FString) & InNewCPPType )


code: void ReportWarning ( const [FString](API\Runtime\Core\Containers\FString) & InMessage ) const


code: template<typename FmtType, typename... Types> void ReportWarningf ( const FmtType & Fmt, Types... Args )


code: bool ResetPinDefaultValue &40; URigVMPin &42; InPin, bool bSetupUndoRedo &41;


description: Resends all notifications.

code: void ResendAllNotifications()


description: Resets the default value of a pin given its pinpath. This causes a PinDefaultValueChanged modified event.

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


code: void ResetUnitNodeDelegates()


description: Resolves a wildcard pin on any node.

code: bool ResolveWildCardPin ( [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPin, const [FRigVMTemplateArgumentType](API\Plugins\RigVM\RigVMCore\FRigVMTemplateArgumentType) & InType, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Resolves a wildcard pin on any node.

code: bool ResolveWildCardPin ( const [FString](API\Runtime\Core\Containers\FString) & InPinPath, [TRigVMTypeIndex](API\Plugins\RigVM\RigVMCore\TRigVMTypeIndex) InTypeIndex, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Resolves a wildcard pin on any node.

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


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


description: Selects a single node in the graph. This causes a NodeSelected / NodeDeselected modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool SelectNode ( [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * InNode, bool bSelect, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Selects a single node in the graph by name. This causes a NodeSelected / NodeDeselected modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool SelectNodeByName ( const [FName](API\Runtime\Core\UObject\FName) & InNodeName, bool bSelect, bool bSetupUndoRedo )


code: void SetActionStack ( [URigVMActionStack](API\Plugins\RigVMDeveloper\RigVMModel\URigVMActionStack) * InActionStack )


code: void SendUserFacingNotification ( const [FString](API\Runtime\Core\Containers\FString) & InMessage, float InDuration, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSubject, const [FName](API\Runtime\Core\UObject\FName) & InBrushName ) const


description: Resolves a wildcard pin on any node.

code: bool ResolveWildCardPin ( [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPin, [TRigVMTypeIndex](API\Plugins\RigVM\RigVMCore\TRigVMTypeIndex) InTypeIndex, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Sets the size of the array pin This causes a PinArraySizeChanged modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool SetArrayPinSize ( const [FString](API\Runtime\Core\Containers\FString) & InArrayPinPath, int32 InSize, const [FString](API\Runtime\Core\Containers\FString) & InDefaultValue, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Sets the comment text and properties of a comment node in the graph. This causes a CommentTextChanged modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool SetCommentText ( [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * InNode, const [FString](API\Runtime\Core\Containers\FString) & InCommentText, const int32 & InCommentFontSize, const bool & bInCommentBubbleVisible, const bool & bInCommentColorBubble, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Sets the comment text and properties of a comment node in the graph by name. This causes a CommentTextChanged modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool SetCommentTextByName ( const [FName](API\Runtime\Core\UObject\FName) & InNodeName, const [FString](API\Runtime\Core\Containers\FString) & InCommentText, const int32 & InCommentFontSize, const bool & bInCommentBubbleVisible, const bool & bInCommentColorBubble, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Sets the index for an exposed pin. This can be used to move the pin up and down on the node.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool SetExposedPinIndex ( const [FName](API\Runtime\Core\UObject\FName) & InPinName, int32 InNewIndex, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Sets the currently edited Graph of this controller. This causes a GraphChanged modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController, Meta=(DeprecatedFunction, DeprecationMessage="Function has been deprecated, please rely on GetControllerForGraph instead.")) void SetGraph ( [URigVMGraph](API\Plugins\RigVMDeveloper\RigVMModel\URigVMGraph) * InGraph )


description: Helper function to disable a series of checks that can be ignored during a unit test

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


description: Sets the type of the local variable.

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


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


description: Sets the type of the local variable.

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


description: Sets the category of a node in the graph. This causes a NodeCategoryChanged modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool SetNodeCategory ( [URigVMCollapseNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMCollapseNode) * InNode, const [FString](API\Runtime\Core\Containers\FString) & InCategory, bool bSetupUndoRedo, bool bMergeUndoAction, bool bPrintPythonCommand )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool SetNodeCategoryByName ( const [FName](API\Runtime\Core\UObject\FName) & InNodeName, const [FString](API\Runtime\Core\Containers\FString) & InCategory, bool bSetupUndoRedo, bool bMergeUndoAction )


description: Sets the color of a node in the graph. This causes a NodeColorChanged modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool SetNodeColor ( [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * InNode, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor, bool bSetupUndoRedo, bool bMergeUndoAction, bool bPrintPythonCommand )


description: Sets the color of a node in the graph by name. This causes a NodeColorChanged modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool SetNodeColorByName ( const [FName](API\Runtime\Core\UObject\FName) & InNodeName, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor, bool bSetupUndoRedo, bool bMergeUndoAction )


description: Sets the function description of a node in the graph. This causes a NodeDescriptionChanged modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool SetNodeDescription ( [URigVMCollapseNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMCollapseNode) * InNode, const [FString](API\Runtime\Core\Containers\FString) & InDescription, bool bSetupUndoRedo, bool bMergeUndoAction, bool bPrintPythonCommand )


description: Sets the keywords of a node in the graph. This causes a NodeDescriptionChanged modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool SetNodeDescriptionByName ( const [FName](API\Runtime\Core\UObject\FName) & InNodeName, const [FString](API\Runtime\Core\Containers\FString) & InDescription, bool bSetupUndoRedo, bool bMergeUndoAction )


description: Sets the keywords of a node in the graph. This causes a NodeKeywordsChanged modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool SetNodeKeywords ( [URigVMCollapseNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMCollapseNode) * InNode, const [FString](API\Runtime\Core\Containers\FString) & InKeywords, bool bSetupUndoRedo, bool bMergeUndoAction, bool bPrintPythonCommand )


description: Sets the position of a node in the graph. This causes a NodePositionChanged modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool SetNodePosition ( [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * InNode, const FVector2D & InPosition, bool bSetupUndoRedo, bool bMergeUndoAction, bool bPrintPythonCommand )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool SetNodeKeywordsByName ( const [FName](API\Runtime\Core\UObject\FName) & InNodeName, const [FString](API\Runtime\Core\Containers\FString) & InKeywords, bool bSetupUndoRedo, bool bMergeUndoAction )


description: Selects the nodes given the selection This might cause several NodeDeselected modified event.

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


description: Sets the position of a node in the graph by name. This causes a NodePositionChanged modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool SetNodePositionByName ( const [FName](API\Runtime\Core\UObject\FName) & InNodeName, const FVector2D & InPosition, bool bSetupUndoRedo, bool bMergeUndoAction, bool bPrintPythonCommand )


description: Sets the size of a node in the graph. This causes a NodeSizeChanged modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool SetNodeSize ( [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * InNode, const FVector2D & InSize, bool bSetupUndoRedo, bool bMergeUndoAction, bool bPrintPythonCommand )


code: bool SetPinDefaultValue &40; URigVMPin &42; InPin, const FString & InDefaultValue, bool bResizeArrays, bool bSetupUndoRedo, bool bMergeUndoAction &41;


description: Sets the size of a node in the graph by name. This causes a NodeSizeChanged modified event.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool SetNodeSizeByName ( const [FName](API\Runtime\Core\UObject\FName) & InNodeName, const FVector2D & InSize, bool bSetupUndoRedo, bool bMergeUndoAction, bool bPrintPythonCommand )


description: Sets the default value of a pin given its pinpath. This causes a PinDefaultValueChanged modified event.

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


code: bool SetPinExpansion &40; URigVMPin &42; InPin, bool bIsExpanded, bool bSetupUndoRedo &41;


description: Sets the pin to be expanded or not This causes a PinExpansionChanged modified event.

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


code: bool SetPinIsWatched &40; URigVMPin &42; InPin, bool bIsWatched, bool bSetupUndoRedo &41;


description: Sets the pin to be watched (or not) This causes a PinWatchedChanged modified event.

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


description: Sets the remapped variable on a function reference node.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool SetRemappedVariable ( [URigVMFunctionReferenceNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMFunctionReferenceNode) * InFunctionRefNode, const [FName](API\Runtime\Core\UObject\FName) & InInnerVariableName, const [FName](API\Runtime\Core\UObject\FName) & InOuterVariableName, bool bSetupUndoRedo )


description: Sets the schema on the controller.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) void SetSchema ( [URigVMSchema](API\Plugins\RigVMDeveloper\RigVMModel\URigVMSchema) * InSchema )


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) bool SetUnitNodeDefaults ( [URigVMUnitNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMUnitNode) * InNode, const [FString](API\Runtime\Core\Containers\FString) & InDefaults, bool bSetupUndoRedo, bool bPrintPythonCommand )


code: bool SetUnitNodeDefaults ( [URigVMUnitNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMUnitNode) * InNode, const [FRigStructScope](API\Plugins\RigVMDeveloper\RigVMModel\FRigStructScope) & InDefaults, bool bSetupUndoRedo, bool bPrintPythonCommand )


description: Wires the unit node delegates to the default controller delegates. this is used only within the RigVM Editor currently.


code: bool ShouldRedirectPin ( [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InOwningStruct, const [FString](API\Runtime\Core\Containers\FString) & InOldRelativePinPath, [FString](API\Runtime\Core\Containers\FString) & InOutNewRelativePinPath ) const


code: bool ShouldRedirectPin ( const [FString](API\Runtime\Core\Containers\FString) & InOldPinPath, [FString](API\Runtime\Core\Containers\FString) & InOutNewPinPath ) const


code: template<typename T> static void SortGraphElementsByGraphDepth ( [TArray](API\Runtime\Core\Containers\TArray)< T * > & InOutElements, bool bReverse )


code: template<typename T> static void SortGraphElementsByImportOrder ( [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< T >> InOutElements, const [TArray](API\Runtime\Core\Containers\TArray)< T * > & InElementsInImportOrder, const [TArray](API\Runtime\Core\Containers\TArray)< T * > & InPreviousElementPriorToImport )


code: bool UnbindPinFromVariable &40; URigVMPin &42; InPin, bool bSetupUndoRedo &41;


description: Removes the binging of a pin to a variable This causes a PinBoundVariableChanged modified event.

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


description: Un-does the last action on the stack. Note: This should really only be used for unit tests, use the GEditor's main Undo method instead.

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


description: Turns a resolved templated node(s) back into its template.

code: bool UnresolveTemplateNodes ( const [TArray](API\Runtime\Core\Containers\TArray)< [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * > & InNodes, bool bSetupUndoRedo )


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


description: Upgrades a set of nodes with each corresponding next known version.

code: [TArray](API\Runtime\Core\Containers\TArray)< [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * > UpgradeNodes ( const [TArray](API\Runtime\Core\Containers\TArray)< [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * > & InNodes, bool bRecursive, bool bSetupUndoRedo )


description: Upgrades a single node with its next known version.

code: [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * UpgradeNode ( [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * InNode, bool bSetupUndoRedo, [FRigVMController_PinPathRemapDelegate](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMController_PinPathRemapDel-) * OutRemapPinDelegate )


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


description: Default constructor.

code: URigVMController()


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


description: Default destructor.

code: ~URigVMController()


code: URigVMControllerSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & Initializer )


className: URigVMController

description: The Controller is the sole authority to perform changes on the Graph. The Controller itself is stateless. The Controller offers a Modified event to subscribe to for user interface views - so they can be informed about any change that's happening within the Graph. The Controller routes all changes through the Graph itself, so you can have N Controllers performing edits on 1 Graph, and N Views subscribing to 1 Controller. In Python you can also subscribe to this event to be able to react to topological changes of the Graph there.

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

bValidatePinDefaults

description: A flag that can be used to turn off pin default value validation if necessary.

ConfigureWorkflowOptionsDelegate

description: A delegate to request to configure an options instance for a node workflow.

GetCurrentByteCodeDelegate

description: A delegate to retrieve the current bytecode of the graph.

GetExternalVariablesDelegate

description: A delegate to retrieve the list of external variables.

OnBulkEditProgressDelegate

description: A delegate to inform the host / client about the progress during a bulk edit.

RequestBreakLinksDialogDelegate

description: A delegate to ask the host / client for a dialog to confirm a bulk edit.

RequestJumpToHyperlinkDelegate

description: A delegate to request the client to follow a hyper link.

RequestLocalizeFunctionDelegate

description: A delegate to localize a function on demand.

RequestNewExternalVariableDelegate

description: A delegate to create a new blueprint member variable.

RequestPinTypeSelectionDelegate

description: A delegate to ask the host / client for a dialog to select a pin type.


className: URigVMEditorSideObject

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


className: URigVMControllerSettings

description: Default settings for the RigVM Controller

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

description: When adding a link to an execute pin on a template node, this functionality automatically resolves the template node to the most commonly used type.

TemplateDefaultTypes

type: TMap<FName,FR...

description: The commonly used types for a template node


code: typedef TBaseDelegate_NoParams< const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > URigVMFunctionLibrary_GetFunctionHostObjectPath


description: Finds a function by name.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMGraph) [URigVMLibraryNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMLibraryNode) * FindFunction ( const [FName](API\Runtime\Core\UObject\FName) & InFunctionName ) const


description: Finds a function by a node within a function (or a sub graph of that)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMGraph) [URigVMLibraryNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMLibraryNode) * FindFunctionForNode ( [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * InNode ) const


description: Returns a function that has been previously localized based on the provided function to localize. We maintain meta data on what functions have been created locally based on which other ones, and use this method to avoid redundant localizations.

code: [URigVMLibraryNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMLibraryNode) * FindPreviouslyLocalizedFunction ( [FRigVMGraphFunctionIdentifier](API\Plugins\RigVM\RigVMCore\FRigVMGraphFunctionIdentifier) InFunctionToLocalize )


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

code: void ForEachReference ( const [FName](API\Runtime\Core\UObject\FName) & InFunctionName, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([URigVMFunctionReferenceNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMFunctionReferenceNode) *)> PerReferenceFunction ) const


code: void ForEachReferenceSoftPtr ( const [FName](API\Runtime\Core\UObject\FName) & InFunctionName, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [URigVMFunctionReferenceNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMFunctionReferenceNode) >)> PerReferenceFunction ) const


description: Returns the locally available function library.

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


code: const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) GetFunctionHostObjectPath() const


description: Returns all of the stored functions.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMGraph) [TArray](API\Runtime\Core\Containers\TArray)< [URigVMLibraryNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMLibraryNode) * > GetFunctions() const


description: Returns the path of this graph as defined by its invoking nodes.

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


description: Returns all references for a given function name.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMGraph) [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetReferencePathsForFunction ( const [FName](API\Runtime\Core\UObject\FName) & InFunctionName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMGraph) [TArray](API\Runtime\Core\Containers\TArray)< [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [URigVMFunctionReferenceNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMFunctionReferenceNode) > > GetReferencesForFunction ( const [FName](API\Runtime\Core\UObject\FName) & InFunctionName )


code: bool IsFunctionPublic ( const [FName](API\Runtime\Core\UObject\FName) & InFunctionName ) const


description: Default constructor.

code: URigVMFunctionLibrary()


className: URigVMFunctionLibrary

description: The Function Library is a graph used only to store the sub graphs used for functions.

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

GetFunctionHostObjectPathDelegate

type: URigVMFunctionL...


code: virtual bool CanLink ( [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InSourcePin, [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InTargetPin, [FString](API\Runtime\Core\Containers\FString) * OutFailureReason, const [FRigVMByteCode](API\Plugins\RigVM\RigVMCore\FRigVMByteCode) * InByteCode, [ERigVMPinDirection](API\Plugins\RigVM\RigVMCore\ERigVMPinDirection) InUserLinkDirection, bool bEnableTypeCasting )


code: void ClearAST ( bool bClearDiagnostics, bool bClearRuntime )


description: Returns true if the graph contains a link given its string representation.

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


description: Returns a link given its string representation, for example "NodeA.Color.R -> NodeB.Translation.X"

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMGraph) [URigVMLink](API\Plugins\RigVMDeveloper\RigVMModel\URigVMLink) * FindLink ( const [FString](API\Runtime\Core\Containers\FString) & InLinkPinPathRepresentation ) const


description: Returns a Node given its name (or nullptr).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMGraph) [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * FindNodeByName ( const [FName](API\Runtime\Core\UObject\FName) & InNodeName ) const


description: Returns a Node given its path (or nullptr). (for now this is the same as finding a node by its name.)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMGraph) [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * FindNode ( const [FString](API\Runtime\Core\Containers\FString) & InNodePath ) const


description: Returns a Pin given its path, for example "Node.Color.R".

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMGraph) [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * FindPin ( const [FString](API\Runtime\Core\Containers\FString) & InPinPath ) const


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


description: Returns all of the contained graphs.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMGraph) [TArray](API\Runtime\Core\Containers\TArray)< [URigVMGraph](API\Plugins\RigVMDeveloper\RigVMModel\URigVMGraph) * > GetContainedGraphs ( bool bRecursive ) const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FRigVMParserAST](API\Plugins\RigVMDeveloper\RigVMCompiler\FRigVMParserAST) > GetDiagnosticsAST ( bool bForceRefresh, [TArray](API\Runtime\Core\Containers\TArray)< [URigVMLink](API\Plugins\RigVMDeveloper\RigVMModel\URigVMLink) * > InLinksToSkip )


description: Returns the entry node of this graph.


description: Returns array of event names.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMGraph) [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetEventNames() const


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


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


description: Returns the name of this graph (as defined by the node path)


description: Returns the root / top level parent graph of this graph (or this if it is the root graph)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=RigVMGraph) int32 GetGraphDepth() const


description: Returns the input arguments of this graph.


description: Returns all of the Links within this Graph.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMGraph) const [TArray](API\Runtime\Core\Containers\TArray)< [URigVMLink](API\Plugins\RigVMDeveloper\RigVMModel\URigVMLink) * > & GetLinks() const


description: Returns the local variables of this function.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMGraph) [TArray](API\Runtime\Core\Containers\TArray)< [FRigVMGraphVariableDescription](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMGraphVariableDescription) > GetLocalVariables ( bool bIncludeInputArguments ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMGraph) virtual [FString](API\Runtime\Core\Containers\FString) GetNodePath() const


description: Returns all of the Nodes within this Graph.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMGraph) const [TArray](API\Runtime\Core\Containers\TArray)< [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * > & GetNodes() const


description: Returns the output arguments of this graph.


description: Returns the parent graph of this graph.

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


description: Returns the return node of this graph.


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


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FRigVMParserAST](API\Plugins\RigVMDeveloper\RigVMCompiler\FRigVMParserAST) > GetRuntimeAST ( const [FRigVMParserASTSettings](API\Plugins\RigVMDeveloper\RigVMCompiler\FRigVMParserASTSettings) & InSettings, bool bForceRefresh )


description: Returns the names of all currently selected Nodes.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMGraph) const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & GetSelectNodes() const


description: Returns a list of unique Variable descriptions within this Graph. Multiple Variable Nodes can share the same description.


code: virtual uint32 GetStructureHash() const


description: Returns true if a Node with a given name is selected.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMGraph) bool IsNodeSelected ( const [FName](API\Runtime\Core\UObject\FName) & InNodeName ) const


description: Returns true if this graph is a root / top level graph.

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


description: Returns true if this graph is the top level graph.

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


description: Returns the modified event, which can be used to subscribe to changes happening within the Graph.


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: void PrepareCycleChecking ( [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPin, bool bAsInput )


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

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMGraph) void SetDefaultFunctionLibrary ( [URigVMFunctionLibrary](API\Plugins\RigVMDeveloper\RigVMModel\URigVMFunctionLibrary) * InFunctionLibrary )


description: Sets the execute context struct type to use.

code: void SetExecuteContextStruct ( [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InExecuteContextStruct )


description: Default constructor.

code: URigVMGraph()


className: URigVMGraph

description: The Graph represents a Function definition using Nodes as statements. Graphs can be compiled into aURigVMusing the FRigVMCompiler. Graphs provide access to its Nodes, Pins and Links.

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


className: FWeakInfo

code: struct FWeakInfo

Node

type: TWeakObjectPtr<...


description: Returns the graph of this injected node.

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


description: Returns the pin of this injected node.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMInjectionInfo) [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * GetPin() const


className: URigVMInjectionInfo

description: The Injected Info is used for injecting a node on a pin. Injected nodes are not visible to the user, but they are normal nodes on the graph.

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

InputPin

type: TObjectPtr<URi...


description: Returns the Link's owning Graph/.

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


description: Returns the graph nesting depth of this link.

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


description: Returns the current index of this Link within its owning Graph.

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


description: Returns the opposite Pin of this Link given one of its edges (or nullptr)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMLink) [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * GetOppositePin ( const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPin ) const


description: Returns a string representation of the Link, for example: "NodeA.Color.R -> NodeB.Translation.X" note: can be split again using SplitPinPathRepresentation


description: Returns a string representation of the Link given the two pin paths for example: "NodeA.Color.R -> NodeB.Translation.X" note: can be split again using SplitPinPathRepresentation

code: static [FString](API\Runtime\Core\Containers\FString) GetPinPathRepresentation ( const [FString](API\Runtime\Core\Containers\FString) & InSourcePinPath, const [FString](API\Runtime\Core\Containers\FString) & InTargetPinPath )


description: Returns the source Node of this Link (or nullptr)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMLink) [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * GetSourceNode() const


description: Returns the source Pin of this Link (or nullptr)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMLink) [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * GetSourcePin() const


description: Returns the source pin's path pin of this Link.


description: Returns the target Node of this Link (or nullptr)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMLink) [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * GetTargetNode() const


description: Returns the target Pin of this Link (or nullptr)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMLink) [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * GetTargetPin() const


description: Returns the target pin's path pin of this Link.


description: Serialization override.

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


description: Sets the target pin's path pin of this Link.

code: bool SetSourceAndTargetPinPaths ( const [FString](API\Runtime\Core\Containers\FString) & InSourcePinPath, const [FString](API\Runtime\Core\Containers\FString) & InTargetPinPath )


description: Sets the source pin's path pin of this Link.

code: bool SetSourcePinPath ( const [FString](API\Runtime\Core\Containers\FString) & InPinPath )


code: bool SetTargetPinPath ( const [FString](API\Runtime\Core\Containers\FString) & InPinPath )


description: Splits a pin path representation of a link for example: "NodeA.Color.R -> NodeB.Translation.X" into its two pin paths

code: static bool SplitPinPathRepresentation ( const [FString](API\Runtime\Core\Containers\FString) & InString, [FString](API\Runtime\Core\Containers\FString) & OutSource, [FString](API\Runtime\Core\Containers\FString) & OutTarget )


code: void UpdatePinPointers() const


description: Default constructor.

code: URigVMLink()


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


className: URigVMLink

description: The Link represents a connection between two Pins within a Graph. The Link can be accessed on the Graph itself - or through theURigVMPin::GetLinks()method.

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


description: Returns true if the node can be upgraded

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=RigVMNode) virtual bool CanBeUpgraded() const


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

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


code: virtual bool ContributesToResult() const


className: EmptyInstructionArray

code: static [TArray](API\Runtime\Core\Containers\TArray)< int32 > EmptyInstructionArray;


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


code: [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * FindDecorator ( const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InDecoratorPin ) const


code: [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * FindDecorator ( const [FName](API\Runtime\Core\UObject\FName) & InName ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMNode) virtual [URigVMLibraryNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMLibraryNode) * FindFunctionForNode() const


description: Returns a Pin given it's partial pin path below this node (for example: "Color.R")

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMNode) [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * FindPin ( const [FString](API\Runtime\Core\Containers\FString) & InPinPath ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=RigVMNode) virtual [TArray](API\Runtime\Core\Containers\TArray)< [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * > GetAggregateInputs() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=RigVMNode) virtual [TArray](API\Runtime\Core\Containers\TArray)< [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * > GetAggregateOutputs() const


description: Returns all of the Pins of this Node (including SubPins).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMNode) [TArray](API\Runtime\Core\Containers\TArray)< [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * > GetAllPinsRecursively() 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: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStructOnScope](API\Runtime\CoreUObject\UObject\FStructOnScope) > GetDecoratorInstance ( const [FName](API\Runtime\Core\UObject\FName) & InName, bool bUseDefaultValueFromPin ) const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStructOnScope](API\Runtime\CoreUObject\UObject\FStructOnScope) > GetDecoratorInstance ( const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InDecoratorPin, bool bUseDefaultValueFromPin ) const


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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=RigVMNode) [TArray](API\Runtime\Core\Containers\TArray)< [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * > GetDecoratorPins() const


description: Returns the name of the event.

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=RigVMNode) virtual [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * GetFirstAggregatePin() const


description: Returns the Graph of this Node.

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


description: Returns the graph nesting depth of this node.

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


description: Returns the injection info of this Node (or nullptr)


description: Deprecated* Please, use GetInstructionMicroSeconds with Context param

code: double GetInstructionMicroSeconds ( [URigVM](API\Plugins\RigVM\RigVMCore\URigVM) * InVM, const [FRigVMASTProxy](API\Plugins\RigVMDeveloper\RigVMCompiler\FRigVMASTProxy) & InProxy ) const


description: Returns the accumulated duration of all of instructions for this node.

code: double GetInstructionMicroSeconds ( const [FRigVMExtendedExecuteContext](API\Plugins\RigVM\RigVMCore\FRigVMExtendedExecuteContext) & Context, [URigVM](API\Plugins\RigVM\RigVMCore\URigVM) * InVM, const [FRigVMASTProxy](API\Plugins\RigVMDeveloper\RigVMCompiler\FRigVMASTProxy) & InProxy ) const


description: Deprecated* Please, use GetInstructionsForVM with Context param

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


description: Returns the indices of associated instructions for this node.

code: const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & GetInstructionsForVM ( 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: 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


description: Deprecated* Please, use GetInstructionVisitedCount with Context param

code: virtual int32 GetInstructionVisitedCount ( [URigVM](API\Plugins\RigVM\RigVMCore\URigVM) * InVM, const [FRigVMASTProxy](API\Plugins\RigVMDeveloper\RigVMCompiler\FRigVMASTProxy) & InProxy ) const


description: Returns the number of visited / run instructions for this node.

code: virtual int32 GetInstructionVisitedCount ( const [FRigVMExtendedExecuteContext](API\Plugins\RigVM\RigVMCore\FRigVMExtendedExecuteContext) & Context, [URigVM](API\Plugins\RigVM\RigVMCore\URigVM) * InVM, const [FRigVMASTProxy](API\Plugins\RigVMDeveloper\RigVMCompiler\FRigVMASTProxy) & InProxy ) const


description: Returns a list of Nodes connected as sources to this Node as the target.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMNode) [TArray](API\Runtime\Core\Containers\TArray)< [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * > GetLinkedSourceNodes() const


description: Returns a list of Nodes connected as targets to this Node as the source.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMNode) [TArray](API\Runtime\Core\Containers\TArray)< [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * > GetLinkedTargetNodes() const


description: Returns all links to any pin on this node.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMNode) [TArray](API\Runtime\Core\Containers\TArray)< [URigVMLink](API\Plugins\RigVMDeveloper\RigVMModel\URigVMLink) * > GetLinks() const


description: Returns the current index of the Node within the Graph.

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


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

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMNode) virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeColor() const


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


description: Returns the a . separated string containing all of the names used to reach this Node within the Graph. (for now this is the same as the Node's name)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMNode) [FString](API\Runtime\Core\Containers\FString) GetNodePath ( bool bRecursive ) const


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

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMNode) virtual [FString](API\Runtime\Core\Containers\FString) GetNodeTitle() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=RigVMNode) virtual [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * GetOppositeAggregatePin() const


description: Returns all of the top-level orphaned Pins of this Node.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMNode) virtual const [TArray](API\Runtime\Core\Containers\TArray)< [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * > & GetOrphanedPins() const


description: Returns all of the top-level Pins of this Node.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMNode) virtual const [TArray](API\Runtime\Core\Containers\TArray)< [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * > & GetPins() const


description: Returns the 2d position of this node - used for UI.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMNode) FVector2D GetPosition() const


description: Returns the name of the node prior to the renaming.


description: Returns the top level / root Graph of this Node.

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=RigVMNode) virtual [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * GetSecondAggregatePin() const


description: Returns the 2d size of this node - used for UI.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMNode) FVector2D GetSize() const


code: virtual uint32 GetStructureHash() const


description: Returns all supported workflows of the node

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMNode) 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


description: Returns the tooltip of this node.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMNode) 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 [FRigVMStructUpgradeInfo](API\Plugins\RigVM\RigVMCore\FRigVMStructUpgradeInfo) GetUpgradeInfo() const


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


description: Returns true if the node has any input pins.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMNode) virtual bool HasInputPin ( bool bIncludeIO ) const


description: Returns true if the node has any io pins.

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


description: Returns true if the node has any lazily evaluating pins.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMNode) virtual bool HasLazyPin ( bool bOnlyConsiderPinsWithLinks ) const


description: Returns true if the node has orphaned pins - which leads to a compiler error.

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


description: Returns true if the node has any output pins.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMNode) virtual bool HasOutputPin ( bool bIncludeIO ) const


description: Returns true if this node has an unknown type pin.

code: bool HasWildCardPin() const


code: virtual void InvalidateCache()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=RigVMNode) virtual bool IsAggregate() 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: Return true if this node is a control flow node

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=RigVMNode) bool IsDecoratorPin ( [FName](API\Runtime\Core\UObject\FName) InName ) const


code: bool IsDecoratorPin ( const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InDecoratorPin ) const


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

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


description: Returns true if this Node is the beginning of a scope.

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


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


description: Returns true if the node has any pins of the provided direction.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMNode) virtual bool HasPinOfDirection ( [ERigVMPinDirection](API\Plugins\RigVM\RigVMCore\ERigVMPinDirection) InDirection ) const


description: Returns true if this is an injected node. Injected nodes are managed by pins are are not visible to the user.

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=RigVMNode) virtual bool IsInputAggregate() const


description: Returns true if this Node is linked to another given node through any of the Nodes' Pins.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMNode) bool IsLinkedTo ( [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * InNode ) const


description: Return true if this node is a loop node

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


description: Returns true if this Node has side effects or internal state.

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


description: Returns true if this Node has no side-effects and no internal state.

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


description: Returns true if this Node is currently selected.

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


description: Returns true if this should be visible in the UI.

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


description: Joins a NodePath from to segments, so for example ["CollapseNodeA", "CollapseNodeB", "CollapseNodeC"] becomes "CollapseNodeA|CollapseNodeB|CollapseNodeC".

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


description: Joins a NodePath from to segments, so for example "CollapseNodeA" and "CollapseNodeB|CollapseNodeC" becomes "CollapseNodeA|CollapseNodeB|CollapseNodeC".

code: static [FString](API\Runtime\Core\Containers\FString) JoinNodePath ( const [FString](API\Runtime\Core\Containers\FString) & Left, const [FString](API\Runtime\Core\Containers\FString) & Right )


className: NodeColorName

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMNode) void SetHasBreakpoint ( const bool bValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMNode) void SetExecutionIsHaltedAtThisNode ( const bool bValue )


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


description: Splits a NodePath into all segments, so for example "Node.Color.R" becomes ["Node", "Color", "R"].

code: static bool SplitNodePath ( const [FString](API\Runtime\Core\Containers\FString) & InNodePath, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Parts )


description: Splits a NodePath at the end, so for example "CollapseNodeA|CollapseNodeB|CollapseNodeC" becomes "CollapseNodeA|CollapseNodeB" and "CollapseNodeC".

code: static bool SplitNodePathAtEnd ( const [FString](API\Runtime\Core\Containers\FString) & InNodePath, [FString](API\Runtime\Core\Containers\FString) & Left, [FString](API\Runtime\Core\Containers\FString) & RightMost )


description: Splits a NodePath at the start, so for example "CollapseNodeA|CollapseNodeB|CollapseNodeC" becomes "CollapseNodeA" and "CollapseNodeB|CollapseNodeC".

code: static bool SplitNodePathAtStart ( const [FString](API\Runtime\Core\Containers\FString) & InNodePath, [FString](API\Runtime\Core\Containers\FString) & LeftMost, [FString](API\Runtime\Core\Containers\FString) & Right )


code: void UpdateDecoratorRootPinNames()


description: Default constructor.

code: URigVMNode()


description: Default destructor.

code: virtual ~URigVMNode()


description: Returns true if the pin can be bound to a given variable.

code: bool CanBeBoundToVariable ( const [FRigVMExternalVariable](API\Plugins\RigVM\RigVMCore\FRigVMExternalVariable) & InExternalVariable, const [FString](API\Runtime\Core\Containers\FString) & InSegmentPath ) const


className: URigVMNode

description: The Node represents a single statement within a Graph. Nodes can represent values such as Variables / Parameters, they can represent Function Invocations or Control Flow logic statements (such as If conditions of For loops). Additionally Nodes are used to represent Comment statements. Nodes contain Pins to represent parameters for Function Invocations or Value access on Variables / Parameters.

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

DecoratorRootPinNames

type: TArray<FString...

NodeColor

type: FLinearColor


description: Returns true is the two provided source and target Pins can be linked to one another.

code: static bool CanLink ( const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InSourcePin, const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InTargetPin, [FString](API\Runtime\Core\Containers\FString) * OutFailureReason, const [FRigVMByteCode](API\Plugins\RigVM\RigVMCore\FRigVMByteCode) * InByteCode, [ERigVMPinDirection](API\Plugins\RigVM\RigVMCore\ERigVMPinDirection) InUserLinkDirection, bool bInAllowWildcard, bool bEnableTypeCasting )


description: Returns the default value clamped with the limit meta values defined by the UPROPERTY in URigVMUnitNodes.

code: [FString](API\Runtime\Core\Containers\FString) ClampDefaultValueFromMetaData ( const [FString](API\Runtime\Core\Containers\FString) & InDefaultValue ) const


description: Returns true if any of the subpins is a wildcard.

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


className: EmptyPinOverride

code: static const [FPinOverride](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin\FPinOverride) EmptyPinOverride = URigVMPin::FPinOverride(FRigVMASTProxy(), EmptyPinOverrideMap);


description: Returns the link that represents the connection between this pin and InOtherPin. nullptr is returned if the pins are not connected.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMPin) [URigVMLink](API\Plugins\RigVMDeveloper\RigVMModel\URigVMLink) * FindLinkForPin ( const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InOtherPin ) const


description: Returns a SubPin given a name / path or nullptr.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMPin) [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * FindSubPin ( const [FString](API\Runtime\Core\Containers\FString) & InPinPath ) const


className: FPinOverride

code: typedef TPair< [FRigVMASTProxy](API\Plugins\RigVMDeveloper\RigVMCompiler\FRigVMASTProxy), const [FPinOverrideMap](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin\FPinOverrideMap) & > FPinOverride


className: FPinOverrideMap

description: A map used to override pin default values.


code: FPinOverrideValue &40; URigVMPin &42; InPin &41;


code: FPinOverrideValue &40; URigVMPin &42; InPin, const TPair< FRigVMASTProxy, const TMap< FRigVMASTProxy, FPinOverrideValue > & > & InOverride &41;


className: FPinOverrideValue

description: A struct to store a pin override value.

code: struct FPinOverrideValue


description: Returns the absolute index of the Pin within the node / parent Pin.

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


description: Returns the C++ data type of an element of the Pin array.


description: Returns the number of elements within an array Pin.

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


description: Returns the variable bound to this pin (or NAME_None)


code: [URigVMVariableNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMVariableNode) * GetBoundVariableNode() const


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


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


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


description: Returns the struct of the data type of the Pin, or nullptr otherwise.

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


description: Returns the name of a custom widget to be used for editing the Pin.


description: Returns the decorator backing up this pin.

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


description: Returns the default value of the Pin as a string. Note that this value is computed based on the Pin's SubPins - so for example for a FVector typed Pin the default value is actually composed out of the default values of the X, Y and Z SubPins.


description: Returns the default value with an additional override ma.

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


description: Joins a collection of element DefaultValues into a default value for an array of those elements.

code: static [FString](API\Runtime\Core\Containers\FString) GetDefaultValueForArray ( TConstArrayView< [FString](API\Runtime\Core\Containers\FString) > InDefaultValues )


description: Returns the direction of the pin.


description: Returns the display label of the pin.


description: Returns the enum of the data type of the Pin, or nullptr otherwise.

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


description: Returns the graph of this Pin.

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


description: Populates an array of pins which will be reduced to the same operand in the VM. This includes Source-Target pins in different nodes, pins in collapse and referenced function nodes, and their corresponding entry and return nodes.

code: void GetExposedPinChain ( [TArray](API\Runtime\Core\Containers\TArray)< const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * > & OutExposedPins ) const


description: Returns the injected nodes this pin contains.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [URigVMInjectionInfo](API\Plugins\RigVMDeveloper\RigVMModel\URigVMInjectionInfo) * > GetInjectedNodes() const


description: Returns all of the linked source Pins, using this Pin as the target.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMPin) [TArray](API\Runtime\Core\Containers\TArray)< [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * > GetLinkedSourcePins ( bool bRecursive ) const


description: Returns all of the linked target Pins, using this Pin as the source.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMPin) [TArray](API\Runtime\Core\Containers\TArray)< [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * > GetLinkedTargetPins ( bool bRecursive ) const