description:
Note that the object will be modified. If we are currently recording into the transaction buffer (undo/redo), save a copy of this object into the buffer and marks the package as needing to be saved.
true if the object was saved to the transaction buffer

code: virtual bool Modify ( bool bAlwaysMarkDirty )


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

module: BlueprintGraph

code: virtual bool NodeCausesStructuralBlueprintChange() const


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

code: virtual void ReconstructNode()


code: UK2Node_ComponentBoundEvent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


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

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


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

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


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

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


code: class UK2Node_ComponentBoundEvent : public [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event)

ComponentPropertyName

type: FName

description: Name of property in Blueprint class that pointer to component we want to bind to

DelegateOwnerClass

type: TObjectPtr<UCl...

description: Delegate property's owner class that this event is associated with

DelegatePropertyName

description: Delegate property name that this event is associated with


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

code: virtual void AllocateDefaultPins()


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

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


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

code: virtual bool CanUserDeleteNode() const


description: Destroy the specified node

code: virtual void DestroyNode()


description: Return whether to draw this node as an entry

code: virtual bool DrawNodeAsEntry() const


code: virtual bool DrawNodeAsExit() const


description: Fixes up the input and output sink when needed, useful after PostEditUndo which changes which graph these nodes point to

code: void FixupInputAndOutputSink()


description: Get the entry/exit nodes inside this collapsed graph.

code: [UK2Node_Tunnel](API\Editor\BlueprintGraph\UK2Node_Tunnel) * GetEntryNode() const


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

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


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

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


code: [UK2Node_Tunnel](API\Editor\BlueprintGraph\UK2Node_Tunnel) * GetExitNode() const


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

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


description: any sub graphs (graphs that have this node as an outer) that this node might contain (e.g. composite, animation state machine etc.).

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


description: Gets the tooltip to display when over the node

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


description: Create a name validator for this node

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


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

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


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

code: virtual bool NodeCausesStructuralBlueprintChange() const


description: Called after applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo()


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

code: virtual void PostPasteNode()


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

code: virtual void PostPlacedNewNode()


code: class UK2Node_Composite : public [UK2Node_Tunnel](API\Editor\BlueprintGraph\UK2Node_Tunnel)

BoundGraph

type: TObjectPtr< cla...

description: The graph that this composite node is representing.


code: UK2Node_Composite ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Add's node data to the search metadata, override to collect more data that may be desirable to search for

code: virtual void AddSearchMetaDataInfo ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FSearchTagDataPair](API\Editor\Kismet\FSearchTagDataPair) > & OutTaggedMetaData ) const


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

code: virtual void AllocateDefaultPins()


description: Create new pins to show properties on archetype

code: virtual void CreatePinsForClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > * OutClassPins )


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

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


description: Gets the node for use in lists and menus

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


description: Get the blueprint input pin

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


description: Gets base class to use for the 'class' pin.UObjectby default.

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


description: Get the class that we are going to spawn, if it's defined as default value

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


description: Gets the default node title when no class is selected

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


description: Should search keywords be localized? Probably.

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


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

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


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

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


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

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


description: Get the result input pin

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


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

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


description: Gets the node title when a class has been selected.

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


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

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


description: Return the requested metadata for the pin if there is any

code: virtual [FString](API\Runtime\Core\Containers\FString) GetPinMetaData ( [FName](API\Runtime\Core\UObject\FName) InPinName, [FName](API\Runtime\Core\UObject\FName) InKey )


description: Get the result output pin

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


description: Get the then output pin

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


description: Gets the tooltip to display when over the node

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


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

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


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

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


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


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

code: virtual bool IsNodeSafeToIgnore() const


description: See if this is a spawn variable pin, or a 'default' pin

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


description: Refresh pins when class was changed

code: void OnClassPinChanged()


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

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


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

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


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

code: virtual void PostPlacedNewNode()


description: Reallocate pins during reconstruction; by default ignores the old pins and callsAllocateDefaultPins()If you override this to create additional pins you likely need to call RestoreSplitPins to restore any pins that have been split (e.g. a vector pin split into its components)

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


description: Takes the specified "MutatablePin" and sets its 'PinToolTip' field (according to the specified description)

code: void SetPinToolTip ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & MutatablePin, const [FText](API\Runtime\Core\Internationalization\FText) & PinDescription ) const


description: Returns if the node uses Outer input

code: virtual bool UseOuter() const


description: Returns if the node uses World Object Context input

code: virtual bool UseWorldContext() const


code: UK2Node_ConstructObjectFromClass ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_ConstructObjectFromClass : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)

CachedNodeTitle

type: FNodeTextCache

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

NodeTooltip

type: FText

description: Tooltip text for this node.


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

code: virtual void AllocateDefaultPins()


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


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


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

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


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

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


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

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


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

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


description: Should search keywords be localized? Probably.

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


code: virtual int32 GetNodeRefreshPriority() const


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

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


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

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


description: Returns the class for the object being converted

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


description: Gets the tooltip to display when over the node

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


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

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


description: True if this is going from hard to soft, false for opposite or unknown

code: bool IsConvertToSoft() const


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

code: virtual bool IsNodePure() const


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

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


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

code: virtual void PostReconstructNode()


description: True if this is converting a class, false for object or unknown

code: bool IsClassType() const


description: Should draw compact

code: virtual bool ShouldDrawCompact() const


description: This node converts between hard and soft references, for both objects and classes. The name is historical from when they were called asset IDs

code: class UK2Node_ConvertAsset : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)


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

code: virtual void AllocateDefaultPins()


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

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


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


description: Get the return value pin

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


description: Get the input reference pin

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


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


code: virtual int32 GetNodeRefreshPriority() const


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


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


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


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

code: virtual bool IsNodeSafeToIgnore() const


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


description: Called when one of the pins of this node has had its' pin type changed from an external source (like theSPinTypeSelectorin the case of kismet)

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


description: Propagates pin type to the between the input and output pins

code: void PropagatePinType ( [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InType )


code: virtual void PostReconstructNode()


code: UK2Node_Copy ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_Copy : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)


description: Add's node data to the search metadata, override to collect more data that may be desirable to search for

code: virtual void AddSearchMetaDataInfo ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FSearchTagDataPair](API\Editor\Kismet\FSearchTagDataPair) > & OutTaggedMetaData ) const


code: virtual void AllocateDefaultPins()


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

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


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


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


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

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


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

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


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

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


code: virtual int32 GetNodeRefreshPriority() const


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

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


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


code: [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetScopeClass ( bool bDontUseSkeletalClassForSelf ) const


code: void HandleAnyChange ( bool bForceModify )


description: Return Graph and Blueprint, when they should be notified about change. It allows to call BroadcastChanged only once per blueprint.

code: void HandleAnyChange ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) *& OutGraph, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) *& OutBlueprint )


code: void HandleAnyChangeWithoutNotifying()


code: bool IsValid ( [FString](API\Runtime\Core\Containers\FString) * OutMsg, bool bDontUseSkeletalClassForSelf ) const


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

code: virtual bool IsNodePure() const


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


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

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


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


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

code: virtual void PostReconstructNode()


description: Set new Function name (Without notifying about the change)

code: void SetFunction ( [FName](API\Runtime\Core\UObject\FName) Name )


code: void ValidationAfterFunctionsAreCreated ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog, bool bFullCompile ) const


code: UK2Node_CreateDelegate ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_CreateDelegate : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)

SelectedFunctionGuid

type: FGuid


description: Autowire a newly created node.

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


code: virtual void AddSearchMetaDataInfo ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FSearchTagDataPair](API\Editor\Kismet\FSearchTagDataPair) > & OutTaggedMetaData ) const


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

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


code: static [UK2Node_CustomEvent](API\Editor\BlueprintGraph\UK2Node_CustomEvent) * CreateFromFunction ( FVector2D GraphPosition, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, const [FString](API\Runtime\Core\Containers\FString) & Name, const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, bool bSelectNewNode )


description: Creates a new pin on the node from the specified user pin info. Must be overridden so each type of node can ensure that the pin is created in the proper direction, etc

code: virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * CreatePinFromUserDefinition ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUserPinInfo](API\Editor\BlueprintGraph\FUserPinInfo) > NewPinInfo )


description: Returns the response to use when reporting a deprecation.

code: virtual [FEdGraphNodeDeprecationResponse](API\Runtime\Engine\EdGraph\FEdGraphNodeDeprecationResponse) GetDeprecationResponse ( EEdGraphNodeDeprecationType DeprecationType ) const


description: Fixes up structure/soft object ref pins, on both save and load

code: virtual void FixupPinStringDataReferences ( [FArchive](API\Runtime\Core\Serialization\FArchive) * SavingArchive )


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

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


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

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


description: Icon to use in menu or on node

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


description: Should search keywords be localized? Probably.

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


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


description:
If a CustomEvent overrides another CustomEvent, then it inherits the super's net flags. This method does that work for you, either returning the super function's flags, or this node's flags (if it's not an override).
If this CustomEvent is an override, then this is the super's net flags, otherwise it's from the FunctionFlags set on this node.

code: uint32 GetNetFlags() const


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


description: Gets the tooltip to display when over the node

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


description: Returns true if this node references a deprecated type or member.

code: virtual bool HasDeprecatedReference() const


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

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


code: virtual bool IsEditable() const


description:
Discernible from the baseUK2Node_Event's bOverrideFunction field. This checks to see if thisUK2Node_CustomEventoverrides another CustomEvent declared in a parent blueprint.
True if this CustomEvent's name matches another CustomEvent's name, declared in a parent (false if not).

code: bool IsOverride() const


code: virtual bool IsUsedByAuthorityOnlyDelegate() const


description: Create a name validator for this node

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


description: Modifies the default value of an existing pin on the node, this will update both the UserPinInfo and the linked editor pin

code: virtual bool ModifyUserDefinedPinDefaultValue ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUserPinInfo](API\Editor\BlueprintGraph\FUserPinInfo) > PinInfo, const [FString](API\Runtime\Core\Containers\FString) & NewDefaultValue )


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

code: virtual bool NodeCausesStructuralBlueprintChange() const


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

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


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

code: virtual void ReconstructNode()


description: Rename this custom event to have unique name.

code: void RenameCustomEventCloseToName ( int32 StartIndex )


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

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


description: Updates the Signature of this event. Empties current pins and adds the new given parameters. Does nothing if DelegateSignature is nullptr

code: void SetDelegateSignature ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * DelegateSignature )


description: Should this node require 'const' for pass-by-reference parameters?

code: virtual bool ShouldUseConstRefParams() const


code: UK2Node_CustomEvent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


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

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


code: class UK2Node_CustomEvent : public [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event)

bCallInEditor

type: bool

description: Specifies that the event can be triggered in Editor

bIsDeprecated

description: Specifies that usage of this event has been deprecated

DeprecationMessage

type: FString

description: Optional message to display when the event is deprecated


code: UK2Node_DeadClass ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_DeadClass : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)


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

code: virtual void AllocateDefaultPins()


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

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


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


description: Return whether to draw this node as an entry

code: virtual bool DrawNodeAsEntry() const


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

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


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


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


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

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


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

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


description: Gets the tooltip to display when over the node

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


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

code: virtual bool NodeCausesStructuralBlueprintChange() const


code: UK2Node_DelegateSet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_DelegateSet : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)

DelegatePropertyClass

type: TSubclassOf< cl...

description: Class that the delegate property is defined in

DelegatePropertyName

description: Delegate property name that this event is associated with on the target


description: Add an additional input pin to this node

code: virtual void AddInputPin()


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

code: virtual bool CanAddPin() const


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


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


description: Get TRUE input type (self, etc.. are skipped)

code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetInputPin ( int32 InputPinIndex )


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

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


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

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


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

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


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOutputPin ( int32 InputPinIndex )


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

code: virtual bool IncludeParentNodeContextMenu() const


className: NumBaseInputs

code: static const int32 NumBaseInputs = 1;


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

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


code: UK2Node_DoOnceMultiInput ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_DoOnceMultiInput : public [UK2Node](API\Editor\BlueprintGraph\UK2Node), public [IK2Node_AddPinInterface](API\Editor\BlueprintGraph\IK2Node_AddPinInterface)

DataNode

description: Reference to the integer that contains

NumAdditionalInputs

description: The number of additional input pins to generate for this node (2 base pins are not included)


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

code: virtual void AllocateDefaultPins()


description: Determine purity and create exec pins if needed

code: void CreateExecPins()


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


description: Create success output signal pin (visible only if pure)

code: void CreateSuccessPin()


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

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


className: EPureState

code: enum EPureState { Pure, Impure, UseDefault, }


description: Get the boolean output pin that signifies a successful/failed cast.

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


description: Get the cast result pin

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


description: Get the input object to be casted pin

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


description: Icon to use in menu or on node

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


description: Get the 'invalid cast' exec pin

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


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


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


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

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


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

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


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

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


description: Gets the tooltip to display when over the node

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


description: Get the 'valid cast' exec pin

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


description: Sets the pure state to Pure or Impure if it's using the default one

code: void InitPureState()


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

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


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


code: virtual bool IncludeParentNodeContextMenu() const


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

code: virtual bool IsNodePure() const


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

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


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

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


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

code: virtual void PostReconstructNode()


description: Reallocate pins during reconstruction; by default ignores the old pins and callsAllocateDefaultPins()If you override this to create additional pins you likely need to call RestoreSplitPins to restore any pins that have been split (e.g. a vector pin split into its components)

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


description: Update exec pins when converting from impure to pure.

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


description: Will change the node's purity, and reallocate pins accordingly (adding/ removing exec pins).

code: void SetPurity ( bool bNewPurity )


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

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


description: Flips the node's purity (adding/removing exec pins as needed).

code: void TogglePurity()


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

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


code: UK2Node_DynamicCast ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_DynamicCast : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)

CachedNodeTitle

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

TargetType

description: The type that the input should try to be cast to


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

code: virtual void AllocateDefaultPins()


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

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


description: Icon to use in menu or on node

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


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

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


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

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


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

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


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

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


description: Gets the tooltip to display when over the node

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


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

code: virtual bool IncludeParentNodeContextMenu() const


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

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


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

code: virtual bool IsNodePure() const


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

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


description: Called when one of the pins of this node has had its' pin type changed from an external source (like theSPinTypeSelectorin the case of kismet)

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


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

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


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

code: virtual void PostReconstructNode()


code: UK2Node_EaseFunction ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_EaseFunction : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)


code: static void AddReferencedObjects ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InThis, [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


code: virtual void AllocateDefaultPins()


description: Can this node have execution wires added or removed?

code: virtual bool CanModifyExecutionWires()


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

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


description: Can this node have pass-by-reference parameters?

code: virtual bool CanUseRefParams() const


description: Creates a new pin on the node from the specified user pin info. Must be overridden so each type of node can ensure that the pin is created in the proper direction, etc

code: virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * CreatePinFromUserDefinition ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUserPinInfo](API\Editor\BlueprintGraph\FUserPinInfo) > NewPinInfo )


description: Creates function pins that are user defined based on a function signature.

code: virtual bool CreateUserDefinedPinsForFunctionEntryExit ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, bool bForFunctionEntry )


description: Creates a UserPinInfo from the specified information, and also adds a pin based on that description to the node

code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * CreateUserDefinedPin ( const [FName](API\Runtime\Core\UObject\FName) InPinName, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InPinType, EEdGraphPinDirection InDesiredDirection, bool bUseUniqueName )


description: ImportCustomProperties()

code: virtual void ExportCustomProperties ( [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Out, uint32 Indent )


description: ExportCustomProperties()

code: virtual void ImportCustomProperties ( const TCHAR * SourceText, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


code: virtual bool IsEditable() const


description: Modifies the default value of an existing pin on the node, this will update both the UserPinInfo and the linked editor pin

code: virtual bool ModifyUserDefinedPinDefaultValue ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUserPinInfo](API\Editor\BlueprintGraph\FUserPinInfo) > PinInfo, const [FString](API\Runtime\Core\Containers\FString) & NewDefaultValue )


description: Removes a pin from the user-defined array, and removes the pin with the same name from the Pins array

code: void RemoveUserDefinedPin ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUserPinInfo](API\Editor\BlueprintGraph\FUserPinInfo) > PinToRemove )


description: Removes from the user-defined array, and removes the pin with the same name from the Pins array

code: void RemoveUserDefinedPinByName ( const [FName](API\Runtime\Core\UObject\FName) PinName )


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

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


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

code: virtual bool ShouldShowNodeProperties() const


description: Should this node require 'const' for pass-by-reference parameters?

code: virtual bool ShouldUseConstRefParams() const


description: Copies default value data from the graph pins to the user pins, returns true if any were modified


code: UK2Node_EditablePinBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description:
Check if a pin with this name exists in the user defined pin set
True if a user defined pin with this name exists

code: bool UserDefinedPinExists ( const [FName](API\Runtime\Core\UObject\FName) PinName ) const


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

code: virtual void AllocateDefaultPins()


code: class UK2Node_EditablePinBase : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)

bIsEditable

type: uint32: 1

description: Whether or not this entry node should be user-editable with the function editor

UserDefinedPins

type: TArray<TShared...

description: Pins defined by the user


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


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

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


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

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


description: Gets the name and class of the EqualEqual_ByteByte function

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


description: Get the first input pin

code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetInput1Pin() const


description: Get the second input pin

code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetInput2Pin() const


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

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


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

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


code: virtual int32 GetNodeRefreshPriority() const


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

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


description: Get the return value pin

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


description: Gets the tooltip to display when over the node

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


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

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


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

code: virtual bool IsNodePure() const


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

code: virtual bool IsNodeSafeToIgnore() const


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

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


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

code: virtual void PostReconstructNode()


description: Should draw compact

code: virtual bool ShouldDrawCompact() const


code: UK2Node_EnumEquality ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_EnumEquality : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)


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


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


code: UK2Node_EnumInequality ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_EnumInequality : public [UK2Node_EnumEquality](API\Editor\BlueprintGraph\UK2Node_EnumEquality)


description: Add's node data to the search metadata, override to collect more data that may be desirable to search for

code: virtual void AddSearchMetaDataInfo ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FSearchTagDataPair](API\Editor\Kismet\FSearchTagDataPair) > & OutTaggedMetaData ) const


code: virtual void AllocateDefaultPins()


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


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


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


description: Icon to use in menu or on node

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


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


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


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


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


code: virtual bool ShouldBeReconstructedAfterEnumChanged() const


code: virtual bool IsNodePure() const


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


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

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


code: UK2Node_EnumLiteral ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_EnumLiteral : public [UK2Node](API\Editor\BlueprintGraph\UK2Node), public [INodeDependingOnEnumInterface](API\Editor\BlueprintGraph\INodeDependingOnEnumInterface)

Enum

type: TObjectPtr<UEn...


description: Helper function to identify if two Event nodes are the same

code: static bool AreEventNodesIdentical ( const [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event) * InNodeA, const [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event) * InNodeB )


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

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


className: DelegateOutputName

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


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


description: Return whether to draw this node as an entry

code: virtual bool DrawNodeAsEntry() const


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

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


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

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


code: void FixupEventReference ( bool bForce )


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

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


description: Returns the response to use when reporting a deprecation.

code: virtual [FEdGraphNodeDeprecationResponse](API\Runtime\Engine\EdGraph\FEdGraphNodeDeprecationResponse) GetDeprecationResponse ( EEdGraphNodeDeprecationType DeprecationType ) const


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

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


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

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


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


description: Gets the search string to find references to this node

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


description: Icon to use in menu or on node

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


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

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


description: Should search keywords be localized? Probably.

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


description: Returns localized string describing replication settings. Calling - whether this function is being called ("sending") or showing implementation ("receiving"). Determined whether we output "Replicated To Server" or "Replicated From Client".

code: static [FText](API\Runtime\Core\Internationalization\FText) GetLocalizedNetString ( uint32 NetFlags, bool Calling )


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

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


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

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


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

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


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

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


description: Determines what the possible redirect pin names are

code: virtual void GetRedirectPinNames ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & RedirectPinNames ) const


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


description: Gets the tooltip to display when over the node

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


description: Returns true if this node references a deprecated type or member.

code: virtual bool HasDeprecatedReference() const


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

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


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


description: Checks whether the parameters for this event node are compatible with the specified function entry node

code: virtual bool IsFunctionEntryCompatible ( const class [UK2Node_FunctionEntry](API\Editor\BlueprintGraph\UK2Node_FunctionEntry) * EntryNode ) const


description: Checks if this event node is implementing an interface event

code: bool IsInterfaceEventNode() const


code: virtual bool IsUsedByAuthorityOnlyDelegate() const


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

code: virtual bool NodeCausesStructuralBlueprintChange() const


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

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


description: Called after duplication & serialization and before PostLoad. Used to e.g. make sureUStaticMesh'sUModelgets copied as well. Note: NOT called on components on actor duplication (alt-drag or copy-paste). Use PostEditImport as well to cover that case.

code: virtual void PostDuplicate ( bool bDuplicateForPIE )


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: virtual bool IsCosmeticTickEvent() const


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

code: virtual void PostReconstructNode()


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

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


code: void UpdateDelegatePin ( bool bSilent )


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

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


code: UK2Node_Event ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_EventNodeInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


code: class UK2Node_Event : public [UK2Node_EditablePinBase](API\Editor\BlueprintGraph\UK2Node_EditablePinBase), public [IK2Node_EventNodeInterface](API\Editor\BlueprintGraph\IK2Node_EventNodeInterface)

bInternalEvent

description: If true, this event is internal machinery, and should not be marked BlueprintCallable

bOverrideFunction

description: If true, we are actually overriding this function, not making a new event with a signature that matches

CustomFunctionName

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

EventReference

type: FMemberReferenc...

description: Reference for the function this event is linked to

FunctionFlags

description: Additional function flags to apply to this function


description: Add an additional input pin to this node

code: virtual void AddInputPin()


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

code: virtual void AllocateDefaultPins()


description: Return whether the node's execution pins should support the insert execution pin action

code: virtual bool CanEverInsertExecutionPin() const


description: Return whether the node's execution pins should support the remove execution pin action

code: virtual bool CanEverRemoveExecutionPin() const


description: Whether an execution pin can be removed from the node or not

code: bool CanRemoveExecutionPin() const


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


description: Icon to use in menu or on node

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


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

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


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

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


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

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


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetThenPinGivenIndex ( int32 Index )


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

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


description: Gets the tooltip to display when over the node

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


description: Gets a unique pin name, the next in the sequence


description: Inserts a new execution pin, before the specified execution pin, into an execution node

code: void InsertPinIntoExecutionNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinToInsertBefore, EPinInsertPosition Position )


description: Reallocate pins during reconstruction; by default ignores the old pins and callsAllocateDefaultPins()If you override this to create additional pins you likely need to call RestoreSplitPins to restore any pins that have been split (e.g. a vector pin split into its components)

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


description: Removes the specified execution pin from an execution node

code: void RemovePinFromExecutionNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * TargetPin )


code: UK2Node_ExecutionSequence ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_ExecutionSequence : public [UK2Node](API\Editor\BlueprintGraph\UK2Node), public [IK2Node_AddPinInterface](API\Editor\BlueprintGraph\IK2Node_AddPinInterface)


code: class UK2Node_ExternalGraphInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


className: EnumOuputPinName

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


code: virtual void AllocateDefaultPins()


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

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


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


description: Icon to use in menu or on node

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


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


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


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


className: InsideLoopPinName

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


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

code: virtual bool IsNodePure() const


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

code: virtual void PostPlacedNewNode()


code: virtual bool ShouldBeReconstructedAfterEnumChanged() const


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


className: SkipHiddenPinName

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


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

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


code: UK2Node_ForEachElementInEnum ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_ForEachElementInEnum : public [UK2Node](API\Editor\BlueprintGraph\UK2Node), public [INodeDependingOnEnumInterface](API\Editor\BlueprintGraph\INodeDependingOnEnumInterface)


description: Adds a new pin to the node

code: void AddArgumentPin()


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

code: virtual void AllocateDefaultPins()


description: Returns TRUE if the arguments are allowed to be edited

code: bool CanEditArguments() const


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

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


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


description:
Finds an argument pin by name, checking strings in a strict, case sensitive fashion
NULL if the pin was not found, otherwise the found pin.

code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FindArgumentPin ( const [FName](API\Runtime\Core\UObject\FName) InPinName ) const


description: Returns the number of arguments currently available in the node

code: int32 GetArgumentCount() const


description:
Returns argument name based on argument index
Returns the argument's name if available

code: [FText](API\Runtime\Core\Internationalization\FText) GetArgumentName ( int32 InIndex ) const


description: Returns Format pin

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


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

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


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

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


code: virtual int32 GetNodeRefreshPriority() const


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

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


description: Gets the display name for a pin

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


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

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


description: Gets the tooltip to display when over the node

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


code: virtual bool IsNodePure() const


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

code: virtual bool NodeCausesStructuralBlueprintChange() const


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

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


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

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


description: Called when one of the pins of this node has had its' pin type changed from an external source (like theSPinTypeSelectorin the case of kismet)

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


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

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


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

code: virtual void PostReconstructNode()


description: Removes the argument at a given index

code: void RemoveArgument ( int32 InIndex )


description: Sets an argument name

code: void SetArgumentName ( int32 InIndex, [FName](API\Runtime\Core\UObject\FName) InName )


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

code: virtual bool ShouldShowNodeProperties() const


description: Swaps two arguments by index

code: void SwapArguments ( int32 InIndexA, int32 InIndexB )


code: UK2Node_FormatText ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_FormatText : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)


code: void AddExtraFlags ( int32 InFlags )


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

code: virtual void AllocateDefaultPins()


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

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


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

code: virtual bool CanUserDeleteNode() const


description: Can this node have pass-by-reference parameters?

code: virtual bool CanUseRefParams() const


description: Clears out any cached data that needs to be regenerated after a structural blueprint change

code: virtual void ClearCachedBlueprintData ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


code: void ClearExtraFlags ( int32 InFlags )


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


description: Creates a new pin on the node from the specified user pin info. Must be overridden so each type of node can ensure that the pin is created in the proper direction, etc

code: virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * CreatePinFromUserDefinition ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUserPinInfo](API\Editor\BlueprintGraph\FUserPinInfo) > NewPinInfo )


description: Return whether to draw this node as an entry

code: virtual bool DrawNodeAsEntry() const


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

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


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

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


description: Fixes up structure/soft object ref pins, on both save and load

code: virtual void FixupPinStringDataReferences ( [FArchive](API\Runtime\Core\Serialization\FArchive) * SavingArchive )


description: Returns pin for the automatically added WorldContext parameter (used only by BlueprintFunctionLibrary).

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


description: If true, this node can be renamed in the editor

code: virtual bool GetCanRenameNode() const


description: Returns the response to use when reporting a deprecation.

code: virtual [FEdGraphNodeDeprecationResponse](API\Runtime\Engine\EdGraph\FEdGraphNodeDeprecationResponse) GetDeprecationResponse ( EEdGraphNodeDeprecationType DeprecationType ) const


description: Retrieves the extra flags set on this node.

code: int32 GetExtraFlags() const


description: Retrieves the function flags from theUFunctionthat this function entry node represents

code: int32 GetFunctionFlags() const


description: Gets theUFunctionand function variable cache structure that should be used for serialization fixups for local variables. If bForceRefresh is true it will always recreate the cache

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStructOnScope](API\Runtime\CoreUObject\UObject\FStructOnScope) > GetFunctionVariableCache ( bool bForceRefresh )


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

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


description: Determines what the possible redirect pin names are

code: virtual void GetRedirectPinNames ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & RedirectPinNames ) const


description: Gets the tooltip to display when over the node

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


description: Used to safely check whether all of the passed in flags are set.

code: bool HasAllExtraFlags ( int32 FlagsToCheck ) const


description: Used to safely check whether the passed in flag is set.

code: bool HasAnyExtraFlags ( int32 FlagsToCheck ) const


description: Returns true if this node references a deprecated type or member.

code: virtual bool HasDeprecatedReference() const


description: Create a name validator for this node

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


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


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

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


description: Modifies the default value of an existing pin on the node, this will update both the UserPinInfo and the linked editor pin

code: virtual bool ModifyUserDefinedPinDefaultValue ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUserPinInfo](API\Editor\BlueprintGraph\FUserPinInfo) > PinInfo, const [FString](API\Runtime\Core\Containers\FString) & NewDefaultValue )


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

code: virtual void PostPasteNode()


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

code: virtual void PostLoad()


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

code: virtual void PostReconstructNode()


description: Deprecated* Use version that takesFObjectPreSaveContextinstead.

code: virtual PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid PreSave ( const class [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


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

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


description: Copies data from the local variable defaults into the variable cache

code: bool RefreshFunctionVariableCache()


description: Removes an output pin from the node.

code: void RemoveOutputPin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinToRemove )


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

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


description: Set the extra flags on this node

code: void SetExtraFlags ( int32 InFlags )


description: Copies data from VariableStruct into the local variables

code: bool UpdateDefaultsFromVariableStruct ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * VariableStruct, uint8 * VariableStructData )


description: Should this node require 'const' for pass-by-reference parameters?

code: virtual bool ShouldUseConstRefParams() const


description: Handles updating loaded default values, by going default string into variable cache and back, if bForceRefresh it will happen even if the cache is already setup

code: bool UpdateLoadedDefaultValues ( bool bForceRefresh )


description: Copies data from any local variables matching properties in VariableStruct into the VariableStructData

code: bool UpdateVariableStructFromDefaults ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * VariableStruct, uint8 * VariableStructData )


code: UK2Node_FunctionEntry ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


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

code: virtual void AllocateDefaultPins()


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

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


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

code: virtual bool CanUserDeleteNode() const


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


description: Creates a new pin on the node from the specified user pin info. Must be overridden so each type of node can ensure that the pin is created in the proper direction, etc

code: virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * CreatePinFromUserDefinition ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUserPinInfo](API\Editor\BlueprintGraph\FUserPinInfo) > NewPinInfo )


description: Return whether to draw this node as an entry

code: virtual bool DrawNodeAsExit() const


description: Fixes up structure/soft object ref pins, on both save and load

code: virtual void FixupPinStringDataReferences ( [FArchive](API\Runtime\Core\Serialization\FArchive) * SavingArchive )


code: [TArray](API\Runtime\Core\Containers\TArray)< [UK2Node_FunctionResult](API\Editor\BlueprintGraph\UK2Node_FunctionResult) * > GetAllResultNodes() const


code: class UK2Node_FunctionEntry : public [UK2Node_FunctionTerminator](API\Editor\BlueprintGraph\UK2Node_FunctionTerminator)

bEnforceConstCorrectness

description: Whether or not to enforce const-correctness for const function overrides

bUpdatedDefaultValuesOnLoad

description: True if we've updated the default values on this node at least once

CustomGeneratedFunctionName

description: If specified, the function that is created for this entry point will have this name.

ExtraFlags

description: Any extra flags that the function may need

FunctionVariableCache

type: TSharedPtr<FSt...

description: Holds a an in-memory representation of theUFunctionstruct, used to fixup local and user variables

LocalVariables

type: TArray<FBPVari...

description: Array of local variables to be added to generated function

MetaData

type: FKismetUserDecl...

description: Function metadata


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

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


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

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


description: Gets the tooltip to display when over the node

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


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

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


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

code: virtual void PostPasteNode()


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

code: virtual void PostPlacedNewNode()


description: Promotes the node from being a part of an interface override to a full function that allows for parameter and result pin additions

code: virtual void PromoteFromInterfaceOverride ( bool bIsPrimaryTerminator )


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

code: virtual bool ShouldShowNodeProperties() const


code: void SyncWithPrimaryResultNode()


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

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


code: class UK2Node_FunctionResult : public [UK2Node_FunctionTerminator](API\Editor\BlueprintGraph\UK2Node_FunctionTerminator)


code: UK2Node_FunctionResult ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


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

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


description: Generate a unique pin name, trying to stick close to a passed in name

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


description: Returns theUFunctionthat this node actually represents, this will work for both inherited and newly created functions

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


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

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


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

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


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

code: virtual bool NodeCausesStructuralBlueprintChange() const


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

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


code: UK2Node_FunctionTerminator ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_FunctionTerminator : public [UK2Node_EditablePinBase](API\Editor\BlueprintGraph\UK2Node_EditablePinBase)

FunctionReference

description: Reference to the function signature.


code: class UK2Node_GenericCreateObject : public [UK2Node_ConstructObjectFromClass](API\Editor\BlueprintGraph\UK2Node_ConstructObjectFromClass)


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

code: virtual void AllocateDefaultPins()


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


description: Create the background image for the widget representing this node

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateNodeImage() const


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

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


description: Icon to use in menu or on node

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


description: Helper function to return the index pin

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