description: Moves all connections from the old node to the new one. Returns true and destroys OldNode on success. Fails if it cannot find a mapping from an old pin.

code: bool ReplaceOldNodeWithNew ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * OldNode, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * NewNode, const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FName](API\Runtime\Core\UObject\FName) > & OldPinToNewPinMap ) const


description: Function to replace current graph node reference object with a new object

module: BlueprintGraph

code: void ReplaceSelectedNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * SourceNode, [AActor](API\Runtime\Engine\GameFramework\AActor) * TargetActor )


description: Resets a pin back to it's autogenerated default value, optionally calling the default value change callbacks

code: virtual void ResetPinToAutogeneratedDefaultValue ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, bool bCallModifyCallbacks ) const


className: RotatorStruct

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


description:
Perform any logic necessary to safely remove this node from the graph.
Whether or not the node was successfully deleted.

code: virtual bool SafeDeleteNodeFromGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node ) const


code: virtual [TOptional](API\Runtime\Core\IO\TOptional)< [FSearchForAutocastFunctionResults](API\Editor\BlueprintGraph\UEdGraphSchema_K2\FSearchForAutocastFunctionResult-) > SearchForAutocastFunction ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & OutputPinType, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InputPinType ) const


description: Deprecated* Use theFSearchForAutocastFunctionResultsvariant.

code: virtual bool SearchForAutocastFunction ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & OutputPinType, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InputPinType, [FName](API\Runtime\Core\UObject\FName) & TargetFunction, [UClass](API\Runtime\CoreUObject\UObject\UClass) *& FunctionOwner ) const


code: void SelectAllNodesInDirection ( [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< enum EEdGraphPinDirection > InDirection, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InGraphPin )


description: Sets the autogenerated default value for a pin using the default for that type. This will also reset the current default value to the autogenerated one

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


description: Sets the autogenerated default value for a pin, optionally using the passed in function and parameter. This will also reset the current default value to the autogenerated one

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


description: Sets the pin defaults, but not autogenerated defaults, at pin construction time. This is like TrySetDefaultValue but does not do validation or callbacks

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


description: When a node is removed, this method determines whether we should remove it immediately or use the old (slower) code path that results in all node being recreated:

code: virtual bool ShouldAlwaysPurgeOnModification() const


description: If we should disallow viewing and editing of the supplied pin

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


description: Should the Pin in question display an asset picker

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


description: Function called when the owning module is shut down

code: static void Shutdown()


description:
Creates a new variable getter node and adds it to ParentGraph
A pointer to the newly spawned node

code: virtual [UK2Node_VariableGet](API\Editor\BlueprintGraph\UK2Node_VariableGet) * SpawnVariableGetNode ( const FVector2D GraphPosition, class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [FName](API\Runtime\Core\UObject\FName) VariableName, [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * Source ) const


description:
Creates a new variable setter node and adds it to ParentGraph
A pointer to the newly spawned node

code: virtual [UK2Node_VariableSet](API\Editor\BlueprintGraph\UK2Node_VariableSet) * SpawnVariableSetNode ( const FVector2D GraphPosition, class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [FName](API\Runtime\Core\UObject\FName) VariableName, [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * Source ) const


description: Split a pin in to subelements

code: virtual void SplitPin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, bool bNotify ) const


description:
Checks if the node supports dropping a pin on it
Returns TRUE if there is support for dropping the pin on the node

code: virtual bool SupportsDropPinOnNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InTargetNode, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InSourcePinType, EEdGraphPinDirection InSourcePinDirection, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMessage ) const


description:
Converts a terminal type into a fully qualifiedFText(e.g., object'ObjectName'). Primarily used as a helper when converting containers to TypeToText.
The converted type text.

code: static [FText](API\Runtime\Core\Internationalization\FText) TerminalTypeToText ( const [FName](API\Runtime\Core\UObject\FName) Category, const [FName](API\Runtime\Core\UObject\FName) SubCategory, [UObject](API\Runtime\CoreUObject\UObject\UObject) * SubCategoryObject, bool bIsWeakPtr )


className: TransformStruct

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


description:
Try to make a connection between two pins.
True if a connection was made/broken (graph was modified); false if the connection failed and had no side effects.

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


description: Sets the object to the specified pin

code: virtual void TrySetDefaultObject ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin, [UObject](API\Runtime\CoreUObject\UObject\UObject) * NewDefaultObject, bool bMarkAsModified ) const


description: Sets the text to the specified pin

code: virtual void TrySetDefaultText ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & InPin, const [FText](API\Runtime\Core\Internationalization\FText) & InNewDefaultText, bool bMarkAsModified ) const


description: Sets the string to the specified pin; even if it is invalid it is still set.

code: virtual void TrySetDefaultValue ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin, const [FString](API\Runtime\Core\Containers\FString) & NewDefaultValue, bool bMarkAsModified ) const


description:
Converts the type of a property into a fully qualified string (e.g., object'ObjectName').
The converted type string.

code: static [FText](API\Runtime\Core\Internationalization\FText) TypeToText ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) *const Property )


description:
Converts a pin type into a fully qualifiedFText(e.g., object'ObjectName').
The converted type text.

code: static [FText](API\Runtime\Core\Internationalization\FText) TypeToText ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & Type )


description: Utility that makes sure existing connections are valid, breaking any that are now illegal.

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


code: static const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * Vector3fStruct = nullptr;


className: VectorStruct

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


description: Variable names

code: static const [FText](API\Runtime\Core\Internationalization\FText) VR_DefaultCategory;


code: UEdGraphSchema_K2 ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UEdGraphSchema_K2 : public [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema)

EditoronlyBPFunctionRedirects

type: TArray<FBluepr...


description: true if this function can be called on multiple contexts at once

code: virtual bool AllowMultipleSelfs ( bool bInputAsArray ) const


description: Autowire a newly created node.

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


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

code: virtual bool CanEverInsertExecutionPin() const


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

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


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

code: virtual bool CanEverRemoveExecutionPin() const


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

code: virtual bool CanJumpToDefinition() const


description: Returns whether this node can have breakpoints placed on it in the debugger

code: virtual bool CanPlaceBreakpoints() const


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


description: Attempt to broadcast an event for a user-defined pin being renamed on this node

code: void BroadcastUserDefinedPinRenamed ( [FName](API\Runtime\Core\UObject\FName) OldName, [FName](API\Runtime\Core\UObject\FName) NewName )


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


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

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


description:
Creates the pins required for a function entry or exit node (only inputs as outputs or outputs as inputs respectively)
true on success.

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


description: Helper function to properly destroy a set of pins.

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


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


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


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


description: Return whether to draw this node as an entry

code: virtual bool DrawNodeAsEntry() 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 bool DrawNodeAsExit() const


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

code: virtual bool DrawNodeAsVariable() const


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

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


className: EBaseNodeRefreshPriority

code: enum EBaseNodeRefreshPriority { Low_UsesDependentWildcard = 100, Low_ReceivesDelegateSignature = 150, Normal = 200, }


className: ERedirectType

code: enum ERedirectType { ERedirectType_None, ERedirectType_Name, ERedirectType_Value, ERedirectType_DefaultValue, }


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: [UK2Node](API\Editor\BlueprintGraph\UK2Node) * ExpandSplitPin ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) * CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )


description: Helper function forExpandNode(), allowing other contexts to call pin expansion alone

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


description: Handle backwards compatible fixes on load

code: virtual void FixupPinDefaultValues()


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: Get the Blueprint object to which this node belongs

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


description: Util to get the generated class from a node.

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


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

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


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

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


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

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


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

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


description: Get the input execution pin of this node (if one exists)

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


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

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


code: virtual int32 GetNodeRefreshPriority() const


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

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


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

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


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

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


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: Get the output then pin of this node (if one exists)

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


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


description: Handle when a variable is renamed in the Blueprint Palette

code: virtual void HandleVariableRenamed ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, [UClass](API\Runtime\CoreUObject\UObject\UClass) * InVariableClass, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph, const [FName](API\Runtime\Core\UObject\FName) & InOldVarName, const [FName](API\Runtime\Core\UObject\FName) & InNewVarName )


description:
Called during saving to determine if the object's references are used in game even when the object itself is never loaded outside the editor (because e.g. its references are followed during cooking)
true if this object's references should be marked as used in game even when the object is editoronly

code: virtual bool HasNonEditorOnlyReferences() const


description: Return true if this node has a valid blueprint outer, or false otherwise. Useful for checking validity of the node for UI list refreshes, which may operate on stale nodes for a frame until the list is refreshed

code: bool HasValidBlueprint() const


description: Handles inserting the node between the FromPin and what the FromPin was original connected to

code: void InsertNewNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * NewLinkPin, [TSet](API\Runtime\Core\Containers\TSet)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & OutNodeList )


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

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


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

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


description: Determines whether or not the node will compile in development mode.

code: virtual bool IsInDevelopmentMode() const


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

code: virtual bool IsNodePure() const


description: Query if this node should be kept as part of the root set during the pruning stage of compilation. Prevents the node being pruned as isolated.

code: virtual bool IsNodeRootSet() const


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

code: virtual bool IsNodeSafeToIgnore() const


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

code: virtual void JumpToDefinition() const


code: template<typename... ArgTypes> void Message_Error ( const [FString](API\Runtime\Core\Containers\FString) & Message, ArgTypes... Args ) const


description: Sends a message to the owning blueprint's CurrentMessageLog, if there is one available. Otherwise, defaults to logging to the normal channels. Should use this for node actions that happen during compilation!

code: template<typename... ArgTypes> void Message_Note ( const [FString](API\Runtime\Core\Containers\FString) & Message, ArgTypes... Args ) const


code: template<typename... ArgTypes> void Message_Warn ( const [FString](API\Runtime\Core\Containers\FString) & Message, ArgTypes... Args ) 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, after the pin has had it's literal cleared

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


description: Retrieves a delegate that is called when a user-defined pin on this node is renamed


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

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


description: Ensures the specified object is preloaded. ReferencedObject can be NULL.

code: void PreloadObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ReferencedObject )


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

code: virtual void PreloadRequiredAssets()


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

code: virtual void ReconstructNode()


description: Return whether this node references the specified function, identified by a name and guid pair

code: virtual bool ReferencesFunction ( const [FName](API\Runtime\Core\UObject\FName) & InFunctionName, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InScope ) const


description: Return whether this node references the specified variable, give the supplied scope. Used when variable types are changed.

code: virtual bool ReferencesVariable ( const [FName](API\Runtime\Core\UObject\FName) & InVarName, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InScope ) const


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

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


description: Renames a user defined pin and broadcasts the result to any OnUserDefinedPinRenamed listeners on success (if bTest is false)

code: ERenamePinResult RenameUserDefinedPin ( const [FName](API\Runtime\Core\UObject\FName) OldName, const [FName](API\Runtime\Core\UObject\FName) NewName, bool bTest )


description: Implementation function that renames an existing pin on the node. Does not broadcast notifications.

code: virtual ERenamePinResult RenameUserDefinedPinImpl ( const [FName](API\Runtime\Core\UObject\FName) OldName, const [FName](API\Runtime\Core\UObject\FName) NewName, bool bTest )


description: Replace any member references of source with replacement

code: virtual void ReplaceReferences ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InReplacementBlueprint, const [FMemberReference](API\Runtime\Engine\Engine\FMemberReference) & InSource, const [FMemberReference](API\Runtime\Engine\Engine\FMemberReference) & InReplacement )


description: Helper function to restore Split Pins after ReallocatePinsDuringReconstruction, call after recreating all pins to restore split pin state.

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


description: Helper function to rewire old pins to new pins during node reconstruction (or other regeneration of pins)

code: void RewireOldPinsToNewPins ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & InOldPins, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & InNewPins, [TMap](API\Runtime\Core\Containers\TMap)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) *, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > * NewPinToOldPin )


description: Handles the actual reconstruction (copying data, links, name, etc...) from two pins that have already been matched together.

code: void ReconstructSinglePin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * NewPin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OldPin, [ERedirectType](API\Editor\BlueprintGraph\UK2Node\ERedirectType) RedirectType )


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

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


description: Should draw as a bead with no location of it's own

code: virtual bool ShouldDrawAsBead() const


description: Should draw compact

code: virtual bool ShouldDrawCompact() const


description: returns the redirect type

code: [ERedirectType](API\Editor\BlueprintGraph\UK2Node\ERedirectType) ShouldRedirectParam ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OldPinNames, [FName](API\Runtime\Core\UObject\FName) & NewPinName, const [UK2Node](API\Editor\BlueprintGraph\UK2Node) * NewPinNode ) const


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

code: virtual bool ShouldShowNodeProperties() const


description: Should we show the Palette Icon for this node on the node title

code: virtual bool ShowPaletteIconOnNode() const


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

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


code: UK2Node ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Abstract base class of all blueprint graph nodes.

code: class UK2Node : public [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode)


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

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


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


description: Destroy the specified node

code: virtual void DestroyNode()


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

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


description: Return the delegate property that this event is bound to


description: Gets the proper display name for the property


description: Gets the tooltip to display when over the node

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


description: Initialized the members of the node, given the specified owner and delegate property. This will fill out all the required members for the event, such as CustomFunctionName

code: void InitializeActorBoundEventParams ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InEventOwner, const [FMulticastDelegateProperty](API\Runtime\CoreUObject\UObject\FMulticastDelegateProperty) * InDelegateProperty )


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

code: virtual void ReconstructNode()


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

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


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


code: UK2Node_ActorBoundEvent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_ActorBoundEvent : public [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event)

DelegateOwnerClass

type: TObjectPtr<UCl...

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

DelegatePropertyName

type: FName

description: Delegate property name that this event is associated with

EventOwner

type: TObjectPtr< cla...

description: The event that this event is bound 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()


code: void AllocatePinsForExposedVariables()


className: ComponentTemplateNamePrefix

description: Prefix used for component template object name.

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


description: Destroy the specified node

code: virtual void DestroyNode()


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 ( class [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * OtherNode, struct [FDiffResults](API\Runtime\Engine\FDiffResults) & Results )


description: Static name of function to call


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: 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) * GetRelativeTransformPin() const


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


description: Tries to get a template object from this node.

code: [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * GetTemplateFromNode() const


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetTemplateNamePinChecked() 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: Helper method used to instantiate a new component template after duplication.

code: void MakeNewComponentTemplate()


description: Helper method used to generate a new, unique component template name.

code: [FName](API\Runtime\Core\UObject\FName) MakeNewComponentTemplateName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOuter, [UClass](API\Runtime\CoreUObject\UObject\UClass) * InComponentClass )


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


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


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

code: virtual void PostPasteNode()


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

code: virtual void PostReconstructNode()


description: Perform any steps necessary prior to copying a node into the paste buffer

code: virtual void PrepareForCopying()


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

code: virtual void ReconstructNode()


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

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


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

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


code: UK2Node_AddComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_AddComponent : public [UK2Node_CallFunction](API\Editor\BlueprintGraph\UK2Node_CallFunction)

bHasExposedVariable

type: uint32: 1

TemplateBlueprint

type: FString

description: The blueprint name we came from, so we can lookup the template after a paste


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

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


description: Gets the node for use in lists and menus

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


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

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


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

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


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


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

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


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


description: Returns true if the currently selected or linked class is known to be a scene component

code: bool IsSceneComponent() 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: 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: Utility function to set whether the scene component specific pins are hidden or not

code: void SetSceneComponentPinsHidden ( bool bHidden )


code: UK2Node_AddComponentByClass ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Implementation of K2Node for creating a component based on a selected or passed in class

code: class UK2Node_AddComponentByClass : public [UK2Node_ConstructObjectFromClass](API\Editor\BlueprintGraph\UK2Node_ConstructObjectFromClass)


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

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


code: virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) 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_AddDelegate ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_AddDelegate : public [UK2Node_BaseMCDelegate](API\Editor\BlueprintGraph\UK2Node_BaseMCDelegate)


code: class UK2Node_AddPinInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


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 bool IsCompatibleWithGraph ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TargetGraph ) 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: UK2Node_AssignDelegate ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Modeled afterFEdGraphSchemaAction_K2AssignDelegatefor the newer Blueprint menu system. Acts simply as aUK2Node_AddDelegatewith an attached custom- event node (spawned in PostPlacedNewNode).

code: class UK2Node_AssignDelegate : public [UK2Node_AddDelegate](API\Editor\BlueprintGraph\UK2Node_AddDelegate)


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 if this node can live in the specified graph

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


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

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


code: virtual int32 GetNodeRefreshPriority() const


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 Value input pin

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


description: Get the Variable input pin

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


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()


className: ValuePinName

description: Name of the Value pin for this node.


className: VariablePinName

description: Name of the Variable pin for this node.


code: UK2Node_AssignmentStatement ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_AssignmentStatement : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)


code: UK2Node_AsyncAction ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: !!! The proxy object should have RF_StrongRefOnFrame flag. !!!

code: class UK2Node_AsyncAction : public [UK2Node_BaseAsyncTask](API\Editor\BlueprintGraph\UK2Node_BaseAsyncTask)


className: AsyncTaskPinRedirectMap

description: Pin Redirector support.


className: bAsyncTaskPinRedirectMapInitialized

code: static bool bAsyncTaskPinRedirectMapInitialized = false;


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:
If a the DefaultToSelf pin exists then it needs an actual connection to get properly casted during compilation.
True if a successful connection was made to an intermediate node or if one was not necessary. False if a connection was failed.

code: bool ExpandDefaultToSelfPin ( [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph, [UK2Node_CallFunction](API\Editor\BlueprintGraph\UK2Node_CallFunction) * IntermediateProxyNode )


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

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


code: static bool CreateDelegateForNewFunction &40; UEdGraphPin &42; DelegateInputPin, FName FunctionName, UK2Node &42; CurrentNode, UEdGraph &42; SourceGraph, FKismetCompilerContext & CompilerContext &41;


code: static bool CopyEventSignature &40; UK2Node_CustomEvent &42; CENode, UFunction &42; Function, const UEdGraphSchema_K2 &42; Schema &41;


code: FOutputPinAndLocalVariable &40; UEdGraphPin &42; Pin, UK2Node_TemporaryVariable &42; Var &41;


className: FOutputPinAndLocalVariable

code: struct FOutputPinAndLocalVariable

OutputPin

type: UEdGraphPin...


code: static const FName GetAsyncTaskProxyName&40;&41;


code: static bool HandleDelegateImplementation &40; FMulticastDelegateProperty &42; CurrentProperty, const TArray< FBaseAsyncTaskHelper::FOutputPinAndLocalVariable > & VariableOutputs, UEdGraphPin &42; ProxyObjectPin, UEdGraphPin &42;& InOutLastThenPin, UEdGraphPin &42;& OutLastActivatedThenPin, UK2Node &42; CurrentNode, UEdGraph &42; SourceGraph, FKismetCompilerContext & CompilerContext &41;


code: static bool ValidDataPin &40; const UEdGraphPin &42; Pin, EEdGraphPinDirection Direction &41;


className: FBaseAsyncTaskHelper

code: struct FBaseAsyncTaskHelper


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

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


description: Returns the factory function (checked)

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


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: 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


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


description: Expand out the logic to handle the delegate output pins

code: virtual bool HandleDelegates ( const [TArray](API\Runtime\Core\Containers\TArray)< [FBaseAsyncTaskHelper::FOutputPinAndLocalVariable](API\Editor\BlueprintGraph\UK2Node_BaseAsyncTask\FBaseAsyncTaskHelper\FOutputPinAndLoc-) > & VariableOutputs, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * ProxyObjectPin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) *& InOutLastThenPin, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph, [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext )


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


code: class UK2Node_BaseAsyncTask : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)

ProxyActivateFunctionName

description: The name of the 'go' function on the proxy object that will be called after delegates are in place, can be NAME_None.

ProxyClass

description: The type of proxy object that will be created.

ProxyFactoryClass

description: The class containing the proxy object functions.

ProxyFactoryFunctionName

description: The name of the function to call to create a proxy object.


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: true if this function can be called on multiple contexts at once

code: virtual bool AllowMultipleSelfs ( bool bInputAsArray ) const


description: Autowire a newly created node.

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


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 )


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


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


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

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


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


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

code: virtual bool HasDeprecatedReference() const


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


description: Is the delegate BlueprintAuthorityOnly

code: bool IsAuthorityOnly() const


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


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

code: virtual bool IsNodePure() const


code: void SetFromProperty ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property, bool bSelfContext, [UClass](API\Runtime\CoreUObject\UObject\UClass) * OwnerClass )


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


code: UK2Node_BaseMCDelegate ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_BaseMCDelegate : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)

CachedNodeTitle

type: FNodeTextCache

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

DelegateReference

type: FMemberReferenc...

description: Reference to delegate


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: static const [FName](API\Runtime\Core\UObject\FName) & GetBitmaskInputPinName()


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


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

code: virtual void ReconstructNode()


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


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

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


code: virtual bool ShouldBeReconstructedAfterEnumChanged() const


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

code: virtual bool ShouldShowNodeProperties() const


description: Internal helper method used to validate the current enum type

code: void ValidateBitflagsEnumType()


code: UK2Node_BitmaskLiteral ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_BitmaskLiteral : public [UK2Node](API\Editor\BlueprintGraph\UK2Node), public [INodeDependingOnEnumInterface](API\Editor\BlueprintGraph\INodeDependingOnEnumInterface)

BitflagsEnum

type: TObjectPtr<UEn...


description: The Struct has any property that is tagged as CPF_BlueprintVisible

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


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

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


description: Can this struct be used as a split pin

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


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


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

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


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

code: virtual bool DrawNodeAsVariable() const


description: Icon to use in menu or on node

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


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


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


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


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

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


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

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


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_BreakStruct : public [UK2Node_StructMemberGet](API\Editor\BlueprintGraph\UK2Node_StructMemberGet)

bMadeAfterOverridePinRemoval

type: bool

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


code: UK2Node_BreakStruct ( 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()


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


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

code: virtual void PreloadRequiredAssets()


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


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


description: Retrieves the array pins and their property pins as a combo-struct

code: void GetArrayPins ( [TArray](API\Runtime\Core\Containers\TArray)< [FArrayPropertyPinCombo](API\Editor\BlueprintGraph\FArrayPropertyPinCombo) > & OutArrayPinInfo ) const


description: Gather all pins on this node that are dependent on the array type, including the Array target pin.

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


description: Retrieves the target pin for the function

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


description:
Checks if the passed in property is a wildcard property
TRUE if the property is a wildcard.

code: static bool IsWildcardProperty ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * InArrayFunction, const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty )


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()


code: void PropagateArrayTypeInfo ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * SourcePin )


code: UK2Node_CallArrayFunction ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_CallArrayFunction : public [UK2Node_CallFunction](API\Editor\BlueprintGraph\UK2Node_CallFunction)


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 )


code: UK2Node_CallDataTableFunction ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_CallDataTableFunction : public [UK2Node_CallFunction](API\Editor\BlueprintGraph\UK2Node_CallFunction)


code: virtual void AllocateDefaultPins()


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


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


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

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


code: UK2Node_CallDelegate ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


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


code: class UK2Node_CallDelegate : public [UK2Node_BaseMCDelegate](API\Editor\BlueprintGraph\UK2Node_BaseMCDelegate)


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: true if this function can be called on multiple contexts at once

code: virtual bool AllowMultipleSelfs ( bool bInputAsArray ) const


code: static void CallForEachElementInArrayExpansion ( [UK2Node](API\Editor\BlueprintGraph\UK2Node) * Node, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * MultiSelf, [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph )


description: Checks if the input function can be called in the input object with respect to editor-only/runtime mismatch

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


description: Used to determine the result ofAllowMultipleSelfs()(without having a node instance)

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


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

code: virtual bool CanJumpToDefinition() const


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

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


description: Whether or not 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


description: Create exec pins for this function. May be multiple is using 'expand enum as execs'

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


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


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


description:
Creates all of the pins required to call a particularUFunction.
true on success.

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


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

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


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

code: virtual void FixupSelfMemberContext()


description: Set up a pins tooltip from a function's tooltip

code: static void GeneratePinTooltipFromFunction ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin, const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function )


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

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


description: Get the compact name for this function

code: static [FString](API\Runtime\Core\Containers\FString) GetCompactNodeTitle ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function )


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


description: Get default category for this function in action menu

code: static [FText](API\Runtime\Core\Internationalization\FText) GetDefaultCategoryForFunction ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, const [FText](API\Runtime\Core\Internationalization\FText) & BaseCategory )


description: Gets the non-specific tooltip for the function

code: static [FString](API\Runtime\Core\Containers\FString) GetDefaultTooltipForFunction ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function )


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

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


description: Tries to come up with a descriptive name for the compiled output

code: virtual [FString](API\Runtime\Core\Containers\FString) GetDescriptiveCompiledName() 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: static void GetExpandEnumPinNames ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & EnumNamesToCheck )


description: Get the text to use to explain the context for this function (used on node title)

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


description: Returns the graph for this function, if available. In cases of calling an event, it will be the ubergraph for the event

code: [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetFunctionGraph ( const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) *& OutGraphNode ) const


description: Gets the name of the referenced function


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: Get keywords for this function in the action menu

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


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: 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 draw color of a node's title bar

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


code: static [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetPaletteIconForFunction ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) const * Function, [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor )


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: Helper function for searching aUFunctionfor the names of requires pins/params:

code: static [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > GetRequiredParamNames ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * ForFunction )


description: Get the return value pin

code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetReturnValuePin() 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: Returns theUFunctionthat this class is pointing to

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


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetToolTipHeading() 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: Gets the user-facing name for the function

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


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: static [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InnerHandleAutoCreateRef ( [UK2Node](API\Editor\BlueprintGraph\UK2Node) * Node, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph, bool bForceAssignment )


description: Invalidates current pin tool tips, so that they will be refreshed before being displayed:

code: void InvalidatePinTooltips()


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

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


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

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


description: Helper function to findUFunctionentries from the skeleton class, use with caution..

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


description: true if the function is a latent operation

code: bool IsLatentFunction() const


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

code: virtual bool IsNodePure() const


description: Checks if the property is marked as "CustomStructureParam"

code: static bool IsStructureWildcardProperty ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * InFunction, const [FName](API\Runtime\Core\UObject\FName) PropertyName )


description: Returns true if InProperty should be treated as a wildcard (e.g. due to SetParam markup)

code: static bool IsWildcardProperty ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * InFunction, const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty )


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

code: virtual void JumpToDefinition() 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 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 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 )


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


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

code: virtual void PostPasteNode()


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

code: virtual void PostPlacedNewNode()


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

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


description: Should draw as a bead with no location of it's own

code: virtual bool ShouldDrawAsBead() const


description: Should draw compact

code: virtual bool ShouldDrawCompact() const


description: Should be drawn compact for this function

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


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

code: virtual bool ShouldShowNodeProperties() const


description: Adds this function to the suppressed deprecation warnings list for this project

code: void SuppressDeprecationWarning() const


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

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


description: Routine for validating that all UPARAM(Required) parmas have a connection:

code: void ValidateRequiredPins ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) const


code: UK2Node_CallFunction ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_CallFunction : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)

bIsBeadFunction

description: Indicates that this is a 'bead' function with no fixed location; it is drawn between the nodes that it is wired to

bIsConstFunc

description: Indicates that this is a call to a const function

bIsFinalFunction

description: Indicates that this is a call to a final / superclass's function

bIsInterfaceCall

description: Indicates that this is a call to an interface function

bIsPureFunc

description: Indicates that this is a call to a pure function

bWantsEnumToExecExpansion

description: Indicates that during compile we want to create multiple exec pins from an enum param

CachedTooltip

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

FunctionReference

description: The function to call


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


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

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


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

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


description: Get the text to use to explain the context for this function (used on node title)

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetFunctionContextString() 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: UK2Node_CallFunctionOnMember ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_CallFunctionOnMember : public [UK2Node_CallFunction](API\Editor\BlueprintGraph\UK2Node_CallFunction)

MemberVariableToCallOn

description: Reference to member variable to call function on


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

code: virtual void PreloadRequiredAssets()


code: UK2Node_CallMaterialParameterCollectionFunction ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_CallMaterialParameterCollectionFunction : public [UK2Node_CallFunction](API\Editor\BlueprintGraph\UK2Node_CallFunction)


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: Helper function to ensure function is called in our context

code: virtual void FixupSelfMemberContext()


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

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


code: UK2Node_CallParentFunction ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_CallParentFunction : public [UK2Node_CallFunction](API\Editor\BlueprintGraph\UK2Node_CallFunction)


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


className: ByteInputPinName

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


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


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


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


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


description: Should draw compact

code: virtual bool ShouldDrawCompact() const


code: virtual bool ShouldBeReconstructedAfterEnumChanged() const


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

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


code: UK2Node_CastByteToEnum ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_CastByteToEnum : public [UK2Node](API\Editor\BlueprintGraph\UK2Node), public [INodeDependingOnEnumInterface](API\Editor\BlueprintGraph\INodeDependingOnEnumInterface)

bSafe

description: If true, the node returns always a valid value


code: virtual void AllocateDefaultPins()


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


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 input object to be casted pin

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


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


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


code: class UK2Node_ClassDynamicCast : public [UK2Node_DynamicCast](API\Editor\BlueprintGraph\UK2Node_DynamicCast)


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

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


code: UK2Node_ClassDynamicCast ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


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


code: UK2Node_ClearDelegate ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_ClearDelegate : public [UK2Node_BaseMCDelegate](API\Editor\BlueprintGraph\UK2Node_BaseMCDelegate)


description: Add an additional input pin to this node

code: virtual void AddInputPin()


className: BinaryOperatorInputsNum

code: static const int32 BinaryOperatorInputsNum = 2;


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

code: virtual bool CanAddPin() const


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

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


description: 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) * 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: 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: Returns the number of additional input pins that this node has


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

code: virtual bool IncludeParentNodeContextMenu() const


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


code: UK2Node_CommutativeAssociativeBinaryOperator ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_CommutativeAssociativeBinaryOperator : public [UK2Node_CallFunction](API\Editor\BlueprintGraph\UK2Node_CallFunction), public [IK2Node_AddPinInterface](API\Editor\BlueprintGraph\IK2Node_AddPinInterface)

NumAdditionalInputs

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


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

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


description: 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


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

code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetDynamicBindingClass() 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 proper display name for the property


description: Return the delegate property that this event is bound to


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

code: virtual bool HasDeprecatedReference() const


description: Handle when a variable is renamed in the Blueprint Palette

code: virtual void HandleVariableRenamed ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, [UClass](API\Runtime\CoreUObject\UObject\UClass) * InVariableClass, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph, const [FName](API\Runtime\Core\UObject\FName) & InOldVarName, const [FName](API\Runtime\Core\UObject\FName) & InNewVarName )


description: Gets the tooltip to display when over the node

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


code: void InitializeComponentBoundEventParams ( [FObjectProperty](API\Runtime\CoreUObject\UObject\FObjectProperty) const * InComponentProperty, const [FMulticastDelegateProperty](API\Runtime\CoreUObject\UObject\FMulticastDelegateProperty) * InDelegateProperty )


code: virtual bool IsUsedByAuthorityOnlyDelegate() const