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UEdGraphPin

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Syntax

class UEdGraphPin

Variables

Name Description

Public variable

FString

 

AutogeneratedDefaultValue

Initial default value (the autogenerated value, to identify if the user has modified the value), stored as a string

Public variable

uint8 : 1

 

bAdvancedView

If true, the pin may be hidden by user.

Public variable

uint8 : 1

 

bDefaultValueIsIgnored

If true, the default value on this pin is ignored and should not be set.

Public variable

uint8 : 1

 

bDefaultValueIsReadOnly

If true, the default value of this connector is fixed and cannot be modified by the user (it's visible for reference only).

Public variable

uint8 : 1

 

bDisplayAsMutableRef

If true, the pin is displayed as ref. This is transient.

Public variable

uint8 : 1

 

bHidden

ONLY PUT BITFIELD PROPERTIES AFTER THIS TO ENSURE GOOD MEMORY ALIGNMENT.

Public variable

uint8 : 1

 

bIsDiffing

If true, this pin is the focus of a diff. This is transient.

Public variable

uint8 : 1

 

bNotConnectable

If true, this connector is unconnectable, and present only to allow the editing of the default text.

Public variable

uint8 : 1

 

bOrphanedPin

If true, this pin existed on an older version of the owning node, but when the node was reconstructed a matching pin was not found.

Public variable

uint8 : 1

 

bUseBackwardsCompatForEmptyAutogeneratedValue

Older content sometimes had an empty autogenerated default value string in cases where that does not mean the property default value (0, none, false, etc.)

Public variable

uint8 : 1

 

bWasTrashed

WITH_EDITORONLY_DATA.

Public variable

UObject *

 

DefaultObject

If the default value for this pin should be an object, we store a pointer to it

Public variable

FText

 

DefaultTextValue

If the default value for this pin should be an FText , it is stored here.

Public variable

FString

 

DefaultValue

Default value for this pin (used if the pin has no connections), stored as a string

Public variable

TEnumAsByte < en...

 

Direction

Direction of flow of this pin (input or output)

Public variable

TArray < UEdGrap ...

 

LinkedTo

Set of pins that we are linked to

Public variable

UEdGraphPin ...

 

ParentPin

The pin that was split and generated this pin

Public variable

FGuid

 

PersistentGuid

Pin name could be changed, so whenever possible it's good to have a persistent GUID identifying Pin to reconstruct Node seamlessly

Public variable

FText

 

PinFriendlyName

Used as the display name if set.

Public variable

FGuid

 

PinId

The pin's unique ID.

Public variable

FName

 

PinName

Name of this pin.

Public variable

FString

 

PinToolTip

The tool-tip describing this pin's purpose

Public variable

FEdGraphPinType

 

PinType

The type of information carried on this pin

Public variable

UEdGraphPin ...

 

ReferencePassThroughConnection

Pin that this pin uses for passing through reference connection

Public variable

TArray < UEdGrap ...

 

SubPins

The pins created when a pin is split and hidden

Constructors

No constructors are accessible with public or protected access.

Destructors

Name Description

Public function

~UEdGraphPin()

Destructor

Functions

Name Description

Public function

void

 

AddStructReferencedObjects

(
    FReferenceCollector & Collector
)

Provides a reference collector with all object references this pin has.

Public function Static

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3) b...

 

AreOrphanPinsEnabled()

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

AssignByRefPassThroughConnection

(
    UEdGraphPin * InTargetPin
)

Connects the two pins as by-ref pass-through, allowing the input to auto-forward to the output pin

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

BreakAllPinLinks

(
    bool bNotifyNodes
)

Break all links from this pin

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

BreakLinkTo

(
    UEdGraphPin * ToPin
)

Break a link to the specified pin (if present)

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

CopyPersistentDataFromOldPin

(
    const UEdGraphPin & SourcePin
)

Copies the persistent data (across a node refresh) from the SourcePin.

Public function Static

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)UE ...

 

CreatePin

(
    UEdGraphNode * InOwningNode
)

UEdGraphPin .

Public function Static

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)UE ...

 

CreatePinFromDeprecatedPin

(
    UEdGraphPin_Deprecated * Deprec...
)

Transition support for UEdGraphPins

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3) b...

 

DoesDefaultValueMatchAutogenerated()

Returns true if the current default value matches the autogenerated default value

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3) b...

 

ExportTextItem

(
    FString & ValueStr,
    int32 PortFlags
)

ExportText/ImportText

Public function Static

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)UE ...

 

FindPinCreatedFromDeprecatedPin

(
    UEdGraphPin_Deprecated * Deprec...
)

Public function Static

EEdGraphPinD ...

 

GetComplementaryDirection

(
    EEdGraphPinDirection InDirection
)

Direction flipping utility; returns the complementary direction

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)FS ...

 

GetDefaultAsString()

Returns an internal string representation of the string/object/text default value, that is compatible with AutogeneratedDefaultValue and ImportText

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)FT ...

 

GetDefaultAsText()

Returns a human readable FText representation of the string/object/text default value

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)FT ...

 

GetDisplayName()

Returns how the name of the pin should be displayed in the UI

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3) c...

 

GetFName()

Public function

const FStrin ...

 

GetLinkInfoString

(
    const FString & InFunctionName,
    const FString & InInfoData,
    const UEdGraphPin * InToPin
)

WITH_EDITORONLY_DATA.

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3) c...

 

GetName()

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)UE ...

 

GetOuter()

Public function

UEdGraphNode ...

 

GetOwningNode()

Returns the node that owns this pin

Public function

UEdGraphNode ...

 

GetOwningNodeUnchecked()

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)FE ...

 

GetPrimaryTerminalType()

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3) c...

 

GetSchema()

Shorthand way to access the schema of the graph that owns the node that owns this pin

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3) b...

 

ImportTextItem

(
    const TCHAR *& Buffer,
    int32 PortFlags,
    UObject * Parent,
    FOutputDevice * ErrorText
)

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3) b...

 

IsPendingKill()

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

MakeLinkTo

(
    UEdGraphPin * ToPin
)

Create a link.

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

MarkPendingKill()

Marks the pin as 'trashed'. Does not remove the pin from the Owning Node's Pins list

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3) b...

 

Modify

(
    bool bAlwaysMarkDirty
)

Marks the owning node as modified.

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

MovePersistentDataFromOldPin

(
    UEdGraphPin & SourcePin
)

Moves the persistent data (across a node refresh) from the SourcePin.

Public function Static

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

Purge()

Public function

void

 

ResetDefaultValue()

Reset default values to empty.

Public function

void

 

ResetToDefaults()

Resets node to default constructor state

Public function Static

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

ResolveAllPinReferences()

This needs to be called if you want to use pin data within PostEditUndo

Public function

void

 

SafeSetHidden

(
    bool bIsHidden
)

Helper to safely set a pin's bHidden property only if it has no sub-pins that are influencing it to be hidden

Public function Static

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

SanitizePinsPostUndoRedo()

Public function Static

void

 

SerializeAsOwningNode

(
    FArchive & Ar,
    TArray < UEdGraphPin * >& Array...
)

Serializes an array of pins as the owner. Only the OwningNode should call this function.

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

SetOwningNode

(
    UEdGraphNode * NewOwningNode
)

Changes the owning node.

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

SetSavePinIfOrphaned

(
    bool bShouldSave
)

Public function

bool

 

ShouldSavePinIfOrphaned()

Public function Static

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

ShutdownVerification()

Verification that all pins have been destroyed after shutting down

Public function

bool

 

WasTrashed()

Returns true if InvalidateAndTrash was ever called on this pin.

References

Module

Engine

Header

Runtime/Engine/Classes/EdGraph/EdGraphPin.h