Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GenericCreateObject.h
Maciej Mroz ba111a9270 GenericCreateObject node can be called in Construction Script
UGameplayStatics::SpawnObject checks ClassWithin

#codereview Nick.Whiting, Marc.Audy

[CL 2582478 by Maciej Mroz in Main branch]
2015-06-10 07:03:55 -04:00

24 lines
879 B
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "K2Node.h"
#include "K2Node_ConstructObjectFromClass.h"
#include "K2Node_GenericCreateObject.generated.h"
UCLASS()
class BLUEPRINTGRAPH_API UK2Node_GenericCreateObject : public UK2Node_ConstructObjectFromClass
{
GENERATED_BODY()
// Begin UEdGraphNode interface.
virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override;
virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
virtual void EarlyValidation(class FCompilerResultsLog& MessageLog) const override;
virtual bool IsCompatibleWithGraph(const UEdGraph* TargetGraph) const override;
// End UEdGraphNode interface.
virtual bool UseWorldContext() const override { return false; }
virtual bool UseOuter() const override { return true; }
};