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USMNodeBlueprint¶

Module: SMSystem

#include <SMBlueprint.h>

Inherits from UBlueprint

Description¶

class USMNodeBlueprint;

[Logic Driver] Node Class Blueprints allow you to define custom classes for nodes within your State Machine Blueprint. Reusable logic can be encapsulated here as well as the ability to take more direct control over state machines by gaining access to other node class instances. Additionally these classes can be extended using C++.

Public Functions¶

Name
virtual bool SupportedByDefaultBlueprintFactory() const override
virtual UClass * GetBlueprintClass() const override
virtual void GetReparentingRules(TSet< const UClass * > & AllowedChildrenOfClasses, TSet< const UClass * > & DisallowedChildrenOfClasses) const override
virtual bool SupportsInputEvents() const override
class USMNodeBlueprintGeneratedClass * GetGeneratedClass() const

Public Attributes¶

Name
int32 AssetVersion
int32 PluginVersion

Public Functions Documentation¶

function SupportedByDefaultBlueprintFactory¶

inline virtual bool SupportedByDefaultBlueprintFactory() const override

function GetBlueprintClass¶

virtual UClass * GetBlueprintClass() const override

function GetReparentingRules¶

virtual void GetReparentingRules(
    TSet< const UClass * > & AllowedChildrenOfClasses,
    TSet< const UClass * > & DisallowedChildrenOfClasses
) const override

function SupportsInputEvents¶

virtual bool SupportsInputEvents() const override

function GetGeneratedClass¶

class USMNodeBlueprintGeneratedClass * GetGeneratedClass() const

Public Attributes Documentation¶

variable AssetVersion¶

int32 AssetVersion;

The specific asset version of this blueprint. This only increases on significant changes that requires a recompile.


variable PluginVersion¶

int32 PluginVersion;

The plugin version used to save this asset.