The node instance template containing the property. Generally 'this' when called from a node class. Blueprint usage will default this to the self context.
ArrayIndex
The index of the element if the property is an array.
Return: A single editor graph property. If this is an array this will be a single element in the array.
Retrieve an exposed graph property as an array. This can allow all elements in an array to be returned.
Parameters:
PropertyName
The name of the public property on the node.
NodeInstance
The node instance template containing the property. Generally 'this' when called from a node class. Blueprint usage will default this to the self context.
ArrayIndex
The index of the element if the property is an array. If INDEX_NONE (-1) then all elements in the array are returned.
Return: An array of editor graph properties. This is typically a single property unless the exposed property is an array and ArrayIndex is -1.
Retrieve every graph property on the node for a node instance.
Parameters:
NodeInstance
The node instance template contained in this graph node to retrieve properties from. When null all node instances on the node are searched. Blueprint usage will default this to the self context. If you need to retrieve all stack instance variables in blueprints then either iterate each stack or promote this to a local empty variable.
Retrieve the node name assigned in the editor. This is generally the graph name contained in the node and what is assigned to the run-time variation of the node.
Return: The node name used in the editor.
Note:
This isn't guaranteed to be the same result that USMNodeInstance::GetNodeName() returns since this method can be called before the run-time node is created. Additionally some names may later be adjusted by the compiler.
Rename an editor graph node. This generally calls Rename() on the bound graph contained in the node.
Parameters:
NewName
The new node name to assign.
OutErrorMessage
The error message explaining why a node wasn't renamed, if any.
Return: True if the rename succeeded, false otherwise.
Note:
The rename policy is up to the node this is being called on. States enforce unique names per state machine scope and will automatically adjust duplicate names, whereas transitions allow duplicate names.