AddBlueprintAction

Overload list

Windows
MacOS
Linux
Name Description

Public function

bool

 

AddBlueprintAction

(
    UBlueprintNodeSpawner* NodeSpa...
)

Attempts to suss out the key that this action should be registered under; if it doesn't find a better one then it associates the action with the node filling this out.

Public function

bool

 

AddBlueprintAction

(
    UClass const* ClassOwner,
    UBlueprintNodeSpawner* NodeSpa...
)

Each action should be recorded under a specific UField key; primarily to refresh those actions when the corresponding asset is updated (Blueprint regenerated, struct added/deleted, etc.).

Public function

bool

 

AddBlueprintAction

(
    UEnum const* EnumOwner,
    UBlueprintNodeSpawner* NodeSpa...
)

Attempts to suss out the key that this action should be registered under; if it doesn't find a better one then it associates the action with the node filling this out.

Public function

bool

 

AddBlueprintAction

(
    UScriptStruct const* StructOwn...,
    UBlueprintNodeSpawner* NodeSpa...
)

Attempts to suss out the key that this action should be registered under; if it doesn't find a better one then it associates the action with the node filling this out.

Public function

bool

 

AddBlueprintAction

(
    UField const* FieldOwner,
    UBlueprintNodeSpawner* NodeSpa...
)

Attempts to suss out the key that this action should be registered under; if it doesn't find a better one then it associates the action with the node filling this out.

Public function

bool

 

AddBlueprintAction

(
    FAssetData const& AssetDataOwner,
    UBlueprintNodeSpawner* NodeSpa...
)

Attempts to suss out the key that this action should be registered under; if it doesn't find a better one then it associates the action with the node filling this out.

Public function

bool

 

AddBlueprintAction

(
    UObject const* AssetOwner,
    UBlueprintNodeSpawner* NodeSpa...
)

Special case for asset bound actions (we want to clean-up/refresh these when the corresponding asset is updated).

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