FBlueprintActionDatabaseRegistrar

From the BlueprintActionDatabase, passed around to all UK2Nodes, giving each a chance to register its own actions (specifically for UK2Nodes in other modules that the database doesn't have access to).

Windows
MacOS
Linux

References

Module

BlueprintGraph

Header

/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabaseRegistrar.h

Include

#include "BlueprintActionDatabaseRegistrar.h"

Syntax

class FBlueprintActionDatabaseRegistrar

Remarks

From the BlueprintActionDatabase, passed around to all UK2Nodes, giving each a chance to register its own actions (specifically for UK2Nodes in other modules that the database doesn't have access to).

Constructors

No constructors are accessible with public or protected access.

Functions

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).

Public function Const

UObject cons...

 

GetActionKeyFilter()

Returns the current key the registrar is being filtered using

Public function

bool

 

IsOpenForRegistration

(
    UObject const* OwnerKey
)

Occasionally (when an asset is added/refreshed), this registrar will be passed around to gather only specific keyed actions (see ActionKeyFilter).

Public function

bool

 

IsOpenForRegistration

(
    FAssetData const& AssetDataOwner
)

Occasionally (when an asset is added/refreshed), this registrar will be passed around to gather only specific keyed actions (see ActionKeyFilter).

Public function

int32

 

RegisterClassFactoryActions

(
    const FMakeFuncSpawnerDelegate& Ma...
)

Public function

int32

 

RegisterEnumActions

(
    const FMakeEnumSpawnerDelegate& Ma...
)

Public function

int32

 

RegisterStructActions

(
    const FMakeStructSpawnerDelegate& ...
)

Typedefs

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