FBlueprintActionDatabase

Serves as a container for all available blueprint actions (no matter the type of blueprint/graph they belong in).

Windows
MacOS
Linux

Inheritance Hierarchy

FGCObject

FTickableEditorObject

FBlueprintActionDatabase

References

Module

BlueprintGraph

Header

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

Include

#include "BlueprintActionDatabase.h"

Syntax

class FBlueprintActionDatabase :
    public FGCObject,
    public FTickableEditorObject

Remarks

Serves as a container for all available blueprint actions (no matter the type of blueprint/graph they belong in). The actions stored here are not tied to a specific ui menu; each action is a UBlueprintNodeSpawner which is charged with spawning a specific node type. Should be set up in a way where class specific actions are refreshed when the associated class is regenerated.

: Hook up to handle class recompile events, along with enum/struct asset creation events.

Constructors

No constructors are accessible with public or protected access.

Destructors

Name Description

Public function Virtual

~FBlueprintActionDatabase()

Destructor

Functions

Name Description

Public function

bool

 

ClearAssetActions

(
    UObject*const AssetObject
)

Finds the database entry for the specified object and wipes it.

Public function

bool

 

ClearAssetActions

(
    const FObjectKey& AssetObjectKey
)

Finds the database entry for the specified object and wipes it.

Public function

void

 

ClearUnloadedAssetActions

(
    FName ObjectPath
)

Finds the database entry for the specified unloaded asset and wipes it.

Public function

void

 

DeferredRemoveEntry

(
    FObjectKey const& InKey
)

Removes the entry with the given key on the next tick.

Public function Static

FBlueprintAc...

 

Get()

Getter to access the database singleton.

Public function

FActionRegis...

 

GetAllActions()

Will populate the database first if it hasn't been created yet, and then returns it in its entirety.

Public function

void

 

MoveUnloadedAssetActions

(
    FName SourceObjectPath,
    FName TargetObjectPath
)

Moves the unloaded asset actions from one location to another

Public function

FOnDatabaseE...

 

OnEntryRemoved()

Public function

FOnDatabaseE...

 

OnEntryUpdated()

Public function

void

 

RefreshAll()

Populates the action database from scratch.

Public function

void

 

RefreshAssetActions

(
    UObject*const AssetObject
)

Finds the database entry for the specified asset and wipes it, repopulating it with a fresh set of associated node-spawners.

Public function

void

 

RefreshClassActions

(
    UClass*const Class
)

Finds the database entry for the specified class and wipes it, repopulating it with a fresh set of associated node-spawners.

Public function

void

 

RefreshComponentActions()

Updates all component related actions

Public function

void

 

RefreshWorlds()

Populates the action database with all level script actions from all active editor worlds.

Public function Static

FBlueprintAc...

 

TryGet()

Getter to access the datbase singleton, will return null if the database has not been initialized

Overridden from FGCObject

Name Description

Public function Virtual

void

 

AddReferencedObjects

(
    FReferenceCollector& Collector
)

Pure virtual that must be overloaded by the inheriting class.

Public function Virtual Const

FString

 

GetReferencerName()

Use this method to report a name for your referencer.

Overridden from FTickableObjectBase

Name Description

Public function Virtual Const

TStatId

 

GetStatId()

Return the stat id to use for this tickable

Public function Virtual Const

ETickableTic...

 

GetTickableTickType()

Virtual that can be overloaded by the inheriting class.

Public function Virtual

void

 

Tick

(
    float DeltaTime
)

Pure virtual that must be overloaded by the inheriting class.

Typedefs

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss