UBlueprintEditorSettings

Windows
MacOS
Linux

Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UBlueprintEditorSettings

References

Module

BlueprintGraph

Header

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

Include

#include "BlueprintEditorSettings.h"

Syntax

class UBlueprintEditorSettings : public UObject

Variables

Name Description

Public variable

bool

 

bAllowExplicitImpureNodeDisabling

If enabled, nodes can be explicitly disabled via context menu when right-clicking on impure nodes in the Blueprint editor.

Public variable

bool

 

bAlwaysShowInterfacesInOverrides

If set interface functions will always show in the overrides menu, even if they are already shown in the interfaces menu

Public variable

bool

 

bAutoCastObjectConnections

If enabled, then you'll be able to directly connect arbitrary object pins together (a pure cast node will be injected automatically).

Public variable

bool

 

bBlueprintNodeUniqueNames

If enabled, blueprint nodes in the event graph will display with unique names rather than their display name.

Public variable

bool

 

bCompactCallOnMemberNodes

If enabled, then call-on-member actions will be spawned as a single node (instead of a GetMember + FunctionCall node).

Public variable

bool

 

bDrawMidpointArrowsInBlueprints

Style Settings.

Public variable

bool

 

bExposeAllMemberComponentFunctions

If enabled, then ALL component functions are exposed to the context menu (when the contextual target is a component owner).

Public variable

bool

 

bExposeDeprecatedFunctions

If enabled, deprecated functions will be visible in the context menu and will be available for override implementation.

Public variable

bool

 

bFavorPureCastNodes

If enabled, then placed cast nodes will default to their "pure" form (meaning: without execution pins).

Public variable

bool

 

bFlattenFavoritesMenus

If enabled, then your Blueprint favorites will be uncategorized, leaving you with less nested categories to sort through.

Public variable

bool

 

bHideConstructionScriptComponentsInDetailsView

If set will exclude components added in a Blueprint class Construction Script from the component details view

Public variable

bool

 

bHideUnrelatedNodes

If true, fade nodes which are not connected to the selected nodes

Public variable

bool

 

bHostFindInBlueprintsInGlobalTab

If set, the global Find in Blueprints command (CTRL-SHIFT-F) will be hosted in a standalone tab.

Public variable

bool

 

bIncludeCommentNodesInBookmarksTab

If enabled, comment nodes will be included in the tree view display in the Bookmarks tab.

Public variable

bool

 

bJumpToNodeErrors

When enabled, if a blueprint has compiler errors, then the graph will jump and focus on the first node generating an error

Public variable

bool

 

bNavigateToNativeFunctionsFromCallNodes

If set, double clicking on a call function node will attempt to navigate an open C++ editor to the native source definition

Public variable

TArray< FBPEdit...

 

BookmarkNodes

Blueprint bookmark nodes (for display)

Public variable

TMap< FGuid, FE...

 

Bookmarks

Blueprint bookmark database

Public variable

bool

 

bShowAccessSpecifier

If set we'll show the access specifier of functions in the My Blueprint view

Public variable

bool

 

bShowActionMenuItemSignatures

Developer Settings.

Public variable

bool

 

bShowBookmarksForCurrentDocumentOnlyInTab

If enabled, only the bookmarks for the current document will be shown in the Bookmarks tab.

Public variable

bool

 

bShowContextualFavorites

If enabled, then a separate section with your Blueprint favorites will be pined to the top of the context menu.

Public variable

bool

 

bShowDetailedCompileResults

Perf Settings.

Public variable

bool

 

bShowEmptySections

If set we'll show empty sections in the My Blueprint view.

Public variable

bool

 

bShowGraphInstructionText

Determines if lightweight tutorial text shows up at the top of empty blueprint graphs

Public variable

bool

 

bShowInheritedVariables

If set we'll show the inherited variables in the My Blueprint view.

Public variable

bool

 

bShowParentClassInOverrides

If set then the parent class will be listed next to the override function name in the overrides function menu

Public variable

bool

 

bShowShortTooltips

If true, use short tooltips whenever possible

Public variable

bool

 

bShowViewportOnSimulate

If true will show the viewport tab when simulate is clicked.

Public variable

bool

 

bSpawnDefaultBlueprintNodes

If set will spawn default "ghost" event nodes in new Blueprints, modifiable in the [DefaultEventNodes] section of EditorPerProjectUserSettings

Public variable

bool

 

bSplitContextTargetSettings

Workflow Settings.

Public variable

int32

 

CompileEventDisplayThresholdMs

Minimum event time threshold used as a filter when additional details are enabled for display in the Compiler Results tab.

Public variable

TMap< int32, FE...

 

GraphEditorQuickJumps

Blueprint graph editor "Quick Jump" command bindings

Public variable

TArray< FString...

 

NamespacesToAlwaysInclude

The list of namespaces to always expose in any Blueprint (local per-user)

Public variable

float

 

NodeTemplateCacheCapMB

The node template cache is used to speed up blueprint menuing.

Public variable

TEnumAsByte< ES...

 

SaveOnCompile

Compiler Settings.

Constructors

Name Description

Public function

UBlueprintEditorSettings

(
    const FObjectInitializer& ObjectIn...
)

Overridden from UObject

Name Description

Protected function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

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