FBlueprintEditorUtils

Windows
MacOS
Linux

References

Module

UnrealEd

Header

/Engine/Source/Editor/UnrealEd/Public/Kismet2/BlueprintEditorUtils.h

Include

#include "Kismet2/BlueprintEditorUtils.h"

Syntax

class FBlueprintEditorUtils

Functions

Name Description

Public function Static

void

 

AddDomainSpecificGraph

(
    UBlueprint* Blueprint,
    UEdGraph* Graph
)

Adds a domain-specific graph to this blueprint

Public function Static

void

 

AddFunctionGraph

(
    UBlueprint* Blueprint,
    UEdGraph* Graph,
    bool bIsUserCreated,
    SignatureType* SignatureFromOb...
)

Adds a function graph to this blueprint.

Public function Static

void

 

AddInterfaceGraph

(
    UBlueprint* Blueprint,
    UEdGraph* Graph,
    UClass* InterfaceClass
)

Adds an interface graph to this blueprint

Public function Static

bool

 

AddLocalVariable

(
    UBlueprint* Blueprint,
    UEdGraph* InTargetGraph,
    const FName InNewVarName,
    const FEdGraphPinType& InNewVarTyp...,
    const FString& DefaultValue
)

Adds a local variable to the function graph.

Public function Static

void

 

AddMacroGraph

(
    UBlueprint* Blueprint,
    UEdGraph* Graph,
    bool bIsUserCreated,
    UClass* SignatureFromClass
)

Adds a macro graph to this blueprint.

Public function Static

bool

 

AddMemberVariable

(
    UBlueprint* Blueprint,
    const FName& NewVarName,
    const FEdGraphPinType& NewVarType,
    const FString& DefaultValue
)

Adds a member variable to the blueprint. It cannot mask a variable in any superclass.

Public function Static

UTimelineTem...

 

AddNewTimeline

(
    UBlueprint* Blueprint,
    const FName& TimelineVarName
)

Add a new timeline with the supplied name to the blueprint

Public function Static

void

 

AddUbergraphPage

(
    UBlueprint* Blueprint,
    UEdGraph* Graph
)

Adds an ubergraph page to this blueprint

Public function Static

void

 

AnalyticsTrackNewNode

(
    UEdGraphNode* NewNode
)

Records node create events for analytics

Public function Static

void

 

BuildComponentInstancingData

(
    UActorComponent* ComponentTemp...,
    FBlueprintCookedComponentInstancing...,
    bool bUseTemplateArchetype
)

Generate component instancing data (for cooked builds).

Public function Static

void

 

BulkRemoveMemberVariables

(
    UBlueprint* Blueprint,
    const TArray< FName >& VarNames
)

Removes member variables if they were declared in this blueprint and not in a base class.

Public function Static

bool

 

CanClassGenerateEvents

(
    const UClass* Class
)

Checks for events in the argument class

Public function Static

void

 

ChangeLocalVariableType

(
    UBlueprint* InBlueprint,
    const UStruct* InScope,
    const FName InVariableName,
    const FEdGraphPinType& InNewPinTyp...
)

Changes the type of a local variable

Public function Static

void

 

ChangeMemberVariableType

(
    UBlueprint* Blueprint,
    const FName VariableName,
    const FEdGraphPinType& NewPinType
)

Changes the type of a member variable

Public function Static

bool

 

CheckIfGraphHasLatentFunctions

(
    UEdGraph* InGraph
)

Checks if a graph (or any sub-graphs or referenced graphs) have latent function nodes

Protected function Static

bool

 

CheckIfNodeConnectsToSelection

(
    UEdGraphNode* InNode,
    const TSet< UEdGraphNode* >& ...
)

Checks if the passed node connects to the selection set

Public function Static

bool

 

CheckIfSelectionIsCycling

(
    const TSet< UEdGraphNode* >& ...,
    FCompilerResultsLog& InMessageLog
)

Checks if the passed in selection set causes cycling on compile

Protected function Static

void

 

CleanNullGraphReferencesInArray

(
    UBlueprint* Blueprint,
    TArray< UEdGraph* >& GraphArr...
)

Removes all NULL graph references in the specified array.

Protected function Static

void

 

CleanNullGraphReferencesRecursive

(
    UEdGraph* Graph
)

Removes all NULL graph references from the SubGraphs array and recurses thru the non-NULL ones.

Public function Static

void

 

ClearMacroCosmeticInfoCache

(
    UBlueprint* Blueprint
)

Updates the cosmetic information cache for macros

Public function Static

void

 

ConformAllowDeletionFlag

(
    UBlueprint* Blueprint
)

Makes sure that all function graphs are flagged as bAllowDeletion=true, except for construction script and animgraph:

Public function Static

void

 

ConformCallsToParentFunctions

(
    UBlueprint* Blueprint
)

Makes sure that calls to parent functions are valid, and removes them if not

Public function Static

void

 

ConformImplementedEvents

(
    UBlueprint* Blueprint
)

Makes sure that all events we handle exist, and replace with custom events if not

Public function Static

void

 

ConformImplementedInterfaces

(
    UBlueprint* Blueprint
)

Makes sure that all graphs for all interfaces we implement exist, and add if not

Public function Static

TSharedRef< ...

 

ConstructBlueprintInterfaceClassPicker

(
    const TArray< UBlueprint* >& ...,
    const FOnClassPicked& OnPicked
)

Constructs a class picker widget for adding interfaces for the specified blueprint(s)

Public function Static

TSharedRef< ...

 

ConstructBlueprintParentClassPicker

(
    const TArray< UBlueprint* >& ...,
    const FOnClassPicked& OnPicked
)

Constructs a class picker widget for reparenting the specified blueprint(s)

Public function Static

void

 

CreateFunctionGraph

(
    UBlueprint* Blueprint,
    UEdGraph* Graph,
    bool bIsUserCreated,
    SignatureType* SignatureFromOb...
)

Creates a function graph, but does not add it to the blueprint.

Public function Static

void

 

CreateMatchingFunction

(
    UK2Node_CallFunction* InNode,
    TSubclassOf< class UEdGraphSchema >...
)

Creates a new function graph with a signature that matches InNode

Public function Static

UEdGraph ...

 

CreateNewGraph

(
    UObject* ParentScope,
    const FName& GraphName,
    TSubclassOf< class UEdGraph > Graph...,
    TSubclassOf< class UEdGraphSchema >...
)

Creates a new empty graph.

Public function Static

bool

 

DoesBlueprintContainField

(
    const UBlueprint* Blueprint,
    UField* TestField
)

See if a field (property, function etc) is part of the blueprint chain, or

Public function Static

bool

 

DoesBlueprintDeriveFrom

(
    const UBlueprint* Blueprint,
    UClass* TestClass
)

See if a class is the one generated by this blueprint

Public function Static

bool

 

DoesSupportComponents

(
    UBlueprint const* Blueprint
)

Returns whether or not the blueprint supports components

Public function Static

bool

 

DoesSupportDefaults

(
    UBlueprint const* Blueprint
)

Returns whether or not the blueprint supports default values (IE has a CDO)

Public function Static

bool

 

DoesSupportEventGraphs

(
    const UBlueprint* Blueprint
)

Returns whether or not the blueprint supports event graphs

Public function Static

bool

 

DoesSupportImplementingInterfaces

(
    const UBlueprint* Blueprint
)

Returns whether or not the blueprint supports implementing interfaces

Public function Static

bool

 

DoesSupportLocalVariables

(
    UEdGraph const* InGraph
)

Returns whether or not the blueprint graph supports local variables

Public function Static

bool

 

DoesSupportOverridingFunctions

(
    const UBlueprint* Blueprint
)

Returns whether or not the blueprint supports overriding functions

Public function Static

bool

 

DoesSupportTimelines

(
    const UBlueprint* Blueprint
)

Returns whether or not the blueprint supports timelines

Public function Static

FName

 

DuplicateMemberVariable

(
    UBlueprint* InFromBlueprint,
    UBlueprint* InToBlueprint,
    FName InVariableToDuplicate
)

Duplicates a variable from one Blueprint to another blueprint

Public function Static

FName

 

DuplicateVariable

(
    UBlueprint* InBlueprint,
    const UStruct* InScope,
    FName InVariableToDuplicate
)

Duplicates a variable given its name and Blueprint

Public function Static

FBPVariableD...

 

DuplicateVariableDescription

(
    UBlueprint* InBlueprint,
    FBPVariableDescription& InVariable...
)

Internal function that deep copies a variable description

Public function Static

void

 

EnsureCachedDependenciesUpToDate

(
    UBlueprint* Blueprint
)

Ensures, that CachedDependencies in BP are up to date

Public function Static

void

 

FindActorsThatReferenceActor

(
    AActor* InActor,
    TArray< UClass* >& InClassesT...,
    TArray< AActor* >& OutReferen...
)

Find how many actors reference the supplied actor

Public function Static

void

 

FindAndSetDebuggableBlueprintInstances()

Searches the world for any blueprints that are open and do not have a debug instances set and sets one if possible.

Public function Static

UBlueprint &...

 

FindBlueprintForGraph

(
    const UEdGraph* Graph
)

Helper function to get the blueprint that ultimately owns a graph.

Public function Static

UBlueprint &...

 

FindBlueprintForGraphChecked

(
    const UEdGraph* Graph
)

Helper function to get the blueprint that ultimately owns a graph. Cannot fail.

Public function Static

UBlueprint &...

 

FindBlueprintForNode

(
    const UEdGraphNode* Node
)

Helper function to get the blueprint that ultimately owns a node.

Public function Static

UBlueprint &...

 

FindBlueprintForNodeChecked

(
    const UEdGraphNode* Node
)

Helper function to get the blueprint that ultimately owns a node. Cannot fail.

Public function Static

UK2Node_Even...

 

FindCustomEventNode

(
    const UBlueprint* Blueprint,
    FName const CustomName
)

Find the Custom Event if it already exists in the Blueprint

Public function Static

void

 

FindDependentBlueprints

(
    UBlueprint* Blueprint,
    TArray< UBlueprint* >& Depend...
)

Searches the reference graph to find blueprints that are dependent on this BP

Public function Static

UEdGraph ...

 

FindEventGraph

(
    const UBlueprint* Blueprint
)

Returns the event graph, if any

Public function Static

UEdGraphPin ...

 

FindFirstCompilerRelevantLinkedPin

(
    UEdGraphPin* FromPin
)

Finds the first compiler-relevant (i.e. non-ignorable) node from the given pin and returns the owned pin that's linked.

Public function Static

UK2Node *...

 

FindFirstCompilerRelevantNode

(
    UEdGraphPin* FromPin
)

Finds the first compiler-relevant (i.e. non-ignorable) node from the given pin.

Public function Static

UClass *

 

FindFirstNativeClass

(
    UClass* Class
)

Return find first native class in the hierarchy

Public function Static

UFunction &#...

 

FindFunctionInImplementedInterfaces

(
    const UBlueprint* Blueprint,
    const FName& FunctionName,
    bool* bOutInvalidInterface,
    bool bGetAllInterfaces
)

Return the first function from implemented interface with given name

Public function Static

void

 

FindImplementedInterfaces

(
    const UBlueprint* Blueprint,
    bool bGetAllInterfaces,
    TArray< UClass* >& Implemente...
)

Build a list of all interface classes either implemented by this blueprint or through inheritance

Public function Static

int32

 

FindIndexOfGraphInParent

(
    UEdGraph* Graph
)

Finds the index of the specified graph (function or macro) in the parent (if it is not reorderable, then we will return INDEX_NONE)

Public function Static

FGuid

 

FindInterfaceFunctionGuid

(
    const UFunction* Function,
    const UClass* InterfaceClass
)

Find the interface Guid for a function if it exists.

Public function Static

FGuid

 

FindInterfaceGraphGuid

(
    const FName& GraphName,
    const UClass* InterfaceClass
)

Find the interface Guid for a graph if it exists.

Public function Static

FBPVariableD...

 

FindLocalVariable

(
    const UBlueprint* InBlueprint,
    const UStruct* InScope,
    const FName InVariableName,
    UK2Node_FunctionEntry** Ou...
)

Returns a local variable

Public function Static

FBPVariableD...

 

FindLocalVariable

(
    const UBlueprint* InBlueprint,
    const UEdGraph* InScopeGraph,
    const FName InVariableName,
    UK2Node_FunctionEntry** Ou...
)

Returns a local variable

Public function Static

FBPVariableD...

 

FindLocalVariable

(
    UBlueprint* InBlueprint,
    const UStruct* InScope,
    const FName InVariableName
)

Returns a local variable with the function entry it was found in

Public function Static

FGuid

 

FindLocalVariableGuidByName

(
    UBlueprint* InBlueprint,
    const UStruct* InScope,
    const FName InVariableName
)

Finds a local variable Guid using the variable's name

Public function Static

FGuid

 

FindLocalVariableGuidByName

(
    UBlueprint* InBlueprint,
    const UEdGraph* InScopeGraph,
    const FName InVariableName
)

Finds a local variable Guid using the variable's name

Public function Static

int32

 

FindLocalVariableIndex

(
    const UBlueprint* Blueprint,
    UStruct* VariableScope,
    const FName& InVariableName
)

Find the index of a local variable declared in this blueprint. Returns INDEX_NONE if not found.

Public function Static

FName

 

FindLocalVariableNameByGuid

(
    UBlueprint* InBlueprint,
    const FGuid& InVariableGuid
)

Finds a local variable name using the variable's Guid

Public function Static

FGuid

 

FindMemberVariableGuidByName

(
    UBlueprint* InBlueprint,
    const FName InVariableName
)

Finds a member variable Guid using the variable's name

Public function Static

FName

 

FindMemberVariableNameByGuid

(
    UBlueprint* InBlueprint,
    const FGuid& InVariableGuid
)

Finds a member variable name using the variable's Guid

Public function Static

void

 

FindNativizationDependencies

(
    UBlueprint* Blueprint,
    TArray< UClass* >& NativizeDe...
)

Retrieves all dependencies that need to be nativized for this to work as a nativized Blueprint

Public function Static

int32

 

FindNewVariableIndex

(
    const UBlueprint* Blueprint,
    const FName& InName
)

Find the index of a variable first declared in this blueprint. Returns INDEX_NONE if not found.

Public function Static

int32

 

FindNewVariableIndexAndBlueprint

(
    UBlueprint* InBlueprint,
    FName InName,
    UBlueprint*& OutFoundBlueprint
)

Find the index of a variable first declared in this blueprint or its parents.

Public function Static

UK2Node_Time...

 

FindNodeForTimeline

(
    UBlueprint* Blueprint,
    UTimelineTemplate* Timeline
)

Find the node that owns the supplied timeline template

Public function Static

UK2Node_Func...

 

FindOrCreateFunctionResultNode

(
    UK2Node_EditablePinBase* InFun...
)

Creates a function result node or returns the current one if one exists

Public function Static

UK2Node_Even...

 

FindOverrideForFunction

(
    const UBlueprint* Blueprint,
    const UClass* SignatureClass,
    FName SignatureName
)

Look to see if an event already exists to override a particular function

Public function Static

bool

 

FindReferencesToActorFromLevelScript

(
    ULevelScriptBlueprint* LevelSc...,
    AActor* InActor,
    TArray< UK2Node* >& Reference...
)

Find how many nodes reference the supplied actor

Public function Static

UEdGraph ...

 

FindScopeGraph

(
    const UBlueprint* InBlueprint,
    const UStruct* InScope
)

Finds the scope's associated graph for local variables (or any passed UFunction)

Public function Static

USCS_Node &#...

 

FindSCS_Node

(
    const UBlueprint* Blueprint,
    const FName InName
)

Finds an SCSNode by variable name

Public function Static

int32

 

FindTimelineIndex

(
    const UBlueprint* Blueprint,
    const FName& InName
)

Find the index of a timeline first declared in this blueprint. Returns INDEX_NONE if not found.

Public function Static

UActorCompon...

 

FindUCSComponentTemplate

(
    const FComponentKey& ComponentKey,
    const FName& TemplateName
)

Attempts to match up the FComponentKey with a ComponentTemplate from the Blueprint's UCS.

Public function Static

FName

 

FindUniqueCustomEventName

(
    const UBlueprint* Blueprint
)

Finds a unique and valid name for a custom event

Public function Static

FName

 

FindUniqueKismetName

(
    const UBlueprint* InBlueprint,
    const FString& InBaseName,
    UStruct* InScope
)

Finds a unique name with a base of the passed in string, appending numbers as needed

Public function Static

FName

 

FindUniqueTimelineName

(
    const UBlueprint* Blueprint
)

Finds a name for a timeline that is not already in use

Public function Static

UEdGraph ...

 

FindUserConstructionScript

(
    const UBlueprint* Blueprint
)

Returns the user construction script, if any

Public function Static

void

 

FixLevelScriptActorBindings

(
    ALevelScriptActor* LevelScript...,
    const ULevelScriptBlueprint* S...
)

Called after a level script blueprint is changed and nodes should be refreshed for it's new level script actor

Public function Static

void

 

FixupVariableDescription

(
    UBlueprint* Blueprint,
    FBPVariableDescription& VarDesc
)

Check blueprint variable metadata keys/values for validity and make adjustments if needed

Public function Static

void

 

GatherDependencies

(
    const UBlueprint* Blueprint,
    TSet< TWeakObjectPtr< UBlueprint >>...,
    TSet< TWeakObjectPtr< UStruct >>& ...
)

Gather all bps that Blueprint depends on

Public function Static

FName

 

GenerateUniqueGraphName

(
    UBlueprint*const BlueprintOute...,
    FString const& ProposedName
)

Generates a unique graph name for the supplied blueprint (guaranteed to not cause a naming conflict at the time of the call).

Public function Static

void

 

GetActorReferenceMap

(
    UWorld* InWorld,
    TArray< UClass* >& InClassesT...,
    TMap< AActor*, TArray< AActor ...
)

Go through the world and build a map of all actors that are referenced by other actors.

Public function Static

void

 

GetAllGraphNames

(
    const UBlueprint* Blueprint,
    TSet< FName >& GraphNames
)

Gets the names of all graphs in the Blueprint

Public function Static

void

 

GetAllNodesOfClass

(
    const UBlueprint* Blueprint,
    TArray< T* >& OutNodes
)

Returns all nodes in all graphs of the specified class

Public function Static

void

 

GetAllNodesOfClassEx

(
    const UBlueprint* Blueprint,
    TArray< ArrayClassType* >& Ou...
)

Returns all nodes in all graphs of at least the minimum node type

Public function Static

UAnimGraphNo...

 

GetAnimGraphRoot

(
    UEdGraph* InGraph
)

Helper function to grab the root node from an anim graph.

Public function Static

FString

 

GetBlueprintTypeDescription

(
    const UBlueprint* Blueprint
)

Returns a descriptive name of the type of blueprint passed in.

Public function Static

FText

 

GetBlueprintVariableCategory

(
    UBlueprint* Blueprint,
    const FName& VarName,
    const UStruct* InLocalVarScope
)

Gets the custom category on the variable with the specified name.

Public function Static

bool

 

GetBlueprintVariableMetaData

(
    const UBlueprint* Blueprint,
    const FName& VarName,
    const UStruct* InLocalVarScope,
    const FName& MetaDataKey,
    FString& OutMetaDataValue
)

Get a metadata key/value on the specified variable, or timeline if it exists, returning false if it does not exist

Public function Static

uint64 *

 

GetBlueprintVariablePropertyFlags

(
    UBlueprint* Blueprint,
    const FName& VarName
)

Gets pointer to PropertyFlags of variable

Public function Static

FName

 

GetBlueprintVariableRepNotifyFunc

(
    UBlueprint* Blueprint,
    const FName& VarName
)

Get RepNotify function name of variable

Public function Static

int32

 

GetChildrenOfBlueprint

(
    UBlueprint* InBlueprint,
    TArray< FAssetData >& OutChildren,
    bool bInRecursive
)

Gets AssetData for all child classes of a given blueprint

Public function Static

FString

 

GetClassNameWithoutSuffix

(
    const UClass* Class
)

Returns a class name for the specified class that has no automatic suffixes, but is otherwise unmodified.

Public function Static

void

 

GetClassVariableList

(
    const UBlueprint* Blueprint,
    TSet< FName >& VisibleVariables,
    bool bIncludePrivateVars
)

Gets the visible class variable list.

Public function Static

void

 

GetCompilerRelevantNodeLinks

(
    UEdGraphPin* FromPin,
    FCompilerRelevantNodeLinkArray& Ou...
)

Gets the compiler-relevant (i.e. non-ignorable) node links from the given pin.

Public function Static

FBlueprintMa...

 

GetCosmeticInfoForMacro

(
    UEdGraph* MacroGraph
)

Returns the cosmetic information for the specified macro graph, caching it if necessary

Public function Static

void

 

GetDelegateNameList

(
    const UBlueprint* Blueprint,
    TSet< FName >& DelegatesNames
)

Gets a list of delegates names in the blueprint, based on the skeleton class

Public function Static

UEdGraph ...

 

GetDelegateSignatureGraphByName

(
    UBlueprint* Blueprint,
    FName DelegateName
)

Get a graph for delegate signature with given name, from given blueprint.

Public function Static

void

 

GetDependentBlueprints

(
    UBlueprint* Blueprint,
    TArray< UBlueprint* >& Depend...
)

Returns cached a list of loaded Blueprints that are dependent on the given Blueprint.

Public function Static

FText

 

GetDeprecatedMemberMenuItemName

(
    const FText& MemberName
)

Returns a formatted menu item label for a deprecated variable or function member with the given name.

Public function Static

FText

 

GetDeprecatedMemberUsageNodeWarning

(
    const FText& MemberName,
    const FText& DetailedMessage
)

Returns a formatted warning message regarding usage of a deprecated variable or function member with the given name.

Public function Static

void

 

GetEntryAndResultNodes

(
    const UEdGraph* InGraph,
    TWeakObjectPtr< class UK2Node_Edita...,
    TWeakObjectPtr< class UK2Node_Edita...
)

Finds the entry and result nodes for a function or macro graph

Public function Static

UK2Node_Edit...

 

GetEntryNode

(
    const UEdGraph* InGraph
)

Finds the entry node for a function or macro graph

Public function Static

FText

 

GetFriendlyClassDisplayName

(
    const UClass* Class
)

Returns a friendly class display name for the specified class (removing things like _C from the end, may localize the class name).

Public function Static

bool

 

GetFunctionGuidFromClassByFieldName

(
    const UClass* InClass,
    const FName FunctionName,
    FGuid& FunctionGuid
)

Public function Static

FName

 

GetFunctionNameFromClassByGuid

(
    const UClass* InClass,
    const FGuid FunctionGuid
)

Public function Static

void

 

GetFunctionNameList

(
    const UBlueprint* Blueprint,
    TSet< FName >& FunctionNames
)

Gets a list of function names currently in use in the blueprint, based on the skeleton class

Public function Static

FText

 

GetGraphDescription

(
    const UEdGraph* InGraph
)

Returns the description of the graph from the metadata

Public function Static

FKismetUserD...

 

GetGraphFunctionMetaData

(
    const UEdGraph* InGraph
)

Returns the function meta data block for the graph entry node.

Public function Static

void

 

GetHiddenPinsForFunction

(
    UEdGraph const* Graph,
    UFunction const* Function,
    TSet< FName >& HiddenPins,
    TSet< FName >* OutInternalPins
)

Gets a list of pins that should hidden for a given function in a given graph

Public function Static

const FSlate...

 

GetIconFromPin

(
    const FEdGraphPinType& PinType,
    bool bIsLarge
)

Determine the best icon to represent the given pin.

Public function Static

void

 

GetImplementingBlueprintsFunctionNameList

(
    const UBlueprint* Blueprint,
    TSet< FName >& FunctionNames
)

Gets a list of function names in blueprints that implement the interface defined by the given blueprint.

Public function Static

UFunction &#...

 

GetInterfaceFunction

(
    UBlueprint* Blueprint,
    const FName FuncName
)

Get the corresponding UFunction pointer to the name given on the blueprint.

Public function Static

void

 

GetInterfaceGraphs

(
    UBlueprint* Blueprint,
    const FName& InterfaceClassName,
    TArray< UEdGraph* >& ChildGra...
)

Gets the graphs currently in the blueprint associated with the specified interface

Public function Static

ULevel *

 

GetLevelFromBlueprint

(
    const UBlueprint* Blueprint
)

If a blueprint is directly tied to a level (level script and anonymous blueprints), this will return a pointer to that level

Protected function Static

void

 

GetLoadedChildBlueprints

(
    UBlueprint* InBlueprint,
    TArray< UBlueprint* >& OutBlu...
)

Helper function to get all loaded Blueprints that are children (or using as an interface) the passed Blueprint

Public function Static

void

 

GetLocalVariablesOfType

(
    const UEdGraph* Graph,
    const FEdGraphPinType& Type,
    TArray< FName >& OutVars
)

Gets local variables of specified type

Public function Static

UClass *

 

GetMostUpToDateClass

(
    UClass* FromClass
)

Helper function to get the most up to date class , returns FromClass for native types, SkeletonClass for UBlueprint generated classes

Public function Static

const UClass...

 

GetMostUpToDateClass

(
    const UClass* FromClass
)

Helper function to get the most up to date class , returns FromClass for native types, SkeletonClass for UBlueprint generated classes

Public function Static

const UFunct...

 

GetMostUpToDateFunction

(
    const UFunction* Function
)

Public function Static

UFunction &#...

 

GetMostUpToDateFunction

(
    UFunction* Function
)

Public function Static

FProperty &#...

 

GetMostUpToDateProperty

(
    FProperty* Property
)

Returns the skeleton version of the property, skeleton classes are often more up to date than the authoritative GeneratedClass

Public function Static

const FPrope...

 

GetMostUpToDateProperty

(
    const FProperty* Property
)

Returns the skeleton version of the property, skeleton classes are often more up to date than the authoritative GeneratedClass

Public function Static

UClass *

 

GetNativeParent

(
    const UBlueprint* BP
)

Returns the BPs most derived native parent type:

Public function Static

void

 

GetNewVariablesOfType

(
    const UBlueprint* Blueprint,
    const FEdGraphPinType& Type,
    TArray< FName >& OutVars
)

Gets variables of specified type

Public function Static

UEdGraphNode...

 

GetNodeByGUID

(
    const UBlueprint* InBlueprint,
    const FGuid& InNodeGuid
)

Searches all nodes in a Blueprint and checks for a matching Guid

Protected function Static

TArray< UK2N...

 

GetNodesForVariable

(
    const FName& InVarName,
    const UBlueprint* InBlueprint,
    const UStruct* InScope
)

Returns an array of variables Get/Set nodes of the current variable

Public function Static

UClass *...

 

GetOverrideFunctionClass

(
    UBlueprint* Blueprint,
    const FName FuncName,
    UFunction** OutFunction
)

Get the override class of a given function from its name

Public function Static

void

 

GetSCSVariableNameList

(
    const USimpleConstructionScript...,
    TSet< FName >& VariableNames
)

Gets a list of SCS node variable names for the given SCS.

Public function Static

void

 

GetSCSVariableNameList

(
    const UBlueprintGeneratedClass*...,
    TSet< FName >& VariableNames
)

Gets a list of SCS node variable names for the given BPGC.

Public function Static

void

 

GetSCSVariableNameList

(
    const UBlueprint* Blueprint,
    TSet< FName >& VariableNames
)

Gets a list of SCS node variable names for the given blueprint.

Public function Static

const FSlate...

 

GetSecondaryIconFromPin

(
    const FEdGraphPinType& PinType
)

Determine the best secondary icon icon to represent the given pin.

Public function Static

UClass *

 

GetSkeletonClass

(
    UClass* FromClass
)

Helper function to get the SkeletonClass, returns nullptr for UClasses that are not generated by a UBlueprint

Public function Static

UEdGraph ...

 

GetTopLevelGraph

(
    const UEdGraph* InGraph
)

Returns the graph's top level graph (climbing up the hierarchy until there are no more graphs)

Public function Static

UClass *

 

GetTypeForPin

(
    const UEdGraphPin& Pin
)

Returns the UClass type for an object pin, if any

Public function Static

FName

 

GetUbergraphFunctionName

(
    const UBlueprint* ForBlueprint
)

Returns the name of the Ubergraph Function that the provided blueprint uses

Public function Static

void

 

GetUsedAndUnusedVariables

(
    UBlueprint* Blueprint,
    TArray< FProperty* >& OutUsed...,
    TArray< FProperty* >& OutUnus...
)

Removes all unused member variables.

Public function Static

FBPVariableD...

 

GetVariableFromOnRepFunction

(
    UBlueprint* Blueprint,
    FName FuncName
)

Gets the variable linked to a RepNotify function, returns nullptr if not found

Public function Static

void

 

HandleDisableEditableWhenInherited

(
    UObject* ModifiedObject,
    TArray< UObject* >& Archetype...
)

Remove overridden component templates from instance component handlers when a parent class disables editable when inherited boolean.

Public function Static

bool

 

HasGetTypeHash

(
    const FEdGraphPinType& PinType
)

Returns true if this terminal type can be hashed (native types need GetTypeHash, script types are always hashable).

Public function Static

bool

 

ImplementNewInterface

(
    UBlueprint* Blueprint,
    const FName& InterfaceClassName
)

Add a new interface, and member function graphs to the blueprint

Public function Static

bool

 

ImplementsGetWorld

(
    const UBlueprint* BP
)

Returns true if this BP is currently based on a type that returns true for the UObject::ImplementsGetWorld() call:

Public function Static

bool

 

IsActorBased

(
    const UBlueprint* Blueprint
)

Whether or not this is an actor-based blueprint, and supports features like the uber-graph, components, etc

Public function Static

bool

 

IsAnonymousBlueprintClass

(
    const UClass* Class
)

Whether or not this class represents a class generated by an anonymous actor class stored in a level

Public function Static

bool

 

IsBlueprintConst

(
    const UBlueprint* Blueprint
)

Returns whether or not the blueprint is const during execution

Public function Static

bool

 

IsCompileOnLoadDisabled

(
    UBlueprint* Blueprint
)

Returns true if compilation for the given blueprint has been disabled

Public function Static

bool

 

IsDataOnlyBlueprint

(
    const UBlueprint* Blueprint
)

Public function Static

bool

 

IsDelegateSignatureGraph

(
    const UEdGraph* Graph
)

Checks if given graph contains a delegate signature

Public function Static

bool

 

IsEditorUtilityBlueprint

(
    const UBlueprint* Blueprint
)

Returns whether or not the blueprint is an editor utility blueprint or widget

Public function Static

bool

 

IsEventGraph

(
    const UEdGraph* InGraph
)

Checks if given graph is an event graph

Public function Static

bool

 

IsFunctionConvertableToEvent

(
    UBlueprint*const BlueprintObj,
    UFunction*const Function
)

Check if the blueprint and function are valid options for conversion to an event (BP is not a function library)

Public function Static

bool

 

IsGraphIntermediate

(
    const UEdGraph* Graph
)

Returns if a graph is an intermediate build product

Public function Static

bool

 

IsGraphNameUnique

(
    UBlueprint* Blueprint,
    const FName& InName
)

See whether or not the specified graph name / entry point name is unique

Public function Static

bool

 

IsGraphReadOnly

(
    UEdGraph* InGraph
)

Determines if the graph is ReadOnly, this differs from editable in that it is never expected to be edited and is in a read-only state

Public function Static

bool

 

IsInterfaceBlueprint

(
    const UBlueprint* Blueprint
)

Whether or not this blueprint is an interface, used only for defining functions to implement

Public function Static

bool

 

IsInterfaceFunction

(
    UBlueprint* Blueprint,
    UFunction* Function
)

Checks if the given function is a part of an interface on this blueprint

Public function Static

bool

 

IsInterfaceGraph

(
    const UEdGraph* Graph
)

Whether or not this graph is an interface graph (i.e. is from an interface blueprint)

Public function Static

bool

 

IsLevelScriptBlueprint

(
    const UBlueprint* Blueprint
)

Whether or not this blueprint is an interface, used only for defining functions to implement

Public function Static

bool

 

IsMathExpressionGraph

(
    const UEdGraph* InGraph
)

Checks if given graph is owned by a Math Expression node

Public function Static

bool

 

IsNativeSignature

(
    const UFunction* Fn
)

Returns true if this blueprints signature (inc. visibility) was determined by UHT, rather than the blueprint compiler

Protected function Static

bool

 

IsObjectADebugCandidate

(
    AActor* InActorObject,
    UBlueprint* InBlueprint,
    bool bInDisallowDerivedBlueprints
)

Checks that the actor type matches the blueprint type (or optionally is BASED on the same type.

Public function Static

bool

 

IsPaletteActionReadOnly

(
    TSharedPtr< FEdGraphSchemaAction > ...,
    TSharedPtr< class FBlueprintEditor ...
)

A utility function intended to aid the construction of a specific blueprint palette item.

Public function Static

bool

 

IsParentClassABlueprint

(
    const UBlueprint* Blueprint
)

Returns whether the parent class of the specified blueprint is also a blueprint

Public function Static

bool

 

IsParentClassAnEditableBlueprint

(
    const UBlueprint* Blueprint
)

Returns whether the parent class of the specified blueprint is an editable blueprint

Public function Static

bool

 

IsPinTypeValid

(
    const FEdGraphPinType& Type
)

Checks if pin type stores proper type for a variable or parameter.

Public function Static

EPropertyRea...

 

IsPropertyReadableInBlueprint

(
    const UBlueprint* Blueprint,
    const FProperty* Property
)

Returns an enumeration indicating if the property can be read by the given Blueprint

Public function Static

EPropertyWri...

 

IsPropertyWritableInBlueprint

(
    const UBlueprint* Blueprint,
    const FProperty* Property
)

Returns an enumeration indicating if the property can be written to by the given Blueprint

Public function Static

bool

 

IsSCSComponentProperty

(
    FObjectProperty* MemberPropert...
)

Determines if this property is associated with a component that would be displayed in the SCS editor

Public function Static

bool

 

IsTunnelInstanceNode

(
    const UEdGraphNode* InGraphNod...
)

Checks if given node is a tunnel instance node

Public function Static

bool

 

IsVariableComponent

(
    const FBPVariableDescription& Vari...
)

Returns whether or not the specified member var is a component

Public function Static

bool

 

IsVariableCreatedByBlueprint

(
    UBlueprint* InBlueprint,
    FProperty* InVariableProperty
)

Returns TRUE if the variable was created by the Blueprint

Public function Static

bool

 

IsVariableUsed

(
    const UBlueprint* Blueprint,
    const FName& Name,
    UEdGraph* LocalGraphScope
)

Indicates if the variable is used on any graphs in this Blueprint

Public function Static

bool

 

KismetDiagnosticExec

(
    const TCHAR* Stream,
    FOutputDevice& Ar
)

Diagnostic exec commands.

Public function Static

void

 

LinkExternalDependencies

(
    UBlueprint* Blueprint
)

Links external dependencies

Public function Static

void

 

ListPackageContents

(
    UPackage* Package,
    FOutputDevice& Ar
)

Diagnostic use only: Lists all of the objects have a direct outer of Package.

Public function Static

void

 

MarkBlueprintAsModified

(
    UBlueprint* Blueprint,
    FPropertyChangedEvent PropertyChang...
)

Blueprint has changed in some manner that invalidates the compiled data (link made/broken, default value changed, etc...)

Public function Static

void

 

MarkBlueprintAsStructurallyModified

(
    UBlueprint* Blueprint
)

Blueprint has structurally changed (added/removed functions, graphs, etc...).

Public function Static

void

 

MarkBlueprintChildrenAsModified

(
    UBlueprint* InBlueprint
)

Marks all children of a blueprint as modified

Public function Static

void

 

ModifyActorReferencedGraphNodes

(
    ULevelScriptBlueprint* LevelSc...,
    const AActor* InActor
)

Function to call modify() on all graph nodes which reference this actor

Public function Static

void

 

ModifyFunctionMetaData

(
    const UEdGraph* InGraph
)

Modifies the graph entry node that contains the function metadata block, used in metadata transactions.

Public function Static

bool

 

MoveGraphBeforeOtherGraph

(
    UEdGraph* Graph,
    int32 NewIndex,
    bool bDontRecompile
)

Reorders the specified graph (function or macro) to be at the new index in the parent (moving whatever was there to be after it), assuming it is reorderable and that is a valid index

Public function Static

bool

 

MoveVariableBeforeVariable

(
    UBlueprint* Blueprint,
    UStruct* VariableScope,
    FName VarNameToMove,
    FName TargetVarName,
    bool bDontRecompile
)

Change the order of variables in the Blueprint

Public function Static

void

 

OpenReparentBlueprintMenu

(
    const TArray< UBlueprint* >& ...,
    const TSharedRef< SWidget >& Paren...,
    const FOnClassPicked& OnPicked
)

Try to open reparent menu for specified blueprint

Public function Static

void

 

OpenReparentBlueprintMenu

(
    UBlueprint* Blueprint,
    const TSharedRef< SWidget >& Paren...,
    const FOnClassPicked& OnPicked
)

Try to open reparent menu for specified blueprint

Public function Static

void

 

PatchCDOSubobjectsIntoExport

(
    UObject* PreviousCDO,
    UObject* NewCDO
)

Replace subobjects of CDO in linker

Public function Static

void

 

PatchNewCDOIntoLinker

(
    UObject* CDO,
    FLinkerLoad* Linker,
    int32 ExportIndex,
    FUObjectSerializeContext* InLo...
)

Helper function to patch the new CDO into the linker where the old one existed

Public function Static

void

 

PostDuplicateBlueprint

(
    UBlueprint* Blueprint,
    bool bDuplicateForPIE
)

Called on a Blueprint after it has been duplicated

Public function Static

void

 

PostEditChangeBlueprintActors

(
    UBlueprint* Blueprint,
    bool bComponentEditChange
)

Call PostEditChange() on all Actors based on the given Blueprint

Protected function Static

void

 

PostSetupObjectPinType

(
    UBlueprint* InBlueprint,
    FBPVariableDescription& InOutVarDe...
)

Validates flags and settings on object pins, keeping them from being given default values and from being in invalid states

Public function Static

void

 

PreloadBlueprintSpecificData

(
    UBlueprint* Blueprint
)

Helper function to punch through and honor UAnimGraphNode_Base::PreloadRequiredAssets, which formerly relied on loading assets during compile

Public function Static

void

 

PreloadConstructionScript

(
    USimpleConstructionScript* Sim...
)

Preloads the given construction script, and all templates therein

Public function Static

void

 

PreloadConstructionScript

(
    UBlueprint* Blueprint
)

Preloads the construction script, and all templates therein, for the given Blueprint object

Public function Static

void

 

PreloadMembers

(
    UObject* InObject
)

Preloads the object and all the members it owns (nodes, pins, etc)

Public function Static

void

 

PromoteGraphFromInterfaceOverride

(
    UBlueprint* InBlueprint,
    UEdGraph* InInterfaceGraph
)

Promotes a Graph from being an Interface Override to a full member function

Public function Static

bool

 

PropagateNativizationSetting

(
    UBlueprint* Blueprint
)

Takes the Blueprint's NativizedFlag property and applies it to the authoritative config (does the same for flagged dependencies)

Public function Static

void

 

PropagateParentBlueprintDefaults

(
    UClass* ClassToPropagate
)

Copies the default properties of all parent blueprint classes in the chain to the specified blueprint's skeleton CDO

Public function Static

bool

 

PropertyHasGetTypeHash

(
    const FProperty* PropertyType
)

Returns true if this type of FProperty can be hashed.

Public function Static

bool

 

PropertyStillExists

(
    FProperty* Property
)

Looks at the most up to data class and returns whether the given property exists in it as well

Public function Static

bool

 

PropertyValueFromString

(
    const FProperty* Property,
    const FString& StrValue,
    uint8* Container,
    UObject* OwningObject
)

Copies the value from the passed in string into a property.

Public function Static

bool

 

PropertyValueFromString_Direct

(
    const FProperty* Property,
    const FString& StrValue,
    uint8* DirectValue,
    UObject* OwningObject
)

Copies the value from the passed in string into a property.

Public function Static

bool

 

PropertyValueToString

(
    const FProperty* Property,
    const uint8* Container,
    FString& OutForm,
    UObject* OwningObject
)

Copies the value from a property into the string OutForm.

Public function Static

bool

 

PropertyValueToString_Direct

(
    const FProperty* Property,
    const uint8* DirectValue,
    FString& OutForm,
    UObject* OwningObject
)

Copies the value from a property into the string OutForm.

Public function Static

void

 

PurgeNullGraphs

(
    UBlueprint* Blueprint
)

Makes sure that all NULL graph references are removed from SubGraphs and top-level graph arrays

Public function Static

void

 

ReconstructAllNodes

(
    UBlueprint* Blueprint
)

Reconstructs all nodes in the blueprint, node reconstruction order determined by FCompareNodePriority.

Public function Static

void

 

RecreateClassMetaData

(
    UBlueprint* Blueprint,
    UClass* Class,
    bool bRemoveExistingMetaData
)

Recreates class meta data

Public function Static

void

 

RefreshAllNodes

(
    UBlueprint* Blueprint
)

Schedules and refreshes all nodes in the blueprint, making sure that nodes that affect function signatures get regenerated first

Public function Static

void

 

RefreshExternalBlueprintDependencyNodes

(
    UBlueprint* Blueprint,
    UStruct* RefreshOnlyChild
)

Optimized refresh of nodes that depend on external blueprints.

Public function Static

void

 

RefreshGraphNodes

(
    const UEdGraph* Graph
)

Refresh the nodes of an individual graph.

Public function Static

void

 

RefreshVariables

(
    UBlueprint* Blueprint
)

Synchronizes Blueprint's GeneratedClass's properties with the NewVariable declarations in the blueprint

Public function Static

UClass *

 

RegenerateBlueprintClass

(
    UBlueprint* Blueprint,
    UClass* ClassToRegenerate,
    UObject* PreviousCDO
)

Regenerates the class at class load time, and refreshes the blueprint

Public function Static

void

 

RemoveAllLocalBookmarks

(
    const UBlueprint* ForBlueprint
)

Removes all local bookmarks that reference the given Blueprint asset.

Public function Static

void

 

RemoveBlueprintVariableMetaData

(
    UBlueprint* Blueprint,
    const FName& VarName,
    const UStruct* InLocalVarScope,
    const FName& MetaDataKey
)

Clear metadata key on specified variable, or timeline

Public function Static

void

 

RemoveGeneratedClasses

(
    UBlueprint* Blueprint
)

Consigns the blueprint's generated classes to oblivion

Public function Static

void

 

RemoveGraph

(
    UBlueprint* Blueprint,
    UEdGraph* GraphToRemove,
    EGraphRemoveFlags::Type Flags
)

Removes the supplied graph from the Blueprint.

Public function Static

void

 

RemoveGraphs

(
    UBlueprint* Blueprint,
    const TArray< class UEdGraph* ...
)

Remove the supplied set of graphs from the Blueprint.

Public function Static

void

 

RemoveInterface

(
    UBlueprint* Blueprint,
    const FName& InterfaceClassName,
    bool bPreserveFunctions
)

Remove an implemented interface, and its associated member function graphs.

Public function Static

bool

 

RemoveInterfaceFunction

(
    UBlueprint* Blueprint,
    FBPInterfaceDescription& Interface,
    UFunction* Function,
    bool bPreserveFunction
)

Attempt to remove a function from an interfaces list of function graphs.

Public function Static

void

 

RemoveLocalVariable

(
    UBlueprint* InBlueprint,
    const UStruct* InScope,
    const FName InVarName
)

Removes a member variable if it was declared in this blueprint and not in a base class.

Public function Static

void

 

RemoveMemberVariable

(
    UBlueprint* Blueprint,
    const FName VarName
)

Removes a member variable if it was declared in this blueprint and not in a base class.

Public function Static

void

 

RemoveNode

(
    UBlueprint* Blueprint,
    UEdGraphNode* Node,
    bool bDontRecompile
)

Removes the supplied node from the Blueprint.

Cleans up a Node in the blueprint

Public function Static

void

 

RemoveStaleFunctions

(
    UBlueprintGeneratedClass* Clas...,
    UBlueprint* Blueprint
)

Procedure used to remove old function implementations and child properties from data only blueprints.

Public function Static

void

 

RemoveTimeline

(
    UBlueprint* Blueprint,
    UTimelineTemplate* Timeline,
    bool bDontRecompile
)

Remove the timeline from the blueprint @note Just removes the timeline from the associated timelist in the Blueprint.

Public function Static

void

 

RemoveVariableNodes

(
    UBlueprint* Blueprint,
    const FName VarName,
    bool const bForSelfOnly,
    UEdGraph* LocalGraphScope
)

Removes the variable nodes associated with the specified var name

Public function Static

void

 

RenameComponentMemberVariable

(
    UBlueprint* Blueprint,
    USCS_Node* Node,
    const FName NewName
)

Rename a member variable created by a SCS entry

Public function Static

void

 

RenameGraph

(
    UEdGraph* Graph,
    const FString& NewName
)

Tries to rename the supplied graph.

Public function Static

void

 

RenameGraphWithSuggestion

(
    UEdGraph* Graph,
    TSharedPtr< class INameValidatorInt...,
    const FString& DesiredName
)

Renames the graph of the supplied node with a valid name based off of the suggestion.

Public function Static

void

 

RenameLocalVariable

(
    UBlueprint* InBlueprint,
    const UStruct* InScope,
    const FName InOldName,
    const FName InNewName
)

Rename a local variable

Public function Static

void

 

RenameMemberVariable

(
    UBlueprint* Blueprint,
    const FName OldName,
    const FName NewName
)

Rename a member variable

Public function Static

bool

 

RenameTimeline

(
    UBlueprint* Blueprint,
    const FName OldVarName,
    const FName NewVarName
)

Rename a Timeline.

Protected function Static

void

 

RenameVariableReferences

(
    UBlueprint* Blueprint,
    UClass* VariableClass,
    const FName& OldVarName,
    const FName& NewVarName
)

Looks through the specified blueprint for any references to the specified variable, and renames them accordingly.

Public function Static

void

 

ReplaceAllActorRefrences

(
    ULevelScriptBlueprint* InLevel...,
    AActor* InOldActor,
    AActor* InNewActor
)

Replace all references of the old actor with the new actor

Public function Static

void

 

ReplaceDeprecatedNodes

(
    UBlueprint* Blueprint
)

Replaces any deprecated nodes with new ones

Public function Static

void

 

ReplaceVariableReferences

(
    UBlueprint* Blueprint,
    const FProperty* OldVariable,
    const FProperty* NewVariable
)

Replaces all variable references in the specified blueprint

Public function Static

void

 

ReplaceVariableReferences

(
    UBlueprint* Blueprint,
    const FName OldName,
    const FName NewName
)

Replaces all variable references in the specified blueprint

Public function Static

void

 

SetAnimationGraphLayerGroup

(
    UEdGraph* InGraph,
    const FText& InGroupName
)

Sets the layer group on the anim graph @note Will not change the category for functions defined via native classes.

Public function Static

void

 

SetBlueprintFunctionOrMacroCategory

(
    UEdGraph* Graph,
    const FText& NewCategory,
    bool bDontRecompile
)

Sets the custom category on the function or macro @note Will not change the category for functions defined via native classes.

Public function Static

void

 

SetBlueprintOnlyEditableFlag

(
    UBlueprint* Blueprint,
    const FName& VarName,
    const bool bNewBlueprintOnly
)

Sets the Blueprint edit-only flag on the variable with the specified name

Public function Static

void

 

SetBlueprintPropertyReadOnlyFlag

(
    UBlueprint* Blueprint,
    const FName& VarName,
    const bool bVariableReadOnly
)

Sets the Blueprint read-only flag on the variable with the specified name

Public function Static

void

 

SetBlueprintVariableCategory

(
    UBlueprint* Blueprint,
    const FName& VarName,
    const UStruct* InLocalVarScope,
    const FText& NewCategory,
    bool bDontRecompile
)

Sets the custom category on the variable with the specified name.

Public function Static

void

 

SetBlueprintVariableMetaData

(
    UBlueprint* Blueprint,
    const FName& VarName,
    const UStruct* InLocalVarScope,
    const FName& MetaDataKey,
    const FString& MetaDataValue
)

Sets a metadata key/value on the specified variable

Public function Static

void

 

SetBlueprintVariableRepNotifyFunc

(
    UBlueprint* Blueprint,
    const FName& VarName,
    const FName& RepNotifyFunc
)

Set RepNotify function of variable

Public function Static

void

 

SetInterpFlag

(
    UBlueprint* Blueprint,
    const FName& VarName,
    const bool bInterp
)

Sets the Interp flag on the variable with the specified name to make available to matinee

Public function Static

void

 

SetVariableAdvancedDisplayFlag

(
    UBlueprint* InBlueprint,
    const FName& InVarName,
    const bool bInIsAdvancedDisplay
)

Sets the Advanced Display flag on the variable with the specified name

Public function Static

void

 

SetVariableDeprecatedFlag

(
    UBlueprint* InBlueprint,
    const FName& InVarName,
    const bool bInIsDeprecated
)

Sets the Deprecated flag on the variable with the specified name

Public function Static

void

 

SetVariableSaveGameFlag

(
    UBlueprint* InBlueprint,
    const FName& InVarName,
    const bool bInIsSaveGame
)

Sets the Save Game flag on the variable with the specified name

Public function Static

void

 

SetVariableTransientFlag

(
    UBlueprint* InBlueprint,
    const FName& InVarName,
    const bool bInIsTransient
)

Sets the Transient flag on the variable with the specified name

Public function Static

bool

 

ShouldNativizeImplicitly

(
    const UBlueprint* Blueprint
)

Returns whether or not the given Blueprint should be nativized implicitly, regardless of whether or not the user has explicitly enabled it

Public function Static

bool

 

ShouldRegenerateBlueprint

(
    UBlueprint* Blueprint
)

Whether or not the blueprint should regenerate its class on load or not.

Public function Static

bool

 

StructHasGetTypeHash

(
    const UScriptStruct* StructTyp...
)

Returns true if the StructType is native and has a GetTypeHash or is non-native and all of its member types are handled by UScriptStruct::GetStructTypeHash

Public function Static

bool

 

SupportsConstructionScript

(
    const UBlueprint* Blueprint
)

Do we support construction scripts

Public function Static

void

 

UpdateComponentTemplates

(
    UBlueprint* Blueprint
)

Handle stale components and ensure correct flags are set

Public function Static

void

 

UpdateDelegatesInBlueprint

(
    UBlueprint* Blueprint
)

Updates sources of delegates.

Public function Static

void

 

UpdateOutOfDateAnimBlueprints

(
    UBlueprint* Blueprint
)

Handle old AnimBlueprints (state machines in the wrong position, transition graphs with the wrong schema, etc...)

Public function Static

void

 

UpdateOutOfDateCompositeNodes

(
    UBlueprint* Blueprint
)

Handle fixing up composite nodes within the blueprint

Public function Static

void

 

UpdateOutOfDateCompositeWithOuter

(
    UBlueprint* Blueprint,
    UEdGraph* Outer
)

Handle fixing up composite nodes within the specified Graph of Blueprint, and correctly setting the Outer

Public function Static

void

 

UpdateRootComponentReference

(
    UBlueprint* Blueprint
)

Ensures that the CDO root component reference is valid for Actor-based Blueprints

Public function Static

void

 

UpdateStalePinWatches

(
    UBlueprint* Blueprint
)

Handle stale pin watches

Public function Static

void

 

UpdateTransactionalFlags

(
    UBlueprint* Blueprint
)

Handle stale transactional flags on blueprints

Protected function Static

bool

 

ValidateAllComponentMemberVariables

(
    UBlueprint* InBlueprint,
    UBlueprint* InParentBlueprint,
    const FName& InVariableName
)

Validate child blueprint component member variables against the given variable name

Protected function Static

bool

 

ValidateAllFunctionGraphs

(
    UBlueprint* InBlueprint,
    UBlueprint* InParentBlueprint,
    const FName& InVariableName
)

Validates all function graphs of the passed blueprint against the given variable name

Protected function Static

bool

 

ValidateAllMemberVariables

(
    UBlueprint* InBlueprint,
    UBlueprint* InParentBlueprint,
    const FName InVariableName
)

Validate child blueprint member variables against the given variable name

Protected function Static

bool

 

ValidateAllTimelines

(
    UBlueprint* InBlueprint,
    UBlueprint* InParentBlueprint,
    const FName& InVariableName
)

Validates all timelines of the passed blueprint against the given variable name

Public function Static

void

 

ValidateBlueprintChildVariables

(
    UBlueprint* InBlueprint,
    const FName InVariableName,
    TFunction< void*InC...
)

Validate child blueprint component member variables, member variables, and timelines, and function graphs against the given variable name

Public function Static

void

 

ValidateEditorOnlyNodes

(
    const UK2Node* Node,
    FCompilerResultsLog& MessageLog
)

If the given node is from an editor only module but is placed in a runtime blueprint then place a warning in the message log that it will not be included in a cooked build.

Public function Static

void

 

ValidatePinConnections

(
    const UEdGraphNode* Node,
    FCompilerResultsLog& MessageLog
)

Ensures the validity of each pin connection on the given node. Outputs compiler error if invalid

Protected function Static

bool

 

VerifyUserWantsVariableTypeChanged

(
    const FName& InVarName
)

Helper function to warn user of the results of changing var type by displaying a suppressible dialog

Enums

Name

Description

Public enum

EPropertyReadableState

Enumeration of whether a property is readable or if not, why.

Public enum

EPropertyWritableState

Enumeration of whether a property is writable or if not, why.

Typedefs

Name

Description

FOnReconstructAllNodes

Event fired after ReconstructAllNodes is called

FOnRefreshAllNodes

Event fired after RefreshAllNodes is called

FOnRenameVariableReferences

Event fired after RenameVariableReferences is called

Constants

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