UEditorUtilityBlueprintAsyncActionBase

Choose your operating system:

Windows

macOS

Linux

Inheritance Hierarchy

References

Module

Blutility

Header

/Engine/Source/Editor/Blutility/Public/EditorUtilityLibrary.h

Include

#include "EditorUtilityLibrary.h"

Syntax

class UEditorUtilityBlueprintAsyncActionBase : public UBlueprintAsyncActionBase

Constructors

Name Description

Public function

UEditorUtilityBlueprintAsyncActionBase

(
    const FObjectInitializer& ObjectIn...
)

Overridden from UBlueprintAsyncActionBase

Name Description

Public function Virtual

void

 

RegisterWithGameInstance

(
    UObject* WorldContextObject
)

Call to globally register this object with a game instance, it will not be destroyed until SetReadyToDestroy is called This allows having an action stay alive until SetReadyToDestroy is manually called, allowing it to be used inside loops or if the calling BP goes away

Public function Virtual

void

 

SetReadyToDestroy()

Call when the action is completely done, this makes the action free to delete, and will unregister it with the game instance