Choose your operating system:
Windows
macOS
Linux
Module |
|
Header |
/Engine/Source/Editor/UnrealEd/Public/Kismet2/BlueprintEditorUtils.h |
Include |
#include "Kismet2/BlueprintEditorUtils.h" |
class FBlueprintEditorUtils
Name | Description | ||
---|---|---|---|
|
AddDomainSpecificGraph ( |
Adds a domain-specific graph to this blueprint |
|
|
AddFunctionGraph ( |
Adds a function graph to this blueprint. |
|
|
AddInterfaceGraph ( |
Adds an interface graph to this blueprint |
|
|
AddLocalVariable ( |
Adds a local variable to the function graph. |
|
|
AddMacroGraph ( |
Adds a macro graph to this blueprint. |
|
|
AddMemberVariable ( |
Adds a member variable to the blueprint. It cannot mask a variable in any superclass. |
|
|
AddNamespaceToImportList ( |
Add a new namespace to the blueprint's import list. Will return false if already imported. |
|
|
UTimelineTem... |
AddNewTimeline ( |
Add a new timeline with the supplied name to the blueprint |
|
AddUbergraphPage ( |
Adds an ubergraph page to this blueprint |
|
|
AnalyticsTrackNewNode ( |
Records node create events for analytics |
|
|
BuildComponentInstancingData ( |
Generate component instancing data (for cooked builds). |
|
|
BulkRemoveMemberVariables ( |
Removes member variables if they were declared in this blueprint and not in a base class. |
|
|
CanClassGenerateEvents ( |
Checks for events in the argument class |
|
|
ChangeLocalVariableType ( |
Changes the type of a local variable |
|
|
ChangeMemberVariableType ( |
Changes the type of a member variable |
|
|
CheckIfGraphHasLatentFunctions ( |
Checks if a graph (or any sub-graphs or referenced graphs) have latent function nodes |
|
|
CheckIfNodeConnectsToSelection ( |
Checks if the passed node connects to the selection set |
|
|
CheckIfSelectionIsCycling ( |
Checks if the passed in selection set causes cycling on compile |
|
|
CleanNullGraphReferencesInArray ( |
Removes all NULL graph references in the specified array. |
|
|
CleanNullGraphReferencesRecursive ( |
Removes all NULL graph references from the SubGraphs array and recurses thru the non-NULL ones. |
|
|
ClearMacroCosmeticInfoCache ( |
Updates the cosmetic information cache for macros |
|
|
ConformAllowDeletionFlag ( |
Makes sure that all function graphs are flagged as bAllowDeletion=true, except for construction script and animgraph: |
|
|
ConformCallsToParentFunctions ( |
Makes sure that calls to parent functions are valid, and removes them if not |
|
|
ConformImplementedEvents ( |
Makes sure that all events we handle exist, and replace with custom events if not |
|
|
ConformImplementedInterfaces ( |
Makes sure that all graphs for all interfaces we implement exist, and add if not |
|
|
TSharedRef< ... |
ConstructBlueprintInterfaceClassPicker ( |
Constructs a class picker widget for adding interfaces for the specified blueprint(s) |
|
TSharedRef< ... |
ConstructBlueprintParentClassPicker ( |
Constructs a class picker widget for reparenting the specified blueprint(s) |
|
CreateFunctionGraph ( |
Creates a function graph, but does not add it to the blueprint. |
|
|
CreateMatchingFunction ( |
Creates a new function graph with a signature that matches InNode |
|
|
UEdGraph ... |
CreateNewGraph ( |
Creates a new empty graph. |
|
DoesBlueprintContainField ( |
See if a field (property, function etc) is part of the blueprint chain, or |
|
|
DoesBlueprintDeriveFrom ( |
See if a class is the one generated by this blueprint |
|
|
DoesSupportComponents ( |
Returns whether or not the blueprint supports components |
|
|
DoesSupportDefaults ( |
Returns whether or not the blueprint supports default values (IE has a CDO) |
|
|
DoesSupportEventGraphs ( |
Returns whether or not the blueprint supports event graphs |
|
|
DoesSupportImplementingInterfaces ( |
Returns whether or not the blueprint supports implementing interfaces |
|
|
DoesSupportLocalVariables ( |
Returns whether or not the blueprint graph supports local variables |
|
|
DoesSupportOverridingFunctions ( |
Returns whether or not the blueprint supports overriding functions |
|
|
DoesSupportTimelines ( |
Returns whether or not the blueprint supports timelines |
|
|
DuplicateMemberVariable ( |
Duplicates a variable from one Blueprint to another blueprint |
|
|
DuplicateVariable ( |
Duplicates a variable given its name and Blueprint |
|
|
FBPVariableD... |
DuplicateVariableDescription ( |
Internal function that deep copies a variable description |
|
EnsureCachedDependenciesUpToDate ( |
Ensures, that CachedDependencies in BP are up to date |
|
|
FindActorsThatReferenceActor |
Find how many actors reference the supplied actor |
|
|
FindAndSetDebuggableBlueprintInstances() |
Searches the world for any blueprints that are open and do not have a debug instances set and sets one if possible. |
|
|
UBlueprint &... |
FindBlueprintForGraph ( |
Helper function to get the blueprint that ultimately owns a graph. |
|
UBlueprint &... |
FindBlueprintForGraphChecked ( |
Helper function to get the blueprint that ultimately owns a graph. Cannot fail. |
|
UBlueprint &... |
FindBlueprintForNode ( |
Helper function to get the blueprint that ultimately owns a node. |
|
UBlueprint &... |
FindBlueprintForNodeChecked ( |
Helper function to get the blueprint that ultimately owns a node. Cannot fail. |
|
UK2Node_Even... |
FindCustomEventNode ( |
Find the Custom Event if it already exists in the Blueprint |
|
FindDependentBlueprints ( |
Searches the reference graph to find blueprints that are dependent on this BP |
|
|
FindEnumsInNodes ( |
Search the blueprints looking for nodes that contain the given enumerations |
|
|
UEdGraph ... |
FindEventGraph ( |
Returns the event graph, if any |
|
UEdGraphPin ... |
FindFirstCompilerRelevantLinkedPin ( |
Finds the first compiler-relevant (i.e. non-ignorable) node from the given pin and returns the owned pin that's linked. |
|
UK2Node *... |
FindFirstCompilerRelevantNode ( |
Finds the first compiler-relevant (i.e. non-ignorable) node from the given pin. |
|
UClass * |
FindFirstNativeClass ( |
Return find first native class in the hierarchy |
|
UFunction &#... |
FindFunctionInImplementedInterfaces ( |
Return the first function from implemented interface with given name |
|
FindImplementedInterfaces ( |
Build a list of all interface classes either implemented by this blueprint or through inheritance |
|
|
FindIndexOfGraphInParent ( |
Finds the index of the specified graph (function or macro) in the parent (if it is not reorderable, then we will return INDEX_NONE) |
|
|
FindInterfaceFunctionGuid |
Find the interface Guid for a function if it exists. |
|
|
FindInterfaceGraphGuid |
Find the interface Guid for a graph if it exists. |
|
|
FBPVariableD... |
FindLocalVariable ( |
Returns a local variable |
|
FBPVariableD... |
FindLocalVariable ( |
Returns a local variable |
|
FBPVariableD... |
FindLocalVariable ( |
Returns a local variable with the function entry it was found in |
|
FindLocalVariableGuidByName ( |
Finds a local variable Guid using the variable's name |
|
|
FindLocalVariableGuidByName ( |
Finds a local variable Guid using the variable's name |
|
|
FindLocalVariableIndex ( |
Find the index of a local variable declared in this blueprint. Returns INDEX_NONE if not found. |
|
|
FindLocalVariableNameByGuid ( |
Finds a local variable name using the variable's Guid |
|
|
FindMemberVariableGuidByName ( |
Finds a member variable Guid using the variable's name |
|
|
FindMemberVariableNameByGuid ( |
Finds a member variable name using the variable's Guid |
|
|
FindNewVariableIndex ( |
Find the index of a variable first declared in this blueprint. Returns INDEX_NONE if not found. |
|
|
FindNewVariableIndexAndBlueprint ( |
Find the index of a variable first declared in this blueprint or its parents. |
|
|
UK2Node_Time... |
FindNodeForTimeline ( |
Find the node that owns the supplied timeline template |
|
UK2Node_Func... |
FindOrCreateFunctionResultNode ( |
Creates a function result node or returns the current one if one exists |
|
UK2Node_Even... |
FindOverrideForFunction ( |
Look to see if an event already exists to override a particular function |
|
FindReferencesToActorFromLevelScript ( |
Find how many nodes reference the supplied actor |
|
|
UEdGraph ... |
FindScopeGraph ( |
Finds the scope's associated graph for local variables (or any passed UFunction) |
|
FindScriptStructsInNodes ( |
Search the blueprints looking for nodes that contain the given script structs |
|
|
USCS_Node &#... |
FindSCS_Node ( |
Finds an SCSNode by variable name |
|
FindTimelineIndex ( |
Find the index of a timeline first declared in this blueprint. Returns INDEX_NONE if not found. |
|
|
UActorCompon... |
FindUCSComponentTemplate ( |
Attempts to match up the FComponentKey with a ComponentTemplate from the Blueprint's UCS. |
|
FindUniqueCustomEventName ( |
Finds a unique and valid name for a custom event |
|
|
FindUniqueKismetName ( |
Finds a unique name with a base of the passed in string, appending numbers as needed |
|
|
FindUniqueTimelineName ( |
Finds a name for a timeline that is not already in use |
|
|
UEdGraph ... |
FindUserConstructionScript ( |
Returns the user construction script, if any |
|
FixLevelScriptActorBindings ( |
Called after a level script blueprint is changed and nodes should be refreshed for it's new level script actor |
|
|
FixupVariableDescription ( |
Check blueprint variable metadata keys/values for validity and make adjustments if needed |
|
|
GatherDependencies ( |
Gather all bps that Blueprint depends on |
|
|
GenerateUniqueGraphName |
Generates a unique graph name for the supplied blueprint (guaranteed to not cause a naming conflict at the time of the call). |
|
|
GetActorReferenceMap |
Go through the world and build a map of all actors that are referenced by other actors. |
|
|
GetAllGraphNames ( |
Gets the names of all graphs in the Blueprint |
|
|
GetAllNodesOfClass ( |
Returns all nodes in all graphs of the specified class |
|
|
GetAllNodesOfClassEx ( |
Returns all nodes in all graphs of at least the minimum node type |
|
|
UAnimGraphNo... |
GetAnimGraphRoot ( |
Helper function to grab the root node from an anim graph. |
|
GetBlueprintTypeDescription ( |
Returns a descriptive name of the type of blueprint passed in. |
|
|
GetBlueprintVariableCategory ( |
Gets the custom category on the variable with the specified name. |
|
|
GetBlueprintVariableMetaData ( |
Get a metadata key/value on the specified variable, or timeline if it exists, returning false if it does not exist |
|
|
uint64 * |
GetBlueprintVariablePropertyFlags ( |
Gets pointer to PropertyFlags of variable |
|
GetBlueprintVariableRepNotifyFunc ( |
Get RepNotify function name of variable |
|
|
GetChildrenOfBlueprint ( |
Gets AssetData for all child classes of a given blueprint |
|
|
GetClassNameWithoutSuffix ( |
Returns a class name for the specified class that has no automatic suffixes, but is otherwise unmodified. |
|
|
GetClassVariableList ( |
Gets the visible class variable list. |
|
|
GetCompilerRelevantNodeLinks ( |
Gets the compiler-relevant (i.e. non-ignorable) node links from the given pin. |
|
|
FBlueprintMa... |
GetCosmeticInfoForMacro ( |
Returns the cosmetic information for the specified macro graph, caching it if necessary |
|
GetDelegateNameList ( |
Gets a list of delegates names in the blueprint, based on the skeleton class |
|
|
UEdGraph ... |
GetDelegateSignatureGraphByName ( |
Get a graph for delegate signature with given name, from given blueprint. |
|
GetDependentBlueprints ( |
Returns cached a list of loaded Blueprints that are dependent on the given Blueprint. |
|
|
GetDeprecatedMemberMenuItemName ( |
Returns a formatted menu item label for a deprecated variable or function member with the given name. |
|
|
GetDeprecatedMemberUsageNodeWarning |
Returns a formatted warning message regarding usage of a deprecated variable or function member with the given name. |
|
|
GetEntryAndResultNodes ( |
Finds the entry and result nodes for a function or macro graph |
|
|
UK2Node_Edit... |
GetEntryNode ( |
Finds the entry node for a function or macro graph |
|
GetFriendlyClassDisplayName ( |
Returns a friendly class display name for the specified class (removing things like _C from the end, may localize the class name). |
|
|
GetFunctionGuidFromClassByFieldName |
||
|
GetFunctionNameFromClassByGuid |
||
|
GetFunctionNameList ( |
Gets a list of function names currently in use in the blueprint, based on the skeleton class |
|
|
GetGraphDescription ( |
Returns the description of the graph from the metadata |
|
|
FKismetUserD... |
GetGraphFunctionMetaData ( |
Returns the function meta data block for the graph entry node. |
|
GetHiddenPinsForFunction |
Gets a list of pins that should hidden for a given function in a given graph |
|
|
const FSlate... |
GetIconFromPin ( |
Determine the best icon to represent the given pin. |
|
GetImplementingBlueprintsFunctionNameList ( |
Gets a list of function names in blueprints that implement the interface defined by the given blueprint. |
|
|
UFunction &#... |
GetInterfaceFunction ( |
Get the corresponding UFunction pointer to the name given on the blueprint. |
|
GetInterfaceGraphs ( |
Gets the graphs currently in the blueprint associated with the specified interface |
|
|
ULevel * |
GetLevelFromBlueprint ( |
If a blueprint is directly tied to a level (level script and anonymous blueprints), this will return a pointer to that level |
|
GetLoadedChildBlueprints ( |
Helper function to get all loaded Blueprints that are children (or using as an interface) the passed Blueprint |
|
|
GetLocalVariablesOfType ( |
Gets local variables of specified type |
|
|
UClass * |
GetMostUpToDateClass ( |
Helper function to get the most up to date class , returns FromClass for native types, SkeletonClass for UBlueprint generated classes |
|
const UClass... |
GetMostUpToDateClass ( |
Helper function to get the most up to date class , returns FromClass for native types, SkeletonClass for UBlueprint generated classes |
|
UFunction &#... |
GetMostUpToDateFunction ( |
|
|
const UFunct... |
GetMostUpToDateFunction ( |
|
|
FProperty &#... |
GetMostUpToDateProperty ( |
Returns the skeleton version of the property, skeleton classes are often more up to date than the authoritative GeneratedClass |
|
const FPrope... |
GetMostUpToDateProperty ( |
Returns the skeleton version of the property, skeleton classes are often more up to date than the authoritative GeneratedClass |
|
UClass * |
GetNativeParent ( |
Returns the BPs most derived native parent type: |
|
GetNewVariablesOfType ( |
Gets variables of specified type |
|
|
UEdGraphNode... |
GetNodeByGUID ( |
Searches all nodes in a Blueprint and checks for a matching Guid |
|
GetNodesForVariable ( |
Returns an array of variables Get/Set nodes of the current variable |
|
|
UClass *... |
GetOverrideFunctionClass ( |
Get the override class of a given function from its name |
|
GetSCSVariableNameList ( |
Gets a list of SCS node variable names for the given blueprint. |
|
|
GetSCSVariableNameList ( |
Gets a list of SCS node variable names for the given BPGC. |
|
|
GetSCSVariableNameList ( |
Gets a list of SCS node variable names for the given SCS. |
|
|
const FSlate... |
GetSecondaryIconFromPin ( |
Determine the best secondary icon icon to represent the given pin. |
|
UClass * |
GetSkeletonClass ( |
Helper function to get the SkeletonClass, returns nullptr for UClasses that are not generated by a UBlueprint |
|
const UClass... |
GetSkeletonClass ( |
Helper function to get the SkeletonClass, returns nullptr for UClasses that are not generated by a UBlueprint |
|
UEdGraph ... |
GetTopLevelGraph ( |
Returns the graph's top level graph (climbing up the hierarchy until there are no more graphs) |
|
UClass * |
GetTypeForPin ( |
Returns the UClass type for an object pin, if any |
|
GetUbergraphFunctionName ( |
Returns the name of the Ubergraph Function that the provided blueprint uses |
|
|
GetUsedAndUnusedVariables ( |
Removes all unused member variables. |
|
|
FBPVariableD... |
GetVariableFromOnRepFunction ( |
Gets the variable linked to a RepNotify function, returns nullptr if not found |
|
HandleDisableEditableWhenInherited |
Remove overridden component templates from instance component handlers when a parent class disables editable when inherited boolean. |
|
|
HasFunctionBlueprintThreadSafeMetaData ( |
Checks a function for 'blueprint thread safety'. |
|
|
HasGetTypeHash ( |
Returns true if this terminal type can be hashed (native types need GetTypeHash, script types are always hashable). |
|
|
ImplementNewInterface ( |
Add a new interface, and member function graphs to the blueprint |
|
|
ImplementsGetWorld ( |
Returns true if this BP is currently based on a type that returns true for the UObject::ImplementsGetWorld() call: |
|
|
IsActorBased ( |
Whether or not this is an actor-based blueprint, and supports features like the uber-graph, components, etc |
|
|
IsAnonymousBlueprintClass ( |
Whether or not this class represents a class generated by an anonymous actor class stored in a level |
|
|
IsBlueprintConst ( |
Returns whether or not the blueprint is const during execution |
|
|
IsCompileOnLoadDisabled ( |
Returns true if compilation for the given blueprint has been disabled |
|
|
IsComponentBased ( |
||
|
IsDataOnlyBlueprint ( |
||
|
IsDelegateSignatureGraph ( |
Checks if given graph contains a delegate signature |
|
|
IsEditorUtilityBlueprint ( |
Returns whether or not the blueprint is an editor utility blueprint or widget |
|
|
IsEventGraph ( |
Checks if given graph is an event graph |
|
|
IsFunctionConvertableToEvent ( |
Check if the blueprint and function are valid options for conversion to an event (BP is not a function library) |
|
|
IsGraphIntermediate ( |
Returns if a graph is an intermediate build product |
|
|
IsGraphNameUnique |
See whether or not the specified graph name / entry point name is unique |
|
|
IsGraphReadOnly ( |
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 |
|
|
IsInterfaceBlueprint ( |
Whether or not this blueprint is an interface, used only for defining functions to implement |
|
|
IsInterfaceFunction ( |
Checks if the given function is a part of an interface on this blueprint |
|
|
IsInterfaceGraph ( |
Whether or not this graph is an interface graph (i.e. is from an interface blueprint) |
|
|
IsLevelScriptBlueprint ( |
Whether or not this blueprint is an interface, used only for defining functions to implement |
|
|
IsMathExpressionGraph ( |
Checks if given graph is owned by a Math Expression node |
|
|
IsNativeSignature ( |
Returns true if this blueprints signature (inc. visibility) was determined by UHT, rather than the blueprint compiler |
|
|
IsObjectADebugCandidate ( |
Checks that the actor type matches the blueprint type (or optionally is BASED on the same type. |
|
|
IsPaletteActionReadOnly ( |
A utility function intended to aid the construction of a specific blueprint palette item. |
|
|
IsParentClassABlueprint ( |
Returns whether the parent class of the specified blueprint is also a blueprint |
|
|
IsParentClassAnEditableBlueprint ( |
Returns whether the parent class of the specified blueprint is an editable blueprint |
|
|
IsPinTypeValid ( |
Checks if pin type stores proper type for a variable or parameter. |
|
|
IsPropertyPrivate ( |
||
|
EPropertyRea... |
IsPropertyReadableInBlueprint ( |
Returns an enumeration indicating if the property can be read by the given Blueprint |
|
EPropertyWri... |
IsPropertyWritableInBlueprint ( |
Returns an enumeration indicating if the property can be written to by the given Blueprint |
|
IsSCSComponentProperty ( |
Determines if this property is associated with a component that would be displayed in the SCS editor |
|
|
IsTunnelInstanceNode ( |
Checks if given node is a tunnel instance node |
|
|
IsVariableComponent ( |
Returns whether or not the specified member var is a component |
|
|
IsVariableCreatedByBlueprint ( |
Returns TRUE if the variable was created by the Blueprint |
|
|
IsVariableUsed ( |
Indicates if the variable is used on any graphs in this Blueprint |
|
|
KismetDiagnosticExec ( |
Diagnostic exec commands. |
|
|
LinkExternalDependencies ( |
Links external dependencies |
|
|
ListPackageContents ( |
Diagnostic use only: Lists all of the objects have a direct outer of Package. |
|
|
MarkBlueprintAsModified ( |
Blueprint has changed in some manner that invalidates the compiled data (link made/broken, default value changed, etc...) |
|
|
MarkBlueprintAsStructurallyModified ( |
Blueprint has structurally changed (added/removed functions, graphs, etc...). |
|
|
MarkBlueprintChildrenAsModified ( |
Marks all children of a blueprint as modified |
|
|
ModifyActorReferencedGraphNodes ( |
Function to call modify() on all graph nodes which reference this actor |
|
|
ModifyFunctionMetaData ( |
Modifies the graph entry node that contains the function metadata block, used in metadata transactions. |
|
|
MoveGraphBeforeOtherGraph |
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 |
|
|
MoveVariableBeforeVariable ( |
Change the order of variables in the Blueprint |
|
|
OpenReparentBlueprintMenu ( |
Try to open reparent menu for specified blueprint |
|
|
OpenReparentBlueprintMenu ( |
Try to open reparent menu for specified blueprint |
|
|
PatchCDOSubobjectsIntoExport |
Replace subobjects of CDO in linker |
|
|
PatchNewCDOIntoLinker ( |
Helper function to patch the new CDO into the linker where the old one existed |
|
|
PostDuplicateBlueprint ( |
Called on a Blueprint after it has been duplicated |
|
|
PostEditChangeBlueprintActors ( |
Call PostEditChange() on all Actors based on the given Blueprint |
|
|
PostSetupObjectPinType ( |
Validates flags and settings on object pins, keeping them from being given default values and from being in invalid states |
|
|
PreloadBlueprintSpecificData ( |
Helper function to punch through and honor UAnimGraphNode_Base::PreloadRequiredAssets, which formerly relied on loading assets during compile |
|
|
PreloadConstructionScript ( |
Preloads the given construction script, and all templates therein |
|
|
PreloadConstructionScript ( |
Preloads the construction script, and all templates therein, for the given Blueprint object |
|
|
PreloadMembers ( |
Preloads the object and all the members it owns (nodes, pins, etc) |
|
|
PromoteGraphFromInterfaceOverride ( |
Promotes a Graph from being an Interface Override to a full member function |
|
|
PropagateParentBlueprintDefaults ( |
Copies the default properties of all parent blueprint classes in the chain to the specified blueprint's skeleton CDO |
|
|
PropertyHasGetTypeHash ( |
Returns true if this type of FProperty can be hashed. |
|
|
PropertyStillExists ( |
Looks at the most up to data class and returns whether the given property exists in it as well |
|
|
PropertyValueFromString |
Copies the value from the passed in string into a property. |
|
|
PropertyValueFromString_Direct |
Copies the value from the passed in string into a property. |
|
|
PropertyValueToString |
Copies the value from a property into the string OutForm. |
|
|
PropertyValueToString_Direct |
Copies the value from a property into the string OutForm. |
|
|
PurgeNullGraphs ( |
Makes sure that all NULL graph references are removed from SubGraphs and top-level graph arrays |
|
|
RecombineNestedSubPins ( |
Recombine any nested subpins on this node |
|
|
ReconstructAllNodes ( |
Reconstructs all nodes in the blueprint, node reconstruction order determined by FCompareNodePriority. |
|
|
RecreateClassMetaData ( |
Recreates class meta data |
|
|
RefreshAllNodes ( |
Schedules and refreshes all nodes in the blueprint, making sure that nodes that affect function signatures get regenerated first |
|
|
RefreshExternalBlueprintDependencyNodes ( |
Optimized refresh of nodes that depend on external blueprints. |
|
|
RefreshGraphNodes ( |
Refresh the nodes of an individual graph. |
|
|
RefreshVariables ( |
Synchronizes Blueprint's GeneratedClass's properties with the NewVariable declarations in the blueprint |
|
|
UClass * |
RegenerateBlueprintClass ( |
Regenerates the class at class load time, and refreshes the blueprint |
|
RemoveAllLocalBookmarks ( |
Removes all local bookmarks that reference the given Blueprint asset. |
|
|
RemoveBlueprintVariableMetaData ( |
Clear metadata key on specified variable, or timeline |
|
|
RemoveGeneratedClasses ( |
Consigns the blueprint's generated classes to oblivion |
|
|
RemoveGraph ( |
Removes the supplied graph from the Blueprint. |
|
|
RemoveGraphs ( |
Remove the supplied set of graphs from the Blueprint. |
|
|
RemoveInterface ( |
Remove an implemented interface, and its associated member function graphs. |
|
|
RemoveInterfaceFunction ( |
Attempt to remove a function from an interfaces list of function graphs. |
|
|
RemoveLocalVariable ( |
Removes a member variable if it was declared in this blueprint and not in a base class. |
|
|
RemoveMemberVariable ( |
Removes a member variable if it was declared in this blueprint and not in a base class. |
|
|
RemoveNode ( |
Removes the supplied node from the Blueprint. Cleans up a Node in the blueprint |
|
|
RemoveStaleFunctions ( |
Procedure used to remove old function implementations and child properties from data only blueprints. |
|
|
RemoveTimeline ( |
Remove the timeline from the blueprint @note Just removes the timeline from the associated timelist in the Blueprint. |
|
|
RemoveVariableNodes ( |
Removes the variable nodes associated with the specified var name |
|
|
RenameComponentMemberVariable ( |
Rename a member variable created by a SCS entry |
|
|
RenameGraph |
Tries to rename the supplied graph. |
|
|
RenameGraphWithSuggestion ( |
Renames the graph of the supplied node with a valid name based off of the suggestion. |
|
|
RenameLocalVariable ( |
Rename a local variable |
|
|
RenameMemberVariable ( |
Rename a member variable |
|
|
RenameTimeline ( |
Rename a Timeline. |
|
|
RenameVariableReferences ( |
Looks through the specified blueprint for any references to the specified variable, and renames them accordingly. |
|
|
ReplaceAllActorRefrences ( |
Replace all references of the old actor with the new actor |
|
|
ReplaceDeprecatedNodes ( |
Replaces any deprecated nodes with new ones |
|
|
ReplaceVariableReferences ( |
Replaces all variable references in the specified blueprint |
|
|
ReplaceVariableReferences ( |
Replaces all variable references in the specified blueprint |
|
|
SetAnimationGraphLayerGroup |
Sets the layer group on the anim graph @note Will not change the category for functions defined via native classes. |
|
|
SetBlueprintFunctionOrMacroCategory |
Sets the custom category on the function or macro @note Will not change the category for functions defined via native classes. |
|
|
SetBlueprintOnlyEditableFlag ( |
Sets the Blueprint edit-only flag on the variable with the specified name |
|
|
SetBlueprintPropertyReadOnlyFlag ( |
Sets the Blueprint read-only flag on the variable with the specified name |
|
|
SetBlueprintVariableCategory ( |
Sets the custom category on the variable with the specified name. |
|
|
SetBlueprintVariableMetaData ( |
Sets a metadata key/value on the specified variable |
|
|
SetBlueprintVariableRepNotifyFunc ( |
Set RepNotify function of variable |
|
|
SetInterpFlag ( |
Sets the Interp flag on the variable with the specified name to make available to matinee |
|
|
SetVariableAdvancedDisplayFlag ( |
Sets the Advanced Display flag on the variable with the specified name |
|
|
SetVariableDeprecatedFlag ( |
Sets the Deprecated flag on the variable with the specified name |
|
|
SetVariableSaveGameFlag ( |
Sets the Save Game flag on the variable with the specified name |
|
|
SetVariableTransientFlag ( |
Sets the Transient flag on the variable with the specified name |
|
|
ShouldRegenerateBlueprint ( |
Whether or not the blueprint should regenerate its class on load or not. |
|
|
StructHasGetTypeHash ( |
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 |
|
|
SupportsConstructionScript ( |
Do we support construction scripts |
|
|
UpdateComponentTemplates ( |
Handle stale components and ensure correct flags are set |
|
|
UpdateDelegatesInBlueprint ( |
Updates sources of delegates. |
|
|
UpdateEnumsInNodes ( |
Search the blueprints looking for nodes that contain the given enumerations and replace the references |
|
|
UpdateOutOfDateAnimBlueprints ( |
Handle old AnimBlueprints (state machines in the wrong position, transition graphs with the wrong schema, etc...) |
|
|
UpdateOutOfDateCompositeNodes ( |
Handle fixing up composite nodes within the blueprint |
|
|
UpdateOutOfDateCompositeWithOuter ( |
Handle fixing up composite nodes within the specified Graph of Blueprint, and correctly setting the Outer |
|
|
UpdateRootComponentReference ( |
Ensures that the CDO root component reference is valid for Actor-based Blueprints |
|
|
UpdateScriptStructsInNodes ( |
Search the blueprints looking for nodes that contain the given script structs and replace the references |
|
|
UpdateStalePinWatches ( |
Handle stale pin watches |
|
|
UpdateTransactionalFlags ( |
Handle stale transactional flags on blueprints |
|
|
ValidateAllComponentMemberVariables ( |
Validate child blueprint component member variables against the given variable name |
|
|
ValidateAllFunctionGraphs ( |
Validates all function graphs of the passed blueprint against the given variable name |
|
|
ValidateAllMemberVariables ( |
Validate child blueprint member variables against the given variable name |
|
|
ValidateAllTimelines ( |
Validates all timelines of the passed blueprint against the given variable name |
|
|
ValidateBlueprintChildVariables ( |
Validate child blueprint component member variables, member variables, and timelines, and function graphs against the given variable name |
|
|
ValidateEditorOnlyNodes ( |
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. |
|
|
ValidatePinConnections ( |
Ensures the validity of each pin connection on the given node. Outputs compiler error if invalid |
|
|
VerifyUserWantsRepNotifyVariableNameChanged |
Helper function to warn user of the results of changing a RepNotify variable name by displaying a suppressible dialog |
|
|
VerifyUserWantsVariableTypeChanged ( |
Helper function to warn user of the results of changing var type by displaying a suppressible dialog |
Name |
Description |
|
---|---|---|
|
EPropertyReadableState |
Enumeration of whether a property is readable or if not, why. |
|
EPropertyWritableState |
Enumeration of whether a property is writable or if not, why. |
Name |
Description |
---|---|
FOnNodeFoundOrUpdated |
Callback for when a node has been found |
FOnReconstructAllNodes |
Event fired after ReconstructAllNodes is called |
FOnRefreshAllNodes |
Event fired after RefreshAllNodes is called |
FOnRenameVariableReferences |
Event fired after RenameVariableReferences is called |
Name | Description | ||
---|---|---|---|
|
FindNativizationDependencies ( |
Blueprint Nativization has been removed as a supported feature. This API will eventually be removed. |
|
|
PropagateNativizationSetting ( |
Blueprint Nativization has been removed as a supported feature. This API will eventually be removed. |
|
|
ShouldNativizeImplicitly ( |
Blueprint Nativization has been removed as a supported feature. This API will eventually be removed. |