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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Engine/Blueprint.h |
Include |
#include "Engine/Blueprint.h" |
class UBlueprint : public UBlueprintCore
Blueprints are special assets that provide an intuitive, node-based interface that can be used to create new types of Actors and script level events; giving designers and gameplay programmers the tools to quickly create and iterate gameplay from within Unreal Editor without ever needing to write a line of code.
Name | Description | ||
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uint8: 1 |
bBeingCompiled |
The blueprint is currently compiled |
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bCachedDependenciesUpToDate |
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uint8: 1 |
bDeprecate |
Deprecates the Blueprint, marking the generated class with the CLASS_Deprecated flag |
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uint8: 1 |
bDisplayCompilePIEWarning |
TRUE to show a warning when attempting to start in PIE and there is a compiler error on this Blueprint |
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uint8: 1 |
bDuplicatingReadOnly |
Flag indicating that a read only duplicate of this blueprint is being created, used to disable logic in ::PostDuplicate, |
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uint8: 1 |
bForceFullEditor |
Whether to force opening the full (non data-only) editor for this blueprint. |
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uint8: 1 |
bGenerateAbstractClass |
Whether or not this blueprint's class is a abstract class or not. |
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uint8: 1 |
bGenerateConstClass |
Whether or not this blueprint's class is a const class or not. |
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bHasAnyNonReducibleFunction |
Cached information if the BP contains any non-reducible functions (that can benefit from nativization). |
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uint8: 1 |
bHasBeenRegenerated |
When the class generated by this blueprint is loaded, it will be recompiled the first time. |
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uint8: 1 |
bIsNewlyCreated |
Whether or not this blueprint is newly created, and hasn't been opened in an editor yet |
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uint8: 1 |
bIsRegeneratingOnLoad |
State flag to indicate whether or not the Blueprint is currently being regenerated on load |
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BlueprintCategory |
The category of the Blueprint, used to organize this Blueprint class when displayed in palette windows |
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BlueprintDescription |
Shows up in the content browser tooltip when the blueprint is hovered |
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BlueprintDisplayName |
Overrides the BP's display name in the editor UI |
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BlueprintNamespace |
The namespace of this blueprint (if set, the Blueprint will be treated differently for the context menu) |
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BlueprintSystemVersion |
The version of the blueprint system that was used to create this blueprint |
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TEnumAsByte< en... |
BlueprintType |
The type of this blueprint |
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BookmarkNodes |
Bookmark nodes (for display) |
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Bookmarks |
Bookmark data |
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uint8: 1 |
bQueuedForCompilation |
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uint8: 1 |
bRecompileOnLoad |
Whether or not this blueprint should recompile itself on load |
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uint8: 1 |
bRunConstructionScriptInSequencer |
Whether or not you want to continuously rerun the construction script for an actor in sequencer |
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uint8: 1 |
bRunConstructionScriptOnDrag |
Whether or not you want to continuously rerun the construction script for an actor as you drag it in the editor, or only when the drag operation is complete |
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CachedDependencies |
Set of blueprints that we reference - i.e. blueprints that we have some kind of reference to (variable of that blueprints type or function call |
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CachedDependents |
Transient cache of dependent blueprints - i.e. blueprints that call functions declared in this blueprint. |
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CachedUDSDependencies |
User Defined Structures, the blueprint depends on. |
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CategorySorting |
Array of user sorted categories |
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CompileMode |
The mode that will be used when compiling this class. |
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ComponentClassOverrides |
Array of blueprint overrides of component classes in parent classes |
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ComponentTemplateNameIndex |
Index map for component template names |
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ComponentTemplates |
Array of component template objects, used by AddComponent function |
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CrcLastCompiledCDO |
CRC for CDO calculated right after the latest compilation used by Reinstancer to check if default values were changed |
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CrcLastCompiledSignature |
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CurrentMessageLog |
If this blueprint is currently being compiled, the CurrentMessageLog will be the log currently being used to send logs to. |
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TWeakObjectPtr<... |
CurrentObjectBeingDebugged |
Current object being debugged for this blueprint |
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TWeakObjectPtr<... |
CurrentWorldBeingDebugged |
Current world being debugged for this blueprint |
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DelegateSignatureGraphs |
Graphs of signatures for delegates |
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DeprecatedPinWatches |
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EventGraphs |
Set of functions actually compiled for this class |
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Extensions |
Array of extensions for this blueprint |
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FunctionGraphs |
Set of functions implemented for this class graphically |
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HideCategories |
Additional HideCategories. These are added to HideCategories from parent. |
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TArray< struct ... |
ImplementedInterfaces |
Array of info about the interfaces we implement in this blueprint |
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ImportedNamespaces |
Namespaces imported by this blueprint |
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TObjectPtr< cla... |
InheritableComponentHandler |
Stores data to override (in children classes) components (created by SCS) from parent classes |
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IntermediateGeneratedGraphs |
Set of functions actually compiled for this class |
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TArray< struct ... |
LastEditedDocuments |
Set of documents that were being edited in this blueprint, so we can open them right away |
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MacroGraphs |
Set of macros implemented for this class |
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TArray< struct ... |
NewVariables |
Array of new variables to be added to generated class |
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ObjectPathToDebug |
Raw path of object to be debugged, this might have been spawned inside a specific PIE level so is not stored as an object path type |
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OldToNewComponentTemplateNames |
Maps old to new component template names |
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OnSetObjectBeingDebuggedDelegate |
Delegate called when the debug object is set |
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TObjectPtr< UCl... |
OriginalClass |
If this BP is just a duplicate created for a specific compilation, the reference to original GeneratedClass is needed. |
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TSubclassOf< UO... |
ParentClass |
Pointer to the parent class that the generated class should derive from. |
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TSharedPtr< cla... |
PreCompileLog |
Message log for storing pre-compile errors/notes/warnings that will only last until the next Blueprint compile |
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PRIVATE_CachedMacroInfo |
Cached cosmetic information about macro graphs, use GetCosmeticInfoForMacro() to access |
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TObjectPtr< cla... |
SimpleConstructionScript |
'Simple' construction script - graph of components to instance |
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TEnumAsByte< en... |
Status |
The current status of this blueprint |
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TObjectPtr< cla... |
ThumbnailInfo |
Information for thumbnail rendering |
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Timelines |
Array of templates for timelines that should be created |
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UbergraphPages |
Set of pages that combine into a single uber-graph |
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TSharedPtr< cla... |
UpgradeNotesLog |
Message log for storing upgrade notes that were generated within the Blueprint, will be displayed to the compiler results each compiler and will remain until saving |
Name | Description | |
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UBlueprint ( |
Name | Description | ||
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AllowsDynamicBinding() |
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AlwaysCompileOnLoad() |
Allows derived blueprints to require compilation on load, otherwise they may get treated as data only and not compiled on load. |
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BroadcastChanged() |
This should NOT be public |
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BroadcastCompiled() |
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CanAlwaysRecompileWhilePlayingInEditor() |
Some Blueprints (and classes) can recompile while we are debugging a live session (play in editor). |
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CanImportGraphFromText ( |
Returns true if the blueprint can import a given InClipboardText. |
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ChangeOwnerOfTemplates() |
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ClearEditorReferences() |
Clears out any editor data regarding a blueprint class, this can be called when you want to unload a blueprint |
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ConformNativeComponents() |
Updates the blueprint's OwnedComponents, such that they reflect changes made natively since the blueprint was last saved (a change in AttachParents, etc.) |
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ExportGraphToText |
Copies a given graph into a text buffer. Returns true if successful. |
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FindDiffs ( |
Fills in a list of differences between this blueprint and another blueprint. |
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UActorCompon... |
FindTemplateByName ( |
Find the object in the TemplateObjects array with the supplied name |
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const UTimel... |
FindTimelineTemplateByVariableName ( |
Find a timeline by name |
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UTimelineTem... |
FindTimelineTemplateByVariableName ( |
Find a timeline by name |
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ForceLoad ( |
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ForceLoadMembers ( |
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ForceLoadMetaData ( |
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GatherDependencies ( |
Collect blueprints that depend on this blueprint. |
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GetAllGraphs |
Get all graphs in this blueprint |
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GetBlueprintCDONames |
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UClass * |
GetBlueprintClass() |
Gets the class generated when this blueprint is compiled. |
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GetBlueprintClassNames |
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UBlueprint &... |
GetBlueprintFromClass ( |
Get the Blueprint object that generated the supplied class |
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GetBlueprintHierarchyFromClass ( |
Gets an array of all blueprints used to generate this class and its parents. |
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GetBlueprintHierarchyFromClass ( |
Gets an array of all BPGCs used to generate this class and its parents. |
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GetCurrentBlueprintSystemVersion() |
Gets the current blueprint system version. |
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GetFieldNameFromClassByGuid |
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GetFieldNameFromClassByGuid |
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GetFriendlyName() |
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GetFunctionGuidFromClassByFieldName |
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GetFunctionNameFromClassByGuid |
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GetGuidFromClassByFieldName |
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GetGuidFromClassByFieldName |
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UInheritable... |
GetInheritableComponentHandler ( |
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GetInstanceActions |
Allow each blueprint instance to add specific UBlueprintNodeSpawners pertaining to the sub-class type. |
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UEdGraph ... |
GetLastEditedUberGraph() |
Gets the last edited uber graph. |
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UObject *... |
GetObjectBeingDebugged |
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const FStrin... |
GetObjectPathToDebug() |
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GetReparentingRules |
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ETimelineSig... |
GetTimelineSignatureForFunctionByName |
Find a function given its name and optionally an object property name within this Blueprint |
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GetTypeActions |
Allow each blueprint type (AnimBlueprint or ControlRigBlueprint) to add specific UBlueprintNodeSpawners pertaining to the sub-class type. |
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UWorld * |
GetWorldBeingDebugged |
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IsBlueprintHierarchyErrorFree ( |
Returns true if the class hierarchy is error free |
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IsPossiblyDirty() |
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IsUpToDate() |
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IsValidForBytecodeOnlyRecompile() |
Whether or not this blueprint can be considered for a bytecode only compile |
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LoadModulesRequiredForCompilation() |
Blueprint can choose to load specific modules for compilation. |
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Message_Error ( |
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Message_Note ( |
Sends a message to the CurrentMessageLog, if there is one available. |
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Message_Warn ( |
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NotifyGraphRenamed |
Notify the blueprint when a graph is renamed to allow for additional fixups. |
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FChangedEven... |
OnChanged() |
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FCompiledEve... |
OnCompiled() |
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FOnSetObject... |
OnSetObjectBeingDebugged() |
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RemoveChildRedirectors() |
Removes any child redirectors from the root set and marks them as transient |
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RemoveGeneratedClasses() |
Consigns the GeneratedClass and the SkeletonGeneratedClass to oblivion, and nulls their references |
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RenameGeneratedClasses ( |
Renames only the generated classes. Should only be used internally or when testing for rename. |
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ReplaceDeprecatedNodes() |
Checks all nodes in all graphs to see if they should be replaced by other nodes |
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SetObjectBeingDebugged ( |
Sets the current object being debugged |
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SetWorldBeingDebugged ( |
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ShouldBeMarkedDirtyUponTransaction() |
Returns true if this blueprint should be marked dirty upon a transaction |
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SupportedByDefaultBlueprintFactory() |
Should the generic blueprint factory work for this blueprint? |
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SupportsAnimLayers() |
Returns true if this blueprint supports animation layers |
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SupportsDelegates() |
Returns true if this blueprint supports delegates |
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SupportsEventGraphs() |
Returns true if this blueprint supports event graphs |
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SupportsFunctions() |
Returns true if this blueprint supports functions |
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SupportsGlobalVariables() |
Returns true if this blueprint supports global variables |
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SupportsInputEvents() |
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SupportsLocalVariables() |
Returns true if this blueprint supports global variables |
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SupportsMacros() |
Returns true if this blueprint supports macros |
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TryImportGraphFromText |
Returns a new ed graph if the blueprint's specialization imported a graph based on a clipboard text content an nullptr if that's not successful. |
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UnregisterObjectBeingDebugged() |
Clears the current object being debugged because it is gone, but do not reset the saved information |
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ValidateGeneratedClass ( |
Name | Description | ||
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BeginCacheForCookedPlatformData ( |
Starts caching of platform specific data for the target platform Called when cooking before serialization so that object can prepare platform specific data Not called during normal loading of objects |
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BeginDestroy() |
Called before destroying the object. |
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ClearAllCachedCookedPlatformData() |
Clear all cached cooked platform data |
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GetAssetRegistryTags ( |
Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects |
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GetDesc() |
Return a one line description of an object for viewing in the thumbnail view of the generic browser |
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GetPreloadDependencies |
Called during cooking. |
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FPrimaryAsse... |
GetPrimaryAssetId() |
Returns an Type:Name pair representing the PrimaryAssetId for this object. |
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IsCachedCookedPlatformDataLoaded ( |
Have we finished loading all the cooked platform data for the target platforms requested in BeginCacheForCookedPlatformData |
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EDataValidat... |
IsDataValid |
Returns Valid if this object has data validation rules set up for it and the data for this object is valid. |
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Modify ( |
That the object will be modified. |
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NeedsLoadForClient() |
Called during saving to determine the load flags to save with the object. |
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NeedsLoadForEditorGame() |
Called during saving to include this object in client/servers running in editor builds, even if they wouldn't normally be. |
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NeedsLoadForServer() |
Called during saving to determine the load flags to save with the object. |
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PostDuplicate ( |
Called after duplication & serialization and before PostLoad. |
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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PreSave ( |
Presave function. |
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UClass * |
RegenerateClass |
Called on the target when a class is loaded with ClassGeneratedBy is loaded. |
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Rename ( |
Rename this object to a unique name, or change its outer. |
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Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
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TagSubobjects ( |
Tags objects that are part of the same asset with the specified object flag, used for GC checking |
Name |
Description |
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FChangedEvent |
Broadcasts a notification whenever the blueprint has changed. |
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FCompiledEvent |
Broadcasts a notification whenever the blueprint has changed. |
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FOnSetObjectBeingDebugged |
Delegate called when the debug object is set |
Name |
Description |
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EIsBPNonReducible |
Name | Description | ||
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Breakpoints_DEPRECATED |
Moved to FPerBlueprintSettings |
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EBlueprintNativ... |
NativizationFlag |
Blueprint Nativization has been removed as a supported feature. This property will eventually be removed. |
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WatchedPins_DEPRECATED |
Moved to FPerBlueprintSettings |
Name | Description | ||
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CanRecompileWhilePlayingInEditor() |
CanRecompileWhilePlayingInEditor was renamed to CanAlwaysRecompileWhilePlayingInEditor to better explain usage. |
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PreSave ( |
Use version that takes FObjectPreSaveContext instead. |
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SupportsNativization ( |
Blueprint Nativization has been removed as a supported feature. This API will eventually be removed. |