Module |
|
Header |
/Engine/Source/Runtime/Engine/Classes/Engine/Blueprint.h |
Include |
#include "Engine/Blueprint.h" |
class UBlueprint :
public UBlueprintCore,
public IBlueprintPropertyGuidProvider
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 |
|
bool |
bCachedDependenciesUpToDate |
Transient flag that indicates whether or not the internal dependency cache needs to be updated. |
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uint8: 1 |
bDeprecate |
Deprecates the Blueprint, marking the generated class with the CLASS_Deprecated flag |
|
uint8: 1 |
bDisplayCompilePIEWarning |
TRUE to show a warning when attempting to start in PIE and there is a compiler error on this Blueprint |
|
uint8: 1 |
bDuplicatingReadOnly |
Flag indicating that a read only duplicate of this blueprint is being created, used to disable logic in ::PostDuplicate, |
|
uint8: 1 |
bForceFullEditor |
Whether to force opening the full (non data-only) editor for this blueprint. |
|
uint8: 1 |
bGenerateAbstractClass |
Whether or not this blueprint's class is a abstract class or not. |
|
uint8: 1 |
bGenerateConstClass |
Whether or not this blueprint's class is a const class or not. |
|
uint8: 1 |
bHasBeenRegenerated |
When the class generated by this blueprint is loaded, it will be recompiled the first time. |
|
uint8: 1 |
bIsNewlyCreated |
Whether or not this blueprint is newly created, and hasn't been opened in an editor yet |
|
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 |
|
|
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 |
|
|
BlueprintNamespace |
The namespace of this blueprint (if set, the Blueprint will be treated differently for the context menu) |
|
|
int32 |
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 |
|
|
uint8: 1 |
bRecompileOnLoad |
Whether or not this blueprint should recompile itself on load |
|
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 |
|
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 We need this to be serializable so that its references can be collected. This is intentionally marked 'duplicatetransient' so that it won't carry over to a duplicated Blueprint object. The post-duplicate compile path will instead regenerate this set to be relative to the duplicated object. |
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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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EBlueprintCompi... |
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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uint32 |
CrcLastCompiledCDO |
CRC for CDO calculated right after the latest compilation used by Reinstancer to check if default values were changed |
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uint32 |
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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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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OnExtensionAdded |
Fires whenever BP extension added |
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OnExtensionRemoved |
Fires whenever BP extension removed |
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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< FCo... |
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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EShouldCookBlue... |
ShouldCookPropertyGuidsValue |
Whether to include the property GUIDs for the generated class in a cooked build. |
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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< FCo... |
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 | ||
---|---|---|---|
|
int32 |
AddExtension ( |
Adds given extension, broadcasting on add. |
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bool |
AllowFunctionOverride ( |
Returns true if this blueprints allows the given function to be overridden |
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bool |
AllowsDynamicBinding() |
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bool |
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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void |
BroadcastChanged() |
This should NOT be public |
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void |
BroadcastCompiled() |
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bool |
CanAlwaysRecompileWhilePlayingInEditor() |
Some Blueprints (and classes) can recompile while we are debugging a live session (play in editor). |
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bool |
CanImportGraphFromText ( |
Returns true if the blueprint can import a given InClipboardText. |
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bool |
ChangeOwnerOfTemplates() |
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void |
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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void |
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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void |
DeclareConstructClasses ( |
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bool |
ExportGraphToText |
Copies a given graph into a text buffer. Returns true if successful. |
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bool |
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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bool |
ForceLoad ( |
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void |
ForceLoadMembers ( |
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void |
ForceLoadMetaData ( |
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void |
GatherDependencies ( |
Collect blueprints that depend on this blueprint. |
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void |
GetAllGraphs |
Get all graphs in this blueprint |
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void |
GetBlueprintCDONames |
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UClass * |
GetBlueprintClass() |
Gets the class generated when this blueprint is compiled. |
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void |
GetBlueprintClassNames |
|
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UBlueprint &... |
GetBlueprintFromClass ( |
Get the Blueprint object that generated the supplied class |
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bool |
GetBlueprintHierarchyFromClass ( |
Gets an array of all blueprints used to generate this class and its parents. |
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bool |
GetBlueprintHierarchyFromClass ( |
Gets an array of all BPGCs used to generate this class and its parents. |
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UClass * |
GetBlueprintParentClassFromAssetTags ( |
|
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int32 |
GetCurrentBlueprintSystemVersion() |
Gets the current blueprint system version. |
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TArrayView< ... |
GetExtensions() |
Gives const access to extensions. |
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GetFieldNameFromClassByGuid |
||
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GetFieldNameFromClassByGuid |
||
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GetFriendlyName() |
||
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bool |
GetFunctionGuidFromClassByFieldName |
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GetFunctionNameFromClassByGuid |
||
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bool |
GetGuidFromClassByFieldName |
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bool |
GetGuidFromClassByFieldName |
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UInheritable... |
GetInheritableComponentHandler ( |
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void |
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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void |
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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void |
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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bool |
IsBlueprintHierarchyErrorFree ( |
Returns true if the class hierarchy is error free |
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bool |
IsPossiblyDirty() |
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bool |
IsUpToDate() |
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bool |
IsValidForBytecodeOnlyRecompile() |
Whether or not this blueprint can be considered for a bytecode only compile |
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void |
LoadModulesRequiredForCompilation() |
Blueprint can choose to load specific modules for compilation. |
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void |
Message_Error ( |
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void |
Message_Note ( |
Sends a message to the CurrentMessageLog, if there is one available. |
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void |
Message_Warn ( |
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void |
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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void |
PostLoadBlueprintAssetRegistryTags ( |
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PRAGMA_DISAB... |
RemoveAllExtension ( |
Removes all extensions matching the predicate, broadcasting on remove if one exists. |
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void |
RemoveChildRedirectors() |
Removes any child redirectors from the root set and marks them as transient |
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int32 |
RemoveExtension ( |
Removes given extension, broadcasting on remove. |
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void |
RemoveGeneratedClasses() |
Consigns the GeneratedClass and the SkeletonGeneratedClass to oblivion, and nulls their references |
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bool |
RenameGeneratedClasses ( |
Renames only the generated classes. Should only be used internally or when testing for rename. |
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void |
ReplaceDeprecatedNodes() |
Checks all nodes in all graphs to see if they should be replaced by other nodes |
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void |
SetObjectBeingDebugged ( |
Sets the current object being debugged |
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void |
SetWorldBeingDebugged ( |
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bool |
ShouldBeMarkedDirtyUponTransaction() |
Returns true if this blueprint should be marked dirty upon a transaction |
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bool |
ShouldCookPropertyGuids() |
|
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bool |
SupportedByDefaultBlueprintFactory() |
Should the generic blueprint factory work for this blueprint? |
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bool |
SupportsAnimLayers() |
Returns true if this blueprint supports animation layers |
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bool |
SupportsDelegates() |
Returns true if this blueprint supports delegates |
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bool |
SupportsEventGraphs() |
Returns true if this blueprint supports event graphs |
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bool |
SupportsFunctions() |
Returns true if this blueprint supports functions |
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bool |
SupportsGlobalVariables() |
Returns true if this blueprint supports global variables |
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bool |
SupportsInputEvents() |
|
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bool |
SupportsLocalVariables() |
Returns true if this blueprint supports global variables |
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bool |
SupportsMacros() |
Returns true if this blueprint supports macros |
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bool |
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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void |
UnregisterObjectBeingDebugged() |
Clears the current object being debugged because it is gone, but do not reset the saved information |
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bool |
ValidateGeneratedClass ( |
Name | Description | ||
---|---|---|---|
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void |
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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void |
BeginDestroy() |
Called before destroying the object. |
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void |
ClearAllCachedCookedPlatformData() |
Clear all cached cooked platform data |
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void |
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 |
|
GetDesc() |
Return a one line description of an object for viewing in the thumbnail view of the generic browser |
|
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void |
GetExtendedAssetRegistryTagsForSave ( |
Temporary interim solution to gather asset registry data at save time only. |
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void |
GetPreloadDependencies |
Called during cooking. |
|
FPrimaryAsse... |
GetPrimaryAssetId() |
Returns an Type:Name pair representing the PrimaryAssetId for this object. |
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bool |
IsCachedCookedPlatformDataLoaded ( |
Have we finished loading all the cooked platform data for the target platforms requested in BeginCacheForCookedPlatformData |
|
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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bool |
Modify ( |
Note that the object will be modified. |
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bool |
NeedsLoadForClient() |
Called during saving to determine the load flags to save with the object. |
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bool |
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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bool |
NeedsLoadForServer() |
Called during saving to determine the load flags to save with the object. |
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void |
PostDuplicate ( |
Called after duplication & serialization and before PostLoad. |
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void |
PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
|
void |
PostLoadAssetRegistryTags ( |
Performs fixup on loaded asset registry data. |
|
void |
PreSave ( |
Presave function. |
|
UClass * |
RegenerateClass |
Called on the target when a class is loaded with ClassGeneratedBy is loaded. |
|
bool |
Rename ( |
Rename this object to a unique name, or change its outer. |
|
void |
Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
|
void |
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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FindBlueprintPropertyGuidFromName ( |
Returns the property GUID for the given name, if any. Does not recurse into parents. |
|
|
FindBlueprintPropertyNameFromGuid ( |
Returns the property name for the given GUID, if any. Does not recurse into parents. |
Name |
Description |
|
---|---|---|
|
FChangedEvent |
Broadcasts a notification whenever the blueprint has changed. |
|
FCompiledEvent |
Broadcasts a notification whenever the blueprint has changed. |
|
FOnSetObjectBeingDebugged |
Delegate called when the debug object is set |
Name |
Description |
---|---|
FOnExtensionAdded |
|
FOnExtensionRemoved |
Name | Description | ||
---|---|---|---|
|
PRAGMA_DISABLE_... |
bHasAnyNonReducibleFunction |
Blueprint Nativization has been removed as a supported feature. This member will eventually be removed. |
|
Breakpoints_DEPRECATED |
Moved to FPerBlueprintSettings |
|
|
Extensions |
Please do not access this member directly; Instead use: UBlueprint::GetExtensions / UBlueprint::AddExtension / UBlueprint::RemoveExtension[At]. |
|
|
PRAGMA_DISABLE_... |
NativizationFlag |
Blueprint Nativization has been removed as a supported feature. This property will eventually be removed. |
|
WatchedPins_DEPRECATED |
Moved to FPerBlueprintSettings |
Name | Description | ||
---|---|---|---|
|
bool |
CanRecompileWhilePlayingInEditor() |
CanRecompileWhilePlayingInEditor was renamed to CanAlwaysRecompileWhilePlayingInEditor to better explain usage. |
|
PRAGMA_DISAB... |
PreSave ( |
Use version that takes FObjectPreSaveContext instead. |
|
bool |
SupportsNativization ( |
Blueprint Nativization has been removed as a supported feature. This API will eventually be removed. |