UBlueprintGeneratedClass

Windows
MacOS
Linux

Inheritance Hierarchy

Syntax

class UBlueprintGeneratedClass : public UClass

Variables

Name Description

Public variable

uint8: 1

 

bHasCookedComponentInstancingData

Flag used to indicate if this class has data to support the component instancing fast path.

Public variable

uint8: 1

 

bHasNativizedParent

Flag used to indicate if this class has a nativized parent in a cooked build.

Public variable

TArray< class U...

 

ComponentTemplates

Array of component template objects, used by AddComponent function

Public variable

TMap< FName, st...

 

CookedComponentInstancingData

Mapping of changed properties & data to apply when instancing components in a cooked build (one entry per named AddComponent node template for fast lookup at runtime).

Public variable

FBlueprintDebug...

 

DebugData

Public variable

TArray< class U...

 

DynamicBindingObjects

Array of objects containing information for dynamically binding delegates to functions in this blueprint

Public variable

UInheritableCom...

 

InheritableComponentHandler

Stores data to override (in children classes) components (created by SCS) from parent classes

Public variable

int32

 

NumReplicatedProperties

Public variable

UObject *

 

OverridenArchetypeForCDO

Public variable

TMap< FName, FG...

 

PropertyGuids

Property guid map

Public variable

USimpleConstruc...

 

SimpleConstructionScript

'Simple' construction script - graph of components to instance

Public variable

TArray< class U...

 

Timelines

Array of templates for timelines that should be created

Public variable

UStructProperty...

 

UberGraphFramePointerProperty

Public variable

UFunction *

 

UberGraphFunction

Public variable

uint32

 

UberGraphFunctionKey

Constructors

Name Description

Public function

UBlueprintGeneratedClass

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Static

void

 

AddReferencedObjectsInUbergraphFrame

(
    UObject* InThis,
    FReferenceCollector& Collector
)

Public function Static

void

 

BindDynamicDelegates

(
    const UClass* ThisClass,
    UObject* InInstance
)

Bind functions on supplied actor to delegates

Protected function

bool

 

BuildCustomArrayPropertyListForPostConstruction

(
    UArrayProperty* ArrayProperty,
    FCustomPropertyListNode*& InPr...,
    const uint8* DataPtr,
    const uint8* DefaultDataPtr,
    int32 StartIndex
)

Internal helper method used to recursively build a custom property list from an array property used for post-construct initialization.

Protected function

bool

 

BuildCustomPropertyListForPostConstruction

(
    FCustomPropertyListNode*& InPr...,
    UStruct* InStruct,
    const uint8* DataPtr,
    const uint8* DefaultDataPtr
)

Internal helper method used to recursively build the custom property list that's used for post-construct initialization.

Protected function Static

void

 

CheckAndApplyComponentTemplateOverrides

(
    UObject* InClassDefaultObject
)

Check for and handle manual application of default value overrides to component subobjects that were inherited from a nativized parent class

Public function Static

void

 

CreateComponentsForActor

(
    const UClass* ThisClass,
    AActor* Actor
)

Create Timeline objects for this Actor based on the Timelines array

Public function Static

void

 

CreateTimelineComponent

(
    AActor* Actor,
    const UTimelineTemplate* Timel...
)

Public function Const

UActorCompon...

 

FindComponentTemplateByName

(
    const FName& TemplateName
)

Find the object in the TemplateObjects array with the supplied name

Protected function Const

const FCusto...

 

GetCustomPropertyListForPostConstruction()

Returns a linked list of properties with default values that differ from the parent default object.

Public function

FBlueprintDe...

 

GetDebugData()

Public function Static

UDynamicBlue...

 

GetDynamicBindingObject

(
    const UClass* ThisClass,
    UClass* BindingClass
)

Finds the desired dynamic binding object for this blueprint generated class.

Public function Static

bool

 

GetGeneratedClassesHierarchy

(
    const UClass* InClass,
    TArray< const UBlueprintGeneratedCl...
)

Gets an array of all BPGeneratedClasses (including InClass as 0th element) parents of given generated class

Public function

UInheritable...

 

GetInheritableComponentHandler

(
    const bool bCreateIfNecessary
)

Public function Virtual Const

void

 

GetLifetimeBlueprintReplicationList

(
    TArray< class FLifetimeProperty >&...
)

Called to gather blueprint replicated properties

Public function Static

FName

 

GetUberGraphFrameName()

Protected function Static

void

 

InitArrayPropertyFromCustomList

(
    const UArrayProperty* ArrayPro...,
    const FCustomPropertyListNode*...,
    uint8* DataPtr,
    const uint8* DefaultDataPtr
)

Helper method to assist with initializing from an array property with an explicit item list.

Protected function Static

void

 

InitPropertiesFromCustomList

(
    const FCustomPropertyListNode*...,
    UStruct* InStruct,
    uint8* DataPtr,
    const uint8* DefaultDataPtr
)

Helper method to assist with initializing object properties from an explicit list.

Public function Virtual Const

void

 

InstancePreReplication

(
    UObject* Obj,
    IRepChangedPropertyTracker& Change...
)

Called prior to replication of an instance of this BP class

Public function Static

void

 

UnbindDynamicDelegates

(
    const UClass* ThisClass,
    UObject* InInstance
)

Unbind functions on supplied actor from delegates

Public function

void

 

UnbindDynamicDelegatesForProperty

(
    UObject* InInstance,
    const UObjectProperty* InObjec...
)

Unbind functions on supplied actor from delegates tied to a specific property

Public function

void

 

UpdateCustomPropertyListForPostConstruction()

Called when the custom list of properties used during post-construct initialization needs to be rebuilt (e.g. after serialization and recompilation).

Public function

bool

 

UseFastPathComponentInstancing()

Whether or not to use "fast path" component instancing.

Public function Static

bool

 

UsePersistentUberGraphFrame()

Overridden from UClass

Name Description

Public function Virtual

void

 

ConditionalRecompileClass

(
    FUObjectSerializeContext* InLo...
)

Conditionally recompiles the class after loading, in case any dependencies were also newly loaded

Public function Virtual Const

void

 

CreatePersistentUberGraphFrame

(
    UObject* Obj,
    bool bCreateOnlyIfEmpty,
    bool bSkipSuperClass,
    UClass* OldClass
)

Creates memory to store temporary data

Public function Virtual Const

void

 

DestroyPersistentUberGraphFrame

(
    UObject* Obj,
    bool bSkipSuperClass
)

Clears memory to store temporary data

Public function Virtual Const

UObject *...

 

FindArchetype

(
    UClass* ArchetypeClass,
    const FName ArchetypeName
)

Finds the object that is used as the parent object when serializing properties, overridden for blueprints

Public function Virtual

void

 

FlushCompilationQueueForLevel()

Public function Virtual Const

UObject *...

 

GetArchetypeForCDO()

Returns archetype object for CDO

Public function Virtual

UClass *

 

GetAuthoritativeClass()

If there are potentially multiple versions of this class (e.g. blueprint generated classes), this function will return the authoritative version, which should be used for references

Public function Virtual

void

 

GetDefaultObjectPreloadDependencies

(
    TArray< UObject* >& OutDeps
)

Returns all objects that should be preloaded before the class default object is serialized at load time.

Public function Virtual Const

uint8 *

 

GetPersistentUberGraphFrame

(
    UObject* Obj,
    UFunction* FuncToCheck
)

Returns memory used to store temporary data on an instance, used by blueprints

Public function Virtual

void

 

InitPropertiesFromCustomList

(
    uint8* DataPtr,
    const uint8* DefaultDataPtr
)

Helper method to assist with initializing object properties from an explicit list.

Public function Virtual Const

bool

 

IsFunctionImplementedInBlueprint

(
    FName InFunctionName
)

Determines if the specified function has been implemented in a Blueprint

Public function Virtual

void

 

PostLoadDefaultObject

(
    UObject* Object
)

Wraps the PostLoad() call for the class default object.

Public function Virtual

void

 

PurgeClass

(
    bool bRecompilingOnLoad
)

Purges out the properties of this class in preparation for it to be regenerated

Public function Virtual

void

 

SerializeDefaultObject

(
    UObject* Object,
    FArchive& Ar
)

Serializes the passed in object as this class's default object using the given archive

Overridden from UStruct

Name Description

Protected function Virtual Const

bool

 

ArePropertyGuidsAvailable()

Returns if we have access to property guids

Protected function Virtual Const

FGuid

 

FindPropertyGuidFromName

(
    const FName InName
)

Find property guid

Protected function Virtual Const

FName

 

FindPropertyNameFromGuid

(
    const FGuid& PropertyGuid
)

Returns the property name from the guid

Public function Virtual

void

 

Link

(
    FArchive& Ar,
    bool bRelinkExistingProperties
)

Creates the field/property links and gets structure ready for use at runtime

Overridden from UField

Name Description

Public function Virtual

void

 

Bind()

Find the class's native constructor.

Overridden from UObject

Name Description

Public function Virtual

void

 

GetPreloadDependencies

(
    TArray< UObject* >& OutDeps
)

Called during cooking.

Public function Virtual Const

FPrimaryAsse...

 

GetPrimaryAssetId()

Returns an Type:Name pair representing the PrimaryAssetId for this object.

Public function Virtual Const

bool

 

NeedsLoadForClient()

Called during saving to determine the load flags to save with the object.

Public function Virtual Const

bool

 

NeedsLoadForEditorGame()

Called during saving to include this object in client/servers running in editor builds, even if they wouldn't normally be.

Public function Virtual Const

bool

 

NeedsLoadForServer()

Called during saving to determine the load flags to save with the object.

Public function Virtual

void

 

PostInitProperties()

Called after the C++ constructor and after the properties have been initialized, including those loaded from config.

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

Public function Virtual

void

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.

Overridden from UObjectBaseUtility

Name Description

Public function Virtual Const

bool

 

CanBeClusterRoot()

Called after load to determine if the object can be a cluster root

Deprecated Variables

Name Description

Public variable

TArray< FEventG...

 

FastCallPairs_DEPRECATED

This is a list of event graph call function nodes that are simple (no argument) thunks into the event graph (typically used for animation delegates, etc...) It is a deprecated list only used for backwards compatibility prior to VER_UE4_SERIALIZE_BLUEPRINT_EVENTGRAPH_FASTCALLS_IN_UFUNCTION.

References

Module

Engine

Header

Runtime/Engine/Classes/Engine/BlueprintGeneratedClass.h

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback