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UBehaviorTreeGraphNode_Decorator::UBehaviorTreeGraphNode_Decorator
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_Decorator.h
BehaviorTreeEditor
UBehaviorTreeGraphNode_Decorator ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBehaviorTreeGraphNode_Root::AllocateDefaultPins
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_Root.h
Allocate default pins for a given node, based only the NodeType, which should already be filled in. true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).
BehaviorTreeEditor
virtual void AllocateDefaultPins()
[]
UBehaviorTreeGraphNode_Decorator
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_Decorator.h
BehaviorTreeEditor
class UBehaviorTreeGraphNode_Decorator : public [UBehaviorTreeGraphNode](API\Editor\BehaviorTreeEditor\UBehaviorTreeGraphNode)
[]
UBehaviorTreeGraphNode_Root::CanDuplicateNode
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_Root.h
Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph
BehaviorTreeEditor
virtual bool CanDuplicateNode() const
[]
UBehaviorTreeGraphNode_Root::CanUserDeleteNode
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_Root.h
Whether or not this node can be deleted by user action
BehaviorTreeEditor
virtual bool CanUserDeleteNode() const
[]
UBehaviorTreeGraphNode_Root::GetDescription
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_Root.h
BehaviorTreeEditor
virtual [FText](API\Runtime\Core\Internationalization\FText) GetDescription() const
[]
UBehaviorTreeGraphNode_Root::GetNameIcon
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_Root.h
Gets icon resource name for title bar
BehaviorTreeEditor
virtual [FName](API\Runtime\Core\UObject\FName) GetNameIcon() const
[]
UBehaviorTreeGraphNode_Root::GetNodeTitle
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_Root.h
Gets the name of this node, shown in title bar
BehaviorTreeEditor
virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const
[]
UBehaviorTreeGraphNode_Root::HasErrors
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_Root.h
Check if node has any errors, used for assigning colors on graph
BehaviorTreeEditor
virtual bool HasErrors() const
[]
UBehaviorTreeGraphNode_Root::GetTooltipText
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_Root.h
Gets the tooltip to display when over the node
BehaviorTreeEditor
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UBehaviorTreeGraphNode_Root::PostEditUndo
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_Root.h
Called after applying a transaction to the object. Default implementation simply calls PostEditChange.
BehaviorTreeEditor
virtual void PostEditUndo()
[]
UBehaviorTreeGraphNode_Root::PostEditChangeProperty
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_Root.h
Called when a property on this object has been modified externally
BehaviorTreeEditor
virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UBehaviorTreeGraphNode_Root::PostPlacedNewNode
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_Root.h
A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called. This method is not called when a node is reconstructed, etc...
BehaviorTreeEditor
virtual void PostPlacedNewNode()
[]
UBehaviorTreeGraphNode_Root::RefreshNodeClass
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_Root.h
Reinitialize node instance
BehaviorTreeEditor
virtual bool RefreshNodeClass()
[]
UBehaviorTreeGraphNode_Root::UpdateBlackboard
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_Root.h
Notify behavior tree about blackboard change
BehaviorTreeEditor
void UpdateBlackboard()
[]
UBehaviorTreeGraphNode_Root::UBehaviorTreeGraphNode_Root
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_Root.h
BehaviorTreeEditor
UBehaviorTreeGraphNode_Root ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBehaviorTreeGraphNode_Root
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_Root.h
Root node of this behavior tree, holds Blackboard data
BehaviorTreeEditor
class UBehaviorTreeGraphNode_Root : public [UBehaviorTreeGraphNode](API\Editor\BehaviorTreeEditor\UBehaviorTreeGraphNode)
[ { "type": "TObjectPtr< cla...", "name": "BlackboardAsset", "description": "" } ]
UBehaviorTreeGraphNode_Service::AllocateDefaultPins
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_Service.h
Allocate default pins for a given node, based only the NodeType, which should already be filled in. true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).
BehaviorTreeEditor
virtual void AllocateDefaultPins()
[]
UBehaviorTreeGraphNode_Service::GetNodeTitle
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_Service.h
Gets the name of this node, shown in title bar
BehaviorTreeEditor
virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const
[]
UBehaviorTreeGraphNode_Service::UBehaviorTreeGraphNode_Service
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_Service.h
BehaviorTreeEditor
UBehaviorTreeGraphNode_Service ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBehaviorTreeGraphNode_Service
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_Service.h
BehaviorTreeEditor
class UBehaviorTreeGraphNode_Service : public [UBehaviorTreeGraphNode](API\Editor\BehaviorTreeEditor\UBehaviorTreeGraphNode)
[]
UBehaviorTreeGraphNode_SimpleParallel::AllocateDefaultPins
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_SimpleParallel.h
Allocate default pins for a given node, based only the NodeType, which should already be filled in. true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).
BehaviorTreeEditor
virtual void AllocateDefaultPins()
[]
UBehaviorTreeGraphNode_SimpleParallel::GetPinHoverText
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_SimpleParallel.h
Fetch the hover text for a pin when the graph is being edited.
BehaviorTreeEditor
virtual void GetPinHoverText ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin, [FString](API\Runtime\Core\Containers\FString) & HoverTextOut ) const
[]
UBehaviorTreeGraphNode_SimpleParallel::UBehaviorTreeGraphNode_SimpleParallel
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_SimpleParallel.h
BehaviorTreeEditor
UBehaviorTreeGraphNode_SimpleParallel ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBehaviorTreeGraphNode_SimpleParallel
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_SimpleParallel.h
BehaviorTreeEditor
class UBehaviorTreeGraphNode_SimpleParallel : public [UBehaviorTreeGraphNode_Composite](API\Editor\BehaviorTreeEditor\UBehaviorTreeGraphNode_Composite)
[]
UBehaviorTreeGraphNode_SubtreeTask::UpdateInjectedNodes
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_SubtreeTask.h
Updates nodes injected from subtree's root
BehaviorTreeEditor
bool UpdateInjectedNodes()
[]
UBehaviorTreeGraphNode_SubtreeTask::UBehaviorTreeGraphNode_SubtreeTask
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_SubtreeTask.h
BehaviorTreeEditor
UBehaviorTreeGraphNode_SubtreeTask ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBehaviorTreeGraphNode_Task::AllocateDefaultPins
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_Task.h
Allocate default pins for a given node, based only the NodeType, which should already be filled in. true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).
BehaviorTreeEditor
virtual void AllocateDefaultPins()
[]
UBehaviorTreeGraphNode_Task::CanPlaceBreakpoints
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_Task.h
Check if node can accept breakpoints
BehaviorTreeEditor
virtual bool CanPlaceBreakpoints() const
[]
UBehaviorTreeGraphNode_Task::GetNodeContextMenuActions
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_Task.h
Gets a list of actions that can be done to this particular node
BehaviorTreeEditor
virtual void GetNodeContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const
[]
UBehaviorTreeGraphNode_Task::GetNodeTitle
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_Task.h
Gets the name of this node, shown in title bar
BehaviorTreeEditor
virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const
[]
UBehaviorTreeGraphNode_Task::UBehaviorTreeGraphNode_Task
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_Task.h
BehaviorTreeEditor
UBehaviorTreeGraphNode_Task ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBehaviorTreeGraphNode_Task
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_Task.h
BehaviorTreeEditor
class UBehaviorTreeGraphNode_Task : public [UBehaviorTreeGraphNode](API\Editor\BehaviorTreeEditor\UBehaviorTreeGraphNode)
[]
UBlackboardDataFactory::CanCreateNew
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BlackboardDataFactory.h
true if the factory can currently create a new object from scratch.
BehaviorTreeEditor
virtual bool CanCreateNew() const
[]
UBlackboardDataFactory::FactoryCreateNew
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BlackboardDataFactory.h
Create a new object by class. The new object.
BehaviorTreeEditor
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )
[]
UBlackboardDataFactory::UBlackboardDataFactory
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BlackboardDataFactory.h
BehaviorTreeEditor
UBlackboardDataFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBehaviorTreeGraphNode_SubtreeTask
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_SubtreeTask.h
BehaviorTreeEditor
class UBehaviorTreeGraphNode_SubtreeTask : public [UBehaviorTreeGraphNode_Task](API\Editor\BehaviorTreeEditor\UBehaviorTreeGraphNode_Task)
[ { "type": "FString", "name": "SubtreePath", "description": "Path of behavior tree asset used to create injected nodes preview" }, { "type": "int32", "name": "SubtreeVersion", "description": "UBehaviorTreeGraph.UpdateCounter value of subtree graph" } ]
UBlackboardDataFactory
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BlackboardDataFactory.h
BehaviorTreeEditor
class UBlackboardDataFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
[]
UEdGraphSchema_BehaviorTree::CanCreateConnection
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTree.h
Determine if a connection can be created between two pins. An empty string if the connection is legal, otherwise a message describing why the connection would fail.
BehaviorTreeEditor
virtual const [FPinConnectionResponse](API\Runtime\Engine\EdGraph\FPinConnectionResponse) CanCreateConnection ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * A, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * B ) const
[]
UEdGraphSchema_BehaviorTree::CanMergeNodes
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTree.h
Determine if two nodes can be merged An empty string if the merge is legal, otherwise a message describing why the merge would fail.
BehaviorTreeEditor
virtual const [FPinConnectionResponse](API\Runtime\Engine\EdGraph\FPinConnectionResponse) CanMergeNodes ( const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * A, const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * B ) const
[]
UEdGraphSchema_BehaviorTree::CreateConnectionDrawingPolicy
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTree.h
Returns newFConnectionDrawingPolicyfrom this schema
BehaviorTreeEditor
virtual [FConnectionDrawingPolicy](API\Editor\GraphEditor\FConnectionDrawingPolicy) * CreateConnectionDrawingPolicy ( int32 InBackLayerID, int32 InFrontLayerID, float InZoomFactor, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & InClippingRect, class [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & InDrawElements, class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraphObj ) const
[]
CurrentCacheRefreshID
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTree.h
ID for checking dirty status of node titles against, increases whenever.
BehaviorTreeEditor
static int32 CurrentCacheRefreshID = 0;
[]
UEdGraphSchema_BehaviorTree::CreateDefaultNodesForGraph
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTree.h
Populate new graph with any default nodes
BehaviorTreeEditor
virtual void CreateDefaultNodesForGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph ) const
[]
UEdGraphSchema_BehaviorTree::ForceVisualizationCacheClear
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTree.h
Forces cached visualization data to refresh
BehaviorTreeEditor
virtual void ForceVisualizationCacheClear() const
[]
UEdGraphSchema_BehaviorTree::GetClassCache
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTree.h
BehaviorTreeEditor
virtual [FGraphNodeClassHelper](API\Editor\AIGraph\FGraphNodeClassHelper) & GetClassCache() const
[]
UEdGraphSchema_BehaviorTree::GetContextMenuActions
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTree.h
Gets actions that should be added to the right-click context menu for a node or pin
BehaviorTreeEditor
virtual void GetContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const
[]
UEdGraphSchema_BehaviorTree::GetCurrentVisualizationCacheID
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTree.h
Returns the current cache title refresh ID that is appropriate for the passed node
BehaviorTreeEditor
virtual int32 GetCurrentVisualizationCacheID() const
[]
UEdGraphSchema_BehaviorTree::GetGraphContextActions
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTree.h
Get all actions that can be performed when right clicking on a graph or drag-releasing on a graph from a pin
BehaviorTreeEditor
virtual void GetGraphContextActions ( [FGraphContextMenuBuilder](API\Runtime\Engine\EdGraph\FGraphContextMenuBuilder) & ContextMenuBuilder ) const
[]
UEdGraphSchema_BehaviorTree::GetGraphNodeContextActions
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTree.h
BehaviorTreeEditor
virtual void GetGraphNodeContextActions ( [FGraphContextMenuBuilder](API\Runtime\Engine\EdGraph\FGraphContextMenuBuilder) & ContextMenuBuilder, int32 SubNodeFlags ) const
[]
UEdGraphSchema_BehaviorTree::GetPinTypeColor
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTree.h
Gets the draw color of a pin based on it's type. The color representing the passed in type.
BehaviorTreeEditor
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetPinTypeColor ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType ) const
[]
UEdGraphSchema_BehaviorTree::GetSubNodeClasses
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTree.h
BehaviorTreeEditor
virtual void GetSubNodeClasses ( int32 SubNodeFlags, [TArray](API\Runtime\Core\Containers\TArray)< [FGraphNodeClassData](API\Editor\AIGraph\FGraphNodeClassData) > & ClassData, [UClass](API\Runtime\CoreUObject\UObject\UClass) *& GraphNodeClass ) const
[]
UEdGraphSchema_BehaviorTree::IsCacheVisualizationOutOfDate
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTree.h
Checks if a CacheRefreshID is out of date TRUE if dirty
BehaviorTreeEditor
virtual bool IsCacheVisualizationOutOfDate ( int32 InVisualizationCacheID ) const
[]
UEdGraphSchema_BehaviorTree::IsNodeSubtreeTask
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTree.h
BehaviorTreeEditor
virtual bool IsNodeSubtreeTask ( const [FGraphNodeClassData](API\Editor\AIGraph\FGraphNodeClassData) & NodeClass ) const
[]
UEdGraphSchema_BehaviorTree::UEdGraphSchema_BehaviorTree
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTree.h
BehaviorTreeEditor
UEdGraphSchema_BehaviorTree ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UEdGraphSchema_BehaviorTree
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTree.h
BehaviorTreeEditor
class UEdGraphSchema_BehaviorTree : public [UAIGraphSchema](API\Editor\AIGraph\UAIGraphSchema)
[ { "type": "TSubclassOf<UB...", "name": "CompositeDecoratorClass", "description": "" } ]
UEdGraphSchema_BehaviorTreeDecorator::AddNewDecoratorAction
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTreeDecorator.h
BehaviorTreeEditor
static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDecoratorSchemaAction_NewNode](API\Editor\BehaviorTreeEditor\FDecoratorSchemaAction_NewNode) > AddNewDecoratorAction ( [FGraphContextMenuBuilder](API\Runtime\Engine\EdGraph\FGraphContextMenuBuilder) & ContextMenuBuilder, const [FText](API\Runtime\Core\Internationalization\FText) & Category, const [FText](API\Runtime\Core\Internationalization\FText) & MenuDesc, const [FText](API\Runtime\Core\Internationalization\FText) & Tooltip )
[]
UEdGraphSchema_BehaviorTreeDecorator::AddPin
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTreeDecorator.h
BehaviorTreeEditor
void AddPin ( class [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InGraphNode )
[]
UEdGraphSchema_BehaviorTreeDecorator::CanCreateConnection
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTreeDecorator.h
Determine if a connection can be created between two pins. An empty string if the connection is legal, otherwise a message describing why the connection would fail.
BehaviorTreeEditor
virtual const [FPinConnectionResponse](API\Runtime\Engine\EdGraph\FPinConnectionResponse) CanCreateConnection ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * A, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * B ) const
[]
UEdGraphSchema_BehaviorTreeDecorator::CreateDefaultNodesForGraph
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTreeDecorator.h
Populate new graph with any default nodes
BehaviorTreeEditor
virtual void CreateDefaultNodesForGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph ) const
[]
CurrentCacheRefreshID
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTreeDecorator.h
BehaviorTreeEditor
static int32 CurrentCacheRefreshID = 0;
[]
UEdGraphSchema_BehaviorTreeDecorator::ForceVisualizationCacheClear
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTreeDecorator.h
Forces cached visualization data to refresh
BehaviorTreeEditor
virtual void ForceVisualizationCacheClear() const
[]
UEdGraphSchema_BehaviorTreeDecorator::GetClassCache
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTreeDecorator.h
BehaviorTreeEditor
virtual [FGraphNodeClassHelper](API\Editor\AIGraph\FGraphNodeClassHelper) & GetClassCache() const
[]
UEdGraphSchema_BehaviorTreeDecorator::GetContextMenuActions
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTreeDecorator.h
Gets actions that should be added to the right-click context menu for a node or pin
BehaviorTreeEditor
virtual void GetContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const
[]
UEdGraphSchema_BehaviorTreeDecorator::GetCurrentVisualizationCacheID
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTreeDecorator.h
Returns the current cache title refresh ID that is appropriate for the passed node
BehaviorTreeEditor
virtual int32 GetCurrentVisualizationCacheID() const
[]
UEdGraphSchema_BehaviorTreeDecorator::GetGraphContextActions
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTreeDecorator.h
Get all actions that can be performed when right clicking on a graph or drag-releasing on a graph from a pin
BehaviorTreeEditor
virtual void GetGraphContextActions ( [FGraphContextMenuBuilder](API\Runtime\Engine\EdGraph\FGraphContextMenuBuilder) & ContextMenuBuilder ) const
[]
UEdGraphSchema_BehaviorTreeDecorator::GetParentContextMenuName
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTreeDecorator.h
Returns parent context menu name
BehaviorTreeEditor
virtual [FName](API\Runtime\Core\UObject\FName) GetParentContextMenuName() const
[]
UEdGraphSchema_BehaviorTreeDecorator::GetPinTypeColor
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTreeDecorator.h
Gets the draw color of a pin based on it's type. The color representing the passed in type.
BehaviorTreeEditor
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetPinTypeColor ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType ) const
[]
UEdGraphSchema_BehaviorTreeDecorator::IsCacheVisualizationOutOfDate
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTreeDecorator.h
Checks if a CacheRefreshID is out of date TRUE if dirty
BehaviorTreeEditor
virtual bool IsCacheVisualizationOutOfDate ( int32 InVisualizationCacheID ) const
[]
UEdGraphSchema_BehaviorTreeDecorator::RemovePin
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTreeDecorator.h
BehaviorTreeEditor
void RemovePin ( class [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InGraphPin )
[]
UEdGraphSchema_BehaviorTreeDecorator::ShouldHidePinDefaultValue
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTreeDecorator.h
If we should disallow viewing and editing of the supplied pin
BehaviorTreeEditor
virtual bool ShouldHidePinDefaultValue ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const
[]
UEdGraphSchema_BehaviorTreeDecorator::UEdGraphSchema_BehaviorTreeDecorator
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTreeDecorator.h
BehaviorTreeEditor
UEdGraphSchema_BehaviorTreeDecorator ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UEdGraphSchema_BehaviorTreeDecorator
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTreeDecorator.h
BehaviorTreeEditor
class UEdGraphSchema_BehaviorTreeDecorator : public [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema)
[ { "type": "FString", "name": "PC_Boolean", "description": "" } ]
FBlueprintEditorLibraryModule::ShutdownModule
/Engine/Source/Editor/BlueprintEditorLibrary/Public/BlueprintEditorLibraryModule.h
Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.
BlueprintEditorLibrary
virtual void ShutdownModule()
[]
FBlueprintEditorLibraryModule::StartupModule
/Engine/Source/Editor/BlueprintEditorLibrary/Public/BlueprintEditorLibraryModule.h
IModuleInterfaceimplementation
BlueprintEditorLibrary
virtual void StartupModule()
[]
FBlueprintEditorLibraryModule
/Engine/Source/Editor/BlueprintEditorLibrary/Public/BlueprintEditorLibraryModule.h
BlueprintEditorLibrary
class FBlueprintEditorLibraryModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
[]
UBlueprintEditorLibrary::AddFunctionGraph
/Engine/Source/Editor/BlueprintEditorLibrary/Public/BlueprintEditorLibrary.h
Adds a function to the given blueprint UEdGraph*
BlueprintEditorLibrary
static [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * AddFunctionGraph ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FString](API\Runtime\Core\Containers\FString) & FuncName )
[]
UBlueprintEditorLibrary::CompileBlueprint
/Engine/Source/Editor/BlueprintEditorLibrary/Public/BlueprintEditorLibrary.h
Compiles the given blueprint.
BlueprintEditorLibrary
static void CompileBlueprint ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )
[]
UBlueprintEditorLibrary::FindEventGraph
/Engine/Source/Editor/BlueprintEditorLibrary/Public/BlueprintEditorLibrary.h
Finds the event graph of the given blueprint. Null if it doesn't have one. This will only return the primary event graph of the blueprint (the graph named "EventGraph"). UEdGraph* Event graph of the blueprint if it has one, null if it doesn't have one
BlueprintEditorLibrary
static [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * FindEventGraph ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )
[]
UBlueprintEditorLibrary::FindGraph
/Engine/Source/Editor/BlueprintEditorLibrary/Public/BlueprintEditorLibrary.h
Finds the graph with the given name on the blueprint. Null if it doesn't have one. UEdGraph* Pointer to the graph with the given name, null if not found
BlueprintEditorLibrary
static [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * FindGraph ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [FName](API\Runtime\Core\UObject\FName) GraphName )
[]
UBlueprintEditorLibrary::GatherUnusedVariables
/Engine/Source/Editor/BlueprintEditorLibrary/Public/BlueprintEditorLibrary.h
Gathers any unused blueprint variables and populates the given array of FPropertys True if variables were checked on this blueprint, false otherwise.
BlueprintEditorLibrary
static bool GatherUnusedVariables ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [TArray](API\Runtime\Core\Containers\TArray)< [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > & OutProperties )
[]
UBlueprintEditorLibrary::GeneratedClass
/Engine/Source/Editor/BlueprintEditorLibrary/Public/BlueprintEditorLibrary.h
Gets the class generated when this blueprint is compiled UClass* The generated class
BlueprintEditorLibrary
static [UClass](API\Runtime\CoreUObject\UObject\UClass) * GeneratedClass ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * BlueprintObj )
[]
UBlueprintEditorLibrary::GetBlueprintAsset
/Engine/Source/Editor/BlueprintEditorLibrary/Public/BlueprintEditorLibrary.h
Casts the provided Object to a Blueprint - the root asset type of a blueprint asset. Note that the blueprint asset itself is editor only and not present in cooked assets. UBlueprint* The blueprint type of the given object, nullptr if the object is not a blueprint.
BlueprintEditorLibrary
static [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * GetBlueprintAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )
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UBlueprintEditorLibrary::RefreshAllOpenBlueprintEditors
/Engine/Source/Editor/BlueprintEditorLibrary/Public/BlueprintEditorLibrary.h
Refresh any open blueprint editors
BlueprintEditorLibrary
static void RefreshAllOpenBlueprintEditors()
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UBlueprintEditorLibrary::RefreshOpenEditorsForBlueprint
/Engine/Source/Editor/BlueprintEditorLibrary/Public/BlueprintEditorLibrary.h
Attempt to refresh any open blueprint editors for the given asset
BlueprintEditorLibrary
static void RefreshOpenEditorsForBlueprint ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * BP )
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UBlueprintEditorLibrary::RemoveFunctionGraph
/Engine/Source/Editor/BlueprintEditorLibrary/Public/BlueprintEditorLibrary.h
Deletes the function of the given name on this blueprint. Does NOT replace function call sites.
BlueprintEditorLibrary
static void RemoveFunctionGraph ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [FName](API\Runtime\Core\UObject\FName) FuncName )
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UBlueprintEditorLibrary::RemoveUnusedVariables
/Engine/Source/Editor/BlueprintEditorLibrary/Public/BlueprintEditorLibrary.h
Deletes any unused blueprint created variables the given blueprint. An Unused variable is any BP variable that is not referenced in any blueprint graphs Number of variables removed
BlueprintEditorLibrary
static int32 RemoveUnusedVariables ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )
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UBlueprintEditorLibrary::RemoveGraph
/Engine/Source/Editor/BlueprintEditorLibrary/Public/BlueprintEditorLibrary.h
Removes the given graph from the blueprint if possible
BlueprintEditorLibrary
static void RemoveGraph ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph )
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UBlueprintEditorLibrary::RemoveUnusedNodes
/Engine/Source/Editor/BlueprintEditorLibrary/Public/BlueprintEditorLibrary.h
Remove any nodes in this blueprint that have no connections made to them.
BlueprintEditorLibrary
static void RemoveUnusedNodes ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )
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UBlueprintEditorLibrary::RenameGraph
/Engine/Source/Editor/BlueprintEditorLibrary/Public/BlueprintEditorLibrary.h
Attempts to rename the given graph with a new name
BlueprintEditorLibrary
static void RenameGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, const [FString](API\Runtime\Core\Containers\FString) & NewNameStr )
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UBlueprintEditorLibrary::ReparentBlueprint
/Engine/Source/Editor/BlueprintEditorLibrary/Public/BlueprintEditorLibrary.h
Attempts to reparent the given blueprint to the new chosen parent class.
BlueprintEditorLibrary
static void ReparentBlueprint ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [UClass](API\Runtime\CoreUObject\UObject\UClass) * NewParentClass )
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UBlueprintEditorLibrary::ReplaceVariableReferences
/Engine/Source/Editor/BlueprintEditorLibrary/Public/BlueprintEditorLibrary.h
Replace any references of variables with the OldVarName to references of those with the NewVarName if possible
BlueprintEditorLibrary
static void ReplaceVariableReferences ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FName](API\Runtime\Core\UObject\FName) OldVarName, const [FName](API\Runtime\Core\UObject\FName) NewVarName )
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UBlueprintEditorLibrary::SetBlueprintVariableExposeOnSpawn
/Engine/Source/Editor/BlueprintEditorLibrary/Public/BlueprintEditorLibrary.h
Sets "Expose On Spawn" to true/false on a Blueprint variable
BlueprintEditorLibrary
static void SetBlueprintVariableExposeOnSpawn ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FName](API\Runtime\Core\UObject\FName) & VariableName, bool bExposeOnSpawn )
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UBlueprintEditorLibrary::SetBlueprintVariableExposeToCinematics
/Engine/Source/Editor/BlueprintEditorLibrary/Public/BlueprintEditorLibrary.h
Sets "Expose To Cinematics" to true/false on a Blueprint variable
BlueprintEditorLibrary
static void SetBlueprintVariableExposeToCinematics ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FName](API\Runtime\Core\UObject\FName) & VariableName, bool bExposeToCinematics )
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UBlueprintEditorLibrary::SetBlueprintVariableInstanceEditable
/Engine/Source/Editor/BlueprintEditorLibrary/Public/BlueprintEditorLibrary.h
Sets "Instance Editable" to true/false on a Blueprint variable
BlueprintEditorLibrary
static void SetBlueprintVariableInstanceEditable ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FName](API\Runtime\Core\UObject\FName) & VariableName, bool bInstanceEditable )
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UBlueprintEditorLibrary::UpgradeOperatorNodes
/Engine/Source/Editor/BlueprintEditorLibrary/Public/BlueprintEditorLibrary.h
Replace any old operator nodes (float + float, vector + float, int + vector, etc) with the newer Promotable Operator version of the node. Preserve any connections the original node had to the newer version of the node.
BlueprintEditorLibrary
static void UpgradeOperatorNodes ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )
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UBlueprintEditorLibrary::UBlueprintEditorLibrary
/Engine/Source/Editor/BlueprintEditorLibrary/Public/BlueprintEditorLibrary.h
BlueprintEditorLibrary
UBlueprintEditorLibrary ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UBlueprintEditorLibrary
/Engine/Source/Editor/BlueprintEditorLibrary/Public/BlueprintEditorLibrary.h
BlueprintEditorLibrary
class UBlueprintEditorLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)
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EEdGraphSchemaAction_K2Graph::Type
/Engine/Source/Editor/BlueprintGraph/Classes/EdGraphSchema_K2_Actions.h
The graph type that the schema is
BlueprintGraph
namespace EEdGraphSchemaAction_K2Graph { enum Type { Graph, Subgraph, Function, Interface, Macro, MAX, } }
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ESelfContextInfo::Type
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Variable.h
BlueprintGraph
namespace ESelfContextInfo { enum Type { Unspecified, NotSelfContext, } }
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FActionFilterTest::Call
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionFilter.h
BlueprintGraph
bool Call ( [FBlueprintActionFilter](API\Editor\BlueprintGraph\FBlueprintActionFilter) const & Filter, [FBlueprintActionInfo](API\Editor\BlueprintGraph\FBlueprintActionInfo) & ActionInfo )
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