className
stringlengths 1
167
| headerPath
stringlengths 14
166
| description
stringlengths 0
1.62k
| module
stringlengths 0
76
| code
stringlengths 0
11.4k
| variables
listlengths 0
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|
|---|---|---|---|---|---|
CVarEnableCaching
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionFilter.h
|
BlueprintGraph
|
static [TAutoConsoleVariable](API\Runtime\Core\HAL\TAutoConsoleVariable)< bool > CVarEnableCaching { TEXT("BP.EnableActionMenuFilterCaching"), false, TEXT("If enabled, action filter tests with the CacheResults flag set will have their results cached") };
|
[] |
|
FRejectionDelegate
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionFilter.h
|
The filter uses a series of rejection tests matching
|
BlueprintGraph
|
typedef [FBlueprintGraphModule::FActionMenuRejectionTest](API\Editor\BlueprintGraph\FBlueprintGraphModule\FActionMenuRejectionTest) FRejectionDelegate
|
[] |
FActionFilterTest::operator==
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionFilter.h
|
BlueprintGraph
|
bool operator== ( const [FActionFilterTest](API\Editor\BlueprintGraph\FActionFilterTest) & other ) const
|
[] |
|
FActionFilterTest::WithFlags
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionFilter.h
|
BlueprintGraph
|
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FActionFilterTest](API\Editor\BlueprintGraph\FActionFilterTest) > WithFlags ( EActionFilterTestFlags InFlags )
|
[] |
|
FActionFilterTest::FActionFilterTest
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionFilter.h
|
BlueprintGraph
|
FActionFilterTest ( const [FRejectionDelegate](API\Editor\BlueprintGraph\FActionFilterTest\FRejectionDelegate) Delegate, [FString](API\Runtime\Core\Containers\FString) Name, EActionFilterTestFlags Flags )
|
[] |
|
FActionFilterTest
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionFilter.h
|
BlueprintGraph
|
struct FActionFilterTest : public [TSharedFromThis< FActionFilterTest >](API\Runtime\Core\Templates\TSharedFromThis)
|
[
{
"type": "EActionFilterTe...",
"name": "Flags",
"description": ""
},
{
"type": "FString",
"name": "Name",
"description": ""
},
{
"type": "FRejectionDeleg...",
"name": "RejectionDelegate",
"description": ""
}
] |
|
FAdditionalBlueprintCategory
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h
|
BlueprintGraph
|
struct FAdditionalBlueprintCategory
|
[
{
"type": "FSoftClassPath",
"name": "ClassFilter",
"description": ""
},
{
"type": "FText",
"name": "Name",
"description": ""
}
] |
|
FArrayPropertyPinCombo::FArrayPropertyPinCombo
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CallArrayFunction.h
|
BlueprintGraph
|
FArrayPropertyPinCombo()
|
[] |
|
FArrayPropertyPinCombo
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_CallArrayFunction.h
|
BlueprintGraph
|
struct FArrayPropertyPinCombo
|
[
{
"type": "UEdGraphPin\u0004...",
"name": "ArrayPin",
"description": ""
},
{
"type": "UEdGraphPin\u0004...",
"name": "ArrayPropPin",
"description": ""
}
] |
|
FAssetBlueprintGraphActions::GetGraphHoverMessage
|
/Engine/Source/Editor/BlueprintGraph/Classes/AssetBlueprintGraphActions.h
|
Gets the hover message when when holding a asset over a Blueprint graph from a drag/drop operation
Message to display when hovering.
|
BlueprintGraph
|
[FText](API\Runtime\Core\Internationalization\FText) GetGraphHoverMessage ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * HoverGraph ) const
|
[] |
FAssetBlueprintGraphActions::TryCreatingAssetNode
|
/Engine/Source/Editor/BlueprintGraph/Classes/AssetBlueprintGraphActions.h
|
Tries to create a node from the asset passed on the graph passed in
Bool of whether a node was successfully created
|
BlueprintGraph
|
bool TryCreatingAssetNode ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, const FVector2D Location, EK2NewNodeFlags Options ) const
|
[] |
FAssetBlueprintGraphActions::~FAssetBlueprintGraphActions
|
/Engine/Source/Editor/BlueprintGraph/Classes/AssetBlueprintGraphActions.h
|
BlueprintGraph
|
virtual ~FAssetBlueprintGraphActions()
|
[] |
|
FAssetBlueprintGraphActions
|
/Engine/Source/Editor/BlueprintGraph/Classes/AssetBlueprintGraphActions.h
|
Struct to handle Asset Blueprint Graph actions Essentially this is used to help generate asset nodes/responses for Blueprint graphs and keeping Blueprint code from being dependent on something it shouldn't For example, this can be used to help with dragging/dropping assets on a Blueprint graph
|
BlueprintGraph
|
struct FAssetBlueprintGraphActions
|
[] |
FAsyncTaskPinRedirectMapInfo
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_BaseAsyncTask.h
|
Struct to remap pins for Async Tasks. a single K2 node is shared by many proxy classes. This allows redirecting pins by name per proxy class. Add entries similar to this one in Engine.ini: +K2AsyncTaskPinRedirects=(ProxyClassName="AbilityTask_PlayMontageAndWait", OldPinName="OnComplete", NewPinName="OnBlendOut")
|
BlueprintGraph
|
struct FAsyncTaskPinRedirectMapInfo
|
[
{
"type": "TMap<FName,TA...",
"name": "OldPinToProxyClassMap",
"description": ""
}
] |
FBindingObject::Get
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintNodeBinder.h
|
BlueprintGraph
|
template<typename T> T * Get() const
|
[] |
|
FBindingObject::GetFName
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintNodeBinder.h
|
BlueprintGraph
|
[FName](API\Runtime\Core\UObject\FName) GetFName() const
|
[] |
|
FBindingObject::GetFullName
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintNodeBinder.h
|
BlueprintGraph
|
[FString](API\Runtime\Core\Containers\FString) GetFullName() const
|
[] |
|
FBindingObject::GetName
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintNodeBinder.h
|
BlueprintGraph
|
[FString](API\Runtime\Core\Containers\FString) GetName() const
|
[] |
|
FBindingObject::GetPathName
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintNodeBinder.h
|
BlueprintGraph
|
[FString](API\Runtime\Core\Containers\FString) GetPathName() const
|
[] |
|
FBindingObject::IsA
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintNodeBinder.h
|
BlueprintGraph
|
template<typename T> bool IsA() const
|
[] |
|
FBindingObject::IsA
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintNodeBinder.h
|
BlueprintGraph
|
bool IsA ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass ) const
|
[] |
|
FBindingObject::IsA
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintNodeBinder.h
|
BlueprintGraph
|
bool IsA ( const [FFieldClass](API\Runtime\CoreUObject\UObject\FFieldClass) * InClass ) const
|
[] |
|
FBindingObject::IsUObject
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintNodeBinder.h
|
BlueprintGraph
|
bool IsUObject() const
|
[] |
|
FBindingObject::IsValid
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintNodeBinder.h
|
BlueprintGraph
|
bool IsValid() const
|
[] |
|
FBindingObject::operator=
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintNodeBinder.h
|
BlueprintGraph
|
[FBindingObject](API\Editor\BlueprintGraph\FBindingObject) & operator= ( [FField](API\Runtime\CoreUObject\UObject\FField) * InField )
|
[] |
|
FBindingObject::operator=
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintNodeBinder.h
|
BlueprintGraph
|
[FBindingObject](API\Editor\BlueprintGraph\FBindingObject) & operator= ( TYPE_OF_NULLPTR )
|
[] |
|
FBindingObject::operator==
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintNodeBinder.h
|
BlueprintGraph
|
bool operator== ( const [FBindingObject](API\Editor\BlueprintGraph\FBindingObject) & Other ) const
|
[] |
|
FBindingObject::operator!=
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintNodeBinder.h
|
BlueprintGraph
|
bool operator!= ( const [FBindingObject](API\Editor\BlueprintGraph\FBindingObject) & Other ) const
|
[] |
|
FBindingObject::FBindingObject
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintNodeBinder.h
|
BlueprintGraph
|
FBindingObject()
|
[] |
|
FBindingObject::FBindingObject
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintNodeBinder.h
|
BlueprintGraph
|
template<typename T, decltype(ImplicitConv< [UObject](API\Runtime\CoreUObject\UObject\UObject) * >(DeclVal< T >()))*> FBindingObject ( T InObject )
|
[] |
|
FBindingObject::FBindingObject
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintNodeBinder.h
|
BlueprintGraph
|
FBindingObject ( [FField](API\Runtime\CoreUObject\UObject\FField) * InField )
|
[] |
|
FBindingObject::FBindingObject
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintNodeBinder.h
|
BlueprintGraph
|
FBindingObject ( [FFieldVariant](API\Runtime\CoreUObject\UObject\FFieldVariant) InFieldOrObject )
|
[] |
|
FBindingObject
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintNodeBinder.h
|
BlueprintGraph
|
class FBindingObject
|
[] |
|
FBlueprintActionContext
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionFilter.h
|
BlueprintGraph
|
struct FBlueprintActionContext
|
[
{
"type": "TArray<UBluepr...",
"name": "Blueprints",
"description": "A list of all blueprints you want actions for."
},
{
"type": "TWeakPtr<IBlue...",
"name": "EditorPtr",
"description": "A weak reference to the Blueprint editor context in which actions are being filtered."
},
{
"type": "TArray<UEdGrap...",
"name": "Graphs",
"description": "A list of graphs you want compatible actions for."
},
{
"type": "TArray<UEdGrap...",
"name": "Pins",
"description": "A list of pins you want compatible actions for."
},
{
"type": "TArray<FFieldV...",
"name": "SelectedObjects",
"description": "A list of objects the user currently has selected (things like blueprint properties, level actors, content-browser assets, etc.)."
}
] |
|
FBindingObject::operator=
|
/Engine/Source/Editor/BlueprintGraph/Classes/BlueprintNodeBinder.h
|
BlueprintGraph
|
template<typename T, decltype(ImplicitConv< [UObject](API\Runtime\CoreUObject\UObject\UObject) * >(DeclVal< T >()))*> [FBindingObject](API\Editor\BlueprintGraph\FBindingObject) & operator= ( T InObject )
|
[] |
|
FBlueprintActionDatabase::AddReferencedObjects
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
|
Pure virtual that must be overloaded by the inheriting class. Use this method to serialize any UObjects contained that you wish to keep around.
|
BlueprintGraph
|
virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )
|
[] |
FBlueprintActionDatabase::ClearAssetActions
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
|
Finds the database entry for the specified object and wipes it. The entry won't be rebuilt, unlessRefreshAssetActions()is explicitly called after.
True if an entry was found and removed.
|
BlueprintGraph
|
bool ClearAssetActions ( [UObject](API\Runtime\CoreUObject\UObject\UObject) *const AssetObject )
|
[] |
FBlueprintActionDatabase::ClearAssetActions
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
|
Finds the database entry for the specified object and wipes it. The entry won't be rebuilt, unlessRefreshAssetActions()is explicitly called after.
True if an entry was found and removed.
|
BlueprintGraph
|
bool ClearAssetActions ( const [FObjectKey](API\Runtime\CoreUObject\UObject\FObjectKey) & AssetObjectKey )
|
[] |
FBlueprintActionDatabase::ClearUnloadedAssetActions
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
|
Finds the database entry for the specified unloaded asset and wipes it. The entry won't be rebuilt, unlessRefreshAssetActions()is explicitly called after.
|
BlueprintGraph
|
void ClearUnloadedAssetActions ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & ObjectPath )
|
[] |
FBlueprintActionDatabase::ClearUnloadedAssetActions
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
|
Deprecated* FNames containing full asset paths are deprecated. UseFSoftObjectPathinstead.
|
BlueprintGraph
|
void ClearUnloadedAssetActions ( [FName](API\Runtime\Core\UObject\FName) ObjectPath )
|
[] |
FBlueprintActionDatabase::DeferredRemoveEntry
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
|
Removes the entry with the given key on the next tick.
|
BlueprintGraph
|
void DeferredRemoveEntry ( [FObjectKey](API\Runtime\CoreUObject\UObject\FObjectKey) const & InKey )
|
[] |
EPermissionsContext
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
|
Field visibility is different depending on context, this enum differentiates between the different contexts that fields can be present in
|
BlueprintGraph
|
enum EPermissionsContext { Property, Asset, Node, Pin, }
|
[] |
FActionList
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
|
BlueprintGraph
|
typedef [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) > > FActionList
|
[] |
|
FActionRegistry
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
|
BlueprintGraph
|
typedef [TMap](API\Runtime\Core\Containers\TMap)< [FObjectKey](API\Runtime\CoreUObject\UObject\FObjectKey), [FActionList](API\Editor\BlueprintGraph\FBlueprintActionDatabase\FActionList) > FActionRegistry
|
[] |
|
FOnDatabaseEntryUpdated
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
|
BlueprintGraph
|
typedef TMulticastDelegate_OneParam< void, [UObject](API\Runtime\CoreUObject\UObject\UObject) * > FOnDatabaseEntryUpdated
|
[] |
|
FPrimingQueue
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
|
BlueprintGraph
|
typedef [TMap](API\Runtime\Core\Containers\TMap)< [FObjectKey](API\Runtime\CoreUObject\UObject\FObjectKey), int32 > FPrimingQueue
|
[] |
|
FUnloadedActionRegistry
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
|
BlueprintGraph
|
typedef [TMap](API\Runtime\Core\Containers\TMap)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath), [FActionList](API\Editor\BlueprintGraph\FBlueprintActionDatabase\FActionList) > FUnloadedActionRegistry
|
[] |
|
FBlueprintActionDatabase::Get
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
|
Getter to access the database singleton. Will populate the database first if this is the first time accessing it.
The singleton instance ofFBlueprintActionDatabase.
|
BlueprintGraph
|
static [FBlueprintActionDatabase](API\Editor\BlueprintGraph\FBlueprintActionDatabase) & Get()
|
[] |
FBlueprintActionDatabase::GetAllActions
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
|
Each node spawner is categorized by a class orasset. A spawner that corresponds to a specific class field (like a function, property, enum, etc.) will be listed under that field's class owner. Remaining spawners that can't be categorized this way will be registered by asset or node type.
The entire action database, which maps specific objects to arrays of associated node-spawners.
|
BlueprintGraph
|
[FActionRegistry](API\Editor\BlueprintGraph\FBlueprintActionDatabase\FActionRegistry) const & GetAllActions()
|
[] |
FBlueprintActionDatabase::GetReferencerName
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
|
Overload this method to report a name for your referencer
|
BlueprintGraph
|
virtual [FString](API\Runtime\Core\Containers\FString) GetReferencerName() const
|
[] |
FBlueprintActionDatabase::GetStatId
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
|
Return the stat id to use for this tickable
|
BlueprintGraph
|
virtual [TStatId](API\Runtime\Core\Stats\TStatId) GetStatId() const
|
[] |
FBlueprintActionDatabase::GetTickableTickType
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
|
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object will ever be able to tick, and if not, it will not get added to the tickable objects array. If the tickable tick type is Conditional then the virtual IsTickable will be called to determine whether to tick the object on each given frame
true if object will ever want to be ticked, false otherwise.
|
BlueprintGraph
|
virtual ETickableTickType GetTickableTickType() const
|
[] |
FBlueprintActionDatabase::HasClassFiltering
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
|
Check whether we have any class filtering applied
|
BlueprintGraph
|
static bool HasClassFiltering()
|
[] |
FBlueprintActionDatabase::IsClassAllowed
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
|
Check whether the global filter applies to this class
|
BlueprintGraph
|
static bool IsClassAllowed ( [UClass](API\Runtime\CoreUObject\UObject\UClass) const * InClass, [EPermissionsContext](API\Editor\BlueprintGraph\FBlueprintActionDatabase\EPermissionsContext) InContext )
|
[] |
FBlueprintActionDatabase::IsClassAllowed
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
|
Check whether the global filter applies to this class
|
BlueprintGraph
|
static bool IsClassAllowed ( const [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) & InClassPath, [EPermissionsContext](API\Editor\BlueprintGraph\FBlueprintActionDatabase\EPermissionsContext) InContext )
|
[] |
FBlueprintActionDatabase::IsEnumAllowed
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
|
Check whether permissions allow this enum
|
BlueprintGraph
|
static bool IsEnumAllowed ( [UEnum](API\Runtime\CoreUObject\UObject\UEnum) const * InEnum, [EPermissionsContext](API\Editor\BlueprintGraph\FBlueprintActionDatabase\EPermissionsContext) InContext )
|
[] |
FBlueprintActionDatabase::IsEnumAllowed
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
|
Check whether permissions allow this enum
|
BlueprintGraph
|
static bool IsEnumAllowed ( const [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) & InEnumPath, [EPermissionsContext](API\Editor\BlueprintGraph\FBlueprintActionDatabase\EPermissionsContext) InContext )
|
[] |
FBlueprintActionDatabase::IsFieldAllowed
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
|
Check whether permissions allow this field
|
BlueprintGraph
|
static bool IsFieldAllowed ( [UField](API\Runtime\CoreUObject\UObject\UField) const * InField, [EPermissionsContext](API\Editor\BlueprintGraph\FBlueprintActionDatabase\EPermissionsContext) InContext )
|
[] |
FBlueprintActionDatabase::IsFunctionAllowed
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
|
Check whether permissions allow this function
|
BlueprintGraph
|
static bool IsFunctionAllowed ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) const * InFunction, [EPermissionsContext](API\Editor\BlueprintGraph\FBlueprintActionDatabase\EPermissionsContext) InContext )
|
[] |
FBlueprintActionDatabase::IsPinTypeAllowed
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
|
Check whether permissions allow this pin type. InUnloadedAssetPath will be used in the case where a InPinType.PinSubCategoryObject is unable to be resolved.
|
BlueprintGraph
|
static bool IsPinTypeAllowed ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InPinType, const [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) & InUnloadedAssetPath )
|
[] |
FBlueprintActionDatabase::IsStructAllowed
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
|
Check whether permissions allow this struct
|
BlueprintGraph
|
static bool IsStructAllowed ( [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) const * InStruct, [EPermissionsContext](API\Editor\BlueprintGraph\FBlueprintActionDatabase\EPermissionsContext) InContext )
|
[] |
FBlueprintActionDatabase::IsStructAllowed
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
|
Check whether permissions allow this struct
|
BlueprintGraph
|
static bool IsStructAllowed ( const [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) & InStructPath, [EPermissionsContext](API\Editor\BlueprintGraph\FBlueprintActionDatabase\EPermissionsContext) InContext )
|
[] |
FBlueprintActionDatabase::MoveUnloadedAssetActions
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
|
Moves the unloaded asset actions from one location to another
|
BlueprintGraph
|
void MoveUnloadedAssetActions ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & SourceObjectPath, const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & TargetObjectPath )
|
[] |
FBlueprintActionDatabase::MoveUnloadedAssetActions
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
|
Deprecated* FNames containing full asset paths are deprecated. UseFSoftObjectPathinstead.
|
BlueprintGraph
|
void MoveUnloadedAssetActions ( [FName](API\Runtime\Core\UObject\FName) SourceObjectPath, [FName](API\Runtime\Core\UObject\FName) TargetObjectPath )
|
[] |
FBlueprintActionDatabase::OnEntryRemoved
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
|
BlueprintGraph
|
[FOnDatabaseEntryUpdated](API\Editor\BlueprintGraph\FBlueprintActionDatabase\FOnDatabaseEntryUpdated) & OnEntryRemoved()
|
[] |
|
FBlueprintActionDatabase::OnEntryUpdated
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
|
BlueprintGraph
|
[FOnDatabaseEntryUpdated](API\Editor\BlueprintGraph\FBlueprintActionDatabase\FOnDatabaseEntryUpdated) & OnEntryUpdated()
|
[] |
|
FBlueprintActionDatabase::RefreshAll
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
|
Populates the action database from scratch. Loops over every known class and records a set of node-spawners associated with each.
|
BlueprintGraph
|
void RefreshAll()
|
[] |
FBlueprintActionDatabase::RefreshAssetActions
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
|
Finds the database entry for the specified asset and wipes it, repopulating it with a fresh set of associated node-spawners.
|
BlueprintGraph
|
void RefreshAssetActions ( [UObject](API\Runtime\CoreUObject\UObject\UObject) *const AssetObject )
|
[] |
FBlueprintActionDatabase::RefreshClassActions
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
|
Finds the database entry for the specified class and wipes it, repopulating it with a fresh set of associated node-spawners.
|
BlueprintGraph
|
void RefreshClassActions ( [UClass](API\Runtime\CoreUObject\UObject\UClass) *const Class )
|
[] |
FBlueprintActionDatabase::RefreshComponentActions
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
|
Updates all component related actions
|
BlueprintGraph
|
void RefreshComponentActions()
|
[] |
FBlueprintActionDatabase::RefreshWorlds
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
|
Populates the action database with all level script actions from all active editor worlds.
|
BlueprintGraph
|
void RefreshWorlds()
|
[] |
FBlueprintActionDatabase::Tick
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
|
Pure virtual that must be overloaded by the inheriting class. It will be called from within LevelTick.cpp after ticking all actors or from the rendering thread (depending on bIsRenderingThreadObject)
|
BlueprintGraph
|
virtual void Tick ( float DeltaTime )
|
[] |
FBlueprintActionDatabase::TryGet
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
|
Getter to access the datbase singleton, will return null if the database has not been initialized
|
BlueprintGraph
|
static [FBlueprintActionDatabase](API\Editor\BlueprintGraph\FBlueprintActionDatabase) * TryGet()
|
[] |
FBlueprintActionDatabase::~FBlueprintActionDatabase
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
|
Destructor
|
BlueprintGraph
|
virtual ~FBlueprintActionDatabase()
|
[] |
FBlueprintActionDatabase
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
|
No constructors are accessible with public or protected access.
|
BlueprintGraph
|
class FBlueprintActionDatabase : public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject), public [FTickableEditorObject](API\Editor\UnrealEd\FTickableEditorObject)
|
[] |
FBlueprintActionDatabaseRegistrar::AddBlueprintAction
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabaseRegistrar.h
|
Attempts to suss out the key that this action should be registered under; if it doesn't find a better one then it associates the action with the node filling this out.
|
BlueprintGraph
|
bool AddBlueprintAction ( [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) * NodeSpawner )
|
[] |
FBlueprintActionDatabaseRegistrar::AddBlueprintAction
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabaseRegistrar.h
|
Each action should be recorded under a specificUFieldkey; primarily to refresh those actions when the corresponding asset is updated (Blueprint regenerated, struct added/deleted, etc.).
|
BlueprintGraph
|
bool AddBlueprintAction ( [UClass](API\Runtime\CoreUObject\UObject\UClass) const * ClassOwner, [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) * NodeSpawner )
|
[] |
FBlueprintActionDatabaseRegistrar::AddBlueprintAction
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabaseRegistrar.h
|
Attempts to suss out the key that this action should be registered under; if it doesn't find a better one then it associates the action with the node filling this out.
|
BlueprintGraph
|
bool AddBlueprintAction ( [UEnum](API\Runtime\CoreUObject\UObject\UEnum) const * EnumOwner, [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) * NodeSpawner )
|
[] |
FBlueprintActionDatabaseRegistrar::AddBlueprintAction
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabaseRegistrar.h
|
Attempts to suss out the key that this action should be registered under; if it doesn't find a better one then it associates the action with the node filling this out.
|
BlueprintGraph
|
bool AddBlueprintAction ( [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) const * StructOwner, [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) * NodeSpawner )
|
[] |
FBlueprintActionDatabaseRegistrar::AddBlueprintAction
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabaseRegistrar.h
|
Attempts to suss out the key that this action should be registered under; if it doesn't find a better one then it associates the action with the node filling this out.
|
BlueprintGraph
|
bool AddBlueprintAction ( [UField](API\Runtime\CoreUObject\UObject\UField) const * FieldOwner, [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) * NodeSpawner )
|
[] |
FBlueprintActionDatabaseRegistrar::AddBlueprintAction
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabaseRegistrar.h
|
Attempts to suss out the key that this action should be registered under; if it doesn't find a better one then it associates the action with the node filling this out.
|
BlueprintGraph
|
bool AddBlueprintAction ( [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) const & AssetDataOwner, [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) * NodeSpawner )
|
[] |
FBlueprintActionDatabaseRegistrar::AddBlueprintAction
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabaseRegistrar.h
|
Special case for asset bound actions (we want to clean-up/refresh these when the corresponding asset is updated). AssetOwner must be an asset!
|
BlueprintGraph
|
bool AddBlueprintAction ( [UObject](API\Runtime\CoreUObject\UObject\UObject) const * AssetOwner, [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) * NodeSpawner )
|
[] |
FActionRegistry
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabaseRegistrar.h
|
BlueprintGraph
|
typedef [FBlueprintActionDatabase::FActionRegistry](API\Editor\BlueprintGraph\FBlueprintActionDatabase\FActionRegistry) FActionRegistry
|
[] |
|
FMakeEnumSpawnerDelegate
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabaseRegistrar.h
|
BlueprintGraph
|
typedef TBaseDelegate_OneParam< [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) *, const [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * > FMakeEnumSpawnerDelegate
|
[] |
|
FMakeStructSpawnerDelegate
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabaseRegistrar.h
|
BlueprintGraph
|
typedef TBaseDelegate_OneParam< [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) *, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * > FMakeStructSpawnerDelegate
|
[] |
|
FMakeFuncSpawnerDelegate
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabaseRegistrar.h
|
BlueprintGraph
|
typedef TBaseDelegate_OneParam< [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) *, const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * > FMakeFuncSpawnerDelegate
|
[] |
|
FPrimingQueue
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabaseRegistrar.h
|
BlueprintGraph
|
typedef [FBlueprintActionDatabase::FPrimingQueue](API\Editor\BlueprintGraph\FBlueprintActionDatabase\FPrimingQueue) FPrimingQueue
|
[] |
|
FBlueprintActionDatabaseRegistrar::GetActionKeyFilter
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabaseRegistrar.h
|
Returns the current key the registrar is being filtered using
|
BlueprintGraph
|
[UObject](API\Runtime\CoreUObject\UObject\UObject) const * GetActionKeyFilter() const
|
[] |
FUnloadedActionRegistry
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabaseRegistrar.h
|
BlueprintGraph
|
typedef [FBlueprintActionDatabase::FUnloadedActionRegistry](API\Editor\BlueprintGraph\FBlueprintActionDatabase\FUnloadedActionRegistry) FUnloadedActionRegistry
|
[] |
|
FBlueprintActionDatabaseRegistrar::IsOpenForRegistration
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabaseRegistrar.h
|
Occasionally (when an asset is added/refreshed), this registrar will be passed around to gather only specific keyed actions (see ActionKeyFilter). In that case, it will block registration of all unwanted keys. Functionality wise this doesn't matter toUK2Node, butUK2Nodemay be able to save on some work/allocations if it knew this beforehand.
True if the OwnerKey would is allowed to register actions, false if it would be blocked.
|
BlueprintGraph
|
bool IsOpenForRegistration ( [UObject](API\Runtime\CoreUObject\UObject\UObject) const * OwnerKey )
|
[] |
FBlueprintActionDatabaseRegistrar::IsOpenForRegistration
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabaseRegistrar.h
|
Occasionally (when an asset is added/refreshed), this registrar will be passed around to gather only specific keyed actions (see ActionKeyFilter). In that case, it will block registration of all unwanted keys. Functionality wise this doesn't matter toUK2Node, butUK2Nodemay be able to save on some work/allocations if it knew this beforehand.
True if the OwnerKey would is allowed to register actions, false if it would be blocked.
|
BlueprintGraph
|
bool IsOpenForRegistration ( [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) const & AssetDataOwner )
|
[] |
FBlueprintActionDatabaseRegistrar::RegisterClassFactoryActions
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabaseRegistrar.h
|
BlueprintGraph
|
template<class T> int32 RegisterClassFactoryActions ( const [FMakeFuncSpawnerDelegate](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-\FMakeFuncSpawner-) & MakeActionCallback )
|
[] |
|
FBlueprintActionDatabaseRegistrar::RegisterClassFactoryActions
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabaseRegistrar.h
|
BlueprintGraph
|
int32 RegisterClassFactoryActions &40; const UClass &42; TargetType, const FMakeFuncSpawnerDelegate & MakeActionCallback &41;
|
[] |
|
FBlueprintActionDatabaseRegistrar::RegisterEnumActions
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabaseRegistrar.h
|
BlueprintGraph
|
int32 RegisterEnumActions ( const [FMakeEnumSpawnerDelegate](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-\FMakeEnumSpawner-) & MakeActionCallback )
|
[] |
|
FBlueprintActionDatabaseRegistrar::RegisterStructActions
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabaseRegistrar.h
|
BlueprintGraph
|
int32 RegisterStructActions ( const [FMakeStructSpawnerDelegate](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-\FMakeStructSpawn-) & MakeActionCallback )
|
[] |
|
FBlueprintActionDatabaseRegistrar
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabaseRegistrar.h
|
No constructors are accessible with public or protected access.
|
BlueprintGraph
|
class FBlueprintActionDatabaseRegistrar
|
[] |
FBlueprintActionFilter::Add
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionFilter.h
|
Helper to add a class to the TargetClasses, fills outFTargetClassFilterData
|
BlueprintGraph
|
static void Add ( [TArray](API\Runtime\Core\Containers\TArray)< [FTargetClassFilterData](API\Editor\BlueprintGraph\FBlueprintActionFilter\FTargetClassFilterData) > & ToArray, [UClass](API\Runtime\CoreUObject\UObject\UClass) * TargetClass )
|
[] |
FBlueprintActionFilter::AddRejectionTest
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionFilter.h
|
Users can extend the filter and add their own rejection tests with this method. We use rejection "IsFiltered" tests rather than inclusive tests because it is more optimal to whittle down the list of actions early.
|
BlueprintGraph
|
void AddRejectionTest ( [FRejectionTestDelegate](API\Editor\BlueprintGraph\FBlueprintActionFilter\FRejectionTestDelegate) RejectionTestDelegate )
|
[] |
FBlueprintActionFilter::AddRejectionTest
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionFilter.h
|
BlueprintGraph
|
void AddRejectionTest ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FActionFilterTest](API\Editor\BlueprintGraph\FActionFilterTest) > RejectionTest )
|
[] |
|
FBlueprintActionFilter::AddUnique
|
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionFilter.h
|
Helper to add a class to the TargetClasses, TargetClass may already be in the array
|
BlueprintGraph
|
static void AddUnique ( [TArray](API\Runtime\Core\Containers\TArray)< [FTargetClassFilterData](API\Editor\BlueprintGraph\FBlueprintActionFilter\FTargetClassFilterData) > & ToArray, [UClass](API\Runtime\CoreUObject\UObject\UClass) * TargetClass )
|
[] |
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