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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
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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
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FUnloadedActionRegistry
/Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabaseRegistrar.h
BlueprintGraph
typedef [FBlueprintActionDatabase::FUnloadedActionRegistry](API\Editor\BlueprintGraph\FBlueprintActionDatabase\FUnloadedActionRegistry) FUnloadedActionRegistry
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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 )
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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;
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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 )
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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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