className stringlengths 1 167 | headerPath stringlengths 14 166 | description stringlengths 0 1.62k | module stringlengths 0 76 | code stringlengths 0 11.4k | variables listlengths 0 395 |
|---|---|---|---|---|---|
IBlueprintNodeBinder | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintNodeBinder.h | BlueprintGraph | class IBlueprintNodeBinder | [] | |
IK2Node_AddPinInterface::AddInputPin | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddPinInterface.h | Add an additional input pin to this node | BlueprintGraph | void AddInputPin() | [] |
IK2Node_AddPinInterface::CanAddPin | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddPinInterface.h | Determines if a pin can be added to this node. Typically used withinUK2Node::GetNodeContextMenuActionsto determine what options there should be.
bool True if a new pin can be added, false if it cannot. | BlueprintGraph | virtual bool CanAddPin() const | [] |
IK2Node_AddPinInterface::CanRemovePin | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddPinInterface.h | Returns true if the given pin can be removed from this node.
bool True if the pin can be removed, false otherwise. | BlueprintGraph | virtual bool CanRemovePin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const | [] |
IK2Node_AddPinInterface::GetMaxInputPinsNum | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddPinInterface.h | Determine the maximum number of additional input pins this node can have. The node is limited by the number of letters in the alphabet for display purposes
constexpr int32 | BlueprintGraph | static constexpr int32 GetMaxInputPinsNum() | [] |
IK2Node_AddPinInterface::GetNameForAdditionalPin | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddPinInterface.h | GetNameForAdditionalPinFNameName of this additional pin | BlueprintGraph | static [FName](API\Runtime\Core\UObject\FName) GetNameForAdditionalPin ( int32 PinIndex ) | [] |
IK2Node_AddPinInterface::RemoveInputPin | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddPinInterface.h | Attempt to remove the given pin from this node. Should fail if the given pin is not an additional pin to the node | BlueprintGraph | virtual void RemoveInputPin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) | [] |
IK2Node_AddPinInterface | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AddPinInterface.h | UK2Node_DoOnceMultiInput | BlueprintGraph | class IK2Node_AddPinInterface | [] |
IK2Node_EventNodeInterface::GetEventNodeAction | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_EventNodeInterface.h | BlueprintGraph | [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > GetEventNodeAction ( const [FText](API\Runtime\Core\Internationalization\FText) & ActionCategory ) | [] | |
IK2Node_EventNodeInterface | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_EventNodeInterface.h | BlueprintGraph | class IK2Node_EventNodeInterface | [] | |
IK2Node_ExternalGraphInterface::GetExternalGraphs | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ExternalGraphInterface.h | Get external graphs to display for this node. | BlueprintGraph | [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * > GetExternalGraphs() const | [] |
IK2Node_ExternalGraphInterface | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ExternalGraphInterface.h | BlueprintGraph | class IK2Node_ExternalGraphInterface | [] | |
INodeDependingOnEnumInterface::GetEnum | /Engine/Source/Editor/BlueprintGraph/Classes/NodeDependingOnEnumInterface.h | BlueprintGraph | virtual UEnum &42; GetEnum&40;&41; const | [] | |
INodeDependingOnEnumInterface::ReloadEnum | /Engine/Source/Editor/BlueprintGraph/Classes/NodeDependingOnEnumInterface.h | BlueprintGraph | virtual void ReloadEnum &40; class UEnum &42; &41; | [] | |
INodeDependingOnEnumInterface::ShouldBeReconstructedAfterEnumChanged | /Engine/Source/Editor/BlueprintGraph/Classes/NodeDependingOnEnumInterface.h | BlueprintGraph | virtual bool ShouldBeReconstructedAfterEnumChanged&40;&41; const | [] | |
INodeDependingOnEnumInterface | /Engine/Source/Editor/BlueprintGraph/Classes/NodeDependingOnEnumInterface.h | BlueprintGraph | class INodeDependingOnEnumInterface | [] | |
WithIdenticalViaEquality | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h | BlueprintGraph | enum &123; WithIdenticalViaEquality = true &125; | [] | |
TStructOpsTypeTraits< FPerBlueprintSettings > | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h | BlueprintGraph | template<> struct TStructOpsTypeTraits< FPerBlueprintSettings > : public [TStructOpsTypeTraitsBase2< FPerBlueprintSettings >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2) | [] | |
TypePromoDebug::IsTypePromoEnabled | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintTypePromotion.h | Checks if the type promotion editor pref is true or false (The bEnableTypePromotion BP editor setting) | BlueprintGraph | namespace TypePromoDebug { static bool TypePromoDebug::IsTypePromoEnabled() } | [] |
UBlueprintAssetNodeSpawner::Create | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintAssetNodeSpawner.h | Creates a newUBlueprintAssetNodeSpawnerfor the supplied asset. Does not do any compatibility checking to ensure that the asset is viable for blueprint use.
A newly allocated instance of this class. | BlueprintGraph | static [UBlueprintAssetNodeSpawner](API\Editor\BlueprintGraph\UBlueprintAssetNodeSpawner) * Create ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) > const InNodeClass, const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOuter, [FCustomizeNodeDelegate](API\Editor\BlueprintGraph\UBlueprintNodeSpawner\FCustomizeNodeDelegate) InPostSpawnDelegate ) | [] |
UBlueprintAssetNodeSpawner | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintAssetNodeSpawner.h | Takes care of spawning various asset related nodes (nodes associated with an asset). | BlueprintGraph | class UBlueprintAssetNodeSpawner : public [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) | [] |
UBlueprintAssetNodeSpawner::GetAssetData | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintAssetNodeSpawner.h | Retrieves the asset that this assigns to spawned nodes.
The asset that this class was initialized with. | BlueprintGraph | const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & GetAssetData() const | [] |
UBlueprintBoundEventNodeSpawner::BindToNode | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundEventNodeSpawner.h | Attempts to apply the specified binding to the supplied node.
True if the binding was successful, false if not. | BlueprintGraph | virtual bool BindToNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node, [FBindingObject](API\Editor\BlueprintGraph\FBindingObject) Binding ) const | [] |
UBlueprintBoundEventNodeSpawner::Create | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundEventNodeSpawner.h | Creates a newUBlueprintEventNodeSpawnerfor delegate bound events. Does not come bound, instead it is left up to the ui to bind
A newly allocated instance of this class. | BlueprintGraph | static [UBlueprintBoundEventNodeSpawner](API\Editor\BlueprintGraph\UBlueprintBoundEventNodeSpawner) * Create ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event) > NodeClass, [FMulticastDelegateProperty](API\Runtime\CoreUObject\UObject\FMulticastDelegateProperty) * EventDelegate, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer ) | [] |
UBlueprintBoundEventNodeSpawner::FindPreExistingEvent | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundEventNodeSpawner.h | BlueprintGraph | virtual [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event) const * FindPreExistingEvent ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & Bindings ) const | [] | |
UBlueprintBoundEventNodeSpawner::GetEventDelegate | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundEventNodeSpawner.h | BlueprintGraph | [FMulticastDelegateProperty](API\Runtime\CoreUObject\UObject\FMulticastDelegateProperty) const * GetEventDelegate() const | [] | |
UBlueprintBoundEventNodeSpawner::GetSpawnerSignature | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundEventNodeSpawner.h | We want to be able to compare spawners, and have a signature that is rebuildable on subsequent runs. So, what makes each spawner unique is the type of node that it spawns, and any fields the node would be initialized with; that is what this returns.
A set of object-paths/names that distinguish this spawner from others. | BlueprintGraph | virtual [FBlueprintNodeSignature](API\Editor\BlueprintGraph\FBlueprintNodeSignature) GetSpawnerSignature() const | [] |
UBlueprintBoundEventNodeSpawner::Invoke | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundEventNodeSpawner.h | This function is intended to be overridden; sub-classes may return a pre-existing node, instead of a newly allocated one (for cases where only one instance of the node type can exist). Callers should check for this case upon use.
Null if it failed to spawn a node, otherwise a newly spawned node or possibly one that already existed. | BlueprintGraph | virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Invoke ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & Bindings, FVector2D const Location ) const | [] |
UBlueprintBoundEventNodeSpawner::IsBindingCompatible | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundEventNodeSpawner.h | Checks to see if the specified object can be bound by this.
True if BindingCandidate can be bound by this controller, false if not. | BlueprintGraph | virtual bool IsBindingCompatible ( [FBindingObject](API\Editor\BlueprintGraph\FBindingObject) BindingCandidate ) const | [] |
UBlueprintBoundEventNodeSpawner::UBlueprintBoundEventNodeSpawner | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundEventNodeSpawner.h | BlueprintGraph | UBlueprintBoundEventNodeSpawner ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UBlueprintBoundEventNodeSpawner | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundEventNodeSpawner.h | Takes care of spawningUK2Node_Eventnodes. Acts as the "action" portion of certain FBlueprintActionMenuItems. Will not spawn a new event node if one associated with the specified function already exits (instead,Invoke()will return the existing one). Evolved fromFEdGraphSchemaAction_K2AddEventandFEdGraphSchemaAction_K2ViewNode. | BlueprintGraph | class UBlueprintBoundEventNodeSpawner : public [UBlueprintEventNodeSpawner](API\Editor\BlueprintGraph\UBlueprintEventNodeSpawner) | [] |
UBlueprintBoundNodeSpawner::BindToNode | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundNodeSpawner.h | Attempts to apply the specified binding to the supplied node.
True if the binding was successful, false if not. | BlueprintGraph | virtual bool BindToNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node, [FBindingObject](API\Editor\BlueprintGraph\FBindingObject) Binding ) const | [] |
UBlueprintBoundNodeSpawner::Create | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundNodeSpawner.h | A newly allocated instance of this class. | BlueprintGraph | static [UBlueprintBoundNodeSpawner](API\Editor\BlueprintGraph\UBlueprintBoundNodeSpawner) * Create ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) > NodeClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer ) | [] |
FCanBindObjectDelegate | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundNodeSpawner.h | BlueprintGraph | typedef TBaseDelegate_OneParam< bool, [UObject](API\Runtime\CoreUObject\UObject\UObject) const * > FCanBindObjectDelegate | [] | |
FFindPreExistingNodeDelegate | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundNodeSpawner.h | BlueprintGraph | typedef TBaseDelegate_TwoParams< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) *, const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) *, [IBlueprintNodeBinder::FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & > FFindPreExistingNodeDelegate | [] | |
FOnBindObjectDelegate | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundNodeSpawner.h | BlueprintGraph | typedef TBaseDelegate_TwoParams< bool, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) *, [UObject](API\Runtime\CoreUObject\UObject\UObject) * > FOnBindObjectDelegate | [] | |
UBlueprintBoundNodeSpawner::GetSpawnerSignature | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundNodeSpawner.h | We want to be able to compare spawners, and have a signature that is rebuildable on subsequent runs. So, what makes each spawner unique is the type of node that it spawns, and any fields the node would be initialized with; that is what this returns.
A set of object-paths/names that distinguish this spawner from others. | BlueprintGraph | virtual [FBlueprintNodeSignature](API\Editor\BlueprintGraph\FBlueprintNodeSignature) GetSpawnerSignature() const | [] |
UBlueprintBoundNodeSpawner::Invoke | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundNodeSpawner.h | This function is intended to be overridden; sub-classes may return a pre-existing node, instead of a newly allocated one (for cases where only one instance of the node type can exist). Callers should check for this case upon use.
Null if it failed to spawn a node, otherwise a newly spawned node or possibly one that already existed. | BlueprintGraph | virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Invoke ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & Bindings, FVector2D const Location ) const | [] |
UBlueprintBoundNodeSpawner::IsBindingCompatible | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundNodeSpawner.h | Checks to see if the specified object can be bound by this.
True if BindingCandidate can be bound by this controller, false if not. | BlueprintGraph | virtual bool IsBindingCompatible ( [FBindingObject](API\Editor\BlueprintGraph\FBindingObject) BindingCandidate ) const | [] |
UBlueprintBoundNodeSpawner::UBlueprintBoundNodeSpawner | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundNodeSpawner.h | BlueprintGraph | UBlueprintBoundNodeSpawner ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UBlueprintBoundNodeSpawner | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintBoundNodeSpawner.h | Takes care of spawning various bound nodes. Acts as the "action" portion of certain FBlueprintActionMenuItems. | BlueprintGraph | class UBlueprintBoundNodeSpawner : public [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) | [
{
"type": "FCanBindObjectD...",
"name": "CanBindObjectDelegate",
"description": "A delegate to perform specialized node binding verification"
},
{
"type": "FFindPreExistin...",
"name": "FindPreExistingNodeDelegate",
"description": "A delegate to find a node that is already spawned, inste... |
UBlueprintComponentNodeSpawner::BindToNode | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintComponentNodeSpawner.h | Attempts to apply the specified binding to the supplied node.
True if the binding was successful, false if not. | BlueprintGraph | virtual bool BindToNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node, [FBindingObject](API\Editor\BlueprintGraph\FBindingObject) Binding ) const | [] |
UBlueprintComponentNodeSpawner::Create | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintComponentNodeSpawner.h | Creates a newUBlueprintComponentNodeSpawnerfor the specified class. Does not do any compatibility checking to ensure that the class is viable as a spawnable component (do that before calling this).
A newly allocated instance of this class. | BlueprintGraph | static [UBlueprintComponentNodeSpawner](API\Editor\BlueprintGraph\UBlueprintComponentNodeSpawner) * Create ( const struct [FComponentTypeEntry](API\Editor\UnrealEd\FComponentTypeEntry) & Entry ) | [] |
UBlueprintComponentNodeSpawner::GetComponentClass | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintComponentNodeSpawner.h | Retrieves the component class that this configures spawned nodes with.
The component type that this class was initialized with. | BlueprintGraph | [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > GetComponentClass() const | [] |
UBlueprintComponentNodeSpawner::GetSpawnerSignature | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintComponentNodeSpawner.h | We want to be able to compare spawners, and have a signature that is rebuildable on subsequent runs. So, what makes each spawner unique is the type of node that it spawns, and any fields the node would be initialized with; that is what this returns.
A set of object-paths/names that distinguish this spawner from others. | BlueprintGraph | virtual [FBlueprintNodeSignature](API\Editor\BlueprintGraph\FBlueprintNodeSignature) GetSpawnerSignature() const | [] |
UBlueprintComponentNodeSpawner::GetUiSpec | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintComponentNodeSpawner.h | Takes the defaultFBlueprintActionUiSpecand modifies it dynamically to accommodate the current context.
A ui spec, detailing how to present this action in the menu. | BlueprintGraph | virtual [FBlueprintActionUiSpec](API\Editor\BlueprintGraph\FBlueprintActionUiSpec) GetUiSpec ( [FBlueprintActionContext](API\Editor\BlueprintGraph\FBlueprintActionContext) const & Context, [FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & Bindings ) const | [] |
UBlueprintComponentNodeSpawner::Invoke | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintComponentNodeSpawner.h | This function is intended to be overridden; sub-classes may return a pre-existing node, instead of a newly allocated one (for cases where only one instance of the node type can exist). Callers should check for this case upon use.
Null if it failed to spawn a node, otherwise a newly spawned node or possibly one that already existed. | BlueprintGraph | virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Invoke ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & Bindings, FVector2D const Location ) const | [] |
UBlueprintComponentNodeSpawner::IsBindingCompatible | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintComponentNodeSpawner.h | Checks to see if the specified object can be bound by this.
True if BindingCandidate can be bound by this controller, false if not. | BlueprintGraph | virtual bool IsBindingCompatible ( [FBindingObject](API\Editor\BlueprintGraph\FBindingObject) BindingCandidate ) const | [] |
UBlueprintComponentNodeSpawner::IsTemplateNodeFilteredOut | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintComponentNodeSpawner.h | BlueprintGraph | virtual bool IsTemplateNodeFilteredOut ( const [FBlueprintActionFilter](API\Editor\BlueprintGraph\FBlueprintActionFilter) & Filter ) const | [] | |
UBlueprintComponentNodeSpawner::UBlueprintComponentNodeSpawner | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintComponentNodeSpawner.h | BlueprintGraph | UBlueprintComponentNodeSpawner ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UBlueprintComponentNodeSpawner | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintComponentNodeSpawner.h | Takes care of spawningUK2Node_AddComponentnodes. Acts as the "action" portion of certain FBlueprintActionMenuItems. Evolved fromFEdGraphSchemaAction_K2AddComponent. | BlueprintGraph | class UBlueprintComponentNodeSpawner : public [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) | [] |
UBlueprintDelegateNodeSpawner::Create | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintDelegateNodeSpawner.h | Creates a newUBlueprintDelegateNodeSpawnerfor the specified property. Does not do any compatibility checking to ensure that the property is accessible from blueprints (do that before calling this).
A newly allocated instance of this class. | BlueprintGraph | static [UBlueprintDelegateNodeSpawner](API\Editor\BlueprintGraph\UBlueprintDelegateNodeSpawner) * Create ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UK2Node_BaseMCDelegate](API\Editor\BlueprintGraph\UK2Node_BaseMCDelegate) > NodeClass, [FMulticastDelegateProperty](API\Runtime\CoreUObject\UObject\FMulticastDelegateProperty) const *const Property, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer ) | [] |
UBlueprintDelegateNodeSpawner::GetDelegateProperty | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintDelegateNodeSpawner.h | Accessor to the delegate property that this spawner wraps (the delegate that this will assign spawned nodes with).
The delegate property that this was initialized with. | BlueprintGraph | [FMulticastDelegateProperty](API\Runtime\CoreUObject\UObject\FMulticastDelegateProperty) const * GetDelegateProperty() const | [] |
UBlueprintDelegateNodeSpawner::UBlueprintDelegateNodeSpawner | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintDelegateNodeSpawner.h | BlueprintGraph | UBlueprintDelegateNodeSpawner ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UBlueprintDelegateNodeSpawner | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintDelegateNodeSpawner.h | Takes care of spawning various nodes associated with delegates. Serves as the "action" portion for certain FBlueprintActionMenuItems. Evolved fromFEdGraphSchemaAction_K2Delegate,FEdGraphSchemaAction_K2AssignDelegate, etc. | BlueprintGraph | class UBlueprintDelegateNodeSpawner : public [UBlueprintFieldNodeSpawner](API\Editor\BlueprintGraph\UBlueprintFieldNodeSpawner) | [] |
FOnIsClassAllowed | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h | BlueprintGraph | typedef TBaseDelegate_OneParam< bool, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > FOnIsClassAllowed | [] | |
FOnIsClassPathAllowed | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h | BlueprintGraph | typedef TBaseDelegate_OneParam< bool, const [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) & > FOnIsClassPathAllowed | [] | |
UBlueprintEditorSettings::GetFunctionPermissions | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h | Get allowed functions permissions list | BlueprintGraph | [FPathPermissionList](API\Runtime\Core\Misc\FPathPermissionList) & GetFunctionPermissions() | [] |
UBlueprintEditorSettings::GetEnumPermissions | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h | Get allowed enums permissions list | BlueprintGraph | [FPathPermissionList](API\Runtime\Core\Misc\FPathPermissionList) & GetEnumPermissions() | [] |
UBlueprintEditorSettings::GetPinCategoryPermissions | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h | Get allowed pin categories permissions list | BlueprintGraph | [FNamePermissionList](API\Runtime\Core\Misc\FNamePermissionList) & GetPinCategoryPermissions() | [] |
UBlueprintEditorSettings::GetStructPermissions | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h | Get allowed structs permissions list | BlueprintGraph | [FPathPermissionList](API\Runtime\Core\Misc\FPathPermissionList) & GetStructPermissions() | [] |
UBlueprintEditorSettings::HasClassFiltering | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h | BlueprintGraph | bool HasClassFiltering() const | [] | |
UBlueprintEditorSettings::HasClassOnPinFiltering | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h | BlueprintGraph | bool HasClassOnPinFiltering() const | [] | |
UBlueprintEditorSettings::HasClassPathFiltering | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h | BlueprintGraph | bool HasClassPathFiltering() const | [] | |
UBlueprintEditorSettings::HasClassPathOnPinFiltering | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h | BlueprintGraph | bool HasClassPathOnPinFiltering() const | [] | |
UBlueprintEditorSettings::IsClassAllowed | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h | BlueprintGraph | bool IsClassAllowed ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass ) const | [] | |
UBlueprintEditorSettings::IsClassAllowedOnPin | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h | BlueprintGraph | bool IsClassAllowedOnPin ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass ) const | [] | |
UBlueprintEditorSettings::IsClassPathAllowed | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h | BlueprintGraph | bool IsClassPathAllowed ( const [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) & InClassPath ) const | [] | |
UBlueprintEditorSettings::IsClassPathAllowedOnPin | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h | BlueprintGraph | bool IsClassPathAllowedOnPin ( const [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) & InClassPath ) const | [] | |
UBlueprintEditorSettings::IsFunctionAllowed | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h | BlueprintGraph | bool IsFunctionAllowed ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, const [FName](API\Runtime\Core\UObject\FName) FunctionName ) const | [] | |
UBlueprintEditorSettings::OnAssetRemoved | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h | BlueprintGraph | void OnAssetRemoved ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) | [] | |
UBlueprintEditorSettings::OnAssetRenamed | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h | BlueprintGraph | void OnAssetRenamed ( [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) const & AssetInfo, const [FString](API\Runtime\Core\Containers\FString) & InOldName ) | [] | |
UBlueprintEditorSettings::PostInitProperties | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened. | BlueprintGraph | virtual void PostInitProperties() | [] |
UBlueprintEditorSettings::PostEditChangeProperty | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h | UObjectinterface | BlueprintGraph | virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent ) | [] |
UBlueprintEditorSettings::RegisterIsClassAllowedOnPinDelegate | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h | BlueprintGraph | void RegisterIsClassAllowedOnPinDelegate ( const [FName](API\Runtime\Core\UObject\FName) OwnerName, [FOnIsClassAllowed](API\Editor\BlueprintGraph\UBlueprintEditorSettings\FOnIsClassAllowed) Delegate ) | [] | |
UBlueprintEditorSettings::RegisterIsClassAllowedDelegate | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h | Delegates called to determine whether a class type is allowed | BlueprintGraph | void RegisterIsClassAllowedDelegate ( const [FName](API\Runtime\Core\UObject\FName) OwnerName, [FOnIsClassAllowed](API\Editor\BlueprintGraph\UBlueprintEditorSettings\FOnIsClassAllowed) Delegate ) | [] |
UBlueprintEditorSettings::RegisterIsClassPathAllowedDelegate | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h | BlueprintGraph | void RegisterIsClassPathAllowedDelegate ( const [FName](API\Runtime\Core\UObject\FName) OwnerName, [FOnIsClassPathAllowed](API\Editor\BlueprintGraph\UBlueprintEditorSettings\FOnIsClassPathAllowed) Delegate ) | [] | |
UBlueprintEditorSettings::RegisterIsClassPathAllowedOnPinDelegate | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h | BlueprintGraph | void RegisterIsClassPathAllowedOnPinDelegate ( const [FName](API\Runtime\Core\UObject\FName) OwnerName, [FOnIsClassPathAllowed](API\Editor\BlueprintGraph\UBlueprintEditorSettings\FOnIsClassPathAllowed) Delegate ) | [] | |
UBlueprintEditorSettings::UnregisterIsClassAllowedDelegate | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h | BlueprintGraph | void UnregisterIsClassAllowedDelegate ( const [FName](API\Runtime\Core\UObject\FName) OwnerName ) | [] | |
UBlueprintEditorSettings::UnregisterIsClassPathAllowedDelegate | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h | BlueprintGraph | void UnregisterIsClassPathAllowedDelegate ( const [FName](API\Runtime\Core\UObject\FName) OwnerName ) | [] | |
UBlueprintEditorSettings::UnregisterIsClassAllowedOnPinDelegate | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h | BlueprintGraph | void UnregisterIsClassAllowedOnPinDelegate ( const [FName](API\Runtime\Core\UObject\FName) OwnerName ) | [] | |
UBlueprintEditorSettings::UnregisterIsClassPathAllowedOnPinDelegate | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h | BlueprintGraph | void UnregisterIsClassPathAllowedOnPinDelegate ( const [FName](API\Runtime\Core\UObject\FName) OwnerName ) | [] | |
UBlueprintEditorSettings::UBlueprintEditorSettings | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h | BlueprintGraph | UBlueprintEditorSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UBlueprintEditorSettings | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h | BlueprintGraph | class UBlueprintEditorSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings) | [
{
"type": "TArray<FAdditi...",
"name": "AdditionalBlueprintCategories",
"description": "List of additional category names to show in Blueprints, optionally filtered by parent class type."
},
{
"type": "bool",
"name": "bAllowExplicitImpureNodeDisabling",
"description": "If enabled, nodes ... | |
UBlueprintEventNodeSpawner::Create | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintEventNodeSpawner.h | Creates a newUBlueprintEventNodeSpawnerfor the specified function. Does not do any compatibility checking to ensure that the function is viable as a blueprint event (do that before calling this).
A newly allocated instance of this class. | BlueprintGraph | static [UBlueprintEventNodeSpawner](API\Editor\BlueprintGraph\UBlueprintEventNodeSpawner) * Create ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) const *const EventFunc, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer ) | [] |
UBlueprintEventNodeSpawner::Create | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintEventNodeSpawner.h | Creates a newUBlueprintEventNodeSpawnerfor custom events. The CustomEventName can be left blank if the node will pick one itself on instantiation.
A newly allocated instance of this class. | BlueprintGraph | static [UBlueprintEventNodeSpawner](API\Editor\BlueprintGraph\UBlueprintEventNodeSpawner) * Create ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event) > NodeClass, [FName](API\Runtime\Core\UObject\FName) CustomEventName, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer ) | [] |
UBlueprintEventNodeSpawner::GetEventFunction | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintEventNodeSpawner.h | Retrieves the function that this assigns to spawned nodes (defines the event's signature). Can be null if this spawner was for a custom event.
The event function that this class was initialized with. | BlueprintGraph | [UFunction](API\Runtime\CoreUObject\UObject\UFunction) const * GetEventFunction() const | [] |
UBlueprintEventNodeSpawner::GetSpawnerSignature | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintEventNodeSpawner.h | We want to be able to compare spawners, and have a signature that is rebuildable on subsequent runs. So, what makes each spawner unique is the type of node that it spawns, and any fields the node would be initialized with; that is what this returns.
A set of object-paths/names that distinguish this spawner from others. | BlueprintGraph | virtual [FBlueprintNodeSignature](API\Editor\BlueprintGraph\FBlueprintNodeSignature) GetSpawnerSignature() const | [] |
UBlueprintEventNodeSpawner::Invoke | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintEventNodeSpawner.h | This function is intended to be overridden; sub-classes may return a pre-existing node, instead of a newly allocated one (for cases where only one instance of the node type can exist). Callers should check for this case upon use.
Null if it failed to spawn a node, otherwise a newly spawned node or possibly one that already existed. | BlueprintGraph | virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Invoke ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & Bindings, FVector2D const Location ) const | [] |
UBlueprintEventNodeSpawner::IsForCustomEvent | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintEventNodeSpawner.h | BlueprintGraph | bool IsForCustomEvent() const | [] | |
UBlueprintEventNodeSpawner::UBlueprintEventNodeSpawner | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintEventNodeSpawner.h | BlueprintGraph | UBlueprintEventNodeSpawner ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UBlueprintEventNodeSpawner | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintEventNodeSpawner.h | Takes care of spawningUK2Node_Eventnodes. Acts as the "action" portion of certain FBlueprintActionMenuItems. Will not spawn a new event node if one associated with the specified function already exits (instead,Invoke()will return the existing one). Evolved fromFEdGraphSchemaAction_K2AddEventandFEdGraphSchemaAction_K2ViewNode. | BlueprintGraph | class UBlueprintEventNodeSpawner : public [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) | [] |
UBlueprintFieldNodeSpawner::Create | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintFieldNodeSpawner.h | Creates a newUBlueprintFieldNodeSpawnerfor the supplied field. Does not do any compatibility checking to ensure that the field is viable for blueprint use.
A newly allocated instance of this class. | BlueprintGraph | static [UBlueprintFieldNodeSpawner](API\Editor\BlueprintGraph\UBlueprintFieldNodeSpawner) * Create ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UK2Node](API\Editor\BlueprintGraph\UK2Node) > NodeClass, [FFieldVariant](API\Runtime\CoreUObject\UObject\FFieldVariant) Field, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, [UClass](API\Runtime\CoreUObject\UObject\UClass) const * OwnerClass ) | [] |
UBlueprintEventNodeSpawner::FindPreExistingEvent | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintEventNodeSpawner.h | BlueprintGraph | virtual [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event) const * FindPreExistingEvent ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & Bindings ) const | [] | |
FSetNodeFieldDelegate | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintFieldNodeSpawner.h | BlueprintGraph | typedef TBaseDelegate_TwoParams< void, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) *, [FFieldVariant](API\Runtime\CoreUObject\UObject\FFieldVariant) > FSetNodeFieldDelegate | [] | |
UBlueprintFieldNodeSpawner::GetField | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintFieldNodeSpawner.h | Retrieves the field that this assigns to spawned nodes (defines the node's signature).
The field that this class was initialized with. | BlueprintGraph | [FFieldVariant](API\Runtime\CoreUObject\UObject\FFieldVariant) GetField() const | [] |
UBlueprintFieldNodeSpawner::GetSpawnerSignature | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintFieldNodeSpawner.h | We want to be able to compare spawners, and have a signature that is rebuildable on subsequent runs. So, what makes each spawner unique is the type of node that it spawns, and any fields the node would be initialized with; that is what this returns.
A set of object-paths/names that distinguish this spawner from others. | BlueprintGraph | virtual [FBlueprintNodeSignature](API\Editor\BlueprintGraph\FBlueprintNodeSignature) GetSpawnerSignature() const | [] |
UBlueprintFieldNodeSpawner::Invoke | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintFieldNodeSpawner.h | This function is intended to be overridden; sub-classes may return a pre-existing node, instead of a newly allocated one (for cases where only one instance of the node type can exist). Callers should check for this case upon use.
Null if it failed to spawn a node, otherwise a newly spawned node or possibly one that already existed. | BlueprintGraph | virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Invoke ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & Bindings, FVector2D const Location ) const | [] |
UBlueprintFieldNodeSpawner::SetField | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintFieldNodeSpawner.h | Sets the field for this spawner | BlueprintGraph | void SetField ( [FFieldVariant](API\Runtime\CoreUObject\UObject\FFieldVariant) InField ) | [] |
UBlueprintFieldNodeSpawner::UBlueprintFieldNodeSpawner | /Engine/Source/Editor/BlueprintGraph/Classes/BlueprintFieldNodeSpawner.h | BlueprintGraph | UBlueprintFieldNodeSpawner ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.