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
|
|---|---|---|---|---|---|
UK2Node_VariableSet::AllocateDefaultPins
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSet.h
|
Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).
|
BlueprintGraph
|
virtual void AllocateDefaultPins()
|
[] |
UK2Node_VariableSet::CreateNodeHandler
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSet.h
|
BlueprintGraph
|
virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const
|
[] |
|
UK2Node_VariableSet::ExpandNode
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSet.h
|
Expands a node while compiling, which may add additional nodes or delete this node
|
BlueprintGraph
|
virtual void ExpandNode ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph )
|
[] |
UK2Node_VariableSet::GetBlueprintVarTooltip
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSet.h
|
BlueprintGraph
|
static [FText](API\Runtime\Core\Internationalization\FText) GetBlueprintVarTooltip ( [FBPVariableDescription](API\Runtime\Engine\Engine\FBPVariableDescription) const & VarDesc )
|
[] |
|
UK2Node_VariableSet::GetNodeTitle
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSet.h
|
Gets the name of this node, shown in title bar
|
BlueprintGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const
|
[] |
UK2Node_VariableSet::GetPropertyTooltip
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSet.h
|
BlueprintGraph
|
static [FText](API\Runtime\Core\Internationalization\FText) GetPropertyTooltip ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) const * VariableProperty )
|
[] |
|
UK2Node_VariableSet::GetRepNotifyName
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSet.h
|
BlueprintGraph
|
[FName](API\Runtime\Core\UObject\FName) GetRepNotifyName() const
|
[] |
|
UK2Node_VariableSet::GetTooltipText
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSet.h
|
Gets the tooltip to display when over the node
|
BlueprintGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UK2Node_VariableSet::GetVariableOutputPinName
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSet.h
|
Retrieves the output pin name for the node
|
BlueprintGraph
|
[FName](API\Runtime\Core\UObject\FName) GetVariableOutputPinName() const
|
[] |
UK2Node_VariableSet::HasFieldNotificationBroadcast
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSet.h
|
BlueprintGraph
|
bool HasFieldNotificationBroadcast() const
|
[] |
|
UK2Node_VariableSet::HasLocalRepNotify
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSet.h
|
Returns true if the variable we are setting has a RepNotify AND was defined in a blueprint The 'defined in a blueprint' is to avoid natively defined RepNotifies being called unintentionally. Most (all?) native rep notifies are intended to be client only. We are moving away from this paradigm in blueprints So for now this is somewhat of a hold over to avoid nasty bugs where a K2 set node is calling a native function that the designer has no idea what it is doing.
|
BlueprintGraph
|
bool HasLocalRepNotify() const
|
[] |
UK2Node_VariableSet::IsFieldNotifyProperty
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSet.h
|
BlueprintGraph
|
bool IsFieldNotifyProperty() const
|
[] |
|
UK2Node_VariableSet::IsNetProperty
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSet.h
|
BlueprintGraph
|
bool IsNetProperty() const
|
[] |
|
UK2Node_VariableSet::ReallocatePinsDuringReconstruction
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSet.h
|
Reallocate pins during reconstruction; by default ignores the old pins and callsAllocateDefaultPins()If you override this to create additional pins you likely need to call RestoreSplitPins to restore any pins that have been split (e.g. a vector pin split into its components)
|
BlueprintGraph
|
virtual void ReallocatePinsDuringReconstruction ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & OldPins )
|
[] |
UK2Node_VariableSet::ShouldFlushDormancyOnSet
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSet.h
|
BlueprintGraph
|
bool ShouldFlushDormancyOnSet() const
|
[] |
|
UK2Node_VariableSet::ShouldShowNodeProperties
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSet.h
|
Return whether the node's properties display in the blueprint details panel
|
BlueprintGraph
|
virtual bool ShouldShowNodeProperties() const
|
[] |
UK2Node_VariableSet::ShouldOverridePinNames
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSet.h
|
Whether or not this node should be given the chance to override pin names. If this returns true, thenGetPinNameOverride()will be called for each pin, each frame
|
BlueprintGraph
|
virtual bool ShouldOverridePinNames() const
|
[] |
UK2Node_VariableSet::ValidateNodeDuringCompilation
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSet.h
|
Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.
|
BlueprintGraph
|
virtual void ValidateNodeDuringCompilation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) const
|
[] |
UK2Node_VariableSet::UK2Node_VariableSet
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSet.h
|
BlueprintGraph
|
UK2Node_VariableSet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UK2Node_VariableSet
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSet.h
|
BlueprintGraph
|
class UK2Node_VariableSet : public [UK2Node_Variable](API\Editor\BlueprintGraph\UK2Node_Variable)
|
[] |
|
UK2Node_VariableSetRef::AllocateDefaultPins
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSetRef.h
|
Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).
|
BlueprintGraph
|
virtual void AllocateDefaultPins()
|
[] |
UK2Node_VariableSetRef::CoerceTypeFromPin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSetRef.h
|
Changes the type of variable set by this node, based on the specified pin
|
BlueprintGraph
|
void CoerceTypeFromPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )
|
[] |
UK2Node_VariableSetRef::CreateNodeHandler
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSetRef.h
|
BlueprintGraph
|
virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const
|
[] |
|
UK2Node_VariableSetRef::GetMenuActions
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSetRef.h
|
Replacement forGetMenuEntries(). Override to add specific UBlueprintNodeSpawners pertaining to the sub-class type. Serves as an extensible way for new nodes, and game module nodes to add themselves to context menus.
|
BlueprintGraph
|
virtual void GetMenuActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) const
|
[] |
UK2Node_VariableSetRef::GetMenuCategory
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSetRef.h
|
Override to provide a default category for specific node types to be listed under.
A localized category string (or an empty string if you want this node listed at the menu's root).
|
BlueprintGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const
|
[] |
UK2Node_VariableSetRef::GetNodeRefreshPriority
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSetRef.h
|
BlueprintGraph
|
virtual int32 GetNodeRefreshPriority() const
|
[] |
|
UK2Node_VariableSetRef::GetNodeTitle
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSetRef.h
|
Gets the name of this node, shown in title bar
|
BlueprintGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const
|
[] |
UK2Node_VariableSetRef::GetTargetPin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSetRef.h
|
Returns the pin that specifies which by-ref variable to set
|
BlueprintGraph
|
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetTargetPin() const
|
[] |
UK2Node_VariableSetRef::GetTooltipText
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSetRef.h
|
Gets the tooltip to display when over the node
|
BlueprintGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UK2Node_VariableSetRef::GetValuePin
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSetRef.h
|
Returns the pin that specifies the value to set
|
BlueprintGraph
|
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetValuePin() const
|
[] |
UK2Node_VariableSetRef::IsActionFilteredOut
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSetRef.h
|
Determine if the node of this type should be filtered in the actions menu
|
BlueprintGraph
|
virtual bool IsActionFilteredOut ( class [FBlueprintActionFilter](API\Editor\BlueprintGraph\FBlueprintActionFilter) const & Filter )
|
[] |
UK2Node_VariableSetRef::NotifyPinConnectionListChanged
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSetRef.h
|
Called when the connection list of one of the pins of this node is changed in the editor, after the pin has had it's literal cleared
|
BlueprintGraph
|
virtual void NotifyPinConnectionListChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )
|
[] |
UK2Node_VariableSetRef::ReallocatePinsDuringReconstruction
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSetRef.h
|
Reallocate pins during reconstruction; by default ignores the old pins and callsAllocateDefaultPins()If you override this to create additional pins you likely need to call RestoreSplitPins to restore any pins that have been split (e.g. a vector pin split into its components)
|
BlueprintGraph
|
virtual void ReallocatePinsDuringReconstruction ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & OldPins )
|
[] |
UK2Node_VariableSetRef::UK2Node_VariableSetRef
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSetRef.h
|
BlueprintGraph
|
UK2Node_VariableSetRef ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UK2Node_VariableSetRef
|
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSetRef.h
|
BlueprintGraph
|
class UK2Node_VariableSetRef : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)
|
[] |
|
UNodeDependingOnEnumInterface::UNodeDependingOnEnumInterface
|
/Engine/Source/Editor/BlueprintGraph/Classes/NodeDependingOnEnumInterface.h
|
BlueprintGraph
|
UNodeDependingOnEnumInterface ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UNodeDependingOnEnumInterface
|
/Engine/Source/Editor/BlueprintGraph/Classes/NodeDependingOnEnumInterface.h
|
BlueprintGraph
|
class UNodeDependingOnEnumInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)
|
[] |
|
ADEPRECATED_PlacedEditorUtilityBase::ClearActorSelectionSet
|
/Engine/Source/Editor/Blutility/Classes/PlacedEditorUtilityBase.h
|
Remove all actors from the selection set.
|
Blutility
|
void ClearActorSelectionSet()
|
[] |
ADEPRECATED_PlacedEditorUtilityBase::GetActorReference
|
/Engine/Source/Editor/Blutility/Classes/PlacedEditorUtilityBase.h
|
Attempts to find the actor specified by PathToActor in the current editor world
A reference to the actor, or none if it wasn't found
|
Blutility
|
[AActor](API\Runtime\Engine\GameFramework\AActor) * GetActorReference ( [FString](API\Runtime\Core\Containers\FString) PathToActor )
|
[] |
ADEPRECATED_PlacedEditorUtilityBase::GetLevelViewportCameraInfo
|
/Engine/Source/Editor/Blutility/Classes/PlacedEditorUtilityBase.h
|
Gets information about the camera position for the primary level editor viewport. In non-editor builds, these will be zeroed
Whether or not we were able to get a camera for a level editing viewport
|
Blutility
|
bool GetLevelViewportCameraInfo ( FVector & CameraLocation, FRotator & CameraRotation )
|
[] |
ADEPRECATED_PlacedEditorUtilityBase::GetSelectionSet
|
/Engine/Source/Editor/Blutility/Classes/PlacedEditorUtilityBase.h
|
Returns the current selection set in the editor. Note that for non-editor builds, this will return an empty array
|
Blutility
|
[TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > GetSelectionSet()
|
[] |
ADEPRECATED_PlacedEditorUtilityBase::SelectNothing
|
/Engine/Source/Editor/Blutility/Classes/PlacedEditorUtilityBase.h
|
Selects nothing in the editor (another way to clear the selection)
|
Blutility
|
void SelectNothing()
|
[] |
ADEPRECATED_PlacedEditorUtilityBase::SetActorSelectionState
|
/Engine/Source/Editor/Blutility/Classes/PlacedEditorUtilityBase.h
|
Set the selection state for the selected actor.
|
Blutility
|
void SetActorSelectionState ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, bool bShouldBeSelected )
|
[] |
ADEPRECATED_PlacedEditorUtilityBase::SetLevelViewportCameraInfo
|
/Engine/Source/Editor/Blutility/Classes/PlacedEditorUtilityBase.h
|
Sets information about the camera position for the primary level editor viewport.
|
Blutility
|
void SetLevelViewportCameraInfo ( FVector CameraLocation, FRotator CameraRotation )
|
[] |
ADEPRECATED_PlacedEditorUtilityBase::ShouldTickIfViewportsOnly
|
/Engine/Source/Editor/Blutility/Classes/PlacedEditorUtilityBase.h
|
If true, actor is ticked even if TickType==LEVELTICK_ViewportsOnly
|
Blutility
|
virtual bool ShouldTickIfViewportsOnly() const
|
[] |
ADEPRECATED_PlacedEditorUtilityBase::TickActor
|
/Engine/Source/Editor/Blutility/Classes/PlacedEditorUtilityBase.h
|
Dispatches the once-per frameTick()function for this actor
|
Blutility
|
virtual void TickActor ( float DeltaTime, ELevelTick TickType, [FActorTickFunction](API\Runtime\Engine\Engine\FActorTickFunction) & ThisTickFunction )
|
[] |
ADEPRECATED_PlacedEditorUtilityBase::ADEPRECATED_PlacedEditorUtilityBase
|
/Engine/Source/Editor/Blutility/Classes/PlacedEditorUtilityBase.h
|
Blutility
|
ADEPRECATED_PlacedEditorUtilityBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
ADEPRECATED_PlacedEditorUtilityBase
|
/Engine/Source/Editor/Blutility/Classes/PlacedEditorUtilityBase.h
|
Blutility
|
class ADEPRECATED_PlacedEditorUtilityBase : public [AActor](API\Runtime\Engine\GameFramework\AActor)
|
[
{
"type": "FString",
"name": "HelpText",
"description": ""
}
] |
|
AEditorUtilityActor::GetInputComponent
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityActor.h
|
Returns the current InputComponent on this utility actor. This will be NULL unless bReceivesEditorInput is set to true.
|
Blutility
|
[UInputComponent](API\Runtime\Engine\Components\UInputComponent) * GetInputComponent() const
|
[] |
AEditorUtilityActor::GetReceivesEditorInput
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityActor.h
|
Blutility
|
bool GetReceivesEditorInput() const
|
[] |
|
AEditorUtilityActor::OnConstruction
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityActor.h
|
Called when an instance of this class is placed (in editor) or spawned.
|
Blutility
|
virtual void OnConstruction ( const FTransform & Transform )
|
[] |
AEditorUtilityActor::PostEditChangeProperty
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityActor.h
|
Called when a property on this object has been modified externally
|
Blutility
|
virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
|
[] |
AEditorUtilityActor::Run
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityActor.h
|
Standard function to execute.
|
Blutility
|
void Run()
|
[] |
AEditorUtilityActor::SetReceivesEditorInput
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityActor.h
|
Blutility
|
void SetReceivesEditorInput ( bool bInValue )
|
[] |
|
AEditorUtilityActor::AEditorUtilityActor
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityActor.h
|
Blutility
|
AEditorUtilityActor ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
AEditorUtilityActor
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityActor.h
|
Blutility
|
class AEditorUtilityActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)
|
[] |
|
AEditorUtilityCamera
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityCamera.h
|
Blutility
|
class AEditorUtilityCamera : public [ACameraActor](API\Runtime\Engine\Camera\ACameraActor)
|
[] |
|
AEditorUtilityCamera::AEditorUtilityCamera
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityCamera.h
|
Blutility
|
AEditorUtilityCamera ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
FAssetActionSupportCondition
|
/Engine/Source/Editor/Blutility/Classes/AssetActionUtility.h
|
Blutility
|
struct FAssetActionSupportCondition
|
[
{
"type": "FString",
"name": "FailureReason",
"description": "This is the failure reason to reply to the user with if the condition above fails."
},
{
"type": "FString",
"name": "Filter",
"description": "This is a content browser styled filter."
}
] |
|
FAsyncDelayComplete
|
/Engine/Source/Editor/Blutility/Public/EditorUtilityLibrary.h
|
Blutility
|
class FAsyncDelayComplete
|
[] |
|
FAsyncEditorWaitForGameWorldEvent
|
/Engine/Source/Editor/Blutility/Public/EditorUtilityLibrary.h
|
Blutility
|
class FAsyncEditorWaitForGameWorldEvent
|
[] |
|
FForEachActorIteratorSignature
|
/Engine/Source/Editor/Blutility/Classes/GlobalEditorUtilityBase.h
|
Blutility
|
class FForEachActorIteratorSignature
|
[] |
|
FForEachAssetIteratorSignature
|
/Engine/Source/Editor/Blutility/Classes/GlobalEditorUtilityBase.h
|
Blutility
|
class FForEachAssetIteratorSignature
|
[] |
|
FOnAsyncCaptureSceneComplete
|
/Engine/Source/Editor/Blutility/Public/AsyncCaptureScene.h
|
Blutility
|
class FOnAsyncCaptureSceneComplete
|
[] |
|
FOnEditorUtilityPIEEvent
|
/Engine/Source/Editor/Blutility/Public/EditorUtilitySubsystem.h
|
Delegate for a PIE event exposed via Editor Utility (begin, end, pause/resume, etc)
|
Blutility
|
class FOnEditorUtilityPIEEvent
|
[] |
FOnEditorUtilityTaskDynamicDelegate
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityTask.h
|
Blutility
|
class FOnEditorUtilityTaskDynamicDelegate
|
[] |
|
IBlutilityModule::AddLoadedScriptUI
|
/Engine/Source/Editor/Blutility/Public/IBlutilityModule.h
|
Blutility
|
void AddLoadedScriptUI ( class [UEditorUtilityWidgetBlueprint](API\Editor\Blutility\UEditorUtilityWidgetBlueprint) * InBlueprint )
|
[] |
|
FOnExportImageAsyncComplete
|
/Engine/Source/Editor/Blutility/Public/AsyncImageExport.h
|
Blutility
|
class FOnExportImageAsyncComplete
|
[] |
|
IBlutilityModule::GetAssetCategories
|
/Engine/Source/Editor/Blutility/Public/IBlutilityModule.h
|
Blutility
|
TConstArrayView< [FAssetCategoryPath](API\Editor\AssetDefinition\Misc\FAssetCategoryPath) > GetAssetCategories() const
|
[] |
|
IBlutilityModule::GetAssetCategory
|
/Engine/Source/Editor/Blutility/Public/IBlutilityModule.h
|
Deprecated* Use GetAssetCategories instead
|
Blutility
|
[EAssetTypeCategories::Type](API\Developer\AssetTools\EAssetTypeCategories__Type) GetAssetCategory() const
|
[] |
IBlutilityModule::GetMenuGroup
|
/Engine/Source/Editor/Blutility/Public/IBlutilityModule.h
|
Global Find Results workspace menu item
|
Blutility
|
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FWorkspaceItem](API\Runtime\Slate\Framework\Docking\FWorkspaceItem) > GetMenuGroup() const
|
[] |
IBlutilityModule::IsEditorUtilityBlueprint
|
/Engine/Source/Editor/Blutility/Public/IBlutilityModule.h
|
Returns if the blueprint is an editor utility blueprint or widget
|
Blutility
|
bool IsEditorUtilityBlueprint ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint ) const
|
[] |
IBlutilityModule::RemoveLoadedScriptUI
|
/Engine/Source/Editor/Blutility/Public/IBlutilityModule.h
|
Blutility
|
void RemoveLoadedScriptUI ( class [UEditorUtilityWidgetBlueprint](API\Editor\Blutility\UEditorUtilityWidgetBlueprint) * InBlueprint )
|
[] |
|
IBlutilityModule
|
/Engine/Source/Editor/Blutility/Public/IBlutilityModule.h
|
The public interface of BlutilityModule
|
Blutility
|
class IBlutilityModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
|
[] |
IEditorUtilityExtension
|
/Engine/Source/Editor/Blutility/Public/IEditorUtilityExtension.h
|
Blutility
|
class IEditorUtilityExtension
|
[] |
|
UActorActionUtility::GetAssetRegistryTags
|
/Engine/Source/Editor/Blutility/Classes/ActorActionUtility.h
|
BeginUObject.
|
Blutility
|
virtual void GetAssetRegistryTags ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTags ) const
|
[] |
UActorActionUtility::GetSupportedClass
|
/Engine/Source/Editor/Blutility/Classes/ActorActionUtility.h
|
Return the class that this actor action supports. Leave this blank to support all actor classes.
|
Blutility
|
[UClass](API\Runtime\CoreUObject\UObject\UClass) * GetSupportedClass() const
|
[] |
UActorActionUtility::GetSupportedClasses
|
/Engine/Source/Editor/Blutility/Classes/ActorActionUtility.h
|
Gets the statically determined supported classes, these classes are used as a first pass filter when determining if we can utilize this asset utility action on the asset.
|
Blutility
|
const [TArray](API\Runtime\Core\Containers\TArray)< [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > > & GetSupportedClasses() const
|
[] |
UActorActionUtility
|
/Engine/Source/Editor/Blutility/Classes/ActorActionUtility.h
|
Base class for all actor action-related utilities Any functions/events that are exposed on derived classes that have the correct signature will be included as menu options when right-clicking on a group of actors in the level editor.
|
Blutility
|
class UActorActionUtility : public [UEditorUtilityObject](API\Editor\Blutility\UEditorUtilityObject), public [IEditorUtilityExtension](API\Editor\Blutility\IEditorUtilityExtension)
|
[] |
UAssetActionUtility::GetAssetRegistryTags
|
/Engine/Source/Editor/Blutility/Classes/AssetActionUtility.h
|
BeginUObject.
|
Blutility
|
virtual void GetAssetRegistryTags ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTags ) const
|
[] |
UAssetActionUtility::GetSupportedClass
|
/Engine/Source/Editor/Blutility/Classes/AssetActionUtility.h
|
Return the class that this asset action supports (if not implemented, it will show up for all asset types) Do not do custom logic here based on the currently selected assets.
|
Blutility
|
[UClass](API\Runtime\CoreUObject\UObject\UClass) * GetSupportedClass() const
|
[] |
UAssetActionUtility::GetSupportedClasses
|
/Engine/Source/Editor/Blutility/Classes/AssetActionUtility.h
|
Gets the statically determined supported classes, these classes are used as a first pass filter when determining if we can utilize this asset utility action on the asset.
|
Blutility
|
const [TArray](API\Runtime\Core\Containers\TArray)< [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > > & GetSupportedClasses() const
|
[] |
UAssetActionUtility::IsActionForBlueprints
|
/Engine/Source/Editor/Blutility/Classes/AssetActionUtility.h
|
Returns whether or not this action is designed to work specifically on Blueprints (true) or on all assets (false). If true,GetSupportedClass()is treated as a filter against the Parent Class of selected Blueprint assets
|
Blutility
|
bool IsActionForBlueprints() const
|
[] |
UAssetActionUtility
|
/Engine/Source/Editor/Blutility/Classes/AssetActionUtility.h
|
Base class for all asset action-related utilities Any functions/events that are exposed on derived classes that have the correct signature will be included as menu options when right-clicking on a group of assets in the content browser.
|
Blutility
|
class UAssetActionUtility : public [UEditorUtilityObject](API\Editor\Blutility\UEditorUtilityObject), public [IEditorUtilityExtension](API\Editor\Blutility\IEditorUtilityExtension)
|
[
{
"type": "TArray<TSoftCl...",
"name": "SupportedClasses",
"description": "The supported classes controls the list of classes that may be operated on by all of the asset functions in this utility class."
},
{
"type": "TArray<FAssetA...",
"name": "SupportedConditions",
"description": "The supported conditions for any asset to use these utility functions."
}
] |
UAsyncCaptureScene::Activate
|
/Engine/Source/Editor/Blutility/Public/AsyncCaptureScene.h
|
Called to trigger the action once the delegates have been bound
|
Blutility
|
virtual void Activate()
|
[] |
UAsyncCaptureScene::CaptureSceneAsync
|
/Engine/Source/Editor/Blutility/Public/AsyncCaptureScene.h
|
Blutility
|
static [UAsyncCaptureScene](API\Editor\Blutility\UAsyncCaptureScene) * CaptureSceneAsync ( [UCameraComponent](API\Runtime\Engine\Camera\UCameraComponent) * ViewCamera, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ASceneCapture2D](API\Runtime\Engine\Engine\ASceneCapture2D) > SceneCaptureClass, int ResX, int ResY )
|
[] |
|
UAsyncCaptureScene::CaptureSceneWithWarmupAsync
|
/Engine/Source/Editor/Blutility/Public/AsyncCaptureScene.h
|
Blutility
|
static [UAsyncCaptureScene](API\Editor\Blutility\UAsyncCaptureScene) * CaptureSceneWithWarmupAsync ( [UCameraComponent](API\Runtime\Engine\Camera\UCameraComponent) * ViewCamera, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ASceneCapture2D](API\Runtime\Engine\Engine\ASceneCapture2D) > SceneCaptureClass, int ResX, int ResY, int WarmUpFrames )
|
[] |
|
UAsyncCaptureScene::UAsyncCaptureScene
|
/Engine/Source/Editor/Blutility/Public/AsyncCaptureScene.h
|
Blutility
|
UAsyncCaptureScene()
|
[] |
|
UAsyncCaptureScene
|
/Engine/Source/Editor/Blutility/Public/AsyncCaptureScene.h
|
Blutility
|
class UAsyncCaptureScene : public [UBlueprintAsyncActionBase](API\Runtime\Engine\Kismet\UBlueprintAsyncActionBase)
|
[
{
"type": "FOnAsyncCapture...",
"name": "Complete",
"description": ""
}
] |
|
UAsyncEditorDelay::AsyncEditorDelay
|
/Engine/Source/Editor/Blutility/Public/EditorUtilityLibrary.h
|
Blutility
|
static [UAsyncEditorDelay](API\Editor\Blutility\UAsyncEditorDelay) * AsyncEditorDelay ( float Seconds, int32 MinimumFrames )
|
[] |
|
UAsyncEditorDelay::Start
|
/Engine/Source/Editor/Blutility/Public/EditorUtilityLibrary.h
|
Blutility
|
void Start ( float InMinimumSeconds, int32 InMinimumFrames )
|
[] |
|
UAsyncEditorDelay::UAsyncEditorDelay
|
/Engine/Source/Editor/Blutility/Public/EditorUtilityLibrary.h
|
Blutility
|
UAsyncEditorDelay ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UAsyncEditorDelay
|
/Engine/Source/Editor/Blutility/Public/EditorUtilityLibrary.h
|
Blutility
|
class UAsyncEditorDelay : public [UEditorUtilityBlueprintAsyncActionBase](API\Editor\Blutility\UEditorUtilityBlueprintAsyncActi-)
|
[
{
"type": "FAsyncDelayComp...",
"name": "Complete",
"description": ""
}
] |
|
UAsyncEditorOpenMapAndFocusActor::AsyncEditorOpenMapAndFocusActor
|
/Engine/Source/Editor/Blutility/Public/EditorUtilityLibrary.h
|
Blutility
|
static [UAsyncEditorOpenMapAndFocusActor](API\Editor\Blutility\UAsyncEditorOpenMapAndFocusActor) * AsyncEditorOpenMapAndFocusActor ( [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) Map, [FString](API\Runtime\Core\Containers\FString) FocusActorName )
|
[] |
|
UAsyncEditorOpenMapAndFocusActor::Start
|
/Engine/Source/Editor/Blutility/Public/EditorUtilityLibrary.h
|
Blutility
|
void Start ( [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) InMap, [FString](API\Runtime\Core\Containers\FString) InFocusActorName )
|
[] |
|
UAsyncEditorOpenMapAndFocusActor::UAsyncEditorOpenMapAndFocusActor
|
/Engine/Source/Editor/Blutility/Public/EditorUtilityLibrary.h
|
Blutility
|
UAsyncEditorOpenMapAndFocusActor ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UAsyncEditorOpenMapAndFocusActor
|
/Engine/Source/Editor/Blutility/Public/EditorUtilityLibrary.h
|
Blutility
|
class UAsyncEditorOpenMapAndFocusActor : public [UEditorUtilityBlueprintAsyncActionBase](API\Editor\Blutility\UEditorUtilityBlueprintAsyncActi-)
|
[
{
"type": "FAsyncDelayComp...",
"name": "Complete",
"description": ""
}
] |
|
UAsyncEditorWaitForGameWorld::AsyncWaitForGameWorld
|
/Engine/Source/Editor/Blutility/Public/EditorUtilityLibrary.h
|
Blutility
|
static [UAsyncEditorWaitForGameWorld](API\Editor\Blutility\UAsyncEditorWaitForGameWorld) * AsyncWaitForGameWorld ( int32 Index, bool Server )
|
[] |
|
UAsyncEditorWaitForGameWorld::Start
|
/Engine/Source/Editor/Blutility/Public/EditorUtilityLibrary.h
|
Blutility
|
void Start ( int32 Index, bool Server )
|
[] |
|
UAsyncEditorWaitForGameWorld::UAsyncEditorWaitForGameWorld
|
/Engine/Source/Editor/Blutility/Public/EditorUtilityLibrary.h
|
Blutility
|
UAsyncEditorWaitForGameWorld ( 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.