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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 )
[]