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ERefreshBlueprintEditorReason::Type
/Engine/Source/Editor/Kismet/Public/BlueprintEditorModule.h
Describes the reason for Refreshing the editor
Kismet
namespace ERefreshBlueprintEditorReason { enum Type { BlueprintCompiled, PostUndo, UnknownReason, } }
[]
FBlueprintActionMenuBuilder::AddMenuSection
/Engine/Source/Editor/Kismet/Public/BlueprintActionMenuBuilder.h
Some action menus require multiple sections. One option is to create multiple FBlueprintActionMenuBuilders and append them together, but that can be unperformant (each builder will run through the entire database separately)... This method provides an alternative, where you can specify a separate filter/heading/orderin...
Kismet
void AddMenuSection ( [FBlueprintActionFilter](API\Editor\BlueprintGraph\FBlueprintActionFilter) const & Filter, [FText](API\Runtime\Core\Internationalization\FText) const & Heading, int32 MenuOrder, uint32 const Flags )
[]
FBlueprintActionMenuBuilder::BuildCompleted
/Engine/Source/Editor/Kismet/Public/BlueprintActionMenuBuilder.h
Called when all menu items have been constructed.
Kismet
void BuildCompleted()
[]
EConfigFlags
/Engine/Source/Editor/Kismet/Public/BlueprintActionMenuBuilder.h
Flags used to configure the builder.
Kismet
enum EConfigFlags { UseTimeSlicing = (1<<0), DefaultConfig = 0, }
[]
FBlueprintActionMenuBuilder::Empty
/Engine/Source/Editor/Kismet/Public/BlueprintActionMenuBuilder.h
Clears the action entries
Kismet
virtual void Empty()
[]
ESectionFlag
/Engine/Source/Editor/Kismet/Public/BlueprintActionMenuBuilder.h
Flags used to customize specific sections of the menu.
Kismet
enum ESectionFlag { ConsolidatePropertyActions = (1<<0), ConsolidateBoundActions = (1<<1), FlattenCategoryHierarcy = (1<<2), }
[]
FBlueprintActionMenuBuilder::GetNumPendingActions
/Engine/Source/Editor/Kismet/Public/BlueprintActionMenuBuilder.h
Returns the current number of actions that are still pending
Kismet
int32 GetNumPendingActions() const
[]
FBlueprintActionMenuBuilder::GetPendingActionsProgress
/Engine/Source/Editor/Kismet/Public/BlueprintActionMenuBuilder.h
Returns the normalized completion state when processing pending actions (e.g. for a status indicator)
Kismet
float GetPendingActionsProgress() const
[]
FBlueprintActionMenuBuilder::MakeMenuItems
/Engine/Source/Editor/Kismet/Public/BlueprintActionMenuBuilder.h
Adds menu items for the given database action.
Kismet
void MakeMenuItems ( [FBlueprintActionInfo](API\Editor\BlueprintGraph\FBlueprintActionInfo) & InAction )
[]
FBlueprintActionMenuBuilder::ProcessPendingActions
/Engine/Source/Editor/Kismet/Public/BlueprintActionMenuBuilder.h
Processes any actions that may be added asynchronously or across multiple frames. Returns true if one or more actions were added into the list.
Kismet
bool ProcessPendingActions()
[]
FBlueprintActionMenuBuilder::RebuildActionList
/Engine/Source/Editor/Kismet/Public/BlueprintActionMenuBuilder.h
Regenerates the entire menu list from the cached menu sections. Filters and adds action items from the blueprint action database (as defined by the MenuSections list).
Kismet
void RebuildActionList()
[]
FBlueprintActionMenuBuilder::FBlueprintActionMenuBuilder
/Engine/Source/Editor/Kismet/Public/BlueprintActionMenuBuilder.h
Default constructor.
Kismet
FBlueprintActionMenuBuilder ( [EConfigFlags](API\Editor\Kismet\FBlueprintActionMenuBuilder\EConfigFlags) Flags )
[]
FBlueprintActionMenuBuilder::FBlueprintActionMenuBuilder
/Engine/Source/Editor/Kismet/Public/BlueprintActionMenuBuilder.h
Deprecated* The action filter now stores a reference to the authoritative editor context. Please use the default constructor instead.
Kismet
FBlueprintActionMenuBuilder ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FBlueprintEditor](API\Editor\Kismet\FBlueprintEditor) > BlueprintEditorPtr )
[]
FBlueprintActionMenuBuilder
/Engine/Source/Editor/Kismet/Public/BlueprintActionMenuBuilder.h
Responsible for constructing a list of viable blueprint actions. Runs the blueprint actions database through a filter and spawns a series of FBlueprintActionMenuItems for actions that pass. Takes care of generating the each menu item's category/name/etc.
Kismet
struct FBlueprintActionMenuBuilder : public [FGraphActionListBuilderBase](API\Runtime\Engine\EdGraph\FGraphActionListBuilderBase)
[]
FBlueprintActionMenuItem::AddReferencedObjects
/Engine/Source/Editor/Kismet/Public/BlueprintActionMenuItem.h
GC.
Kismet
virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )
[]
FBlueprintActionMenuItem::AppendBindings
/Engine/Source/Editor/Kismet/Public/BlueprintActionMenuItem.h
Kismet
void AppendBindings ( const [FBlueprintActionContext](API\Editor\BlueprintGraph\FBlueprintActionContext) & Context, [IBlueprintNodeBinder::FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & BindingSet )
[]
FBlueprintActionMenuItem::FDocExcerptRef::IsValid
/Engine/Source/Editor/Kismet/Public/BlueprintActionMenuItem.h
Kismet
bool IsValid&40;&41; const
[]
FDocExcerptRef
/Engine/Source/Editor/Kismet/Public/BlueprintActionMenuItem.h
Utility struct for pairing documentation page names with excerpt names
Kismet
struct FDocExcerptRef
[ { "type": "FString", "name": "DocExcerptName", "description": "" }, { "type": "FString", "name": "DocLink", "description": "" } ]
FBlueprintActionMenuItem::GetDocumentationExcerpt
/Engine/Source/Editor/Kismet/Public/BlueprintActionMenuItem.h
Kismet
const [FDocExcerptRef](API\Editor\Kismet\FBlueprintActionMenuItem\FDocExcerptRef) & GetDocumentationExcerpt() const
[]
FBlueprintActionMenuItem::GetMenuIcon
/Engine/Source/Editor/Kismet/Public/BlueprintActionMenuItem.h
Retrieves the icon brush for this menu entry (to be displayed alongside in the menu). An slate brush to be used for this menu item in the action menu.
Kismet
[FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) const * GetMenuIcon ( [FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) & ColorOut )
[]
FBlueprintActionMenuItem::GetTypeId
/Engine/Source/Editor/Kismet/Public/BlueprintActionMenuItem.h
Kismet
virtual [FName](API\Runtime\Core\UObject\FName) GetTypeId() const
[]
FBlueprintActionMenuItem::GetRawAction
/Engine/Source/Editor/Kismet/Public/BlueprintActionMenuItem.h
Kismet
[UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) const * GetRawAction() const
[]
FBlueprintActionMenuItem::PerformAction
/Engine/Source/Editor/Kismet/Public/BlueprintActionMenuItem.h
Execute this action, given the graph and schema, and possibly a pin that we were dragged from. Returns a node that was created by this action (if any).
Kismet
virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * PerformAction ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, FVector2D const Location, bool bSelectNewNode )
[]
FBlueprintActionMenuItem::PerformAction
/Engine/Source/Editor/Kismet/Public/BlueprintActionMenuItem.h
Execute this action, given the graph and schema, and possibly a pin that we were dragged from. Returns a node that was created by this action (if any).
Kismet
virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * PerformAction ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & FromPins, FVector2D const Location, bool bSelectNewNode )
[]
FBlueprintActionMenuItem::StaticGetTypeId
/Engine/Source/Editor/Kismet/Public/BlueprintActionMenuItem.h
Kismet
static [FName](API\Runtime\Core\UObject\FName) StaticGetTypeId()
[]
FBlueprintActionMenuItem::FBlueprintActionMenuItem
/Engine/Source/Editor/Kismet/Public/BlueprintActionMenuItem.h
Constructors
Kismet
FBlueprintActionMenuItem ( [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) const * NodeSpawner )
[]
FBlueprintActionMenuItem::FBlueprintActionMenuItem
/Engine/Source/Editor/Kismet/Public/BlueprintActionMenuItem.h
Kismet
FBlueprintActionMenuItem ( [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) const * NodeSpawner, [FBlueprintActionUiSpec](API\Editor\BlueprintGraph\FBlueprintActionUiSpec) const & UiDef, [IBlueprintNodeBinder::FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & Bindi...
[]
FBlueprintActionMenuUtils::ExtractNodeTemplateFromAction
/Engine/Source/Editor/Kismet/Public/BlueprintActionMenuUtils.h
A number of different palette actions hold onto node-templates in different ways. This handles most of those cases and looks to extract said node- template from the specified action. A pointer to the extracted node (NULL if the action doesn't have one, or we don't support the specific action type yet)
Kismet
static const [UK2Node](API\Editor\BlueprintGraph\UK2Node) * ExtractNodeTemplateFromAction ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > PaletteAction )
[]
FBlueprintActionMenuItem
/Engine/Source/Editor/Kismet/Public/BlueprintActionMenuItem.h
Wrapper around aUBlueprintNodeSpawner, which takes care of specialized node spawning. This class should not be sub-classed, any special handling should be done inside aUBlueprintNodeSpawnersubclass, which will be invoked from this class (separated to divide ui and node-spawning).
Kismet
struct FBlueprintActionMenuItem : public [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction)
[]
FBlueprintActionMenuUtils::MakeContextMenu
/Engine/Source/Editor/Kismet/Public/BlueprintActionMenuUtils.h
A centralized utility function for constructing blueprint context menus. Rolls the supplied Context and SelectedProperties into a series of filters that're used to construct the menu.
Kismet
static void MakeContextMenu ( [FBlueprintActionContext](API\Editor\BlueprintGraph\FBlueprintActionContext) const & Context, bool bIsContextSensitive, uint32 ClassTargetMask, [FBlueprintActionMenuBuilder](API\Editor\Kismet\FBlueprintActionMenuBuilder) & MenuOut )
[]
FBlueprintActionMenuUtils::MakeFavoritesMenu
/Engine/Source/Editor/Kismet/Public/BlueprintActionMenuUtils.h
A centralized utility function for constructing the blueprint favorites menu. Takes the palette menu building code and folds in an additional "IsFavorited" filter check.
Kismet
static void MakeFavoritesMenu ( [FBlueprintActionContext](API\Editor\BlueprintGraph\FBlueprintActionContext) const & Context, [FBlueprintActionMenuBuilder](API\Editor\Kismet\FBlueprintActionMenuBuilder) & MenuOut )
[]
FBlueprintActionMenuUtils::MakePaletteMenu
/Engine/Source/Editor/Kismet/Public/BlueprintActionMenuUtils.h
A centralized utility function for constructing blueprint palette menus. Rolls the supplied Context and FilterClass into a filter that's used to construct the palette.
Kismet
static void MakePaletteMenu ( [FBlueprintActionContext](API\Editor\BlueprintGraph\FBlueprintActionContext) const & Context, [UClass](API\Runtime\CoreUObject\UObject\UClass) * FilterClass, [FBlueprintActionMenuBuilder](API\Editor\Kismet\FBlueprintActionMenuBuilder) & MenuOut )
[]
FBlueprintActionMenuUtils
/Engine/Source/Editor/Kismet/Public/BlueprintActionMenuUtils.h
Kismet
struct FBlueprintActionMenuUtils
[]
FBlueprintAssetHandler::FindHandler
/Engine/Source/Editor/Kismet/Public/BlueprintAssetHandler.h
Find a handler that applies to the specified class A valid asset handler, or nullptr if none exists for this class
Kismet
const [IBlueprintAssetHandler](API\Editor\Kismet\IBlueprintAssetHandler) * FindHandler ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass ) const
[]
FBlueprintAssetHandler::Get
/Engine/Source/Editor/Kismet/Public/BlueprintAssetHandler.h
Retrieve the singleton instance of this class
Kismet
static [FBlueprintAssetHandler](API\Editor\Kismet\FBlueprintAssetHandler) & Get()
[]
FBlueprintAssetHandler::GetRegisteredClassNames
/Engine/Source/Editor/Kismet/Public/BlueprintAssetHandler.h
Get all the currently registered class names
Kismet
[TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) > GetRegisteredClassNames() const
[]
FBlueprintAssetHandler::RegisterHandler
/Engine/Source/Editor/Kismet/Public/BlueprintAssetHandler.h
Any assets whose class is a child of the specified class will use this handler (unless there is a more specific handler registered)
Kismet
template<typename HandlerType> void RegisterHandler ( [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) ClassPathName )
[]
FBlueprintAssetHandler::RegisterHandler
/Engine/Source/Editor/Kismet/Public/BlueprintAssetHandler.h
Any assets whose class is a child of the specified class will use this handler (unless there is a more specific handler registered)
Kismet
void RegisterHandler ( [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) ClassPathName, [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [IBlueprintAssetHandler](API\Editor\Kismet\IBlueprintAssetHandler) > && InHandler )
[]
FBlueprintAssetHandler
/Engine/Source/Editor/Kismet/Public/BlueprintAssetHandler.h
No constructors are accessible with public or protected access.
Kismet
class FBlueprintAssetHandler
[]
FBlueprintCompilationManager::CompileSynchronously
/Engine/Source/Editor/Kismet/Public/BlueprintCompilationManager.h
Immediately compiles the blueprint, no expectation that related blueprints be subsequently compiled. It will be significantly more efficient to queue blueprints and then flush the compilation queue if there are several blueprints that require compilation (e.g. typical case on PIE):
Kismet
static void CompileSynchronously ( const [FBPCompileRequest](API\Editor\Kismet\FBPCompileRequest) & Request )
[]
FBlueprintCompilationManager::CompileSynchronouslyToCpp
/Engine/Source/Editor/Kismet/Public/BlueprintCompilationManager.h
Write c++ represenetation of the blueprint to OutHeaderSource and OutCppSource
Kismet
static PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid CompileSynchronouslyToCpp ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * BP, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FString](API\Runtime\Core\Containers\FString) > OutHeaderSource, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FString](API\Ru...
[]
FBlueprintCompilationManager::FlushCompilationQueue
/Engine/Source/Editor/Kismet/Public/BlueprintCompilationManager.h
Compiles all blueprints that have been placed in the compilation queue. ObjLoaded is a list of objects that need to be PostLoaded by the linker, when changing CDOs we will replace objects in this list. It is not a list of objects the compilation manager has loaded. The compilation manager will not load data while proce...
Kismet
static void FlushCompilationQueue ( [FUObjectSerializeContext](API\Runtime\CoreUObject\UObject\FUObjectSerializeContext) * InLoadContext )
[]
FBlueprintCompilationManager::FlushCompilationQueueAndReinstance
/Engine/Source/Editor/Kismet/Public/BlueprintCompilationManager.h
Flushes the compilation queue and finishes reinstancing
Kismet
static void FlushCompilationQueueAndReinstance()
[]
FBlueprintCompilationManager::GetDefaultValue
/Engine/Source/Editor/Kismet/Public/BlueprintCompilationManager.h
Returns the Default Value associated with ForClass::Property, if ForClass is currently being compiled this function can look at the old version of the CDO and read the default value from there
Kismet
static bool GetDefaultValue ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * ForClass, const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property, [FString](API\Runtime\Core\Containers\FString) & OutDefaultValueAsString )
[]
FBlueprintCompilationManager::Initialize
/Engine/Source/Editor/Kismet/Public/BlueprintCompilationManager.h
Kismet
static void Initialize()
[]
FBlueprintCompilationManager::IsGeneratedClassLayoutReady
/Engine/Source/Editor/Kismet/Public/BlueprintCompilationManager.h
Returns true whenUBlueprint::GeneratedClassmembers are up to date
Kismet
static bool IsGeneratedClassLayoutReady()
[]
FBlueprintCompilationManager::NotifyBlueprintLoaded
/Engine/Source/Editor/Kismet/Public/BlueprintCompilationManager.h
Adds a newly loaded blueprint to the compilation queue
Kismet
static void NotifyBlueprintLoaded ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * BPLoaded )
[]
FBlueprintCompilationManager::QueueForCompilation
/Engine/Source/Editor/Kismet/Public/BlueprintCompilationManager.h
Adds a blueprint to the compilation queue - useful for batch compilation
Kismet
static void QueueForCompilation ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * BP )
[]
FBlueprintCompilationManager::ReparentHierarchies
/Engine/Source/Editor/Kismet/Public/BlueprintCompilationManager.h
Safely reparents all child classes of every Key in OldClassToNewClass to the class in the corresponding Value. Typically this means every child type will be reinstanced - although reinstancing could be avoided when layouts match.
Kismet
static void ReparentHierarchies ( const [TMap](API\Runtime\Core\Containers\TMap)< [UClass](API\Runtime\CoreUObject\UObject\UClass) *, [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & OldClassToNewClass )
[]
FBlueprintCompilationManager::RegisterCompilerExtension
/Engine/Source/Editor/Kismet/Public/BlueprintCompilationManager.h
Registers a blueprint compiler extension - anytime a blueprint of the provided type is compiled the extension will be activated. Note that because editor initialization may require blueprint compilation there may be blueprints compiled before the extension is registed unless special care has been taken.
Kismet
static void RegisterCompilerExtension ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) > BlueprintType, [UBlueprintCompilerExtension](API\Editor\Kismet\UBlueprintCompilerExtension) * Extension )
[]
FBlueprintCompilationManager::Shutdown
/Engine/Source/Editor/Kismet/Public/BlueprintCompilationManager.h
Kismet
static void Shutdown()
[]
FBlueprintCompilationManager
/Engine/Source/Editor/Kismet/Public/BlueprintCompilationManager.h
No constructors are accessible with public or protected access.
Kismet
struct FBlueprintCompilationManager
[]
FBlueprintCompiledData
/Engine/Source/Editor/Kismet/Public/BlueprintCompilerExtension.h
Kismet
struct FBlueprintCompiledData
[ { "type": "TArray<TObject...", "name": "IntermediateGraphs", "description": "" } ]
FBlueprintComponentsApplicationMode::GetBlueprintEditor
/Engine/Source/Editor/Kismet/Public/BlueprintEditorModes.h
Kismet
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FBlueprintEditor](API\Editor\Kismet\FBlueprintEditor) > GetBlueprintEditor() const
[]
FBlueprintComponentsApplicationMode::GetPreviewActor
/Engine/Source/Editor/Kismet/Public/BlueprintEditorModes.h
Kismet
[AActor](API\Runtime\Engine\GameFramework\AActor) * GetPreviewActor() const
[]
FBlueprintComponentsApplicationMode::PostActivateMode
/Engine/Source/Editor/Kismet/Public/BlueprintEditorModes.h
Kismet
virtual void PostActivateMode()
[]
FBlueprintComponentsApplicationMode::PreDeactivateMode
/Engine/Source/Editor/Kismet/Public/BlueprintEditorModes.h
Kismet
virtual void PreDeactivateMode()
[]
FBlueprintComponentsApplicationMode::RegisterTabFactories
/Engine/Source/Editor/Kismet/Public/BlueprintEditorModes.h
Kismet
virtual void RegisterTabFactories ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > InTabManager )
[]
FBlueprintComponentsApplicationMode::FBlueprintComponentsApplicationMode
/Engine/Source/Editor/Kismet/Public/BlueprintEditorModes.h
Kismet
FBlueprintComponentsApplicationMode ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FBlueprintEditor](API\Editor\Kismet\FBlueprintEditor) > InBlueprintEditor )
[]
FBlueprintComponentsApplicationMode
/Engine/Source/Editor/Kismet/Public/BlueprintEditorModes.h
Kismet
class FBlueprintComponentsApplicationMode : public [FApplicationMode](API\Editor\UnrealEd\WorkflowOrientedApp\FApplicationMode)
[ { "type": "FWorkflowAllowe...", "name": "BlueprintComponentsTabFactories", "description": "Set of spawnable tabs in this mode." }, { "type": "TArray<TWeakOb...", "name": "CachedComponentSelection", "description": "" }, { "type": "TWeakPtr<FBlue...", "name": "MyBlueprintEditor...
FBlueprintDebugObjectInstance::IsEditorObject
/Engine/Source/Editor/Kismet/Public/SBlueprintEditorSelectedDebugObjectWidget.h
If editor and object path are the same length because there's no prefix, this is the editor object
Kismet
bool IsEditorObject() const
[]
FBlueprintDebugObjectInstance::IsEmptyObject
/Engine/Source/Editor/Kismet/Public/SBlueprintEditorSelectedDebugObjectWidget.h
Returns true if this is the special entry for no specific object
Kismet
bool IsEmptyObject() const
[]
FBlueprintDebugObjectInstance::IsSpawnedObject
/Engine/Source/Editor/Kismet/Public/SBlueprintEditorSelectedDebugObjectWidget.h
If this has no editor path, it was spawned
Kismet
bool IsSpawnedObject() const
[]
FBlueprintDebugObjectInstance::FBlueprintDebugObjectInstance
/Engine/Source/Editor/Kismet/Public/SBlueprintEditorSelectedDebugObjectWidget.h
Kismet
FBlueprintDebugObjectInstance ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > InPtr, const [FString](API\Runtime\Core\Containers\FString) & InLabel )
[]
FBlueprintDebugObjectInstance
/Engine/Source/Editor/Kismet/Public/SBlueprintEditorSelectedDebugObjectWidget.h
Kismet
struct FBlueprintDebugObjectInstance
[ { "type": "FString", "name": "EditorObjectPath", "description": "Object path to object in the editor, will only be set for static objects" }, { "type": "FString", "name": "ObjectLabel", "description": "Friendly label for object to debug" }, { "type": "FString", "name": "Objec...
FBlueprintDefaultsApplicationMode::PostActivateMode
/Engine/Source/Editor/Kismet/Public/BlueprintEditorModes.h
Kismet
virtual void PostActivateMode()
[]
FBlueprintDefaultsApplicationMode::RegisterTabFactories
/Engine/Source/Editor/Kismet/Public/BlueprintEditorModes.h
Kismet
virtual void RegisterTabFactories ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > InTabManager )
[]
FBlueprintDefaultsApplicationMode
/Engine/Source/Editor/Kismet/Public/BlueprintEditorModes.h
Kismet
class FBlueprintDefaultsApplicationMode : public [FApplicationMode](API\Editor\UnrealEd\WorkflowOrientedApp\FApplicationMode)
[ { "type": "FWorkflowAllowe...", "name": "BlueprintDefaultsTabFactories", "description": "Set of spawnable tabs in Class Defaults mode." }, { "type": "TWeakPtr<FBlue...", "name": "MyBlueprintEditor", "description": "" } ]
FBlueprintDefaultsApplicationMode::FBlueprintDefaultsApplicationMode
/Engine/Source/Editor/Kismet/Public/BlueprintEditorModes.h
Kismet
FBlueprintDefaultsApplicationMode ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FBlueprintEditor](API\Editor\Kismet\FBlueprintEditor) > InBlueprintEditor )
[]
FBlueprintDragDropMenuItem::AddReferencedObjects
/Engine/Source/Editor/Kismet/Public/BlueprintDragDropMenuItem.h
GC.
Kismet
virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )
[]
FBlueprintDragDropMenuItem::AppendAction
/Engine/Source/Editor/Kismet/Public/BlueprintDragDropMenuItem.h
Kismet
void AppendAction ( [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) const * Action )
[]
FBlueprintDragDropMenuItem::GetActionSet
/Engine/Source/Editor/Kismet/Public/BlueprintDragDropMenuItem.h
Kismet
[TSet](API\Runtime\Core\Containers\TSet)< [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) const * > const & GetActionSet() const
[]
FBlueprintDragDropMenuItem::GetMenuIcon
/Engine/Source/Editor/Kismet/Public/BlueprintDragDropMenuItem.h
Retrieves the icon brush for this menu entry (to be displayed alongside in the menu). An slate brush to be used for this menu item in the action menu.
Kismet
[FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) const * GetMenuIcon ( [FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) & ColorOut )
[]
FBlueprintDragDropMenuItem::GetSampleAction
/Engine/Source/Editor/Kismet/Public/BlueprintDragDropMenuItem.h
Kismet
[UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) const * GetSampleAction() const
[]
FBlueprintDragDropMenuItem::OnDragged
/Engine/Source/Editor/Kismet/Public/BlueprintDragDropMenuItem.h
Attempts to create a certain drag/drop action with respect to the setUBlueprintNodeSpawner. An emptyTSharedPtrif we failed to determine theFDragDropOperationtype to use, else a newly instantiated drag/drop op.
Kismet
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDragDropOperation](API\Runtime\SlateCore\Input\FDragDropOperation) > OnDragged ( FNodeCreationAnalytic AnalyticsDelegate ) const
[]
FBlueprintDragDropMenuItem::GetTypeId
/Engine/Source/Editor/Kismet/Public/BlueprintDragDropMenuItem.h
Kismet
virtual [FName](API\Runtime\Core\UObject\FName) GetTypeId() const
[]
FBlueprintDragDropMenuItem::PerformAction
/Engine/Source/Editor/Kismet/Public/BlueprintDragDropMenuItem.h
Execute this action, given the graph and schema, and possibly a pin that we were dragged from. Returns a node that was created by this action (if any).
Kismet
virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * PerformAction ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, FVector2D const Location, bool bSelectNewNode )
[]
FBlueprintDragDropMenuItem::PerformAction
/Engine/Source/Editor/Kismet/Public/BlueprintDragDropMenuItem.h
Execute this action, given the graph and schema, and possibly a pin that we were dragged from. Returns a node that was created by this action (if any).
Kismet
virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * PerformAction ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & FromPins, FVector2D const Location, bool bSelectNewNode )
[]
FBlueprintDragDropMenuItem::StaticGetTypeId
/Engine/Source/Editor/Kismet/Public/BlueprintDragDropMenuItem.h
Kismet
static [FName](API\Runtime\Core\UObject\FName) StaticGetTypeId()
[]
FBlueprintDragDropMenuItem::FBlueprintDragDropMenuItem
/Engine/Source/Editor/Kismet/Public/BlueprintDragDropMenuItem.h
Sole constructor, which ensures that the RepresentativeAction member is set (and valid).
Kismet
FBlueprintDragDropMenuItem ( [FBlueprintActionContext](API\Editor\BlueprintGraph\FBlueprintActionContext) const & Context, [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) const * SampleAction, int32 MenuGrouping, [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\R...
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FBlueprintDragDropMenuItem::FBlueprintDragDropMenuItem
/Engine/Source/Editor/Kismet/Public/BlueprintDragDropMenuItem.h
Default constructor for USTRUCT() purposes.
Kismet
FBlueprintDragDropMenuItem()
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FBlueprintDragDropMenuItem
/Engine/Source/Editor/Kismet/Public/BlueprintDragDropMenuItem.h
This class represents those "consolidated" actions, and essentially serves as aFDragDropOperationspawner. It wraps a singleUBlueprintNodeSpawner(any one of the set that it is supposed to represent), that it uses to determine the properFDragDropOperation.
Kismet
struct FBlueprintDragDropMenuItem : public [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction)
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FBlueprintEditor::AddBookmark
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Adds a new bookmark node to the Blueprint that's being edited.
Kismet
[FBPEditorBookmarkNode](API\Runtime\Engine\Engine\FBPEditorBookmarkNode) * AddBookmark ( const [FText](API\Runtime\Core\Internationalization\FText) & DisplayName, const [FEditedDocumentInfo](API\Runtime\Engine\Engine\FEditedDocumentInfo) & BookmarkInfo, bool bSharedBookmark )
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FBlueprintEditor::AddNewDelegateIsVisible
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
bool AddNewDelegateIsVisible() const
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FBlueprintEditor::AddReferencedObjects
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Pure virtual that must be overloaded by the inheriting class. Use this method to serialize any UObjects contained that you wish to keep around.
Kismet
virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )
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FBlueprintEditor::AddToSelection
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
virtual void AddToSelection ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InNode )
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FBlueprintEditor::AnalyticsTrackCompileEvent
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
void AnalyticsTrackCompileEvent ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, int32 NumErrors, int32 NumWarnings ) const
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FBlueprintEditor::AreDelegatesAllowed
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Whether delegates are allowed to be displayed/created in a blueprint
Kismet
virtual bool AreDelegatesAllowed() const
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FBlueprintEditor::AnalyticsTrackNodeEvent
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Used to track node create/delete events for Analytics
Kismet
virtual void AnalyticsTrackNodeEvent ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * GraphNode, bool bNodeDelete ) const
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FBlueprintEditor::AreEventGraphsAllowed
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Whether event graphs are allowed to be displayed/created in a blueprint
Kismet
virtual bool AreEventGraphsAllowed() const
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FBlueprintEditor::AreMacrosAllowed
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Whether macros are allowed to be displayed/created in a blueprint
Kismet
virtual bool AreMacrosAllowed() const
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FBlueprintEditor::CanAccessComponentsMode
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Returns whether the edited blueprint has components
Kismet
bool CanAccessComponentsMode() const
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FBlueprintEditor::CanAddBreakpoint
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
bool CanAddBreakpoint() const
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FBlueprintEditor::CanAddExecutionPin
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
bool CanAddExecutionPin() const
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FBlueprintEditor::CanAddNewLocalVariable
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Checks if adding a local variable is allowed in the focused graph
Kismet
virtual bool CanAddNewLocalVariable() const
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FBlueprintEditor::CanAddOptionPin
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
bool CanAddOptionPin() const
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FBlueprintEditor::CanAddParentNode
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
bool CanAddParentNode() const
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FBlueprintEditor::CanAssignReferencedActor
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
bool CanAssignReferencedActor() const
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FBlueprintEditor::CanChangePinType
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
bool CanChangePinType() const
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FBlueprintEditor::CanCollapseNodes
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
bool CanCollapseNodes() const
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