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FBlueprintEditor::OnRemoveOptionPin
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
void OnRemoveOptionPin()
[]
FBlueprintEditor::OnRemoveOtherStructVarPins
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
void OnRemoveOtherStructVarPins()
[]
FBlueprintEditor::OnRemoveThisStructVarPin
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
void OnRemoveThisStructVarPin()
[]
FBlueprintEditor::OnRenameNode
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
On starting to rename node
Kismet
void OnRenameNode()
[]
FBlueprintEditor::OnRepairCorruptedBlueprint
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
void OnRepairCorruptedBlueprint()
[]
FBlueprintEditor::OnRequestClose
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Called when this toolkit is requested to close. Returns false if closing should be prevented.
Kismet
virtual bool OnRequestClose ( EAssetEditorCloseReason InCloseReason )
[]
FBlueprintEditor::OnRestoreAllStructVarPins
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
void OnRestoreAllStructVarPins()
[]
FBlueprintEditor::OnResetPinToDefaultValue
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
void OnResetPinToDefaultValue()
[]
FBlueprintEditor::OnSelectedNodesChanged
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Called when the selection changes in the GraphEditor
Kismet
void OnSelectedNodesChanged ( const [TSet](API\Runtime\Core\Containers\TSet)< class [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & NewSelection )
[]
FBlueprintEditor::OnSelectedNodesChangedImpl
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Called when the selection changes in the GraphEditor
Kismet
virtual void OnSelectedNodesChangedImpl ( const [TSet](API\Runtime\Core\Containers\TSet)< class [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & NewSelection )
[]
FBlueprintEditor::OnSelectionUpdated
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Delegate invoked when the selection is changed in the subobject editor widget
Kismet
virtual void OnSelectionUpdated ( const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FSubobjectEditorTreeNode](API\Editor\SubobjectEditor\FSubobjectEditorTreeNode) >> & SelectedNodes )
[]
FBlueprintEditor::OnSelectionUpdated
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Delegate invoked when the selection is changed in the subobject editor widget
Kismet
virtual void OnSelectionUpdated ( const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FSCSEditorTreeNode](API\Editor\Kismet\FSCSEditorTreeNode) >> & SelectedNodes )
[]
FBlueprintEditor::OnSelectReferenceInLevel
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
void OnSelectReferenceInLevel()
[]
FBlueprintEditor::OnSpawnGraphNodeByShortcut
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Handles spawning a graph node in the current graph using the passed in chord
Kismet
virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnSpawnGraphNodeByShortcut ( [FInputChord](API\Runtime\Slate\Framework\Commands\FInputChord) InChord, const FVector2D & InPosition, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph )
[]
FBlueprintEditor::OnSplitStructPin
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
void OnSplitStructPin()
[]
FBlueprintEditor::OnStopWatchingPin
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
virtual void OnStopWatchingPin()
[]
FBlueprintEditor::OnStartEditingDefaultsClicked
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Start editing the defaults for this blueprint
Kismet
void OnStartEditingDefaultsClicked()
[]
FBlueprintEditor::OnStartWatchingPin
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
virtual void OnStartWatchingPin()
[]
FBlueprintEditor::OnStraightenConnections
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
void OnStraightenConnections()
[]
FBlueprintEditor::OnToggleBreakpoint
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
void OnToggleBreakpoint()
[]
FBlueprintEditor::OpenDocument
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > OpenDocument ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * DocumentID, [FDocumentTracker::EOpenDocumentCause](API\Editor\UnrealEd\WorkflowOrientedApp\FDocumentTracker\EOpenDocumentCause) Cause )
[]
FBlueprintEditor::OpenBlueprintDebugger
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Spawns a new blueprint debugger tab
Kismet
void OpenBlueprintDebugger()
[]
FBlueprintEditor::OpenGraphAndBringToFront
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Tries to open the specified graph and bring it's document to the front (note: this can return NULL)
Kismet
virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SGraphEditor](API\Editor\UnrealEd\SGraphEditor) > OpenGraphAndBringToFront ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, bool bSetFocus )
[]
FBlueprintEditor::PasteGeneric
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Paste Variable Definition or Nodes
Kismet
virtual void PasteGeneric()
[]
FBlueprintEditor::PasteNodes
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
virtual void PasteNodes()
[]
FBlueprintEditor::PasteNodesHere
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Paste on graph at specific location
Kismet
virtual void PasteNodesHere ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * DestinationGraph, const FVector2D & GraphLocation )
[]
FBlueprintEditor::PostRedo
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Signal that client should run any PostRedo code
Kismet
virtual void PostRedo ( bool bSuccess )
[]
FBlueprintEditor::PostLayoutBlueprintEditorInitialization
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Should be called when initializing an editor that has a blueprint, after layout (tab spawning) is done.
Kismet
void PostLayoutBlueprintEditorInitialization()
[]
FBlueprintEditor::PostUndo
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Signal that client should run any PostUndo code
Kismet
virtual void PostUndo ( bool bSuccess )
[]
FBlueprintEditor::PostRegenerateMenusAndToolbars
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Recreates the overlay on the menu bar
Kismet
virtual void PostRegenerateMenusAndToolbars()
[]
FBlueprintEditor::ReconnectExecPins
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Given a node, make connections from anything connected to it's input pin to anything connected to it's "then" pins. Only works on impure nodes with single exec/then pins.
Kismet
void ReconnectExecPins ( class [UK2Node](API\Editor\BlueprintGraph\UK2Node) * Node )
[]
FBlueprintEditor::RedoGraphAction
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Called to redo the last undone action
Kismet
void RedoGraphAction()
[]
FBlueprintEditor::RefreshAllNodes_OnClicked
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Called when the refresh all nodes button is clicked
Kismet
void RefreshAllNodes_OnClicked()
[]
FBlueprintEditor::RefreshEditors
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
virtual void RefreshEditors ( [ERefreshBlueprintEditorReason::Type](API\Editor\Kismet\ERefreshBlueprintEditorReason__T-) Reason )
[]
FBlueprintEditor::RefreshInspector
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
virtual void RefreshInspector()
[]
FBlueprintEditor::RefreshMyBlueprint
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
virtual void RefreshMyBlueprint()
[]
FBlueprintEditor::RefreshStandAloneDefaultsEditor
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Updates the selected object used by the stand lone defaults editor widget.
Kismet
void RefreshStandAloneDefaultsEditor()
[]
FBlueprintEditor::RegisterApplicationModes
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Called during initialization of the blueprint editor to register any application modes.
Kismet
virtual void RegisterApplicationModes ( const [TArray](API\Runtime\Core\Containers\TArray)< [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * > & InBlueprints, bool bShouldOpenInDefaultsMode, bool bNewlyCreated )
[]
FBlueprintEditor::RegisterMenus
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Register Menus
Kismet
void RegisterMenus()
[]
FBlueprintEditor::RegisterSCSEditorCustomization
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Register a customization for interacting with the subobject editor
Kismet
void RegisterSCSEditorCustomization ( const [FName](API\Runtime\Core\UObject\FName) & InComponentName, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ISCSEditorCustomization](API\Editor\Kismet\ISCSEditorCustomization) > InCustomization )
[]
FBlueprintEditor::RegisterTabSpawners
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
IToolkitinterface
Kismet
virtual void RegisterTabSpawners ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > & TabManager )
[]
FBlueprintEditor::RegisterToolbarTab
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
void RegisterToolbarTab ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > & TabManager )
[]
FBlueprintEditor::RemoveBookmark
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Removes the bookmark node with the given ID.
Kismet
void RemoveBookmark ( const [FGuid](API\Runtime\Core\Misc\FGuid) & BookmarkNodeId, bool bRefreshUI )
[]
FBlueprintEditor::RemoveNamespace
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Removes the given namespace from the editor's current import context. However, this will NOT unload any associated macro and/or function library assets.
Kismet
void RemoveNamespace ( const [FString](API\Runtime\Core\Containers\FString) & InNamespace )
[]
FBlueprintEditor::RenameBookmark
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Renames the bookmark node with the given ID.
Kismet
void RenameBookmark ( const [FGuid](API\Runtime\Core\Misc\FGuid) & BookmarkNodeId, const [FText](API\Runtime\Core\Internationalization\FText) & NewName )
[]
FBlueprintEditor::RenameNewlyAddedAction
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Utility function to handle all steps required to rename a newly added action
Kismet
void RenameNewlyAddedAction ( [FName](API\Runtime\Core\UObject\FName) InActionName )
[]
FBlueprintEditor::ReparentBlueprint_IsVisible
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
virtual bool ReparentBlueprint_IsVisible() const
[]
FBlueprintEditor::ReparentBlueprint_Clicked
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Reparent the current blueprint
Kismet
void ReparentBlueprint_Clicked()
[]
FBlueprintEditor::ReparentBlueprint_NewParentChosen
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
void ReparentBlueprint_NewParentChosen ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ChosenClass )
[]
FBlueprintEditor::RequestSaveEditedObjectState
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Request a save of the edited object state This is used to delay it by one frame when triggered by a tab being closed, so it can finish closing before remembering the new state
Kismet
void RequestSaveEditedObjectState()
[]
FBlueprintEditor::ResetAllNodesUnrelatedStates
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Focus nodes which are related to the selected nodes
Kismet
void ResetAllNodesUnrelatedStates()
[]
FBlueprintEditor::RestoreEditedObjectState
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Create new tab for each element of LastEditedObjects array
Kismet
void RestoreEditedObjectState()
[]
FBlueprintEditor::SaveEditedObjectState
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Save the current set of edited objects in the LastEditedObjects array so it will be opened next time we open K2
Kismet
void SaveEditedObjectState()
[]
FBlueprintEditor::SelectAllNodes
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
void SelectAllNodes()
[]
FBlueprintEditor::SelectAndDuplicateNode
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Duplicates an EdGraphNode using selection and copy / paste functionality
Kismet
void SelectAndDuplicateNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InNode )
[]
FBlueprintEditor::SelectGraphActionItemByName
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Selects an item in "My Blueprint" by name.
Kismet
void SelectGraphActionItemByName ( const [FName](API\Runtime\Core\UObject\FName) & ItemName, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) SelectInfo, int32 SectionId, bool bIsCategory )
[]
SelectionState_ClassDefaults
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
static [FName](API\Runtime\Core\UObject\FName) SelectionState_ClassDefaults;
[]
SelectionState_ClassSettings
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
static [FName](API\Runtime\Core\UObject\FName) SelectionState_ClassSettings;
[]
SelectionState_Components
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
static [FName](API\Runtime\Core\UObject\FName) SelectionState_Components;
[]
SelectionState_Graph
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
static [FName](API\Runtime\Core\UObject\FName) SelectionState_Graph;
[]
SelectionState_MyBlueprint
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
static [FName](API\Runtime\Core\UObject\FName) SelectionState_MyBlueprint;
[]
FBlueprintEditor::SelectLocalVariable
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Selects a local variable to load in the details panel.
Kismet
virtual bool SelectLocalVariable ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, const [FName](API\Runtime\Core\UObject\FName) & VariableName )
[]
FBlueprintEditor::SetCurrentMode
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Attempt to set the current mode. If this mode is illegal or unknown, the mode will remain unchanged.
Kismet
virtual void SetCurrentMode ( [FName](API\Runtime\Core\UObject\FName) NewMode )
[]
FBlueprintEditor::SetDetailsCustomization
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Sets customizations for the BP editor details panel.
Kismet
void SetDetailsCustomization ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FDetailsViewObjectFilter](API\Editor\PropertyEditor\FDetailsViewObjectFilter) > DetailsObjectFilter, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IDetailRootObjectCustomization](API\Editor\PropertyEditor\IDetailRoo...
[]
FBlueprintEditor::SetGraphEditorQuickJump
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Binds a graph editor "quick jump" to the command at the given index
Kismet
void SetGraphEditorQuickJump ( int32 BookmarkIndex )
[]
FBlueprintEditor::SetKeyboardFocus
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Ensures the blueprint has keyboard focus.
Kismet
void SetKeyboardFocus()
[]
FBlueprintEditor::SetPinVisibility
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Pin visibility accessors
Kismet
void SetPinVisibility ( [SGraphEditor::EPinVisibility](API\Editor\UnrealEd\SGraphEditor\EPinVisibility) Visibility )
[]
FBlueprintEditor::SetSubobjectEditorUICustomization
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Sets subobject editor UI customization
Kismet
void SetSubobjectEditorUICustomization ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ISCSEditorUICustomization](API\Editor\Kismet\ISCSEditorUICustomization) > SCSEditorUICustomization )
[]
FBlueprintEditor::SetSCSEditorUICustomization
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Deprecated* SetSCSEditorUICustomization has been deprecated. Use SetSubobjectEditorUICustomization instead.
Kismet
void SetSCSEditorUICustomization ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ISCSEditorUICustomization](API\Editor\Kismet\ISCSEditorUICustomization) > SCSEditorUICustomization )
[]
FBlueprintEditor::SetUISelectionState
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
void SetUISelectionState ( [FName](API\Runtime\Core\UObject\FName) SelectionOwner )
[]
FBlueprintEditor::SetupGraphEditorEvents
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Setup all the events that the graph editor can handle
Kismet
virtual void SetupGraphEditorEvents ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph, [SGraphEditor::FGraphEditorEvents](API\Editor\UnrealEd\SGraphEditor\FGraphEditorEvents) & InEvents )
[]
FBlueprintEditor::SetupViewForBlueprintEditingMode
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Called by the blueprint editing app mode to focus the appropriate tabs, etc...
Kismet
void SetupViewForBlueprintEditingMode()
[]
FBlueprintEditor::SetViewLocation
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Sets the focused graph view location/zoom amount
Kismet
void SetViewLocation ( const FVector2D & Location, float ZoomAmount, const [FGuid](API\Runtime\Core\Misc\FGuid) & BookmarkId )
[]
FBlueprintEditor::ShouldLoadBPLibrariesFromAssetRegistry
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Other types of BP editors that don't use BP VM/function libs can choose to not load BP function libraries, for example: Control Rig Blueprints.
Kismet
virtual bool ShouldLoadBPLibrariesFromAssetRegistry()
[]
FBlueprintEditor::StartEditingDefaults
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Virtual override point for editing defaults; allowing more derived editors to edit something else
Kismet
virtual void StartEditingDefaults ( bool bAutoFocus, bool bForceRefresh )
[]
FBlueprintEditor::ShouldShowToggleHideUnrelatedNodes
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Deprecated* The Toggle Hide Unrelated Nodes button is always shown now
Kismet
bool ShouldShowToggleHideUnrelatedNodes ( bool bIsToolbar ) const
[]
FBlueprintEditor::SummonFindAndReplaceUI
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Invokes the Find and Replace UI
Kismet
virtual void SummonFindAndReplaceUI()
[]
FBlueprintEditor::SummonSearchUI
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Invokes the search UI and sets the mode and search terms optionally
Kismet
virtual void SummonSearchUI ( bool bSetFindWithinBlueprint, [FString](API\Runtime\Core\Containers\FString) NewSearchTerms, bool bSelectFirstResult )
[]
FBlueprintEditor::Tick
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Pure virtual that must be overloaded by the inheriting class. It will be called from within LevelTick.cpp after ticking all actors or from the rendering thread (depending on bIsRenderingThreadObject)
Kismet
virtual void Tick ( float DeltaTime )
[]
FBlueprintEditor::ToggleHideUnrelatedNodes
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Make nodes which are unrelated to the selected nodes fade out
Kismet
void ToggleHideUnrelatedNodes()
[]
FBlueprintEditor::ToggleSaveIntermediateBuildProducts
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
void ToggleSaveIntermediateBuildProducts()
[]
FBlueprintEditor::TransactionObjectAffectsBlueprint
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
virtual bool TransactionObjectAffectsBlueprint ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InTransactedObject )
[]
FBlueprintEditor::UndoGraphAction
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Called to undo the last action
Kismet
void UndoGraphAction()
[]
FBlueprintEditor::TryInvokingDetailsTab
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Attempts to invoke the details tab if it's currently possible to.
Kismet
void TryInvokingDetailsTab ( bool bFlash )
[]
FBlueprintEditor::UnregisterSCSEditorCustomization
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Unregister a previously registered customization for interacting with the subobject editor
Kismet
void UnregisterSCSEditorCustomization ( const [FName](API\Runtime\Core\UObject\FName) & InComponentName )
[]
FBlueprintEditor::UpdateNodeCreationStats
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Update Node Creation mechanisms for analytics
Kismet
void UpdateNodeCreationStats ( const [ENodeCreateAction::Type](API\Editor\Kismet\ENodeCreateAction__Type) CreateAction )
[]
FBlueprintEditor::UpdateNodesUnrelatedStatesAfterGraphChange
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Update all nodes' unrelated states when the graph has changed
Kismet
void UpdateNodesUnrelatedStatesAfterGraphChange()
[]
FBlueprintEditor::UpdateSubobjectPreview
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Refresh the preview viewport to reflect changes in the subobject
Kismet
void UpdateSubobjectPreview ( bool bUpdateNow )
[]
FBlueprintEditor::ZoomToSelection_Clicked
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Zooming to fit the current selection.
Kismet
void ZoomToSelection_Clicked()
[]
FBlueprintEditor::VariableListWasUpdated
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Variable list window calls this after it is updated
Kismet
void VariableListWasUpdated()
[]
FBlueprintEditor::ZoomToWindow_Clicked
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Zooming to fit the entire graph.
Kismet
void ZoomToWindow_Clicked()
[]
FBlueprintEditor::FBlueprintEditor
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
FBlueprintEditor()
[]
FBlueprintEditor::~FBlueprintEditor
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Kismet
virtual ~FBlueprintEditor()
[]
FBlueprintEditor
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Main Kismet asset editor
Kismet
class FBlueprintEditor : public [IBlueprintEditor](API\Editor\Kismet\IBlueprintEditor), public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject), public [FNotifyHook](API\Runtime\CoreUObject\Misc\FNotifyHook), public [FTickableEditorObject](API\Editor\UnrealEd\FTickableEditorObject), public [FEditorUndoClient](API...
[ { "type": "bool", "name": "bBlueprintModifiedOnOpen", "description": "Did we update the blueprint when it opened" }, { "type": "bool", "name": "bEditorMarkedAsClosed", "description": "Whether we are already in the process of closing this editor" }, { "type": "bool", "name": "...
FBlueprintEditorApplicationMode::PostActivateMode
/Engine/Source/Editor/Kismet/Public/BlueprintEditorModes.h
Kismet
virtual void PostActivateMode()
[]
FBlueprintEditor::UpdatePreviewActor
/Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Creates/updates the preview actor for the given blueprint.
Kismet
void UpdatePreviewActor ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, bool bInForceFullUpdate )
[]
FBlueprintEditorApplicationMode::PreDeactivateMode
/Engine/Source/Editor/Kismet/Public/BlueprintEditorModes.h
Kismet
virtual void PreDeactivateMode()
[]
FBlueprintEditorApplicationMode::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 )
[]
FBlueprintEditorApplicationMode
/Engine/Source/Editor/Kismet/Public/BlueprintEditorModes.h
Kismet
class FBlueprintEditorApplicationMode : public [FApplicationMode](API\Editor\UnrealEd\WorkflowOrientedApp\FApplicationMode)
[ { "type": "FWorkflowAllowe...", "name": "BlueprintEditorOnlyTabFactories", "description": "Set of spawnable tabs only usable in blueprint editing mode (not useful in Persona, etc...)" }, { "type": "FWorkflowAllowe...", "name": "BlueprintEditorTabFactories", "description": "Set of spawnab...
BlueprintComponentsMode
/Engine/Source/Editor/Kismet/Public/BlueprintEditorModes.h
Kismet
static const [FName](API\Runtime\Core\UObject\FName) BlueprintComponentsMode;
[]