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Unreal Engine C++ API Reference > Editor > BlueprintEditorLibrary
Inheritance Hierarchy
- UBlueprintFunctionLibrary
- UBlueprintEditorLibrary
References
Module | BlueprintEditorLibrary |
Header | /Engine/Source/Editor/BlueprintEditorLibrary/Public/BlueprintEditorLibrary.h |
Include | #include "BlueprintEditorLibrary.h" |
Syntax
UCLASS ()
class UBlueprintEditorLibrary : public UBlueprintFunctionLibrary
Constructors
Type | Name | Description | |
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UBlueprintEditorLibrary
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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UEdGraph * | AddFunctionGraph
(
UBlueprint* Blueprint, |
Adds a function to the given blueprint |
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bool | AddMemberVariable
(
UBlueprint* Blueprint, |
Adds a member variable to the specified blueprint with the specified type. |
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bool | AddMemberVariableWithValue
(
UBlueprint* Blueprint, |
Adds a member variable to the specified blueprint inferring the type from a provided value. |
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void | CompileBlueprint
(
UBlueprint* Blueprint |
Compiles the given blueprint. |
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UBlueprint * | CreateBlueprintAssetWithParent
(
const FString& AssetPath, |
Creates a blueprint based on a specific parent, honoring registered custom blueprint types |
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UEdGraph * | FindEventGraph
(
UBlueprint* Blueprint |
Finds the event graph of the given blueprint. |
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UEdGraph * | FindGraph
(
UBlueprint* Blueprint, |
Finds the graph with the given name on the blueprint. Null if it doesn't have one. |
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bool | GatherUnusedVariables
(
const UBlueprint* Blueprint, |
Gathers any unused blueprint variables and populates the given array of FPropertys |
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UClass * | GeneratedClass
(
UBlueprint* BlueprintObj |
Gets the class generated when this blueprint is compiled |
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bool | Generic_AddMemberVariableWithValue
(
UBlueprint* Blueprint, |
|
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FEdGraphPinType | GetArrayType
(
const FEdGraphPinType& ContainedType |
|
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FEdGraphPinType | GetBasicTypeByName
(
FName TypeName |
|
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UBlueprint * | GetBlueprintAsset
(
UObject* Object |
Casts the provided Object to a Blueprint - the root asset type of a blueprint asset. |
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FEdGraphPinType | GetClassReferenceType
(
const UClass* ClassType |
|
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FEdGraphPinType | GetMapType
(
const FEdGraphPinType& KeyType, |
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FEdGraphPinType | GetObjectReferenceType
(
const UClass* ObjectType |
|
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FEdGraphPinType | GetSetType
(
const FEdGraphPinType& ContainedType |
|
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FEdGraphPinType | GetStructType
(
const UScriptStruct* StructType |
|
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void | Refresh any open blueprint editors | |
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void | RefreshOpenEditorsForBlueprint
(
const UBlueprint* BP |
Attempt to refresh any open blueprint editors for the given asset |
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void | RemoveFunctionGraph
(
UBlueprint* Blueprint, |
Deletes the function of the given name on this blueprint. Does NOT replace function call sites. |
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void | RemoveGraph
(
UBlueprint* Blueprint, |
Removes the given graph from the blueprint if possible |
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void | RemoveUnusedNodes
(
UBlueprint* Blueprint |
Remove any nodes in this blueprint that have no connections made to them. |
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int32 | RemoveUnusedVariables
(
UBlueprint* Blueprint |
Deletes any unused blueprint created variables the given blueprint. |
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void | RenameGraph
(
UEdGraph* Graph, |
Attempts to rename the given graph with a new name |
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void | ReparentBlueprint
(
UBlueprint* Blueprint, |
Attempts to reparent the given blueprint to the new chosen parent class. |
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void | ReplaceVariableReferences
(
UBlueprint* Blueprint, |
Replace any references of variables with the OldVarName to references of those with the NewVarName if possible |
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void | SetBlueprintVariableExposeOnSpawn
(
UBlueprint* Blueprint, |
Sets "Expose On Spawn" to true/false on a Blueprint variable |
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void | SetBlueprintVariableExposeToCinematics
(
UBlueprint* Blueprint, |
Sets "Expose To Cinematics" to true/false on a Blueprint variable |
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void | SetBlueprintVariableInstanceEditable
(
UBlueprint* Blueprint, |
Sets "Instance Editable" to true/false on a Blueprint variable |
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void | UpgradeOperatorNodes
(
UBlueprint* Blueprint |
Replace any old operator nodes (float + float, vector + float, int + vector, etc) with the newer Promotable Operator version of the node. |