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Struct to handle Asset Blueprint Graph actions Essentially this is used to help generate asset nodes/responses for Blueprint graphs and keeping Blueprint code from being dependent on something it shouldn't For example, this can be used to help with dragging/dropping assets on a Blueprint graph
| Name | FAssetBlueprintGraphActions |
| Type | struct |
| Header File | /Engine/Source/Editor/BlueprintGraph/Classes/AssetBlueprintGraphActions.h |
| Include Path | #include "AssetBlueprintGraphActions.h" |
Syntax
struct FAssetBlueprintGraphActions
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FAssetBlueprintGraphActions() |
AssetBlueprintGraphActions.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FText GetGraphHoverMessage
(
const FAssetData& AssetData, |
Gets the hover message when when holding a asset over a Blueprint graph from a drag/drop operation | AssetBlueprintGraphActions.h | |
bool TryCreatingAssetNode
(
const FAssetData& AssetData, |
Tries to create a node from the asset passed on the graph passed in | AssetBlueprintGraphActions.h |