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Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
- FGCObject
- FTickableEditorObject
- FBlueprintActionDatabase
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h |
Include | #include "BlueprintActionDatabase.h" |
Syntax
class FBlueprintActionDatabase :
public FGCObject,
public FTickableEditorObject
Remarks
Serves as a container for all available blueprint actions (no matter the type of blueprint/graph they belong in). The actions stored here are not tied to a specific ui menu; each action is a UBlueprintNodeSpawner which is charged with spawning a specific node type. Should be set up in a way where class specific actions are refreshed when the associated class is regenerated.
@TODO: Hook up to handle class recompile events, along with enum/struct asset creation events.
Constructors
No constructors are accessible with public or protected access.
Destructors
Type | Name | Description | |
---|---|---|---|
Destructor |
Functions
Type | Name | Description | |
---|---|---|---|
void | AddReferencedObjects
(
FReferenceCollector& Collector |
||
bool | ClearAssetActions
(
const FObjectKey& AssetObjectKey |
Finds the database entry for the specified object and wipes it. | |
bool | ClearAssetActions
(
UObject*const AssetObject |
Finds the database entry for the specified object and wipes it. | |
void | ClearUnloadedAssetActions
(
const FSoftObjectPath& ObjectPath |
Finds the database entry for the specified unloaded asset and wipes it. | |
void | ClearUnloadedAssetActions
(
FName ObjectPath |
||
void | DeferredRemoveEntry
(
FObjectKey const& InKey |
Removes the entry with the given key on the next tick. | |
FBlueprintActionDatabase & | Get () |
Getter to access the database singleton. | |
FActionRegistry const & | Will populate the database first if it hasn't been created yet, and then returns it in its entirety. | ||
FString | |||
TStatId | GetStatId () |
||
ETickableTickType | |||
bool | Check whether we have any class filtering applied | ||
bool | IsClassAllowed
(
const FTopLevelAssetPath& InClassPath, |
||
bool | IsClassAllowed
(
UClass const* InClass, |
Check whether the global filter applies to this class | |
bool | IsEnumAllowed
(
const FTopLevelAssetPath& InEnumPath, |
||
bool | IsEnumAllowed
(
UEnum const* InEnum, |
Check whether permissions allow this enum | |
bool | IsFieldAllowed
(
UField const* InField, |
Check whether permissions allow this field | |
bool | IsFunctionAllowed
(
UFunction const* InFunction, |
Check whether permissions allow this function | |
bool | IsPinTypeAllowed
(
const FEdGraphPinType& InPinType, |
Check whether permissions allow this pin type. | |
bool | IsStructAllowed
(
UScriptStruct const* InStruct, |
Check whether permissions allow this struct | |
bool | IsStructAllowed
(
const FTopLevelAssetPath& InStructPath, |
||
void | MoveUnloadedAssetActions
(
FName SourceObjectPath, |
||
void | MoveUnloadedAssetActions
(
const FSoftObjectPath& SourceObjectPath, |
Moves the unloaded asset actions from one location to another | |
FOnDatabaseEntryUpdated & | |||
FOnDatabaseEntryUpdated & | |||
void | RefreshAll () |
Populates the action database from scratch. | |
void | RefreshAssetActions
(
UObject*const AssetObject |
Finds the database entry for the specified asset and wipes it, repopulating it with a fresh set of associated node-spawners. | |
void | RefreshClassActions
(
UClass*const Class |
Finds the database entry for the specified class and wipes it, repopulating it with a fresh set of associated node-spawners. | |
void | Updates all component related actions | ||
void | Populates the action database with all level script actions from all active editor worlds. | ||
void | Tick
(
float DeltaTime |
||
FBlueprintActionDatabase * | TryGet () |
Getter to access the datbase singleton, will return null if the database has not been initialized |
Enums
Type | Name | Description | |
---|---|---|---|
EPermissionsContext | Field visibility is different depending on context, this enum differentiates between the different contexts that fields can be present in |