Navigation
API > API/Editor > API/Editor/BlueprintGraph
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.
| Name | FBlueprintActionDatabase |
| Type | class |
| Header File | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h |
| Include Path | #include "BlueprintActionDatabase.h" |
Syntax
class FBlueprintActionDatabase :
public FGCObject ,
public FTickableEditorObject
Inheritance Hierarchy
- FGCObject → FBlueprintActionDatabase
- FTickableObjectBase → FTickableEditorObject → FBlueprintActionDatabase
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FBlueprintActionDatabase() |
Private constructor for singleton purposes. | BlueprintActionDatabase.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FBlueprintActionDatabase() |
Destructor | BlueprintActionDatabase.h |
Enums
Public
| Name | Remarks |
|---|---|
| EPermissionsContext | Field visibility is different depending on context, this enum differentiates between the different contexts that fields can be present in |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FActionList | TArray< TObjectPtr< UBlueprintNodeSpawner > > | BlueprintActionDatabase.h | |
| FActionRegistry | TMap< FObjectKey, FActionList > | BlueprintActionDatabase.h | |
| FOnDatabaseEntryUpdated | TMulticastDelegate_OneParam< void, UObject * > | BlueprintActionDatabase.h | |
| FPrimingQueue | TMap< FObjectKey, int32 > | BlueprintActionDatabase.h | |
| FUnloadedActionRegistry | TMap< FSoftObjectPath, FActionList > | BlueprintActionDatabase.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActionPrimingQueue | FPrimingQueue | References newly allocated actions that need to be "primed". | BlueprintActionDatabase.h | |
| ActionRegistry | FActionRegistry | A map of associated node-spawners for each class/asset. | BlueprintActionDatabase.h | |
| ActionRemoveQueue | TArray< FObjectKey > | List of action keys to be removed on the next tick. | BlueprintActionDatabase.h | |
| ComponentTypes | const TArray< struct FComponentTypeEntry > * | Pointer to the shared list of currently existing component types | BlueprintActionDatabase.h | |
| EntryRefreshDelegate | FOnDatabaseEntryUpdated | BlueprintActionDatabase.h | ||
| EntryRemovedDelegate | FOnDatabaseEntryUpdated | BlueprintActionDatabase.h | ||
| OnAssetAddedDelegateHandle | FDelegateHandle | BlueprintActionDatabase.h | ||
| OnAssetLoadedDelegateHandle | FDelegateHandle | Handles to registered delegates. | BlueprintActionDatabase.h | |
| OnAssetRemovedDelegateHandle | FDelegateHandle | BlueprintActionDatabase.h | ||
| OnAssetRenamedDelegateHandle | FDelegateHandle | BlueprintActionDatabase.h | ||
| OnAssetsPreDeleteDelegateHandle | FDelegateHandle | BlueprintActionDatabase.h | ||
| OnBlueprintUnloadedDelegateHandle | FDelegateHandle | BlueprintActionDatabase.h | ||
| OnModulesChangedDelegateHandle | FDelegateHandle | BlueprintActionDatabase.h | ||
| OnReloadCompleteDelegateHandle | FDelegateHandle | BlueprintActionDatabase.h | ||
| OnWorldAddedDelegateHandle | FDelegateHandle | BlueprintActionDatabase.h | ||
| OnWorldDestroyedDelegateHandle | FDelegateHandle | BlueprintActionDatabase.h | ||
| RefreshLevelScriptActionsDelegateHandle | FDelegateHandle | BlueprintActionDatabase.h | ||
| UnloadedActionRegistry | FUnloadedActionRegistry | A map of associated object paths for each node-class that is associated with it. | BlueprintActionDatabase.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool ClearAssetActions
(
const FObjectKey& AssetObjectKey |
Finds the database entry for the specified object and wipes it. | BlueprintActionDatabase.h | |
bool ClearAssetActions
(
UObject*const AssetObject |
Finds the database entry for the specified object and wipes it. | BlueprintActionDatabase.h | |
void ClearUnloadedAssetActions
(
const FSoftObjectPath& ObjectPath |
Finds the database entry for the specified unloaded asset and wipes it. | BlueprintActionDatabase.h | |
void DeferredRemoveEntry
(
FObjectKey const& InKey |
Removes the entry with the given key on the next tick. | BlueprintActionDatabase.h | |
FActionRegistry const & GetAllActions () |
Will populate the database first if it hasn't been created yet, and then returns it in its entirety. | BlueprintActionDatabase.h | |
virtual TStatId GetStatId() |
BlueprintActionDatabase.h | ||
virtual ETickableTickType GetTickableTickType() |
BlueprintActionDatabase.h | ||
void MoveUnloadedAssetActions
(
const FSoftObjectPath& SourceObjectPath, |
Moves the unloaded asset actions from one location to another | BlueprintActionDatabase.h | |
FOnDatabaseEntryUpdated & OnEntryRemoved() |
BlueprintActionDatabase.h | ||
FOnDatabaseEntryUpdated & OnEntryUpdated() |
BlueprintActionDatabase.h | ||
void RefreshAll () |
Populates the action database from scratch. | BlueprintActionDatabase.h | |
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. | BlueprintActionDatabase.h | |
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. | BlueprintActionDatabase.h | |
void RefreshComponentActions() |
Updates all component related actions | BlueprintActionDatabase.h | |
void RefreshWorlds() |
Populates the action database with all level script actions from all active editor worlds. | BlueprintActionDatabase.h | |
virtual void Tick
(
float DeltaTime |
BlueprintActionDatabase.h |
Overridden from FGCObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddReferencedObjects
(
FReferenceCollector& Collector |
BlueprintActionDatabase.h | ||
virtual FString GetReferencerName() |
BlueprintActionDatabase.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FBlueprintActionDatabase & Get () |
Getter to access the database singleton. | BlueprintActionDatabase.h | |
static bool HasClassFiltering() |
Check whether we have any class filtering applied | BlueprintActionDatabase.h | |
static bool IsClassAllowed
(
const FTopLevelAssetPath& InClassPath, |
BlueprintActionDatabase.h | ||
static bool IsClassAllowed
(
UClass const* InClass, |
Check whether the global filter applies to this class | BlueprintActionDatabase.h | |
static bool IsEnumAllowed
(
const FTopLevelAssetPath& InEnumPath, |
BlueprintActionDatabase.h | ||
static bool IsEnumAllowed
(
UEnum const* InEnum, |
Check whether permissions allow this enum | BlueprintActionDatabase.h | |
static bool IsFieldAllowed
(
UField const* InField, |
Check whether permissions allow this field | BlueprintActionDatabase.h | |
static bool IsFunctionAllowed
(
UFunction const* InFunction, |
Check whether permissions allow this function | BlueprintActionDatabase.h | |
static bool IsPinTypeAllowed
(
const FEdGraphPinType& InPinType, |
Check whether permissions allow this pin type. | BlueprintActionDatabase.h | |
static bool IsStructAllowed
(
const FTopLevelAssetPath& InStructPath, |
BlueprintActionDatabase.h | ||
static bool IsStructAllowed
(
UScriptStruct const* InStruct, |
Check whether permissions allow this struct | BlueprintActionDatabase.h | |
static FBlueprintActionDatabase * TryGet() |
Getter to access the datbase singleton, will return null if the database has not been initialized | BlueprintActionDatabase.h |