Navigation
Unreal Engine C++ API Reference > Editor > BlueprintGraph
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabaseRegistrar.h |
Include | #include "BlueprintActionDatabaseRegistrar.h" |
Syntax
class FBlueprintActionDatabaseRegistrar
Remarks
From the BlueprintActionDatabase, passed around to all UK2Nodes, giving each a chance to register its own actions (specifically for UK2Nodes in other modules that the database doesn't have access to).
Constructors
No constructors are accessible with public or protected access.
Functions
Type | Name | Description | |
---|---|---|---|
![]() |
bool | AddBlueprintAction
(
UBlueprintNodeSpawner* NodeSpawner |
Attempts to suss out the key that this action should be registered under; if it doesn't find a better one then it associates the action with the node filling this out. |
![]() |
bool | AddBlueprintAction
(
UClass const* ClassOwner, |
Each action should be recorded under a specific UField key; primarily to refresh those actions when the corresponding asset is updated (Blueprint regenerated, struct added/deleted, etc.). |
![]() |
bool | AddBlueprintAction
(
UEnum const* EnumOwner, |
|
![]() |
bool | AddBlueprintAction
(
UScriptStruct const* StructOwner, |
|
![]() |
bool | AddBlueprintAction
(
UField const* FieldOwner, |
|
![]() |
bool | AddBlueprintAction
(
FAssetData const& AssetDataOwner, |
|
![]() |
bool | AddBlueprintAction
(
UObject const* AssetOwner, |
Special case for asset bound actions (we want to clean-up/refresh these when the corresponding asset is updated). |
![]() ![]() |
UObject const * | Returns the current key the registrar is being filtered using | |
![]() |
bool | IsOpenForRegistration
(
UObject const* OwnerKey |
Occasionally (when an asset is added/refreshed), this registrar will be passed around to gather only specific keyed actions (see ActionKeyFilter). |
![]() |
bool | IsOpenForRegistration
(
FAssetData const& AssetDataOwner |
|
![]() |
int32 | RegisterClassFactoryActions
(
const FMakeFuncSpawnerDelegate& MakeActionCallback |
|
![]() |
int32 | RegisterEnumActions
(
const FMakeEnumSpawnerDelegate& MakeActionCallback |
|
![]() |
int32 | RegisterStructActions
(
const FMakeStructSpawnerDelegate& MakeActionCallback |