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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).
| Name | FBlueprintActionDatabaseRegistrar |
| Type | class |
| Header File | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabaseRegistrar.h |
| Include Path | #include "BlueprintActionDatabaseRegistrar.h" |
Syntax
class FBlueprintActionDatabaseRegistrar
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FBlueprintActionDatabaseRegistrar
(
FActionRegistry& Database, |
BlueprintActionDatabaseRegistrar.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FActionRegistry | FBlueprintActionDatabase::FActionRegistry | BlueprintActionDatabaseRegistrar.h | |
| FMakeEnumSpawnerDelegate | TBaseDelegate_OneParam< UBlueprintNodeSpawner *, const UEnum * > | BlueprintActionDatabaseRegistrar.h | |
| FMakeFuncSpawnerDelegate | TBaseDelegate_OneParam< UBlueprintNodeSpawner *, const UFunction * > | BlueprintActionDatabaseRegistrar.h | |
| FMakeStructSpawnerDelegate | TBaseDelegate_OneParam< UBlueprintNodeSpawner *, const UScriptStruct * > | BlueprintActionDatabaseRegistrar.h | |
| FPrimingQueue | FBlueprintActionDatabase::FPrimingQueue | BlueprintActionDatabaseRegistrar.h | |
| FUnloadedActionRegistry | FBlueprintActionDatabase::FUnloadedActionRegistry | BlueprintActionDatabaseRegistrar.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActionDatabase | FActionRegistry & | A reference to FBlueprintActionDatabase's internal map | BlueprintActionDatabaseRegistrar.h | |
| ActionKeyFilter | UObject const * | When an asset is added/updated we want to poll nodes again for new/refreshed actions, but only for that specific asset. | BlueprintActionDatabaseRegistrar.h | |
| ActionPrimingQueue | FPrimingQueue & | A reference to FBlueprintActionDatabase's action priming queue | BlueprintActionDatabaseRegistrar.h | |
| AssetTools | IAssetTools * | Cached ptr to asset tools to avoid LoadModule calls per-AddBlueprintAction call | BlueprintActionDatabaseRegistrar.h | |
| GeneratingClass | TSubclassOf< UEdGraphNode > | The node type that this is currently passed to (acts as a fallback database key). | BlueprintActionDatabaseRegistrar.h | |
| UnloadedActionDatabase | FUnloadedActionRegistry & | A reference to FBlueprintActionDatabase's internal map | BlueprintActionDatabaseRegistrar.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
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. | BlueprintActionDatabaseRegistrar.h | |
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.). | BlueprintActionDatabaseRegistrar.h | |
bool AddBlueprintAction
(
UEnum const* EnumOwner, |
BlueprintActionDatabaseRegistrar.h | ||
bool AddBlueprintAction
(
UScriptStruct const* StructOwner, |
BlueprintActionDatabaseRegistrar.h | ||
bool AddBlueprintAction
(
UField const* FieldOwner, |
BlueprintActionDatabaseRegistrar.h | ||
bool AddBlueprintAction
(
FAssetData const& AssetDataOwner, |
BlueprintActionDatabaseRegistrar.h | ||
bool AddBlueprintAction
(
UObject const* AssetOwner, |
Special case for asset bound actions (we want to clean-up/refresh these when the corresponding asset is updated). | BlueprintActionDatabaseRegistrar.h | |
UObject const * GetActionKeyFilter() |
Returns the current key the registrar is being filtered using | BlueprintActionDatabaseRegistrar.h | |
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). | BlueprintActionDatabaseRegistrar.h | |
bool IsOpenForRegistration
(
FAssetData const& AssetDataOwner |
BlueprintActionDatabaseRegistrar.h | ||
int32 RegisterClassFactoryActions
(
const FMakeFuncSpawnerDelegate& MakeActionCallback |
BlueprintActionDatabaseRegistrar.h | ||
int32 RegisterEnumActions
(
const FMakeEnumSpawnerDelegate& MakeActionCallback |
BlueprintActionDatabaseRegistrar.h | ||
int32 RegisterStructActions
(
const FMakeStructSpawnerDelegate& MakeActionCallback |
BlueprintActionDatabaseRegistrar.h |