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Unreal Engine C++ API Reference > Editor > BlueprintGraph > FBlueprintActionDatabaseRegistrar
Type | Name | Description | |
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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. |
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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.). |
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bool | AddBlueprintAction
(
UEnum const* EnumOwner, |
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bool | AddBlueprintAction
(
UScriptStruct const* StructOwner, |
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bool | AddBlueprintAction
(
UField const* FieldOwner, |
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bool | AddBlueprintAction
(
FAssetData const& AssetDataOwner, |
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bool | AddBlueprintAction
(
UObject const* AssetOwner, |
Special case for asset bound actions (we want to clean-up/refresh these when the corresponding asset is updated). |