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API > API/Editor > API/Editor/BlueprintGraph > API/Editor/BlueprintGraph/FBlueprintActionDatabaseRegistra-
Overloads
| 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 |
AddBlueprintAction(UBlueprintNodeSpawner *)
Description
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.
| Name | AddBlueprintAction |
| Type | function |
| Header File | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabaseRegistrar.h |
| Include Path | #include "BlueprintActionDatabaseRegistrar.h" |
| Source | /Engine/Source/Editor/BlueprintGraph/Private/BlueprintActionDatabaseRegistrar.cpp |
bool AddBlueprintAction
(
UBlueprintNodeSpawner * NodeSpawner
)
Parameters
| Name | Remarks |
|---|---|
| NodeSpawner | The new node spawner that you wish to register. |
AddBlueprintAction(UClass const , UBlueprintNodeSpawner )
Description
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.).
| Name | AddBlueprintAction |
| Type | function |
| Header File | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabaseRegistrar.h |
| Include Path | #include "BlueprintActionDatabaseRegistrar.h" |
| Source | /Engine/Source/Editor/BlueprintGraph/Private/BlueprintActionDatabaseRegistrar.cpp |
bool AddBlueprintAction
(
UClass const * ClassOwner,
UBlueprintNodeSpawner * NodeSpawner
)
Parameters
| Name | Remarks |
|---|---|
| FieldOwner | A field object that the node is associated with (flags when this action should be updated). |
| NodeSpawner | The new node spawner that you wish to register. |
AddBlueprintAction(UEnum const , UBlueprintNodeSpawner )
| Name | AddBlueprintAction |
| Type | function |
| Header File | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabaseRegistrar.h |
| Include Path | #include "BlueprintActionDatabaseRegistrar.h" |
| Source | /Engine/Source/Editor/BlueprintGraph/Private/BlueprintActionDatabaseRegistrar.cpp |
bool AddBlueprintAction
(
UEnum const * EnumOwner,
UBlueprintNodeSpawner * NodeSpawner
)
AddBlueprintAction(UScriptStruct const , UBlueprintNodeSpawner )
| Name | AddBlueprintAction |
| Type | function |
| Header File | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabaseRegistrar.h |
| Include Path | #include "BlueprintActionDatabaseRegistrar.h" |
| Source | /Engine/Source/Editor/BlueprintGraph/Private/BlueprintActionDatabaseRegistrar.cpp |
bool AddBlueprintAction
(
UScriptStruct const * StructOwner,
UBlueprintNodeSpawner * NodeSpawner
)
AddBlueprintAction(UField const , UBlueprintNodeSpawner )
| Name | AddBlueprintAction |
| Type | function |
| Header File | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabaseRegistrar.h |
| Include Path | #include "BlueprintActionDatabaseRegistrar.h" |
| Source | /Engine/Source/Editor/BlueprintGraph/Private/BlueprintActionDatabaseRegistrar.cpp |
bool AddBlueprintAction
(
UField const * FieldOwner,
UBlueprintNodeSpawner * NodeSpawner
)
AddBlueprintAction(FAssetData const &, UBlueprintNodeSpawner *)
| Name | AddBlueprintAction |
| Type | function |
| Header File | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabaseRegistrar.h |
| Include Path | #include "BlueprintActionDatabaseRegistrar.h" |
| Source | /Engine/Source/Editor/BlueprintGraph/Private/BlueprintActionDatabaseRegistrar.cpp |
bool AddBlueprintAction
(
FAssetData const & AssetDataOwner,
UBlueprintNodeSpawner * NodeSpawner
)
AddBlueprintAction(UObject const , UBlueprintNodeSpawner )
Description
Special case for asset bound actions (we want to clean-up/refresh these when the corresponding asset is updated). AssetOwner must be an asset!
| Name | AddBlueprintAction |
| Type | function |
| Header File | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabaseRegistrar.h |
| Include Path | #include "BlueprintActionDatabaseRegistrar.h" |
| Source | /Engine/Source/Editor/BlueprintGraph/Private/BlueprintActionDatabaseRegistrar.cpp |
bool AddBlueprintAction
(
UObject const * AssetOwner,
UBlueprintNodeSpawner * NodeSpawner
)
Parameters
| Name | Remarks |
|---|---|
| AssetOwner | An asset object that the node is associated with (flags when this action should be updated). |
| NodeSpawner | The new node spawner that you wish to register. |