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API > API/Editor > API/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, |
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
(
UScriptStruct const* StructOwner, |
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
(
UField const* FieldOwner, |
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
(
FAssetData const& AssetDataOwner, |
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
(
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 |
Occasionally (when an asset is added/refreshed), this registrar will be passed around to gather only specific keyed actions (see ActionKeyFilter). | |
| int32 | RegisterClassFactoryActions
(
const FMakeFuncSpawnerDelegate& MakeActionCallback |
||
| int32 | RegisterEnumActions
(
const FMakeEnumSpawnerDelegate& MakeActionCallback |
||
| int32 | RegisterStructActions
(
const FMakeStructSpawnerDelegate& MakeActionCallback |