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Unreal Engine C++ API Reference > Editor > BlueprintGraph
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionFilter.h |
Include | #include "BlueprintActionFilter.h" |
Syntax
struct FBlueprintActionInfo
Remarks
Info struct passed around to filter rejection tests. Wraps a UBlueprintNodeSpawner, and caches associated fields/files/etc. as they're requested (to optimize duplicated queries cross rejection tests).
Variables
Type | Name | Description | |
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UBlueprintNodeSpawner const *const | NodeSpawner | The raw action that this struct represent (const so we don't mutate the database) |
Constructors
Type | Name | Description | |
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FBlueprintActionInfo
(
UObject const* ActionOwner, |
||
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FBlueprintActionInfo
(
FBlueprintActionInfo const& Rhs, |
Functions
Type | Name | Description | |
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UObject const * | Retrieves the key that the wrapped action is associated with in the FBlueprintActionDatabase (either a UClass, or asset object). | |
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UFunction const * | Certain actions are associated with specific functions (like function call spawners, or event spawners) This retrieves the function from the wrapped action if it can (not all actions have an associated function). | |
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FFieldVariant | Certain actions are associated with specific member fields (a member function call, a variable get/set, etc.) This retrieves that member field if there is one (not all actions have an associated field). | |
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FProperty const * | Certain actions are associated with specific properties (like delegate node spawners, or variable get/set spawners) This retrieves that property from the wrapped action if it can (not all actions have an associated property). | |
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IBlueprintNodeBinder::FBindingSet const & | GetBindings () |
Retrieves any bindings that the action will apply to spawned nodes. |
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UClass const * | GetNodeClass () |
Retrieves the node class that the wrapped action will spawn (assume to be not null). |
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UClass const * | Retrieves a class associated with the wrapped action. |