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API > API/Editor > API/Editor/BlueprintGraph
| Name | UBlueprintEditorSettings |
| Type | class |
| Header File | /Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h |
| Include Path | #include "BlueprintEditorSettings.h" |
Syntax
UCLASS (Config=EditorPerProjectUserSettings)
class UBlueprintEditorSettings : public UDeveloperSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UDeveloperSettings → UBlueprintEditorSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UBlueprintEditorSettings
(
const FObjectInitializer& ObjectInitializer |
BlueprintEditorSettings.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FOnIsClassAllowed | TDelegate< bool(const UClass *InClass)> | BlueprintEditorSettings.h | |
| FOnIsClassPathAllowed | TDelegate< bool(const FTopLevelAssetPath &InClassPath)> | BlueprintEditorSettings.h | |
| FOnIsFunctionAllowedForAsset | TDelegate< bool(const UBlueprint *InBlueprint, const FName InFunctionName)> | BlueprintEditorSettings.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AdditionalBlueprintCategories | TArray< FAdditionalBlueprintCategory > | List of additional category names to show in Blueprints, optionally filtered by parent class type. | BlueprintEditorSettings.h |
|
| AllowIndexAllBlueprints | EFiBIndexAllPermission | Find-in-Blueprint Settings. | BlueprintEditorSettings.h |
|
| bAllowExplicitImpureNodeDisabling | bool | If enabled, nodes can be explicitly disabled via context menu when right-clicking on impure nodes in the Blueprint editor. | BlueprintEditorSettings.h |
|
| bAlwaysShowInterfacesInOverrides | bool | If set interface functions will always show in the overrides menu, even if they are already shown in the interfaces menu | BlueprintEditorSettings.h |
|
| BaseClassesToAllowRecompilingDuringPlayInEditor | TArray< TSoftClassPtr< UObject > > | Any blueprint deriving from one of these base classes will be allowed to recompile during Play-in-Editor (This setting exists both as an editor preference and project setting, and will be allowed if listed in either place) | BlueprintEditorSettings.h |
|
| BaseClassesToDisallowRecompilingDuringPlayInEditor | TArray< TSoftClassPtr< UObject > > | Any blueprint deriving from one of these base classes will be disallowed to recompile during Play-in-Editor (This setting exists both as an editor preference and project setting, and will be allowed if listed in either place) | BlueprintEditorSettings.h |
|
| bAutoCastObjectConnections | bool | If enabled, then you'll be able to directly connect arbitrary object pins together (a pure cast node will be injected automatically). | BlueprintEditorSettings.h |
|
| bBlueprintNodeUniqueNames | bool | If enabled, blueprint nodes in the event graph will display with unique names rather than their display name. | BlueprintEditorSettings.h |
|
| bCompactCallOnMemberNodes | bool | If enabled, then call-on-member actions will be spawned as a single node (instead of a GetMember + FunctionCall node). | BlueprintEditorSettings.h |
|
| bDoNotMarkAllInstancesDirtyOnDefaultValueChange | bool | If enabled, assets containing Blueprint instances (e.g. maps) will not be marked dirty when default values are edited, unless it results in the instance becoming realigned with the new default value. | BlueprintEditorSettings.h |
|
| bDoubleClickNavigatesToParent | bool | Double click to navigate up to the parent graph | BlueprintEditorSettings.h |
|
| bDrawMidpointArrowsInBlueprints | bool | Style Settings. | BlueprintEditorSettings.h |
|
| bEnableContextMenuTimeSlicing | bool | When the Blueprint graph context menu is invoked (e.g. by right-clicking in the graph or dragging off a pin), do not block the UI while populating the available actions list. | BlueprintEditorSettings.h |
|
| bEnableInputTriggerSupportWarnings | bool | Workflow Settings. | BlueprintEditorSettings.h |
|
| bEnableNamespaceEditorFeatures | bool | Whether to enable namespace importing and filtering features in the Blueprint editor | BlueprintEditorSettings.h |
|
| bEnableNamespaceFilteringFeatures | bool | @todo_namespaces - Remove this if/when dependent code is changed to utilize the single setting above. | BlueprintEditorSettings.h |
|
| bEnableNamespaceImportingFeatures | bool | @todo_namespaces - Remove this if/when dependent code is changed to utilize the single setting above. | BlueprintEditorSettings.h |
|
| bEnablePinValueInspectionTooltips | bool | If enabled, pin tooltips during PIE will be interactive | BlueprintEditorSettings.h |
|
| bEnableTypePromotion | bool | Allows for pin types to be promoted to others, i.e. float to double | BlueprintEditorSettings.h |
|
| bExposeAllMemberComponentFunctions | bool | If enabled, then ALL component functions are exposed to the context menu (when the contextual target is a component owner). | BlueprintEditorSettings.h |
|
| bExposeDeprecatedFunctions | bool | If enabled, deprecated functions will be visible in the context menu and will be available for override implementation. | BlueprintEditorSettings.h |
|
| bFavorPureCastNodes | bool | Experimental. | BlueprintEditorSettings.h |
|
| bFlattenFavoritesMenus | bool | If enabled, then your Blueprint favorites will be uncategorized, leaving you with less nested categories to sort through. | BlueprintEditorSettings.h |
|
| bHideConstructionScriptComponentsInDetailsView | bool | If set will exclude components added in a Blueprint class Construction Script from the component details view | BlueprintEditorSettings.h |
|
| bHideUnrelatedNodes | bool | If true, fade nodes which are not connected to the selected nodes | BlueprintEditorSettings.h |
|
| bHostFindInBlueprintsInGlobalTab | bool | If set, the global Find in Blueprints command (CTRL-SHIFT-F) will be hosted in a standalone tab. | BlueprintEditorSettings.h |
|
| bIncludeActionsForSelectedAssetsInContextMenu | bool | If enabled, invoking the Blueprint graph context menu with one or more compatible assets selected in the Content Browser will generate an additional set of pre-bound menu actions when the "Context Sensitive" option is enabled. | BlueprintEditorSettings.h |
|
| bIncludeCommentNodesInBookmarksTab | bool | If enabled, comment nodes will be included in the tree view display in the Bookmarks tab. | BlueprintEditorSettings.h |
|
| bInheritImportedNamespacesFromParentBP | bool | @todo_namespaces - Remove this if/when this becomes a permanent setting. For now this is experimental. | BlueprintEditorSettings.h |
|
| bJumpToNodeErrors | bool | When enabled, if a blueprint has compiler errors, then the graph will jump and focus on the first node generating an error | BlueprintEditorSettings.h |
|
| bLimitAssetActionBindingToSingleSelectionOnly | bool | Only generate pre-bound "Add Component" actions when there is a single asset selected in the Content Browser. | BlueprintEditorSettings.h |
|
| bLoadSelectedAssetsForContextMenuActionBinding | bool | When generating pre-bound "Add Component" actions, any selected assets that are not yet loaded will be synchronously loaded as part of building the Blueprint Graph context menu. | BlueprintEditorSettings.h |
|
| bNavigateToNativeFunctionsFromCallNodes | bool | If set, double clicking on a call function node will attempt to navigate an open C++ editor to the native source definition | BlueprintEditorSettings.h |
|
| BookmarkNodes | TArray< FBPEditorBookmarkNode > | Blueprint bookmark nodes (for display) | BlueprintEditorSettings.h |
|
| Bookmarks | TMap< FGuid, FEditedDocumentInfo > | Blueprint bookmark database | BlueprintEditorSettings.h |
|
| BreakpointReloadMethod | EBlueprintBreakpointReloadMethod | How to handle previously-set breakpoints on reload. | BlueprintEditorSettings.h |
|
| bShowAccessSpecifier | bool | If set we'll show the access specifier of functions in the My Blueprint view | BlueprintEditorSettings.h |
|
| bShowActionMenuItemSignatures | bool | Developer Settings. | BlueprintEditorSettings.h |
|
| bShowBookmarksForCurrentDocumentOnlyInTab | bool | If enabled, only the bookmarks for the current document will be shown in the Bookmarks tab. | BlueprintEditorSettings.h |
|
| bShowContextualFavorites | bool | If enabled, then a separate section with your Blueprint favorites will be pined to the top of the context menu. | BlueprintEditorSettings.h |
|
| bShowDetailedCompileResults | bool | Perf Settings. | BlueprintEditorSettings.h | |
| bShowEmptySections | bool | If set we'll show empty sections in the My Blueprint view. | BlueprintEditorSettings.h |
|
| bShowFunctionLocalVariableIcon | bool | If true, show an icon next to function local variable nodes. | BlueprintEditorSettings.h |
|
| bShowFunctionParameterIcon | bool | If true, show an icon next to function parameter nodes. | BlueprintEditorSettings.h |
|
| bShowGraphInstructionText | bool | Determines if lightweight tutorial text shows up at the top of empty blueprint graphs | BlueprintEditorSettings.h |
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| bShowInheritedVariables | bool | If set we'll show the inherited variables in the My Blueprint view. | BlueprintEditorSettings.h |
|
| bShowPanelContextMenuForIncompatibleConnections | bool | When enabled the the list of compatible nodes will be shown when a connection is attempted between incompatible pins | BlueprintEditorSettings.h |
|
| bShowParentClassInOverrides | bool | If set then the parent class will be listed next to the override function name in the overrides function menu | BlueprintEditorSettings.h |
|
| bShowShortTooltips | bool | If true, use short tooltips whenever possible | BlueprintEditorSettings.h |
|
| bShowViewportOnSimulate | bool | If true will show the viewport tab when simulate is clicked. | BlueprintEditorSettings.h |
|
| bSpawnDefaultBlueprintNodes | bool | If set will spawn default "ghost" event nodes in new Blueprints, modifiable in the [DefaultEventNodes] section of EditorPerProjectUserSettings | BlueprintEditorSettings.h |
|
| bSplitContextTargetSettings | bool | If enabled, we'll save off your chosen target setting based off of the context (allowing you to have different preferences based off what you're operating on). | BlueprintEditorSettings.h |
|
| CompileEventDisplayThresholdMs | int32 | BlueprintEditorSettings.h | ||
| ContextMenuTimeSlicingThresholdMs | int32 | The maximum amount of time (in milliseconds) allowed per frame for Blueprint graph context menu building when the non-blocking option is enabled. | BlueprintEditorSettings.h |
|
| GraphEditorQuickJumps | TMap< int32, FEditedDocumentInfo > | Blueprint graph editor "Quick Jump" command bindings | BlueprintEditorSettings.h |
|
| NamespacesToAlwaysInclude | TArray< FString > | A list of namespace identifiers that the Blueprint editor should always import by default. Requires Blueprint namespace features to be enabled and only applies to the current local user. Editing this list will also cause any visible Blueprint editor windows to be closed. | BlueprintEditorSettings.h |
|
| NodeTemplateCacheCapMB | float | The node template cache is used to speed up blueprint menuing. | BlueprintEditorSettings.h |
|
| PerBlueprintSettings | TMap< FString, FPerBlueprintSettings > | Maps Blueprint path to settings such as breakpoints | BlueprintEditorSettings.h |
|
| SaveOnCompile | TEnumAsByte< ESaveOnCompile > | Compiler Settings. | BlueprintEditorSettings.h |
|
| TypePromotionPinDenyList | TSet< FName > | If a pin type is within this list, then it will never be marked as a possible promotable function. | BlueprintEditorSettings.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| EnumPermissions | FPathPermissionList | All enum permissions | BlueprintEditorSettings.h | |
| FunctionPermissions | FPathPermissionList | All function permissions | BlueprintEditorSettings.h | |
| IsClassAllowedDelegates | TMap< FName, FOnIsClassAllowed > | Delegates called to determine whether a class type is allowed to be displayed | BlueprintEditorSettings.h | |
| IsClassAllowedOnPinDelegates | TMap< FName, FOnIsClassAllowed > | Delegates called to determine whether a class type is allowed to be displayed on a pin | BlueprintEditorSettings.h | |
| IsClassPathAllowedDelegates | TMap< FName, FOnIsClassPathAllowed > | BlueprintEditorSettings.h | ||
| IsClassPathAllowedOnPinDelegates | TMap< FName, FOnIsClassPathAllowed > | BlueprintEditorSettings.h | ||
| IsFunctionAllowedForAssetDelegates | TMap< FName, FOnIsFunctionAllowedForAsset > | Delegates called to determine whether a function is allowed for a given Blueprint asset | BlueprintEditorSettings.h | |
| PinCategoryPermissions | FNamePermissionList | All pin category permissions | BlueprintEditorSettings.h | |
| StructPermissions | FPathPermissionList | All struct permissions | BlueprintEditorSettings.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FPathPermissionList & GetEnumPermissions() |
Get allowed enums permissions list | BlueprintEditorSettings.h | |
FPathPermissionList & GetFunctionPermissions() |
Get allowed functions permissions list | BlueprintEditorSettings.h | |
FNamePermissionList & GetPinCategoryPermissions() |
Get allowed pin categories permissions list | BlueprintEditorSettings.h | |
FPathPermissionList & GetStructPermissions() |
Get allowed structs permissions list | BlueprintEditorSettings.h | |
bool HasClassFiltering() |
BlueprintEditorSettings.h | ||
bool HasClassOnPinFiltering() |
BlueprintEditorSettings.h | ||
bool HasClassPathFiltering() |
BlueprintEditorSettings.h | ||
bool HasClassPathOnPinFiltering() |
BlueprintEditorSettings.h | ||
bool IsClassAllowed
(
const UClass* InClass |
BlueprintEditorSettings.h | ||
bool IsClassAllowedOnPin
(
const UClass* InClass |
BlueprintEditorSettings.h | ||
bool IsClassPathAllowed
(
const FTopLevelAssetPath& InClassPath |
BlueprintEditorSettings.h | ||
bool IsClassPathAllowedOnPin
(
const FTopLevelAssetPath& InClassPath |
BlueprintEditorSettings.h | ||
bool IsFunctionAllowed
(
const UBlueprint* InBlueprint, |
BlueprintEditorSettings.h | ||
bool IsFunctionAllowedForAsset
(
const UBlueprint* InBlueprint, |
BlueprintEditorSettings.h | ||
void RegisterIsClassAllowedDelegate
(
const FName OwnerName, |
Delegates called to determine whether a class type is allowed | BlueprintEditorSettings.h | |
void RegisterIsClassAllowedOnPinDelegate
(
const FName OwnerName, |
BlueprintEditorSettings.h | ||
void RegisterIsClassPathAllowedDelegate
(
const FName OwnerName, |
BlueprintEditorSettings.h | ||
void RegisterIsClassPathAllowedOnPinDelegate
(
const FName OwnerName, |
BlueprintEditorSettings.h | ||
void RegisterIsFunctionAllowedForAssetDelegate
(
const FName OwnerName, |
Delegates called to determine whether a function is allowed for a given Blueprint asset | BlueprintEditorSettings.h | |
void UnregisterIsClassAllowedDelegate
(
const FName OwnerName |
BlueprintEditorSettings.h | ||
void UnregisterIsClassAllowedOnPinDelegate
(
const FName OwnerName |
BlueprintEditorSettings.h | ||
void UnregisterIsClassPathAllowedDelegate
(
const FName OwnerName |
BlueprintEditorSettings.h | ||
void UnregisterIsClassPathAllowedOnPinDelegate
(
const FName OwnerName |
BlueprintEditorSettings.h | ||
void UnregisterIsFunctionAllowedForAssetDelegate
(
const FName OwnerName |
BlueprintEditorSettings.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void OnAssetRemoved
(
UObject* Object |
BlueprintEditorSettings.h | ||
void OnAssetRenamed
(
FAssetData const& AssetInfo, |
BlueprintEditorSettings.h | ||
virtual void PostInitProperties() |
BlueprintEditorSettings.h |
Overridden from UDeveloperSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
BlueprintEditorSettings.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool IsFunctionAllowedForPermissions
(
const UBlueprint* InBlueprint, |
BlueprintEditorSettings.h |