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Singleton class that marshals different blueprint asset handlers for different asset class types
| Name | FBlueprintAssetHandler |
| Type | class |
| Header File | /Engine/Source/Editor/Kismet/Public/BlueprintAssetHandler.h |
| Include Path | #include "BlueprintAssetHandler.h" |
Syntax
class FBlueprintAssetHandler
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FBlueprintAssetHandler() |
Private constructor - use singleton accessor (Get) | BlueprintAssetHandler.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ClassNames | TArray< FTopLevelAssetPath > | Unsorted array of class names, one per-handler below | BlueprintAssetHandler.h | |
| Handlers | TArray< TUniquePtr< IBlueprintAssetHandler > > | Array of handlers that relate to the class names above | BlueprintAssetHandler.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const IBlueprintAssetHandler * FindHandler
(
const UClass* InClass |
Find a handler that applies to the specified class | BlueprintAssetHandler.h | |
TArrayView< const FTopLevelAssetPath > GetRegisteredClassNames() |
Get all the currently registered class names | BlueprintAssetHandler.h | |
void RegisterHandler
(
FTopLevelAssetPath ClassPathName |
Register an asset for the specified class name | BlueprintAssetHandler.h | |
void RegisterHandler
(
FTopLevelAssetPath ClassPathName, |
Register an asset for the specified class name | BlueprintAssetHandler.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FBlueprintAssetHandler & Get() |
Retrieve the singleton instance of this class | BlueprintAssetHandler.h |