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API > API/Editor > API/Editor/Kismet > API/Editor/Kismet/FBlueprintAssetHandler
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
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 |
RegisterHandler(FTopLevelAssetPath)
Description
- Register an asset for the specified class name
-
Any assets whose class is a child of the specified class will use this handler (unless there is a more specific handler registered)
| Name | RegisterHandler |
| Type | function |
| Header File | /Engine/Source/Editor/Kismet/Public/BlueprintAssetHandler.h |
| Include Path | #include "BlueprintAssetHandler.h" |
template<typename HandlerType>
void RegisterHandler
(
FTopLevelAssetPath ClassPathName
)
Parameters
| Name | Remarks |
|---|---|
| ClassName | The name of the class this handler relates to. |
RegisterHandler(FTopLevelAssetPath, TUniquePtr< IBlueprintAssetHandler > &&)
Description
- Register an asset for the specified class name
-
Any assets whose class is a child of the specified class will use this handler (unless there is a more specific handler registered)
| Name | RegisterHandler |
| Type | function |
| Header File | /Engine/Source/Editor/Kismet/Public/BlueprintAssetHandler.h |
| Include Path | #include "BlueprintAssetHandler.h" |
| Source | /Engine/Source/Editor/Kismet/Private/BlueprintAssetHandler.cpp |
void RegisterHandler
(
FTopLevelAssetPath ClassPathName,
TUniquePtr< IBlueprintAssetHandler > && InHandler
)
Parameters
| Name | Remarks |
|---|---|
| ClassPathName | The path name of the class this handler relates to. |
| InHandler | The implementation of the handler to use |