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API > API/Editor > API/Editor/Kismet
Main Kismet asset editor
| Name | FBlueprintEditor |
| Type | class |
| Header File | /Engine/Source/Editor/Kismet/Public/BlueprintEditor.h |
| Include Path | #include "BlueprintEditor.h" |
Syntax
class FBlueprintEditor :
public IBlueprintEditor ,
public FGCObject,
public FNotifyHook,
public FTickableEditorObject,
public FEditorUndoClient,
public FNoncopyable
Inheritance Hierarchy
- FGCObject → FBlueprintEditor
- FNotifyHook → FBlueprintEditor
- FTickableObjectBase → FTickableEditorObject → FBlueprintEditor
- FEditorUndoClient → FBlueprintEditor
- FNoncopyable → FBlueprintEditor
Implements Interfaces
Derived Classes
FBlueprintEditor derived class hierarchy
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FBlueprintEditor() |
BlueprintEditor.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FBlueprintEditor() |
BlueprintEditor.h |
Classes
| Name | Remarks |
|---|---|
| FOnRefreshEvent | Broadcasts a notification whenever the editor needs associated controls to refresh |
Structs
| Name | Remarks |
|---|---|
| FAnalyticsStatistics | Structure to contain editor usage analytics |
| FDisallowedPinConnection | A record of a warning generated by a disallowed pin connection attempt |
| FImportNamespaceExParameters | Parameters for the extended ImportNamespaceEx() method |
Enums
Public
| Name | Remarks |
|---|---|
| ECreatedDocumentType | Type of new document/graph being created by a menu item. |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FOnModeSet | TMulticastDelegate_OneParam< void, FName > | BlueprintEditor.h | |
| FOnSetPinVisibility | TMulticastDelegate_OneParam< void, SGraphEditor::EPinVisibility > | BlueprintEditor.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| SelectionState_ClassDefaults | FName | BlueprintEditor.h | |
| SelectionState_ClassSettings | FName | BlueprintEditor.h | |
| SelectionState_Components | FName | BlueprintEditor.h | |
| SelectionState_Graph | FName | BlueprintEditor.h | |
| SelectionState_MyBlueprint | FName | BlueprintEditor.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| DocumentManager | TSharedPtr< FDocumentTracker > | BlueprintEditor.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AnalyticsStats | FAnalyticsStatistics | Analytics statistics for the Editor | BlueprintEditor.h | |
| bCodeBasedProject | bool | Whether the current project is C++ or blueprint based | BlueprintEditor.h | |
| BlueprintEditorSettingsChangedHandle | FDelegateHandle | Delegate handle registered for when settings change | BlueprintEditor.h | |
| BlueprintProjectSettingsChangedHandle | FDelegateHandle | BlueprintEditor.h | ||
| GraphEditorCommands | TSharedPtr< FUICommandList > | Command list for the graph editor | BlueprintEditor.h | |
| HasOpenActionMenu | UEdGraph * | When set, flags which graph has a action menu currently open (if null, no graphs do). | BlueprintEditor.h | |
| InstructionsFadeCountdown | float | Used to nicely fade instruction text, when the context menu is opened. | BlueprintEditor.h | |
| ModifyDuringPIEStatus | ESafeToModifyDuringPIEStatus | BlueprintEditor.h | ||
| OnActiveTabChangedDelegateHandle | FDelegateHandle | Handle to the registered OnActiveTabChanged delegate | BlueprintEditor.h | |
| OnModeSetData | FOnModeSet | Delegates that are fired when the blueprint editor changes modes | BlueprintEditor.h | |
| RefreshEvent | FOnRefreshEvent | Notification used whenever the editor wants associated controls to refresh. | BlueprintEditor.h | |
| SubobjectEditorCustomizations | TMap< FName, TSharedPtr< ISCSEditorCustomization > > | Customizations for the Subobject editor | BlueprintEditor.h | |
| ViewportSelectabilityBridge | TUniquePtr< FEditorViewportSelectabilityBridge > | BlueprintEditor.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FBPEditorBookmarkNode * AddBookmark
(
const FText& DisplayName, |
Adds a new bookmark node to the Blueprint that's being edited. | BlueprintEditor.h | |
bool AddNewDelegateIsVisible() |
BlueprintEditor.h | ||
virtual void AddNewFunctionVariant
(
const UEdGraph* InOriginalFunction |
Create a variant for a function | BlueprintEditor.h | |
virtual void AddReferencedObjects
(
FReferenceCollector& Collector |
BlueprintEditor.h | ||
void AnalyticsTrackCompileEvent
(
UBlueprint* Blueprint, |
BlueprintEditor.h | ||
virtual bool AreDelegatesAllowed() |
Whether delegates are allowed to be displayed/created in a blueprint | BlueprintEditor.h | |
virtual bool AreEventGraphsAllowed() |
Whether event graphs are allowed to be displayed/created in a blueprint | BlueprintEditor.h | |
virtual bool AreMacrosAllowed() |
Whether macros are allowed to be displayed/created in a blueprint | BlueprintEditor.h | |
bool CanAccessComponentsMode() |
Returns whether the edited blueprint has components | BlueprintEditor.h | |
virtual bool CanAddNewLocalVariable() |
Checks if adding a local variable is allowed in the focused graph | BlueprintEditor.h | |
virtual void ClearSelectionStateFor
(
FName SelectionOwner |
BlueprintEditor.h | ||
void CloseDocumentTab
(
const UObject* DocumentID |
Finds the tab associated with the specified asset, and closes if it is open | BlueprintEditor.h | |
void CloseMergeTool() |
Closes the merge tool, rather than simply hiding it | BlueprintEditor.h | |
void CommonInitialization
(
const TArray< UBlueprint* >& InitBlueprints, |
Should be called when initializing any editor built off this foundation. | BlueprintEditor.h | |
virtual void Compile() |
Called when Compile button is clicked | BlueprintEditor.h | |
virtual FReply Compile_OnClickWithReply() |
Calls the above function, but returns an FReply::Handled(). Used in SButtons | BlueprintEditor.h | |
bool ConvertEventIfValid
(
UK2Node_Event* EventToConv |
Converts the given event node to a function graph on this blueprint if it passes validation | BlueprintEditor.h | |
bool ConvertFunctionIfValid
(
UK2Node_FunctionEntry* FuncEntryNode |
Converts the given function entry node to an event if it passes validation | BlueprintEditor.h | |
void CreateMergeToolTab () |
Forces the merge tool to be shown | BlueprintEditor.h | |
void CreateMergeToolTab
(
const UBlueprint* BaseBlueprint, |
BlueprintEditor.h | ||
TSharedPtr< class ISCSEditorCustomization > CustomizeSCSEditor
(
USceneComponent* InComponentToCustomize |
BlueprintEditor.h | ||
TSharedPtr< class ISCSEditorCustomization > CustomizeSubobjectEditor
(
const USceneComponent* InComponentToCustomize |
Check to see if we can customize the subobject editor for the passed-in scene component | BlueprintEditor.h | |
void DestroyPreview() |
Destroy the Blueprint preview. | BlueprintEditor.h | |
void DoPromoteToVariable
(
UBlueprint* InBlueprint, |
Perform the actual promote to variable action on the given pin in the given blueprint. | BlueprintEditor.h | |
void DoPromoteToVariable2f
(
UBlueprint* InBlueprint, |
BlueprintEditor.h | ||
void DumpMessagesToCompilerLog
(
const TArray< TSharedRef< class FTokenizedMessage > >& Messages, |
Dumps messages to the compiler log, with an option to force it to display/come to front | BlueprintEditor.h | |
void EnableSubobjectPreview
(
bool bEnable |
Enable/disable the subobject editor preview viewport | BlueprintEditor.h | |
void EnsureBlueprintIsUpToDate
(
UBlueprint* BlueprintObj |
Ensures the blueprint is up to date. | BlueprintEditor.h | |
virtual TSharedPtr< class FSCSEditorTreeNode > FindAndSelectSCSEditorTreeNode
(
const UActorComponent* InComponent, |
BlueprintEditor.h | ||
virtual TSharedPtr< FSubobjectEditorTreeNode > FindAndSelectSubobjectEditorTreeNode
(
const UActorComponent* InComponent, |
BlueprintEditor.h | ||
bool FindOpenTabsContainingDocument
(
const UObject* DocumentID, |
Finds any open tabs containing the specified document and adds them to the specified array; returns true if at least one is found. | BlueprintEditor.h | |
virtual void FocusInspectorOnGraphSelection
(
const TSet< class UObject* >& NewSelection, |
BlueprintEditor.h | ||
virtual FText GetBaseToolkitName() |
BlueprintEditor.h | ||
virtual UBlueprint * GetBlueprintObj() |
Returns a pointer to the Blueprint object we are currently editing, as long as we are editing exactly one | BlueprintEditor.h | |
TSharedRef< SBlueprintBookmarks > GetBookmarksWidget() |
BlueprintEditor.h | ||
void GetBoundsForNode
(
const UEdGraphNode* InNode, |
Get the visible bounds of the given graph node | BlueprintEditor.h | |
TSharedRef< SWidget > GetCompilerResults() |
BlueprintEditor.h | ||
virtual FString GetCustomDebugObjectLabel
(
UObject* ObjectBeingDebugged |
Can be overloaded to customize the labels in the debug filter | BlueprintEditor.h | |
virtual void GetCustomDebugObjects
(
TArray< FCustomDebugObject >& DebugList |
Adds to a list of custom objects for debugging beyond what will automatically be found/used | BlueprintEditor.h | |
TSharedRef< SKismetInspector > GetDefaultEditor() |
BlueprintEditor.h | ||
TSubclassOf< UEdGraphSchema > GetDefaultSchema() |
Gets the default schema for this editor | BlueprintEditor.h | |
virtual FString GetDocumentationLink() |
BlueprintEditor.h | ||
TSharedRef< SFindInBlueprints > GetFindResults() |
BlueprintEditor.h | ||
virtual FText GetGraphDecorationString
(
UEdGraph* InGraph |
Called by a graph title bar to get any extra information the editor would like to display | BlueprintEditor.h | |
TSharedRef< SKismetInspector > GetInspector() |
Getters for the various Kismet2 widgets | BlueprintEditor.h | |
float GetInstructionTextOpacity
(
UEdGraph* InGraph |
Used to determine the visibility of the graph's instruction text. | BlueprintEditor.h | |
bool & GetIsContextSensitive() |
Gets or sets the flag for context sensitivity in the graph action menu | BlueprintEditor.h | |
TSharedPtr< SMyBlueprint > GetMyBlueprintWidget() |
BlueprintEditor.h | ||
EVisibility GetNativeParentClassButtonsVisibility() |
Determines visibility of the native parent class manipulation buttons on the menu bar overlay | BlueprintEditor.h | |
TSharedRef< SBlueprintPalette > GetPalette() |
BlueprintEditor.h | ||
EVisibility GetParentClassNameVisibility() |
Determines visibility of the standard parent class label on the menu bar overlay | BlueprintEditor.h | |
FText GetPIEStatus() |
Returns our PIE Status - SIMULATING / SERVER / CLIENT | BlueprintEditor.h | |
bool GetPinVisibility
(
SGraphEditor::EPinVisibility Visibility |
BlueprintEditor.h | ||
AActor * GetPreviewActor() |
Provides access to the preview actor. | BlueprintEditor.h | |
FPreviewScene * GetPreviewScene() |
Provides access to the preview scene. | BlueprintEditor.h | |
virtual FString GetReferencerName() |
BlueprintEditor.h | ||
TSharedPtr< SReplaceNodeReferences > GetReplaceReferencesWidget() |
BlueprintEditor.h | ||
TSharedPtr< SSCSEditor > GetSCSEditor() |
Getters for the various optional Kismet2 widgets | BlueprintEditor.h | |
FGraphPanelSelectionSet GetSelectedNodes() |
Get the currently selected set of nodes | BlueprintEditor.h | |
UEdGraphNode * GetSingleSelectedNode() |
Returns the currently selected node if there is a single node selected (if there are multiple nodes selected or none selected, it will return nullptr) | BlueprintEditor.h | |
virtual TStatId GetStatId() |
BlueprintEditor.h | ||
TSharedPtr< SSubobjectEditor > GetSubobjectEditor() |
BlueprintEditor.h | ||
UObject * GetSubobjectEditorObjectContext () |
Subobject Editor Callbacks. | BlueprintEditor.h | |
TSharedPtr< SSCSEditorViewport > GetSubobjectViewport() |
BlueprintEditor.h | ||
FText GetTextForNativeParentClassHeaderLink() |
Returns: "( |
BlueprintEditor.h | |
virtual ETickableTickType GetTickableTickType() |
BlueprintEditor.h | ||
TSharedPtr< class FBlueprintEditorToolbar > GetToolbarBuilder() |
BlueprintEditor.h | ||
virtual FName GetToolkitContextFName() |
BlueprintEditor.h | ||
virtual FName GetToolkitFName() |
BlueprintEditor.h | ||
virtual FText GetToolkitName() |
BlueprintEditor.h | ||
virtual FText GetToolkitToolTipText() |
BlueprintEditor.h | ||
FName GetUISelectionState() |
Gets the UI selection state of this editor | BlueprintEditor.h | |
void GetViewBookmark
(
FGuid& BookmarkId |
Gets the focused graph current view bookmark ID | BlueprintEditor.h | |
void GetViewLocation
(
FVector2D& Location, |
Gets the focused graph view location/zoom amount | BlueprintEditor.h | |
FEditorViewportSelectabilityBridge * GetViewportSelectabilityBridge() |
BlueprintEditor.h | ||
virtual FLinearColor GetWorldCentricTabColorScale() |
BlueprintEditor.h | ||
virtual FString GetWorldCentricTabPrefix() |
BlueprintEditor.h | ||
virtual void HandleSetObjectBeingDebugged
(
UObject* InObject |
Handle when the debug object is changed in the UI | BlueprintEditor.h | |
void HandleUnrelatedNodesOpacityBoxChanged
(
float NewOpacity |
BlueprintEditor.h | ||
TOptional< float > HandleUnrelatedNodesOpacityBoxValue() |
BlueprintEditor.h | ||
void ImportNamespace
(
const FString& InNamespace |
Imports the given namespace into the editor. | BlueprintEditor.h | |
void ImportNamespaceEx
(
const FImportNamespaceExParameters& InParams |
Imports a set of namespace(s) into the editor. | BlueprintEditor.h | |
virtual bool InEditingMode() |
Returns true if in editing mode | BlueprintEditor.h | |
void InitBlueprintEditor
(
const EToolkitMode::Type Mode, |
Edits the specified blueprint | BlueprintEditor.h | |
virtual void InitToolMenuContext
(
FToolMenuContext& MenuContext |
Add context objects for menus and toolbars | BlueprintEditor.h | |
virtual bool IsBlueprintEditor() |
BlueprintEditor.h | ||
virtual bool IsCompilingEnabled() |
Returns true if able to compile | BlueprintEditor.h | |
EVisibility IsDebuggerVisible() |
BlueprintEditor.h | ||
virtual bool IsEditable
(
UEdGraph* InGraph |
Returns whether a graph is editable or not | BlueprintEditor.h | |
bool IsEditingSingleBlueprint() |
Returns whether the editor is currently editing a single blueprint object | BlueprintEditor.h | |
bool IsEditorClosing() |
Returns if we are currently closing the editor | BlueprintEditor.h | |
bool IsGraphInCurrentBlueprint
(
const UEdGraph* InGraph |
Checks to see if the provided graph is contained within the current blueprint | BlueprintEditor.h | |
bool IsGraphReadOnly
(
UEdGraph* InGraph |
Determines if the graph is ReadOnly, this differs from editable in that it is never expected to be edited and is in a read-only state | BlueprintEditor.h | |
virtual bool IsInAScriptingMode() |
Overridable function for determining if the current mode can script | BlueprintEditor.h | |
virtual bool IsNativeParentClassCodeLinkEnabled() |
Returns true if the parent class is native and the link to it's header can be shown | BlueprintEditor.h | |
bool IsNodeTitleVisible
(
const UEdGraphNode* Node, |
Check the Node Title is visible | BlueprintEditor.h | |
bool IsParentClassABlueprint() |
Returns true if the parent class of the Blueprint being edited is also a Blueprint | BlueprintEditor.h | |
bool IsParentClassAnEditableBlueprint() |
Returns true if the parent class of the Blueprint being edited is an editable Blueprint | BlueprintEditor.h | |
bool IsParentClassNative() |
Returns true if the parent class of the Blueprint being edited is native | BlueprintEditor.h | |
bool IsPlayInEditorActive() |
Returns true if PIE is active | BlueprintEditor.h | |
bool IsSaveOnCompileEnabled() |
Helper functions used to construct/operate-on the "Save on Compile" command | BlueprintEditor.h | |
virtual bool IsSectionVisible
(
NodeSectionID::Type InSectionID |
Called to see if the new document menu items is visible for this type. | BlueprintEditor.h | |
bool IsToggleHideUnrelatedNodesChecked() |
BlueprintEditor.h | ||
void JumpToNode
(
const UEdGraphNode* Node, |
Pan the view to center on a particular node | BlueprintEditor.h | |
virtual void JumpToPin
(
const UEdGraphPin* Pin |
BlueprintEditor.h | ||
void LogSimpleMessage
(
const FText& MessageText |
Throw a simple message into the log | BlueprintEditor.h | |
void LogToken_OnClicked
(
const IMessageToken& Token |
Called when a token in a log message is clicked | BlueprintEditor.h | |
TSharedRef< SWidget > MakeHideUnrelatedNodesOptionsMenu() |
Make a drop down menu to control the opacity of unrelated nodes | BlueprintEditor.h | |
EVisibility NewDocument_GetVisibilityForType
(
ECreatedDocumentType GraphType |
BlueprintEditor.h | ||
virtual bool NewDocument_IsVisibleForType
(
ECreatedDocumentType GraphType |
BlueprintEditor.h | ||
FReply NewDocument_OnClick
(
ECreatedDocumentType GraphType |
BlueprintEditor.h | ||
virtual void NewDocument_OnClicked
(
ECreatedDocumentType GraphType |
Called when New Function button is clicked | BlueprintEditor.h | |
virtual bool OnActionMatchesName
(
FEdGraphSchemaAction* InAction, |
Function used by the SMyBlueprint to determine if an action matches a name. | BlueprintEditor.h | |
virtual void OnActiveTabChanged
(
TSharedPtr< SDockTab > PreviouslyActive, |
BlueprintEditor.h | ||
void OnAddNewDelegate() |
Called when New Delegate button is clicked | BlueprintEditor.h | |
virtual void OnAddNewLocalVariable() |
Adds a new local variable to the focused function graph | BlueprintEditor.h | |
void OnAddNewVariable() |
Adds a new variable to this blueprint | BlueprintEditor.h | |
FReply OnAddNewVariable_OnClick() |
BlueprintEditor.h | ||
virtual void OnClose() |
BlueprintEditor.h | ||
virtual void OnComponentAddedToBlueprint
(
const FSubobjectData& NewSubobjectData |
Delegate invoked when a new subobject is added in the subobject editor widget | BlueprintEditor.h | |
virtual void OnComponentDoubleClicked
(
TSharedPtr< class FSubobjectEditorTreeNode > Node |
Delegate invoked when an item is double clicked in the subobject editor widget | BlueprintEditor.h | |
virtual void OnComponentDoubleClicked
(
TSharedPtr< class FSCSEditorTreeNode > Node |
Delegate invoked when an item is double clicked in the subobject editor widget | BlueprintEditor.h | |
void OnDumpCachedIndexDataForBlueprint() |
Dumps the currently-cached index data for the blueprint to a file for debugging | BlueprintEditor.h | |
void OnEditParentClassNativeCodeClicked() |
Handles opening the header file of native parent class | BlueprintEditor.h | |
void OnGenerateSearchIndexForDebugging() |
Dumps the current blueprint search index to a JSON file for debugging purposes | BlueprintEditor.h | |
virtual void OnGraphEditorBackgrounded
(
const TSharedRef< SGraphEditor >& InGraphEditor |
Called when the graph editor tab is backgrounded | BlueprintEditor.h | |
virtual void OnGraphEditorFocused
(
const TSharedRef< class SGraphEditor >& InGraphEditor |
Called when graph editor focus is changed | BlueprintEditor.h | |
void OnLockNodeStateCheckStateChanged
(
ECheckBoxState NewCheckedState |
BlueprintEditor.h | ||
virtual bool OnlyShowCustomDebugObjects() |
If returns true only the custom debug list will be used | BlueprintEditor.h | |
FOnModeSet & OnModeSet() |
BlueprintEditor.h | ||
void OnNodeSpawnedByKeymap() |
Called when node is spawned by keymap | BlueprintEditor.h | |
void OnNodeTitleCommitted
(
const FText& NewText, |
Called when a node's title is committed for a rename | BlueprintEditor.h | |
virtual void OnPasteNewLocalVariable
(
const FBPVariableDescription& VariableDescription |
Pastes a new local variable to the focused function graph | BlueprintEditor.h | |
FOnRefreshEvent & OnRefresh() |
BlueprintEditor.h | ||
virtual bool OnRequestClose
(
EAssetEditorCloseReason InCloseReason |
BlueprintEditor.h | ||
virtual void OnSelectionUpdated
(
const TArray< TSharedPtr< class FSCSEditorTreeNode > >& SelectedNodes |
Delegate invoked when the selection is changed in the subobject editor widget | BlueprintEditor.h | |
virtual void OnSelectionUpdated
(
const TArray< TSharedPtr< class FSubobjectEditorTreeNode > >& SelectedNodes |
Delegate invoked when the selection is changed in the subobject editor widget | BlueprintEditor.h | |
virtual FReply OnSpawnGraphNodeByShortcut
(
FInputChord InChord, |
Handles spawning a graph node in the current graph using the passed in chord | BlueprintEditor.h | |
virtual FReply OnSpawnGraphNodeByShortcut
(
FInputChord InChord, |
BlueprintEditor.h | ||
TSharedPtr< SDockTab > OpenDocument
(
const UObject* DocumentID, |
BlueprintEditor.h | ||
void PostLayoutBlueprintEditorInitialization() |
Should be called when initializing an editor that has a blueprint, after layout (tab spawning) is done. | BlueprintEditor.h | |
void RefreshAllNodes_OnClicked() |
Called when the refresh all nodes button is clicked | BlueprintEditor.h | |
void RegisterSCSEditorCustomization
(
const FName& InComponentName, |
Register a customization for interacting with the subobject editor | BlueprintEditor.h | |
virtual void RegisterTabSpawners
(
const TSharedRef< class FTabManager >& TabManager |
BlueprintEditor.h | ||
void RegisterToolbarTab
(
const TSharedRef< class FTabManager >& TabManager |
BlueprintEditor.h | ||
void RemoveBookmark
(
const FGuid& BookmarkNodeId, |
Removes the bookmark node with the given ID. | BlueprintEditor.h | |
void RemoveNamespace
(
const FString& InNamespace |
Removes the given namespace from the editor's current import context. | BlueprintEditor.h | |
void RenameBookmark
(
const FGuid& BookmarkNodeId, |
Renames the bookmark node with the given ID. | BlueprintEditor.h | |
void RenameNewlyAddedAction
(
FName InActionName |
Utility function to handle all steps required to rename a newly added action | BlueprintEditor.h | |
void ReparentBlueprint_Clicked() |
Reparent the current blueprint | BlueprintEditor.h | |
virtual bool ReparentBlueprint_IsVisible() |
BlueprintEditor.h | ||
void ReparentBlueprint_NewParentChosen
(
UClass* ChosenClass |
BlueprintEditor.h | ||
void RequestSaveEditedObjectState() |
Request a save of the edited object state This is used to delay it by one frame when triggered by a tab being closed, so it can finish closing before remembering the new state | BlueprintEditor.h | |
void RestoreEditedObjectState() |
Create new tab for each element of LastEditedObjects array | BlueprintEditor.h | |
void SaveEditedObjectState() |
Save the current set of edited objects in the LastEditedObjects array so it will be opened next time we open K2 | BlueprintEditor.h | |
void SelectAndDuplicateNode
(
UEdGraphNode* InNode |
Duplicates an EdGraphNode using selection and copy / paste functionality | BlueprintEditor.h | |
void SelectGraphActionItemByName
(
const FName& ItemName, |
Selects an item in "My Blueprint" by name. | BlueprintEditor.h | |
virtual bool SelectLocalVariable
(
const UEdGraph* Graph, |
Selects a local variable to load in the details panel. | BlueprintEditor.h | |
virtual void SetCurrentMode
(
FName NewMode |
BlueprintEditor.h | ||
void SetDetailsCustomization
(
TSharedPtr< class FDetailsViewObjectFilter > DetailsObjectFilter, |
Sets customizations for the BP editor details panel. | BlueprintEditor.h | |
void SetKeyboardFocus() |
Ensures the blueprint has keyboard focus. | BlueprintEditor.h | |
void SetPinVisibility
(
SGraphEditor::EPinVisibility Visibility |
Pin visibility accessors | BlueprintEditor.h | |
void SetSCSEditorUICustomization
(
TSharedPtr< class ISCSEditorUICustomization > SCSEditorUICustomization |
BlueprintEditor.h | ||
void SetSubobjectEditorUICustomization
(
TSharedPtr< class ISCSEditorUICustomization > SCSEditorUICustomization |
Sets subobject editor UI customization | BlueprintEditor.h | |
void SetUISelectionState
(
FName SelectionOwner |
BlueprintEditor.h | ||
void SetupViewForBlueprintEditingMode() |
Called by the blueprint editing app mode to focus the appropriate tabs, etc... | BlueprintEditor.h | |
void SetViewLocation
(
const FVector2D& Location, |
Sets the focused graph view location/zoom amount | BlueprintEditor.h | |
virtual bool ShouldLoadBPLibrariesFromAssetRegistry() |
Other types of BP editors that don't use BP VM/function libs can choose to not load BP function libraries, for example: Control Rig Blueprints. | BlueprintEditor.h | |
bool ShouldShowToggleHideUnrelatedNodes
(
bool bIsToolbar |
BlueprintEditor.h | ||
virtual void StartEditingDefaults
(
bool bAutoFocus, |
Virtual override point for editing defaults; allowing more derived editors to edit something else | BlueprintEditor.h | |
virtual void Tick
(
float DeltaTime |
BlueprintEditor.h | ||
void ToggleHideUnrelatedNodes() |
Make nodes which are unrelated to the selected nodes fade out | BlueprintEditor.h | |
virtual bool TransactionObjectAffectsBlueprint
(
UObject* InTransactedObject |
BlueprintEditor.h | ||
void UnregisterSCSEditorCustomization
(
const FName& InComponentName |
Unregister a previously registered customization for interacting with the subobject editor | BlueprintEditor.h | |
void UpdateNodeCreationStats
(
const ENodeCreateAction::Type CreateAction |
Update Node Creation mechanisms for analytics | BlueprintEditor.h | |
void UpdateNodesUnrelatedStatesAfterGraphChange() |
Update all nodes' unrelated states when the graph has changed | BlueprintEditor.h | |
void UpdatePreviewActor
(
UBlueprint* InBlueprint, |
Creates/updates the preview actor for the given blueprint. | BlueprintEditor.h | |
void UpdateSubobjectPreview
(
bool bUpdateNow |
Refresh the preview viewport to reflect changes in the subobject | BlueprintEditor.h | |
void VariableListWasUpdated() |
Variable list window calls this after it is updated | BlueprintEditor.h |
Overridden from IBlueprintEditor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddToSelection
(
UEdGraphNode* InNode |
BlueprintEditor.h | ||
virtual void AnalyticsTrackNodeEvent
(
UBlueprint* Blueprint, |
Used to track node create/delete events for Analytics | BlueprintEditor.h | |
virtual UEdGraph * GetFocusedGraph() |
Returns the currently focused graph context, or NULL if no graph is available. | BlueprintEditor.h | |
virtual TSharedPtr< class IClassViewerFilter > GetImportedClassViewerFilter () |
Return the class viewer filter associated with the current set of imported namespaces within this editor context. | BlueprintEditor.h | |
virtual TSharedPtr< class IPinTypeSelectorFilter > GetImportedPinTypeSelectorFilter() |
BlueprintEditor.h | ||
virtual int32 GetNumberOfSelectedNodes() |
Get number of currently selected nodes in the SCS editor tree | BlueprintEditor.h | |
virtual void GetPinTypeSelectorFilters
(
TArray< TSharedPtr< class IPinTypeSelectorFilter > >& OutFilters |
Get all the the pin type selector filters within this editor context. | BlueprintEditor.h | |
virtual TArray< TSharedPtr< class FSCSEditorTreeNode > > GetSelectedSCSEditorTreeNodes() |
BlueprintEditor.h | ||
virtual TArray< TSharedPtr< FSubobjectEditorTreeNode > > GetSelectedSubobjectEditorTreeNodes() |
Util to get the currently selected Subobject editor tree Nodes | BlueprintEditor.h | |
virtual bool IsNonImportedObject
(
const UObject* InObject |
Return whether the given object falls outside the scope of the current set of imported namespaces within this editor context. | BlueprintEditor.h | |
virtual bool IsNonImportedObject
(
const FSoftObjectPath& InObject |
Return whether the given object (referenced by path) falls outside the scope of the current set of imported namespaces within this editor context. | BlueprintEditor.h | |
virtual void JumpToHyperlink
(
const UObject* ObjectReference, |
BlueprintEditor.h | ||
virtual TSharedPtr< SGraphEditor > OpenGraphAndBringToFront
(
UEdGraph* Graph, |
Tries to open the specified graph and bring it's document to the front (note: this can return NULL) | BlueprintEditor.h | |
virtual void RefreshEditors
(
ERefreshBlueprintEditorReason::Type Reason |
BlueprintEditor.h | ||
virtual void RefreshInspector() |
BlueprintEditor.h | ||
virtual void RefreshMyBlueprint() |
BlueprintEditor.h | ||
virtual void SummonFindAndReplaceUI() |
Invokes the Find and Replace UI | BlueprintEditor.h | |
virtual void SummonSearchUI
(
bool bSetFindWithinBlueprint, |
Invokes the search UI and sets the mode and search terms optionally | BlueprintEditor.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool CanAddBreakpoint() |
BlueprintEditor.h | ||
bool CanAddExecutionPin() |
BlueprintEditor.h | ||
bool CanAddOptionPin() |
BlueprintEditor.h | ||
bool CanAddParentNode() |
BlueprintEditor.h | ||
bool CanAssignReferencedActor() |
BlueprintEditor.h | ||
bool CanChangePinType() |
BlueprintEditor.h | ||
bool CanCollapseNodes() |
BlueprintEditor.h | ||
bool CanCollapseSelectionToFunction
(
TSet< class UEdGraphNode* >& InSelection |
Called when a selection of nodes is being collapsed into a function | BlueprintEditor.h | |
bool CanCollapseSelectionToFunction () |
BlueprintEditor.h | ||
bool CanCollapseSelectionToMacro
(
TSet< class UEdGraphNode* >& InSelection |
Called when a selection of nodes is being collapsed into a macro | BlueprintEditor.h | |
bool CanCollapseSelectionToMacro () |
BlueprintEditor.h | ||
bool CanConvertEventToFunction() |
BlueprintEditor.h | ||
bool CanConvertFunctionToEvent() |
Callback function for the context menu on a node to determine if a function could possibly be converted to an event | BlueprintEditor.h | |
virtual bool CanCopyNodes() |
BlueprintEditor.h | ||
bool CanCreateMatchingFunction() |
BlueprintEditor.h | ||
virtual bool CanCutNodes() |
BlueprintEditor.h | ||
virtual bool CanDeleteNodes() |
BlueprintEditor.h | ||
bool CanDisableBreakpoint() |
BlueprintEditor.h | ||
bool CanDuplicateNodes() |
BlueprintEditor.h | ||
bool CanEnableBreakpoint() |
BlueprintEditor.h | ||
bool CanExpandNodes() |
BlueprintEditor.h | ||
bool CanInsertExecutionPin() |
BlueprintEditor.h | ||
bool CanNavigateToChildGraph() |
BlueprintEditor.h | ||
bool CanNavigateToParentGraph() |
BlueprintEditor.h | ||
bool CanOpenBlueprintDebugger() |
BlueprintEditor.h | ||
virtual bool CanPasteGeneric() |
BlueprintEditor.h | ||
bool CanPromoteSelectionToFunction() |
BlueprintEditor.h | ||
bool CanPromoteSelectionToMacro() |
BlueprintEditor.h | ||
bool CanPromoteToVariable
(
bool bInToMemberVariable |
BlueprintEditor.h | ||
bool CanRecombineStructPin() |
BlueprintEditor.h | ||
bool CanRedoGraphAction() |
Whether or not we can redo an undone action | BlueprintEditor.h | |
bool CanRemoveBreakpoint() |
BlueprintEditor.h | ||
bool CanRemoveExecutionPin() |
BlueprintEditor.h | ||
bool CanRemoveOptionPin() |
BlueprintEditor.h | ||
bool CanRemoveOtherStructVarPins() |
BlueprintEditor.h | ||
bool CanRemoveThisStructVarPin() |
BlueprintEditor.h | ||
bool CanRenameNodes() |
BlueprintEditor.h | ||
bool CanResetPinToDefaultValue() |
BlueprintEditor.h | ||
bool CanRestoreAllStructVarPins() |
BlueprintEditor.h | ||
bool CanSelectAllNodes() |
BlueprintEditor.h | ||
bool CanSelectReferenceInLevel() |
BlueprintEditor.h | ||
bool CanSplitStructPin() |
BlueprintEditor.h | ||
virtual bool CanStartWatchingPin() |
BlueprintEditor.h | ||
virtual bool CanStopWatchingPin() |
BlueprintEditor.h | ||
bool CanToggleBreakpoint() |
BlueprintEditor.h | ||
bool CanUndoGraphAction() |
Whether or not we can perform an undo of the last transacted action | BlueprintEditor.h | |
bool CanZoomToSelection() |
BlueprintEditor.h | ||
bool CanZoomToWindow() |
BlueprintEditor.h | ||
void ClearAllBreakpoints() |
Deletes all breakpoints for the blueprint being edited | BlueprintEditor.h | |
void ClearAllGraphEditorQuickJumps() |
Unbinds all graph editor "quick jump" commands | BlueprintEditor.h | |
void ClearAllWatches() |
Clears all watches associated with the blueprint being edited | BlueprintEditor.h | |
void ClearGraphEditorQuickJump
(
int32 BookmarkIndex |
Unbinds a graph editor "quick jump" from the command at the given index | BlueprintEditor.h | |
void CollapseNodes
(
TSet< class UEdGraphNode* >& InCollapsableNodes |
Called when a selection of nodes are being collapsed into a sub-graph | BlueprintEditor.h | |
void CollapseNodesIntoGraph
(
UEdGraphNode* InGatewayNode, |
Collapses a selection of nodes into a graph for composite, function, or macro nodes. | BlueprintEditor.h | |
UEdGraph * CollapseSelectionToFunction
(
TSharedPtr< SGraphEditor > InRootGraph, |
Called when a selection of nodes are being collapsed into a function | BlueprintEditor.h | |
UEdGraph * CollapseSelectionToMacro
(
TSharedPtr< SGraphEditor > InRootGraph, |
Called when a selection of nodes are being collapsed into a macro | BlueprintEditor.h | |
void CollectExecDownstreamNodes
(
UEdGraphNode* CurrentNode, |
BlueprintEditor.h | ||
void CollectExecUpstreamNodes
(
UEdGraphNode* CurrentNode, |
BlueprintEditor.h | ||
void CollectPureDownstreamNodes
(
UEdGraphNode* CurrentNode, |
BlueprintEditor.h | ||
void CollectPureUpstreamNodes
(
UEdGraphNode* CurrentNode, |
BlueprintEditor.h | ||
void ConvertEventToFunction
(
UK2Node_Event* SelectedEventNode |
BlueprintEditor.h | ||
void ConvertFunctionToEvent
(
UK2Node_FunctionEntry* SelectedCallFunctionNode |
Given a function node, move all nodes from the function out of the function graph, create an event with the same function name, and connect nodes to that event. | BlueprintEditor.h | |
virtual void CopySelectedNodes() |
BlueprintEditor.h | ||
virtual void CreateDefaultCommands() |
Create Default Commands | BlueprintEditor.h | |
virtual void CreateDefaultTabContents
(
const TArray< UBlueprint* >& InBlueprints |
Creates the widgets that go into the tabs (note: does not create the tabs themselves) | BlueprintEditor.h | |
virtual TSharedRef< SGraphEditor > CreateGraphEditorWidget
(
TSharedRef< class FTabInfo > InTabInfo, |
Create new graph editor widget for the supplied document container. | BlueprintEditor.h | |
TSharedRef< SWidget > CreateGraphTitleBarWidget
(
TSharedRef< FTabInfo > InTabInfo, |
Create a graph title bar widget | BlueprintEditor.h | |
virtual void CutSelectedNodes() |
BlueprintEditor.h | ||
void DeleteSelectedDuplicatableNodes() |
BlueprintEditor.h | ||
virtual void DeleteSelectedNodes() |
BlueprintEditor.h | ||
void DeleteUnusedVariables_OnClicked() |
Called when DeleteUnusedVariables button is clicked | BlueprintEditor.h | |
void DisableAllBreakpoints() |
Disables all breakpoints for the blueprint being edited | BlueprintEditor.h | |
void DuplicateNodes() |
BlueprintEditor.h | ||
void EditClassDefaults_Clicked() |
Edit the class defaults | BlueprintEditor.h | |
void EditGlobalOptions_Clicked() |
Edit the class settings aka Blueprint global options | BlueprintEditor.h | |
void EnableAllBreakpoints() |
Enables all breakpoints for the blueprint being edited | BlueprintEditor.h | |
void ExtractEventTemplateForFunction
(
UK2Node_CustomEvent* InCustomEvent, |
Pulls out the pins to use as a template when collapsing a selection to a function with a custom event involved. | BlueprintEditor.h | |
void FindInBlueprint_Clicked() |
Called to start a quick find (focus the search box in the explorer tab) | BlueprintEditor.h | |
void FindInBlueprints_OnClicked() |
Called when Find In Blueprints menu is opened is clicked | BlueprintEditor.h | |
TArray< UEdGraphNode * > GetAllConnectedNodes
(
UEdGraphNode*const Node |
Get all connected nodes and add them to a set of out nodes | BlueprintEditor.h | |
FGraphAppearanceInfo GetCurrentGraphAppearance() |
Get the graph appearance of the currently focused graph | BlueprintEditor.h | |
UEdGraphPin * GetCurrentlySelectedPin() |
Utility helper to get the currently hovered pin in the currently visible graph, or nullptr if there isn't one. | BlueprintEditor.h | |
virtual TSubclassOf< UEdGraphSchema > GetDefaultSchemaClass() |
Whenever new graphs need to be created it will use this schema by default. | BlueprintEditor.h | |
EVisibility GetEditParentClassVisibility() |
Determines visibility of the edit parent class button on the menu bar overlay | BlueprintEditor.h | |
EVisibility GetFindParentClassVisibility() |
Determines visibility of the find parent class in content browser button on the menu bar overlay | BlueprintEditor.h | |
virtual FGraphAppearanceInfo GetGraphAppearance
(
UEdGraph* InGraph |
Get the graph appearance of a specific graph, GetCurrentGraphAppearance() uses the currently focused graph. | BlueprintEditor.h | |
FText GetParentClassNameText() |
Returns the name of the Blueprint's parent class | BlueprintEditor.h | |
bool GetSaveIntermediateBuildProducts() |
BlueprintEditor.h | ||
bool HasAnyBreakpoints() |
BlueprintEditor.h | ||
bool HasAnyDisabledBreakpoints() |
BlueprintEditor.h | ||
bool HasAnyEnabledBreakpoints() |
BlueprintEditor.h | ||
bool HasAnyWatches() |
BlueprintEditor.h | ||
void HideUnrelatedNodes() |
BlueprintEditor.h | ||
virtual void InitalizeExtenders() |
Called during initialization of the blueprint editor to register commands and extenders. | BlueprintEditor.h | |
bool IsDetailsPanelEditingClassDefaults() |
Is the main details panel currently showing 'Class defaults' (Note: Has nothing to do with the standalone class defaults panel)? | BlueprintEditor.h | |
bool IsDetailsPanelEditingGlobalOptions() |
Is the main details panel currently showing 'Global options' (e.g., class metadata)? | BlueprintEditor.h | |
void LoadLibrariesFromAssetRegistry() |
Load macro & function blueprint libraries from asset registry | BlueprintEditor.h | |
void MoveNodesToAveragePos
(
TSet< UEdGraphNode* >& AverageNodes, |
Move the given set of nodes to an average spot near the Source position | BlueprintEditor.h | |
void NavigateToChildGraph() |
BlueprintEditor.h | ||
void NavigateToParentGraph() |
Navigating into/out of graphs. | BlueprintEditor.h | |
void NavigateToParentGraphByDoubleClick() |
BlueprintEditor.h | ||
virtual void NotifyPostChange
(
const FPropertyChangedEvent& PropertyChangedEvent, |
BlueprintEditor.h | ||
virtual void NotifyPreChange
(
FProperty* PropertyAboutToChange |
BlueprintEditor.h | ||
void OnAddBreakpoint() |
BlueprintEditor.h | ||
void OnAddExecutionPin() |
BlueprintEditor.h | ||
void OnAddOptionPin() |
BlueprintEditor.h | ||
void OnAddParentNode() |
BlueprintEditor.h | ||
void OnAlignBottom() |
BlueprintEditor.h | ||
void OnAlignCenter() |
BlueprintEditor.h | ||
void OnAlignLeft() |
BlueprintEditor.h | ||
void OnAlignMiddle() |
BlueprintEditor.h | ||
void OnAlignRight() |
BlueprintEditor.h | ||
void OnAlignTop() |
BlueprintEditor.h | ||
void OnAssignReferencedActor() |
BlueprintEditor.h | ||
void OnBlueprintChanged
(
UBlueprint* InBlueprint |
Called when the Blueprint we are editing has changed, forwards to impl | BlueprintEditor.h | |
virtual void OnBlueprintChangedImpl
(
UBlueprint* InBlueprint, |
Called when the Blueprint we are editing has changed | BlueprintEditor.h | |
void OnBlueprintCompiled
(
UBlueprint* InBlueprint |
BlueprintEditor.h | ||
void OnBlueprintUnloaded
(
UBlueprint* InBlueprint |
Handles the unloading of Blueprints (by closing the editor, if it operating on the Blueprint being unloaded) | BlueprintEditor.h | |
void OnChangePinType() |
BlueprintEditor.h | ||
void OnChangePinTypeFinished
(
const FEdGraphPinType& PinType, |
BlueprintEditor.h | ||
void OnCollapseNodes() |
BlueprintEditor.h | ||
void OnCollapseSelectionToFunction() |
BlueprintEditor.h | ||
void OnCollapseSelectionToMacro() |
BlueprintEditor.h | ||
void OnConvertEventToFunction() |
BlueprintEditor.h | ||
void OnConvertFunctionToEvent() |
BlueprintEditor.h | ||
virtual void OnCreateComment() |
Create comment node on graph | BlueprintEditor.h | |
virtual void OnCreateCustomEvent() |
Create custom event node on graph | BlueprintEditor.h | |
FActionMenuContent OnCreateGraphActionMenu
(
UEdGraph* InGraph, |
BlueprintEditor.h | ||
FActionMenuContent OnCreateGraphActionMenu
(
UEdGraph* InGraph, |
Called to create context menu when right-clicking on graph | BlueprintEditor.h | |
void OnCreateMatchingFunction() |
BlueprintEditor.h | ||
void OnDisableBreakpoint() |
BlueprintEditor.h | ||
void OnDistributeNodesH() |
BlueprintEditor.h | ||
void OnDistributeNodesV() |
BlueprintEditor.h | ||
FReply OnEditParentClassClicked() |
Handler for "Edit parent class" button | BlueprintEditor.h | |
virtual void OnEditTabClosed
(
TSharedRef< SDockTab > Tab |
BlueprintEditor.h | ||
void OnEnableBreakpoint() |
BlueprintEditor.h | ||
void OnExpandNodes() |
BlueprintEditor.h | ||
FReply OnFindParentClassInContentBrowserClicked() |
Handler for "Find parent class in CB" button | BlueprintEditor.h | |
virtual void OnFinishedChangingProperties
(
const FPropertyChangedEvent& PropertyChangedEvent |
Callback when properties have finished being handled | BlueprintEditor.h | |
FEdGraphPinType OnGetPinType
(
UEdGraphPin* SelectedPin |
Functions for handling the changing of the pin's type (PinCategory, PinSubCategory, etc) | BlueprintEditor.h | |
void OnGraphActionMenuClosed
(
bool bActionExecuted, |
Called from graph context menus when they close to tell the editor why they closed | BlueprintEditor.h | |
void OnGraphEditorDropActor
(
const TArray< TWeakObjectPtr< AActor > >& Actors, |
Called when an actor is dropped onto the graph editor | BlueprintEditor.h | |
void OnGraphEditorDropStreamingLevel
(
const TArray< TWeakObjectPtr< ULevelStreaming > >& Levels, |
Called when a streaming level is dropped onto the graph editor | BlueprintEditor.h | |
void OnGraphEditorQuickJump
(
int32 BookmarkIndex |
Handles activation of a graph editor "quick jump" command | BlueprintEditor.h | |
void OnInsertExecutionPin
(
EPinInsertPosition Position |
BlueprintEditor.h | ||
void OnInsertExecutionPinAfter() |
BlueprintEditor.h | ||
void OnInsertExecutionPinBefore() |
BlueprintEditor.h | ||
void OnListObjectsReferencedByBlueprint() |
BlueprintEditor.h | ||
void OnListObjectsReferencedByClass() |
BlueprintEditor.h | ||
void OnNodeDoubleClicked
(
UEdGraphNode* Node |
BlueprintEditor.h | ||
bool OnNodeVerifyTitleCommit
(
const FText& NewText, |
Called when a node's title is being committed for a rename so it can be verified | BlueprintEditor.h | |
void OnPostObjectPropertyChanged
(
UObject* InObject, |
Called after a property change has been propagated to instances of the Blueprint | BlueprintEditor.h | |
void OnPreObjectPropertyChanged
(
UObject* InObject, |
Called when a property change is about to be propagated to instances of the Blueprint | BlueprintEditor.h | |
void OnPromoteSelectionToFunction() |
BlueprintEditor.h | ||
void OnPromoteSelectionToMacro() |
BlueprintEditor.h | ||
void OnPromoteToVariable
(
bool bInToMemberVariable |
UI Action functionality. | BlueprintEditor.h | |
void OnRecombineStructPin() |
BlueprintEditor.h | ||
void OnRemoveBreakpoint() |
BlueprintEditor.h | ||
void OnRemoveExecutionPin() |
BlueprintEditor.h | ||
void OnRemoveOptionPin() |
BlueprintEditor.h | ||
void OnRemoveOtherStructVarPins() |
BlueprintEditor.h | ||
void OnRemoveThisStructVarPin() |
BlueprintEditor.h | ||
void OnRenameNode() |
On starting to rename node | BlueprintEditor.h | |
void OnRepairCorruptedBlueprint() |
BlueprintEditor.h | ||
void OnResetPinToDefaultValue() |
BlueprintEditor.h | ||
void OnRestoreAllStructVarPins() |
BlueprintEditor.h | ||
void OnSelectedNodesChanged
(
const TSet< class UObject* >& NewSelection |
Called when the selection changes in the GraphEditor | BlueprintEditor.h | |
virtual void OnSelectedNodesChangedImpl
(
const TSet< class UObject* >& NewSelection |
Called when the selection changes in the GraphEditor | BlueprintEditor.h | |
void OnSelectReferenceInLevel() |
BlueprintEditor.h | ||
void OnSplitStructPin() |
BlueprintEditor.h | ||
void OnStackNodesH() |
BlueprintEditor.h | ||
void OnStackNodesV() |
BlueprintEditor.h | ||
void OnStartEditingDefaultsClicked() |
Start editing the defaults for this blueprint | BlueprintEditor.h | |
virtual void OnStartWatchingPin() |
BlueprintEditor.h | ||
virtual void OnStopWatchingPin() |
BlueprintEditor.h | ||
void OnStraightenConnections() |
BlueprintEditor.h | ||
void OnToggleBreakpoint() |
BlueprintEditor.h | ||
void OpenBlueprintDebugger() |
Spawns a new blueprint debugger tab | BlueprintEditor.h | |
virtual void PasteGeneric() |
Paste Variable Definition or Nodes | BlueprintEditor.h | |
virtual void PasteNodes() |
BlueprintEditor.h | ||
virtual void PostRedo
(
bool bSuccess |
BlueprintEditor.h | ||
virtual void PostRegenerateMenusAndToolbars() |
Recreates the overlay on the menu bar | BlueprintEditor.h | |
virtual void PostUndo
(
bool bSuccess |
BlueprintEditor.h | ||
void ReconnectExecPins
(
UK2Node* Node |
Given a node, make connections from anything connected to it's input pin to anything connected to it's "then" pins. | BlueprintEditor.h | |
void RedoGraphAction() |
Called to redo the last undone action | BlueprintEditor.h | |
void RefreshStandAloneDefaultsEditor() |
Updates the selected object used by the stand lone defaults editor widget. | BlueprintEditor.h | |
virtual void RegisterApplicationModes
(
const TArray< UBlueprint* >& InBlueprints, |
Called during initialization of the blueprint editor to register any application modes. | BlueprintEditor.h | |
void RegisterMenus() |
Register Menus | BlueprintEditor.h | |
void ResetAllNodesUnrelatedStates() |
Focus nodes which are related to the selected nodes | BlueprintEditor.h | |
void SelectAllNodes() |
BlueprintEditor.h | ||
void SetGraphEditorQuickJump
(
int32 BookmarkIndex |
Binds a graph editor "quick jump" to the command at the given index | BlueprintEditor.h | |
virtual void SetupGraphEditorEvents
(
UEdGraph* InGraph, |
Setup all the events that the graph editor can handle | BlueprintEditor.h | |
bool ShouldShowPublicViewControl() |
Callback to determine visibility of the public view checkbox in the Defaults editor | BlueprintEditor.h | |
void ToggleSaveIntermediateBuildProducts() |
BlueprintEditor.h | ||
void TryInvokingDetailsTab
(
bool bFlash |
Attempts to invoke the details tab if it's currently possible to. | BlueprintEditor.h | |
void UndoGraphAction() |
Called to undo the last action | BlueprintEditor.h | |
void ZoomToSelection_Clicked() |
Zooming to fit the current selection. | BlueprintEditor.h | |
void ZoomToWindow_Clicked() |
Zooming to fit the entire graph. | BlueprintEditor.h |
Overridden from IBlueprintEditor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanPasteNodes() |
BlueprintEditor.h | ||
virtual bool GetBoundsForSelectedNodes
(
FSlateRect& Rect, |
BlueprintEditor.h | ||
virtual void PasteNodesHere
(
UEdGraph* DestinationGraph, |
Paste on graph at specific location | BlueprintEditor.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool CanRecompileModules() |
Returns true if modules can be recompiled | BlueprintEditor.h | |
static void ExpandNode
(
UEdGraphNode* InNodeToExpand, |
Expands passed in node | BlueprintEditor.h | |
static FName GetContextFromBlueprintType
(
EBlueprintType InType |
Get the context to use from the Blueprint type | BlueprintEditor.h | |
static const FSlateBrush * GetGlyphForGraph
(
const UEdGraph* Graph, |
Util for finding a glyph for a graphUtil for finding a glyph for a graph | BlueprintEditor.h | |
static FText GetGraphDisplayName
(
const UEdGraph* Graph |
Gets the display name of a graph | BlueprintEditor.h | |
static FSlateBrush const * GetVarIconAndColor
(
const UStruct* VarScope, |
Util for finding a glyph and color for a variable. | BlueprintEditor.h | |
static FSlateBrush const * GetVarIconAndColorFromPinType
(
const FEdGraphPinType& PinType, |
Util for finding a glyph and color for a variable. | BlueprintEditor.h | |
static FSlateBrush const * GetVarIconAndColorFromProperty
(
const FProperty* Property, |
Util for finding a glyph and color for a variable. | BlueprintEditor.h | |
static bool IsASubGraph
(
const UEdGraph* GraphPtr |
Function to check whether the give graph is a subgraph | BlueprintEditor.h | |
static void MoveNodesToGraph
(
TArray< UEdGraphNode* >& SourceNodes, |
Move every node from the source graph to the destination graph. | BlueprintEditor.h |