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| Name | FKismetEditorUtilities |
| Type | class |
| Header File | /Engine/Source/Editor/UnrealEd/Public/Kismet2/KismetEditorUtilities.h |
| Include Path | #include "Kismet2/KismetEditorUtilities.h" |
Syntax
class FKismetEditorUtilities
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FKismetEditorUtilities() |
Kismet2/KismetEditorUtilities.h |
Structs
| Name | Remarks |
|---|---|
| FAddActorsToBlueprintParams | Parameter struct for customizing calls to AddActorsToBlueprint |
| FAddComponentsToBlueprintParams | Parameter struct for customizing calls to AddComponentsToBlueprint |
| FCreateBlueprintFromActorParams | Parameter struct for customizing calls to CreateBlueprintFromActor |
| FCreateBlueprintFromActorsParams | Parameter struct for customizing calls to CreateBlueprintFromActors |
| FDefaultEventNodeData | Manages the TargetClass and EventName to use for spawning default "ghost" nodes in a new Blueprint |
| FHarvestBlueprintFromActorsParams | Parameter struct for customizing calls to CreateBlueprintFromActor |
| FOnBlueprintCreatedData | Manages the TargetClass and EventName to use for spawning default "ghost" nodes in a new Blueprint |
Enums
Public
| Name | Remarks |
|---|---|
| EAddComponentToBPHarvestMode |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FOnBlueprintCreated | TBaseDelegate_OneParam< void, UBlueprint * > | Event that's broadcast anytime a Blueprint is created | Kismet2/KismetEditorUtilities.h |
| FOnBlueprintGeneratedClassUnloaded | TMulticastDelegate_OneParam< void, UBlueprintGeneratedClass * > | Event that's broadcast anytime a blueprint generated class is unloaded | Kismet2/KismetEditorUtilities.h |
| FOnBlueprintUnloaded | TMulticastDelegate_OneParam< void, UBlueprint * > | Event that's broadcast anytime a blueprint is unloaded, and becomes invalid (with calls to ReplaceBlueprint(), for example). | Kismet2/KismetEditorUtilities.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| AutoGeneratedDefaultEventsMap | TMultiMap< void *, FDefaultEventNodeData > | Mapping of classes to names of Events that should be automatically spawned | Kismet2/KismetEditorUtilities.h |
| bIsListeningForClicksOnKismetLog | bool | Stores whether we are already listening for kismet clicks | Kismet2/KismetEditorUtilities.h |
| OnBlueprintCreatedCallbacks | TMultiMap< void *, FOnBlueprintCreatedData > | Mapping of classes to delegate callbacks when a Blueprint is created, occurs post Event node creation | Kismet2/KismetEditorUtilities.h |
| OnBlueprintGeneratedClassUnloaded | FOnBlueprintGeneratedClassUnloaded | Kismet2/KismetEditorUtilities.h | |
| OnBlueprintUnloaded | FOnBlueprintUnloaded | Kismet2/KismetEditorUtilities.h | |
| TrackedBlueprintParentList | TArray< FString > | List of blueprint parent class names cached by IsTrackedBlueprintParent() | Kismet2/KismetEditorUtilities.h |
Functions
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AddActorsToBlueprint
(
UBlueprint* Blueprint, |
Take a list of actors and add them to a blueprint as Child Actor Components | Kismet2/KismetEditorUtilities.h | |
static void AddComponentsToBlueprint
(
UBlueprint* Blueprint, |
Take a list of components that belong to a single Actor and add them to a blueprint as SCSNodes | Kismet2/KismetEditorUtilities.h | |
static UK2Node_Event * AddDefaultEventNode
(
UBlueprint* InBlueprint, |
Add a default event node to the graph, this node will also be in a disabled state and will spawn with a call to it's parent if available | Kismet2/KismetEditorUtilities.h | |
static void AddInterfaceTags
(
const UBlueprint* Blueprint, |
Add information about any interfaces that have been implemented to the OutTags array | Kismet2/KismetEditorUtilities.h | |
static void AddLevelScriptEventOptionsForActor
(
UToolMenu* Menu, |
It lists bounded LevelScriptEvents for given actor | Kismet2/KismetEditorUtilities.h | |
static void AddToSelection
(
const UEdGraph* Graph, |
Add InNode to selection of editor | Kismet2/KismetEditorUtilities.h | |
static bool AnyBoundLevelScriptEventForActor
(
AActor* Actor, |
If bCouldAddAny is true it returns if any event can be bound in LevelScript for given Actor else it returns if there exists any event in level script bound with the actor | Kismet2/KismetEditorUtilities.h | |
static int32 ApplyInstanceChangesToBlueprint
(
AActor* Actor |
Updates this Actor's blueprint based on the actor itself. | Kismet2/KismetEditorUtilities.h | |
static void BringKismetToFocusAttentionOnObject
(
const UObject* ObjectToFocusOn, |
Open a Kismet window, focusing on the specified object (either a node, or a graph). | Kismet2/KismetEditorUtilities.h | |
static void BringKismetToFocusAttentionOnPin
(
const UEdGraphPin* PinToFocusOn |
Open a Kismet window, focusing on the specified pin. | Kismet2/KismetEditorUtilities.h | |
static bool CanBlueprintImplementInterface
(
UBlueprint const* Blueprint, |
Checks to see if a blueprint can implement the specified class as an interface | Kismet2/KismetEditorUtilities.h | |
static bool CanCreateBlueprintOfClass
(
const UClass* Class |
Kismet2/KismetEditorUtilities.h | ||
static bool CanPasteNodes
(
const UEdGraph* Graph |
Can we paste to this graph? | Kismet2/KismetEditorUtilities.h | |
static void CompileBlueprint
(
UBlueprint* BlueprintObj, |
Tries to compile a blueprint, updating any actors in the editor who are using the old class, etc... | Kismet2/KismetEditorUtilities.h | |
static void ConformBlueprintFlagsAndComponents
(
UBlueprint* BlueprintObj |
Tries to make sure that a data-only blueprint is conformed to its native parent, in case any native class flags have changed | Kismet2/KismetEditorUtilities.h | |
static UBlueprint * CreateBlueprint
(
UClass* ParentClass, |
Create a new Blueprint and initialize it to a valid state. | Kismet2/KismetEditorUtilities.h | |
static UBlueprint * CreateBlueprint
(
UClass* ParentClass, |
Create a new Blueprint and initialize it to a valid state. | Kismet2/KismetEditorUtilities.h | |
static UBlueprint * CreateBlueprintFromActor
(
const FString& Path, |
Take an Actor and generate a blueprint based on it. Uses the Actors type as the parent class. | Kismet2/KismetEditorUtilities.h | |
static UBlueprint * CreateBlueprintFromActor
(
const FName BlueprintName, |
Take an Actor and generate a blueprint based on it. Uses the Actors type as the parent class. | Kismet2/KismetEditorUtilities.h | |
static UBlueprint * CreateBlueprintFromActors
(
const FString& Path, |
Take a collection of Actors and generate a blueprint based on it | Kismet2/KismetEditorUtilities.h | |
static UBlueprint * CreateBlueprintFromActors
(
const FName BlueprintName, |
Take a collection of Actors and generate a blueprint based on it | Kismet2/KismetEditorUtilities.h | |
static UBlueprint * CreateBlueprintFromClass
(
FText InWindowTitle, |
Create a new Blueprint from the supplied base class. | Kismet2/KismetEditorUtilities.h | |
static AActor * CreateBlueprintInstanceFromSelection
(
UBlueprint* Blueprint, |
Creates a new blueprint instance and replaces the provided actor list with the new actor | Kismet2/KismetEditorUtilities.h | |
static UBlueprint * CreateBlueprintUsingAsset
(
UObject* Asset, |
Create a new Actor Blueprint and add the supplied asset to it. | Kismet2/KismetEditorUtilities.h | |
static void CreateDefaultEventGraphs
(
UBlueprint* Blueprint |
Create the correct event graphs for this blueprint | Kismet2/KismetEditorUtilities.h | |
| Create a new event node in the level script blueprint, for the supplied Actor and event (multicast delegate property) name | Kismet2/KismetEditorUtilities.h | ||
static void CreateNewBoundEventForClass
(
UClass* Class, |
Create a new event node in the blueprint, for the supplied class, event name and blueprint | Kismet2/KismetEditorUtilities.h | |
static void CreateNewBoundEventForComponent
(
UObject* Component, |
Create a new event node in the blueprint, for the supplied component, event name and blueprint | Kismet2/KismetEditorUtilities.h | |
static UEdGraph * CreateUserConstructionScript
(
UBlueprint* Blueprint |
Creates a user construction script graph for the blueprint. | Kismet2/KismetEditorUtilities.h | |
static void FindAllBoundEventsForComponent
(
const UBlueprint* Blueprint, |
Finds all bound component nodes for the given property on this blueprint | Kismet2/KismetEditorUtilities.h | |
static const UK2Node_ActorBoundEvent * FindBoundEventForActor
(
AActor const* Actor, |
Find the event node for this actor with the given event name | Kismet2/KismetEditorUtilities.h | |
static const UK2Node_ComponentBoundEvent * FindBoundEventForComponent
(
const UBlueprint* Blueprint, |
Find the event node for the component property with the given event name | Kismet2/KismetEditorUtilities.h | |
static bool GenerateBlueprintSkeleton
(
UBlueprint* BlueprintObj, |
Generates a blueprint skeleton only. | Kismet2/KismetEditorUtilities.h | |
static bool GetBoundsForSelectedNodes
(
const UBlueprint* Blueprint, |
Attempt to get the bounds for currently selected nodes | Kismet2/KismetEditorUtilities.h | |
static TSharedPtr< class IBlueprintEditor > GetIBlueprintEditorForObject
(
const UObject* ObjectToFocusOn, |
Get IBlueprintEditor for given object, if it exists | Kismet2/KismetEditorUtilities.h | |
static void GetInformationOnMacro
(
UEdGraph* MacroGraph, |
Return information about the given macro graph | Kismet2/KismetEditorUtilities.h | |
static int32 GetNumberOfSelectedNodes
(
const UBlueprint* Blueprint |
Kismet2/KismetEditorUtilities.h | ||
static UBlueprint * HarvestBlueprintFromActors
(
const FName BlueprintName, |
Take a list of Actors and generate a blueprint by harvesting the components they have. | Kismet2/KismetEditorUtilities.h | |
static UBlueprint * HarvestBlueprintFromActors
(
const FString& Path, |
Take a list of Actors and generate a blueprint by harvesting the components they have. | Kismet2/KismetEditorUtilities.h | |
| Given an array of Actors, identifies which of those Actors are roots of attachment hierarchies (and implicitly which are attached to another actor in the array) Optionally will also populate an attachment map that indicates which actors in the array are attached to each other actor (potentially indirectly) For example if A is attached to B is attached to C and E is attached to D, and A, C, and E are in the Actors array, C and E will be in the RootActors, and the AttachmentMap will indicate that C has A as an attachment | Kismet2/KismetEditorUtilities.h | ||
static bool IsActorValidForLevelScript
(
const AActor* Actor |
Whether or not the specified actor is a valid target for bound events | Kismet2/KismetEditorUtilities.h | |
static bool IsClassABlueprintImplementableInterface
(
const UClass* Class |
Checks to see if a given class is implementable by any blueprints, if false a native class needs to implement it | Kismet2/KismetEditorUtilities.h | |
static bool IsClassABlueprintInterface
(
const UClass* Class |
Checks to see if the class is an interface class of any type, including native interfaces that are blueprint accessible | Kismet2/KismetEditorUtilities.h | |
static bool IsClassABlueprintMacroLibrary
(
const UClass* Class |
Check to see if a given class is a blueprint macro library | Kismet2/KismetEditorUtilities.h | |
static bool IsClassABlueprintSkeleton
(
const UClass* Class |
Check to see if a given class is blueprint skeleton class. | Kismet2/KismetEditorUtilities.h | |
static bool IsClassABlueprintSpawnableComponent
(
const UClass* Class |
Check to see if a given class is blueprint spawnable component class. | Kismet2/KismetEditorUtilities.h | |
static bool IsReferencedByUndoBuffer
(
UBlueprint* Blueprint |
Determines if the specified blueprint is referenced currently in the undo buffer. | Kismet2/KismetEditorUtilities.h | |
static bool IsTrackedBlueprintParent
(
const UClass* ParentClass |
Attempts to decide whether a blueprint's parent class is suitable for tracking via analytics. | Kismet2/KismetEditorUtilities.h | |
static void PasteNodesHere
(
UEdGraph* Graph, |
Perform paste on graph, at location | Kismet2/KismetEditorUtilities.h | |
static bool PropertyHasBoundEvents
(
const UBlueprint* Blueprint, |
Returns true if the given property name has any bound component events in any blueprint graphs | Kismet2/KismetEditorUtilities.h | |
| Will add an event to the list of default event nodes to be auto-generated for the class or a child of the class | Kismet2/KismetEditorUtilities.h | ||
static void RegisterOnBlueprintCreatedCallback
(
void* InOwner, |
Will add an event to a list of callbacks to occur post Blueprint creation if the Blueprint is a child of the class | Kismet2/KismetEditorUtilities.h | |
static UBlueprint * ReplaceBlueprint
(
UBlueprint* Target, |
Unloads the specified Blueprint (marking it pending-kill, and removing it from its outer package). | Kismet2/KismetEditorUtilities.h | |
static void ShowActorReferencesInLevelScript
(
const AActor* Actor |
Open level script kismet window and show any references to the selected actor | Kismet2/KismetEditorUtilities.h | |
static void StripExternalComponents
(
UBlueprint* Blueprint |
Run over the components in the blueprint, and then remove any that fall outside this blueprint's scope (e.g. components brought over after reparenting from another class) | Kismet2/KismetEditorUtilities.h | |
static void UnregisterAutoBlueprintNodeCreation
(
void* InOwner |
Unregisters a class from having AutoGeneratedDefaultEvent nodes or callbacks for OnBlueprintCreated | Kismet2/KismetEditorUtilities.h | |
static UBlueprint * UpdateExistingBlueprintFromActors
(
const FString& Path, |
Take a list of Actors and update an existing Blueprint by harvesting the components they have. | Kismet2/KismetEditorUtilities.h | |
static void UpgradeCosmeticallyStaleBlueprint
(
UBlueprint* Blueprint |
Upgrade any cosmetically stale information in a blueprint (done when edited instead of PostLoad to make certain operations easier) | Kismet2/KismetEditorUtilities.h |