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References
| Module | UnrealEd |
| Header | /Engine/Source/Editor/UnrealEd/Public/Kismet2/BlueprintEditorUtils.h |
| Include | #include "Kismet2/BlueprintEditorUtils.h" |
Syntax
class FBlueprintEditorUtils
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AddDomainSpecificGraph
(
UBlueprint* Blueprint, |
Adds a domain-specific graph to this blueprint | |
| void | AddFunctionGraph
(
UBlueprint* Blueprint, |
Adds a function graph to this blueprint. | |
| void | AddInterfaceGraph
(
UBlueprint* Blueprint, |
Adds an interface graph to this blueprint | |
| bool | AddLocalVariable
(
UBlueprint* Blueprint, |
Adds a local variable to the function graph. | |
| void | AddMacroGraph
(
UBlueprint* Blueprint, |
Adds a macro graph to this blueprint. | |
| bool | AddMemberVariable
(
UBlueprint* Blueprint, |
Adds a member variable to the blueprint. It cannot mask a variable in any superclass. | |
| UTimelineTemplate * | AddNewTimeline
(
UBlueprint* Blueprint, |
Add a new timeline with the supplied name to the blueprint | |
| void | AddUbergraphPage
(
UBlueprint* Blueprint, |
Adds an ubergraph page to this blueprint | |
| void | AnalyticsTrackNewNode
(
UEdGraphNode* NewNode |
Records node create events for analytics | |
| void | BuildComponentInstancingData
(
UActorComponent* ComponentTemplate, |
Generate component instancing data (for cooked builds). | |
| void | BulkRemoveMemberVariables
(
UBlueprint* Blueprint, |
Removes member variables if they were declared in this blueprint and not in a base class. | |
| bool | CanClassGenerateEvents
(
const UClass* Class |
Checks for events in the argument class | |
| void | ChangeLocalVariableType
(
UBlueprint* InBlueprint, |
Changes the type of a local variable | |
| void | ChangeMemberVariableType
(
UBlueprint* Blueprint, |
Changes the type of a member variable | |
| bool | CheckIfGraphHasLatentFunctions
(
UEdGraph* InGraph |
Checks if a graph (or any sub-graphs or referenced graphs) have latent function nodes | |
| bool | CheckIfNodeConnectsToSelection
(
UEdGraphNode* InNode, |
Checks if the passed node connects to the selection set | |
| bool | CheckIfSelectionIsCycling
(
const TSet< UEdGraphNode* >& InSelectionSet, |
Checks if the passed in selection set causes cycling on compile | |
| void | CleanNullGraphReferencesInArray
(
UBlueprint* Blueprint, |
Removes all NULL graph references in the specified array. | |
| void | CleanNullGraphReferencesRecursive
(
UEdGraph* Graph |
Removes all NULL graph references from the SubGraphs array and recurses thru the non-NULL ones. | |
| void | ClearMacroCosmeticInfoCache
(
UBlueprint* Blueprint |
Updates the cosmetic information cache for macros | |
| void | ConformAllowDeletionFlag
(
UBlueprint* Blueprint |
Makes sure that all function graphs are flagged as bAllowDeletion=true, except for construction script and animgraph: | |
| void | ConformCallsToParentFunctions
(
UBlueprint* Blueprint |
Makes sure that calls to parent functions are valid, and removes them if not | |
| void | ConformDelegateSignatureGraphs
(
UBlueprint* Blueprint |
Makes sure that all delegate graphs have a corresponding variable declaration, removing the graph if not | |
| void | ConformImplementedEvents
(
UBlueprint* Blueprint |
Makes sure that all events we handle exist, and replace with custom events if not | |
| void | ConformImplementedInterfaces
(
UBlueprint* Blueprint |
Makes sure that all graphs for all interfaces we implement exist, and add if not | |
| TSharedRef< SWidget > | ConstructBlueprintInterfaceClassPicker
(
const TArray< UBlueprint* >& Blueprints, |
Constructs a class picker widget for adding interfaces for the specified blueprint(s) | |
| TSharedRef< SWidget > | ConstructBlueprintParentClassPicker
(
const TArray< UBlueprint* >& Blueprints, |
Constructs a class picker widget for reparenting the specified blueprint(s) | |
| void | CreateFunctionGraph
(
UBlueprint* Blueprint, |
Creates a function graph, but does not add it to the blueprint. | |
| void | CreateMatchingFunction
(
UK2Node_CallFunction* InNode, |
Creates a new function graph with a signature that matches InNode | |
| UEdGraph * | CreateNewGraph
(
UObject* ParentScope, |
Creates a new empty graph. | |
| bool | DoesBlueprintContainField
(
const UBlueprint* Blueprint, |
See if a field (property, function etc) is part of the blueprint chain, or | |
| bool | DoesBlueprintDeriveFrom
(
const UBlueprint* Blueprint, |
See if a class is the one generated by this blueprint | |
| bool | DoesSupportComponents
(
UBlueprint const* Blueprint |
Returns whether or not the blueprint supports components | |
| bool | DoesSupportDefaults
(
UBlueprint const* Blueprint |
Returns whether or not the blueprint supports default values (IE has a CDO) | |
| bool | DoesSupportEventGraphs
(
const UBlueprint* Blueprint |
Returns whether or not the blueprint supports event graphs | |
| bool | DoesSupportImplementingInterfaces
(
const UBlueprint* Blueprint |
Returns whether or not the blueprint supports implementing interfaces | |
| bool | DoesSupportLocalVariables
(
UEdGraph const* InGraph |
Returns whether or not the blueprint graph supports local variables | |
| bool | DoesSupportOverridingFunctions
(
const UBlueprint* Blueprint |
Returns whether or not the blueprint supports overriding functions | |
| bool | DoesSupportTimelines
(
const UBlueprint* Blueprint |
Returns whether or not the blueprint supports timelines | |
| FName | DuplicateMemberVariable
(
UBlueprint* InFromBlueprint, |
Duplicates a variable from one Blueprint to another blueprint | |
| FName | DuplicateVariable
(
UBlueprint* InBlueprint, |
Duplicates a variable given its name and Blueprint | |
| FBPVariableDescription | DuplicateVariableDescription
(
UBlueprint* InBlueprint, |
Internal function that deep copies a variable description | |
| void | EnsureCachedDependenciesUpToDate
(
UBlueprint* Blueprint |
Ensures, that CachedDependencies in BP are up to date | |
| void | Find how many actors reference the supplied actor | ||
| void | Searches the world for any blueprints that are open and do not have a debug instances set and sets one if possible. | ||
| UBlueprint * | FindBlueprintForGraph
(
const UEdGraph* Graph |
Helper function to get the blueprint that ultimately owns a graph. | |
| UBlueprint * | FindBlueprintForGraphChecked
(
const UEdGraph* Graph |
Helper function to get the blueprint that ultimately owns a graph. Cannot fail. | |
| UBlueprint * | FindBlueprintForNode
(
const UEdGraphNode* Node |
Helper function to get the blueprint that ultimately owns a node. | |
| UBlueprint * | FindBlueprintForNodeChecked
(
const UEdGraphNode* Node |
Helper function to get the blueprint that ultimately owns a node. Cannot fail. | |
| UK2Node_Event * | FindCustomEventNode
(
const UBlueprint* Blueprint, |
Find the Custom Event if it already exists in the Blueprint | |
| void | FindDependentBlueprints
(
UBlueprint* Blueprint, |
Searches the reference graph to find blueprints that are dependent on this BP | |
| void | FindEnumsInNodes
(
const TSet< UEnum* >& UEnums, |
Search the blueprints looking for nodes that contain the given enumerations | |
| UEdGraph * | FindEventGraph
(
const UBlueprint* Blueprint |
Returns the event graph, if any | |
| UEdGraphPin * | FindFirstCompilerRelevantLinkedPin
(
UEdGraphPin* FromPin |
Finds the first compiler-relevant (i.e. non-ignorable) node from the given pin and returns the owned pin that's linked. | |
| UK2Node * | FindFirstCompilerRelevantNode
(
UEdGraphPin* FromPin |
Finds the first compiler-relevant (i.e. non-ignorable) node from the given pin. | |
| UClass * | FindFirstNativeClass
(
UClass* Class |
Return find first native class in the hierarchy | |
| UFunction * | FindFunctionInImplementedInterfaces
(
const UBlueprint* Blueprint, |
Return the first function from implemented interface with given name | |
| void | FindImplementedInterfaces
(
const UBlueprint* Blueprint, |
Build a list of all interface classes either implemented by this blueprint or through inheritance | |
| int32 | FindIndexOfGraphInParent
(
UEdGraph* Graph |
Finds the index of the specified graph (function or macro) in the parent (if it is not reorderable, then we will return INDEX_NONE) | |
| FGuid | FindInterfaceFunctionGuid
(
const UFunction* Function, |
Find the interface Guid for a function if it exists. | |
| FGuid | FindInterfaceGraphGuid
(
const FName& GraphName, |
Find the interface Guid for a graph if it exists. | |
| FBPVariableDescription * | FindLocalVariable
(
const UBlueprint* InBlueprint, |
Returns a local variable | |
| FBPVariableDescription * | FindLocalVariable
(
const UBlueprint* InBlueprint, |
Returns a local variable | |
| FBPVariableDescription * | FindLocalVariable
(
UBlueprint* InBlueprint, |
Returns a local variable with the function entry it was found in | |
| FGuid | FindLocalVariableGuidByName
(
UBlueprint* InBlueprint, |
Finds a local variable Guid using the variable's name | |
| FGuid | FindLocalVariableGuidByName
(
UBlueprint* InBlueprint, |
Finds a local variable Guid using the variable's name | |
| int32 | FindLocalVariableIndex
(
const UBlueprint* Blueprint, |
Find the index of a local variable declared in this blueprint. Returns INDEX_NONE if not found. | |
| FName | FindLocalVariableNameByGuid
(
UBlueprint* InBlueprint, |
Finds a local variable name using the variable's Guid | |
| FGuid | FindMemberVariableGuidByName
(
UBlueprint* InBlueprint, |
Finds a member variable Guid using the variable's name | |
| FName | FindMemberVariableNameByGuid
(
UBlueprint* InBlueprint, |
Finds a member variable name using the variable's Guid | |
| int32 | FindNewVariableIndex
(
const UBlueprint* Blueprint, |
Find the index of a variable first declared in this blueprint. Returns INDEX_NONE if not found. | |
| int32 | FindNewVariableIndexAndBlueprint
(
UBlueprint* InBlueprint, |
Find the index of a variable first declared in this blueprint or its parents. | |
| UK2Node_Timeline * | FindNodeForTimeline
(
UBlueprint* Blueprint, |
Find the node that owns the supplied timeline template | |
| UK2Node_FunctionResult * | FindOrCreateFunctionResultNode
(
UK2Node_EditablePinBase* InFunctionEntryNode |
Creates a function result node or returns the current one if one exists | |
| UK2Node_Event * | FindOverrideForFunction
(
const UBlueprint* Blueprint, |
Look to see if an event already exists to override a particular function | |
| bool | FindReferencesToActorFromLevelScript
(
ULevelScriptBlueprint* LevelScriptBlueprint, |
Find how many nodes reference the supplied actor | |
| UEdGraph * | FindScopeGraph
(
const UBlueprint* InBlueprint, |
Finds the scope's associated graph for local variables (or any passed UFunction) | |
| void | FindScriptStructsInNodes
(
const TSet< UScriptStruct* >& Structs, |
Search the blueprints looking for nodes that contain the given script structs | |
| USCS_Node * | FindSCS_Node
(
const UBlueprint* Blueprint, |
Finds an SCSNode by variable name | |
| int32 | FindTimelineIndex
(
const UBlueprint* Blueprint, |
Find the index of a timeline first declared in this blueprint. Returns INDEX_NONE if not found. | |
| UActorComponent * | FindUCSComponentTemplate
(
const FComponentKey& ComponentKey, |
Attempts to match up the FComponentKey with a ComponentTemplate from the Blueprint's UCS. | |
| FName | FindUniqueCustomEventName
(
const UBlueprint* Blueprint |
Finds a unique and valid name for a custom event | |
| FName | FindUniqueKismetName
(
const UBlueprint* InBlueprint, |
Finds a unique name with a base of the passed in string, appending numbers as needed | |
| FName | FindUniqueTimelineName
(
const UBlueprint* Blueprint |
Finds a name for a timeline that is not already in use | |
| UEdGraph * | FindUserConstructionScript
(
const UBlueprint* Blueprint |
Returns the user construction script, if any | |
| void | FixLevelScriptActorBindings
(
ALevelScriptActor* LevelScriptActor, |
Called after a level script blueprint is changed and nodes should be refreshed for it's new level script actor | |
| void | FixupVariableDescription
(
UBlueprint* Blueprint, |
Check blueprint variable metadata keys/values for validity and make adjustments if needed | |
| void | GatherDependencies
(
const UBlueprint* Blueprint, |
Gather all bps that Blueprint depends on | |
| FName | GenerateUniqueGraphName
(
UObject*const InOuter, |
Generates a unique graph name for the supplied blueprint (guaranteed to not cause a naming conflict at the time of the call). | |
| void | Go through the world and build a map of all actors that are referenced by other actors. | ||
| void | GetAllGraphNames
(
const UBlueprint* Blueprint, |
Gets the names of all graphs in the Blueprint | |
| void | GetAllNodesOfClass
(
const UBlueprint* Blueprint, |
Returns all nodes in all graphs of the specified class | |
| void | GetAllNodesOfClassEx
(
const UBlueprint* Blueprint, |
Returns all nodes in all graphs of at least the minimum node type | |
| UAnimGraphNode_Root * | GetAnimGraphRoot
(
UEdGraph* InGraph |
Helper function to grab the root node from an anim graph. | |
| FString | GetBlueprintTypeDescription
(
const UBlueprint* Blueprint |
Returns a descriptive name of the type of blueprint passed in. | |
| FText | GetBlueprintVariableCategory
(
UBlueprint* Blueprint, |
Gets the custom category on the variable with the specified name. | |
| bool | GetBlueprintVariableMetaData
(
const UBlueprint* Blueprint, |
Get a metadata key/value on the specified variable, or timeline if it exists, returning false if it does not exist | |
| uint64 * | GetBlueprintVariablePropertyFlags
(
UBlueprint* Blueprint, |
Gets pointer to PropertyFlags of variable | |
| FName | GetBlueprintVariableRepNotifyFunc
(
UBlueprint* Blueprint, |
Get RepNotify function name of variable | |
| int32 | GetChildrenOfBlueprint
(
UBlueprint* InBlueprint, |
Gets AssetData for all child classes of a given blueprint | |
| FString | GetClassNameWithoutSuffix
(
const UClass* Class |
Returns a class name for the specified class that has no automatic suffixes, but is otherwise unmodified. | |
| void | GetClassVariableList
(
const UBlueprint* Blueprint, |
Gets the visible class variable list. | |
| void | GetCompilerRelevantNodeLinks
(
UEdGraphPin* FromPin, |
Gets the compiler-relevant (i.e. non-ignorable) node links from the given pin. | |
| FBlueprintMacroCosmeticInfo | GetCosmeticInfoForMacro
(
UEdGraph* MacroGraph |
Returns the cosmetic information for the specified macro graph, caching it if necessary | |
| void | GetDelegateNameList
(
const UBlueprint* Blueprint, |
Gets a list of delegates names in the blueprint, based on the skeleton class | |
| UEdGraph * | GetDelegateSignatureGraphByName
(
UBlueprint* Blueprint, |
Get a graph for delegate signature with given name, from given blueprint. | |
| void | GetDependentBlueprints
(
UBlueprint* Blueprint, |
Returns cached a list of loaded Blueprints that are dependent on the given Blueprint. | |
| FText | GetDeprecatedMemberMenuItemName
(
const FText& MemberName |
Returns a formatted menu item label for a deprecated variable or function member with the given name. | |
| FText | GetDeprecatedMemberUsageNodeWarning
(
const FText& MemberName, |
Returns a formatted warning message regarding usage of a deprecated variable or function member with the given name. | |
| void | GetEntryAndResultNodes
(
const UEdGraph* InGraph, |
Finds the entry and result nodes for a function or macro graph | |
| UK2Node_EditablePinBase * | GetEntryNode
(
const UEdGraph* InGraph |
Finds the entry node for a function or macro graph | |
| FText | GetFriendlyClassDisplayName
(
const UClass* Class |
Returns a friendly class display name for the specified class (removing things like _C from the end, may localize the class name). | |
| bool | GetFunctionGuidFromClassByFieldName
(
const UClass* InClass, |
||
| FName | GetFunctionNameFromClassByGuid
(
const UClass* InClass, |
||
| void | GetFunctionNameList
(
const UBlueprint* Blueprint, |
Gets a list of function names currently in use in the blueprint, based on the skeleton class | |
| FText | GetGraphDescription
(
const UEdGraph* InGraph |
Returns the description of the graph from the metadata | |
| FKismetUserDeclaredFunctionMetadata * | GetGraphFunctionMetaData
(
const UEdGraph* InGraph |
Returns the function meta data block for the graph entry node. | |
| void | Gets a list of pins that should hidden for a given function in a given graph | ||
| const FSlateBrush * | GetIconFromPin
(
const FEdGraphPinType& PinType, |
Determine the best icon to represent the given pin. | |
| void | GetImplementingBlueprintsFunctionNameList
(
const UBlueprint* Blueprint, |
Gets a list of function names in blueprints that implement the interface defined by the given blueprint. | |
| UFunction * | GetInterfaceFunction
(
UBlueprint* Blueprint, |
Get the corresponding UFunction pointer to the name given on the blueprint. | |
| void | GetInterfaceGraphs
(
UBlueprint* Blueprint, |
Gets the graphs currently in the blueprint associated with the specified interface | |
| ULevel * | GetLevelFromBlueprint
(
const UBlueprint* Blueprint |
If a blueprint is directly tied to a level (level script and anonymous blueprints), this will return a pointer to that level | |
| void | GetLoadedChildBlueprints
(
UBlueprint* InBlueprint, |
Helper function to get all loaded Blueprints that are children (or using as an interface) the passed Blueprint | |
| void | GetLocalVariablesOfType
(
const UEdGraph* Graph, |
Gets local variables of specified type | |
| const UClass * | GetMostUpToDateClass
(
const UClass* FromClass |
Helper function to get the most up to date class , returns FromClass for native types, SkeletonClass for UBlueprint generated classes | |
| UClass * | GetMostUpToDateClass
(
UClass* FromClass |
Helper function to get the most up to date class , returns FromClass for native types, SkeletonClass for UBlueprint generated classes | |
| const UFunction * | GetMostUpToDateFunction
(
const UFunction* Function |
||
| UFunction * | GetMostUpToDateFunction
(
UFunction* Function |
||
| const FProperty * | GetMostUpToDateProperty
(
const FProperty* Property |
Returns the skeleton version of the property, skeleton classes are often more up to date than the authoritative GeneratedClass | |
| FProperty * | GetMostUpToDateProperty
(
FProperty* Property |
Returns the skeleton version of the property, skeleton classes are often more up to date than the authoritative GeneratedClass | |
| UClass * | GetNativeParent
(
const UBlueprint* BP |
Returns the BPs most derived native parent type: | |
| void | GetNewVariablesOfType
(
const UBlueprint* Blueprint, |
Gets variables of specified type | |
| UEdGraphNode * | GetNodeByGUID
(
const UBlueprint* InBlueprint, |
Searches all nodes in a Blueprint and checks for a matching Guid | |
| TArray< UK2Node * > | GetNodesForVariable
(
const FName& InVarName, |
Returns an array of variables Get/Set nodes of the current variable | |
| UClass *const | GetOverrideFunctionClass
(
UBlueprint* Blueprint, |
Get the override class of a given function from its name | |
| void | GetSCSVariableNameList
(
const UBlueprint* Blueprint, |
Gets a list of SCS node variable names for the given blueprint. | |
| void | GetSCSVariableNameList
(
const UBlueprintGeneratedClass* BPGC, |
Gets a list of SCS node variable names for the given BPGC. | |
| void | GetSCSVariableNameList
(
const USimpleConstructionScript* SCS, |
Gets a list of SCS node variable names for the given SCS. | |
| const FSlateBrush * | GetSecondaryIconFromPin
(
const FEdGraphPinType& PinType |
Determine the best secondary icon icon to represent the given pin. | |
| UClass * | GetSkeletonClass
(
UClass* FromClass |
Helper function to get the SkeletonClass, returns nullptr for UClasses that are not generated by a UBlueprint | |
| const UClass * | GetSkeletonClass
(
const UClass* FromClass |
Helper function to get the SkeletonClass, returns nullptr for UClasses that are not generated by a UBlueprint | |
| UEdGraph * | GetTopLevelGraph
(
const UEdGraph* InGraph |
Returns the graph's top level graph (climbing up the hierarchy until there are no more graphs) | |
| UClass * | GetTypeForPin
(
const UEdGraphPin& Pin |
Returns the UClass type for an object pin, if any | |
| FName | GetUbergraphFunctionName
(
const UBlueprint* ForBlueprint |
Returns the name of the Ubergraph Function that the provided blueprint uses | |
| void | GetUsedAndUnusedVariables
(
UBlueprint* Blueprint, |
Removes all unused member variables. | |
| FBPVariableDescription * | GetVariableFromOnRepFunction
(
UBlueprint* Blueprint, |
Gets the variable linked to a RepNotify function, returns nullptr if not found | |
| void | HandleDisableEditableWhenInherited
(
UObject* ModifiedObject, |
Remove overridden component templates from instance component handlers when a parent class disables editable when inherited boolean. | |
| bool | HasFunctionBlueprintThreadSafeMetaData
(
const UFunction* InFunction |
Checks a function for 'blueprint thread safety'. | |
| bool | HasGetTypeHash
(
const FEdGraphPinType& PinType |
Returns true if this terminal type can be hashed (native types need GetTypeHash, script types are always hashable). | |
| bool | HasRestrictedNodes
(
const UBlueprint* BP, |
Returns true if the given Blueprint is found to contain one or more nodes that are disallowed (restricted) within the current editor mode context. | |
| bool | ImplementNewInterface
(
UBlueprint* Blueprint, |
Add a new interface, and member function graphs to the blueprint | |
| bool | ImplementsGetWorld
(
const UBlueprint* BP |
Returns true if this BP is currently based on a type that returns true for the UObject::ImplementsGetWorld() call: | |
| bool | ImplementsInterface
(
const UBlueprint* Blueprint, |
Returns true if the interfaces is implemented. It can be implemented directly or inherited. | |
| bool | IsActorBased
(
const UBlueprint* Blueprint |
Whether or not this is an actor-based blueprint, and supports features like the uber-graph, components, etc | |
| bool | IsAnonymousBlueprintClass
(
const UClass* Class |
Whether or not this class represents a class generated by an anonymous actor class stored in a level | |
| bool | IsBlueprintConst
(
const UBlueprint* Blueprint |
Returns whether or not the blueprint is const during execution | |
| bool | IsCompileOnLoadDisabled
(
UBlueprint* Blueprint |
Returns true if compilation for the given blueprint has been disabled | |
| bool | IsComponentBased
(
const UBlueprint* Blueprint |
||
| bool | IsDataOnlyBlueprint
(
const UBlueprint* Blueprint |
||
| bool | IsDelegateSignatureGraph
(
const UEdGraph* Graph |
Checks if given graph contains a delegate signature | |
| bool | IsEditorUtilityBlueprint
(
const UBlueprint* Blueprint |
Returns whether or not the blueprint is an editor utility blueprint or widget | |
| bool | IsEventGraph
(
const UEdGraph* InGraph |
Checks if given graph is an event graph | |
| bool | IsFunctionConvertableToEvent
(
UBlueprint*const BlueprintObj, |
Check if the blueprint and function are valid options for conversion to an event (BP is not a function library) | |
| bool | IsFunctionUsed
(
const UBlueprint* FunctionBlueprint, |
Indicates if the function is used on any graphs in this Blueprint | |
| bool | IsGraphIntermediate
(
const UEdGraph* Graph |
Returns if a graph is an intermediate build product | |
| bool | IsGraphNameUnique
(
UObject* InOuter, |
See whether or not the specified graph name / entry point name is unique | |
| 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 | |
| bool | IsInterfaceBlueprint
(
const UBlueprint* Blueprint |
Whether or not this blueprint is an interface, used only for defining functions to implement | |
| bool | IsInterfaceFunction
(
UBlueprint* Blueprint, |
Checks if the given function is a part of an interface on this blueprint | |
| bool | IsInterfaceGraph
(
const UEdGraph* Graph |
Whether or not this graph is an interface graph (i.e. is from an interface blueprint) | |
| bool | IsLevelScriptBlueprint
(
const UBlueprint* Blueprint |
Whether or not this blueprint is an interface, used only for defining functions to implement | |
| bool | IsMathExpressionGraph
(
const UEdGraph* InGraph |
Checks if given graph is owned by a Math Expression node | |
| bool | IsNativeSignature
(
const UFunction* Fn |
Returns true if this blueprints signature (inc. visibility) was determined by UHT, rather than the blueprint compiler | |
| bool | IsObjectADebugCandidate
(
AActor* InActorObject, |
Checks that the actor type matches the blueprint type (or optionally is BASED on the same type. | |
| bool | IsPaletteActionReadOnly
(
TSharedPtr< FEdGraphSchemaAction > ActionIn, |
A utility function intended to aid the construction of a specific blueprint palette item. | |
| bool | IsParentClassABlueprint
(
const UBlueprint* Blueprint |
Returns whether the parent class of the specified blueprint is also a blueprint | |
| bool | IsParentClassAnEditableBlueprint
(
const UBlueprint* Blueprint |
Returns whether the parent class of the specified blueprint is an editable blueprint | |
| bool | IsPinTypeValid
(
const FEdGraphPinType& Type |
Checks if pin type stores proper type for a variable or parameter. | |
| bool | IsPropertyPrivate
(
const FProperty* Property |
||
| EPropertyReadableState | IsPropertyReadableInBlueprint
(
const UBlueprint* Blueprint, |
Returns an enumeration indicating if the property can be read by the given Blueprint | |
| EPropertyWritableState | IsPropertyWritableInBlueprint
(
const UBlueprint* Blueprint, |
Returns an enumeration indicating if the property can be written to by the given Blueprint | |
| bool | IsSCSComponentProperty
(
FObjectProperty* MemberProperty |
Determines if this property is associated with a component that would be displayed in the SCS editor | |
| bool | IsTunnelInstanceNode
(
const UEdGraphNode* InGraphNode |
Checks if given node is a tunnel instance node | |
| bool | IsVariableComponent
(
const FBPVariableDescription& Variable |
Returns whether or not the specified member var is a component | |
| bool | IsVariableCreatedByBlueprint
(
UBlueprint* InBlueprint, |
Returns TRUE if the variable was created by the Blueprint | |
| bool | IsVariableUsed
(
const UBlueprint* VariableBlueprint, |
Indicates if the variable is used on any graphs in this Blueprint | |
| bool | KismetDiagnosticExec
(
const TCHAR* Stream, |
Diagnostic exec commands. | |
| void | LinkExternalDependencies
(
UBlueprint* Blueprint |
Links external dependencies | |
| void | ListPackageContents
(
UPackage* Package, |
Diagnostic use only: Lists all of the objects have a direct outer of Package. | |
| void | MarkBlueprintAsModified
(
UBlueprint* Blueprint, |
Blueprint has changed in some manner that invalidates the compiled data (link made/broken, default value changed, etc...) | |
| void | MarkBlueprintAsStructurallyModified
(
UBlueprint* Blueprint |
Blueprint has structurally changed (added/removed functions, graphs, etc...). | |
| void | MarkBlueprintChildrenAsModified
(
UBlueprint* InBlueprint |
Marks all children of a blueprint as modified | |
| void | ModifyActorReferencedGraphNodes
(
ULevelScriptBlueprint* LevelScriptBlueprint, |
Function to call modify() on all graph nodes which reference this actor | |
| void | ModifyFunctionMetaData
(
const UEdGraph* InGraph |
Modifies the graph entry node that contains the function metadata block, used in metadata transactions. | |
| bool | MoveGraphBeforeOtherGraph
(
UEdGraph* Graph, |
Reorders the specified graph (function or macro) to be at the new index in the parent (moving whatever was there to be after it), assuming it is reorderable and that is a valid index | |
| bool | MoveVariableBeforeVariable
(
UBlueprint* Blueprint, |
Change the order of variables in the Blueprint | |
| void | OpenReparentBlueprintMenu
(
const TArray< UBlueprint* >& Blueprints, |
Try to open reparent menu for specified blueprint | |
| void | OpenReparentBlueprintMenu
(
UBlueprint* Blueprint, |
Try to open reparent menu for specified blueprint | |
| void | PatchCDOSubobjectsIntoExport
(
UObject* PreviousCDO, |
Replace subobjects of CDO in linker | |
| void | PatchNewCDOIntoLinker
(
UObject* CDO, |
Helper function to patch the new CDO into the linker where the old one existed | |
| void | PostDuplicateBlueprint
(
UBlueprint* Blueprint, |
Called on a Blueprint after it has been duplicated | |
| void | PostEditChangeBlueprintActors
(
UBlueprint* Blueprint, |
Call PostEditChange() on all Actors based on the given Blueprint | |
| void | PostSetupObjectPinType
(
UBlueprint* InBlueprint, |
Validates flags and settings on object pins, keeping them from being given default values and from being in invalid states | |
| void | PreloadBlueprintSpecificData
(
UBlueprint* Blueprint |
Helper function to punch through and honor UAnimGraphNode_Base::PreloadRequiredAssets, which formerly relied on loading assets during compile | |
| void | PreloadConstructionScript
(
UBlueprint* Blueprint |
Preloads the construction script, and all templates therein, for the given Blueprint object | |
| void | PreloadConstructionScript
(
USimpleConstructionScript* SimpleConstructionScript |
Preloads the given construction script, and all templates therein | |
| void | PreloadMembers
(
UObject* InObject |
Preloads the object and all the members it owns (nodes, pins, etc) | |
| void | PromoteGraphFromInterfaceOverride
(
UBlueprint* InBlueprint, |
Promotes a Graph from being an Interface Override to a full member function | |
| void | PropagateParentBlueprintDefaults
(
UClass* ClassToPropagate |
Copies the default properties of all parent blueprint classes in the chain to the specified blueprint's skeleton CDO | |
| bool | PropertyHasGetTypeHash
(
const FProperty* PropertyType |
Returns true if this type of FProperty can be hashed. | |
| bool | PropertyStillExists
(
FProperty* Property |
Looks at the most up to data class and returns whether the given property exists in it as well | |
| bool | PropertyValueFromString
(
const FProperty* Property, |
Copies the value from the passed in string into a property. | |
| bool | PropertyValueFromString_Direct
(
const FProperty* Property, |
Copies the value from the passed in string into a property. | |
| bool | PropertyValueToString
(
const FProperty* Property, |
Copies the value from a property into the string OutForm. | |
| bool | PropertyValueToString_Direct
(
const FProperty* Property, |
Copies the value from a property into the string OutForm. | |
| void | PurgeNullGraphs
(
UBlueprint* Blueprint |
Makes sure that all NULL graph references are removed from SubGraphs and top-level graph arrays | |
| void | RecombineNestedSubPins
(
UK2Node* Node |
Recombine any nested subpins on this node | |
| void | ReconstructAllNodes
(
UBlueprint* Blueprint |
Reconstructs all nodes in the blueprint, node reconstruction order determined by FCompareNodePriority. | |
| void | RecreateClassMetaData
(
UBlueprint* Blueprint, |
Recreates class meta data | |
| void | RefreshAllNodes
(
UBlueprint* Blueprint |
Schedules and refreshes all nodes in the blueprint, making sure that nodes that affect function signatures get regenerated first | |
| void | RefreshExternalBlueprintDependencyNodes
(
UBlueprint* Blueprint, |
Optimized refresh of nodes that depend on external blueprints. | |
| void | RefreshGraphNodes
(
const UEdGraph* Graph |
Refresh the nodes of an individual graph. | |
| void | RefreshVariables
(
UBlueprint* Blueprint |
Synchronizes Blueprint's GeneratedClass's properties with the NewVariable declarations in the blueprint | |
| void | RemoveAllLocalBookmarks
(
const UBlueprint* ForBlueprint |
Removes all local bookmarks that reference the given Blueprint asset. | |
| void | RemoveBlueprintVariableMetaData
(
UBlueprint* Blueprint, |
Clear metadata key on specified variable, or timeline | |
| void | RemoveFieldNotifyFromAllMetadata
(
UBlueprint* Blueprint, |
Removes a field notify variable from the metadata of all other field notify variables and functions. | |
| void | RemoveGeneratedClasses
(
UBlueprint* Blueprint |
Consigns the blueprint's generated classes to oblivion | |
| void | RemoveGraph
(
UBlueprint* Blueprint, |
Removes the supplied graph from the Blueprint. | |
| void | RemoveGraphs
(
UBlueprint* Blueprint, |
Remove the supplied set of graphs from the Blueprint. | |
| void | RemoveInterface
(
UBlueprint* Blueprint, |
Remove an implemented interface, and its associated member function graphs. | |
| bool | RemoveInterfaceFunction
(
UBlueprint* Blueprint, |
Attempt to remove a function from an interfaces list of function graphs. | |
| void | RemoveLocalVariable
(
UBlueprint* InBlueprint, |
Removes a member variable if it was declared in this blueprint and not in a base class. | |
| void | RemoveMemberVariable
(
UBlueprint* Blueprint, |
Removes a member variable if it was declared in this blueprint and not in a base class. | |
| void | RemoveNode
(
UBlueprint* Blueprint, |
Removes the supplied node from the Blueprint.Cleans up a Node in the blueprint | |
| void | RemoveStaleFunctions
(
UBlueprintGeneratedClass* Class, |
Procedure used to remove old function implementations and child properties from data only blueprints. | |
| void | RemoveTimeline
(
UBlueprint* Blueprint, |
Remove the timeline from the blueprint | |
| void | RemoveVariableNodes
(
UBlueprint* Blueprint, |
Removes the variable nodes associated with the specified var name | |
| void | RenameComponentMemberVariable
(
UBlueprint* Blueprint, |
Rename a member variable created by a SCS entry | |
| void | RenameGraph
(
UEdGraph* Graph, |
Tries to rename the supplied graph. | |
| void | RenameGraphWithSuggestion
(
UEdGraph* Graph, |
Renames the graph of the supplied node with a valid name based off of the suggestion. | |
| void | RenameLocalVariable
(
UBlueprint* InBlueprint, |
Rename a local variable | |
| void | RenameMemberVariable
(
UBlueprint* Blueprint, |
Rename a member variable | |
| bool | RenameTimeline
(
UBlueprint* Blueprint, |
Rename a Timeline. | |
| void | RenameVariableReferences
(
UBlueprint* Blueprint, |
Looks through the specified blueprint for any references to the specified variable, and renames them accordingly. | |
| void | ReplaceAllActorRefrences
(
ULevelScriptBlueprint* InLevelScriptBlueprint, |
Replace all references of the old actor with the new actor | |
| void | ReplaceDeprecatedNodes
(
UBlueprint* Blueprint |
Replaces any deprecated nodes with new ones | |
| void | ReplaceInvalidBlueprintNameCharacters
(
FString& InBaseName |
Cleanses a name of invalid characters and replaces them with '_'. | |
| FString | ReplaceInvalidBlueprintNameCharactersInline
(
FString InBaseName |
Util version of ReplaceInvalidBlueprintNameCharacters that performs the operation inline. | |
| void | ReplaceVariableReferences
(
UBlueprint* Blueprint, |
Replaces all variable references in the specified blueprint | |
| void | ReplaceVariableReferences
(
UBlueprint* Blueprint, |
Replaces all variable references in the specified blueprint | |
| void | SanitizeRestrictedContent
(
UBlueprint* BP |
Checks the given Blueprint for any restricted content within the current editor context and sanitizes it away. | |
| void | SetAnimationGraphLayerGroup
(
UEdGraph* InGraph, |
Sets the layer group on the anim graph | |
| void | SetBlueprintFunctionOrMacroCategory
(
UEdGraph* Graph, |
Sets the custom category on the function or macro | |
| void | SetBlueprintOnlyEditableFlag
(
UBlueprint* Blueprint, |
Sets the Blueprint edit-only flag on the variable with the specified name | |
| void | SetBlueprintPropertyReadOnlyFlag
(
UBlueprint* Blueprint, |
Sets the Blueprint read-only flag on the variable with the specified name | |
| void | SetBlueprintVariableCategory
(
UBlueprint* Blueprint, |
Sets the custom category on the variable with the specified name. | |
| void | SetBlueprintVariableMetaData
(
UBlueprint* Blueprint, |
Sets a metadata key/value on the specified variable | |
| void | SetBlueprintVariableRepNotifyFunc
(
UBlueprint* Blueprint, |
Set RepNotify function of variable | |
| void | SetInterpFlag
(
UBlueprint* Blueprint, |
Sets the Interp flag on the variable with the specified name to make available to sequencer | |
| void | SetVariableAdvancedDisplayFlag
(
UBlueprint* InBlueprint, |
Sets the Advanced Display flag on the variable with the specified name | |
| void | SetVariableDeprecatedFlag
(
UBlueprint* InBlueprint, |
Sets the Deprecated flag on the variable with the specified name | |
| void | SetVariableSaveGameFlag
(
UBlueprint* InBlueprint, |
Sets the Save Game flag on the variable with the specified name | |
| void | SetVariableTransientFlag
(
UBlueprint* InBlueprint, |
Sets the Transient flag on the variable with the specified name | |
| bool | ShouldOpenWithDataOnlyEditor
(
const UBlueprint* Blueprint |
||
| bool | ShouldRegenerateBlueprint
(
UBlueprint* Blueprint |
Whether or not the blueprint should regenerate its class on load or not. | |
| bool | StructHasGetTypeHash
(
const UScriptStruct* StructType |
Returns true if the StructType is native and has a GetTypeHash or is non-native and all of its member types are handled by UScriptStruct::GetStructTypeHash | |
| bool | SupportsConstructionScript
(
const UBlueprint* Blueprint |
Do we support construction scripts | |
| void | UpdateComponentTemplates
(
UBlueprint* Blueprint |
Handle stale components and ensure correct flags are set | |
| void | UpdateDelegatesInBlueprint
(
UBlueprint* Blueprint |
Updates sources of delegates. | |
| void | UpdateEnumsInNodes
(
const TMap< UEnum*, UEnum* >& Structs, |
Search the blueprints looking for nodes that contain the given enumerations and replace the references | |
| void | UpdateOutOfDateAnimBlueprints
(
UBlueprint* Blueprint |
Handle old AnimBlueprints (state machines in the wrong position, transition graphs with the wrong schema, etc...) | |
| void | UpdateOutOfDateCompositeNodes
(
UBlueprint* Blueprint |
Handle fixing up composite nodes within the blueprint | |
| void | UpdateOutOfDateCompositeWithOuter
(
UBlueprint* Blueprint, |
Handle fixing up composite nodes within the specified Graph of Blueprint, and correctly setting the Outer | |
| void | UpdateRootComponentReference
(
UBlueprint* Blueprint |
Ensures that the CDO root component reference is valid for Actor-based Blueprints | |
| void | UpdateScriptStructsInNodes
(
const TMap< UScriptStruct*, UScriptStruct* >& Structs, |
Search the blueprints looking for nodes that contain the given script structs and replace the references | |
| void | UpdateStalePinWatches
(
UBlueprint* Blueprint |
Handle stale pin watches | |
| void | UpdateTransactionalFlags
(
UBlueprint* Blueprint |
Handle stale transactional flags on blueprints | |
| bool | ValidateAllComponentMemberVariables
(
UBlueprint* InBlueprint, |
Validate child blueprint component member variables against the given variable name | |
| bool | ValidateAllFunctionGraphs
(
UBlueprint* InBlueprint, |
Validates all function graphs of the passed blueprint against the given variable name | |
| bool | ValidateAllMemberVariables
(
UBlueprint* InBlueprint, |
Validate child blueprint member variables against the given variable name | |
| bool | ValidateAllTimelines
(
UBlueprint* InBlueprint, |
Validates all timelines of the passed blueprint against the given variable name | |
| void | ValidateBlueprintChildVariables
(
UBlueprint* InBlueprint, |
Validate child blueprint component member variables, member variables, and timelines, and function graphs against the given variable name | |
| void | ValidateEditorOnlyNodes
(
const UK2Node* Node, |
If the given node is from an editor only module but is placed in a runtime blueprint then place a warning in the message log that it will not be included in a cooked build. | |
| void | ValidatePinConnections
(
const UEdGraphNode* Node, |
Ensures the validity of each pin connection on the given node. Outputs compiler error if invalid | |
| bool | VerifyUserWantsRepNotifyVariableNameChanged
(
const FName& InVarName, |
Helper function to warn user of the results of changing a RepNotify variable name by displaying a suppressible dialog | |
| bool | VerifyUserWantsVariableTypeChanged
(
const FName& InVarName |
Helper function to warn user of the results of changing var type by displaying a suppressible dialog |
Enums
| Type | Name | Description | |
|---|---|---|---|
| EPropertyReadableState | Enumeration of whether a property is readable or if not, why. | ||
| EPropertyWritableState | Enumeration of whether a property is writable or if not, why. |
Typedefs
| Name | Description |
|---|---|
| FOnNodeFoundOrUpdated | Callback for when a node has been found |
| FOnReconstructAllNodes | Event fired after ReconstructAllNodes is called |
| FOnRefreshAllNodes | Event fired after RefreshAllNodes is called |
| FOnRenameVariableReferences | Event fired after RenameVariableReferences is called |
Constants
Deprecated Functions
| Type | Name | Description | |
|---|---|---|---|
| void | FindNativizationDependencies
(
UBlueprint* Blueprint, |
Blueprint Nativization has been removed as a supported feature. This API will eventually be removed. | |
| void | GetInterfaceGraphs
(
UBlueprint* Blueprint, |
Short class names are no longer supported. Use a version of this function that takes FTopLevelAssetPath. | |
| bool | ImplementNewInterface
(
UBlueprint* Blueprint, |
Short class names are no longer supported. Use a version of this function that takes FTopLevelAssetPath. | |
| bool | PropagateNativizationSetting
(
UBlueprint* Blueprint |
Blueprint Nativization has been removed as a supported feature. This API will eventually be removed. | |
| void | RemoveInterface
(
UBlueprint* Blueprint, |
Short class names are no longer supported. Use a version of this function that takes FTopLevelAssetPath. | |
| bool | ShouldNativizeImplicitly
(
const UBlueprint* Blueprint |
Blueprint Nativization has been removed as a supported feature. This API will eventually be removed. |