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Unreal Engine C++ API Reference > Editor > UnrealEd > Kismet2
References
Module | UnrealEd |
Header | /Engine/Source/Editor/UnrealEd/Public/Kismet2/KismetEditorUtilities.h |
Include | #include "Kismet2/KismetEditorUtilities.h" |
Syntax
class FKismetEditorUtilities
Constructors
No constructors are accessible with public or protected access.
Functions
Type | Name | Description | |
---|---|---|---|
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void | AddActorsToBlueprint
(
UBlueprint* Blueprint, |
Take a list of actors and add them to a blueprint as Child Actor Components |
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void | AddComponentsToBlueprint
(
UBlueprint* Blueprint, |
Take a list of components that belong to a single Actor and add them to a blueprint as SCSNodes |
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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 |
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void | AddInterfaceTags
(
const UBlueprint* Blueprint, |
Add information about any interfaces that have been implemented to the OutTags array |
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void | AddLevelScriptEventOptionsForActor
(
UToolMenu* Menu, |
It lists bounded LevelScriptEvents for given actor |
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void | AddToSelection
(
const UEdGraph* Graph, |
Add InNode to selection of editor |
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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 |
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int32 | ApplyInstanceChangesToBlueprint
(
AActor* Actor |
Updates this Actor's blueprint based on the actor itself. |
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void | BringKismetToFocusAttentionOnObject
(
const UObject* ObjectToFocusOn, |
Open a Kismet window, focusing on the specified object (either a node, or a graph). |
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void | BringKismetToFocusAttentionOnPin
(
const UEdGraphPin* PinToFocusOn |
Open a Kismet window, focusing on the specified pin. |
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bool | CanBlueprintImplementInterface
(
UBlueprint const* Blueprint, |
Checks to see if a blueprint can implement the specified class as an interface |
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bool | CanCreateBlueprintOfClass
(
const UClass* Class |
|
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bool | CanPasteNodes
(
const UEdGraph* Graph |
Can we paste to this graph? |
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void | CompileBlueprint
(
UBlueprint* BlueprintObj, |
Tries to compile a blueprint, updating any actors in the editor who are using the old class, etc... |
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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 |
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UBlueprint * | CreateBlueprint
(
UClass* ParentClass, |
Create a new Blueprint and initialize it to a valid state. |
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UBlueprint * | CreateBlueprint
(
UClass* ParentClass, |
Create a new Blueprint and initialize it to a valid state. |
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UBlueprint * | CreateBlueprintFromActor
(
const FString& Path, |
Take an Actor and generate a blueprint based on it. Uses the Actors type as the parent class. |
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UBlueprint * | CreateBlueprintFromActor
(
const FName BlueprintName, |
Take an Actor and generate a blueprint based on it. Uses the Actors type as the parent class. |
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UBlueprint * | CreateBlueprintFromActors
(
const FString& Path, |
Take a collection of Actors and generate a blueprint based on it |
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UBlueprint * | CreateBlueprintFromActors
(
const FName BlueprintName, |
Take a collection of Actors and generate a blueprint based on it |
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UBlueprint * | CreateBlueprintFromClass
(
FText InWindowTitle, |
Create a new Blueprint from the supplied base class. |
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AActor * | CreateBlueprintInstanceFromSelection
(
UBlueprint* Blueprint, |
Creates a new blueprint instance and replaces the provided actor list with the new actor |
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UBlueprint * | CreateBlueprintUsingAsset
(
UObject* Asset, |
Create a new Actor Blueprint and add the supplied asset to it. |
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void | CreateDefaultEventGraphs
(
UBlueprint* Blueprint |
Create the correct event graphs for this blueprint |
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void | CreateNewBoundEventForActor
(
AActor* Actor, |
Create a new event node in the level script blueprint, for the supplied Actor and event (multicast delegate property) name |
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void | CreateNewBoundEventForClass
(
UClass* Class, |
Create a new event node in the blueprint, for the supplied class, event name and blueprint |
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void | CreateNewBoundEventForComponent
(
UObject* Component, |
Create a new event node in the blueprint, for the supplied component, event name and blueprint |
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UEdGraph * | CreateUserConstructionScript
(
UBlueprint* Blueprint |
Creates a user construction script graph for the blueprint. |
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void | FindAllBoundEventsForComponent
(
const UBlueprint* Blueprint, |
Finds all bound component nodes for the given property on this blueprint |
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const UK2Node_ActorBoundEvent * | FindBoundEventForActor
(
AActor const* Actor, |
Find the event node for this actor with the given event name |
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const UK2Node_ComponentBoundEvent * | FindBoundEventForComponent
(
const UBlueprint* Blueprint, |
Find the event node for the component property with the given event name |
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bool | GenerateBlueprintSkeleton
(
UBlueprint* BlueprintObj, |
Generates a blueprint skeleton only. |
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bool | GetBoundsForSelectedNodes
(
const UBlueprint* Blueprint, |
Attempt to get the bounds for currently selected nodes |
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TSharedPtr< class IBlueprintEditor > | GetIBlueprintEditorForObject
(
const UObject* ObjectToFocusOn, |
Get IBlueprintEditor for given object, if it exists |
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void | GetInformationOnMacro
(
UEdGraph* MacroGraph, |
Return information about the given macro graph |
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int32 | GetNumberOfSelectedNodes
(
const UBlueprint* Blueprint |
|
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UBlueprint * | HarvestBlueprintFromActors
(
const FName BlueprintName, |
Take a list of Actors and generate a blueprint by harvesting the components they have. |
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UBlueprint * | HarvestBlueprintFromActors
(
const FString& Path, |
Take a list of Actors and generate a blueprint by harvesting the components they have. |
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void | 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 | |
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bool | IsActorValidForLevelScript
(
const AActor* Actor |
Whether or not the specified actor is a valid target for bound events |
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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 |
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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 |
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bool | IsClassABlueprintMacroLibrary
(
const UClass* Class |
Check to see if a given class is a blueprint macro library |
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bool | IsClassABlueprintSkeleton
(
const UClass* Class |
Check to see if a given class is blueprint skeleton class. |
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bool | IsClassABlueprintSpawnableComponent
(
const UClass* Class |
Check to see if a given class is blueprint spawnable component class. |
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bool | IsReferencedByUndoBuffer
(
UBlueprint* Blueprint |
Determines if the specified blueprint is referenced currently in the undo buffer. |
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void | PasteNodesHere
(
UEdGraph* Graph, |
Perform paste on graph, at location |
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bool | PropertyHasBoundEvents
(
const UBlueprint* Blueprint, |
Returns true if the given property name has any bound component events in any blueprint graphs |
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void | RegisterAutoGeneratedDefaultEvent
(
void* InOwner, |
Will add an event to the list of default event nodes to be auto-generated for the class or a child of the class |
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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 |
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UBlueprint * | ReplaceBlueprint
(
UBlueprint* Target, |
Unloads the specified Blueprint (marking it pending-kill, and removing it from its outer package). |
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void | ShowActorReferencesInLevelScript
(
const AActor* Actor |
Open level script kismet window and show any references to the selected actor |
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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) |
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void | UnregisterAutoBlueprintNodeCreation
(
void* InOwner |
Unregisters a class from having AutoGeneratedDefaultEvent nodes or callbacks for OnBlueprintCreated |
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UBlueprint * | UpdateExistingBlueprintFromActors
(
const FString& Path, |
Take a list of Actors and update an existing Blueprint by harvesting the components they have. |
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void | UpgradeCosmeticallyStaleBlueprint
(
UBlueprint* Blueprint |
Upgrade any cosmetically stale information in a blueprint (done when edited instead of PostLoad to make certain operations easier) |
Classes
Type | Name | Description | |
---|---|---|---|
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FAddActorsToBlueprintParams | Parameter struct for customizing calls to AddActorsToBlueprint | |
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FAddComponentsToBlueprintParams | Parameter struct for customizing calls to AddComponentsToBlueprint | |
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FCreateBlueprintFromActorParams | Parameter struct for customizing calls to CreateBlueprintFromActor | |
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FCreateBlueprintFromActorsParams | Parameter struct for customizing calls to CreateBlueprintFromActors | |
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FDefaultEventNodeData | Manages the TargetClass and EventName to use for spawning default "ghost" nodes in a new Blueprint | |
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FHarvestBlueprintFromActorsParams | Parameter struct for customizing calls to CreateBlueprintFromActor | |
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FOnBlueprintCreatedData | Manages the TargetClass and EventName to use for spawning default "ghost" nodes in a new Blueprint |
Enums
Type | Name | Description | |
---|---|---|---|
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EAddComponentToBPHarvestMode |
Typedefs
Name | Description |
---|---|
FOnBlueprintCreated | Event that's broadcast anytime a Blueprint is created |
FOnBlueprintGeneratedClassUnloaded | Event that's broadcast anytime a blueprint generated class is unloaded |
FOnBlueprintUnloaded | Event that's broadcast anytime a blueprint is unloaded, and becomes invalid (with calls to ReplaceBlueprint(), for example). |
Constants
Name | Description |
---|---|
AutoGeneratedDefaultEventsMap | Mapping of classes to names of Events that should be automatically spawned |
bIsListeningForClicksOnKismetLog | Stores whether we are already listening for kismet clicks |
OnBlueprintCreatedCallbacks | Mapping of classes to delegate callbacks when a Blueprint is created, occurs post Event node creation |
OnBlueprintGeneratedClassUnloaded | |
OnBlueprintUnloaded | |
TrackedBlueprintParentList | List of blueprint parent class names cached by IsTrackedBlueprintParent() |