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API > API/Plugins > API/Plugins/SceneStateBlueprint
| Name | USceneStateBlueprint |
| Type | class |
| Header File | /Engine/Plugins/Experimental/SceneState/Source/SceneStateBlueprint/Public/SceneStateBlueprint.h |
| Include Path | #include "SceneStateBlueprint.h" |
Syntax
UCLASS (MinimalAPI, DisplayName="Motion Design Scene State Blueprint")
class USceneStateBlueprint :
public UBlueprint ,
public IPropertyBindingBindingCollectionOwner
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBlueprintCore → UBlueprint → USceneStateBlueprint
Implements Interfaces
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
USceneStateBlueprint
(
const FObjectInitializer& InObjectInitializer |
SceneStateBlueprint.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BindingCollection | FSceneStateBindingCollection | Holds all the editor bindings prior to compilation | SceneStateBlueprint.h | |
| StateMachineGraphs | TArray< TObjectPtr< UEdGraph > > | The top level State Machine Graphs of this State. | SceneStateBlueprint.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| OnGraphParametersChangedHandle | FDelegateHandle | Handle to the delegate when a state machine graph parameters have changed | SceneStateBlueprint.h | |
| OnRenameVariableReferencesHandle | FDelegateHandle | Handle to the delegate when a blueprint variable has been renamed | SceneStateBlueprint.h | |
| RootId | FGuid | Unique id representing this blueprint / generated class as a bindable struct | SceneStateBlueprint.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSceneStateBindingDesc CreateRootBinding() |
SceneStateBlueprint.h | ||
UBlueprintExtension * FindExtension
(
TSubclassOf< UBlueprintExtension > InClass |
SceneStateBlueprint.h | ||
T * FindExtension () |
SceneStateBlueprint.h | ||
const FGuid & GetRootId() |
SceneStateBlueprint.h |
Overridden from UBlueprint
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UClass * GetBlueprintClass() |
SceneStateBlueprint.h | ||
| SceneStateBlueprint.h | |||
virtual bool IsValidForBytecodeOnlyRecompile() |
SceneStateBlueprint.h | ||
virtual void LoadModulesRequiredForCompilation() |
SceneStateBlueprint.h | ||
virtual void SetObjectBeingDebugged
(
UObject* InNewObject |
SceneStateBlueprint.h | ||
virtual bool SupportedByDefaultBlueprintFactory() |
SceneStateBlueprint.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
SceneStateBlueprint.h |
Overridden from IPropertyBindingBindingCollectionOwner
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanCreateParameter
(
const FGuid InStructId |
SceneStateBlueprint.h | ||
virtual void CreateParametersForStruct
(
const FGuid InStructId, |
SceneStateBlueprint.h | ||
virtual bool GetBindableStructByID
(
const FGuid InStructId, |
SceneStateBlueprint.h | ||
virtual void GetBindableStructs
(
const FGuid InTargetStructId, |
SceneStateBlueprint.h | ||
virtual bool GetBindingDataViewByID
(
const FGuid InStructId, |
SceneStateBlueprint.h | ||
| SceneStateBlueprint.h | |||
virtual const FPropertyBindingBindingCollection * GetEditorPropertyBindings () |
SceneStateBlueprint.h |