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Unreal Engine C++ API Reference > Runtime > Engine > Engine
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UField
- UStruct
- UClass
- UBlueprintGeneratedClass
- UAnimBlueprintGeneratedClass
- UDisplayClusterBlueprintGeneratedClass
- UMVVMViewModelBlueprintGeneratedClass
- URenderGridBlueprintGeneratedClass
- URigVMBlueprintGeneratedClass
- UControlRigBlueprintGeneratedClass
- UWidgetBlueprintGeneratedClass
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Engine/BlueprintGeneratedClass.h |
Include | #include "Engine/BlueprintGeneratedClass.h" |
Syntax
class UBlueprintGeneratedClass :
public UClass,
public IBlueprintPropertyGuidProvider
Variables
Type | Name | Description | |
---|---|---|---|
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uint8: 1 | bHasCookedComponentInstancingData | Flag used to indicate if this class has data to support the component instancing fast path. |
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uint8: 1 | bIsSparseClassDataSerializable | Used to check if this class has sparse data that can be serialized. |
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TArray< TObjectPtr< UFunction > > | CalledFunctions | |
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TArray< FBPComponentClassOverride > | ComponentClassOverrides | Array of blueprint overrides of component classes in parent classes |
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TArray< TObjectPtr< class UActorComponent > > | ComponentTemplates | Array of component template objects, used by AddComponent function |
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TMap< FName, struct FBlueprintCookedComponentInstancingData > | CookedComponentInstancingData | Mapping of changed properties & data to apply when instancing components in a cooked build (one entry per named AddComponent node template for fast lookup at runtime). |
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TMap< FName, FGuid > | CookedPropertyGuids | Property guid map (if any), for use only when this BP is cooked |
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FBlueprintDebugData | DebugData | |
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TArray< TObjectPtr< class UDynamicBlueprintBinding > > | DynamicBindingObjects | Array of objects containing information for dynamically binding delegates to functions in this blueprint |
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TArray< FFieldNotificationId > | FieldNotifies | The name of the properties with FieldNotify |
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int32 | FieldNotifiesStartBitNumber | |
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TObjectPtr< class UInheritableComponentHandler > | InheritableComponentHandler | Stores data to override (in children classes) components (created by SCS) from parent classes |
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int32 | NumReplicatedProperties | |
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TObjectPtr< UObject > | OverridenArchetypeForCDO | |
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TMap< FName, FGuid > | PropertyGuids | Property guid map |
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TObjectPtr< class USimpleConstructionScript > | SimpleConstructionScript | 'Simple' construction script - graph of components to instance |
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TArray< TObjectPtr< class UTimelineTemplate > > | Timelines | Array of templates for timelines that should be created |
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FStructProperty * | UberGraphFramePointerProperty | |
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TObjectPtr< UFunction > | UberGraphFunction | |
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uint32 | UberGraphFunctionKey |
Constructors
Type | Name | Description | |
---|---|---|---|
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UBlueprintGeneratedClass
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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void | AddReferencedObjectsInUbergraphFrame
(
UObject* InThis, |
|
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void | BindDynamicDelegates
(
const UClass* ThisClass, |
Bind functions on supplied actor to delegates |
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bool | BuildCustomArrayPropertyListForPostConstruction
(
FArrayProperty* ArrayProperty, |
Internal helper method used to recursively build a custom property list from an array property used for post-construct initialization. |
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bool | BuildCustomPropertyListForPostConstruction
(
FCustomPropertyListNode*& InPropertyList, |
Internal helper method used to recursively build the custom property list that's used for post-construct initialization. |
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void | ConformSparseClassData
(
UObject* Object |
Called to conform any pending sparse class data stashed by PrepareToConformSparseClassData. |
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void | CreateComponentsForActor
(
const UClass* ThisClass, |
Create Timeline objects for this Actor based on the Timelines array |
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void | CreateTimelineComponent
(
AActor* Actor, |
|
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UActorComponent * | FindComponentTemplateByName
(
const FName& TemplateName |
Find the object in the TemplateObjects array with the supplied name |
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void | ForEachFieldNotify
(
TFunctionRef< bool(::UE::FieldNotification::FFieldId FieldId)> Callback, |
Called by the UE::FieldNotification::IClassDescriptor. |
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bool | ForEachGeneratedClassInHierarchy
(
const UClass* InClass, |
Iterate over all BPGCs used to generate this class and its parents, calling InFunc on them. |
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TSubclassOf< UClassCookedMetaData > | ||
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const FCustomPropertyListNode * | Returns a linked list of properties with default values that differ from the parent default object. | |
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FBlueprintDebugData & | GetDebugData () |
|
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UDynamicBlueprintBinding * | GetDynamicBindingObject
(
const UClass* ThisClass, |
Finds the desired dynamic binding object for this blueprint generated class. |
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bool | GetGeneratedClassesHierarchy
(
const UClass* InClass, |
Gets an array of all BPGeneratedClasses (including InClass as 0th element) parents of given generated class |
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UInheritableComponentHandler * | GetInheritableComponentHandler
(
const bool bCreateIfNecessary |
|
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void | GetLifetimeBlueprintReplicationList
(
TArray< class FLifetimeProperty >& OutLifetimeProps |
Called to gather blueprint replicated properties |
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FName | ||
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void | InitArrayPropertyFromCustomList
(
const FArrayProperty* ArrayProperty, |
Helper method to assist with initializing from an array property with an explicit item list. |
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void | ||
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void | InitPropertiesFromCustomList
(
const FCustomPropertyListNode* InPropertyList, |
Helper method to assist with initializing object properties from an explicit list. |
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bool | InitPropertyFromSubPropertyList
(
const FProperty* Property, |
Helper method to assist with initializing a property from sub property list |
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void | PrepareToConformSparseClassData
(
UScriptStruct* SparseClassDataArchetypeStruct |
Called during serialization to allow the class to stash any sparse class data that needs to be conformed against the archetype once the CDO is available. |
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void | UnbindDynamicDelegates
(
const UClass* ThisClass, |
Unbind functions on supplied actor from delegates |
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void | UnbindDynamicDelegatesForProperty
(
UObject* InInstance, |
Unbind functions on supplied actor from delegates tied to a specific property |
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void | Called when the custom list of properties used during post-construct initialization needs to be rebuilt (e.g. after serialization and recompilation). | |
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bool | Whether or not to use "fast path" component instancing. | |
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bool |
Overridden from UClass
Type | Name | Description | |
---|---|---|---|
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void | ConditionalRecompileClass
(
FUObjectSerializeContext* InLoadContext |
Conditionally recompiles the class after loading, in case any dependencies were also newly loaded |
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void | CreatePersistentUberGraphFrame
(
UObject* Obj, |
Creates memory to store temporary data |
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void | DestroyPersistentUberGraphFrame
(
UObject* Obj, |
Clears memory to store temporary data |
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UObject * | FindArchetype
(
const UClass* ArchetypeClass, |
Finds the object that is used as the parent object when serializing properties, overridden for blueprints |
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void | ||
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UObject * | Returns archetype object for CDO | |
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UClass * | If there are potentially multiple versions of this class (e.g. blueprint generated classes), this function will return the authoritative version, which should be used for references | |
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void | GetDefaultObjectPreloadDependencies
(
TArray< UObject* >& OutDeps |
Returns all objects that should be preloaded before the class default object is serialized at load time. |
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uint8 * | GetPersistentUberGraphFrame
(
UObject* Obj, |
Returns memory used to store temporary data on an instance, used by blueprints |
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void | InitPropertiesFromCustomList
(
uint8* DataPtr, |
Helper method to assist with initializing object properties from an explicit list. |
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bool | IsFunctionImplementedInScript
(
FName InFunctionName |
Determines if the specified function has been implemented in a Blueprint |
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void | PostLoadDefaultObject
(
UObject* Object |
Wraps the PostLoad() call for the class default object. |
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void | PurgeClass
(
bool bRecompilingOnLoad |
Purges out the properties of this class in preparation for it to be regenerated |
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void | SerializeDefaultObject
(
UObject* Object, |
Serializes the passed in object as this class's default object using the given archive slot |
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void | SetupObjectInitializer
(
FObjectInitializer& ObjectInitializer |
Allows class to provide data to the object initializer that can affect how native class subobjects are created. |
Overridden from UStruct
Type | Name | Description | |
---|---|---|---|
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bool | Returns if we have access to property guids | |
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FGuid | FindPropertyGuidFromName
(
const FName InName |
Find property guid |
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FName | FindPropertyNameFromGuid
(
const FGuid& PropertyGuid |
Returns the property name from the guid |
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void | Creates the field/property links and gets structure ready for use at runtime |
Overridden from UField
Type | Name | Description | |
---|---|---|---|
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void | Bind () |
Find the class's native constructor. |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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void | GetAssetRegistryTags
(
TArray< FAssetRegistryTag >& OutTags |
Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects |
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void | GetPreloadDependencies
(
TArray< UObject* >& OutDeps |
Called during cooking. |
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FPrimaryAssetId | Returns an Type:Name pair representing the PrimaryAssetId for this object. | |
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bool | IsAsset () |
Returns true if this object is considered an asset. |
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bool | Called during saving to determine the load flags to save with the object. | |
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bool | Called during saving to include this object in client/servers running in editor builds, even if they wouldn't normally be. | |
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bool | Called during saving to determine the load flags to save with the object. | |
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void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. | |
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void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |
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void | PostLoadAssetRegistryTags
(
const FAssetData& InAssetData, |
Performs fixup on loaded asset registry data. |
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void | PostSaveRoot
(
FObjectPostSaveRootContext ObjectSaveContext |
Called from within SavePackage on the passed in base/root object. |
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void | PreSaveRoot
(
FObjectPreSaveRootContext ObjectSaveContext |
Called from within SavePackage on the passed in base/root object. |
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UClass * | RegenerateClass
(
UClass* ClassToRegenerate, |
Called on the target when a class is loaded with ClassGeneratedBy is loaded. |
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void | Handles reading, writing, and reference collecting using FArchive. |
Overridden from UObjectBaseUtility
Type | Name | Description | |
---|---|---|---|
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bool | Called after load to determine if the object can be a cluster root |
Overridden from IBlueprintPropertyGuidProvider
Type | Name | Description | |
---|---|---|---|
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FGuid | FindBlueprintPropertyGuidFromName
(
const FName PropertyName |
Returns the property GUID for the given name, if any. Does not recurse into parents. |
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FName | FindBlueprintPropertyNameFromGuid
(
const FGuid& PropertyGuid |
Returns the property name for the given GUID, if any. Does not recurse into parents. |
Typedefs
Name | Description |
---|---|
FEditorTags |
Deprecated Variables
Type | Name | Description | |
---|---|---|---|
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uint8: 1 | bHasNativizedParent_DEPRECATED | This flag is no longer in use and will be removed. |
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TArray< FEventGraphFastCallPair > | FastCallPairs_DEPRECATED | This is a list of event graph call function nodes that are simple (no argument) thunks into the event graph (typically used for animation delegates, etc...) It is a deprecated list only used for backwards compatibility prior to VER_UE4_SERIALIZE_BLUEPRINT_EVENTGRAPH_FASTCALLS_IN_UFUNCTION. |
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TObjectPtr< class UStructProperty > | UberGraphFramePointerProperty_DEPRECATED |
Deprecated Functions
Type | Name | Description | |
---|---|---|---|
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void | CheckAndApplyComponentTemplateOverrides
(
UObject* InClassDefaultObject |
This API is no longer in use and will be removed. |