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Blueprints are special assets that provide an intuitive, node-based interface that can be used to create new types of Actors and script level events; giving designers and gameplay programmers the tools to quickly create and iterate gameplay from within Unreal Editor without ever needing to write a line of code.
| Name | UBlueprint |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/Blueprint.h |
| Include Path | #include "Engine/Blueprint.h" |
Syntax
UCLASS (Config=Engine, MinimalAPI)
class UBlueprint :
public UBlueprintCore ,
public IBlueprintPropertyGuidProvider
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBlueprintCore → UBlueprint
Implements Interfaces
Derived Classes
UBlueprint derived class hierarchy
- UActorModifierCoreBlueprint
- UAnimBlueprint
- UAvaSequenceDirectorBlueprint
- UDisplayClusterBlueprint
- UGameplayAbilityBlueprint
- UInterchangeBlueprintPipelineBase
- ULegacyLevelSequenceDirectorBlueprint
- ULevelScriptBlueprint
- UMVVMViewModelBlueprint
- URigVMBlueprint
- USceneStateBlueprint
- USceneStateTaskBlueprint
- UScriptBlueprint
- UUserWidgetBlueprint
- UEditorUtilityBlueprint
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UBlueprint
(
const FObjectInitializer& ObjectInitializer |
Engine/Blueprint.h |
Classes
| Name | Remarks |
|---|---|
| FChangedEvent | Broadcasts a notification whenever the blueprint has changed. |
| FCompiledEvent | Broadcasts a notification whenever the blueprint has changed. |
| FOnSetObjectBeingDebugged | Delegate called when the debug object is set |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FOnExtensionAdded | TMulticastDelegate_OneParam< void, UBlueprintExtension * > | Engine/Blueprint.h | |
| FOnExtensionRemoved | TMulticastDelegate_OneParam< void, UBlueprintExtension * > | Engine/Blueprint.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bBeingCompiled | uint8 | The blueprint is currently compiled | Engine/Blueprint.h |
|
| bCachedDependenciesUpToDate | bool | Transient flag that indicates whether or not the internal dependency cache needs to be updated. | Engine/Blueprint.h |
|
| bDeprecate | uint8 | Deprecates the Blueprint, marking the generated class with the CLASS_Deprecated flag | Engine/Blueprint.h |
|
| bDisplayCompilePIEWarning | uint8 | TRUE to show a warning when attempting to start in PIE and there is a compiler error on this Blueprint | Engine/Blueprint.h |
|
| bDuplicatingReadOnly | uint8 | Flag indicating that a read only duplicate of this blueprint is being created, used to disable logic in PostDuplicate, | Engine/Blueprint.h | |
| bForceFullEditor | uint8 | Whether to force opening the full (non data-only) editor for this blueprint. | Engine/Blueprint.h |
|
| bGenerateAbstractClass | uint8 | Whether or not this blueprint's class is a abstract class or not. | Engine/Blueprint.h |
|
| bGenerateConstClass | uint8 | Whether or not this blueprint's class is a const class or not. | Engine/Blueprint.h |
|
| bHasBeenRegenerated | uint8 | When the class generated by this blueprint is loaded, it will be recompiled the first time. | Engine/Blueprint.h |
|
| bIsNewlyCreated | uint8 | Whether or not this blueprint is newly created, and hasn't been opened in an editor yet | Engine/Blueprint.h |
|
| bIsRegeneratingOnLoad | uint8 | State flag to indicate whether or not the Blueprint is currently being regenerated on load | Engine/Blueprint.h |
|
| BlueprintCategory | FString | The category of the Blueprint, used to organize this Blueprint class when displayed in palette windows | Engine/Blueprint.h |
|
| BlueprintDescription | FString | Shows up in the content browser tooltip when the blueprint is hovered | Engine/Blueprint.h |
|
| BlueprintDisplayName | FString | Overrides the BP's display name in the editor UI | Engine/Blueprint.h |
|
| BlueprintNamespace | FString | The namespace of this blueprint (if set, the Blueprint will be treated differently for the context menu) | Engine/Blueprint.h |
|
| BlueprintSystemVersion | int32 | The version of the blueprint system that was used to create this blueprint | Engine/Blueprint.h | |
| BlueprintType | TEnumAsByte< enum EBlueprintType > | The type of this blueprint | Engine/Blueprint.h |
|
| BookmarkNodes | TArray< FBPEditorBookmarkNode > | Bookmark nodes (for display) | Engine/Blueprint.h | |
| Bookmarks | TMap< FGuid, struct FEditedDocumentInfo > | Bookmark data | Engine/Blueprint.h | |
| bQueuedForCompilation | uint8 | Engine/Blueprint.h |
|
|
| bRecompileOnLoad | uint8 | Whether or not this blueprint should recompile itself on load | Engine/Blueprint.h |
|
| bRunConstructionScriptInSequencer | uint8 | Whether or not you want to continuously rerun the construction script for an actor in sequencer | Engine/Blueprint.h |
|
| bRunConstructionScriptOnDrag | uint8 | Whether or not you want to continuously rerun the construction script for an actor as you drag it in the editor, or only when the drag operation is complete | Engine/Blueprint.h |
|
| CachedDependencies | TSet< TWeakObjectPtr< UBlueprint > > | Set of blueprints that we reference - i.e. blueprints that we have some kind of reference to (variable of that blueprints type or function call |
We need this to be serializable so that its references can be collected.
This is intentionally marked 'duplicatetransient' so that it won't carry over to a duplicated Blueprint object. The post-duplicate compile path will instead regenerate this set to be relative to the duplicated object. | Engine/Blueprint.h |
- Transient
- DuplicateTransient
| CachedDependents | TSet< TWeakObjectPtr< UBlueprint > > | Transient cache of dependent blueprints - i.e. blueprints that call functions declared in this blueprint. | Engine/Blueprint.h |
|
| CachedUDSDependencies | TSet< TWeakObjectPtr< UStruct > > | User Defined Structures the blueprint depends on | Engine/Blueprint.h |
|
| CategorySorting | TArray< FName > | Array of user sorted categories | Engine/Blueprint.h | |
| CompileMode | EBlueprintCompileMode | The mode that will be used when compiling this class. | Engine/Blueprint.h |
|
| ComponentClassOverrides | TArray< FBPComponentClassOverride > | Array of blueprint overrides of component classes in parent classes | Engine/Blueprint.h | |
| ComponentTemplateNameIndex | TMap< FName, int32 > | Index map for component template names | Engine/Blueprint.h | |
| ComponentTemplates | TArray< TObjectPtr< class UActorComponent > > | Array of component template objects, used by AddComponent function | Engine/Blueprint.h | |
| CrcLastCompiledCDO | uint32 | CRC for CDO calculated right after the latest compilation used by Reinstancer to check if default values were changed | Engine/Blueprint.h |
|
| CrcLastCompiledSignature | uint32 | Engine/Blueprint.h |
|
|
| CurrentMessageLog | FCompilerResultsLog * | If this blueprint is currently being compiled, the CurrentMessageLog will be the log currently being used to send logs to. | Engine/Blueprint.h | |
| DelegateSignatureGraphs | TArray< TObjectPtr< UEdGraph > > | Graphs of signatures for delegates | Engine/Blueprint.h | |
| DeprecatedPinWatches | TArray< TObjectPtr< class UEdGraphPin_Deprecated > > | Engine/Blueprint.h | ||
| EventGraphs | TArray< TObjectPtr< UEdGraph > > | Set of functions actually compiled for this class | Engine/Blueprint.h |
|
| Extensions | TArray< TObjectPtr< UBlueprintExtension > > | Array of extensions for this blueprint | Engine/Blueprint.h | |
| FunctionGraphs | TArray< TObjectPtr< UEdGraph > > | Set of functions implemented for this class graphically | Engine/Blueprint.h | |
| GeneratedVariables | TArray< FBPVariableDescription > | Array of generated variables to be added to generated class | Engine/Blueprint.h | |
| HideCategories | TArray< FString > | Additional HideCategories. These are added to HideCategories from parent. | Engine/Blueprint.h |
|
| ImplementedInterfaces | TArray< struct FBPInterfaceDescription > | Array of info about the interfaces we implement in this blueprint | Engine/Blueprint.h |
|
| ImportedNamespaces | TSet< FString > | Namespaces imported by this blueprint | Engine/Blueprint.h |
|
| InheritableComponentHandler | TObjectPtr< class UInheritableComponentHandler > | Stores data to override (in children classes) components (created by SCS) from parent classes | Engine/Blueprint.h | |
| IntermediateGeneratedGraphs | TArray< TObjectPtr< UEdGraph > > | Set of functions actually compiled for this class | Engine/Blueprint.h |
|
| LastEditedDocuments | TArray< struct FEditedDocumentInfo > | Set of documents that were being edited in this blueprint, so we can open them right away | Engine/Blueprint.h | |
| MacroGraphs | TArray< TObjectPtr< UEdGraph > > | Set of macros implemented for this class | Engine/Blueprint.h | |
| NewVariables | TArray< FBPVariableDescription > | Array of new variables to be added to generated class | Engine/Blueprint.h | |
| OldToNewComponentTemplateNames | TMap< FName, FName > | Maps old to new component template names | Engine/Blueprint.h |
|
| OnExtensionAdded | FOnExtensionAdded | Fires whenever BP extension added | Engine/Blueprint.h | |
| OnExtensionRemoved | FOnExtensionRemoved | Fires whenever BP extension removed | Engine/Blueprint.h | |
| OriginalClass | TObjectPtr< UClass > | If this BP is just a duplicate created for a specific compilation, the reference to original GeneratedClass is needed. | Engine/Blueprint.h |
|
| ParentClass | TSubclassOf< UObject > | Pointer to the parent class that the generated class should derive from. | Engine/Blueprint.h |
|
| PreCompileLog | TSharedPtr< FCompilerResultsLog > | Message log for storing pre-compile errors/notes/warnings that will only last until the next Blueprint compile | Engine/Blueprint.h | |
| PRIVATE_CachedMacroInfo | TMap< TObjectPtr< UEdGraph >, FBlueprintMacroCosmeticInfo > | Cached cosmetic information about macro graphs, use GetCosmeticInfoForMacro() to access | Engine/Blueprint.h |
|
| ShouldCookPropertyGuidsValue | EShouldCookBlueprintPropertyGuids | Whether to include the property GUIDs for the generated class in a cooked build. | Engine/Blueprint.h |
|
| SimpleConstructionScript | TObjectPtr< class USimpleConstructionScript > | 'Simple' construction script - graph of components to instance | Engine/Blueprint.h | |
| Status | TEnumAsByte< enum EBlueprintStatus > | The current status of this blueprint | Engine/Blueprint.h |
|
| ThumbnailInfo | TObjectPtr< class UThumbnailInfo > | Information for thumbnail rendering | Engine/Blueprint.h |
|
| Timelines | TArray< TObjectPtr< class UTimelineTemplate > > | Array of templates for timelines that should be created | Engine/Blueprint.h | |
| UbergraphPages | TArray< TObjectPtr< UEdGraph > > | Set of pages that combine into a single uber-graph | Engine/Blueprint.h | |
| UpgradeNotesLog | TSharedPtr< FCompilerResultsLog > | Message log for storing upgrade notes that were generated within the Blueprint, will be displayed to the compiler results each compiler and will remain until saving | Engine/Blueprint.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ChangedEvent | FChangedEvent | Broadcasts a notification whenever the blueprint has changed. | Engine/Blueprint.h | |
| CompiledEvent | FCompiledEvent | Broadcasts a notification whenever the blueprint is compiled. | Engine/Blueprint.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
int32 AddExtension
(
const TObjectPtr< UBlueprintExtension >& InExtension |
Adds given extension, broadcasting on add. | Engine/Blueprint.h | |
virtual bool AllowFunctionOverride
(
const UFunction*const InFunction |
Returns true if this blueprints allows the given function to be overridden | Engine/Blueprint.h | |
virtual bool AllowsDynamicBinding() |
Engine/Blueprint.h | ||
virtual bool AlwaysCompileOnLoad() |
Allows derived blueprints to require compilation on load, otherwise they may get treated as data only and not compiled on load. | Engine/Blueprint.h | |
void BroadcastChanged() |
This should NOT be public | Engine/Blueprint.h | |
void BroadcastCompiled() |
Engine/Blueprint.h | ||
virtual bool CanAlwaysRecompileWhilePlayingInEditor () |
Some Blueprints (and classes) can recompile while we are debugging a live session (play in editor). | Engine/Blueprint.h | |
virtual bool CanImportGraphFromText
(
const FString& InClipboardText |
Returns true if the blueprint can import a given InClipboardText. | Engine/Blueprint.h | |
bool ChangeOwnerOfTemplates() |
Engine/Blueprint.h | ||
virtual void ClearEditorReferences() |
Clears out any editor data regarding a blueprint class, this can be called when you want to unload a blueprint | Engine/Blueprint.h | |
void ConformNativeComponents() |
Updates the blueprint's OwnedComponents, such that they reflect changes made natively since the blueprint was last saved (a change in AttachParents, etc.) | Engine/Blueprint.h | |
| Copies a given graph into a text buffer. Returns true if successful. | Engine/Blueprint.h | ||
virtual bool FindDiffs
(
const UBlueprint* OtherBlueprint, |
Fills in a list of differences between this blueprint and another blueprint. | Engine/Blueprint.h | |
UActorComponent * FindTemplateByName
(
const FName& TemplateName |
Find the object in the TemplateObjects array with the supplied name | Engine/Blueprint.h | |
const UTimelineTemplate * FindTimelineTemplateByVariableName
(
const FName& TimelineName |
Find a timeline by name | Engine/Blueprint.h | |
UTimelineTemplate * FindTimelineTemplateByVariableName
(
const FName& TimelineName |
Find a timeline by name | Engine/Blueprint.h | |
virtual void GatherDependencies
(
TSet< TWeakObjectPtr< UBlueprint > >& InDependencies |
Collect blueprints that depend on this blueprint. | Engine/Blueprint.h | |
| Get all graphs in this blueprint | Engine/Blueprint.h | ||
| Engine/Blueprint.h | |||
virtual UClass * GetBlueprintClass() |
Gets the class generated when this blueprint is compiled. | Engine/Blueprint.h | |
| Engine/Blueprint.h | |||
virtual EBlueprintCompileOptions GetDefaultCompileOptions() |
Compile this prefab, overriding this methods give a chance to derived classes to specify extra default compilation flags. | Engine/Blueprint.h | |
TArrayView< const TObjectPtr< UBlueprintExtension > > GetExtensions() |
Gives const access to extensions. | Engine/Blueprint.h | |
virtual FString GetFriendlyName() |
Engine/Blueprint.h | ||
UInheritableComponentHandler * GetInheritableComponentHandler
(
bool bCreateIfNecessary |
Engine/Blueprint.h | ||
virtual void GetInstanceActions
(
FBlueprintActionDatabaseRegistrar& ActionRegistrar |
Allow each blueprint instance to add specific UBlueprintNodeSpawners pertaining to the sub-class type. | Engine/Blueprint.h | |
| Gets the last edited uber graph. | Engine/Blueprint.h | ||
UObject * GetObjectBeingDebugged
(
EGetObjectOrWorldBeingDebuggedFlags InFlags |
Engine/Blueprint.h | ||
const FString & GetObjectPathToDebug() |
Engine/Blueprint.h | ||
| Engine/Blueprint.h | |||
ETimelineSigType GetTimelineSignatureForFunctionByName
(
const FName& FunctionName, |
Find a function given its name and optionally an object property name within this Blueprint | Engine/Blueprint.h | |
virtual void GetTypeActions
(
FBlueprintActionDatabaseRegistrar& ActionRegistrar |
Allow each blueprint type (AnimBlueprint or ControlRigBlueprint) to add specific UBlueprintNodeSpawners pertaining to the sub-class type. | Engine/Blueprint.h | |
UWorld * GetWorldBeingDebugged
(
EGetObjectOrWorldBeingDebuggedFlags InFlags |
Engine/Blueprint.h | ||
bool IsPossiblyDirty() |
Engine/Blueprint.h | ||
bool IsUpToDate() |
Engine/Blueprint.h | ||
virtual bool IsValidForBytecodeOnlyRecompile() |
Whether or not this blueprint can be considered for a bytecode only compile | Engine/Blueprint.h | |
void Message_Error
(
const FString& MessageToLog, |
Engine/Blueprint.h | ||
void Message_Note
(
const FString& MessageToLog, |
Sends a message to the CurrentMessageLog, if there is one available. | Engine/Blueprint.h | |
void Message_Warn
(
const FString& MessageToLog, |
Engine/Blueprint.h | ||
| Notify the blueprint when a graph is renamed to allow for additional fixups. | Engine/Blueprint.h | ||
FChangedEvent & OnChanged() |
Engine/Blueprint.h | ||
FCompiledEvent & OnCompiled() |
Engine/Blueprint.h | ||
FOnSetObjectBeingDebugged & OnSetObjectBeingDebugged() |
Engine/Blueprint.h | ||
PRAGMA_DISABLE_DEPRECATION_WARNINGSint32 RemoveAllExtension
(
const PREDICATE_CLASS& Predicate |
Removes all extensions matching the predicate, broadcasting on remove if one exists. | Engine/Blueprint.h | |
void RemoveChildRedirectors() |
Removes any child redirectors from the root set and marks them as transient | Engine/Blueprint.h | |
int32 RemoveExtension
(
const TObjectPtr< UBlueprintExtension >& InExtension |
Removes given extension, broadcasting on remove. | Engine/Blueprint.h | |
void RemoveGeneratedClasses() |
Consigns the GeneratedClass and the SkeletonGeneratedClass to oblivion, and nulls their references | Engine/Blueprint.h | |
virtual bool RenameGeneratedClasses
(
const TCHAR* NewName, |
Renames only the generated classes. Should only be used internally or when testing for rename. | Engine/Blueprint.h | |
virtual void ReplaceDeprecatedNodes() |
Checks all nodes in all graphs to see if they should be replaced by other nodes | Engine/Blueprint.h | |
virtual bool RequiresForceLoadMembers
(
UObject* InObject |
Engine/Blueprint.h | ||
virtual void SetObjectBeingDebugged
(
UObject* NewObject |
Sets the current object being debugged | Engine/Blueprint.h | |
virtual void SetWorldBeingDebugged
(
UWorld* NewWorld |
Engine/Blueprint.h | ||
virtual bool ShouldAutomaticallyRegisterInputOnConstruction() |
Engine/Blueprint.h | ||
virtual bool ShouldBeMarkedDirtyUponTransaction() |
Returns true if this blueprint should be marked dirty upon a transaction | Engine/Blueprint.h | |
bool ShouldCookPropertyGuids() |
Engine/Blueprint.h | ||
virtual bool SupportedByDefaultBlueprintFactory() |
Should the generic blueprint factory work for this blueprint? | Engine/Blueprint.h | |
virtual bool SupportsAnimLayers() |
Returns true if this blueprint supports animation layers | Engine/Blueprint.h | |
virtual bool SupportsDelegates() |
Returns true if this blueprint supports delegates | Engine/Blueprint.h | |
virtual bool SupportsEventGraphs() |
Returns true if this blueprint supports event graphs | Engine/Blueprint.h | |
virtual bool SupportsFunctions() |
Returns true if this blueprint supports functions | Engine/Blueprint.h | |
virtual bool SupportsGlobalVariables() |
Returns true if this blueprint supports global variables | Engine/Blueprint.h | |
virtual bool SupportsInputEvents() |
Engine/Blueprint.h | ||
virtual bool SupportsLocalVariables() |
Returns true if this blueprint supports global variables | Engine/Blueprint.h | |
virtual bool SupportsMacros() |
Returns true if this blueprint supports macros | Engine/Blueprint.h | |
| Returns a new ed graph if the blueprint's specialization imported a graph based on a clipboard text content an nullptr if that's not successful. | Engine/Blueprint.h | ||
virtual void UnregisterObjectBeingDebugged() |
Clears the current object being debugged because it is gone, but do not reset the saved information | Engine/Blueprint.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginCacheForCookedPlatformData
(
const ITargetPlatform* TargetPlatform |
Engine/Blueprint.h | ||
virtual void BeginDestroy() |
Engine/Blueprint.h | ||
virtual void ClearAllCachedCookedPlatformData() |
Engine/Blueprint.h | ||
virtual void GetAssetRegistryTags
(
TArray< FAssetRegistryTag >& OutTags |
Engine/Blueprint.h | ||
virtual void GetAssetRegistryTags
(
FAssetRegistryTagsContext Context |
Engine/Blueprint.h | ||
virtual FString GetDesc() |
Engine/Blueprint.h | ||
| Engine/Blueprint.h | |||
virtual FPrimaryAssetId GetPrimaryAssetId() |
Engine/Blueprint.h | ||
virtual bool HasNonEditorOnlyReferences() |
Engine/Blueprint.h | ||
virtual bool IsCachedCookedPlatformDataLoaded
(
const ITargetPlatform* TargetPlatform |
Engine/Blueprint.h | ||
virtual EDataValidationResult IsDataValid
(
FDataValidationContext& Context |
Returns Valid if this object has data validation rules set up for it and the data for this object is valid. | Engine/Blueprint.h | |
virtual bool Modify
(
bool bAlwaysMarkDirty |
Engine/Blueprint.h | ||
virtual bool NeedsLoadForClient() |
Engine/Blueprint.h | ||
virtual bool NeedsLoadForEditorGame() |
Engine/Blueprint.h | ||
virtual bool NeedsLoadForServer() |
Engine/Blueprint.h | ||
virtual void OnCookEvent
(
UE::Cook::ECookEvent CookEvent, |
Engine/Blueprint.h | ||
virtual void PostDuplicate
(
bool bDuplicateForPIE |
Engine/Blueprint.h | ||
virtual void PostLoad() |
Engine/Blueprint.h | ||
virtual void PreSave
(
FObjectPreSaveContext ObjectSaveContext |
Engine/Blueprint.h | ||
| Engine/Blueprint.h | |||
virtual bool Rename
(
const TCHAR* NewName, |
Engine/Blueprint.h | ||
virtual void Serialize
(
FArchive& Ar |
Engine/Blueprint.h | ||
virtual void TagSubobjects
(
EObjectFlags NewFlags |
Engine/Blueprint.h |
Overridden from IBlueprintPropertyGuidProvider
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Returns the property GUID for the given name, if any. Does not recurse into parents. | Engine/Blueprint.h | ||
| Returns the property name for the given GUID, if any. Does not recurse into parents. | Engine/Blueprint.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void LoadModulesRequiredForCompilation () |
Blueprint can choose to load specific modules for compilation. | Engine/Blueprint.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ThreadedPostLoadAssetRegistryTagsOverride
(
FPostLoadAssetRegistryTagsContext& Context |
Engine/Blueprint.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void DeclareConstructClasses
(
TArray< FTopLevelAssetPath >& OutConstructClasses, |
Engine/Blueprint.h | ||
static bool ForceLoad
(
UObject* Obj |
Engine/Blueprint.h | ||
static void ForceLoadGraph
(
UObject* Object |
Engine/Blueprint.h | ||
static void ForceLoadMembers
(
UObject* InObject, |
Engine/Blueprint.h | ||
static void ForceLoadMembers
(
UObject* InObject |
Engine/Blueprint.h | ||
static UBlueprint * GetBlueprintFromClass
(
const UClass* InClass |
Get the Blueprint object that generated the supplied class | Engine/Blueprint.h | |
static bool GetBlueprintHierarchyFromClass
(
const UClass* InClass, |
Gets an array of all blueprints used to generate this class and its parents. | Engine/Blueprint.h | |
static bool GetBlueprintHierarchyFromClass
(
const UClass* InClass, |
Gets an array of all BPGCs used to generate this class and its parents. | Engine/Blueprint.h | |
static bool GetBlueprintHierarchyFromClass
(
const UClass* InClass, |
Gets an array of all IBlueprintPropertyGuidProviders for this class and its parents. | Engine/Blueprint.h | |
static UClass * GetBlueprintParentClassFromAssetTags
(
const FAssetData& BlueprintAsset |
Engine/Blueprint.h | ||
static int32 GetCurrentBlueprintSystemVersion () |
Gets the current blueprint system version. | Engine/Blueprint.h | |
static FName GetFieldNameFromClassByGuid
(
const UClass* InClass, |
Engine/Blueprint.h | ||
static FName GetFieldNameFromClassByGuid
(
const UClass* InClass, |
Engine/Blueprint.h | ||
| Engine/Blueprint.h | |||
| Engine/Blueprint.h | |||
static bool GetGuidFromClassByFieldName
(
const UClass* InClass, |
Engine/Blueprint.h | ||
static bool GetGuidFromClassByFieldName
(
const UClass* InClass, |
Engine/Blueprint.h | ||
static bool IsBlueprintHierarchyErrorFree
(
const UClass* InClass |
Returns true if the class hierarchy is error free | Engine/Blueprint.h | |
static void PostLoadBlueprintAssetRegistryTags
(
const FAssetData& InAssetData, |
Engine/Blueprint.h | ||
static void PostLoadBlueprintAssetRegistryTags
(
FPostLoadAssetRegistryTagsContext& Context |
Engine/Blueprint.h | ||
static bool ValidateGeneratedClass
(
const UClass* InClass |
Engine/Blueprint.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Breakpoints_DEPRECATED | TArray< TObjectPtr< class UDEPRECATED_Breakpoint > > | Moved to FPerBlueprintSettings | Engine/Blueprint.h | |
| WatchedPins_DEPRECATED | TArray< FEdGraphPinReference > | Moved to FPerBlueprintSettings | Engine/Blueprint.h |