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| Name | UBlueprintGeneratedClass |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/BlueprintGeneratedClass.h |
| Include Path | #include "Engine/BlueprintGeneratedClass.h" |
Syntax
UCLASS (NeedsDeferredDependencyLoading, MinimalAPI)
class UBlueprintGeneratedClass :
public UClass ,
public IBlueprintPropertyGuidProvider
Inheritance Hierarchy
- FStructBaseChain → UStruct → UClass → UBlueprintGeneratedClass
- UObjectBase → UObjectBaseUtility → UObject → UField → UStruct → UClass → UBlueprintGeneratedClass
Implements Interfaces
Derived Classes
UBlueprintGeneratedClass derived class hierarchy
- UActorModifierCoreGeneratedClass
- UAnimBlueprintGeneratedClass
- UAvaSequenceDirectorGeneratedClass
- UDisplayClusterBlueprintGeneratedClass
- UMVVMInstancedViewModelGeneratedClass
- URenderGridBlueprintGeneratedClass
- URigVMBlueprintGeneratedClass
- USceneStateGeneratedClass
- USceneStateTaskGeneratedClass
- UScriptBlueprintGeneratedClass
- UWidgetBlueprintGeneratedClass
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UBlueprintGeneratedClass
(
const FObjectInitializer& ObjectInitializer |
Engine/BlueprintGeneratedClass.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FEditorTags | TSortedMap< FName, FString, FDefaultAllocator, FNameFastLess > | Engine/BlueprintGeneratedClass.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bHasCookedComponentInstancingData | uint8 | Flag used to indicate if this class has data to support the component instancing fast path. | Engine/BlueprintGeneratedClass.h | |
| bIsSparseClassDataSerializable | uint8 | Used to check if this class has sparse data that can be serialized. | Engine/BlueprintGeneratedClass.h | |
| bSupportsDynamicInstancedReference | uint8 | **** Experimental **** This will enable dynamic subobject instancing, which will use default data to determine which properties need instancing at construction/serialization time rather than reflected property 'Instanced' semantics. | Engine/BlueprintGeneratedClass.h | |
| CalledFunctions | TArray< TObjectPtr< UFunction > > | Engine/BlueprintGeneratedClass.h |
|
|
| ComponentClassOverrides | TArray< FBPComponentClassOverride > | Array of blueprint overrides of component classes in parent classes | Engine/BlueprintGeneratedClass.h | |
| ComponentTemplates | TArray< TObjectPtr< class UActorComponent > > | Array of component template objects, used by AddComponent function | Engine/BlueprintGeneratedClass.h | |
| CookedComponentInstancingData | TMap< FName, struct FBlueprintCookedComponentInstancingData > | 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). | Engine/BlueprintGeneratedClass.h | |
| CookedPropertyGuids | TMap< FName, FGuid > | Property guid map (if any), for use only when this BP is cooked | Engine/BlueprintGeneratedClass.h | |
| DebugData | FBlueprintDebugData | Engine/BlueprintGeneratedClass.h | ||
| DynamicBindingObjects | TArray< TObjectPtr< class UDynamicBlueprintBinding > > | Array of objects containing information for dynamically binding delegates to functions in this blueprint | Engine/BlueprintGeneratedClass.h | |
| FieldNotifies | TArray< FFieldNotificationId > | The name of the properties with FieldNotify | Engine/BlueprintGeneratedClass.h | |
| FieldNotifiesStartBitNumber | int32 | Engine/BlueprintGeneratedClass.h | ||
| InheritableComponentHandler | TObjectPtr< class UInheritableComponentHandler > | Stores data to override (in children classes) components (created by SCS) from parent classes | Engine/BlueprintGeneratedClass.h | |
| NumReplicatedProperties | int32 | Engine/BlueprintGeneratedClass.h |
|
|
| OverridenArchetypeForCDO | TObjectPtr< UObject > | Engine/BlueprintGeneratedClass.h |
|
|
| PropertyGuids | TMap< FName, FGuid > | Property guid map | Engine/BlueprintGeneratedClass.h | |
| SimpleConstructionScript | TObjectPtr< class USimpleConstructionScript > | 'Simple' construction script - graph of components to instance | Engine/BlueprintGeneratedClass.h | |
| Timelines | TArray< TObjectPtr< class UTimelineTemplate > > | Array of templates for timelines that should be created | Engine/BlueprintGeneratedClass.h | |
| UberGraphFramePointerProperty | FStructProperty * | Engine/BlueprintGeneratedClass.h | ||
| UberGraphFunction | TObjectPtr< UFunction > | Engine/BlueprintGeneratedClass.h | ||
| UberGraphFunctionKey | uint32 | Engine/BlueprintGeneratedClass.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCustomPropertyListForPostConstructionInitialized | uint8 | Flag to make sure the custom property list has been initialized | Engine/BlueprintGeneratedClass.h | |
| CachedCookedMetaDataPtr | TObjectPtr< UClassCookedMetaData > | Engine/BlueprintGeneratedClass.h | ||
| CookedEditorTags | FEditorTags | Editor-only asset registry tags on cooked BPGC | Engine/BlueprintGeneratedClass.h | |
| CustomPropertyListForPostConstruction | TIndirectArray< FCustomPropertyListNode > | List of native class-owned properties that differ from defaults. | Engine/BlueprintGeneratedClass.h | |
| SerializeAndPostLoadCritical | FCriticalSection | In some cases UObject::ConditionalPostLoad() code calls PostLoadDefaultObject() on a class that's still being serialized. | Engine/BlueprintGeneratedClass.h | |
| SparseClassDataPendingConform | void * | Engine/BlueprintGeneratedClass.h | ||
| SparseClassDataPendingConformStruct | TWeakObjectPtr< UScriptStruct > | Engine/BlueprintGeneratedClass.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ConformSparseClassData
(
UObject* Object |
Called to conform any pending sparse class data stashed by PrepareToConformSparseClassData. | Engine/BlueprintGeneratedClass.h | |
UActorComponent * FindComponentTemplateByName
(
const FName& TemplateName |
Find the object in the TemplateObjects array with the supplied name | Engine/BlueprintGeneratedClass.h | |
void ForEachFieldNotify
(
TFunctionRef< bool(::UE::FieldNotification::FFieldId FieldId)> Callback, |
Called by the UE::FieldNotification::IClassDescriptor. | Engine/BlueprintGeneratedClass.h | |
const FBlueprintDebugData & GetDebugData () |
Engine/BlueprintGeneratedClass.h | ||
| Engine/BlueprintGeneratedClass.h | |||
UInheritableComponentHandler * GetInheritableComponentHandler
(
const bool bCreateIfNecessary |
Engine/BlueprintGeneratedClass.h | ||
virtual void GetLifetimeBlueprintReplicationList
(
TArray< class FLifetimeProperty >& OutLifetimeProps |
Called to gather blueprint replicated properties | Engine/BlueprintGeneratedClass.h | |
virtual void HandleReinitializeObjectAfterCompile
(
UObject* Object |
Engine/BlueprintGeneratedClass.h | ||
void InitializeFieldNotifies() |
Engine/BlueprintGeneratedClass.h | ||
virtual 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. | Engine/BlueprintGeneratedClass.h | |
void ReinitializeObjectAfterCompile
(
UObject* Object |
Customization point for fixing up backpointers to the class or CDO after compile for instances that can be reused (e.g. no layout change) | Engine/BlueprintGeneratedClass.h | |
void UnbindDynamicDelegatesForProperty
(
UObject* InInstance, |
Unbind functions on supplied actor from delegates tied to a specific property | Engine/BlueprintGeneratedClass.h | |
void UpdateCustomPropertyListForPostConstruction() |
Called when the custom list of properties used during post-construct initialization needs to be rebuilt (e.g. after serialization and recompilation). | Engine/BlueprintGeneratedClass.h | |
bool UseFastPathComponentInstancing() |
Whether or not to use "fast path" component instancing. | Engine/BlueprintGeneratedClass.h |
Overridden from UClass
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ConditionalRecompileClass
(
FUObjectSerializeContext* InLoadContext |
Engine/BlueprintGeneratedClass.h | ||
| Engine/BlueprintGeneratedClass.h | |||
virtual void DestroyPersistentUberGraphFrame
(
UObject* Obj, |
Engine/BlueprintGeneratedClass.h | ||
| Engine/BlueprintGeneratedClass.h | |||
virtual void FlushCompilationQueueForLevel() |
Engine/BlueprintGeneratedClass.h | ||
virtual UObject * GetArchetypeForCDO() |
Engine/BlueprintGeneratedClass.h | ||
virtual UClass * GetAuthoritativeClass() |
Engine/BlueprintGeneratedClass.h | ||
| Engine/BlueprintGeneratedClass.h | |||
| Engine/BlueprintGeneratedClass.h | |||
virtual void InitPropertiesFromCustomList
(
uint8* DataPtr, |
Engine/BlueprintGeneratedClass.h | ||
virtual bool IsFunctionImplementedInScript
(
FName InFunctionName |
Engine/BlueprintGeneratedClass.h | ||
virtual void PostLoadDefaultObject
(
UObject* Object |
Engine/BlueprintGeneratedClass.h | ||
virtual void PurgeClass
(
bool bRecompilingOnLoad |
Engine/BlueprintGeneratedClass.h | ||
virtual void SerializeDefaultObject
(
UObject* Object, |
Engine/BlueprintGeneratedClass.h | ||
virtual void SetupObjectInitializer
(
FObjectInitializer& ObjectInitializer |
Engine/BlueprintGeneratedClass.h |
Overridden from UStruct
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Link
(
FArchive& Ar, |
Engine/BlueprintGeneratedClass.h |
Overridden from UField
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Bind() |
Engine/BlueprintGeneratedClass.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GetAdditionalAssetDataObjectsForCook
(
FArchiveCookContext& CookContext, |
Engine/BlueprintGeneratedClass.h | ||
virtual void GetAssetRegistryTags
(
TArray< FAssetRegistryTag >& OutTags |
Engine/BlueprintGeneratedClass.h | ||
virtual void GetAssetRegistryTags
(
FAssetRegistryTagsContext Context |
Engine/BlueprintGeneratedClass.h | ||
| Engine/BlueprintGeneratedClass.h | |||
virtual FPrimaryAssetId GetPrimaryAssetId() |
Engine/BlueprintGeneratedClass.h | ||
virtual bool IsAsset() |
Engine/BlueprintGeneratedClass.h | ||
virtual bool NeedsLoadForClient() |
Engine/BlueprintGeneratedClass.h | ||
virtual bool NeedsLoadForEditorGame() |
Engine/BlueprintGeneratedClass.h | ||
virtual bool NeedsLoadForServer() |
Engine/BlueprintGeneratedClass.h | ||
virtual void PostInitProperties() |
Engine/BlueprintGeneratedClass.h | ||
virtual void PostLoad() |
Engine/BlueprintGeneratedClass.h | ||
virtual void PostSaveRoot
(
FObjectPostSaveRootContext ObjectSaveContext |
Engine/BlueprintGeneratedClass.h | ||
virtual void PreSaveRoot
(
FObjectPreSaveRootContext ObjectSaveContext |
Engine/BlueprintGeneratedClass.h | ||
| Engine/BlueprintGeneratedClass.h | |||
virtual void Serialize
(
FArchive& Ar |
Engine/BlueprintGeneratedClass.h |
Overridden from UObjectBaseUtility
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanBeClusterRoot() |
Engine/BlueprintGeneratedClass.h | ||
virtual UE::Core::FVersePath GetVersePath() |
Engine/BlueprintGeneratedClass.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/BlueprintGeneratedClass.h | ||
| Returns the property name for the given GUID, if any. Does not recurse into parents. | Engine/BlueprintGeneratedClass.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool BuildCustomArrayPropertyListForPostConstruction
(
FArrayProperty* ArrayProperty, |
Internal helper method used to recursively build a custom property list from an array property used for post-construct initialization. | Engine/BlueprintGeneratedClass.h | |
bool BuildCustomPropertyListForPostConstruction
(
FCustomPropertyListNode*& InPropertyList, |
Internal helper method used to recursively build the custom property list that's used for post-construct initialization. | Engine/BlueprintGeneratedClass.h | |
virtual TSubclassOf< UClassCookedMetaData > GetCookedMetaDataClass() |
Engine/BlueprintGeneratedClass.h | ||
| Returns a linked list of properties with default values that differ from the parent default object. | Engine/BlueprintGeneratedClass.h |
Overridden from UStruct
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool ArePropertyGuidsAvailable() |
Engine/BlueprintGeneratedClass.h | ||
| Engine/BlueprintGeneratedClass.h | |||
| Engine/BlueprintGeneratedClass.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ThreadedPostLoadAssetRegistryTagsOverride
(
FPostLoadAssetRegistryTagsContext& Context |
Engine/BlueprintGeneratedClass.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AddReferencedObjectsInUbergraphFrame
(
UObject* InThis, |
Engine/BlueprintGeneratedClass.h | ||
| Bind functions on supplied actor to delegates | Engine/BlueprintGeneratedClass.h | ||
| Create Timeline objects for this Actor based on the Timelines array | Engine/BlueprintGeneratedClass.h | ||
static void CreateTimelineComponent
(
AActor* Actor, |
Engine/BlueprintGeneratedClass.h | ||
static bool ForEachGeneratedClassInHierarchy
(
const UClass* InClass, |
Iterate over all BPGCs used to generate this class and its parents, calling InFunc on them. | Engine/BlueprintGeneratedClass.h | |
static UDynamicBlueprintBinding * GetDynamicBindingObject
(
const UClass* ThisClass, |
Finds the desired dynamic binding object for this blueprint generated class. | Engine/BlueprintGeneratedClass.h | |
static bool GetGeneratedClassesHierarchy
(
const UClass* InClass, |
Gets an array of all BPGeneratedClasses (including InClass as 0th element) parents of given generated class | Engine/BlueprintGeneratedClass.h | |
static FName GetUberGraphFrameName() |
Engine/BlueprintGeneratedClass.h | ||
static void InitArrayPropertyFromCustomList
(
const FArrayProperty* ArrayProperty, |
Helper method to assist with initializing from an array property with an explicit item list. | Engine/BlueprintGeneratedClass.h | |
static void InitPropertiesFromCustomList
(
const FCustomPropertyListNode* InPropertyList, |
Helper method to assist with initializing object properties from an explicit list. | Engine/BlueprintGeneratedClass.h | |
static bool InitPropertyFromSubPropertyList
(
const FProperty* Property, |
Helper method to assist with initializing a property from sub property list | Engine/BlueprintGeneratedClass.h | |
| Unbind functions on supplied actor from delegates | Engine/BlueprintGeneratedClass.h | ||
static bool UsePersistentUberGraphFrame() |
Engine/BlueprintGeneratedClass.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| FastCallPairs_DEPRECATED | TArray< FEventGraphFastCallPair > | 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. | Engine/BlueprintGeneratedClass.h |