unreal.BlueprintEditorLibrary
¶
- class unreal.BlueprintEditorLibrary(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
BlueprintFunctionLibrary
Blueprint Editor Library
C++ Source:
Module: BlueprintEditorLibrary
File: BlueprintEditorLibrary.h
- classmethod add_function_graph(blueprint, func_name='NewFunction') EdGraph ¶
Adds a function to the given blueprint
- classmethod compile_blueprint(blueprint) None ¶
Compiles the given blueprint.
- Parameters:
blueprint (Blueprint) – Blueprint to compile
- classmethod find_event_graph(blueprint) EdGraph ¶
Finds the event graph of the given blueprint. Null if it doesn’t have one. This will only return the primary event graph of the blueprint (the graph named “EventGraph”).
- classmethod find_graph(blueprint, graph_name) EdGraph ¶
Finds the graph with the given name on the blueprint. Null if it doesn’t have one.
- classmethod generated_class(blueprint_obj)¶
Gets the class generated when this blueprint is compiled
- classmethod get_blueprint_asset(object) Blueprint ¶
Gets the UBlueprint version of the given object if possible.
- classmethod remove_function_graph(blueprint, func_name) None ¶
Deletes the function of the given name on this blueprint. Does NOT replace function call sites.
- classmethod remove_graph(blueprint, graph) None ¶
Removes the given graph from the blueprint if possible
- classmethod remove_unused_nodes(blueprint) None ¶
Remove any nodes in this blueprint that have no connections made to them.
- Parameters:
blueprint (Blueprint) – The blueprint to remove the nodes from
- classmethod remove_unused_variables(blueprint) int32 ¶
Deletes any unused blueprint created variables the given blueprint. An Unused variable is any BP variable that is not referenced in any blueprint graphs
- Parameters:
blueprint (Blueprint) – Blueprint that you would like to remove variables from
- Returns:
Number of variables removed
- Return type:
int32
- classmethod rename_graph(graph, new_name_str='NewGraph') None ¶
Attempts to rename the given graph with a new name
- classmethod reparent_blueprint(blueprint, new_parent_class) None ¶
Attempts to reparent the given blueprint to the new chosen parent class.
- classmethod replace_variable_references(blueprint, old_var_name, new_var_name) None ¶
Replace any references of variables with the OldVarName to references of those with the NewVarName if possible
- classmethod set_blueprint_variable_expose_on_spawn(blueprint, variable_name, expose_on_spawn) None ¶
Sets “Expose On Spawn” to true/false on a Blueprint variable
- classmethod set_blueprint_variable_expose_to_cinematics(blueprint, variable_name, expose_to_cinematics) None ¶
Sets “Expose To Cinematics” to true/false on a Blueprint variable
- classmethod set_blueprint_variable_instance_editable(blueprint, variable_name, instance_editable) None ¶
Sets “Instance Editable” to true/false on a Blueprint variable
- classmethod upgrade_operator_nodes(blueprint) None ¶
Replace any old operator nodes (float + float, vector + float, int + vector, etc) with the newer Promotable Operator version of the node. Preserve any connections the original node had to the newer version of the node.
- Parameters:
blueprint (Blueprint) – Blueprint to upgrade