description: The border to be drawn around this list item

code: virtual const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetBorder() const


description: Optionally returns a custom widget to overlay on top of this assets' thumbnail

module: AudioEditor

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetThumbnailOverlay ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData ) const


description: Returns the color associated with this type

code: virtual [FColor](API\Runtime\Core\Math\FColor) GetTypeColor() const


description: Return true if the specified sound is playing

code: bool IsSoundPlaying ( [USoundBase](API\Runtime\Engine\Sound\USoundBase) * Sound ) const


description: Return true if the specified asset's sound is playing

code: bool IsSoundPlaying ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData ) const


description: Plays the specified sound wave

code: void PlaySound ( [USoundBase](API\Runtime\Engine\Sound\USoundBase) * Sound ) const


description: Stops any currently playing sounds

code: void StopSound() const


code: class FAssetTypeActions_SoundBase : public [FAssetTypeActions_Base](API\Developer\AssetTools\FAssetTypeActions_Base)


code: virtual EAssetCommandResult ActivateAssets ( const [FAssetActivateArgs](API\Editor\AssetDefinition\FAssetActivateArgs) & ActivateArgs ) const


description: Gets a list of categories this asset is in, these categories are used to help organize

code: virtual TConstArrayView< [FAssetCategoryPath](API\Editor\AssetDefinition\Misc\FAssetCategoryPath) > GetAssetCategories() const


code: virtual [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > GetAssetClass() const


code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetAssetColor() const


description: UAssetDefinitionBegin.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetAssetDisplayName() const


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetThumbnailOverlay ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData ) const


code: class UAssetDefinition_SoundBase : public [UAssetDefinitionDefault](API\Editor\UnrealEd\UAssetDefinitionDefault)


code: namespace Audio { [FColor](API\Runtime\Core\Math\FColor) Audio::GetColorForSubmixType ( const [USoundSubmixBase](API\Runtime\Engine\Sound\USoundSubmixBase) * InSubmix ) }


code: namespace Audio { [FColor](API\Runtime\Core\Math\FColor) Audio::GetColorForSubmixType ( const [FName](API\Runtime\Core\UObject\FName) & InSubmixName ) }


description: These utility functions are used.

code: namespace Audio { [FName](API\Runtime\Core\UObject\FName) Audio::GetNameForSubmixType ( const [USoundSubmixBase](API\Runtime\Engine\Sound\USoundSubmixBase) * InSubmix ) }


code: namespace Audio { const bool Audio::IsConnectionPerformingSoundfieldConversion ( const [USoundSubmixBase](API\Runtime\Engine\Sound\USoundSubmixBase) * InputSubmix, const [USoundSubmixBase](API\Runtime\Engine\Sound\USoundSubmixBase) * OutputSubmix ) }


description: true if the factory can currently create a new object from scratch.

code: virtual bool CanCreateNew() const


description:
Create a new object by class.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


code: UAudioBusFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAudioBusFactory

code: class UAudioBusFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


code: UDialogueVoiceFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UDialogueVoiceFactory

code: class UDialogueVoiceFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


code: UDialogueWaveFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UDialogueWaveFactory

code: class UDialogueWaveFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

HasSetInitialTargetVoice

type: bool

description: Whether an initial target dialogue voice should be set

InitialSoundWave

type: TObjectPtr< cla...

description: An initial sound wave to place in the newly created dialogue wave

InitialSpeakerVoice

description: An initial speaking dialogue voice to place in the newly created dialogue wave

InitialTargetVoices

type: TArray<TObject...

description: An initial target dialogue voices to place in the newly created dialogue wave


className: UEndpointSubmixFactory

code: class UEndpointSubmixFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


code: UEndpointSubmixFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description:
Check to see if the handler is capable of reimporting the object
true if this handler is capable of reimporting the provided object

code: virtual bool CanReimport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutFilenames )


description: Do clean up after importing is done. Will be called once for multi batch import.

code: virtual void CleanUp()


description: Get the import priority for this handler. Import handlers with higher priority values will take precedent over lower priorities.

code: virtual int32 GetPriority() const


description: Attempt to reimport the specified object from its sourceEReimportResult::Succeededif this handler was able to handle reimporting the provided object,EReimportResult::Failedif this handler was unable to handle reimporting the provided object orEReimportResult::Cancelledif the handler was cancelled part-way through re-importing the provided object.

code: virtual [EReimportResult::Type](API\Editor\UnrealEd\EReimportResult__Type) Reimport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj )


description: Sets the reimport path(s) for the specified object

code: virtual void SetReimportPaths ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & NewReimportPaths )


code: UReimportSoundFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UReimportSoundFactory

code: class UReimportSoundFactory : public [USoundFactory](API\Editor\AudioEditor\Factories\USoundFactory), public [FReimportHandler](API\Editor\UnrealEd\FReimportHandler)


code: UReverbEffectFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UReverbEffectFactory

code: class UReverbEffectFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


code: USoundAttenuationFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USoundAttenuationFactory

code: class USoundAttenuationFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


code: USoundClassFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USoundClassFactory

code: class USoundClassFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


code: USoundConcurrencyFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USoundConcurrencyFactory

code: class USoundConcurrencyFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


code: static [USoundNode](API\Runtime\Engine\Sound\USoundNode) * CreateSoundPlayerNode ( [USoundCue](API\Runtime\Engine\Sound\USoundCue) * SoundCue, [UObject](API\Runtime\CoreUObject\UObject\UObject) * SoundObject, int32 NodePosX, int32 NodePosY )


code: static [USoundNodeRandom](API\Runtime\Engine\Sound\USoundNodeRandom) * InsertRandomNode ( [USoundCue](API\Runtime\Engine\Sound\USoundCue) * SoundCue, int32 NodePosX, int32 NodePosY )


code: USoundCueFactoryNew ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USoundCueFactoryNew

code: class USoundCueFactoryNew : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

InitialDialogueWave

type: TObjectPtr<UDi...

description: An initial dialogue wave to place in the newly created cue

InitialDialogueWaves

type: TArray<TWeakOb...

description: Initial dialogue wave(s) to place in the newly created cue(s)

InitialSoundWave

type: TObjectPtr<USo...

description: Initial sound wave to place in the newly created cue

InitialSoundWaves

description: Initial sound wave(s) to place in the newly created cue(s)


code: virtual void CleanUp()


className: ESuppressImportDialog

code: enum ESuppressImportDialog { None = 0, Overwrite = 1 << 0, UseTemplate = 1 << 1, }


description:
Create a new object by importing it from a binary buffer.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateBinary ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, const TCHAR * Type, const uint8 *& Buffer, const uint8 * BufferEnd, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


description: Suppresses all dialogs pertaining to importing using factory

code: void SuppressImportDialogs()


code: USoundFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USoundFactory

code: class USoundFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

bAutoCreateCue

type: uint32: 1

description: If enabled, a sound cue will automatically be created for the sound

bIncludeAttenuationNode

description: If enabled, the created sound cue will include a attenuation node

bIncludeLoopingNode

description: If enabled, the created sound cue will include a looping node

bIncludeModulatorNode

description: If enabled, the created sound cue will include a modulator node

CuePackageSuffix

type: FString

description: If not empty, imported waves will be placed in PackageCuePackageSuffix, but only if bAutoCreateCue is true.

CueVolume

type: float

description: The volume of the created sound cue


description: true if the factory can currently create a new object from scratch.

code: virtual bool CanCreateNew() const


code: USoundfieldEndpointSubmixFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description:
Create a new object by class.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


className: USoundfieldEndpointSubmixFactory

code: class USoundfieldEndpointSubmixFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


code: USoundfieldSubmixFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USoundfieldSubmixFactory

code: class USoundfieldSubmixFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


code: USoundMixFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USoundMixFactory

code: class USoundMixFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


code: USoundSourceBusFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USoundSourceBusFactory

code: class USoundSourceBusFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


code: USoundSourceEffectChainFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USoundSourceEffectChainFactory

code: class USoundSourceEffectChainFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


description: Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties

code: virtual bool ConfigureProperties()


code: USoundSourceEffectFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USoundSourceEffectFactory

code: class USoundSourceEffectFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

SoundEffectSourcepresetClass

type: TSubclassOf<US...

description: The type of sound source effect preset that will be created


code: USoundSubmixEffectFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USoundSubmixEffectFactory

code: class USoundSubmixEffectFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


code: USoundSubmixFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USoundSubmixFactory

code: class USoundSubmixFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


description: Called when details should be customized

code: virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )


description: Makes a new instance of this detail layout class.

code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization) > MakeInstance()


className: FEndpointSubmixDetailsCustomization

code: class FEndpointSubmixDetailsCustomization : public [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization), private [FNameSelectorGenerator](API\Editor\AudioEditor\FNameSelectorGenerator)


className: FNameSelectorCallbacks

code: struct FNameSelectorCallbacks

GetCurrentlySelectedName

type: TUniqueFunction...


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > HandleResponseComboBoxGenerateWidget ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FName](API\Runtime\Core\UObject\FName) > StringItem )


description: Use this to generate a combo box widget.

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeNameSelectorWidget ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InNameArray, [FNameSelectorCallbacks](API\Editor\AudioEditor\FNameSelectorGenerator\FNameSelectorCallbacks) && InCallbacks )


code: void OnSelectionChanged ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FName](API\Runtime\Core\UObject\FName) > NameItem, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) SelectInfo )


className: FNameSelectorGenerator

description: Utility class to build combo boxes out of arrays of names.

code: class FNameSelectorGenerator : public [TSharedFromThis< FNameSelectorGenerator >](API\Runtime\Core\Templates\TSharedFromThis)

CachedCallbacks

type: FNameSelectorCa...

CachedNameArray

type: TArray<TShared...


description: Initialize commands

code: virtual void RegisterCommands()


description: Constructor

code: FSoundClassEditorCommands()


className: FSoundClassEditorCommands

code: class FSoundClassEditorCommands : public [TCommands< FSoundClassEditorCommands >](API\Runtime\Slate\Framework\Commands\TCommands)

ToggleMute

type: TSharedPtr<FUI...

description: Plays the SoundCue or stops the currently playing cue/node


description: Create a new SoundClass

code: static void CreateSoundClass ( const class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, class [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, const FVector2D & Location, [FString](API\Runtime\Core\Containers\FString) Name )


className: FSoundClassEditorUtilities

description: No constructors are accessible with public or protected access.

code: class FSoundClassEditorUtilities


description: Can we paste to this graph?

code: static bool CanPasteNodes ( const class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph )


description: AddsUSoundNodeDialoguePlayernodes based on selected objects

code: static void CreateDialogueContainers ( [TArray](API\Runtime\Core\Containers\TArray)< class [UDialogueWave](API\Runtime\Engine\Sound\UDialogueWave) * > & SelectedDialogues, [USoundCue](API\Runtime\Engine\Sound\USoundCue) * SoundCue, [TArray](API\Runtime\Core\Containers\TArray)< class [USoundNode](API\Runtime\Engine\Sound\USoundNode) * > & OutPlayers, FVector2D Location )


description: Adds SoundNodeWavePlayer nodes based on selected objects

code: static void CreateWaveContainers ( [TArray](API\Runtime\Core\Containers\TArray)< class [USoundWave](API\Runtime\Engine\Sound\USoundWave) * > & SelectedWaves, class [USoundCue](API\Runtime\Engine\Sound\USoundCue) * SoundCue, [TArray](API\Runtime\Core\Containers\TArray)< class [USoundNode](API\Runtime\Engine\Sound\USoundNode) * > & OutPlayers, FVector2D Location )


description:
Get the bounding area for the currently selected nodes
false if nothing is selected

code: static bool GetBoundsForSelectedNodes ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, class [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & Rect, float Padding )


description: Gets the number of nodes that are currently selected

code: static int32 GetNumberOfSelectedNodes ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph )


description: Get the currently selected set of nodes

code: static [TSet](API\Runtime\Core\Containers\TSet)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > GetSelectedNodes ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph )


description: Perform paste on graph, at location

code: static void PasteNodesHere ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, const FVector2D & Location )


className: FSoundCueEditorUtilities

code: class FSoundCueEditorUtilities


description: Constructor

code: FSoundCueGraphEditorCommands()


className: FSoundCueGraphEditorCommands

code: class FSoundCueGraphEditorCommands : public [TCommands< FSoundCueGraphEditorCommands >](API\Runtime\Slate\Framework\Commands\TCommands)

AddInput

description: Adds an input to the node

BreakLink

description: Breaks the node input/output link

BrowserSync

description: Selects the SoundWave in the content browser

DeleteInput

description: Removes an input from the node

PlayCue

description: Plays the SoundCue

PlayNode

description: Plays the selected node

StopCueNode

description: Stops the currently playing cue/node


code: class FSoundfieldEndpointSubmixDetailsCustomization : public [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization), private [FNameSelectorGenerator](API\Editor\AudioEditor\FNameSelectorGenerator)


code: virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization) > MakeInstance()


className: FSoundfieldSubmixDetailsCustomization

code: class FSoundfieldSubmixDetailsCustomization : public [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization)


description: Create a new SoundSubmix

code: static void CreateSoundSubmix ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, FVector2D Location, const [FString](API\Runtime\Core\Containers\FString) & Name )


className: FSoundSubmixEditorUtilities

code: class FSoundSubmixEditorUtilities


description: Creates a new sound class editor for a sound class object.

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit) > CreateSoundClassEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, [USoundClass](API\Runtime\Engine\Sound\USoundClass) * InSoundClass )


description: Creates a new material editor, either for a material or a material function.

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISoundCueEditor](API\Editor\AudioEditor\ISoundCueEditor) > CreateSoundCueEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, [USoundCue](API\Runtime\Engine\Sound\USoundCue) * SoundCue )


description: Creates a new sound submix editor for a sound submix object.

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit) > CreateSoundSubmixEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, [USoundSubmixBase](API\Runtime\Engine\Sound\USoundSubmixBase) * InSoundSubmix )


description: Returns the menu extensibility manager for the given audio editor type.


description: Returns the toolbar extensibility manager for the given audio editor type.


description: Imports a sound wave from the given package.

code: [USoundWave](API\Runtime\Engine\Sound\USoundWave) * ImportSoundWave ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) *const SoundWavePackage, const [FString](API\Runtime\Core\Containers\FString) & InSoundWaveAssetName, const [FString](API\Runtime\Core\Containers\FString) & InWavFilename )


description: Registers audio editor asset actions.

code: void RegisterAssetActions()


description: Registers audio editor asset actions specific to audio mixer functionality.

code: void RegisterAudioMixerAssetActions()


description: Registers effect preset asset actions.

code: void RegisterEffectPresetAssetActions()


description: Replaces sound cue nodes in the graph.

code: void ReplaceSoundNodesInGraph ( [USoundCue](API\Runtime\Engine\Sound\USoundCue) * SoundCue, [UDialogueWave](API\Runtime\Engine\Sound\UDialogueWave) * DialogueWave, [TArray](API\Runtime\Core\Containers\TArray)< [USoundNode](API\Runtime\Engine\Sound\USoundNode) * > & NodesToReplace, const [FDialogueContextMapping](API\Runtime\Engine\Sound\FDialogueContextMapping) & ContextMapping )


className: IAudioEditorModule

description: Sound class editor module interface

code: class IAudioEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: ISoundClassEditor

code: class ISoundClassEditor : public [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit)


description: Checks whether nodes can currently be pasted

code: bool CanPasteNodes() const


code: bool GetBoundsForSelectedNodes ( class [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & Rect, float Padding )


description: Creates a new sound class

code: void CreateSoundClass ( class [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, const FVector2D & Location, const [FString](API\Runtime\Core\Containers\FString) & Name )


description: Get the currently selected set of nodes

code: [TSet](API\Runtime\Core\Containers\TSet)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > GetSelectedNodes() const


code: int32 GetNumberOfSelectedNodes() const


description: Returns the SoundCue asset inspected by the editor

code: [USoundCue](API\Runtime\Engine\Sound\USoundCue) * GetSoundCue() const


description: Paste nodes at a specific location

code: void PasteNodesHere ( const FVector2D & Location )


className: ISoundCueEditor

code: class ISoundCueEditor : public [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit)


description: Assigns the currently selected nodes to the property control

code: void SetSelection ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > SelectedObjects )


description: Creates a new sound submix

code: void CreateSoundSubmix ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, FVector2D Location, const [FString](API\Runtime\Core\Containers\FString) & Name )


className: ISoundSubmixEditor

code: class ISoundSubmixEditor : public [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit)


code: virtual [FName](API\Runtime\Core\UObject\FName) GetTypeId() const


description: Execute this action, given the graph and schema, and possibly a pin that we were dragged from. Returns a node that was created by this action (if any).

code: virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * PerformAction ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, const FVector2D Location, bool bSelectNewNode )


description: Simple type info.


code: FSoundClassGraphSchemaAction_NewNode ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, const int32 InGrouping )


description: Action to add a node to the graph

code: struct FSoundClassGraphSchemaAction_NewNode : public [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction)

NewSoundClassName

description: Name for the new SoundClass


description: Display SoundClasses (and all of their children) that have been dragged onto the editor

code: void AddDroppedSoundClasses ( const [TArray](API\Runtime\Core\Containers\TArray)< class [USoundClass](API\Runtime\Engine\Sound\USoundClass) * > & SoundClasses, int32 NodePosX, int32 NodePosY )


description: Display a new SoundClass that has just been created using the editor

code: void AddNewSoundClass ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, class [USoundClass](API\Runtime\Engine\Sound\USoundClass) * SoundClass, int32 NodePosX, int32 NodePosY, bool bSelectNewNode )


description: Get the SoundClass which forms the root of this graph

code: [USoundClass](API\Runtime\Engine\Sound\USoundClass) * GetRootSoundClass() const


description: Checks whether a SoundClass is already represented on this graph

code: bool IsClassDisplayed ( class [USoundClass](API\Runtime\Engine\Sound\USoundClass) * SoundClass ) const


description: Use this graph to re-link all of the SoundClasses it represents after a change in linkage

code: void LinkSoundClasses()


description: Completely rebuild the graph from the root, removing all old nodes

code: void RebuildGraph()


description: Recursively remove a set of nodes from this graph and re-link SoundClasses afterwards

code: void RecursivelyRemoveNodes ( const [TSet](API\Runtime\Core\Containers\TSet)< class [UObject](API\Runtime\CoreUObject\UObject\UObject) * > NodesToRemove )


description: Re-link all of the nodes in this graph after a change to SoundClass linkage

code: void RefreshGraphLinks()


description: Set the SoundClass which forms the root of this graph

code: void SetRootSoundClass ( class [USoundClass](API\Runtime\Engine\Sound\USoundClass) * InSoundClass )


code: USoundClassGraph ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USoundClassGraph

code: class USoundClassGraph : public [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph)


description:
Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).

code: virtual void AllocateDefaultPins()


description: Autowire a newly created node.

code: virtual void AutowireNewNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin )


description: Determine if this node can be created under the specified schema

code: virtual bool CanCreateUnderSpecifiedSchema ( const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * Schema ) const


description: Whether or not this node can be deleted by user action

code: virtual bool CanUserDeleteNode() const


description: Check whether the children of this node match the SoundClass it is representing

code: bool CheckRepresentsSoundClass()


description: Get the Pin that connects to all children

code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetChildPin() const


description: Gets the name of this node, shown in title bar

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


description: Gets the draw color of a node's title bar

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const


description: Get the Pin that connects to its parent

code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetParentPin() const


code: USoundClassGraphNode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USoundClassGraphNode

code: class USoundClassGraphNode : public [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode)

SoundClass

description: The SoundNode this represents


description: Breaks all links from/to a single pin

code: virtual void BreakPinLinks ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & TargetPin, bool bSendsNodeNotifcation ) const


description: Breaks the link between two nodes.

code: virtual void BreakSinglePinLink ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * SourcePin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * TargetPin ) const


description:
Determine if a connection can be created between two pins.
An empty string if the connection is legal, otherwise a message describing why the connection would fail.

code: virtual const [FPinConnectionResponse](API\Runtime\Engine\EdGraph\FPinConnectionResponse) CanCreateConnection ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * A, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * B ) const


description: Called when asset(s) are dropped onto a graph background.

code: virtual void DroppedAssetsOnGraph ( const [TArray](API\Runtime\Core\Containers\TArray)< struct [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const FVector2D & GraphPosition, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph ) const


description: Check whether connecting these pins would cause a loop

code: bool ConnectionCausesLoop ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputPin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPin ) const


description: Gets actions that should be added to the right-click context menu for a node or pin

code: virtual void GetContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const


description: Get all actions that can be performed when right clicking on a graph or drag-releasing on a graph from a pin

code: virtual void GetGraphContextActions ( [FGraphContextMenuBuilder](API\Runtime\Engine\EdGraph\FGraphContextMenuBuilder) & ContextMenuBuilder ) const


description: Returns parent context menu name

code: virtual [FName](API\Runtime\Core\UObject\FName) GetParentContextMenuName() const


description: Breaks all links from/to a single node

code: virtual void BreakNodeLinks ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) & TargetNode ) const


description:
Gets the draw color of a pin based on it's type.
The color representing the passed in type.

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetPinTypeColor ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType ) const


description: If we should disallow viewing and editing of the supplied pin

code: virtual bool ShouldHidePinDefaultValue ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const


description:
Try to make a connection between two pins.
True if a connection was made/broken (graph was modified); false if the connection failed and had no side effects.

code: virtual bool TryCreateConnection ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * A, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * B ) const


code: USoundClassGraphSchema ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USoundClassGraphSchema

code: class USoundClassGraphSchema : public [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema)


description: Execute this action, given the graph and schema, and possibly a pin that we were dragged from. Returns a node that was created by this action (if any).

code: virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * PerformAction ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, const FVector2D Location, bool bSelectNewNode )


code: FSoundCueGraphSchemaAction_NewComment ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, const int32 InGrouping )


description: Action to create new comment

code: struct FSoundCueGraphSchemaAction_NewComment : public [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction)


code: FSoundCueGraphSchemaAction_NewFromSelected ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, const int32 InGrouping )


description: Action to add nodes to the graph based on selected objects


code: FSoundCueGraphSchemaAction_NewNode ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, const int32 InGrouping )


description: Action to add a node to the graph

code: struct FSoundCueGraphSchemaAction_NewNode : public [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction)

SoundNodeClass

description: Class of node we want to create


code: FSoundCueGraphSchemaAction_Paste ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, const int32 InGrouping )


description: Action to paste clipboard contents into the graph

code: struct FSoundCueGraphSchemaAction_Paste : public [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction)


description: Returns the SoundCue that contains this graph

code: [USoundCue](API\Runtime\Engine\Sound\USoundCue) * GetSoundCue() const


code: USoundCueGraph ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USoundCueGraph

code: class USoundCueGraph : public [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph)


description: Add an input pin to this node and recompile the SoundCue

code: void AddInputPin()


description: Checks whether an input can be added to this node

code: bool CanAddInputPin() const


description: Create a new input pin for this node

code: void CreateInputPin()


description: Create all of the input pins required

code: virtual void CreateInputPins()


description: Estimate the width of this Node from the length of its title

code: int32 EstimateNodeWidth() const


description: Returns the name of the excerpt to display from the specified external documentation link for the graph node Default behavior is to return the class name (including prefix)

code: virtual [FString](API\Runtime\Core\Containers\FString) GetDocumentationExcerptName() const


description: Gets a list of actions that can be done to this particular node

code: virtual void GetNodeContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const


description: Gets the name of this node, shown in title bar

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


description: Gets the tooltip to display when over the node

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


description: Fix up the node's owner after being copied

code: void PostCopyNode()


description: Called after duplication & serialization and before PostLoad. Used to e.g. make sureUStaticMesh'sUModelgets copied as well. Note: NOT called on components on actor duplication (alt-drag or copy-paste). Use PostEditImport as well to cover that case.

code: virtual void PostDuplicate ( bool bDuplicateForPIE )


description: Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization

code: virtual void PostEditImport()


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Perform any steps necessary prior to copying a node into the paste buffer

code: virtual void PrepareForCopying()


description: Set the SoundNode this represents (also assigns this to the SoundNode in Editor)

code: void SetSoundNode ( [USoundNode](API\Runtime\Engine\Sound\USoundNode) * InSoundNode )


description: Remove a specific input pin from this node and recompile the SoundCue

code: void RemoveInputPin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InGraphPin )


code: USoundCueGraphNode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USoundCueGraphNode

code: class USoundCueGraphNode : public [USoundCueGraphNode_Base](API\Editor\AudioEditor\SoundCueGraph\USoundCueGraphNode_Base)

SoundNode

description: The SoundNode this represents


description:
Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).

code: virtual void AllocateDefaultPins()


description: Determine if this node can be created under the specified schema

code: virtual bool CanCreateUnderSpecifiedSchema ( const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * Schema ) const


description: Autowire a newly created node.

code: virtual void AutowireNewNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin )


description: Create all of the input pins required

code: virtual void CreateInputPins()


description: Returns the link used for external documentation for the graph node

code: virtual [FString](API\Runtime\Core\Containers\FString) GetDocumentationLink() const


description: Get the current Input Pin count

code: int32 GetInputCount() const


description: Get a single Input Pin via its index

code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetInputPin ( int32 InputIndex )


description: Get all of the Input Pins

code: void GetInputPins ( [TArray](API\Runtime\Core\Containers\TArray)< class [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & OutInputPins )


description: Get the Output Pin (should only ever be one)


description: Handles inserting the node between the FromPin and what the FromPin was original connected to

code: void InsertNewNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * NewLinkPin, [TSet](API\Runtime\Core\Containers\TSet)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & OutNodeList )


description: Is this the undeletable root node

code: virtual bool IsRootNode() const


description: Refresh the connectors on a node, preserving as many connections as it can.

code: virtual void ReconstructNode()


code: USoundCueGraphNode_Base ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class USoundCueGraphNode_Base : public [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode)


description: Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph

code: virtual bool CanDuplicateNode() const


description: Gets a list of actions that can be done to this particular node

code: virtual void GetNodeContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const


description: Whether or not this node can be deleted by user action

code: virtual bool CanUserDeleteNode() const


description: Gets the name of this node, shown in title bar

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


description: Gets the draw color of a node's title bar

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const


description: Gets the tooltip to display when over the node

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


code: USoundCueGraphNode_Root ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class USoundCueGraphNode_Root : public [USoundCueGraphNode_Base](API\Editor\AudioEditor\SoundCueGraph\USoundCueGraphNode_Base)


description: Breaks all links from/to a single node

code: virtual void BreakNodeLinks ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) & TargetNode ) const


description: Breaks all links from/to a single pin

code: virtual void BreakPinLinks ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & TargetPin, bool bSendsNodeNotifcation ) const


description:
Determine if a connection can be created between two pins.
An empty string if the connection is legal, otherwise a message describing why the connection would fail.

code: virtual const [FPinConnectionResponse](API\Runtime\Engine\EdGraph\FPinConnectionResponse) CanCreateConnection ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * A, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * B ) const


description: Populate new graph with any default nodes

code: virtual void CreateDefaultNodesForGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph ) const


description: Check whether connecting these pins would cause a loop

code: bool ConnectionCausesLoop ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputPin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPin ) const


description: Called when asset(s) are dropped onto a graph background.

code: virtual void DroppedAssetsOnGraph ( const [TArray](API\Runtime\Core\Containers\TArray)< struct [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const FVector2D & GraphPosition, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph ) const


description: Called when asset(s) are dropped onto the specified node

code: virtual void DroppedAssetsOnNode ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const FVector2D & GraphPosition, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node ) const


description: Allows schema to generate a tooltip (icon & message) when the specified asset(s) are dragged over the specified graph

code: virtual void GetAssetsGraphHoverMessage ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * HoverGraph, [FString](API\Runtime\Core\Containers\FString) & OutTooltipText, bool & OutOkIcon ) const


description: Gets actions that should be added to the right-click context menu for a node or pin

code: virtual void GetContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const


description: Returns schema action to create comment from implemention

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > GetCreateCommentAction() const


description: Get all actions that can be performed when right clicking on a graph or drag-releasing on a graph from a pin

code: virtual void GetGraphContextActions ( [FGraphContextMenuBuilder](API\Runtime\Engine\EdGraph\FGraphContextMenuBuilder) & ContextMenuBuilder ) const


description: Returns the currently selected graph node count

code: virtual int32 GetNodeSelectionCount ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph ) const


description: Helper method to add items valid to the palette list

code: void GetPaletteActions ( [FGraphActionMenuBuilder](API\Runtime\Engine\EdGraph\FGraphActionMenuBuilder) & ActionMenuBuilder ) const


description:
Gets the draw color of a pin based on it's type.
The color representing the passed in type.

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetPinTypeColor ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType ) const


description: If we should disallow viewing and editing of the supplied pin

code: virtual bool ShouldHidePinDefaultValue ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const


description:
Try to make a connection between two pins.
True if a connection was made/broken (graph was modified); false if the connection failed and had no side effects.

code: virtual bool TryCreateConnection ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * A, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * B ) const


description: Attempts to connect the output of multiple nodes to the inputs of a single one

code: void TryConnectNodes ( const [TArray](API\Runtime\Core\Containers\TArray)< [USoundNode](API\Runtime\Engine\Sound\USoundNode) * > & OutputNodes, [USoundNode](API\Runtime\Engine\Sound\USoundNode) * InputNode ) const


code: USoundCueGraphSchema ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Update list of component classes

code: void UpdateSoundNodeList ( const SSoundCuePalette::FSoundNodeFilterData & )


className: USoundCueGraphSchema

code: class USoundCueGraphSchema : public [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema)


description: FGraphPanelPinConnectionFactory.

code: virtual [FConnectionDrawingPolicy](API\Editor\GraphEditor\FConnectionDrawingPolicy) * CreateConnectionPolicy ( const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * Schema, int32 InBackLayerID, int32 InFrontLayerID, float ZoomFactor, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & InClippingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & InDrawElements, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraphObj ) const


code: struct FSoundSubmixGraphConnectionDrawingPolicyFactory : public [FGraphPanelPinConnectionFactory](API\Editor\UnrealEd\FGraphPanelPinConnectionFactory)


description: Give specific editor modes a chance to highlight this connection or darken non-interesting connections.

code: virtual void DetermineWiringStyle ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputPin, [FConnectionParams](API\Editor\GraphEditor\FConnectionParams) & Params )


className: FExecPairingMap

description: Map of pairings.

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) *, [FTimePair](API\Editor\AudioEditor\SoundSubmixGraph\FSoundSubmixGraphConnectionDrawi-\FTimePair) > FExecPairingMap


code: FSoundSubmixGraphConnectionDrawingPolicy ( int32 InBackLayerID, int32 InFrontLayerID, float ZoomFactor, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & InClippingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & InDrawElements, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraphObj )


className: FTimePair

description: Times for one execution pair within the current graph.

code: struct FTimePair

PredExecTime

type: double


description: This class draws the connections for anUEdGraphusing a SoundCue schema.

code: class FSoundSubmixGraphConnectionDrawingPolicy : public [FConnectionDrawingPolicy](API\Editor\GraphEditor\FConnectionDrawingPolicy)

GraphObj

type: UEdGraph*

PredecessorNodes

type: TMap<UEdGraphN...

description: Map of nodes that preceded before a given node in the execution sequence (one entry for each pairing)


code: virtual [FName](API\Runtime\Core\UObject\FName) GetTypeId() const


description: Execute this action, given the graph and schema, and possibly a pin that we were dragged from. Returns a node that was created by this action (if any).

code: virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * PerformAction ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, const FVector2D Location, bool bSelectNewNode )


description: Simple type info.


code: FSoundSubmixGraphSchemaAction_NewNode ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, const int32 InGrouping )


description: Action to add a node to the graph

code: struct FSoundSubmixGraphSchemaAction_NewNode : public [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction)

NewSoundSubmixName

description: Name for the new SoundSubmix


code: void Construct ( const [FArguments](API\Editor\AudioEditor\SoundSubmixGraph\SSubmixGraphNode\FArguments) & InArgs, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InGraphNode )


code: WidgetArgsType & SubmixBase &40; TWeakObjectPtr< USoundSubmixBase > InArg &41;


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

code: struct FArguments : public [TSlateBaseNamedArgs< SSubmixGraphNode >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


className: SSubmixGraphNode

code: class SSubmixGraphNode : public [SGraphNode](API\Editor\GraphEditor\SGraphNode)


description: Display SoundSubmixes (and all of their children) that have been dragged onto the editor

code: void AddDroppedSoundSubmixes ( const [TSet](API\Runtime\Core\Containers\TSet)< [USoundSubmixBase](API\Runtime\Engine\Sound\USoundSubmixBase) * > & SoundSubmixes, int32 NodePosX, int32 NodePosY )


description: Display a new SoundSubmix that has just been created using the editor

code: void AddNewSoundSubmix ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, [USoundSubmixBase](API\Runtime\Engine\Sound\USoundSubmixBase) * SoundSubmix, int32 NodePosX, int32 NodePosY, bool bSelectNewNode )


description: Find an existing node that represents a given SoundSubmix

code: [USoundSubmixGraphNode](API\Editor\AudioEditor\SoundSubmixGraph\USoundSubmixGraphNode) * FindExistingNode ( [USoundSubmixBase](API\Runtime\Engine\Sound\USoundSubmixBase) * SoundSubmix ) const


description: Get the SoundSubmix which forms the root of this graph

code: [USoundSubmixBase](API\Runtime\Engine\Sound\USoundSubmixBase) * GetRootSoundSubmix() const


description: Create the inner node content area, including the left/right pin boxes

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateNodeContentArea()


description: Checks whether a SoundSubmix is already represented on this graph

code: bool IsSubmixDisplayed ( [USoundSubmixBase](API\Runtime\Engine\Sound\USoundSubmixBase) * SoundSubmix ) const


description: Use this graph to re-link all of the SoundSubmixes it represents after a change in linkage

code: void LinkSoundSubmixes()


description: Completely rebuild the graph from the root, removing all old nodes

code: void RebuildGraph()


code: WidgetArgsType & SubmixNodeUserWidget &40; TWeakObjectPtr< UUserWidget > InArg &41;


description: Re-link all of the nodes in this graph after a change to SoundSubmix linkage

code: void RefreshGraphLinks()


description: Recursively remove a set of nodes from this graph and re-link SoundSubmixes afterwards

code: void RecursivelyRemoveNodes ( const [TSet](API\Runtime\Core\Containers\TSet)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > NodesToRemove )


description: Set the SoundSubmix which forms the root of this graph

code: void SetRootSoundSubmix ( [USoundSubmixBase](API\Runtime\Engine\Sound\USoundSubmixBase) * InSoundSubmix )


code: USoundSubmixGraph ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USoundSubmixGraph

code: class USoundSubmixGraph : public [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph)


description:
Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).

code: virtual void AllocateDefaultPins()


description: Autowire a newly created node.

code: virtual void AutowireNewNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin )


description: Determine if this node can be created under the specified schema

code: virtual bool CanCreateUnderSpecifiedSchema ( const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * Schema ) const


description: Whether or not this node can be deleted by user action

code: virtual bool CanUserDeleteNode() const


description: Check whether the children of this node match the SoundSubmix it is representing

code: bool CheckRepresentsSoundSubmix()


description: Create a visual widget to represent this node in a graph editor or graph panel. If not implemented, the default node factory will be used.

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SGraphNode](API\Editor\GraphEditor\SGraphNode) > CreateVisualWidget()


description: Get the Pin that connects to all children

code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetChildPin() const


description: Gets the name of this node, shown in title bar

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


description: Gets the draw color of a node's title bar

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const


description: Get the Pin that connects to its parent

code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetParentPin() const


code: USoundSubmixGraphNode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USoundSubmixGraphNode

code: class USoundSubmixGraphNode : public [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode)

SoundSubmix

description: The SoundSubmix this represents

SubmixNodeUserWidget

type: TObjectPtr<UUs...

description: A user widget to use to represent the graph node


description: Breaks all links from/to a single node

code: virtual void BreakNodeLinks ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) & TargetNode ) const


description: Breaks all links from/to a single pin

code: virtual void BreakPinLinks ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & TargetPin, bool bSendsNodeNotifcation ) const


description: Breaks the link between two nodes.

code: virtual void BreakSinglePinLink ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * SourcePin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * TargetPin ) const


description:
Determine if a connection can be created between two pins.
An empty string if the connection is legal, otherwise a message describing why the connection would fail.

code: virtual const [FPinConnectionResponse](API\Runtime\Engine\EdGraph\FPinConnectionResponse) CanCreateConnection ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * A, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * B ) const


description: Check whether connecting these pins would cause a loop

code: bool ConnectionCausesLoop ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputPin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPin ) const


description: Called when asset(s) are dropped onto a graph background.

code: virtual void DroppedAssetsOnGraph ( const [TArray](API\Runtime\Core\Containers\TArray)< struct [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const FVector2D & GraphPosition, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph ) const


description: Allows schema to generate a tooltip (icon & message) when the specified asset(s) are dragged over the specified graph

code: virtual void GetAssetsGraphHoverMessage ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * HoverGraph, [FString](API\Runtime\Core\Containers\FString) & OutTooltipText, bool & OutOkIcon ) const


description: Get all actions that can be performed when right clicking on a graph or drag-releasing on a graph from a pin

code: virtual void GetGraphContextActions ( [FGraphContextMenuBuilder](API\Runtime\Engine\EdGraph\FGraphContextMenuBuilder) & ContextMenuBuilder ) const


description: Gets actions that should be added to the right-click context menu for a node or pin

code: virtual void GetContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const


description: Returns parent context menu name

code: virtual [FName](API\Runtime\Core\UObject\FName) GetParentContextMenuName() const


description:
Gets the draw color of a pin based on it's type.
The color representing the passed in type.

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetPinTypeColor ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType ) const


description: If we should disallow viewing and editing of the supplied pin

code: virtual bool ShouldHidePinDefaultValue ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const


description:
Try to make a connection between two pins.
True if a connection was made/broken (graph was modified); false if the connection failed and had no side effects.

code: virtual bool TryCreateConnection ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * A, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * B ) const


code: USoundSubmixGraphSchema ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USoundSubmixGraphSchema

code: class USoundSubmixGraphSchema : public [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema)


description: Gets the category for the settings, some high level grouping like, Editor, Engine, Game...etc.

code: virtual [FName](API\Runtime\Core\UObject\FName) GetCategoryName() const


description: UObjectinterface

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


module: BehaviorTreeEditor

code: namespace EDecoratorLogicMode { enum Type { Sink, And, Or, Not, } }


code: namespace ESubNode { enum Type { Decorator, Service, } }


className: FAbortDrawHelper

code: struct FAbortDrawHelper


className: BehaviorTreeMode

description: Modes in mode switcher

code: static const [FName](API\Runtime\Core\UObject\FName) BehaviorTreeMode;


className: BlackboardMode

code: static const [FName](API\Runtime\Core\UObject\FName) BlackboardMode;


className: UAudioEditorSettings

code: class UAudioEditorSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)

bPinSoundAttenuationInAssetMenu

type: bool

description: Whether to pin the Sound Attenuation asset type when creating new assets.

bPinSoundConcurrencyInAssetMenu

description: Whether to pin the Sound Concurrency asset type when creating new assets.

bPinSoundCueInAssetMenu

description: Whether to pin the Sound Cue asset type when creating new assets.

bPinSoundCueTemplateInAssetMenu

description: Whether to pin the Sound Cue Template asset type when creating new assets.


description: Check whether the behavior tree mode can be accessed (i.e whether we have a valid tree to edit)

code: bool CanAccessBehaviorTreeMode() const


description: Check whether the blackboard mode can be accessed (i.e whether we have a valid blackboard to edit)

code: bool CanAccessBlackboardMode() const


code: bool CanAddBreakpoint() const


code: bool CanAddInputPin() const


description: Whether we can currently create a new Blackboard

code: bool CanCreateNewBlackboard() const


description: Check to see if we can create a new decorator node

code: bool CanCreateNewDecorator() const


description: Check to see if we can create a new service node

code: bool CanCreateNewService() const


description: Check to see if we can create a new task node

code: bool CanCreateNewTask() const


code: bool CanDisableBreakpoint() const


description: Get whether we can edit the tree/blackboard with the debugger active

code: bool CanEditWithDebuggerActive() const


code: bool CanRemoveBreakpoint() const


code: bool CanEnableBreakpoint() const


code: bool CanRemoveInputPin() const


code: bool CanSearchTree() const


code: bool CanToggleBreakpoint() const


description: Create a new Blackboard alongside the currently-edited behavior tree

code: void CreateNewBlackboard()


description: Create a new decorator fromUBTDecorator_BlueprintBase

code: void CreateNewDecorator() const


description: Create a new service fromUBTService_BlueprintBase

code: void CreateNewService() const


description: Create a new task fromUBTTask_BlueprintBase

code: void CreateNewTask() const


code: void DebuggerSwitchAsset ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) * NewAsset )


code: void DebuggerUpdateGraph()


code: virtual void DoubleClickNode ( class [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node )


code: virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * FindInjectedNode ( int32 Index ) const


code: virtual void FocusAttentionOnNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node )


code: virtual void FocusWindow ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToFocusOn )


description: Returns the localized name of this toolkit type (typically just "editor")

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetBaseToolkitName() const


description: Get the behavior tree we are editing (if any)

code: [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) * GetBehaviorTree() const


description: Get the blackboard we are editing (if any)

code: [UBlackboardData](API\Runtime\AIModule\BehaviorTree\UBlackboardData) * GetBlackboardData() const


description: Get the currently selected blackboard entry

code: void GetBlackboardSelectionInfo ( int32 & OutSelectionIndex, bool & bOutIsInherited ) const


code: [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SGraphEditor](API\Editor\UnrealEd\SGraphEditor) > GetFocusedGraphPtr() const


description:
Get the localized text to display for the specified mode
the localized text representation of the mode

code: static [FText](API\Runtime\Core\Internationalization\FText) GetLocalizedMode ( [FName](API\Runtime\Core\UObject\FName) InMode )


description: Access the toolbar builder for this editor

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class FBehaviorTreeEditorToolbar > GetToolbarBuilder()


description: Returns the invariant name of this toolkit type

code: virtual [FName](API\Runtime\Core\UObject\FName) GetToolkitFName() const


description: Returns the localized name of this toolkit

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetToolkitName() const


description: Returns the color and opacity to use for the color that appears behind the tab text for this toolkit's tab in world-centric mode.

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetWorldCentricTabColorScale() const


description: Returns the localized tooltip text of this toolkit

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetToolkitToolTipText() const


description: Returns the localize prefix string to use for tab labels in world-centric mode.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetWorldCentricTabPrefix() const


description: Create the menu used to make a new service

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > HandleCreateNewServiceMenu() const


description: Delegate handler for selection in the blackboard entry list

code: void HandleBlackboardEntrySelected ( const [FBlackboardEntry](API\Runtime\AIModule\BehaviorTree\FBlackboardEntry) * BlackboardEntry, bool bIsInherited )


description: Delegate handler for when a blackboard key changes (added, removed, renamed)

code: void HandleBlackboardKeyChanged ( [UBlackboardData](API\Runtime\AIModule\BehaviorTree\UBlackboardData) * InBlackboardData, [FBlackboardEntry](API\Runtime\AIModule\BehaviorTree\FBlackboardEntry) *const InKey )


description: Create the menu used to make a new decorator

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > HandleCreateNewDecoratorMenu() const


description: Create the menu used to make a new task node

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > HandleCreateNewTaskMenu() const


description: Delegate handler for when the debugged blackboard changes

code: void HandleDebuggedBlackboardChanged ( [UBlackboardData](API\Runtime\AIModule\BehaviorTree\UBlackboardData) * InObject )


description: Delegate handler for displaying debugger values

code: [FText](API\Runtime\Core\Internationalization\FText) HandleGetDebugKeyValue ( const [FName](API\Runtime\Core\UObject\FName) & InKeyName, bool bUseCurrentState ) const


description: Delegate handler for retrieving timestamp to display

code: double HandleGetDebugTimeStamp ( bool bUseCurrentState ) const


description: Delegate handler for determining whether to display the current state


description: Delegate handler used to retrieve current blackboard selection

code: int32 HandleGetSelectedBlackboardItemIndex ( bool & bOutIsInherited )


description: Check whether blackboard mode is current


description: Handler for when a node class is picked

code: void HandleNewNodeClassPicked ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass ) const


code: bool InEditingMode ( bool bGraphIsEditable ) const


code: virtual void InitBehaviorTreeEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


code: virtual void InitializeDebuggerState ( class FBehaviorTreeDebugger * ParentDebugger ) const


description: Get whether the debugger is currently running and the PIE session is paused

code: bool IsDebuggerPaused() const


code: bool IsDebuggerReady() const


description: Whether the single button to create a new Blueprint-based decorator is visible


description: Whether the combo button to create a new Blueprint-based decorator from all available base classes is visible

code: bool IsNewDecoratorComboVisible() const


description: Whether the single button to create a new Blueprint-based service is visible

code: bool IsNewServiceButtonVisible() const


description: Whether the combo button to create a new Blueprint-based service from all available base classes is visible

code: bool IsNewServiceComboVisible() const


description: Whether the single button to create a new Blueprint-based task is visible

code: bool IsNewTaskButtonVisible() const


description: Whether the combo button to create a new Blueprint-based task from all available base classes is visible

code: bool IsNewTaskComboVisible() const


code: bool IsPropertyEditable() const


code: void JumpToNode ( const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node )


code: virtual void NotifyPostChange ( const [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyThatChanged )


code: void OnAddBreakpoint()


code: virtual void OnClassListUpdated()


code: void OnDebuggerActorSelected ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) > InstanceToDebug )


code: void OnDisableBreakpoint()


code: void OnEnableBreakpoint()


code: void OnFinishedChangingProperties ( const [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > OnGetDebuggerActorsMenu()


code: void OnGraphEditorFocused ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SGraphEditor](API\Editor\UnrealEd\SGraphEditor) > & InGraphEditor )


description: Delegates.

code: void OnNodeDoubleClicked ( class [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node )


code: void OnNodeTitleCommitted ( const [FText](API\Runtime\Core\Internationalization\FText) & NewText, [ETextCommit::Type](API\Runtime\SlateCore\Types\ETextCommit__Type) CommitInfo, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * NodeBeingChanged )


code: void OnPackageSaved ( const [FString](API\Runtime\Core\Containers\FString) & PackageFileName, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package, [FObjectPostSaveContext](API\Runtime\CoreUObject\UObject\FObjectPostSaveContext) ObjectSaveContext )


code: void OnRemoveBreakpoint()


code: void OnRemoveInputPin()


description: Signal that client should run any PostRedo code

code: virtual void PostRedo ( bool bSuccess )


code: void OnToggleBreakpoint()


description: IToolkitinterface

code: virtual void RegisterTabSpawners ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > & TabManager )


description: Signal that client should run any PostUndo code

code: virtual void PostUndo ( bool bSuccess )


code: void RegisterToolbarTab ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > & TabManager )


description: Restores the behavior tree graph we were editing or creates a new one if none is available

code: void RestoreBehaviorTree()


description: Called when "Save" is clicked for this asset

code: virtual void SaveAsset_Execute()


description: Save the graph state for later editing

code: void SaveEditedObjectState()


description: Spawn blackboard details tab


code: void SetToolbarCreateActionsEnabled ( bool bActionsEnabled )


description: Spawn blackboard editor tab


description: Spawn blackboard view tab


description: Spawns the tab with the update graph inside


description: Spawns the search tab

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > SpawnSearch()


className: FBehaviorTreeEditor

code: class FBehaviorTreeEditor : public [IBehaviorTreeEditor](API\Editor\BehaviorTreeEditor\IBehaviorTreeEditor), public [FAIGraphEditor](API\Editor\AIGraph\FAIGraphEditor), public [FNotifyHook](API\Runtime\CoreUObject\Misc\FNotifyHook)

CornerText

type: FText

GraphClass

type: TSubclassOf<UB...

GraphName

type: FName


description: Destructor

code: virtual ~FBehaviorTreeEditor()


className: BehaviorTreeEditorAppIdentifier

description: Behavior Tree app identifier string

code: static const [FName](API\Runtime\Core\UObject\FName) BehaviorTreeEditorAppIdentifier;


description: Creates an instance of Behavior Tree editor. Only virtual so that it can be called across the DLL boundary.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IBehaviorTreeEditor](API\Editor\BehaviorTreeEditor\IBehaviorTreeEditor) > CreateBehaviorTreeEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGraphNodeClassHelper](API\Editor\AIGraph\FGraphNodeClassHelper) > GetClassCache() const


description: Gets the extensibility managers for outside entities to extend static mesh editor's menus and toolbars


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


className: FBehaviorTreeEditorModule

description: Behavior Tree Editor module

code: class FBehaviorTreeEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface), public [IHasMenuExtensibility](API\Editor\UnrealEd\Toolkits\IHasMenuExtensibility), public [IHasToolBarExtensibility](API\Editor\UnrealEd\Toolkits\IHasToolBarExtensibility)


description: Execute this action, given the graph and schema, and possibly a pin that we were dragged from. Returns a node that was created by this action (if any).

code: virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * PerformAction ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, const FVector2D Location, bool bSelectNewNode )


code: FBehaviorTreeSchemaAction_AutoArrange ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, const int32 InGrouping )


description: Action to auto arrange the graph

code: struct FBehaviorTreeSchemaAction_AutoArrange : public [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction)


description: GC.

code: virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


code: virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * PerformAction ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & FromPins, const FVector2D Location, bool bSelectNewNode )


code: template<typename NodeType> static NodeType * SpawnNodeFromTemplate ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, NodeType * InTemplateNode, const FVector2D Location )


code: FDecoratorSchemaAction_NewNode ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, const int32 InGrouping )


code: void DoubleClickNode ( class [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node )


description: Action to add a node to the graph

code: struct FDecoratorSchemaAction_NewNode : public [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction)

NodeTemplate

type: TObjectPtr< cla...

description: Template of node we want to create


code: [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * FindInjectedNode ( int32 Index ) const


code: void FocusAttentionOnNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node )


code: void InitializeDebuggerState ( class FBehaviorTreeDebugger * ParentDebugger ) const


className: IBehaviorTreeEditor

description: BT Editor public interface

code: class IBehaviorTreeEditor : public [FWorkflowCentricApplication](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowCentricApplication)


description: Gets a list of categories this asset is in, these categories are used to help organize

code: virtual TConstArrayView< [FAssetCategoryPath](API\Editor\AssetDefinition\Misc\FAssetCategoryPath) > GetAssetCategories() const


code: virtual [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > GetAssetClass() const


code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetAssetColor() const


description: UAssetDefinitionBegin.

code: virtual EAssetCommandResult OpenAssets ( const [FAssetOpenArgs](API\Editor\AssetDefinition\FAssetOpenArgs) & OpenArgs ) const


description: Diffing Assets.

code: virtual EAssetCommandResult PerformAssetDiff ( const [FAssetDiffArgs](API\Editor\AssetDefinition\FAssetDiffArgs) & DiffArgs ) const


code: class UAssetDefinition_BehaviorTree : public [UAssetDefinitionDefault](API\Editor\UnrealEd\UAssetDefinitionDefault)


code: void CollectDecoratorDataWorker ( const class [UBehaviorTreeDecoratorGraphNode](API\Editor\BehaviorTreeEditor\UBehaviorTreeDecoratorGraphNode) * Node, [TArray](API\Runtime\Core\Containers\TArray)< class [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator) * > & DecoratorInstances, [TArray](API\Runtime\Core\Containers\TArray)< struct [FBTDecoratorLogic](API\Runtime\AIModule\BehaviorTree\FBTDecoratorLogic) > & DecoratorOperations ) const


code: void CollectDecoratorData ( [TArray](API\Runtime\Core\Containers\TArray)< class [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator) * > & DecoratorInstances, [TArray](API\Runtime\Core\Containers\TArray)< struct [FBTDecoratorLogic](API\Runtime\AIModule\BehaviorTree\FBTDecoratorLogic) > & DecoratorOperations ) const


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FindFreePin ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node, EEdGraphPinDirection Direction )


code: const [UBehaviorTreeDecoratorGraphNode](API\Editor\BehaviorTreeEditor\UBehaviorTreeDecoratorGraphNode) * FindRootNode() const


code: int32 SpawnMissingNodes ( const [TArray](API\Runtime\Core\Containers\TArray)< class [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator) * > & NodeInstances, const [TArray](API\Runtime\Core\Containers\TArray)< struct [FBTDecoratorLogic](API\Runtime\AIModule\BehaviorTree\FBTDecoratorLogic) > & Operations, int32 StartIndex )


description: UAssetDefinitionBegin.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetAssetDisplayName() const


code: [UBehaviorTreeDecoratorGraphNode](API\Editor\BehaviorTreeEditor\UBehaviorTreeDecoratorGraphNode) * SpawnMissingNodeWorker ( const [TArray](API\Runtime\Core\Containers\TArray)< class [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator) * > & NodeInstances, const [TArray](API\Runtime\Core\Containers\TArray)< struct [FBTDecoratorLogic](API\Runtime\AIModule\BehaviorTree\FBTDecoratorLogic) > & Operations, int32 & Index, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * ParentGraphNode, int32 ChildIdx )


code: UBehaviorTreeDecoratorGraph ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UBehaviorTreeDecoratorGraph

code: class UBehaviorTreeDecoratorGraph : public [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph)


description: Autowire a newly created node.

code: virtual void AutowireNewNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin )


description: Determine if this node can be created under the specified schema

code: virtual bool CanCreateUnderSpecifiedSchema ( const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * Schema ) const


description: Whether or not this node can be deleted by user action

code: virtual bool CanUserDeleteNode() const


description: Get the BT graph that owns this node

code: virtual [UBehaviorTreeDecoratorGraph](API\Editor\BehaviorTreeEditor\UBehaviorTreeDecoratorGraph) * GetDecoratorGraph()


description: the input pin for this state

code: virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetInputPin ( int32 InputIndex ) const


code: virtual [EBTDecoratorLogic::Type](API\Runtime\AIModule\BehaviorTree\EBTDecoratorLogic__Type) GetOperationType() const


description: the output pin for this state

code: virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOutputPin ( int32 InputIndex ) const


description: Called when something external to this node has changed the connection list of any of the pins in the node


code: UBehaviorTreeDecoratorGraphNode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UBehaviorTreeDecoratorGraphNode

code: class UBehaviorTreeDecoratorGraphNode : public [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode)

bAllowModifingInputs

type: uint32:  1

description: Allow creating / removing inputs


description:
Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).

code: virtual void AllocateDefaultPins()


description: Gets the name of this node, shown in title bar

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


description: Called after applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo()


description: Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization

code: virtual void PostEditImport()


description: Perform any steps necessary prior to copying a node into the paste buffer

code: virtual void PrepareForCopying()


code: bool RefreshNodeClass()


description: A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called. This method is not called when a node is reconstructed, etc...

code: virtual void PostPlacedNewNode()


code: void UpdateNodeClassData()


code: virtual void ResetNodeOwner()


code: UBehaviorTreeDecoratorGraphNode_Decorator ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UBehaviorTreeDecoratorGraphNode_Decorator : public [UBehaviorTreeDecoratorGraphNode](API\Editor\BehaviorTreeEditor\UBehaviorTreeDecoratorGraphNode)

ClassData

type: FGraphNodeClass...

NodeInstance

type: TObjectPtr<UOb...


code: bool CanAddPins() const


code: bool CanRemovePins() const


code: virtual bool CanUserDeleteNode() const


code: [EDecoratorLogicMode::Type](API\Editor\BehaviorTreeEditor\EDecoratorLogicMode__Type) GetLogicMode ( [EBTDecoratorLogic::Type](API\Runtime\AIModule\BehaviorTree\EBTDecoratorLogic__Type) Op ) const


description: This function gets menu items that can be created using this node given the specified context.

code: virtual void GetMenuEntries ( struct [FGraphContextMenuBuilder](API\Runtime\Engine\EdGraph\FGraphContextMenuBuilder) & ContextMenuBuilder ) const


code: virtual [EBTDecoratorLogic::Type](API\Runtime\AIModule\BehaviorTree\EBTDecoratorLogic__Type) GetOperationType() const


code: void RemoveInputPin ( class [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )


code: UBehaviorTreeDecoratorGraphNode_Logic ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UBehaviorTreeDecoratorGraphNode_Logic : public [UBehaviorTreeDecoratorGraphNode](API\Editor\BehaviorTreeEditor\UBehaviorTreeDecoratorGraphNode)

LogicMode

type: TEnumAsByte<ED...


code: static const [FName](API\Runtime\Core\UObject\FName) PinCategory_MultipleNodes;


code: static const [FName](API\Runtime\Core\UObject\FName) PinCategory_SingleComposite;


code: static const [FName](API\Runtime\Core\UObject\FName) PinCategory_SingleNode;


code: static const [FName](API\Runtime\Core\UObject\FName) PinCategory_SingleTask;


code: UBehaviorTreeEditorTypes ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UBehaviorTreeEditorTypes

code: class UBehaviorTreeEditorTypes : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description:
Create a new object by class.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


description: true if the factory can currently create a new object from scratch.

code: virtual bool CanCreateNew() const


code: UBehaviorTreeFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UBehaviorTreeFactory

code: class UBehaviorTreeFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


code: virtual void CollectAllNodeInstances ( [TSet](API\Runtime\Core\Containers\TSet)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & NodeInstances )


code: void CreateBTFromGraph ( class [UBehaviorTreeGraphNode](API\Editor\BehaviorTreeEditor\UBehaviorTreeGraphNode) * RootEdNode )


className: EUpdateFlags

code: enum EUpdateFlags { RebuildGraph = 0, ClearDebuggerFlags = 1, KeepRebuildCounter = 2, }


code: [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * FindInjectedNode ( int32 Index )


code: virtual void Initialize()


code: virtual void MarkVersion()


code: virtual void OnLoaded()


code: virtual void OnCreated()


code: virtual void PostEditUndo()


code: virtual void OnSubNodeDropped()


code: void RebuildChildOrder ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * ParentNode )


code: void RebuildExecutionOrder()


code: void RemoveUnknownSubNodes()


code: void ReplaceNodeConnections ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * OldNode, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * NewNode )


code: void SpawnMissingNodes()


code: void SpawnMissingNodesForParallel()


code: void UpdateAbortHighlight ( struct [FAbortDrawHelper](API\Editor\BehaviorTreeEditor\FAbortDrawHelper) & Mode0, struct [FAbortDrawHelper](API\Editor\BehaviorTreeEditor\FAbortDrawHelper) & Mode1 )


code: virtual void UpdateAsset ( int32 UpdateFlags )


code: void UpdateBlackboardChange()


code: void UpdateBrokenComposites()


code: bool UpdateInjectedNodes()


code: virtual void UpdateVersion()


code: void UpdatePinConnectionTypes()


code: void UpdateVersion_UnifiedSubNodes()


code: UBehaviorTreeGraph ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UBehaviorTreeGraph

code: class UBehaviorTreeGraph : public [UAIGraph](API\Editor\AIGraph\UAIGraph)

ModCounter

description: Increased with every graph rebuild, used to refresh data from subtrees


description: Add right click menu to create subnodes: Decorators

code: void AddContextMenuActionsDecorators ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, const [FName](API\Runtime\Core\UObject\FName) SectionName, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const


description: Add right click menu to create subnodes: Services

code: void AddContextMenuActionsServices ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, const [FName](API\Runtime\Core\UObject\FName) SectionName, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const


code: virtual void AllocateDefaultPins()


code: virtual bool CanCreateUnderSpecifiedSchema ( const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * Schema ) const


description: Check if node can accept breakpoints

code: virtual bool CanPlaceBreakpoints() const


code: void ClearDebuggerState()


description: Creates add decorator... submenu

code: void CreateAddDecoratorSubMenu ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph ) const


description: Creates add service... submenu

code: void CreateAddServiceSubMenu ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph ) const


description: Gives the node the option to customize how diffs are discovered within it.

code: virtual void FindDiffs ( class [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * OtherNode, struct [FDiffResults](API\Runtime\Engine\FDiffResults) & Results )


code: virtual int32 FindSubNodeDropIndex ( [UAIGraphNode](API\Editor\AIGraph\UAIGraphNode) * SubNode ) const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDescription() const


code: virtual [UBehaviorTreeGraph](API\Editor\BehaviorTreeEditor\UBehaviorTreeGraph) * GetBehaviorTreeGraph()


description: Gets icon resource name for title bar

code: virtual [FName](API\Runtime\Core\UObject\FName) GetNameIcon() const


description: Gets the tooltip to display when over the node

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


description: Check if node has any errors, used for assigning colors on graph

code: virtual bool HasErrors() const


description: Initialize instance object

code: virtual void InitializeInstance()


code: virtual void InsertSubNodeAt ( [UAIGraphNode](API\Editor\AIGraph\UAIGraphNode) * SubNode, int32 DropIndex )


code: virtual void OnSubNodeAdded ( [UAIGraphNode](API\Editor\AIGraph\UAIGraphNode) * SubNode )


code: virtual void OnSubNodeRemoved ( [UAIGraphNode](API\Editor\AIGraph\UAIGraphNode) * SubNode )


code: virtual void PostEditUndo()


code: virtual void RemoveAllSubNodes()


className: UBehaviorTreeGraphNode

code: class UBehaviorTreeGraphNode : public [UAIGraphNode](API\Editor\AIGraph\UAIGraphNode)

bDebuggerMarkBreakpointTrigger

description: Debugger flag: mark stopped on this breakpoint

bDebuggerMarkCurrentlyActive

description: Debugger flag: mark node as active (current state)

bDebuggerMarkFlashActive

description: Debugger flag: briefly flash active node

bDebuggerMarkPreviouslyActive

description: Debugger flag: mark node as active (browsing previous states)

bDebuggerMarkSearchFailed

description: Debugger flag: mark as failed on search path

bDebuggerMarkSearchFailedTrigger

description: Debugger flag: mark as trigger of discarded search path

bDebuggerMarkSearchReverseConnection

description: Debugger flag: mark as going to parent

bDebuggerMarkSearchSucceeded

description: Debugger flag: mark as succeeded search path

bDebuggerMarkSearchTrigger

description: Debugger flag: mark as trigger of search path

bHasBreakpoint

description: Debugger flag: breakpoint exists

bHasObserverError

description: If set, observer setting is invalid (injected nodes only)

bHighlightChildNodeIndices

description: Highlight other child node indexes when hovering over a child

description: Highlighting nodes in abort range for more clarity when setting up decorators

description: Highlighting connections in search range for more clarity when setting up decorators

bHighlightInSearchTree

description: Highlighting nodes during quick find

bInjectedNode

description: If set, this node was injected from subtree and shouldn't be edited

bIsBreakpointEnabled

description: Debugger flag: breakpoint is enabled

bRootLevel

description: If set, this node is root of tree or sub node of it

DebuggerRuntimeDescription

type: FString

description: Used to show node's runtime description rather than static one

DebuggerSearchPathIndex

description: Debugger variable: index on search path

DebuggerSearchPathSize

description: Debugger variable: number of nodes on search path

DebuggerUpdateCounter

description: Debugger variable: incremented on change of debugger flags for render updates

Decorators

type: TArray<TObject...

description: Only some of behavior tree nodes support decorators

Services

description: Only some of behavior tree nodes support services


code: UBehaviorTreeGraphNode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description:
Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).

code: virtual void AllocateDefaultPins()


code: void BuildDescription()


code: void CollectDecoratorData ( [TArray](API\Runtime\Core\Containers\TArray)< class [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator) * > & NodeInstances, [TArray](API\Runtime\Core\Containers\TArray)< struct [FBTDecoratorLogic](API\Runtime\AIModule\BehaviorTree\FBTDecoratorLogic) > & Operations ) const


code: void CreateBoundGraph()


code: virtual [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetBoundGraph() const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDescription() const


description: Gets the name of this node, shown in title bar

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


code: void InitializeDecorator ( class [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator) * InnerDecorator )


description: Check if node is subnode

code: virtual bool IsSubNode() const


code: void OnBlackboardUpdate()


code: void OnInnerGraphChanged()


code: virtual void PostCopyNode()


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor

code: virtual void PostPasteNode()


description: A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called. This method is not called when a node is reconstructed, etc...

code: virtual void PostPlacedNewNode()


description: Perform any steps necessary prior to copying a node into the paste buffer

code: virtual void PrepareForCopying()


code: void ResetExecutionRange()


description: Reinitialize node instance

code: virtual bool RefreshNodeClass()


code: virtual void ResetNodeOwner()


code: void SetDecoratorData ( class [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) * InParentNode, uint8 InChildIndex )


code: int32 SpawnMissingNodes ( const [TArray](API\Runtime\Core\Containers\TArray)< class [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator) * > & NodeInstances, const [TArray](API\Runtime\Core\Containers\TArray)< struct [FBTDecoratorLogic](API\Runtime\AIModule\BehaviorTree\FBTDecoratorLogic) > & Operations, int32 StartIndex )


code: void UpdateBrokenInstances()


description: Updates ClassData from node instance

code: virtual void UpdateNodeClassData()


code: UBehaviorTreeGraphNode_CompositeDecorator ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )