description: Preloads the construction script, and all templates therein, for the given Blueprint object

code: static void PreloadConstructionScript ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


description: Preloads the given construction script, and all templates therein

module: UnrealEd

code: static void PreloadConstructionScript ( [USimpleConstructionScript](API\Runtime\Engine\Engine\USimpleConstructionScript) * SimpleConstructionScript )


description: Preloads the object and all the members it owns (nodes, pins, etc)

code: static void PreloadMembers ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


description: Promotes a Graph from being an Interface Override to a full member function

code: static void PromoteGraphFromInterfaceOverride ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InInterfaceGraph )


description: Takes the Blueprint's NativizedFlag property and applies it to the authoritative config (does the same for flagged dependencies)

code: static bool PropagateNativizationSetting ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


description: Copies the default properties of all parent blueprint classes in the chain to the specified blueprint's skeleton CDO

code: static void PropagateParentBlueprintDefaults ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ClassToPropagate )


description: Returns true if this type ofFPropertycan be hashed. Matches native constructors ofFNumericProperty, etc.

code: static bool PropertyHasGetTypeHash ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyType )


description: Looks at the most up to data class and returns whether the given property exists in it as well

code: static bool PropertyStillExists ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property )


description: Copies the value from the passed in string into a property. ContainerMem points to the Struct or Class containing Property NOTE: This function does not work correctly with static arrays.

code: static bool PropertyValueFromString ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property, const [FString](API\Runtime\Core\Containers\FString) & StrValue, uint8 * Container, [UObject](API\Runtime\CoreUObject\UObject\UObject) * OwningObject, int32 PortFlags )


description: Copies the value from the passed in string into a property. DirectValue is the raw memory address of the property value NOTE: This function does not work correctly with static arrays.

code: static bool PropertyValueFromString_Direct ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property, const [FString](API\Runtime\Core\Containers\FString) & StrValue, uint8 * DirectValue, [UObject](API\Runtime\CoreUObject\UObject\UObject) * OwningObject, int32 PortFlags )


description: Copies the value from a property into the string OutForm. ContainerMem points to the Struct or Class containing Property NOTE: This function does not work correctly with static arrays.

code: static bool PropertyValueToString ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property, const uint8 * Container, [FString](API\Runtime\Core\Containers\FString) & OutForm, [UObject](API\Runtime\CoreUObject\UObject\UObject) * OwningObject, int32 PortFlags )


description: Copies the value from a property into the string OutForm. DirectValue is the raw memory address of the property value NOTE: This function does not work correctly with static arrays.

code: static bool PropertyValueToString_Direct ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property, const uint8 * DirectValue, [FString](API\Runtime\Core\Containers\FString) & OutForm, [UObject](API\Runtime\CoreUObject\UObject\UObject) * OwningObject, int32 PortFlags )


description: Makes sure that all NULL graph references are removed from SubGraphs and top-level graph arrays

code: static void PurgeNullGraphs ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


description: Recombine any nested subpins on this node

code: static void RecombineNestedSubPins ( [UK2Node](API\Editor\BlueprintGraph\UK2Node) * Node )


description: Reconstructs all nodes in the blueprint, node reconstruction order determined by FCompareNodePriority.

code: static void ReconstructAllNodes ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


description: Recreates class meta data

code: static void RecreateClassMetaData ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, bool bRemoveExistingMetaData )


description: Schedules and refreshes all nodes in the blueprint, making sure that nodes that affect function signatures get regenerated first

code: static void RefreshAllNodes ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


description: Optimized refresh of nodes that depend on external blueprints. Refreshes the nodes, but does not recompile the skeleton class

code: static void RefreshExternalBlueprintDependencyNodes ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * RefreshOnlyChild )


description: Refresh the nodes of an individual graph.

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


description: Synchronizes Blueprint's GeneratedClass's properties with the NewVariable declarations in the blueprint

code: static void RefreshVariables ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


description: Removes all local bookmarks that reference the given Blueprint asset.

code: static void RemoveAllLocalBookmarks ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * ForBlueprint )


description: Clear metadata key on specified variable, or timeline

code: static void RemoveBlueprintVariableMetaData ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FName](API\Runtime\Core\UObject\FName) & VarName, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InLocalVarScope, const [FName](API\Runtime\Core\UObject\FName) & MetaDataKey )


description: Removes a field notify variable from the metadata of all other field notify variables and functions.

code: static void RemoveFieldNotifyFromAllMetadata ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FName](API\Runtime\Core\UObject\FName) VarName )


description: Consigns the blueprint's generated classes to oblivion

code: static void RemoveGeneratedClasses ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


description: Removes the supplied graph from the Blueprint.

code: static void RemoveGraph ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GraphToRemove, [EGraphRemoveFlags::Type](API\Editor\UnrealEd\Kismet2\EGraphRemoveFlags__Type) Flags )


description: Remove the supplied set of graphs from the Blueprint.

code: static void RemoveGraphs ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [TArray](API\Runtime\Core\Containers\TArray)< class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * > & GraphsToRemove )


description: Remove an implemented interface, and its associated member function graphs. If bPreserveFunctions is true, then the interface will move its functions to be normal implemented blueprint functions

code: static void RemoveInterface ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FName](API\Runtime\Core\UObject\FName) & InterfaceClassName, bool bPreserveFunctions )


code: static void RemoveInterface ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) InterfaceClassPathName, bool bPreserveFunctions )


description:
Attempt to remove a function from an interfaces list of function graphs. Note that this will NOT remove interface events (i.e. functions with no outputs)
True if the function was removed from the blueprint

code: static bool RemoveInterfaceFunction ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [FBPInterfaceDescription](API\Runtime\Engine\Engine\FBPInterfaceDescription) & Interface, [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, bool bPreserveFunction )


description: Removes a member variable if it was declared in this blueprint and not in a base class.

code: static void RemoveMemberVariable ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FName](API\Runtime\Core\UObject\FName) VarName )


description: Cleans up a Node in the blueprint

code: static void RemoveNode ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node, bool bDontRecompile )


description: Procedure used to remove old function implementations and child properties from data only blueprints. These blueprints have a 'fast path' compilation path but we need to make sure that any data regenerated by normal blueprint compilation is cleared here. If we don't then these functions and properties will hang around when a class is converted from a real blueprint to a data only blueprint.

code: static void RemoveStaleFunctions ( [UBlueprintGeneratedClass](API\Runtime\Engine\Engine\UBlueprintGeneratedClass) * Class, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


description: Just removes the timeline from the associated timelist in the Blueprint. Does not remove the node graph object representing the timeline itself.

code: static void RemoveTimeline ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, class [UTimelineTemplate](API\Runtime\Engine\Engine\UTimelineTemplate) * Timeline, bool bDontRecompile )


description: Removes the variable nodes associated with the specified var name

code: static void RemoveVariableNodes ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FName](API\Runtime\Core\UObject\FName) VarName, bool const bForSelfOnly, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * LocalGraphScope )


code: static void RemoveLocalVariable ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InScope, const [FName](API\Runtime\Core\UObject\FName) InVarName )


description: Rename a member variable created by a SCS entry

code: static void RenameComponentMemberVariable ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [USCS_Node](API\Runtime\Engine\Engine\USCS_Node) * Node, const [FName](API\Runtime\Core\UObject\FName) NewName )


description: Rename a graph and mark objects for modified

code: static void RenameGraph ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, const [FString](API\Runtime\Core\Containers\FString) & NewName )


description: Renames the graph of the supplied node with a valid name based off of the suggestion.

code: static void RenameGraphWithSuggestion ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [INameValidatorInterface](API\Editor\UnrealEd\Kismet2\INameValidatorInterface) > NameValidator, const [FString](API\Runtime\Core\Containers\FString) & DesiredName )


description: Rename a local variable

code: static void RenameLocalVariable ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InScope, const [FName](API\Runtime\Core\UObject\FName) InOldName, const [FName](API\Runtime\Core\UObject\FName) InNewName )


description: Rename a member variable

code: static void RenameMemberVariable ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FName](API\Runtime\Core\UObject\FName) OldName, const [FName](API\Runtime\Core\UObject\FName) NewName )


description: Rename a Timeline. If bRenameNodes is true, will also rename any timeline nodes associated with this timeline

code: static bool RenameTimeline ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FName](API\Runtime\Core\UObject\FName) OldVarName, const [FName](API\Runtime\Core\UObject\FName) NewVarName )


description: Looks through the specified blueprint for any references to the specified variable, and renames them accordingly.

code: static void RenameVariableReferences ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [UClass](API\Runtime\CoreUObject\UObject\UClass) * VariableClass, const [FName](API\Runtime\Core\UObject\FName) & OldVarName, const [FName](API\Runtime\Core\UObject\FName) & NewVarName )


description: Replace all references of the old actor with the new actor

code: static void ReplaceAllActorRefrences ( [ULevelScriptBlueprint](API\Runtime\Engine\Engine\ULevelScriptBlueprint) * InLevelScriptBlueprint, [AActor](API\Runtime\Engine\GameFramework\AActor) * InOldActor, [AActor](API\Runtime\Engine\GameFramework\AActor) * InNewActor )


description: Replaces any deprecated nodes with new ones

code: static void ReplaceDeprecatedNodes ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


description: Cleanses a name of invalid characters and replaces them with '_'. See UE_BLUEPRINT_INVALID_NAME_CHARACTERS for invalid characters.

code: static void ReplaceInvalidBlueprintNameCharacters ( [FString](API\Runtime\Core\Containers\FString) & InBaseName )


description: Util version of ReplaceInvalidBlueprintNameCharacters that performs the operation inline.

code: static [FString](API\Runtime\Core\Containers\FString) ReplaceInvalidBlueprintNameCharactersInline ( [FString](API\Runtime\Core\Containers\FString) InBaseName )


description: Replaces all variable references in the specified blueprint

code: static void ReplaceVariableReferences ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FName](API\Runtime\Core\UObject\FName) OldName, const [FName](API\Runtime\Core\UObject\FName) NewName )


code: static void ReplaceVariableReferences ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * OldVariable, const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * NewVariable )


description: Note: If any restricted content is removed, this will also recompile the Blueprint.

code: static void SanitizeRestrictedContent ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * BP )


description: Will not change the category for functions defined via native classes.

code: static void SetAnimationGraphLayerGroup ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph, const [FText](API\Runtime\Core\Internationalization\FText) & InGroupName )


code: static void SetBlueprintFunctionOrMacroCategory ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, const [FText](API\Runtime\Core\Internationalization\FText) & NewCategory, bool bDontRecompile )


description: Sets the Blueprint read-only flag on the variable with the specified name

code: static void SetBlueprintPropertyReadOnlyFlag ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FName](API\Runtime\Core\UObject\FName) & VarName, const bool bVariableReadOnly )


description: Sets the Blueprint edit-only flag on the variable with the specified name

code: static void SetBlueprintOnlyEditableFlag ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FName](API\Runtime\Core\UObject\FName) & VarName, const bool bNewBlueprintOnly )


description: Set RepNotify function of variable

code: static void SetBlueprintVariableRepNotifyFunc ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FName](API\Runtime\Core\UObject\FName) & VarName, const [FName](API\Runtime\Core\UObject\FName) & RepNotifyFunc )


description: Will not change the category for variables defined via native classes.

code: static void SetBlueprintVariableCategory ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FName](API\Runtime\Core\UObject\FName) & VarName, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InLocalVarScope, const [FText](API\Runtime\Core\Internationalization\FText) & NewCategory, bool bDontRecompile )


description: Sets the Interp flag on the variable with the specified name to make available to sequencer

code: static void SetInterpFlag ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FName](API\Runtime\Core\UObject\FName) & VarName, const bool bInterp )


description: Sets a metadata key/value on the specified variable

code: static void SetBlueprintVariableMetaData ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FName](API\Runtime\Core\UObject\FName) & VarName, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InLocalVarScope, const [FName](API\Runtime\Core\UObject\FName) & MetaDataKey, const [FString](API\Runtime\Core\Containers\FString) & MetaDataValue )


description: Sets the Advanced Display flag on the variable with the specified name

code: static void SetVariableAdvancedDisplayFlag ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, const [FName](API\Runtime\Core\UObject\FName) & InVarName, const bool bInIsAdvancedDisplay )


description: Sets the Deprecated flag on the variable with the specified name

code: static void SetVariableDeprecatedFlag ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, const [FName](API\Runtime\Core\UObject\FName) & InVarName, const bool bInIsDeprecated )


description: Sets the Save Game flag on the variable with the specified name

code: static void SetVariableSaveGameFlag ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, const [FName](API\Runtime\Core\UObject\FName) & InVarName, const bool bInIsSaveGame )


description: Sets the Transient flag on the variable with the specified name

code: static void SetVariableTransientFlag ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, const [FName](API\Runtime\Core\UObject\FName) & InVarName, const bool bInIsTransient )


description: Returns whether or not the given Blueprint should be nativized implicitly, regardless of whether or not the user has explicitly enabled it

code: static bool ShouldNativizeImplicitly ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


code: static bool ShouldOpenWithDataOnlyEditor ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


description: Whether or not the blueprint should regenerate its class on load or not. This prevents macros and other BP types not marked for reconstruction from being recompiled all the time

code: static bool ShouldRegenerateBlueprint ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


description: Returns true if the StructType is native and has a GetTypeHash or is non-native and all of its member types are handled byUScriptStruct::GetStructTypeHash

code: static bool StructHasGetTypeHash ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * StructType )


description: Do we support construction scripts

code: static bool SupportsConstructionScript ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


description: Ensure all component templates are in use

code: static void UpdateComponentTemplates ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


description: Search the blueprints looking for nodes that contain the given enumerations and replace the references

code: static void UpdateEnumsInNodes ( const [TMap](API\Runtime\Core\Containers\TMap)< [UEnum](API\Runtime\CoreUObject\UObject\UEnum) *, [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * > & Structs, [FOnNodeFoundOrUpdated](API\Editor\UnrealEd\Kismet2\FBlueprintEditorUtils\FOnNodeFoundOrUpdated) InOnNodeFoundOrUpdated )


description: Updates sources of delegates.

code: static void UpdateDelegatesInBlueprint ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


description: Handle old Anim Blueprints (state machines in the wrong position, transition graphs with the wrong schema, etc...)

code: static void UpdateOutOfDateAnimBlueprints ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


description: Handle fixing up composite nodes within the specified Graph of Blueprint, and correctly setting the Outer

code: static void UpdateOutOfDateCompositeWithOuter ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Outer )


description: Handle fixing up composite nodes within the blueprint

code: static void UpdateOutOfDateCompositeNodes ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


description: Ensures that the CDO root component reference is valid for Actor-based Blueprints

code: static void UpdateRootComponentReference ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


description: Search the blueprints looking for nodes that contain the given script structs and replace the references

code: static void UpdateScriptStructsInNodes ( const [TMap](API\Runtime\Core\Containers\TMap)< [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) *, [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * > & Structs, [FOnNodeFoundOrUpdated](API\Editor\UnrealEd\Kismet2\FBlueprintEditorUtils\FOnNodeFoundOrUpdated) InOnNodeFoundOrUpdated )


description: Handle stale pin watches

code: static void UpdateStalePinWatches ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


description: Temporary fix for cut-n-paste error that failed to carry transactional flags

code: static void UpdateTransactionalFlags ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


description: Validate child blueprint component member variables against the given variable name

code: static bool ValidateAllComponentMemberVariables ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InParentBlueprint, const [FName](API\Runtime\Core\UObject\FName) & InVariableName )


description: Validates all function graphs of the passed blueprint against the given variable name

code: static bool ValidateAllFunctionGraphs ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InParentBlueprint, const [FName](API\Runtime\Core\UObject\FName) & InVariableName )


description: Validate child blueprint member variables against the given variable name

code: static bool ValidateAllMemberVariables ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InParentBlueprint, const [FName](API\Runtime\Core\UObject\FName) InVariableName )


description: Validates all timelines of the passed blueprint against the given variable name

code: static bool ValidateAllTimelines ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InParentBlueprint, const [FName](API\Runtime\Core\UObject\FName) & InVariableName )


description: Validate child blueprint component member variables, member variables, and timelines, and function graphs against the given variable name

code: static void ValidateBlueprintChildVariables ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, const [FName](API\Runtime\Core\UObject\FName) InVariableName, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([UBlueprint](API\Runtime\Engine\Engine\UBlueprint) *InChildBP, const [FName](API\Runtime\Core\UObject\FName) InVariableName, bool bValidatedVariable)> PostValidationCallback )


description: Ensures the validity of each pin connection on the given node. Outputs compiler error if invalid

code: static void ValidatePinConnections ( const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )


description: If the given node is from an editor only module but is placed in a runtime blueprint then place a warning in the message log that it will not be included in a cooked build.

code: static void ValidateEditorOnlyNodes ( const [UK2Node](API\Editor\BlueprintGraph\UK2Node) * Node, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )


description:
Helper function to warn user of the results of changing a RepNotify variable name by displaying a suppressible dialog
TRUE if the user wants to change the variable name

code: static bool VerifyUserWantsRepNotifyVariableNameChanged ( const [FName](API\Runtime\Core\UObject\FName) & InVarName, const [FName](API\Runtime\Core\UObject\FName) & InFuncName )


description:
Helper function to warn user of the results of changing var type by displaying a suppressible dialog
TRUE if the user wants to change the variable type

code: static bool VerifyUserWantsVariableTypeChanged ( const [FName](API\Runtime\Core\UObject\FName) & InVarName )


code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * operator->() const


className: FBlueprintEditorUtils

code: class FBlueprintEditorUtils


code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * operator*() const


description: Conversion to "bool" returning true if the iterator has not reached the last element.

code: operator bool() const


description: Inverse of the "bool" operator

code: bool operator!() const


description: Advances iterator to the next element in the container.


code: FBlueprintObjectsBeingDebuggedIterator ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint )


className: FBlueprintObjectsBeingDebuggedIterator

description: Helper class to iterate over all objects that should be visible in the debugger.


description: Returns a reference to the underlying graph pin

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


description: Returns a reference to the path to the property we're watching on this pin

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & GetPathToProperty() const


code: bool operator== ( const [FBlueprintWatchedPin](API\Editor\UnrealEd\Kismet2\FBlueprintWatchedPin) & Other ) const


description: Resets the pin watch to the given graph pin

code: void SetFromPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )


description: Move another watched pin struct into this one

code: void SetFromWatchedPin ( [FBlueprintWatchedPin](API\Editor\UnrealEd\Kismet2\FBlueprintWatchedPin) && Other )


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


code: FBlueprintWatchedPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > && InPathToProperty )


description: Returns true if any array element belongs to a child actor template

code: static bool ContainsChildActorSubtreeNode ( const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSCSEditorTreeNode](API\Editor\Kismet\FSCSEditorTreeNode) >> & InNodePtrs )


className: FBlueprintWatchedPin

description: Contains information about a watched pin in a Blueprint graph for local settings data.

code: struct FBlueprintWatchedPin


description: Populates the given menu with additional options if the given SCS editor tree node represents a Child Actor node

code: static void FillChildActorContextMenuOptions ( [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const [FSCSEditorTreeNode](API\Editor\Kismet\FSCSEditorTreeNode) > InNodePtr )


description: Populates the given menu with options for the given Child Actor component

code: static void FillComponentContextMenuOptions ( [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, [UChildActorComponent](API\Runtime\Engine\Components\UChildActorComponent) * ChildActorComponent )


description: Returns the component-specific visualization mode for the given child actor component

code: static EChildActorComponentTreeViewVisualizationMode GetChildActorTreeViewVisualizationMode ( [UChildActorComponent](API\Runtime\Engine\Components\UChildActorComponent) * ChildActorComponent, EChildActorComponentTreeViewVisualizationMode DefaultVisOverride )


description: Returns the child actor component root node of a child actor subtree

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSCSEditorTreeNode](API\Editor\Kismet\FSCSEditorTreeNode) > GetOuterChildActorComponentNode ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const [FSCSEditorTreeNode](API\Editor\Kismet\FSCSEditorTreeNode) > InNodePtr )


description: Returns the default visualization mode for child actors in a component tree view


description: Returns true if the given SCS editor tree node is a child actor node

code: static bool IsChildActorNode ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const [FSCSEditorTreeNode](API\Editor\Kismet\FSCSEditorTreeNode) > InNodePtr )


description: Returns true if the given SCS editor tree node belongs to a child actor template

code: static bool IsChildActorSubtreeNode ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const [FSCSEditorTreeNode](API\Editor\Kismet\FSCSEditorTreeNode) > InNodePtr )


description: Returns whether child actor tree view expansion is enabled in project settings


description: Whether to expand the given child actor component in a component tree view

code: static bool ShouldExpandChildActorInTreeView ( [UChildActorComponent](API\Runtime\Engine\Components\UChildActorComponent) * ChildActorComponent, EChildActorComponentTreeViewVisualizationMode DefaultVisOverride )


description: Whether the Child Actor should be shown in a component tree view for the given component

code: static bool ShouldShowChildActorNodeInTreeView ( [UChildActorComponent](API\Runtime\Engine\Components\UChildActorComponent) * ChildActorComponent, EChildActorComponentTreeViewVisualizationMode DefaultVisOverride )


className: FChildActorComponentEditorUtils

code: class FChildActorComponentEditorUtils


code: FCompilerRelevantNodeLink ( [UK2Node](API\Editor\BlueprintGraph\UK2Node) * InNode, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InLinkedPin )


className: FCompilerRelevantNodeLink

code: struct FCompilerRelevantNodeLink

LinkedPin

type: UEdGraphPin...


description: Helper method to add a child event to the given parent event scope

code: void AddChildEvent ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< FCompilerEvent > & ParentEventScope, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< FCompilerEvent > & ChildEventScope )


description: Store an already tokenized message.

code: void AddTokenizedMessage ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) > InMessage )


description: Links theUEdGraphNodewith the LogLine:

code: void AnnotateNode ( const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & Nodes, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) > LogLine )


description: Copy errors from an existing log into this one, and optionally write out to log if it was suppressed the first time

code: void Append ( [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) const & Other, bool bWriteToSystemLog )


description: Begin a new compiler event

code: void BeginEvent ( const TCHAR * InName )


description: Returns a int32 used to uniquely identify an action for the latent action manager

code: int32 CalculateStableIdentifierForLatentActionManager ( const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node )


description: Commit all stored potential messages for a given node. Returns true if any messages were written.

code: bool CommitPotentialMessages ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Source )


className: CurrentEventTarget

description: The log target for compile events

code: static [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) * CurrentEventTarget = nullptr;


description: End the current compiler event

code: void EndEvent()


description: Write an error in to the compiler log. Note: @ will be replaced by node or pin links for nodes/pins passed via varargs

code: template<typename... ArgTypes> [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) > Error ( const TCHAR * Format, ArgTypes... Args )


code: void FEdGraphToken_Create ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) & OutMessage, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & OutSourceNodes )


code: void FEdGraphToken_Create ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin, [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) & OutMessage, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & OutSourceNodes )


code: void FEdGraphToken_Create ( const TCHAR * String, [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) & OutMessage, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & OutSourceNodes )


code: void FEdGraphToken_Create ( const [FField](API\Runtime\CoreUObject\UObject\FField) * InField, [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) & OutMessage, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & OutSourceNodes )


code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * FindSourceMacroInstance ( const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * IntermediateNode ) const


description: Returns the true source object for the passed in object

code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * FindSourceObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * PossiblyDuplicatedObject )


code: [UObject](API\Runtime\CoreUObject\UObject\UObject) const * FindSourceObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) const * PossiblyDuplicatedObject ) const


description: Returns the true source object for the passed in object; does type checking on the result

code: template<typename T> T * FindSourceObjectTypeChecked ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * PossiblyDuplicatedObject )


code: template<typename T> T const * FindSourceObjectTypeChecked ( [UObject](API\Runtime\CoreUObject\UObject\UObject) const * PossiblyDuplicatedObject ) const


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FindSourcePin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PossiblyDuplicatedPin )


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


description: Get the message log listing for this blueprint

code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IMessageLogListing](API\Developer\MessageLog\IMessageLogListing) > GetBlueprintMessageLog ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint )


description: Handle to the registered GetGlobalModuleCompilerDump delegate.


description: Access the current event target log

code: static [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) * GetEventTarget()


description: Returns the intermediate tunnel instance that generated the node

code: const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * GetIntermediateTunnelInstance ( const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * IntermediateNode ) const


description: Accessor for the LogName, so it can be opened elsewhere


description: Internal helper method to recursively append event details into the MessageLog

code: void InternalLogEvent ( const FCompilerEvent & InEvent, int32 InDepth )


code: void InternalLogMessage ( [FName](API\Runtime\Core\UObject\FName) MessageID, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) > & Message, const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & SourceNodes )


code: template<typename... ArgTypes> void InternalLogMessage ( [FName](API\Runtime\Core\UObject\FName) MessageID, const TCHAR * Format, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) > & Message, ArgTypes... Args )


description: Internal method to append the final compiler results summary to the MessageLog

code: void InternalLogSummary()


code: bool IsMessageEnabled ( [FName](API\Runtime\Core\UObject\FName) ID )


className: Name

description: The log's name, for easy re-use

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


description: Write a note in to the compiler log. Note: @ will be replaced by node or pin links for nodes/pins passed via varargs

code: template<typename... ArgTypes> [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) > Note ( const TCHAR * Format, ArgTypes... Args )


description: Update the map that tracks nodes created by macro instance nodes

code: void NotifyIntermediateMacroNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * SourceNode, const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * IntermediateNode )


description: Update the source backtrack map to note that NewObject was most closely generated/caused by the SourceObject

code: void NotifyIntermediateObjectCreation ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * NewObject, [UObject](API\Runtime\CoreUObject\UObject\UObject) * SourceObject )


code: void NotifyIntermediatePinCreation ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * NewObject, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * SourceObject )


description: Update the expansion map to note that Node was expanded from OuterTunnelInstance, both the node and tunnel instance should be intermediate nodes

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


description: Register this log with the MessageLog module

code: static void Register()


description: ICompilerResultsLog implementation

code: void SetSilentMode ( bool bValue )


description: Set the source name for the final log summary

code: void SetSourcePath ( const [FString](API\Runtime\Core\Containers\FString) & InSourcePath )


description: Store a potential note for a given node in the compiler log. All messages for the node can be committed to the log later by calling CommitPotentialMessages Note: @ will be replaced by node or pin links for nodes/pins passed via varargs

code: template<typename... ArgTypes> [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) > StorePotentialNote ( const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Source, const TCHAR * Format, ArgTypes... Args )


description: Store a potential error for a given node in the compiler log. All messages for the node can be committed to the log later by calling CommitPotentialMessages Note: @ will be replaced by node or pin links for nodes/pins passed via varargs

code: template<typename... ArgTypes> [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) > StorePotentialError ( const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Source, const TCHAR * Format, ArgTypes... Args )


description: Store a potential warning for a given node in the compiler log. All messages for the node can be committed to the log later by calling CommitPotentialMessages Note: @ will be replaced by node or pin links for nodes/pins passed via varargs

code: template<typename... ArgTypes> [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) > StorePotentialWarning ( const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Source, const TCHAR * Format, ArgTypes... Args )


code: void Tokenize ( const TCHAR * Text, [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) & OutMessage, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & OutSourceNode )


code: template<typename T, typename... ArgTypes> void Tokenize ( const TCHAR * Format, [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) & OutMessage, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & OutSourceNode, T First, ArgTypes... Rest )


description: Unregister this log from the MessageLog module

code: static void Unregister()


description: Write a warning in to the compiler log. Note: @ will be replaced by node or pin links for nodes/pins passed via varargs

code: template<typename... ArgTypes> [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) > Warning ( const TCHAR * Format, ArgTypes... Args )


code: template<typename... ArgTypes> void Warning ( [FName](API\Runtime\Core\UObject\FName) ID, const TCHAR * Format, ArgTypes... Args )


code: FCompilerResultsLog ( bool bIsCompatibleWithEvents )


className: FCompilerResultsLog

description: This class represents a log of compiler output lines (errors, warnings, and information notes), each of which can be a rich tokenized message

code: class FCompilerResultsLog

AnnotatedNodes

type: TSet<TWeakObje...

description: Tracks nodes that produced errors/warnings

bAnnotateMentionedNodes

type: bool

description: Should nodes mentioned in messages be annotated for display with that message?

bLogDetailedResults

description: Should detailed results be appended to the final summary log?

bLogInfoOnly

description: Should we log only Info messages, or all messages?

bSilentMode

description: Should we be silent?

EventDisplayThresholdMs

type: int

description: Minimum event time (ms) for inclusion into the final summary log.

FullMacroBacktrackMap

type: TMap<TWeakObje...

description: Map to track intermediate nodes back to the source macro instance nodes.

description: Map to track intermediate tunnel nodes back to the intermediate expansion tunnel instance.

Messages

type: TArray<TShared...

description: List of all tokenized messages.

NumErrors

description: Number of error messages.

NumWarnings

description: Number of warnings.

SourceBacktrackMap

type: FBacktrackMap

description: Maps from transient object created during compiling to original 'source code' object.

SourcePath

type: FString

description: Name of the source object being compiled.


description: Potentially transforms the delta to be applied to a component into the appropriate space

code: static void AdjustComponentDelta ( const [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * Component, FVector & Drag, FRotator & Rotation )


description: Given an instance of a template and a property, set a default value change to the instance (only if applicable)

code: template<typename T> static bool ApplyDefaultValueChange ( class [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * InSceneComponent, const class [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty, const T & OldDefaultValue, const T & NewDefaultValue, int32 PropertyOffset )


description: Bool specialization so it can properly handle bitfields.

code: static bool ApplyDefaultValueChange ( class [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * InSceneComponent, const class [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty, const bool & OldDefaultValue, const bool & NewDefaultValue, int32 PropertyOffset )


description: Given an instance of a template and a current value, propagates a default value change to the instance (only if applicable)

code: template<typename T> static bool ApplyDefaultValueChange ( class [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * InSceneComponent, T & CurrentValue, const T & OldDefaultValue, const T & NewDefaultValue, bool bReregisterComponent )


description: Ensures that the selection override delegate is properly bound for the supplied component This includes any attached editor-only primitive components (such as billboard visualizers)

code: static void BindComponentSelectionOverride ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * SceneComponent, bool bBind )


description:
Checks whether it is valid to copy the given component
Whether the given component can be copied

code: static bool CanCopyComponent ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * ComponentToCopy )


description:
Checks whether it is valid to copy the indicated components
Whether the indicated components can be copied

code: static bool CanCopyComponents ( const [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & ComponentsToCopy )


description:
Attempts to apply a material to a component at the specified slot.
True if the material was successfully applied to the component.

code: static bool AttemptApplyMaterialToComponent ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * SceneComponent, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * MaterialToApply, int32 OptionalMaterialSlot )


description:
Determines whether the indicated component can be deleted
Whether the indicated component can be deleted

code: static bool CanDeleteComponent ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * ComponentToDelete )


description:
Determines whether the indicated components can be deleted
Whether the indicated components can be deleted

code: static bool CanDeleteComponents ( const [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & ComponentsToDelete )


description: Is the instance component is editable

code: static bool CanEditComponentInstance ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * ActorComp, const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * ParentSceneComp, bool bAllowUserContructionScript )


description:
Determines whether the current contents of the clipboard contain paste-able component information
Whether components can be pasted

code: static bool CanPasteComponents ( const [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * RootComponent, bool bOverrideCanAttach, bool bPasteAsArchetypes, const [FString](API\Runtime\Core\Containers\FString) * SourceData )


description: Copies the selected components to the clipboard

code: static void CopyComponents ( const [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & ComponentsToCopy, [FString](API\Runtime\Core\Containers\FString) * DestinationData )


description:
Deletes the indicated components and identifies the component that should be selected following the operation. Note: Does not take care of the actual selection of a new component. It only identifies which component should be selected.
The number of components that were actually deleted

code: static int32 DeleteComponents ( const [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & ComponentsToDelete, [UActorComponent](API\Runtime\Engine\Components\UActorComponent) *& OutComponentToSelect )


description:
Duplicates a component instance and takes care of attachment and registration.
The created clone of the provided TemplateComponent. nullptr if the duplication failed.

code: static [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * DuplicateComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * TemplateComponent )


description:
Tries to find a match for ComponentInstance in the ComponentList. First by name and then if multiple Components have a matching name try to match the SceneComponent hierarchy to find the best match.
Valid Component pointer if match was found. nullptr otherwise.

code: static [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * FindMatchingComponent ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * ComponentInstance, const [TInlineComponentArray](API\Runtime\Engine\GameFramework\TInlineComponentArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & ComponentList )


description: Try to find the correct variable name for a given native component template or instance (which can have a mismatch)

code: static [FName](API\Runtime\Core\UObject\FName) FindVariableNameGivenComponentInstance ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * ComponentInstance )


description: Populates the given menu with basic options for operations on components in the world.

code: static void FillComponentContextMenuOptions ( [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, const [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & SelectedComponents )


description: Generate a valid variable name string for the given component instance based on the name of the asset referenced by the component

code: static [FString](API\Runtime\Core\Containers\FString) GenerateValidVariableNameFromAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * ComponentOwner )


description: Generate a valid variable name string for the given component instance

code: static [FString](API\Runtime\Core\Containers\FString) GenerateValidVariableName ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > InComponentClass, [AActor](API\Runtime\Engine\GameFramework\AActor) * ComponentOwner )


description: Gets the copied components from the clipboard without attempting to paste/apply them in any way

code: static void GetComponentsFromClipboard ( [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FName](API\Runtime\Core\UObject\FName) > & OutParentMap, [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & OutNewObjectMap, bool bGetComponentsAsArchetypes )


description: Test if the native component is editable. If it is, return a valid pointer to it'sFPropertyOtherwise, return nullptr. A native component is editable if it is marked as EditAnywhere via meta data tags or is within an editable property container

code: static [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * GetPropertyForEditableNativeComponent ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * NativeComponent )


description:
Test whether or not the given string is already the name string of a component on the the owner Optionally excludes an existing component from the check (ex. a component currently being renamed)
True if the InString is an available name for a component of ComponentOwner

code: static bool IsComponentNameAvailable ( const [FString](API\Runtime\Core\Containers\FString) & InString, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ComponentOwner, const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * ComponentToIgnore )


description: Test whether or not the given string is a valid variable name string for the given component instance

code: static bool IsValidVariableNameString ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent, const [FString](API\Runtime\Core\Containers\FString) & InString )


description: Make aFComponentReferencefrom a component pointer.

code: static [FComponentReference](API\Runtime\Engine\Engine\FComponentReference) MakeComponentReference ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * ExpectedComponentOwner, const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component )


description: Attempts to paste components from the clipboard as siblings of the target component

code: static void PasteComponents ( [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & OutPastedComponents, [AActor](API\Runtime\Engine\GameFramework\AActor) * TargetActor, [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * TargetComponent, const [FString](API\Runtime\Core\Containers\FString) * SourceData )


description: Given a template and a property, propagates a default value change to all instances (only if applicable)

code: template<typename T> static void PropagateDefaultValueChange ( class [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * InSceneComponentTemplate, const class [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty, const T & OldDefaultValue, const T & NewDefaultValue, [TSet](API\Runtime\Core\Containers\TSet)< class [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * > & UpdatedInstances, int32 PropertyOffset )


className: FComponentEditorUtils

code: class FComponentEditorUtils


description: true ifFStringis valid, false otherwise

code: virtual EValidatorResult IsValid ( const [FString](API\Runtime\Core\Containers\FString) & Name, bool bOriginal )


description: true ifFNameis valid, false otherwise

code: virtual EValidatorResult IsValid ( const [FName](API\Runtime\Core\UObject\FName) & Name, bool bOriginal )


code: FDummyNameValidator ( EValidatorResult InReturnValue )


className: FDummyNameValidator

description: Always returns the same value.

code: class FDummyNameValidator : public [INameValidatorInterface](API\Editor\UnrealEd\Kismet2\INameValidatorInterface)


description: Adds new enumerator (with default unique name) for user defined enum

code: static void AddNewEnumeratorForUserDefinedEnum ( class [UUserDefinedEnum](API\Runtime\Engine\Engine\UUserDefinedEnum) * Enum )


description: Creates new user defined enum in given blueprint.

code: static [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * CreateUserDefinedEnum ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) EnumName, EObjectFlags Flags )


className: EEnumEditorChangeInfo

code: enum EEnumEditorChangeInfo { Changed, }


code: static void EnsureAllDisplayNamesExist ( class [UUserDefinedEnum](API\Runtime\Engine\Engine\UUserDefinedEnum) * Enum )


code: static FEnumEditorManager & Get&40;&41;


className: ListenerType

code: class ListenerType : public InnerListenerType< FEnumEditorManager >


className: FEnumEditorManager

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

code: class FEnumEditorManager : public [FListenerManager< UUserDefinedEnum, EEnumEditorChangeInfo >](API\Editor\UnrealEd\Kismet2\FListenerManager)


description: Check if the enumerator-as-bitflags meta data is set

code: static bool IsEnumeratorBitflagsType ( class [UUserDefinedEnum](API\Runtime\Engine\Engine\UUserDefinedEnum) * Enum )


code: static bool IsEnumeratorDisplayNameValid ( const [UUserDefinedEnum](API\Runtime\Engine\Engine\UUserDefinedEnum) * Enum, int32 EnumeratorIndex, [FText](API\Runtime\Core\Internationalization\FText) NewDisplayName )


description: Return if an enum can be named/renamed with given name

code: static bool IsNameAvailebleForUserDefinedEnum ( [FName](API\Runtime\Core\UObject\FName) Name )


description: Check if NewName is a short name and is acceptable as name in given enum

code: static bool IsProperNameForUserDefinedEnumerator ( const [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * Enum, [FString](API\Runtime\Core\Containers\FString) NewName )


description: Reorder enumerators in enum. Moves the enumerator at the given initial index to a new target index, shifting other enumerators as needed. E.g. with enum [A, B, C, D, E], moving index 1 to index 3 results in [A, C, D, B, E].

code: static void MoveEnumeratorInUserDefinedEnum ( class [UUserDefinedEnum](API\Runtime\Engine\Engine\UUserDefinedEnum) * Enum, int32 InitialEnumeratorIndex, int32 TargetIndex )


description: Handles necessary notifications when the Enum has had a transaction undone or redone on it.

code: static void PostEditUndo ( [UUserDefinedEnum](API\Runtime\Engine\Engine\UUserDefinedEnum) * Enum )


description: Removes enumerator from enum

code: static void RemoveEnumeratorFromUserDefinedEnum ( class [UUserDefinedEnum](API\Runtime\Engine\Engine\UUserDefinedEnum) * Enum, int32 EnumeratorIndex )


description:
Try to update an out-of-date enum index after an enum's change
new enum

code: static int64 ResolveEnumerator ( const [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * Enum, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, int64 EnumeratorValue )


description: Set the state of the enumerator-as-bitflags meta data

code: static void SetEnumeratorBitflagsTypeState ( class [UUserDefinedEnum](API\Runtime\Engine\Engine\UUserDefinedEnum) * Enum, bool bBitflagsType )


description: DISPLAY NAME.

code: static bool SetEnumeratorDisplayName ( [UUserDefinedEnum](API\Runtime\Engine\Engine\UUserDefinedEnum) * Enum, int32 EnumeratorIndex, [FText](API\Runtime\Core\Internationalization\FText) NewDisplayName )


description: Updates enumerators names after name or path of the Enum was changed

code: static void UpdateAfterPathChanged ( [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * Enum )


code: static void UpgradeDisplayNamesFromMetaData ( class [UUserDefinedEnum](API\Runtime\Engine\Engine\UUserDefinedEnum) * Enum )


className: FEnumEditorUtils

code: class FEnumEditorUtils


code: FFunctionFromNodeHelper ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj )


code: static [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * FunctionFromNode ( const [UK2Node](API\Editor\BlueprintGraph\UK2Node) * Node )


className: FFunctionFromNodeHelper

code: struct FFunctionFromNodeHelper

Function

type: UFunction*...


description: Adds a pin property watch

code: static void AddPinWatch ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [FBlueprintWatchedPin](API\Editor\UnrealEd\Kismet2\FBlueprintWatchedPin) && WatchedPin )


code: static void AttemptToBreakExecution ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * BlueprintObj, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ActiveObject, const [FFrame](API\Runtime\CoreUObject\UObject\FFrame) & StackFrame, const [FBlueprintExceptionInfo](API\Runtime\CoreUObject\UObject\FBlueprintExceptionInfo) & Info, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * NodeStoppedAt, int32 DebugOpcodeOffset )


description: Queries whether a blueprint has breakpoints in it

code: static bool BlueprintHasBreakpoints ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


description: Returns whether any pins are watched for a Blueprint

code: static bool BlueprintHasPinWatches ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


description: Determines if the given pin's value can be inspected

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


description: Returns whether a pin property can be watched

code: static bool CanWatchPin ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InPathToProperty )


code: static void CheckBreakConditions ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * NodeStoppedAt, bool bHitBreakpoint, int32 BreakpointOffset, bool & InOutBreakExecution )


code: static void CleanupBreakpoints ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


code: static void CleanupWatches ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


description: Deletes all breakpoints in this blueprint

code: static void ClearBreakpoints ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


code: static void ClearBreakpointsForPath ( const [FString](API\Runtime\Core\Containers\FString) & BlueprintPath )


description: Removes all Watched pins from a blueprint

code: static void ClearPinWatches ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


description: Adds a breakpoint to the provided node

code: static void CreateBreakpoint ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node, bool bIsEnabled )


description: Returns whether there are any watched properties for a given pin

code: static bool DoesPinHaveWatches ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )


description: Called on terminatation of the current script execution so we can reset any break conditions

code: static void EndOfScriptExecution ( const [FBlueprintContextTracker](API\Runtime\CoreUObject\UObject\FBlueprintContextTracker) & BlueprintContext )


className: EWatchTextResult

code: enum EWatchTextResult { EWTR_Valid, EWTR_NotInScope, EWTR_NoDebugObject, EWTR_NoProperty, }


description: Returns the first breakpoint that matches the provided predicate or nullptr if nothing matched

code: static [FBlueprintBreakpoint](API\Editor\UnrealEd\Kismet2\FBlueprintBreakpoint) * FindBreakpointByPredicate ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [FBlueprintBreakpoint](API\Editor\UnrealEd\Kismet2\FBlueprintBreakpoint) &)> Predicate )


description: Returns the breakpoint associated with a node, or NULL

code: static [FBlueprintBreakpoint](API\Editor\UnrealEd\Kismet2\FBlueprintBreakpoint) * FindBreakpointForNode ( const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * OwnerNode, const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * OwnerBlueprint, bool bCheckSubLocations )


description: Return proper class for breakpoint.

code: static [UClass](API\Runtime\CoreUObject\UObject\UClass) * FindClassForNode ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function )


description: Looks thru the debugging data for any class variables associated with the node (e.g., temporary variables or timelines)

code: static [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * FindClassPropertyForNode ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node )


description: Looks thru the debugging data for any class variables associated with the pin.

code: static [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * FindClassPropertyForPin ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )


description:
Helper function for converting between blueprint and debuggable data output params are only valid if the return result is EWatchTextResult::EWTR_Valid.
EWTR_Valid if the debug data could be found, otherwise an appropriate error code

code: static [EWatchTextResult](API\Editor\UnrealEd\Kismet2\FKismetDebugUtilities\EWatchTextResult) FindDebuggingData ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ActiveObject, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * WatchPin, const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) *& OutProperty, const void *& OutData, const void *& OutDelta, [UObject](API\Runtime\CoreUObject\UObject\UObject) *& OutParent, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & SeenObjects, bool * bOutIsDirectPtr )


description: Returns the first watched pin that matches the provided predicate or nullptr if nothing matched

code: static [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FindPinWatchByPredicate ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) *)> Predicate )


className: FOnWatchedPinsListChanged

description: Delegate for when pins are added or removed from the watchlist.

code: typedef TMulticastDelegate_OneParam< void, class [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * > FOnWatchedPinsListChanged


description: Find the node that resulted in code at the specified location in the Object, or NULL if there was a problem (e.g., no debugging information was generated)

code: static [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * FindSourceNodeForCodeLocation ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, int32 DebugOpcodeOffset, bool bAllowImpreciseHit )


description: Performs a task on every breakpoint in the provided blueprint

code: static void ForeachBreakpoint ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([FBlueprintBreakpoint](API\Editor\UnrealEd\Kismet2\FBlueprintBreakpoint) &)> Task )


description: Performs a task on every watched pin in the provided blueprint

code: static void ForeachPinPropertyWatch ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([FBlueprintWatchedPin](API\Editor\UnrealEd\Kismet2\FBlueprintWatchedPin) &)> Task )


code: static void ForeachPinWatch ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) *)> Task )


description: This doesn't work properly if there is more than one blueprint editor open at once either (one will consume it, the others will be left in the cold)


description: Returns the installation site(s); don't cache these pointers!

code: static void GetBreakpointInstallationSites ( const [FBlueprintBreakpoint](API\Editor\UnrealEd\Kismet2\FBlueprintBreakpoint) & Breakpoint, [TArray](API\Runtime\Core\Containers\TArray)< uint8 * > & InstallSites )


description: Retrieve the Array of breakpoints associated with a blueprint. returns null if there are no breakpoints associated with this blueprint

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FBlueprintBreakpoint](API\Editor\UnrealEd\Kismet2\FBlueprintBreakpoint) > * GetBreakpoints ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


description: Returns the most recent hit breakpoint; if a debugging session has started in PIE/SIE; otherwise none

code: static [UWorld](API\Runtime\Engine\Engine\UWorld) * GetCurrentDebuggingWorld()


description: Returns the current instruction; if a debugging session has started; otherwise none

code: static [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * GetCurrentInstruction()


description: Gets the debug info for a specified site.

code: static [EWatchTextResult](API\Editor\UnrealEd\Kismet2\FKismetDebugUtilities\EWatchTextResult) GetDebugInfo ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FPropertyInstanceInfo](API\Editor\UnrealEd\Kismet2\FPropertyInstanceInfo) > & OutDebugInfo, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ActiveObject, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * WatchPin )


description: Retrieves Debug info from a Property and a pointer to it's associated data.

code: static void GetDebugInfoInternal ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FPropertyInstanceInfo](API\Editor\UnrealEd\Kismet2\FPropertyInstanceInfo) > & DebugInfo, const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property, const void * PropertyValue )


code: static void GetDebugInfo_InContainer ( int32 Index, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FPropertyInstanceInfo](API\Editor\UnrealEd\Kismet2\FPropertyInstanceInfo) > & DebugInfo, const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property, const void * Data )


description: Returns the most recent hit breakpoint; if a debugging session has started; otherwise none

code: static [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * GetMostRecentBreakpointHit()


description: Retrieve the user settings associated with a blueprint. returns null if the blueprint has default settings (no breakpoints and no watches)

code: static [FPerBlueprintSettings](API\Editor\BlueprintGraph\FPerBlueprintSettings) * GetPerBlueprintSettings ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


description: Get the trace stack.

code: static const [TSimpleRingBuffer](API\Runtime\Engine\Engine\TSimpleRingBuffer)< [FKismetTraceSample](API\Editor\UnrealEd\Kismet2\FKismetTraceSample) > & GetTraceStack()


description: Returns the set of valid macro source node breakpoint location(s) for the given macro instance node. The set may be empty.

code: static void GetValidBreakpointLocations ( const class [UK2Node_MacroInstance](API\Editor\BlueprintGraph\UK2Node_MacroInstance) * MacroInstanceNode, [TArray](API\Runtime\Core\Containers\TArray)< const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & BreakpointLocations )


description: Retrieve the Array of watched pins associated with a blueprint. returns null if there are no watched pins associated with this blueprint

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FBlueprintWatchedPin](API\Editor\UnrealEd\Kismet2\FBlueprintWatchedPin) > * GetWatchedPins ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


description: Gets the watched tooltip for a specified site.

code: static [EWatchTextResult](API\Editor\UnrealEd\Kismet2\FKismetDebugUtilities\EWatchTextResult) GetWatchText ( [FString](API\Runtime\Core\Containers\FString) & OutWatchText, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ActiveObject, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * WatchPin )


description: Returns whether a pin property is being watched

code: static bool IsPinBeingWatched ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InPathToProperty )


description: Is there debugging data available for this blueprint?

code: static bool HasDebuggingData ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


description: Is the node a valid breakpoint target? (i.e., the node is impure and ended up generating code)

code: static bool IsBreakpointValid ( const [FBlueprintBreakpoint](API\Editor\UnrealEd\Kismet2\FBlueprintBreakpoint) & Breakpoint )


description: Whether or not we are single stepping.

code: static bool IsSingleStepping()


description: Notify the debugger of the start of the game frame.

code: static void NotifyDebuggerOfStartOfGameFrame ( [UWorld](API\Runtime\Engine\Engine\UWorld) * CurrentWorld )


description: The maximum number of trace samples to gather before overwriting old ones.

code: enum { MAX_TRACE_STACK_SAMPLES = 1024 }


description: Notify the debugger of the end of the game frame.

code: static void NotifyDebuggerOfEndOfGameFrame ( [UWorld](API\Runtime\Engine\Engine\UWorld) * CurrentWorld )


code: static void OnScriptException ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ActiveObject, const [FFrame](API\Runtime\CoreUObject\UObject\FFrame) & StackFrame, const [FBlueprintExceptionInfo](API\Runtime\CoreUObject\UObject\FBlueprintExceptionInfo) & Info )


description: Duplicates debug data from original blueprint to new duplicated blueprint

code: static void PostDuplicateBlueprint ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * SrcBlueprint, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * DupBlueprint, const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & DupNodes )


description: Reapplies the breakpoint (used after recompiling to ensure it is set if needed)

code: static void ReapplyBreakpoint ( [FBlueprintBreakpoint](API\Editor\UnrealEd\Kismet2\FBlueprintBreakpoint) & Breakpoint )


description: Start the process of deleting this breakpoint

code: static void RemoveBreakpointFromNode ( const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * OwnerNode, const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * OwnerBlueprint )


description: Removes any breakpoint that matches the provided predicate

code: static void RemoveBreakpointsByPredicate ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [FBlueprintBreakpoint](API\Editor\UnrealEd\Kismet2\FBlueprintBreakpoint) &)> Predicate )


code: static void RemoveEmptySettings ( const [FString](API\Runtime\Core\Containers\FString) & BlueprintPath )


description: Removes any watched pin that matches the provided predicate

code: static bool RemovePinPropertyWatchesByPredicate ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [FBlueprintWatchedPin](API\Editor\UnrealEd\Kismet2\FBlueprintWatchedPin) &)> Predicate )


description:
Removes a pin property Watch
true if a watch was found and removed

code: static bool RemovePinWatch ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InPathToProperty )


code: static bool RemovePinWatchesByPredicate ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) *)> Predicate )


description: Request an attempt to single-step to the next node

code: static void RequestSingleStepIn()


description: Request abort the current frame execution

code: static void RequestAbortingExecution()


description: Request an attempt to step out of the current graph

code: static void RequestStepOut()


description: Request an attempt to step over to the next node in this graph or the calling graph

code: static void RequestStepOver()


description: Handles breakpoint validation/restoration after loading the given Blueprint

code: static void RestoreBreakpointsOnLoad ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


description: Save any modifications made to breakpoints


description: Sets this breakpoint up as a single-step breakpoint (will disable or delete itself after one go if the breakpoint wasn't already enabled)

code: static void SetBreakpointEnabledForSingleStep ( [FBlueprintBreakpoint](API\Editor\UnrealEd\Kismet2\FBlueprintBreakpoint) & Breakpoint, bool bDeleteAfterStep )


description: Set or clear the enabled flag for the breakpoint

code: static void SetBreakpointEnabled ( [FBlueprintBreakpoint](API\Editor\UnrealEd\Kismet2\FBlueprintBreakpoint) & Breakpoint, bool bIsEnabled )


code: static void SetBreakpointEnabled ( const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * OwnerNode, const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * OwnerBlueprint, bool bIsEnabled )


description: Install/uninstall the breakpoint into/from the script code for the generated class that contains the node

code: static void SetBreakpointInternal ( [FBlueprintBreakpoint](API\Editor\UnrealEd\Kismet2\FBlueprintBreakpoint) & Breakpoint, bool bShouldBeEnabled )


description: Set the node that the breakpoint should focus on

code: static void SetBreakpointLocation ( [FBlueprintBreakpoint](API\Editor\UnrealEd\Kismet2\FBlueprintBreakpoint) & Breakpoint, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * NewNode )


description: Toggles whether a pin is being watched

code: static void TogglePinWatch ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )


description: Looks along the outer chain to find the owning world and disallowing breaking on tracepoints for editor preview and inactive worlds.

code: static bool TracepointBreakAllowedOnOwningWorld ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjOuter )


description: Update the internal state of the breakpoint when it got hit

code: static void UpdateBreakpointStateWhenHit ( const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * OwnerNode, const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * OwnerBlueprint )


className: WatchedPinsListChangedEvent

description: Notifies listeners when a watched pin is added or removed.


className: FKismetDebugUtilities

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

code: class FKismetDebugUtilities


description: Take a list of actors and add them to a blueprint as Child Actor Components

code: static void AddActorsToBlueprint ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors, const [FAddActorsToBlueprintParams](API\Editor\UnrealEd\Kismet2\FKismetEditorUtilities\FAddActorsToBlueprintParams) & Params )


description: Take a list of components that belong to a single Actor and add them to a blueprint as SCSNodes

code: static void AddComponentsToBlueprint ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & Components, const [FAddComponentsToBlueprintParams](API\Editor\UnrealEd\Kismet2\FKismetEditorUtilities\FAddComponentsTo-) & Params )


description: Add information about any interfaces that have been implemented to the OutTags array

code: static void AddInterfaceTags ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [TArray](API\Runtime\Core\Containers\TArray)< [UObject::FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTags )


description:
Add a default event node to the graph, this node will also be in a disabled state and will spawn with a call to it's parent if available
The K2Node_Event will be returned

code: static [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event) * AddDefaultEventNode ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph, [FName](API\Runtime\Core\UObject\FName) InEventName, [UClass](API\Runtime\CoreUObject\UObject\UClass) * InEventClass, int32 & InOutNodePosY )


description: It lists bounded LevelScriptEvents for given actor

code: static void AddLevelScriptEventOptionsForActor ( [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > ActorPtr, bool bExistingEvents, bool bNewEvents, bool bOnlyEventName )


description: Add InNode to selection of editor

code: static void AddToSelection ( const class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InNode )


description: If bCouldAddAny is true it returns if any event can be bound in LevelScript for given Actor else it returns if there exists any event in level script bound with the actor

code: static bool AnyBoundLevelScriptEventForActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, bool bCouldAddAny )


description:
Updates this Actor's blueprint based on the actor itself.
The number of properties that changes in the blueprint.

code: static int32 ApplyInstanceChangesToBlueprint ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


className: AutoGeneratedDefaultEventsMap

description: Mapping of classes to names of Events that should be automatically spawned

code: static [TMultiMap](API\Runtime\Core\Containers\TMultiMap)< void *, [FDefaultEventNodeData](API\Editor\UnrealEd\Kismet2\FKismetEditorUtilities\FDefaultEventNodeData) > AutoGeneratedDefaultEventsMap;


className: bIsListeningForClicksOnKismetLog

description: Stores whether we are already listening for kismet clicks


description: Open a Kismet window, focusing on the specified object (either a pin, a node, or a graph). Prefers existing windows, but will open a new application if required.

code: static void BringKismetToFocusAttentionOnObject ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToFocusOn, bool bRequestRename )


description: Open a Kismet window, focusing on the specified pin. Prefers existing windows, but will open a new application if required.

code: static void BringKismetToFocusAttentionOnPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinToFocusOn )


description: Checks to see if a blueprint can implement the specified class as an interface

code: static bool CanBlueprintImplementInterface ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) const * Blueprint, [UClass](API\Runtime\CoreUObject\UObject\UClass) const * Class )


description: true is it's possible to create a blueprint from the specified class

code: static bool CanCreateBlueprintOfClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )


description: Tries to compile a blueprint, updating any actors in the editor who are using the old class, etc...

code: static void CompileBlueprint ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * BlueprintObj, EBlueprintCompileOptions CompileFlags, class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) * pResults )


description: Can we paste to this graph?

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


description:
Create a new Blueprint and initialize it to a valid state but uses the associated blueprint types.
the new blueprint

code: static [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * CreateBlueprint ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ParentClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, const [FName](API\Runtime\Core\UObject\FName) NewBPName, enum EBlueprintType BlueprintType, [FName](API\Runtime\Core\UObject\FName) CallingContext )


description: Tries to make sure that a blueprint is conformed to its native parent, in case any native class flags have changed

code: static void ConformBlueprintFlagsAndComponents ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * BlueprintObj )


description:
Create a new Blueprint and initialize it to a valid state.
the new blueprint

code: static [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * CreateBlueprint ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ParentClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, const [FName](API\Runtime\Core\UObject\FName) NewBPName, enum EBlueprintType BlueprintType, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) > BlueprintClassType, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UBlueprintGeneratedClass](API\Runtime\Engine\Engine\UBlueprintGeneratedClass) > BlueprintGeneratedClassType, [FName](API\Runtime\Core\UObject\FName) CallingContext )


description:
Take an Actor and generate a blueprint based on it. Uses the Actors type as the parent class.
The blueprint created from the actor

code: static [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * CreateBlueprintFromActor ( const [FString](API\Runtime\Core\Containers\FString) & Path, [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, const [FCreateBlueprintFromActorParams](API\Editor\UnrealEd\Kismet2\FKismetEditorUtilities\FCreateBlueprint-) & Params )


code: static [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * CreateBlueprintFromActor ( const [FName](API\Runtime\Core\UObject\FName) BlueprintName, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, const [FCreateBlueprintFromActorParams](API\Editor\UnrealEd\Kismet2\FKismetEditorUtilities\FCreateBlueprint-) & Params )


description:
Take a collection of Actors and generate a blueprint based on it
The blueprint created from the actor

code: static [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * CreateBlueprintFromActors ( const [FString](API\Runtime\Core\Containers\FString) & Path, const [FCreateBlueprintFromActorsParams](API\Editor\UnrealEd\Kismet2\FKismetEditorUtilities\FCreateBlueprint-_1) & Params )


code: static [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * CreateBlueprintFromActors ( const [FName](API\Runtime\Core\UObject\FName) BlueprintName, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package, const [FCreateBlueprintFromActorsParams](API\Editor\UnrealEd\Kismet2\FKismetEditorUtilities\FCreateBlueprint-_1) & Params )


description: Creates a new blueprint instance and replaces the provided actor list with the new actor

code: static [AActor](API\Runtime\Engine\GameFramework\AActor) * CreateBlueprintInstanceFromSelection ( class [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & SelectedActors, const FVector & Location, const FRotator & Rotator, [AActor](API\Runtime\Engine\GameFramework\AActor) * AttachParent )


description: Create a new Blueprint from the supplied base class. Pops up window to let user select location and name.

code: static [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * CreateBlueprintFromClass ( [FText](API\Runtime\Core\Internationalization\FText) InWindowTitle, [UClass](API\Runtime\CoreUObject\UObject\UClass) * InParentClass, [FString](API\Runtime\Core\Containers\FString) NewNameSuggestion )


description: Create a new Actor Blueprint and add the supplied asset to it.

code: static [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * CreateBlueprintUsingAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, bool bOpenInEditor )


description: Create the correct event graphs for this blueprint

code: static void CreateDefaultEventGraphs ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


description: Create a new event node in the blueprint, for the supplied component, event name and blueprint

code: static void CreateNewBoundEventForComponent ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Component, [FName](API\Runtime\Core\UObject\FName) EventName, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [FObjectProperty](API\Runtime\CoreUObject\UObject\FObjectProperty) * ComponentProperty )


description: Create a new event node in the level script blueprint, for the supplied Actor and event (multicast delegate property) name

code: static void CreateNewBoundEventForActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [FName](API\Runtime\Core\UObject\FName) EventName )


description: Create a new event node in the blueprint, for the supplied class, event name and blueprint

code: static void CreateNewBoundEventForClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, [FName](API\Runtime\Core\UObject\FName) EventName, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [FObjectProperty](API\Runtime\CoreUObject\UObject\FObjectProperty) * ComponentProperty )


description:
Creates a user construction script graph for the blueprint.
the new UCS Graph, does not register it.

code: static [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * CreateUserConstructionScript ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


className: EAddComponentToBPHarvestMode

code: enum EAddComponentToBPHarvestMode { None, Harvest_UseComponentName, Havest_AppendOwnerName, }


className: FAddActorsToBlueprintParams

description: Parameter struct for customizing calls to AddActorsToBlueprint

code: struct FAddActorsToBlueprintParams

AttachNode

description: Which SCSNode the ChildActorComponents should be attached to.

bDeferCompilation

description: Puts off compilation of the blueprint as additional manipulation is going to be done before it compiles

bReplaceActors

description: Whether the Actors being added to the blueprint should be deleted

RelativeToInstance

type: AActor*

description: An Actor in the level to use as the pivot point when setting the component's relative transform

RelativeToTransform

type: FTransform

description: If RelativeToInstance is null, RelativeToTransform is the WorldLocation Pivot If RelativeToInstance is non-null, RelativeToTransform is a relative transform to the instances WorldLocation


className: FAddComponentsToBlueprintParams

description: Parameter struct for customizing calls to AddComponentsToBlueprint

code: struct FAddComponentsToBlueprintParams

bKeepMobility

description: Whether the components should keep their mobility or be adjusted to the new parent

HarvestMode

type: EAddComponentTo...

description: Which harvest mode to use when harvesting the components in to the blueprint

OptionalNewRootNode

description: Which SCSNode to attach the new components to, if null attachment will be to Root

OutNodes

description: Optional pointer to an array for the caller to get a list of the created SCSNodes


className: FCreateBlueprintFromActorParams

description: Parameter struct for customizing calls to CreateBlueprintFromActor

code: struct FCreateBlueprintFromActorParams

bKeepMobility

description: If true, The mobility of each actor components will be copied

bOpenBlueprint

description: Whether the newly created blueprint should be opened in the editor

bReplaceActor

description: If true, replace the actor in the scene with one based on the created blueprint

ParentClassOverride

type: UClass*

description: The parent class to use when creating the blueprint.


code: FCreateBlueprintFromActorsParams &40; const TArray< AActor &42; > & Actors &41;


code: FCreateBlueprintFromActorsParams &40; AActor &42; RootActor, const TArray< AActor &42; > & ChildActors &41;


className: FCreateBlueprintFromActorsParams

description: Parameter struct for customizing calls to CreateBlueprintFromActors

code: struct FCreateBlueprintFromActorsParams

AdditionalActors

type: constTArray<A...

description: The actors to use when creating child actor components

bReplaceActors

description: If true, replace the actors in the scene with one based on the created blueprint

RootActor

description: Optional Actor to use as the template for the blueprint


className: FDefaultEventNodeData

description: Manages the TargetClass and EventName to use for spawning default "ghost" nodes in a new Blueprint

code: struct FDefaultEventNodeData

EventName

type: FName

description: Event Name to spawn a node for

TargetClass

description: If the new Blueprint is a child of the TargetClass an event will be attempted to be spawned.


className: FHarvestBlueprintFromActorsParams


description: Finds all bound component nodes for the given property on this blueprint

code: static void FindAllBoundEventsForComponent ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [FName](API\Runtime\Core\UObject\FName) PropertyName, [TArray](API\Runtime\Core\Containers\TArray)< [UK2Node_ComponentBoundEvent](API\Editor\BlueprintGraph\UK2Node_ComponentBoundEvent) * > & OutNodes )


description: Find the event node for this actor with the given event name

code: static const [UK2Node_ActorBoundEvent](API\Editor\BlueprintGraph\UK2Node_ActorBoundEvent) * FindBoundEventForActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) const * Actor, [FName](API\Runtime\Core\UObject\FName) EventName )


description: Find the event node for the component property with the given event name

code: static const [UK2Node_ComponentBoundEvent](API\Editor\BlueprintGraph\UK2Node_ComponentBoundEvent) * FindBoundEventForComponent ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [FName](API\Runtime\Core\UObject\FName) EventName, [FName](API\Runtime\Core\UObject\FName) PropertyName )


className: FOnBlueprintCreated

description: Event that's broadcast anytime a Blueprint is created

code: typedef TBaseDelegate_OneParam< void, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * > FOnBlueprintCreated


className: FOnBlueprintCreatedData

code: struct FOnBlueprintCreatedData

OnBlueprintCreated

type: FOnBlueprintCre...

description: Callback to execute

description: If the new Blueprint is a child of the TargetClass, the callback will be executed


description: Generates a blueprint skeleton only. Minimal compile, no notifications will be sent, no GC, etc. Only successful if there isn't already a skeleton generated

code: static bool GenerateBlueprintSkeleton ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * BlueprintObj, bool bForceRegeneration )


description:
Attempt to get the bounds for currently selected nodes
false if no nodes are selected

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


className: FOnBlueprintUnloaded

description: Event that's broadcast anytime a blueprint is unloaded, and becomes invalid (with calls toReplaceBlueprint(), for example).

code: typedef TMulticastDelegate_OneParam< void, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * > FOnBlueprintUnloaded


className: FOnBlueprintGeneratedClassUnloaded

description: Event that's broadcast anytime a blueprint generated class is unloaded

code: typedef TMulticastDelegate_OneParam< void, [UBlueprintGeneratedClass](API\Runtime\Engine\Engine\UBlueprintGeneratedClass) * > FOnBlueprintGeneratedClassUnloaded


description: GetIBlueprintEditorfor given object, if it exists

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IBlueprintEditor](API\Editor\Kismet\IBlueprintEditor) > GetIBlueprintEditorForObject ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToFocusOn, bool bOpenEditor )


description: Return information about the given macro graph

code: static void GetInformationOnMacro ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * MacroGraph, class [UK2Node_Tunnel](API\Editor\BlueprintGraph\UK2Node_Tunnel) *& EntryNode, class [UK2Node_Tunnel](API\Editor\BlueprintGraph\UK2Node_Tunnel) *& ExitNode, bool & bIsPure )


code: static int32 GetNumberOfSelectedNodes ( const class [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


description:
Take a list of Actors and generate a blueprint by harvesting the components they have.
The blueprint created from the actors

code: static [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * HarvestBlueprintFromActors ( const [FString](API\Runtime\Core\Containers\FString) & Path, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors, const [FHarvestBlueprintFromActorsParams](API\Editor\UnrealEd\Kismet2\FKismetEditorUtilities\FHarvestBlueprin-) & Params )


code: static [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * HarvestBlueprintFromActors ( const [FName](API\Runtime\Core\UObject\FName) BlueprintName, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors, const [FHarvestBlueprintFromActorsParams](API\Editor\UnrealEd\Kismet2\FKismetEditorUtilities\FHarvestBlueprin-) & Params )


description: Given an array of Actors, identifies which of those Actors are roots of attachment hierarchies (and implicitly which are attached to another actor in the array) Optionally will also populate an attachment map that indicates which actors in the array are attached to each other actor (potentially indirectly) For example if A is attached to B is attached to C and E is attached to D, and A, C, and E are in the Actors array, C and E will be in the RootActors, and the AttachmentMap will indicate that C has A as an attachment

code: static void IdentifyRootActors ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & RootActors, [TMap](API\Runtime\Core\Containers\TMap)< [AActor](API\Runtime\Engine\GameFramework\AActor) *, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * >> * AttachmentMap )


description: Whether or not the specified actor is a valid target for bound events

code: static bool IsActorValidForLevelScript ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: Checks to see if a given class is implementable by any blueprints, if false a native class needs to implement it

code: static bool IsClassABlueprintImplementableInterface ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )


description: Check to see if a given class is blueprint spawnable component class.

code: static bool IsClassABlueprintSpawnableComponent ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )


description: Checks to see if the class is an interface class of any type, including native interfaces that are blueprint accessible

code: static bool IsClassABlueprintInterface ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )


description: Check to see if a given class is a blueprint macro library

code: static bool IsClassABlueprintMacroLibrary ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )


description: Check to see if a given class is blueprint skeleton class.

code: static bool IsClassABlueprintSkeleton ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )