code: class UBehaviorTreeGraphNode_CompositeDecorator : public [UBehaviorTreeGraphNode](API\Editor\BehaviorTreeEditor\UBehaviorTreeGraphNode)

bCanAbortFlow

description: Updated with internal graph changes, set when decorators inside can abort flow

BoundGraph

description: The logic graph for this decorator (returning a boolean)

bShowOperations

description: If set, all logic operations will be shown in description

FirstExecutionIndex

description: Execution index range of internal nodes, used by debugger


description: Check if node can accept breakpoints

module: BehaviorTreeEditor

code: virtual bool CanPlaceBreakpoints() const


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


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

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


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

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


description: Gets the tooltip to display when over the node

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


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

code: virtual void PostPasteNode()


description: Reinitialize node instance

code: virtual bool RefreshNodeClass()


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


code: class UBehaviorTreeGraphNode_Composite : public [UBehaviorTreeGraphNode](API\Editor\BehaviorTreeEditor\UBehaviorTreeGraphNode)


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

code: virtual void AllocateDefaultPins()


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


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


code: class UBehaviorTreeGraphNode_Decorator : public [UBehaviorTreeGraphNode](API\Editor\BehaviorTreeEditor\UBehaviorTreeGraphNode)


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

code: virtual bool CanDuplicateNode() const


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

code: virtual bool CanUserDeleteNode() const


description: Gets icon resource name for title bar

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


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

code: virtual bool HasErrors() const


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

code: virtual void PostEditUndo()


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

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


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

code: virtual void PostPlacedNewNode()


description: Notify behavior tree about blackboard change

code: void UpdateBlackboard()


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


description: Root node of this behavior tree, holds Blackboard data

code: class UBehaviorTreeGraphNode_Root : public [UBehaviorTreeGraphNode](API\Editor\BehaviorTreeEditor\UBehaviorTreeGraphNode)

BlackboardAsset

type: TObjectPtr< cla...


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


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


code: class UBehaviorTreeGraphNode_Service : public [UBehaviorTreeGraphNode](API\Editor\BehaviorTreeEditor\UBehaviorTreeGraphNode)


code: virtual void AllocateDefaultPins()


description: Fetch the hover text for a pin when the graph is being edited.

code: virtual void GetPinHoverText ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin, [FString](API\Runtime\Core\Containers\FString) & HoverTextOut ) const


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


code: class UBehaviorTreeGraphNode_SimpleParallel : public [UBehaviorTreeGraphNode_Composite](API\Editor\BehaviorTreeEditor\UBehaviorTreeGraphNode_Composite)


description: Updates nodes injected from subtree's root

code: bool UpdateInjectedNodes()


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


description: Check if node can accept breakpoints

code: virtual bool CanPlaceBreakpoints() const


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


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


code: class UBehaviorTreeGraphNode_Task : public [UBehaviorTreeGraphNode](API\Editor\BehaviorTreeEditor\UBehaviorTreeGraphNode)


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

code: virtual bool CanCreateNew() const


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

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


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


code: class UBehaviorTreeGraphNode_SubtreeTask : public [UBehaviorTreeGraphNode_Task](API\Editor\BehaviorTreeEditor\UBehaviorTreeGraphNode_Task)

SubtreePath

type: FString

description: Path of behavior tree asset used to create injected nodes preview

SubtreeVersion

description: UBehaviorTreeGraph.UpdateCounter value of subtree graph


className: UBlackboardDataFactory

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


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

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


description:
Determine if two nodes can be merged
An empty string if the merge is legal, otherwise a message describing why the merge would fail.

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


description: Returns newFConnectionDrawingPolicyfrom this schema

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


className: CurrentCacheRefreshID

description: ID for checking dirty status of node titles against, increases whenever.

code: static int32 CurrentCacheRefreshID = 0;


description: Populate new graph with any default nodes

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


description: Forces cached visualization data to refresh

code: virtual void ForceVisualizationCacheClear() const


code: virtual [FGraphNodeClassHelper](API\Editor\AIGraph\FGraphNodeClassHelper) & GetClassCache() const


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

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


description: Returns the current cache title refresh ID that is appropriate for the passed node

code: virtual int32 GetCurrentVisualizationCacheID() const


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

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


code: virtual void GetGraphNodeContextActions ( [FGraphContextMenuBuilder](API\Runtime\Engine\EdGraph\FGraphContextMenuBuilder) & ContextMenuBuilder, int32 SubNodeFlags ) const


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

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


code: virtual void GetSubNodeClasses ( int32 SubNodeFlags, [TArray](API\Runtime\Core\Containers\TArray)< [FGraphNodeClassData](API\Editor\AIGraph\FGraphNodeClassData) > & ClassData, [UClass](API\Runtime\CoreUObject\UObject\UClass) *& GraphNodeClass ) const


description:
Checks if a CacheRefreshID is out of date
TRUE if dirty

code: virtual bool IsCacheVisualizationOutOfDate ( int32 InVisualizationCacheID ) const


code: virtual bool IsNodeSubtreeTask ( const [FGraphNodeClassData](API\Editor\AIGraph\FGraphNodeClassData) & NodeClass ) const


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


code: class UEdGraphSchema_BehaviorTree : public [UAIGraphSchema](API\Editor\AIGraph\UAIGraphSchema)

CompositeDecoratorClass

type: TSubclassOf<UB...


code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDecoratorSchemaAction_NewNode](API\Editor\BehaviorTreeEditor\FDecoratorSchemaAction_NewNode) > AddNewDecoratorAction ( [FGraphContextMenuBuilder](API\Runtime\Engine\EdGraph\FGraphContextMenuBuilder) & ContextMenuBuilder, const [FText](API\Runtime\Core\Internationalization\FText) & Category, const [FText](API\Runtime\Core\Internationalization\FText) & MenuDesc, const [FText](API\Runtime\Core\Internationalization\FText) & Tooltip )


code: void AddPin ( class [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InGraphNode )


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


code: static int32 CurrentCacheRefreshID = 0;


description: Returns parent context menu name

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


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


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

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


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


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


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

module: BlueprintEditorLibrary

code: virtual void ShutdownModule()


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


className: FBlueprintEditorLibraryModule

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


description:
Adds a function to the given blueprint
UEdGraph*

code: static [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * AddFunctionGraph ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FString](API\Runtime\Core\Containers\FString) & FuncName )


description: Compiles the given blueprint.

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


description:
Finds the event graph of the given blueprint. Null if it doesn't have one. This will only return the primary event graph of the blueprint (the graph named "EventGraph").
UEdGraph* Event graph of the blueprint if it has one, null if it doesn't have one

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


description:
Finds the graph with the given name on the blueprint. Null if it doesn't have one.
UEdGraph* Pointer to the graph with the given name, null if not found

code: static [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * FindGraph ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [FName](API\Runtime\Core\UObject\FName) GraphName )


description:
Gathers any unused blueprint variables and populates the given array of FPropertys
True if variables were checked on this blueprint, false otherwise.

code: static bool GatherUnusedVariables ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [TArray](API\Runtime\Core\Containers\TArray)< [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > & OutProperties )


description:
Gets the class generated when this blueprint is compiled
UClass* The generated class

code: static [UClass](API\Runtime\CoreUObject\UObject\UClass) * GeneratedClass ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * BlueprintObj )


description:
Casts the provided Object to a Blueprint - the root asset type of a blueprint asset. Note that the blueprint asset itself is editor only and not present in cooked assets.
UBlueprint* The blueprint type of the given object, nullptr if the object is not a blueprint.

code: static [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * GetBlueprintAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Refresh any open blueprint editors


description: Attempt to refresh any open blueprint editors for the given asset

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


description: Deletes the function of the given name on this blueprint. Does NOT replace function call sites.

code: static void RemoveFunctionGraph ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [FName](API\Runtime\Core\UObject\FName) FuncName )


description:
Deletes any unused blueprint created variables the given blueprint. An Unused variable is any BP variable that is not referenced in any blueprint graphs
Number of variables removed

code: static int32 RemoveUnusedVariables ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


description: Removes the given graph from the blueprint if possible

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


description: Remove any nodes in this blueprint that have no connections made to them.

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


description: Attempts to rename the given graph with a new name

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


description: Attempts to reparent the given blueprint to the new chosen parent class.

code: static void ReparentBlueprint ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [UClass](API\Runtime\CoreUObject\UObject\UClass) * NewParentClass )


description: Replace any references of variables with the OldVarName to references of those with the NewVarName if possible

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


description: Sets "Expose On Spawn" to true/false on a Blueprint variable

code: static void SetBlueprintVariableExposeOnSpawn ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FName](API\Runtime\Core\UObject\FName) & VariableName, bool bExposeOnSpawn )


description: Sets "Expose To Cinematics" to true/false on a Blueprint variable

code: static void SetBlueprintVariableExposeToCinematics ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FName](API\Runtime\Core\UObject\FName) & VariableName, bool bExposeToCinematics )


description: Sets "Instance Editable" to true/false on a Blueprint variable

code: static void SetBlueprintVariableInstanceEditable ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FName](API\Runtime\Core\UObject\FName) & VariableName, bool bInstanceEditable )


description: Replace any old operator nodes (float + float, vector + float, int + vector, etc) with the newer Promotable Operator version of the node. Preserve any connections the original node had to the newer version of the node.

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


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


className: UBlueprintEditorLibrary

code: class UBlueprintEditorLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


description: The graph type that the schema is

module: BlueprintGraph

code: namespace EEdGraphSchemaAction_K2Graph { enum Type { Graph, Subgraph, Function, Interface, Macro, MAX, } }


code: namespace ESelfContextInfo { enum Type { Unspecified, NotSelfContext, } }


code: bool Call ( [FBlueprintActionFilter](API\Editor\BlueprintGraph\FBlueprintActionFilter) const & Filter, [FBlueprintActionInfo](API\Editor\BlueprintGraph\FBlueprintActionInfo) & ActionInfo )


className: CVarEnableCaching

code: static [TAutoConsoleVariable](API\Runtime\Core\HAL\TAutoConsoleVariable)< bool > CVarEnableCaching { TEXT("BP.EnableActionMenuFilterCaching"), false, TEXT("If enabled, action filter tests with the CacheResults flag set will have their results cached") };


className: FRejectionDelegate

description: The filter uses a series of rejection tests matching


code: bool operator== ( const [FActionFilterTest](API\Editor\BlueprintGraph\FActionFilterTest) & other ) const


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FActionFilterTest](API\Editor\BlueprintGraph\FActionFilterTest) > WithFlags ( EActionFilterTestFlags InFlags )


code: FActionFilterTest ( const [FRejectionDelegate](API\Editor\BlueprintGraph\FActionFilterTest\FRejectionDelegate) Delegate, [FString](API\Runtime\Core\Containers\FString) Name, EActionFilterTestFlags Flags )


className: FActionFilterTest

code: struct FActionFilterTest : public [TSharedFromThis< FActionFilterTest >](API\Runtime\Core\Templates\TSharedFromThis)

Flags

type: EActionFilterTe...

RejectionDelegate

type: FRejectionDeleg...


className: FAdditionalBlueprintCategory

code: struct FAdditionalBlueprintCategory

ClassFilter

type: FSoftClassPath

Name

type: FText


className: FArrayPropertyPinCombo

code: struct FArrayPropertyPinCombo

ArrayPin

type: UEdGraphPin...


description:
Gets the hover message when when holding a asset over a Blueprint graph from a drag/drop operation
Message to display when hovering.

code: [FText](API\Runtime\Core\Internationalization\FText) GetGraphHoverMessage ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * HoverGraph ) const


description:
Tries to create a node from the asset passed on the graph passed in
Bool of whether a node was successfully created

code: bool TryCreatingAssetNode ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, const FVector2D Location, EK2NewNodeFlags Options ) const


code: virtual ~FAssetBlueprintGraphActions()


className: FAssetBlueprintGraphActions

description: Struct to handle Asset Blueprint Graph actions Essentially this is used to help generate asset nodes/responses for Blueprint graphs and keeping Blueprint code from being dependent on something it shouldn't For example, this can be used to help with dragging/dropping assets on a Blueprint graph

code: struct FAssetBlueprintGraphActions


className: FAsyncTaskPinRedirectMapInfo

description: Struct to remap pins for Async Tasks. a single K2 node is shared by many proxy classes. This allows redirecting pins by name per proxy class. Add entries similar to this one in Engine.ini: +K2AsyncTaskPinRedirects=(ProxyClassName="AbilityTask_PlayMontageAndWait", OldPinName="OnComplete", NewPinName="OnBlendOut")

code: struct FAsyncTaskPinRedirectMapInfo

OldPinToProxyClassMap

type: TMap<FName,TA...


code: template<typename T> T * Get() const


code: template<typename T> bool IsA() const


code: bool IsA ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass ) const


code: bool IsA ( const [FFieldClass](API\Runtime\CoreUObject\UObject\FFieldClass) * InClass ) const


code: [FBindingObject](API\Editor\BlueprintGraph\FBindingObject) & operator= ( [FField](API\Runtime\CoreUObject\UObject\FField) * InField )


code: [FBindingObject](API\Editor\BlueprintGraph\FBindingObject) & operator= ( TYPE_OF_NULLPTR )


code: bool operator== ( const [FBindingObject](API\Editor\BlueprintGraph\FBindingObject) & Other ) const


code: bool operator!= ( const [FBindingObject](API\Editor\BlueprintGraph\FBindingObject) & Other ) const


code: template<typename T, decltype(ImplicitConv< [UObject](API\Runtime\CoreUObject\UObject\UObject) * >(DeclVal< T >()))*> FBindingObject ( T InObject )


code: FBindingObject ( [FField](API\Runtime\CoreUObject\UObject\FField) * InField )


code: FBindingObject ( [FFieldVariant](API\Runtime\CoreUObject\UObject\FFieldVariant) InFieldOrObject )


className: FBindingObject

code: class FBindingObject


className: FBlueprintActionContext

code: struct FBlueprintActionContext

Blueprints

type: TArray<UBluepr...

description: A list of all blueprints you want actions for.

EditorPtr

type: TWeakPtr<IBlue...

description: A weak reference to the Blueprint editor context in which actions are being filtered.

Graphs

type: TArray<UEdGrap...

description: A list of graphs you want compatible actions for.

Pins

description: A list of pins you want compatible actions for.

SelectedObjects

type: TArray<FFieldV...

description: A list of objects the user currently has selected (things like blueprint properties, level actors, content-browser assets, etc.).


code: template<typename T, decltype(ImplicitConv< [UObject](API\Runtime\CoreUObject\UObject\UObject) * >(DeclVal< T >()))*> [FBindingObject](API\Editor\BlueprintGraph\FBindingObject) & operator= ( T InObject )


description: Pure virtual that must be overloaded by the inheriting class. Use this method to serialize any UObjects contained that you wish to keep around.

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


description:
Finds the database entry for the specified object and wipes it. The entry won't be rebuilt, unlessRefreshAssetActions()is explicitly called after.
True if an entry was found and removed.

code: bool ClearAssetActions ( [UObject](API\Runtime\CoreUObject\UObject\UObject) *const AssetObject )


code: bool ClearAssetActions ( const [FObjectKey](API\Runtime\CoreUObject\UObject\FObjectKey) & AssetObjectKey )


description: Finds the database entry for the specified unloaded asset and wipes it. The entry won't be rebuilt, unlessRefreshAssetActions()is explicitly called after.

code: void ClearUnloadedAssetActions ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & ObjectPath )


description: Deprecated* FNames containing full asset paths are deprecated. UseFSoftObjectPathinstead.

code: void ClearUnloadedAssetActions ( [FName](API\Runtime\Core\UObject\FName) ObjectPath )


description: Removes the entry with the given key on the next tick.

code: void DeferredRemoveEntry ( [FObjectKey](API\Runtime\CoreUObject\UObject\FObjectKey) const & InKey )


className: EPermissionsContext

description: Field visibility is different depending on context, this enum differentiates between the different contexts that fields can be present in

code: enum EPermissionsContext { Property, Asset, Node, Pin, }


className: FActionList

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) > > FActionList


className: FOnDatabaseEntryUpdated

code: typedef TMulticastDelegate_OneParam< void, [UObject](API\Runtime\CoreUObject\UObject\UObject) * > FOnDatabaseEntryUpdated


className: FPrimingQueue

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [FObjectKey](API\Runtime\CoreUObject\UObject\FObjectKey), int32 > FPrimingQueue


description:
Getter to access the database singleton. Will populate the database first if this is the first time accessing it.
The singleton instance ofFBlueprintActionDatabase.

code: static [FBlueprintActionDatabase](API\Editor\BlueprintGraph\FBlueprintActionDatabase) & Get()


description:
Each node spawner is categorized by a class orasset. A spawner that corresponds to a specific class field (like a function, property, enum, etc.) will be listed under that field's class owner. Remaining spawners that can't be categorized this way will be registered by asset or node type.
The entire action database, which maps specific objects to arrays of associated node-spawners.

code: [FActionRegistry](API\Editor\BlueprintGraph\FBlueprintActionDatabase\FActionRegistry) const & GetAllActions()


description: Overload this method to report a name for your referencer

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


description: Return the stat id to use for this tickable

code: virtual [TStatId](API\Runtime\Core\Stats\TStatId) GetStatId() const


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object will ever be able to tick, and if not, it will not get added to the tickable objects array. If the tickable tick type is Conditional then the virtual IsTickable will be called to determine whether to tick the object on each given frame
true if object will ever want to be ticked, false otherwise.

code: virtual ETickableTickType GetTickableTickType() const


description: Check whether we have any class filtering applied

code: static bool HasClassFiltering()


description: Check whether the global filter applies to this class

code: static bool IsClassAllowed ( [UClass](API\Runtime\CoreUObject\UObject\UClass) const * InClass, [EPermissionsContext](API\Editor\BlueprintGraph\FBlueprintActionDatabase\EPermissionsContext) InContext )


code: static bool IsClassAllowed ( const [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) & InClassPath, [EPermissionsContext](API\Editor\BlueprintGraph\FBlueprintActionDatabase\EPermissionsContext) InContext )


description: Check whether permissions allow this enum

code: static bool IsEnumAllowed ( [UEnum](API\Runtime\CoreUObject\UObject\UEnum) const * InEnum, [EPermissionsContext](API\Editor\BlueprintGraph\FBlueprintActionDatabase\EPermissionsContext) InContext )


code: static bool IsEnumAllowed ( const [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) & InEnumPath, [EPermissionsContext](API\Editor\BlueprintGraph\FBlueprintActionDatabase\EPermissionsContext) InContext )


description: Check whether permissions allow this field

code: static bool IsFieldAllowed ( [UField](API\Runtime\CoreUObject\UObject\UField) const * InField, [EPermissionsContext](API\Editor\BlueprintGraph\FBlueprintActionDatabase\EPermissionsContext) InContext )


description: Check whether permissions allow this function

code: static bool IsFunctionAllowed ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) const * InFunction, [EPermissionsContext](API\Editor\BlueprintGraph\FBlueprintActionDatabase\EPermissionsContext) InContext )


description: Check whether permissions allow this pin type. InUnloadedAssetPath will be used in the case where a InPinType.PinSubCategoryObject is unable to be resolved.

code: static bool IsPinTypeAllowed ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InPinType, const [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) & InUnloadedAssetPath )


description: Check whether permissions allow this struct

code: static bool IsStructAllowed ( [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) const * InStruct, [EPermissionsContext](API\Editor\BlueprintGraph\FBlueprintActionDatabase\EPermissionsContext) InContext )


code: static bool IsStructAllowed ( const [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) & InStructPath, [EPermissionsContext](API\Editor\BlueprintGraph\FBlueprintActionDatabase\EPermissionsContext) InContext )


description: Moves the unloaded asset actions from one location to another

code: void MoveUnloadedAssetActions ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & SourceObjectPath, const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & TargetObjectPath )


code: void MoveUnloadedAssetActions ( [FName](API\Runtime\Core\UObject\FName) SourceObjectPath, [FName](API\Runtime\Core\UObject\FName) TargetObjectPath )


description: Populates the action database from scratch. Loops over every known class and records a set of node-spawners associated with each.

code: void RefreshAll()


description: Finds the database entry for the specified asset and wipes it, repopulating it with a fresh set of associated node-spawners.

code: void RefreshAssetActions ( [UObject](API\Runtime\CoreUObject\UObject\UObject) *const AssetObject )


description: Finds the database entry for the specified class and wipes it, repopulating it with a fresh set of associated node-spawners.

code: void RefreshClassActions ( [UClass](API\Runtime\CoreUObject\UObject\UClass) *const Class )


description: Updates all component related actions

code: void RefreshComponentActions()


description: Populates the action database with all level script actions from all active editor worlds.

code: void RefreshWorlds()


description: Pure virtual that must be overloaded by the inheriting class. It will be called from within LevelTick.cpp after ticking all actors or from the rendering thread (depending on bIsRenderingThreadObject)

code: virtual void Tick ( float DeltaTime )


description: Getter to access the datbase singleton, will return null if the database has not been initialized

code: static [FBlueprintActionDatabase](API\Editor\BlueprintGraph\FBlueprintActionDatabase) * TryGet()


description: Destructor

code: virtual ~FBlueprintActionDatabase()


className: FBlueprintActionDatabase

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

code: class FBlueprintActionDatabase : public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject), public [FTickableEditorObject](API\Editor\UnrealEd\FTickableEditorObject)


description: Attempts to suss out the key that this action should be registered under; if it doesn't find a better one then it associates the action with the node filling this out.

code: bool AddBlueprintAction ( [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) * NodeSpawner )


description: Each action should be recorded under a specificUFieldkey; primarily to refresh those actions when the corresponding asset is updated (Blueprint regenerated, struct added/deleted, etc.).

code: bool AddBlueprintAction ( [UClass](API\Runtime\CoreUObject\UObject\UClass) const * ClassOwner, [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) * NodeSpawner )


code: bool AddBlueprintAction ( [UEnum](API\Runtime\CoreUObject\UObject\UEnum) const * EnumOwner, [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) * NodeSpawner )


code: bool AddBlueprintAction ( [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) const * StructOwner, [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) * NodeSpawner )


code: bool AddBlueprintAction ( [UField](API\Runtime\CoreUObject\UObject\UField) const * FieldOwner, [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) * NodeSpawner )


code: bool AddBlueprintAction ( [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) const & AssetDataOwner, [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) * NodeSpawner )


description: Special case for asset bound actions (we want to clean-up/refresh these when the corresponding asset is updated). AssetOwner must be an asset!

code: bool AddBlueprintAction ( [UObject](API\Runtime\CoreUObject\UObject\UObject) const * AssetOwner, [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) * NodeSpawner )


className: FMakeEnumSpawnerDelegate

code: typedef TBaseDelegate_OneParam< [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) *, const [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * > FMakeEnumSpawnerDelegate


className: FMakeStructSpawnerDelegate

code: typedef TBaseDelegate_OneParam< [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) *, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * > FMakeStructSpawnerDelegate


className: FMakeFuncSpawnerDelegate

code: typedef TBaseDelegate_OneParam< [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) *, const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * > FMakeFuncSpawnerDelegate


description: Returns the current key the registrar is being filtered using

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


description:
Occasionally (when an asset is added/refreshed), this registrar will be passed around to gather only specific keyed actions (see ActionKeyFilter). In that case, it will block registration of all unwanted keys. Functionality wise this doesn't matter toUK2Node, butUK2Nodemay be able to save on some work/allocations if it knew this beforehand.
True if the OwnerKey would is allowed to register actions, false if it would be blocked.

code: bool IsOpenForRegistration ( [UObject](API\Runtime\CoreUObject\UObject\UObject) const * OwnerKey )


code: bool IsOpenForRegistration ( [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) const & AssetDataOwner )


code: template<class T> int32 RegisterClassFactoryActions ( const [FMakeFuncSpawnerDelegate](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-\FMakeFuncSpawner-) & MakeActionCallback )


code: int32 RegisterClassFactoryActions &40; const UClass &42; TargetType, const FMakeFuncSpawnerDelegate & MakeActionCallback &41;


code: int32 RegisterEnumActions ( const [FMakeEnumSpawnerDelegate](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-\FMakeEnumSpawner-) & MakeActionCallback )


code: int32 RegisterStructActions ( const [FMakeStructSpawnerDelegate](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-\FMakeStructSpawn-) & MakeActionCallback )


className: FBlueprintActionDatabaseRegistrar

code: class FBlueprintActionDatabaseRegistrar


description: Helper to add a class to the TargetClasses, fills outFTargetClassFilterData

code: static void Add ( [TArray](API\Runtime\Core\Containers\TArray)< [FTargetClassFilterData](API\Editor\BlueprintGraph\FBlueprintActionFilter\FTargetClassFilterData) > & ToArray, [UClass](API\Runtime\CoreUObject\UObject\UClass) * TargetClass )


description: Users can extend the filter and add their own rejection tests with this method. We use rejection "IsFiltered" tests rather than inclusive tests because it is more optimal to whittle down the list of actions early.

code: void AddRejectionTest ( [FRejectionTestDelegate](API\Editor\BlueprintGraph\FBlueprintActionFilter\FRejectionTestDelegate) RejectionTestDelegate )


code: void AddRejectionTest ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FActionFilterTest](API\Editor\BlueprintGraph\FActionFilterTest) > RejectionTest )


description: Helper to add a class to the TargetClasses, TargetClass may already be in the array

code: static void AddUnique ( [TArray](API\Runtime\Core\Containers\TArray)< [FTargetClassFilterData](API\Editor\BlueprintGraph\FBlueprintActionFilter\FTargetClassFilterData) > & ToArray, [UClass](API\Runtime\CoreUObject\UObject\UClass) * TargetClass )


className: EFlags

code: enum EFlags { BPFILTER_NoFlags = (0), BPFILTER_PermitDeprecated = (1<<0), BPFILTER_RejectGlobalFields = (1<<1), BPFILTER_RejectPermittedSubClasses = (1<<2), BPFILTER_PermitRejectionSubClasses = (1<<3), BPFILTER_RejectNonImportedFields = (1<<4), BPFILTER_RejectIncompatibleThreadSafety = (1<<5), }


className: FRejectionTestDelegate

description: The filter uses a series of rejection tests matching


code: bool operator&61;&61; &40; const FTargetClassFilterData & Other &41; const


description: TRUE if all of the given configuration flags are set on this filter.

code: bool HasAllFlags ( [EFlags](API\Editor\BlueprintGraph\FBlueprintActionFilter\EFlags) InFlags ) const


className: FTargetClassFilterData

description: A list of classes that you want members for. If an action would produce a node with a TargetPin, and that pin is incompatible with one of these classes, then the action is filtered out. Extra data is cached inFTargetClassFilterDataso that it can be reused by filters efficiently.

code: struct FTargetClassFilterData

HiddenCategories

type: TArray<FString...

TargetClass

type: UClass*


description: TRUE if any of the given configuration flags are set on this filter.

code: bool HasAnyFlags ( [EFlags](API\Editor\BlueprintGraph\FBlueprintActionFilter\EFlags) InFlags ) const


description:
Query to check and see if the specified action gets filtered out by this (and any and'd/or'd filters). NOT marked const to keep FIsFilteredDelegates from recursively calling.
False if the action passes the filter, otherwise false (the action got filtered out).

code: bool IsFiltered ( [FBlueprintActionInfo](API\Editor\BlueprintGraph\FBlueprintActionInfo) & BlueprintAction )


description:
NOTE: Appending additional filters can hinder performance (as the additional filter has to loop over its tests foreach database entry)
This.

code: [FBlueprintActionFilter](API\Editor\BlueprintGraph\FBlueprintActionFilter) const & operator&= ( [FBlueprintActionFilter](API\Editor\BlueprintGraph\FBlueprintActionFilter) const & Rhs )


code: FBlueprintActionFilter ( const [EFlags](API\Editor\BlueprintGraph\FBlueprintActionFilter\EFlags) InFlags )


description: Deprecated* Please use the version that takes the EFlags type as input

code: FBlueprintActionFilter ( uint32 const Flags )


className: FBlueprintActionFilter

code: class FBlueprintActionFilter

AssetReferenceFilter

type: TSharedPtr<IAs...

description: Filter for asset references

BluprintGraphModule

type: FBlueprintGraph...

description: Cached reference to the BluprintGraphModule, which has extra rejection tests:

Context

type: FBlueprintActio...

description: Contains the full blueprint/graph/pin context that this is filtering actions for.

PermittedNodeTypes

type: TArray<TSubcla...

description: A list of allowed node types.

RejectedNodeTypes

description: A list of node types that should be filtered out.

TargetClasses

type: TArray<FTarget...


description:
Retrieves the key that the wrapped action is associated with in theFBlueprintActionDatabase(either aUClass, or asset object).
The class/asset that this action conceptually belongs to.

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


description:
Certain actions are associated with specific functions (like function call spawners, or event spawners) This retrieves the function from the wrapped action if it can (not all actions have an associated function).
The function associated with the wrapped action (null if there isn't one).

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


description:
Certain actions are associated with specific member fields (a member function call, a variable get/set, etc.) This retrieves that member field if there is one (not all actions have an associated field).
The member field associated with the wrapped action (null if there isn't one).


description:
Certain actions are associated with specific properties (like delegate node spawners, or variable get/set spawners) This retrieves that property from the wrapped action if it can (not all actions have an associated property).
The property associated with the wrapped action (null if there isn't one).

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


description:
Retrieves any bindings that the action will apply to spawned nodes.
The set of bindings tied to this action.

code: [IBlueprintNodeBinder::FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & GetBindings() const


description:
Retrieves the node class that the wrapped action will spawn (assume to be not null).
The node type that the action will spawn.

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


description:
Retrieves a class associated with the wrapped action. Intended to be the action's class "owner". Could be null if the action is keyed to an asset. Will not be the spawner's NodeClass (even if it is keyed to it in the database).
The class that this action conceptually belongs to (null if the action is keyed to an asset that we cannot derive a class from).

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


code: FBlueprintActionInfo ( [UObject](API\Runtime\CoreUObject\UObject\UObject) const * ActionOwner, [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) const * Action )


code: FBlueprintActionInfo ( [FBlueprintActionInfo](API\Editor\BlueprintGraph\FBlueprintActionInfo) const & Rhs, [IBlueprintNodeBinder::FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & Bindings )


className: FBlueprintActionInfo

description: Info struct passed around to filter rejection tests. Wraps aUBlueprintNodeSpawner, and caches associated fields/files/etc. as they're requested (to optimize duplicated queries cross rejection tests).

code: struct FBlueprintActionInfo

NodeSpawner

type: UBlueprintNodeS...

description: The raw action that this struct represent (const so we don't mutate the database)


code: [FBlueprintActionUiSpec](API\Editor\BlueprintGraph\FBlueprintActionUiSpec) & operator= ( [FBlueprintActionUiSpec](API\Editor\BlueprintGraph\FBlueprintActionUiSpec) && Other )


code: [FBlueprintActionUiSpec](API\Editor\BlueprintGraph\FBlueprintActionUiSpec) & operator= ( const [FBlueprintActionUiSpec](API\Editor\BlueprintGraph\FBlueprintActionUiSpec) & Other )


code: FBlueprintActionUiSpec ( [FBlueprintActionUiSpec](API\Editor\BlueprintGraph\FBlueprintActionUiSpec) && Other )


code: FBlueprintActionUiSpec ( const [FBlueprintActionUiSpec](API\Editor\BlueprintGraph\FBlueprintActionUiSpec) & Other )


className: FBlueprintActionUiSpec

code: struct FBlueprintActionUiSpec

DocExcerptTag

type: FString

Icon

type: FSlateIcon

IconTint

type: FLinearColor


className: FActionMenuRejectionTest

code: typedef TBaseDelegate_TwoParams< bool, [FBlueprintActionFilter](API\Editor\BlueprintGraph\FBlueprintActionFilter) const &, [FBlueprintActionInfo](API\Editor\BlueprintGraph\FBlueprintActionInfo) & > FActionMenuRejectionTest


className: FBlueprintCallableFunctionRedirect

description: Structure used to automatically convert blueprintcallable functions (that have blueprint parameter) calls (in bp graph) into their never versions (with class param instead of blueprint).


code: const [FAssetBlueprintGraphActions](API\Editor\BlueprintGraph\FAssetBlueprintGraphActions) * GetAssetBlueprintGraphActions ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * AssetType ) const


description:
These rejection tests will be ran after all the standard filter tests, and in the order that they are in this array.
An array of additional rejection tests forFBlueprintActionFilter.


code: void RegisterGraphAction ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * AssetType, [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FAssetBlueprintGraphActions](API\Editor\BlueprintGraph\FAssetBlueprintGraphActions) > Action )


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

code: virtual void ShutdownModule()


code: void UnregisterGraphAction ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * AssetType )


className: FBlueprintGraphModule

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


className: FBlueprintGraphPanelPinFactory

code: class FBlueprintGraphPanelPinFactory : public [FGraphPanelPinFactory](API\Editor\UnrealEd\FGraphPanelPinFactory)


description: Struct/Enum/Class: If true, this class, struct, or enum is a valid type for use as a variable in a blueprint

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


description: Metadata that should be used with UPARAM to specify whether aTSubclassOfargument allows abstract classes

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


description: If true, properties defined in the C++ private scope will be accessible to blueprints

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


description: Stub function used internally by animation blueprints

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


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


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


description: If true, an unconnected pin will generate a UPROPERTY under the hood to connect as the input, which will be set to the literal value for the pin. Only valid for reference parameters.

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


description: Metadata that identifies an enum as a set of explicitly-named bitflags.

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


description: Metadata that identifies an integral property as a bitmask.

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


description: Metadata that associates a bitmask property with a bitflag enum.

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


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


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


description: Class: [ClassMetadata] If present, the component class can be spawned by a blueprint

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


description: For functions that have the MD_WorldContext metadata but are safe to be called from contexts that do not have the ability to provide the world context (either through GetWorld() or ShowWorldContextPin class metadata

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


description: Metadata string that indicates the specified event can be triggered in editor

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


description: [InterfaceMetadata]

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


description: [ClassMetadata] Used for Actor and Component classes. If the native class cannot tick, Blueprint generated classes based this Actor or Component can never tick even if bCanBlueprintsTickByDefault is true.

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


description: [ClassMetadata] Used for Actor and Component classes. If the native class cannot tick, Blueprint generated classes based this Actor or Component can have bCanEverTick flag overridden even if bCanBlueprintsTickByDefault is false.

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


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


description: [FunctionMetadata] Indicates that the function should be drawn as a compact node with the specified body title

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


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


description: Indicates that the UFUNCTION implements its own thunk function

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


description: Metadata to identify an DataTable Pin. Depending on which DataTable is selected, we display different RowName options

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


description: Specifies which struct implements the custom thunk functions for this class

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


description: If true, the specifiedUObjectparameter will default to "self" if nothing is connected

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


description: [FunctionMetadata] Indicates that the function should be drawn with this title over the function name

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


description: For functions that should be compiled in development mode only

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


description: [FunctionMetadata] Indicates that the function is deprecated

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


description: Metadata that flags the function output param that will be controlled by the "MD_DynamicOutputType" pin

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


description: [FunctionMetadata] Supplies the custom message to use for deprecation

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


description: Metadata that flags function params that govern what type of object the function returns

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


description: Synonym for MD_ExpandEnumAsExecs

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


description: Indicates that during compile we want to create multiple exec pins from an enum param

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


description: Categories of functions to expose on this property

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


description: UPROPERTY will be exposed on "Spawn Blueprint" nodes as an input

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


description: Metadata to add the property or function to the FieldNotification system.

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


description: [FunctionMetadata] Indicates that the function should appear as blueprint function even if it doesn't return a value.

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


description: The category that a function appears under in the palette.

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


description: Keywords used when searching for functions

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


description: The specified parameter should hide the asset picker on the pin, even if it is a validUObjectAsset.

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


description: Comma delimited list of pins that should be hidden on this function.

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


description: If true, the self pin should not be shown or connectable regardless of purity, const, etc. similar to InternalUseParam

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


description: [ClassMetadata] Used to make the first subclass of a class ignore all inherited showCategories and hideCategories commands

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


description: [FunctionMetadata] Indicates that the function should be ignored when considered for blueprint type promotion

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


description: [FunctionMetadata] Indicates that a particular function parameter is for internal use only, which means it will be both hidden and not connectible.

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


description: If true, the class will be usable as a base for blueprints

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


description: Marks a UFUNCTION as latent execution

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


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


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


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


description: Metadata string that indicates to use the MaterialParameterCollectionFunction node.

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


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


description: Namespace into which a type can be optionally defined; if empty or not set, the type will belong to the global namespace (default).

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


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


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


description: Metadata that flags make/break functions for specific struct types.

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


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


description: If true, this class, struct, or enum is not valid for use as a variable in a blueprint.

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


description: Metadata that flagsTMapfunction parameters that will have their type determined at blueprint compile time

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


description: Function marked as explicitly not thread-safe. Opts function out of class-level thread-safety checks.

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


description: UPROPERTY cannot be modified by other blueprints

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


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


description: UPROPERTY uses the specified function as a getter rather than reading from the property directly

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


description: UPROPERTY uses the specified function as a setter rather than writing to the property directly

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


description: Specifies a UFUNCTION as Kismet protected, which can only be called from itself

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


description: A listing of classes that this class is accessible from (and only those classes, if present). Note that this determines the GRAPH CONTEXTS in which the node cannot be placed (e.g. right click menu, palette), and does NOT control menus when dragging off of a context pin (i.e. contextual drag)

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


description: [FunctionMetadata] Indicates the display name of the return value pin

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


description: Metadata that flagsTSetparameters that will have their type determined at blueprint compile time

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


description: If true, the hidden world context pin will be visible when the function is placed in a child blueprint of the class.

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


description: Function or class marked as thread-safe. Opts class/function compilation into thread-safety checks.

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


description: Metadata string that sets the tooltip

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


description: Marks a UFUNCTION as unsafe for use in the UCS, which prevents it from being called from the UCS. Useful for things that spawn actors, etc that should never happen in the UCS

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


description: Metadata that signals to the editor that enum values correspond to mask values instead of bitshift (index) values.

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


description: Marks a UFUNCTION as accepting variadic arguments

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


description: The specified parameter should be used as the context object when retrieving aUWorldpointer (implies hidden and default-to-self)

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


className: FBlueprintMetadata

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

code: struct FBlueprintMetadata


code: void AddKeyValue ( [FString](API\Runtime\Core\Containers\FString) const & KeyValue )


code: void AddNamedValue ( [FName](API\Runtime\Core\UObject\FName) SignatureKey, [FString](API\Runtime\Core\Containers\FString) const & Value )


code: void AddSubObject ( [FFieldVariant](API\Runtime\CoreUObject\UObject\FFieldVariant) SignatureObj )


code: [FGuid](API\Runtime\Core\Misc\FGuid) const & AsGuid() const


className: FSignatureSet

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FString](API\Runtime\Core\Containers\FString) > FSignatureSet


code: void SetNodeClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) > NodeClass )


code: [FString](API\Runtime\Core\Containers\FString) const & ToString() const


code: FBlueprintNodeSignature ( [FString](API\Runtime\Core\Containers\FString) const & UserString )


code: FBlueprintNodeSignature ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) > NodeClass )


className: FBlueprintNodeSignature

code: struct FBlueprintNodeSignature


code: static bool CreateParameterPinsForFunction ( [UK2Node](API\Editor\BlueprintGraph\UK2Node) * Node, const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) *)> PostParameterPinCreatedCallback )


code: static [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * CreateSelfPin ( [UK2Node](API\Editor\BlueprintGraph\UK2Node) * Node, const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function )


className: FBlueprintNodeStatics

code: class FBlueprintNodeStatics


description: Pure virtual that must be overloaded by the inheriting class. Use this method to serialize any UObjects contained that you wish to keep around.

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


description: Wipes any nodes that were cached on behalf of the specified spawner (should be called when NodeSpawner is destroyed, in caseGetNodeTemplate()was called for it).

code: void ClearCachedTemplate ( [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) const * NodeSpawner )


description:
Approximates the current memory footprint of the entire cache (instantiatedUObjectsizes + allocated container space).
The approximated total (in bytes) that this cache has allocated.

code: int64 GetEstimateCacheSize() const


description:
Retrieves a cached template associated with the supplied spawner. Will instantiate a new template if one didn't already exist. If the template-node is not compatible with any cachedUEdGraphouter, then we use TargetGraph as a model to create one that will work.
Should return a new/cached template-node (but could be null, or some pre-existing node... depends on the sub-class's Invoke() method).

code: [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * GetNodeTemplate ( [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) const * NodeSpawner, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TargetGraph )


description:
Retrieves a cached template associated with the supplied spawner. Does NOT attempt to allocate one if it doesn't exist.
Should return the cached template-node (if one exists, otherwise false).

code: [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * GetNodeTemplate ( [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) const * NodeSpawner, ENoInit ) const


description: Overload this method to report a name for your referencer

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


description:
Utility method to help external systems identify if a graph they have belongs here, to theFBlueprintNodeTemplateCachesystem.
True if the graph was allocated by aFBlueprintNodeTemplateCache(to house template nodes).

code: static bool IsTemplateOuter ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph )


description:
External systems can make changes that alter the memory footprint of the cache (like calling AllocateDefaultPins), and since we don't recalculate the cache's size every frame sometimes we need to update the internal estimate.
The new approximated total (in bytes) that this cache has allocated.

code: int64 RecalculateCacheSize()


code: FBlueprintNodeTemplateCache()


className: FBlueprintNodeTemplateCache

description: Serves as a centralized data-store for allUBlueprintNodeSpawnernode- templates. Implemented this way (rather than internal toUBlueprintNodeSpawner) since node-templates require a UEdGraph/UBlueprint outer chain. Instead of instantiating a bunch of graphs/blueprints perUBlueprintNodeSpawner, we'd rather have a small centralized set here.

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


className: FCustomPin

code: struct FCustomPin

bValuePin

type: bool

description: If TRUE this is a custom pin that does come from the type of wildcard pin connected

CallFuncPinName

type: FName

description: Name of the pin of the call function

PinName

description: Name of the pin within the current node


code: virtual void ChangeVariableType ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & NewPinType )


code: virtual void DeleteVariable()


description: Returns an opaque handle that can be used to confirm that two different persistent entries backing actions are part of the same section/category (e.g., both are variables in the same Blueprint)


code: virtual [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) GetPinType() const


code: virtual [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * GetProperty() const


description: Returns the ordering index of this action in the parent container (if the item cannot be reordered then this will return INDEX_NONE)

code: virtual int32 GetReorderIndexInContainer() const


code: [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * GetSourceBlueprint() const


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


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


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


description: Returns true if the action refers to a member or local variable.

code: virtual bool IsAVariable() const


code: virtual bool IsValidName ( const [FName](API\Runtime\Core\UObject\FName) & NewName, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMessage ) const


code: virtual bool IsVariableUsed()


description: Moves the item backing this action to the specified category if it is possible (does nothing for native-introduced variables/functions/etc...)

code: virtual void MovePersistentItemToCategory ( const [FText](API\Runtime\Core\Internationalization\FText) & NewCategoryName )


code: virtual void RenameVariable ( const [FName](API\Runtime\Core\UObject\FName) & NewName )


description: Reorders this action to be before the other item in the parent container (returns false if they are not in the same container or cannot be reordered)

code: virtual bool ReorderToBeforeAction ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > OtherAction )


code: void SetVariableInfo ( const [FName](API\Runtime\Core\UObject\FName) & InVarName, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOwningScope, bool bInIsVarBool )


description: Simple type info.


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


description: Reference to a variable (only used in 'My Blueprints' but used for member variables, local variables, delegates, etc...)

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


description: GC.

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


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

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


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


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


description: Action to add a node to the graph

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

SignatureFunction

type: TObjectPtr< cla...


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


code: FEdGraphSchemaAction_K2AddCallOnActor ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, const int32 InGrouping )


description: Action to add a 'call function on actor(s)' set of nodes to the graph

code: struct FEdGraphSchemaAction_K2AddCallOnActor : public [FEdGraphSchemaAction_K2NewNode](API\Editor\BlueprintGraph\FEdGraphSchemaAction_K2NewNode)

LevelActors

type: TArray<TObject...

description: Pointer to actors in level we want to call function on


code: FEdGraphSchemaAction_K2AddComment ( [FText](API\Runtime\Core\Internationalization\FText) InDescription, [FText](API\Runtime\Core\Internationalization\FText) InToolTip )


description: Action to add a 'comment' node to the graph

code: struct FEdGraphSchemaAction_K2AddComment : public [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction)


code: FEdGraphSchemaAction_K2AddComponent ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, const int32 InGrouping )


description: Action to add an 'add component' node to the graph

code: struct FEdGraphSchemaAction_K2AddComponent : public [FEdGraphSchemaAction_K2NewNode](API\Editor\BlueprintGraph\FEdGraphSchemaAction_K2NewNode)

ComponentAsset

description: Option asset to assign to newly created component

ComponentClass

type: TSubclassOf< cl...

description: Class of component we want to add


code: FEdGraphSchemaAction_K2AddCustomEvent ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, const int32 InGrouping )


description: Action to add a 'custom event' node to the graph

code: struct FEdGraphSchemaAction_K2AddCustomEvent : public [FEdGraphSchemaAction_K2NewNode](API\Editor\BlueprintGraph\FEdGraphSchemaAction_K2NewNode)


code: bool EventHasAlreadyBeenPlaced ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) const * Blueprint, class [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event) const ** FoundEventOut ) const


description: Simple type info.


code: FEdGraphSchemaAction_K2AddEvent ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, const int32 InGrouping )


description: Action to add a 'event' node to the graph

code: struct FEdGraphSchemaAction_K2AddEvent : public [FEdGraphSchemaAction_K2NewNode](API\Editor\BlueprintGraph\FEdGraphSchemaAction_K2NewNode)


code: static [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * AssignDelegate ( class [UK2Node](API\Editor\BlueprintGraph\UK2Node) * NodeTemplate, class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, const FVector2D Location, bool bSelectNewNode )


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


code: FEdGraphSchemaAction_K2AssignDelegate ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, const int32 InGrouping )


description: Action to add a node to the graph

code: struct FEdGraphSchemaAction_K2AssignDelegate : public [FEdGraphSchemaAction_K2NewNode](API\Editor\BlueprintGraph\FEdGraphSchemaAction_K2NewNode)


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


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


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


description: Returns true if the action is of the given type.

code: virtual bool IsA ( const [FName](API\Runtime\Core\UObject\FName) & InType ) const


code: FEdGraphSchemaAction_K2Delegate ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, const int32 InGrouping, const int32 InSectionID )


description: Reference to a delegate

code: struct FEdGraphSchemaAction_K2Delegate : public [FEdGraphSchemaAction_BlueprintVariableBase](API\Editor\BlueprintGraph\FEdGraphSchemaAction_BlueprintVa-)

EdGraph

type: UEdGraph*

description: The associated editor graph for this schema


description: GC.

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


code: FEdGraphSchemaAction_K2Enum ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, const int32 InGrouping )


description: Reference to an enumeration (only used in 'docked' palette)

code: struct FEdGraphSchemaAction_K2Enum : public [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction)

Enum

type: TObjectPtr<UEn...


description: Whether or not this action can be parented to other actions of the same type.

code: virtual bool IsParentable() const


description:
Provides a set identifier for allFEdGraphSchemaAction_K2Eventactions.
A static identifier for actions of this type.


description: An empty default constructor (stubbed out for arrays and other containers that need to allocate default instances of this struct)


description: The primary constructor, used to customize the SuperFEdGraphSchemaAction.

code: FEdGraphSchemaAction_K2Event ( [FText](API\Runtime\Core\Internationalization\FText) Category, [FText](API\Runtime\Core\Internationalization\FText) MenuDescription, [FText](API\Runtime\Core\Internationalization\FText) Tooltip, int32 const Grouping )


description: A reference to a specific event (living inside a Blueprint graph)... intended to be used the 'docked' palette only.

code: struct FEdGraphSchemaAction_K2Event : public [FEdGraphSchemaAction_K2TargetNode](API\Editor\BlueprintGraph\FEdGraphSchemaAction_K2TargetNod-)


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


description: Returns an opaque handle that can be used to confirm that two different persistent entries backing actions are part of the same section/category (e.g., both are variables in the same Blueprint)


description: Returns the ordering index of this action in the parent container (if the item cannot be reordered then this will return INDEX_NONE)

code: virtual int32 GetReorderIndexInContainer() const


code: [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * GetSourceBlueprint() const


description: Moves the item backing this action to the specified category if it is possible (does nothing for native-introduced variables/functions/etc...)

code: virtual void MovePersistentItemToCategory ( const [FText](API\Runtime\Core\Internationalization\FText) & NewCategoryName )


description: Reorders this action to be before the other item in the parent container (returns false if they are not in the same container or cannot be reordered)

code: virtual bool ReorderToBeforeAction ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > OtherAction )


description: Simple type info.


code: FEdGraphSchemaAction_K2Graph ( [EEdGraphSchemaAction_K2Graph::Type](API\Editor\BlueprintGraph\EEdGraphSchemaAction_K2Graph__Ty-) InType, [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, const int32 InGrouping, const int32 InSectionID )


description: Reference to a function, macro, event graph, or timeline (only used in 'docked' palette)

code: struct FEdGraphSchemaAction_K2Graph : public [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction)

FuncName

description: Name of function or class

GraphType

type: EEdGraphSchemaA...

description: The type of graph that action is


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


description:
Provides a set identifier for allFEdGraphSchemaAction_K2InputActionactions.
A static identifier for actions of this type.


code: FEdGraphSchemaAction_K2InputAction ( [FText](API\Runtime\Core\Internationalization\FText) Category, [FText](API\Runtime\Core\Internationalization\FText) MenuDescription, [FText](API\Runtime\Core\Internationalization\FText) Tooltip, int32 const Grouping )


code: struct FEdGraphSchemaAction_K2InputAction : public [FEdGraphSchemaAction_K2TargetNode](API\Editor\BlueprintGraph\FEdGraphSchemaAction_K2TargetNod-)


code: virtual bool IsA ( const [FName](API\Runtime\Core\UObject\FName) & InType ) const


code: FEdGraphSchemaAction_K2LocalVar ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, const int32 InGrouping, const int32 InSectionID )


description: Reference to a local variable (only used in 'docked' palette)

code: struct FEdGraphSchemaAction_K2LocalVar : public [FEdGraphSchemaAction_BlueprintVariableBase](API\Editor\BlueprintGraph\FEdGraphSchemaAction_BlueprintVa-)


code: static [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * CreateNode ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > FromPins, const FVector2D Location, [UK2Node](API\Editor\BlueprintGraph\UK2Node) * NodeTemplate, EK2NewNodeFlags Options )


description: GC.

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


code: static [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * CreateNode ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > FromPins, const FVector2D Location, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< [UK2Node](API\Editor\BlueprintGraph\UK2Node) *([UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) *)> ConstructionFn, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([UK2Node](API\Editor\BlueprintGraph\UK2Node) *)> InitializerFn, EK2NewNodeFlags Options )


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

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


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


code: template<typename NodeType> static NodeType * SpawnNode ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, const FVector2D Location, EK2NewNodeFlags Options )


code: template<typename NodeType> static NodeType * SpawnNode ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, const FVector2D Location, EK2NewNodeFlags Options, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(NodeType *)> InitializerFn )


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


description: Simple type info.


code: FEdGraphSchemaAction_K2NewNode ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, const int32 InGrouping, [FText](API\Runtime\Core\Internationalization\FText) InKeywords )


description: Action to add a node to the graph

code: struct FEdGraphSchemaAction_K2NewNode : public [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction)

NodeTemplate

description: Template of node we want to create


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


code: FEdGraphSchemaAction_K2PasteHere ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, const int32 InGrouping )


description: Action to paste at this location on graph

code: struct FEdGraphSchemaAction_K2PasteHere : public [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction)


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


code: FEdGraphSchemaAction_K2Struct ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, const int32 InGrouping )


description: Reference to an structure (only used in 'docked' palette)

code: struct FEdGraphSchemaAction_K2Struct : public [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction)

Struct

type: TObjectPtr<USt...


code: FEdGraphSchemaAction_K2TargetNode ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, const int32 InGrouping )


description: Action to target a specific node on graph

code: struct FEdGraphSchemaAction_K2TargetNode : public [FEdGraphSchemaAction_K2NewNode](API\Editor\BlueprintGraph\FEdGraphSchemaAction_K2NewNode)


description: Returns true if the action is of the given type.

code: virtual bool IsA ( const [FName](API\Runtime\Core\UObject\FName) & InType ) const


code: FEdGraphSchemaAction_K2Var ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, const int32 InGrouping, const int32 InSectionID )


description: Reference to a variable (only used in 'docked' palette)

code: struct FEdGraphSchemaAction_K2Var : public [FEdGraphSchemaAction_BlueprintVariableBase](API\Editor\BlueprintGraph\FEdGraphSchemaAction_BlueprintVa-)


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


code: FEdGraphSchemaAction_K2ViewNode ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, const int32 InGrouping )


description: Action to view a node to the graph

code: struct FEdGraphSchemaAction_K2ViewNode : public [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction)

NodePtr

type: TObjectPtr< con...

description: Node we want to view


code: virtual void AdditionalCompiledStatementHandling ( [FKismetFunctionContext](API\Editor\KismetCompiler\FKismetFunctionContext) & Context, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node, [FBlueprintCompiledStatement](API\Editor\KismetCompiler\FBlueprintCompiledStatement) & Statement )


code: virtual void CheckIfFunctionIsCallable ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, [FKismetFunctionContext](API\Editor\KismetCompiler\FKismetFunctionContext) & Context, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node )


code: virtual void Compile ( [FKismetFunctionContext](API\Editor\KismetCompiler\FKismetFunctionContext) & Context, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node )


description: Searches for the function referenced by a graph node in the CallingContext class's list of functions, validates that the wiring matches up correctly, and creates an execution statement.

code: void CreateFunctionCallStatement ( [FKismetFunctionContext](API\Editor\KismetCompiler\FKismetFunctionContext) & Context, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * SelfPin )


code: virtual [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * FindFunction ( [FKismetFunctionContext](API\Editor\KismetCompiler\FKismetFunctionContext) & Context, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node )


code: bool IsCalledFunctionFinal ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node )


code: bool IsCalledFunctionFromInterface ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node )


code: bool IsCalledFunctionPure ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node )


code: virtual void RegisterNet ( [FKismetFunctionContext](API\Editor\KismetCompiler\FKismetFunctionContext) & Context, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Net )


code: virtual void RegisterNets ( [FKismetFunctionContext](API\Editor\KismetCompiler\FKismetFunctionContext) & Context, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node )


code: virtual void Transform ( [FKismetFunctionContext](API\Editor\KismetCompiler\FKismetFunctionContext) & Context, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node )


code: FKCHandler_CallFunction ( [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & InCompilerContext )


code: class FKCHandler_CallFunction : public [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor)


code: FKCHandler_EventEntry ( [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & InCompilerContext )


code: class FKCHandler_EventEntry : public [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor)


code: FKCHandler_MakeContainer ( [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & InCompilerContext )


code: class FKCHandler_MakeContainer : public [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor)

CompiledStatementType

type: EKismetCompiled...


code: static bool CanBeCalledByMathExpression ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function )


code: FKCHandler_MathExpression ( [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & InCompilerContext )


code: virtual void RegisterNets ( [FKismetFunctionContext](API\Editor\KismetCompiler\FKismetFunctionContext) & Context, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InNode )


code: class FKCHandler_MathExpression : public [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor)


code: virtual void Compile ( [FKismetFunctionContext](API\Editor\KismetCompiler\FKismetFunctionContext) & Context, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node )


code: void GenerateAssigments ( [FKismetFunctionContext](API\Editor\KismetCompiler\FKismetFunctionContext) & Context, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node )


code: void InnerAssignment ( [FKismetFunctionContext](API\Editor\KismetCompiler\FKismetFunctionContext) & Context, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * VariablePin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * ValuePin )


description: Used for implicit casting. Some nodes need to use the variable pin when performing a lookup in the implicit cast table.

code: virtual bool UsesVariablePinAsKey() const


code: FKCHandler_VariableSet ( [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & InCompilerContext )


code: class FKCHandler_VariableSet : public [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor)


description: Gets a metadata value on the function; asserts if the value isn't present.

code: const [FString](API\Runtime\Core\Containers\FString) & GetMetaData ( [FName](API\Runtime\Core\UObject\FName) Key ) const


description: Gets all metadata associated with this function

code: const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FString](API\Runtime\Core\Containers\FString) > & GetMetaDataMap() const


description: Checks if there is metadata for a key

code: bool HasMetaData ( [FName](API\Runtime\Core\UObject\FName) Key ) const


description: Clear metadata value on the function

code: void RemoveMetaData ( [FName](API\Runtime\Core\UObject\FName) Key )


description: Set a metadata value on the function

code: void SetMetaData ( [FName](API\Runtime\Core\UObject\FName) Key, [FString](API\Runtime\Core\Containers\FString) && Value )


description: Set a metadata value on the function

code: void SetMetaData ( [FName](API\Runtime\Core\UObject\FName) Key, const FStringView Value )


code: FKismetUserDeclaredFunctionMetadata()


className: FKismetUserDeclaredFunctionMetadata

description: This structure describes metadata associated with a user declared function or macro It will be turned into regular metadata during compilation

Category

type: FText

HasLatentFunctions

description: Cached value for whether or not the graph has latent functions, positive for TRUE, zero for FALSE, and INDEX_None for undetermined


code: FOldOptionalPinSettings ( bool bInOldVisibility, bool bInIsOldOverrideEnabled, bool bInIsOldSetValuePinVisible, bool bInIsOldOverridePinVisible )


className: FOldOptionalPinSettings

description: Helper structure to cache old data for optional pins so the data can be restored during reconstruction

code: struct FOldOptionalPinSettings

bIsOldOverrideEnabled

type: uint8: 1

description: TRUE if the optional pin's override value was previously enabled

bIsOldOverridePinVisible

description: TRUE if the optional pin's override value was previously editable

bIsOldSetValuePinVisible

description: TRUE if the optional pin's value was previously editable

bOldVisibility

description: TRUE if optional pin was previously visible


code: FOptionalPinFromProperty()


code: FOptionalPinFromProperty ( [FName](API\Runtime\Core\UObject\FName) InPropertyName, bool bInShowPin, bool bInCanToggleVisibility, const [FString](API\Runtime\Core\Containers\FString) & InFriendlyName, const [FText](API\Runtime\Core\Internationalization\FText) & InTooltip, bool bInPropertyIsCustomized, [FName](API\Runtime\Core\UObject\FName) InCategoryName, bool bInHasOverridePin )


className: FOptionalPinFromProperty

code: struct FOptionalPinFromProperty

bIsOverrideEnabled

description: TRUE if the override value is enabled for use

bIsOverridePinVisible

description: TRUE if the override pin is visible

bIsSetValuePinVisible

description: TRUE if the override value should be set through this pin


description: Helper function to make consistent behavior between nodes that use optional pins

code: static void CacheShownPins ( const [TArray](API\Runtime\Core\Containers\TArray)< [FOptionalPinFromProperty](API\Editor\BlueprintGraph\FOptionalPinFromProperty) > & OptionalPins, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OldShownPins )


description: Can this property be managed as an optional pin (with the ability to be shown or hidden)

code: virtual bool CanTreatPropertyAsOptional ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * TestProperty ) const


description: Creates a pin for each visible property on the specified node

code: void CreateVisiblePins ( [TArray](API\Runtime\Core\Containers\TArray)< [FOptionalPinFromProperty](API\Editor\BlueprintGraph\FOptionalPinFromProperty) > & Properties, [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * SourceStruct, EEdGraphPinDirection Direction, class [UK2Node](API\Editor\BlueprintGraph\UK2Node) * TargetNode, uint8 * StructBasePtr, uint8 * DefaultsPtr )


description: Customize automatically created pins if desired.

code: virtual void CustomizePinData ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [FName](API\Runtime\Core\UObject\FName) SourcePropertyName, int32 ArrayIndex, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property ) const


code: static void EvaluateOldShownPins ( const [TArray](API\Runtime\Core\Containers\TArray)< [FOptionalPinFromProperty](API\Editor\BlueprintGraph\FOptionalPinFromProperty) > & OptionalPins, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OldShownPins, [UK2Node](API\Editor\BlueprintGraph\UK2Node) * Node )


description: Should the specified property be displayed by default

code: virtual void GetRecordDefaults ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * TestProperty, [FOptionalPinFromProperty](API\Editor\BlueprintGraph\FOptionalPinFromProperty) & Record ) const


code: virtual void PostInitNewPin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [FOptionalPinFromProperty](API\Editor\BlueprintGraph\FOptionalPinFromProperty) & Record, int32 ArrayIndex, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property, uint8 * PropertyAddress, uint8 * DefaultPropertyAddress ) const


code: virtual void PostRemovedOldPin ( [FOptionalPinFromProperty](API\Editor\BlueprintGraph\FOptionalPinFromProperty) & Record, int32 ArrayIndex, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property, uint8 * PropertyAddress, uint8 * DefaultPropertyAddress ) const


code: void RebuildProperty ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * TestProperty, [FName](API\Runtime\Core\UObject\FName) CategoryName, [TArray](API\Runtime\Core\Containers\TArray)< [FOptionalPinFromProperty](API\Editor\BlueprintGraph\FOptionalPinFromProperty) > & Properties, [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * SourceStruct, [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FOldOptionalPinSettings](API\Editor\BlueprintGraph\FOldOptionalPinSettings) > & OldSettings )


description: Reconstructs the specified property array using the SourceStruct

code: void RebuildPropertyList ( [TArray](API\Runtime\Core\Containers\TArray)< [FOptionalPinFromProperty](API\Editor\BlueprintGraph\FOptionalPinFromProperty) > & Properties, [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * SourceStruct )


className: FOptionalPinManager

description: Manager to build or refresh a list of optional pins.

code: struct FOptionalPinManager


code: bool operator== ( const [FPerBlueprintSettings](API\Editor\BlueprintGraph\FPerBlueprintSettings) & Other ) const


className: FPerBlueprintSettings

description: Blueprint Editor settings that are different for each blueprint. SeeFKismetDebugUtilitiesfor helper functions

code: struct FPerBlueprintSettings

Breakpoints

type: TArray<FBluepr...


code: virtual ~FOptionalPinManager()


className: ETypeComparisonResult

description: Represents the possible results when comparing two types for promotion

code: enum ETypeComparisonResult { TypeAHigher, TypeBHigher, TypesEqual, InvalidComparison, }


description: Clear all registered node spawners for operators from the system. This is necessary during hot reload to ensure that all operator spawners are up to date.

code: static void ClearNodeSpawners()


className: FFunctionsList

description: A single operator can have multiple functions associated with it; usually for handling different types (int*int, vs. int*vector), hence this array. This is the same implementation style as the Math Expression node.

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * > FFunctionsList