description: Get all pins this node owns

code: const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & GetAllPins() const


className: FNameParameterHelper

module: Engine

code: struct FNameParameterHelper


description: If true, this node can be renamed in the editor

code: virtual bool GetCanRenameNode() const


description: Returns the response to use when reporting a deprecation.

code: virtual [FEdGraphNodeDeprecationResponse](API\Runtime\Engine\EdGraph\FEdGraphNodeDeprecationResponse) GetDeprecationResponse ( EEdGraphNodeDeprecationType DeprecationType ) const


description: Tries to come up with a descriptive name for the compiled output

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


description: Returns the specific sort of enable state this node wants


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

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


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

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


description: Returns the graph that contains this node

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


description: Gets the search string to find references to this node

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


description: Icon to use in menu or on node

code: virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) const


description: Returns the object that should be focused when double-clicking on this node (the object can be an actor, which selects it in the world, or a node/graph/pin)

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


description: Should search keywords be localized? Probably.

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


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

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


description: Gets the draw color of a node's body tine

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


description: Get the draw color for a node's comment popup

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeCommentColor() 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 draw color of a node's title bar

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


description:
Gets the pin at a given index
The pin found at this location or nullptr if invalid index.

code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetPinAt ( int32 Index ) const


description: Return the matching "pass-through" pin for the given pin (if supported by this node)

code: virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetPassThroughPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin ) const


description: Gets the display name for a pin

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetPinDisplayName ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const


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


description: Gets the index for a pin

code: int32 GetPinIndex ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const


description: Return the requested metadata for the pin if there is any

code: virtual [FString](API\Runtime\Core\Containers\FString) GetPinMetaData ( [FName](API\Runtime\Core\UObject\FName) InPinName, [FName](API\Runtime\Core\UObject\FName) InKey )


description: Gets the overridden name for the specified pin, if any

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetPinNameOverride ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin ) const


description: Gets the pin with the given direction, at the given index. Pins of each direction are indexed separately for the purposes of this method

code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetPinWithDirectionAt ( int32 Index, EEdGraphPinDirection PinDirection ) const


description: Returns a human-friendly description of the property in the form "PropertyName: Value".

code: virtual [FString](API\Runtime\Core\Containers\FString) GetPropertyNameAndValueForDiff ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Prop, const uint8 * PropertyAddr ) const


description: Shorthand way to access the schema of the graph that owns this node

code: const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * GetSchema() const


description: any sub graphs (graphs that have this node as an outer) that this node might contain (e.g. composite, animation state machine etc.).

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * > GetSubGraphs() const


description: Gets the tooltip to display when over the node

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


description: Visual Warning tooltip message to show

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


description: Returns true if this node references a deprecated type or member.

code: virtual bool HasDeprecatedReference() const


description: Returns whether or not this node has dependencies on an external structure If OptionalOutput isn't null, it should be filled with the known dependencies objects (Classes, Structures, Functions, etc).

code: virtual bool HasExternalDependencies ( [TArray](API\Runtime\Core\Containers\TArray)< class [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * > * OptionalOutput ) const


description: Has the user set the enabled state or is it still using the automatic settings?

code: bool HasUserSetTheEnabledState() const


description: ExportCustomProperties()

code: virtual void ImportCustomProperties ( const TCHAR * SourceText, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


description: Does the node context menu inherit parent class's menu

code: virtual bool IncludeParentNodeContextMenu() const


description: Determine if a node of this type can be created for the specified graph.

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


description: Returns true if this is a disabled automatically placed ghost node (see the DefaultEventNodes ini section)


description: Return false if the node and any expansion will isolate itself during compile

code: virtual bool IsCompilerRelevant() const


description: Returns true if this node is deprecated.

code: virtual bool IsDeprecated() const


code: bool IsDisplayAsDisabledForced() const


description: Determines whether or not the node will compile in development mode.

code: virtual bool IsInDevelopmentMode() const


description: Returns whether the node was created byUEdGraph::CreateIntermediateNode.

code: bool IsIntermediateNode() const


description: Is the node actually enabled

code: bool IsNodeEnabled() const


description: Determines whether this node is unrelated to the selected nodes or not.

code: bool IsNodeUnrelated() const


description: Jump to the definition of this node (should only be called ifCanJumpToDefinition()return true)

code: virtual void JumpToDefinition() const


description: Marks this node as an automatically placed ghost node (see the DefaultEventNodes ini section)

code: void MakeAutomaticallyPlacedGhostNode()


description: Create a name validator for this node

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [INameValidatorInterface](API\Editor\UnrealEd\Kismet2\INameValidatorInterface) > MakeNameValidator() const


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


description: Called when the node's comment bubble is toggled

code: virtual void OnCommentBubbleToggled ( bool bInCommentBubbleVisible )


description: Called when a pin is removed

code: virtual void OnPinRemoved ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InRemovedPin )


description: Called when this node is being renamed after a successful name validation

code: virtual void OnRenameNode ( const [FString](API\Runtime\Core\Containers\FString) & NewName )


description: Called to replace this nodes comment text

code: virtual void OnUpdateCommentText ( const [FString](API\Runtime\Core\Containers\FString) & NewComment )


description: Called when the connection list of one of the pins of this node is changed in the editor

code: virtual void PinConnectionListChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )


description: Called when the DefaultValue of one of the pins of this node is changed in the editor

code: virtual void PinDefaultValueChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )


description: Called when one of the pins of this node has had its' pin type changed from an external source (like theSPinTypeSelectorin the case of kismet)

code: virtual void PinTypeChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )


className: PooledPins

code: static [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > PooledPins;


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

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


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

code: virtual void PostEditUndo()


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

code: virtual void PostLoad()


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

code: virtual void PostPasteNode()


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

code: virtual void PostPlacedNewNode()


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

code: virtual void PrepareForCopying()


description: Deprecated* Use version that takesFObjectPreSaveContextinstead.

code: virtual PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid PreSave ( const class [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Objects created from within PreSave will NOT have PreSave called on them!!!

code: virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


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

code: virtual void ReconstructNode()


description: Find a pin on this node with the supplied name and remove it, returns TRUE if successful

code: bool RemovePin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )


description: Removes the specified pin from the node, preserving remaining pin ordering.

code: virtual void RemovePinAt ( const int32 PinIndex, const EEdGraphPinDirection PinDirection )


description: Update node size to new value

code: virtual void ResizeNode ( const FVector2D & NewSize )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Set the enabled state of the node to a new value

code: void SetEnabledState ( ENodeEnabledState NewState, bool bUserAction )


description: Set whether or not this node should be forced to display as disabled

code: void SetForceDisplayAsDisabled ( const bool bInNewDisplayState )


description: Sets a flag if the comment bubble needs to be made visible immediately

code: void SetMakeCommentBubbleVisible ( bool MakeVisible )


description: Set this node unrelated or not.

code: void SetNodeUnrelated ( bool bNodeUnrelated )


description:
Returns whether to draw this node as a control point only (knot/reroute node). Note that this means that the node should only have on input and output pin.
Whether or not to draw this node as a control point.

code: virtual bool ShouldDrawNodeAsControlPointOnly ( int32 & OutInputPinIndex, int32 & OutOutputPinIndex ) const


description: If the comment bubble needs to be made visible immediately


description: If the node has a subgraph, should they be merged into the main graph?

code: virtual bool ShouldMergeChildGraphs() const


description: Whether or not this node should be given the chance to override pin names. If this returns true, thenGetPinNameOverride()will be called for each pin, each frame

code: virtual bool ShouldOverridePinNames() const


description: Should we show the Palette Icon for this node on the node title

code: virtual bool ShowPaletteIconOnNode() const


description: If true, this node whill show the Visual Warning message

code: virtual bool ShowVisualWarning() const


description: Snap this node to a specified grid size

code: void SnapToGrid ( uint32 GridSnapSize )


description: Returns true if this node supports comment bubbles

code: virtual bool SupportsCommentBubble() const


description: Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.

code: virtual void ValidateNodeDuringCompilation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) const


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


className: UEdGraphNode

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

AdvancedPinDisplay

type: TEnumAsByte<EN...

description: Enum to indicate if a node has advanced-display-pins, and if they are shown

bCanRenameNode

type: uint8: 1

description: If true, this node can be renamed in the editor

bCanResizeNode

description: If true, this node can be resized and should be drawn with a resize handle

bCommentBubbleMakeVisible

type: uint8:  1

description: Make comment bubble visible

bCommentBubblePinned

description: Comment bubble pinned state

bCommentBubbleVisible

description: Comment bubble visibility

bDisableOrphanPinSaving

description: When true, overrides whatever OrphanedPinSaveMode specifies and behaves as if it were SaveNone.

bHasCompilerMessage

description: Flag to check for compile error/warning

type: TWeakPtr<SGrap...

description: Widget representing this node if it exists; Note: This is not safe to use in general and will be removed in the future, as there is no guarantee that only one graph editor/panel is viewing a given graph

DeprecatedPins

type: TArray<TObject...

description: List of connector pins

ErrorMsg

type: FString

description: Error/Warning description

ErrorType

description: Flag to store node specific compile error/warning

NodeComment

description: Comment string that is drawn on the node

NodeGuid

type: FGuid

description: GUID to uniquely identify this node, to facilitate diffing versions of this graph

NodeHeight

description: Height of node in the editor; only used when the node can be resized

NodePosX

description: X position of node in the editor

NodePosY

description: Y position of node in the editor

NodeUpgradeMessage

type: FText

description: Note for a node that lingers until saved

NodeWidth

description: Width of node in the editor; only used when the node can be resized

OrphanedPinSaveMode

type: ESaveOrphanPinM...

description: When reconstructing a node should the orphaned pins be retained and transfered to the new pin list.

Pins

type: TArray<UEdGrap...


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

code: virtual void AllocateDefaultPins()


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

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


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

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


description: Icon to use in menu or on node

code: virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) const


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

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


description: Gets the 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: Gets the overridden name for the specified pin, if any

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetPinNameOverride ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin ) const


description: Create a name validator for this node

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [INameValidatorInterface](API\Editor\UnrealEd\Kismet2\INameValidatorInterface) > MakeNameValidator() const


description: Called when this node is being renamed after a successful name validation

code: virtual void OnRenameNode ( const [FString](API\Runtime\Core\Containers\FString) & NewName )


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: Update node size to new value

code: virtual void ResizeNode ( const FVector2D & NewSize )


description: Set the Bounds for the comment node

code: void SetBounds ( const class [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & Rect )


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

Excerpt

description: Documentation Excerpt

Link

description: Documentation Link


description: Whether or not this node should be given the chance to override pin names. If this returns true, thenGetPinNameOverride()will be called for each pin, each frame

code: virtual bool ShouldOverridePinNames() const


code: static bool AreOrphanPinsEnabled()


description: Provides a reference collector with all object references this pin has. Should only be called by the owning node.

code: void AddStructReferencedObjects ( class [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


description: Connects the two pins as by-ref pass-through, allowing the input to auto-forward to the output pin

code: void AssignByRefPassThroughConnection ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InTargetPin )


description: Break all links from this pin

code: void BreakAllPinLinks ( bool bNotifyNodes )


description: Break a link to the specified pin (if present)

code: void BreakLinkTo ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * ToPin )


description: Copies the persistent data (across a node refresh) from the SourcePin.

code: void CopyPersistentDataFromOldPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & SourcePin )


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


description: Creates a new pin. Should be called from the OwningNode so it can be immediately added to the Pins array.

code: static [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * CreatePin ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InOwningNode )


description: Transition support for UEdGraphPins

code: static [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * CreatePinFromDeprecatedPin ( class [UEdGraphPin_Deprecated](API\Runtime\Engine\EdGraph\UEdGraphPin_Deprecated) * DeprecatedPin )


description: ExportText/ImportText

code: bool ExportTextItem ( [FString](API\Runtime\Core\Containers\FString) & ValueStr, int32 PortFlags ) const


code: static void DeclarePinCustomVersions ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Returns true if the current default value matches the autogenerated default value


description: Direction flipping utility; returns the complementary direction

code: static EEdGraphPinDirection GetComplementaryDirection ( EEdGraphPinDirection InDirection )


code: static [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FindPinCreatedFromDeprecatedPin ( class [UEdGraphPin_Deprecated](API\Runtime\Engine\EdGraph\UEdGraphPin_Deprecated) * DeprecatedPin )


description: Do not directly compare this value with another to test for a default value. Instead use DoesDefaultValueMatch or DoesDefaultValueMatchAutogenerated on the schema.


description: Returns a human readableFTextrepresentation of the string/object/text default value


description: Returns how the name of the pin should be displayed in the UI


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


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


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


description: Returns the node that owns this pin

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


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


description: InFunctionName String with function name requesting the info  InInfoData String detailing the info (EG. Is Not linked to)  InToPin The relevant pin

code: const [FString](API\Runtime\Core\Containers\FString) GetLinkInfoString ( const [FString](API\Runtime\Core\Containers\FString) & InFunctionName, const [FString](API\Runtime\Core\Containers\FString) & InInfoData, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InToPin ) const


description: Shorthand way to access the schema of the graph that owns the node that owns this pin

code: const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * GetSchema() const


description: Returns true if there are entries in the pin's LinkedTo array, or if it has SubPins, one of their SubPins arrays:

code: bool HasAnyConnections() const


code: bool ImportTextItem ( const TCHAR *& Buffer, int32 PortFlags, class [UObject](API\Runtime\CoreUObject\UObject\UObject) * Parent, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) * ErrorText )


description: Returns true if GetDefaultAsString will return an empty string.

code: bool IsDefaultAsStringEmpty() const


description: Create a link. Note, this does not check that schema allows it, and will not break any existing connections

code: void MakeLinkTo ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * ToPin )


description: Marks the pin as 'trashed'.Does notremove the pin from the Owning Node's Pins list

code: void MarkAsGarbage()


description: Marks the owning node as modified.

code: bool Modify ( bool bAlwaysMarkDirty )


description: Moves the persistent data (across a node refresh) from the SourcePin.

code: void MovePersistentDataFromOldPin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & SourcePin )


description: Reset default values to empty. This should not be called when AutogeneratedDefaultValue needs to be respected!

code: void ResetDefaultValue()


description: Resets node to default constructor state

code: void ResetToDefaults()


description: This needs to be called if you want to use pin data within PostEditUndo

code: static void ResolveAllPinReferences()


description: Helper to safely set a pin's bHidden property only if it has no sub-pins that are influencing it to be hidden

code: void SafeSetHidden ( bool bIsHidden )


code: static void SanitizePinsPostUndoRedo()


description: Serializes an array of pins as the owner. Only the OwningNode should call this function.

code: static void SerializeAsOwningNode ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & ArrayRef )


description: Changes the owning node. This will remove the pin from the old owning node's pin list and add itself to the new node's pin list.

code: void SetOwningNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * NewOwningNode )


code: void SetSavePinIfOrphaned ( bool bShouldSave )


code: bool ShouldSavePinIfOrphaned() const


description: Verification that all pins have been destroyed after shutting down

code: static void ShutdownVerification()


description: Returns true if InvalidateAndTrash was ever called on this pin.

code: bool WasTrashed() const


className: UEdGraphPin

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

code: class UEdGraphPin

AutogeneratedDefaultValue

description: Initial default value (the autogenerated value, to identify if the user has modified the value), stored as a string

bAdvancedView

description: If true, the pin may be hidden by user.

bAllowFriendlyName

description: If true, the pin's name will be allowed to be made friendly by the editor.

bDefaultValueIsIgnored

description: If true, the default value on this pin is ignored and should not be set.

bDefaultValueIsReadOnly

description: If true, the default value of this connector is fixed and cannot be modified by the user (it's visible for reference only).

bDisplayAsMutableRef

description: If true, the pin is displayed as ref. This is transient.

bHidden

description: ONLY PUT BITFIELD PROPERTIES AFTER THIS TO ENSURE GOOD MEMORY ALIGNMENT.

bNotConnectable

description: If true, this connector is unconnectable, and present only to allow the editing of the default text.

bOrphanedPin

description: If true, this pin existed on an older version of the owning node, but when the node was reconstructed a matching pin was not found.

description: Older content sometimes had an empty autogenerated default value string in cases where that does not mean the property default value (0, none, false, etc.)

bWasTrashed

description: True when InvalidateAndTrash was called. This pin is intended to be discarded and destroyed.

DefaultObject

type: TObjectPtr< cla...

description: If the default value for this pin should be an object, we store a pointer to it

DefaultTextValue

description: If the default value for this pin should be anFText, it is stored here.

DefaultValue

description: Default value for this pin (used if the pin has no connections), stored as a string

Direction

type: TEnumAsByte< en...

description: Direction of flow of this pin (input or output)

LinkedTo

description: Set of pins that we are linked to

ParentPin

type: UEdGraphPin...

description: The pin that was split and generated this pin

PersistentGuid

description: Pin name could be changed, so whenever possible it's good to have a persistent GUID identifying Pin to reconstruct Node seamlessly

PinFriendlyName

description: Used as the display name if set.

PinId

description: The pin's unique ID.

PinName

type: FName

description: Name of this pin.

PinToolTip

description: The tool-tip describing this pin's purpose

PinType

type: FEdGraphPinType

description: The type of information carried on this pin

ReferencePassThroughConnection

description: Pin that this pin uses for passing through reference connection

SourceIndex

description: Indexof the pin in the source data structure represented by the graph, INDEX_NONE if not used

SubPins

description: The pins created when a pin is split and hidden


description: Destructor

code: ~UEdGraphPin()


description: Legacy fix up for a bug in older EdGraphPins

code: void FixupDefaultValue()


description: Returns true if this object is safe to add to the root set.

code: virtual bool IsSafeForRootSet() const


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


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

AutogeneratedDefaultValue

description: Initial default value (the autogenerated value, to identify if the user has modified the value), stored as a string

bAdvancedView

type: uint32: 1

description: If true, the pin may be hidden by user

bDefaultValueIsIgnored

description: If true, the default value on this pin is ignored and should not be set

bDefaultValueIsReadOnly

description: If true, the default value of this connector is fixed and cannot be modified by the user (it's visible for reference only)

bDisplayAsMutableRef

type: uint32:  1

description: If true, the pin is displayed as ref

bHidden

description: If true, this connector is currently hidden.

bNotConnectable

description: If true, this connector is unconnectable, and present only to allow the editing of the default text.

LinkedTo

description: Set of pins that we are linked to

ParentPin

type: TObjectPtr<UEd...

PinFriendlyName

description: Used as the display name if set

PinName

description: Name of this pin


description:
Returns true if the types and directions of two pins are schema compatible. Handles outputting a more derived type to an input pin expecting a less derived type.
true if the pin types and directions are compatible.

code: virtual bool ArePinsCompatible ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinA, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinB, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * CallingContext, bool bIgnoreArray ) const


description:
Returns true if the types are schema Equivalent.
true if the pin types and directions are compatible.

code: virtual bool ArePinTypesEquivalent ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinA, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinB ) const


code: virtual void BackwardCompatibilityNodeConversion ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, bool bOnlySafeChanges ) const


description: Begins a drag and drop action to drag a graph action into another graph

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) BeginGraphDragAction ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > InAction ) const


code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) BeginGraphDragAction ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > InAction, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent ) const


description: Breaks all links from/to a single node

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


description: Breaks all links from/to a single pin

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


description: Breaks the link between two nodes.

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


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

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


description:
Check whether new nodes can be user-created (by dragging off pins etc.)
the response to making a new connection

code: virtual [FPinConnectionResponse](API\Runtime\Engine\EdGraph\FPinConnectionResponse) CanCreateNewNodes ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InSourcePin ) const


description: Can TestNode be encapsulated into a child graph?

code: virtual bool CanEncapuslateNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) const & TestNode ) const


description: Can this graph type be duplicated?

code: virtual bool CanDuplicateGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InSourceGraph ) const


description: Can the function graph be dropped into another graph

code: virtual bool CanGraphBeDropped ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > InAction ) 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:
Determine if a connection can be relinked to the given pin.
A message describing if the operation can succeed or why the relink operation would fail.

code: virtual const [FPinConnectionResponse](API\Runtime\Engine\EdGraph\FPinConnectionResponse) CanRelinkConnectionToPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OldSourcePin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * TargetPinCandidate ) const


description:
Checks to see if a pin supports Pin Value Inspection Tooltips
true if it supports data tooltips

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


description:
Check whether variables can be dropped onto the graph
the response to rejection or allowing the drop

code: virtual bool CanVariableBeDropped ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InVariableToDrop ) const


description: If the specified pin is currently being watched, then this will clear the watch from the graph's debug system.

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


description: Categorizes two pins into an input pin and an output pin. Returns true if successful or false if they don't make sense as such (two inputs or two outputs)

code: template<typename PinType> static bool CategorizePinsByDirection ( PinType * PinA, PinType * PinB, PinType *& InputPin, PinType *& OutputPin )


description: Build an array containing all search types, return the index of the first non-localized entry.

code: int32 CollectSearchTextWeightInfo ( const [FGraphActionListBuilderBase::ActionGroup](API\Runtime\Engine\EdGraph\FGraphActionListBuilderBase\ActionGroup) & InCurrentAction, const [FGraphSchemaSearchWeightModifiers](API\Runtime\Engine\EdGraph\FGraphSchemaSearchWeightModifier-) & InWeightModifiers, [TArray](API\Runtime\Core\Containers\TArray)< [FGraphSchemaSearchTextWeightInfo](API\Runtime\Engine\EdGraph\FGraphSchemaSearchTextWeightInfo) > & OutWeightedArrayList, [FGraphSchemaSearchTextDebugInfo](API\Runtime\Engine\EdGraph\FGraphSchemaSearchTextDebugInfo) * InDebugInfo ) const


description: Takes the PinDescription and tacks on any other data important to the schema (things like the pin's type, etc.). The base one here just spits back the PinDescription.

code: virtual void ConstructBasicPinTooltip ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) const & Pin, [FText](API\Runtime\Core\Internationalization\FText) const & PinDescription, [FString](API\Runtime\Core\Containers\FString) & TooltipOut ) const


description: Copies pin links from one pin to another without breaking the original links

code: virtual [FPinConnectionResponse](API\Runtime\Engine\EdGraph\FPinConnectionResponse) CopyPinLinks ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & CopyFromPin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & CopyToPin, bool bIsIntermediateCopy ) const


description:
Try to create an automatic cast or other conversion node node to facilitate a connection between two pins. It makes the cast node, a connection between A and the cast node, and a connection from the cast node to B.two This method is called when a connection is made where CanCreateConnection returned bCanAutoConvert.
True if a cast node and connection were made; false if the connection failed and had no side effects.

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


description: Populate new graph with any default nodes

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


description:
Try to create a promotion from one type to another in order to make a connection between two pins.
True if the promotion and connection were successful; False if the connection failed.

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


description:
Attempts to construct a substitute node that is unique within its graph. If this call returns non-null node, it is expected for the caller to destroy the node that was passed in.
NULL if a substitute node cannot be created; otherwise, the substitute node instance

code: virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * CreateSubstituteNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node, const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, [FObjectInstancingGraph](API\Runtime\CoreUObject\UObject\FObjectInstancingGraph) * InstanceGraph, [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & InOutExtraNames ) const


description: Returns if the pin's value matches the given value

code: virtual bool DoesDefaultValueMatch ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & InPin, const [FString](API\Runtime\Core\Containers\FString) & InValue ) const


description: Returns if the pin's value matches what the true (autogenerated) default value for that pin would be

code: virtual bool DoesDefaultValueMatchAutogenerated ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & InPin ) const


description:
An easy way to check to see if the current graph system supports pin watching.
True if the schema supports pin watching, false if not.

code: virtual bool DoesSupportPinWatching() const


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

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


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

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


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

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


description:
Some schemas have nodes that support the user dynamically adding pins when dropping a connection on the node
Returns the new pin if created

code: virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * DropPinOnNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InTargetNode, const [FName](API\Runtime\Core\UObject\FName) & InSourcePinName, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InSourcePinType, EEdGraphPinDirection InSourcePinDirection ) const


description: Duplicate a given graph return the duplicate graph

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


description: When dragging off a pin, we want to duck the alpha of some nodes

code: virtual bool FadeNodeWhenDraggingOffPin ( const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const


description: Forces cached visualization data to refresh

code: virtual void ForceVisualizationCacheClear() const


description: Calculate the weight priority of a given action for the context menu.

code: virtual float GetActionFilteredWeight ( const [FGraphActionListBuilderBase::ActionGroup](API\Runtime\Engine\EdGraph\FGraphActionListBuilderBase\ActionGroup) & InCurrentAction, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InFilterTerms, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InSanitizedFilterTerms, const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & DraggedFromPins ) const


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

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


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

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


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

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


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

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


description: Returns context menu name


description: Returns context menu name for a given class

code: static [FName](API\Runtime\Core\UObject\FName) GetContextMenuName ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )


description: Returns schema action to create comment from implemention

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


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

code: virtual int32 GetCurrentVisualizationCacheID() const


description: Returns a custom reference string for searching within the blueprint based on a given action

code: virtual [FString](API\Runtime\Core\Containers\FString) GetFindReferenceSearchTerm ( const [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) * InGraphAction ) const


description: Returns an optional category for a graph

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetGraphCategory ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph ) const


description: Gets display information for a graph

code: virtual void GetGraphDisplayInformation ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph, [FGraphDisplayInfo](API\Runtime\Engine\EdGraph\FGraphDisplayInfo) & DisplayInfo ) const


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

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


description: The type of graph (function vs. ubergraph) that this that TestEdGraph is.

code: virtual EGraphType GetGraphType ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TestEdGraph ) const


description:
Returns the local variables related to the graph.
true if the graph can contain local variables (even if it has no local variables)

code: virtual bool GetLocalVariables ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph, [TArray](API\Runtime\Core\Containers\TArray)< [FBPVariableDescription](API\Runtime\Engine\Engine\FBPVariableDescription) > & OutLocalVariables ) const


description: Returns a name validator appropiate for the schema and object that is being named

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [INameValidatorInterface](API\Editor\UnrealEd\Kismet2\INameValidatorInterface) > GetNameValidator ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprintObj, const [FName](API\Runtime\Core\UObject\FName) & InOriginalName, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InValidationScope, const [FName](API\Runtime\Core\UObject\FName) & InActionTypeId ) const


description: Returns the currently selected graph node count

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


description: Get the name to show in the editor

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetPinDisplayName ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const


description: Returns parent context menu name

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


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

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


description: Handle a graph being removed by the user (potentially removing associated bound nodes, etc...)

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


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


description: Insert additional actions into the blueprint action menu

code: virtual void InsertAdditionalActions ( [TArray](API\Runtime\Core\Containers\TArray)< [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * > InBlueprints, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * > InGraphs, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > InPins, [FGraphActionListBuilderBase](API\Runtime\Engine\EdGraph\FGraphActionListBuilderBase) & OutAllActions ) const


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

code: virtual bool IsCacheVisualizationOutOfDate ( int32 InVisualizationCacheID ) const


description: Is this schema supporting connection relinking for the given pin?

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


description: IsPinDefaultValid

code: [FString](API\Runtime\Core\Containers\FString) IsCurrentPinDefaultValid ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const


description: Get the weight modifiers from the console variable settings


description: Is given string a delegate category name ?

code: virtual bool IsDelegateCategory ( const [FName](API\Runtime\Core\UObject\FName) Category ) const


description:
Checks to see if the specified pin is being watched by the graph's debug system.
True if the supplied pin is currently being watched, false if not.

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


description:
Determine if the supplied pin default values would be valid.
An empty string if the new value is legal, otherwise a message describing why it is invalid.

code: virtual [FString](API\Runtime\Core\Containers\FString) IsPinDefaultValid ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, const [FString](API\Runtime\Core\Containers\FString) & NewDefaultValue, [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > NewDefaultObject, const [FText](API\Runtime\Core\Internationalization\FText) & InNewDefaultText ) const


description: Is self pin type?

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


description:
Generates a graph schema action from a graph and a variable description.
a shared pointer to the newly created action.

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > MakeActionFromVariableDescription ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InEdGraph, const [FBPVariableDescription](API\Runtime\Engine\Engine\FBPVariableDescription) & VariableDescription ) const


description:
Query if the passed in pin is a title bar pin.
true if the pin should appear in the title bar.

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


description:
Returns true if the schema wants to overdrive the behaviour of dirtying the blueprint on new node creation.
true if the blueprint marking has been taken care off.

code: virtual bool MarkBlueprintDirtyFromNewNode ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InEdGraphNode ) const


description: Break links on this pin and create links instead on MoveToPin

code: virtual [FPinConnectionResponse](API\Runtime\Engine\EdGraph\FPinConnectionResponse) MovePinLinks ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & MoveFromPin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & MoveToPin, bool bIsIntermediateMove, bool bNotifyLinkedNodes ) const


description: Handles double-clicking on a pin<->pin connection

code: virtual void OnPinConnectionDoubleCicked ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinA, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinB, const FVector2D & GraphPosition ) const


code: void PrintSearchTextDebugInfo ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InFilterTerms, const [FGraphActionListBuilderBase::ActionGroup](API\Runtime\Engine\EdGraph\FGraphActionListBuilderBase\ActionGroup) & InCurrentAction, const [FGraphSchemaSearchTextDebugInfo](API\Runtime\Engine\EdGraph\FGraphSchemaSearchTextDebugInfo) * InDebugInfo ) const


description: Reconstructs a node

code: virtual void ReconstructNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) & TargetNode, bool bIsBatchRequest ) const


description: Collapses a pin and its siblings back in to the original pin

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


description:
Request to drop a variable on a node
the response to rejection or performing the drop

code: virtual bool RequestVariableDropOnNode ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InVariableToDrop, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InNode, const FVector2D & InDropPosition, const FVector2D & InScreenPosition )


description:
Request to drop a variable on a panel
the response to rejection or performing the drop

code: virtual bool RequestVariableDropOnPanel ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InVariableToDrop, const FVector2D & InDropPosition, const FVector2D & InScreenPosition )


description:
Request to drop a variable on a pin
the response to rejection or performing the drop

code: virtual bool RequestVariableDropOnPin ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InVariableToDrop, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin, const FVector2D & InDropPosition, const FVector2D & InScreenPosition )


description: Resets a pin back to it's autogenerated default value, optionally calling the default value change callbacks

code: virtual void ResetPinToAutogeneratedDefaultValue ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, bool bCallModifyCallbacks ) const


description:
Perform any logic necessary to safely remove this node from the graph.
Whether or not the node was successfully deleted.

code: virtual bool SafeDeleteNodeFromGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node ) const


description: Sets a node's position.

code: virtual void SetNodePosition ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node, const FVector2D & Position ) const


code: static bool SetNodeMetaData ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node, [FName](API\Runtime\Core\UObject\FName) const & KeyValue )


description: Let's the schema know about the next pin being dropped

code: virtual void SetPinBeingDroppedOnNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InSourcePin ) const


description: When a node is removed, this method determines whether we should remove it immediately or use the old (slower) code path that results in all node being recreated:

code: virtual bool ShouldAlwaysPurgeOnModification() const


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

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


description: Should the Pin in question display an asset picker

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


description: Split a pin in to subelements

code: virtual void SplitPin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, bool bNotify ) const


description:
Checks if the node supports dropping a pin on it
Returns TRUE if there is support for dropping the pin on the node

code: virtual bool SupportsDropPinOnNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InTargetNode, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InSourcePinType, EEdGraphPinDirection InSourcePinDirection, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMessage ) const


description: Returns true if the schema supports the pin type through the schema action

code: virtual bool SupportsPinType ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< const [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > SchemaAction, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType ) const


code: virtual bool SupportsPinTypeContainer ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< const [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > SchemaAction, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType, const EPinContainerType & ContainerType ) const


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

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


description: Try to delete the graph through the schema, return true if successful

code: virtual bool TryDeleteGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GraphToDelete ) const


description: Try relinking the connection starting at the old source and target pins and relink it to the new target pin.

code: virtual bool TryRelinkConnectionTarget ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * SourcePin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OldTargetPin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * NewTargetPin, const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & InSelectedGraphNodes ) const


description: Try to rename a graph through the schema, return true if successful

code: virtual bool TryRenameGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GraphToRename, const [FName](API\Runtime\Core\UObject\FName) & InNewName ) const


description: Sets the object to the specified pin

code: virtual void TrySetDefaultObject ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin, [UObject](API\Runtime\CoreUObject\UObject\UObject) * NewDefaultObject, bool bMarkAsModified ) const


description: Sets the text to the specified pin

code: virtual void TrySetDefaultText ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & InPin, const [FText](API\Runtime\Core\Internationalization\FText) & InNewDefaultText, bool bMarkAsModified ) const


description: Sets the string to the specified pin; even if it is invalid it is still set.

code: virtual void TrySetDefaultValue ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin, const [FString](API\Runtime\Core\Containers\FString) & NewDefaultValue, bool bMarkAsModified ) const


description: Tentatively sets the category for a given graph

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) TrySetGraphCategory ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph, const [FText](API\Runtime\Core\Internationalization\FText) & InCategory )


description: Try to retrieve the event child actions for a given graph

code: virtual bool TryToGetChildEvents ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, const int32 SectionId, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) >> & Actions, const [FText](API\Runtime\Core\Internationalization\FText) & ParentCategory ) const


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


className: UEdGraphSchema

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


code: void Init ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph, const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InNode, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin, bool bInDebuggingMode )


className: UGraphNodeContextMenuContext

description: This is the context for GetContextMenuActions and GetNodeContextMenuActions calls.

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

bIsDebugging

type: bool

description: Whether the graph editor is currently part of a debugging session (any non-debugging commands should be disabled).

Blueprint

type: TObjectPtr< con...

description: The blueprint associated with this context; may be NULL for non-Kismet related graphs.

Graph

description: The graph associated with this context.

Node

description: The node associated with this context.

Pin

type: constUEdGraphP...

description: The pin associated with this context; may be NULL when over a node.


description: Differences found within a graph or object

code: namespace EDiffType { enum Category { ADDITION, SUBTRACTION, MODIFICATION, MINOR, CONTROL, } }


description: Differences are presented to the user in the order listed here, so put less important differences lower down

code: namespace EDiffType { enum Type { NO_DIFFERENCE, OBJECT_REMOVED, OBJECT_ADDED, OBJECT_PROPERTY, OBJECT_REQUEST_DIFF, NODE_REMOVED, NODE_ADDED, PIN_LINKEDTO_NUM_DEC, PIN_LINKEDTO_NUM_INC, PIN_DEFAULT_VALUE, PIN_TYPE_CATEGORY, PIN_TYPE_SUBCATEGORY, PIN_TYPE_SUBCATEGORY_OBJECT, PIN_TYPE_IS_ARRAY, PIN_TYPE_IS_REF, PIN_LINKEDTO_NODE, PIN_LINKEDTO_PIN, NODE_MOVED, TIMELINE_LENGTH, TIMELINE_AUTOPLAY, TIMELINE_LOOP, TIMELINE_IGNOREDILATION, TIMELINE_NUM_TRACKS, TIMELINE_TRACK_MODIFIED, NODE_PIN_COUNT, NODE_COMMENT, NODE_PROPERTY, INFO_MESSAGE, } }


description: Attempt to parse an asset import structure from the specified json string.

code: static [TOptional](API\Runtime\Core\IO\TOptional)< [FAssetImportInfo](API\Runtime\Engine\EditorFramework\FAssetImportInfo) > FromJson ( [FString](API\Runtime\Core\Containers\FString) InJsonString )


code: FSourceFile &40; FString InRelativeFilename, const FDateTime & InTimestamp, const FMD5Hash & InFileHash, const FString & InDisplayLabelName &41;


className: FSourceFile

code: struct FSourceFile

DisplayLabelName

description: The Label use to display this source file in the property editor.

FileHash

description: The MD5 hash of the file when it was imported. Invalid when unknown.

RelativeFilename

description: The path to the file that this asset was imported from.

Timestamp

type: FDateTime

description: The timestamp of the file when it was imported (as UTC). 0 when unknown.


description: Insert information pertaining to a new source file to this structure

code: void Insert ( const [FSourceFile](API\Runtime\Engine\EditorFramework\FAssetImportInfo\FSourceFile) & InSourceFile )


code: [FAssetImportInfo](API\Runtime\Engine\EditorFramework\FAssetImportInfo) & operator= ( const [FAssetImportInfo](API\Runtime\Engine\EditorFramework\FAssetImportInfo) & In )


code: [FAssetImportInfo](API\Runtime\Engine\EditorFramework\FAssetImportInfo) & operator= ( [FAssetImportInfo](API\Runtime\Engine\EditorFramework\FAssetImportInfo) && In )


description: Convert this import information to JSON


code: FAssetImportInfo ( const [FAssetImportInfo](API\Runtime\Engine\EditorFramework\FAssetImportInfo) & In )


code: FAssetImportInfo ( [FAssetImportInfo](API\Runtime\Engine\EditorFramework\FAssetImportInfo) && In )


className: FAssetImportInfo

description: Struct that is used to store an array of asset import data as an asset registry tag

code: struct FAssetImportInfo

SourceFiles

type: TArray<FSource...

description: Array of information pertaining to the source files that this asset was imported from


description: Add a filename at the specific index. Will update the imported timespan and MD5. It will also add in between with empty filenames

code: void AddFileName ( const [FString](API\Runtime\Core\Containers\FString) & InPath, int32 Index, [FString](API\Runtime\Core\Containers\FString) SourceFileLabel )


description: If your asset import data flavor need to add some asset registry tag, override this function.

code: virtual void AppendAssetRegistryTags ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTags )


code: void ExtractDisplayLabels ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & FileDisplayLabels ) const


description: Extract all the (resolved) filenames from this data

code: [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > ExtractFilenames() const


code: void ExtractFilenames ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & AbsoluteFilenames ) const


description: Helper function to return the first filename stored in this data. The resulting filename will be absolute (ie, not relative to the asset).


description: Const access to the source file data

code: const [FAssetImportInfo](API\Runtime\Engine\EditorFramework\FAssetImportInfo) & GetSourceData() const


description: Only valid in the editor

code: virtual bool IsEditorOnly() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > K2_ExtractFilenames() const


className: OnImportDataChanged

description: Static event that is broadcast whenever any asset has updated its import data


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

code: virtual void PostLoad()


description: Resolve a filename that is relative to either this object's package, BaseDir() or absolute

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


description: Resolve a filename that is relative to either the specified package, BaseDir() or absolute

code: static [FString](API\Runtime\Core\Containers\FString) ResolveImportFilename ( const [FString](API\Runtime\Core\Containers\FString) & InRelativePath, const [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Outermost )


code: static [FString](API\Runtime\Core\Containers\FString) ResolveImportFilename ( FStringView InRelativePath, FStringView OutermostPath )


description: Convert an absolute import path so that it's relative to either this object's package, BaseDir() or leave it absolute

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


code: static [FString](API\Runtime\Core\Containers\FString) SanitizeImportFilename ( const [FString](API\Runtime\Core\Containers\FString) & InPath, const [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Outermost )


code: static [FString](API\Runtime\Core\Containers\FString) SanitizeImportFilename ( const [FString](API\Runtime\Core\Containers\FString) & InPath, const [FString](API\Runtime\Core\Containers\FString) & PackagePath )


description: InPath: The filename we want to set at the specified index.Index: This specify the source file index in case you have many source file for an imported asset  SourceFileLabel: Optional, can be empty string, the label we want to see in the UI when displaying the source file. (useful for multi source)

code: void ScriptedAddFilename ( const [FString](API\Runtime\Core\Containers\FString) & InPath, int32 Index, [FString](API\Runtime\Core\Containers\FString) SourceFileLabel )


description: Overridden serialize function to write out the underlying data as json

code: virtual void Serialize ( [FStructuredArchive::FRecord](API\Runtime\Core\Serialization\FStructuredArchive\FRecord) Record )


description: Replace the source files with the one provided. The MD5 hashes will be computed if they aren't set

code: void SetSourceFiles ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetImportInfo::FSourceFile](API\Runtime\Engine\EditorFramework\FAssetImportInfo\FSourceFile) > && SourceFiles )


description: Update this import data using the specified file. Called when an asset has been imported from a file.

code: void Update ( const [FString](API\Runtime\Core\Containers\FString) & AbsoluteFilename, [FMD5Hash](API\Runtime\Core\Misc\FMD5Hash) * Md5Hash )


description: Update this import data using the specified filename and Precomputed Hash.

code: void Update ( const [FString](API\Runtime\Core\Containers\FString) & AbsoluteFileName, const [FMD5Hash](API\Runtime\Core\Misc\FMD5Hash) PreComputedHash )


description: Update this import data using the specified filename. Will not update the imported timestamp or MD5 (so we can update files when they move).

code: void UpdateFilenameOnly ( const [FString](API\Runtime\Core\Containers\FString) & InPath )


description: Update the filename at the specific specified index. Will not update the imported timestamp or MD5 (so we can update files when they move).

code: void UpdateFilenameOnly ( const [FString](API\Runtime\Core\Containers\FString) & InPath, int32 Index )


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


className: UAssetImportData

description: Todo: Make this class better suited to multiple import paths - maybe haveFAssetImportInfouse a map rather than array?

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

SourceData

type: FAssetImportInf...

description: Source file data describing the files that were used to import this asset.


description:
Called during saving to determine if the object is forced to be editor only or not
true if this object should never be loaded outside the editor

code: virtual bool IsEditorOnly() const


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


className: UThumbnailInfo

description: A base class for the helper object that holds thumbnail information an asset.

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


code: namespace EDrawDynamicFlags { enum Type { None = 0, ForceLowestLOD = 0x1, FarShadowCascade = 0x2, } }


description: Desired stride when creating a static index buffer.

code: namespace EIndexBufferStride { enum Type { Force16Bit = 1, Force32Bit = 2, AutoDetect = 3, } }


description:
This is not typically something you'd want to use outside of data access within an interface implementation.
The actors.

code: namespace ActorElementDataUtil { template<typename ElementHandleType> [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > ActorElementDataUtil::GetActorsFromHandlesChecked ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const ElementHandleType > InHandles ) }


description:
This is not typically something you'd want to use outside of data access within an interface implementation.
The actors of any element handles that containFActorElementData, skipping any that don't.

code: namespace ActorElementDataUtil { template<typename ElementHandleType> [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > ActorElementDataUtil::GetActorsFromHandles ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const ElementHandleType > InHandles, const bool bSilent ) }


code: static FTypedHandleTypeId Private_RegisteredTypeId = 0;


className: FActorElementData

description: Element data that represents an Actor.

code: struct FActorElementData

Actor

type: AActor*


description: Returns the asset data for the given handle, if it exists.

code: virtual [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) GetAssetData ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


className: UActorElementAssetDataInterface

code: class UActorElementAssetDataInterface : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [ITypedElementAssetDataInterface](API\Runtime\TypedElementRuntime\Elements\Interfaces\ITypedElementAss-)


description: Decrement additional counters for the given element.

code: virtual void DecrementCountersForElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, [FTypedElementCounter](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementCounter) & InOutCounter )


description: Increment additional counters for the given element.

code: virtual void IncrementCountersForElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, [FTypedElementCounter](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementCounter) & InOutCounter )


className: UActorElementCounterInterface

code: class UActorElementCounterInterface : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [ITypedElementCounterInterface](API\Runtime\TypedElementFramework\Elements\Framework\ITypedElementCou-)


description: Appends to OutElementHandles.

code: virtual void GetChildElements ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, [TArray](API\Runtime\Core\Containers\TArray)< [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > & OutElementHandles, const bool bAllowCreate )


className: UActorElementHierarchyInterface

code: class UActorElementHierarchyInterface : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [ITypedElementHierarchyInterface](API\Runtime\TypedElementRuntime\Elements\Interfaces\ITypedElementHie-)


description: Get the object instance that this handle represents, if any.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetObject ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


className: UActorElementObjectInterface

code: class UActorElementObjectInterface : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [ITypedElementObjectInterface](API\Runtime\TypedElementRuntime\Elements\Interfaces\ITypedElementObjectInterface)


className: UActorElementSelectionInterface

code: class UActorElementSelectionInterface : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [ITypedElementSelectionInterface](API\Runtime\TypedElementRuntime\Elements\Interfaces\ITypedElementSel-)


code: static void AddIgnoredCollisionQueryElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & InOutParams )


description: Can the given element be moved within the world?

code: virtual bool CanMoveElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const ETypedElementWorldType InWorldType )


description: Attempt to find a suitable (non-intersecting) transform for the given element at the given point.

code: virtual bool FindSuitableTransformAtPoint ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const FTransform & InPotentialTransform, FTransform & OutSuitableTransform )


description: Attempt to find a suitable (non-intersecting) transform for the given element along the given path.

code: virtual bool FindSuitableTransformAlongPath ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const FVector & InPathStart, const FVector & InPathEnd, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & InTestShape, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > InElementsToIgnore, FTransform & OutSuitableTransform )


code: static bool FindSuitableTransformAlongPath_WorldSweep ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const FVector & InPathStart, const FVector & InPathEnd, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & InTestShape, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > InElementsToIgnore, [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & InOutParams, FTransform & OutSuitableTransform )


description: Get the bounds of this element, if any.

code: virtual bool GetBounds ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, FBoxSphereBounds & OutBounds )


description: Get the owner level associated with this element, if any.

code: virtual [ULevel](API\Runtime\Engine\Engine\ULevel) * GetOwnerLevel ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


description: Get the owner world associated with this element, if any.

code: virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetOwnerWorld ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


description: Get the transform of this element relative to its parent, if any.

code: virtual bool GetRelativeTransform ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, FTransform & OutTransform )


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > GetSelectionElementsFromSelectionFunction ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const [FWorldSelectionElementArgs](API\Runtime\Engine\Elements\Interfaces\FWorldSelectionElementArgs) & SelectionArgs, const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< bool(const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) &, const [FWorldSelectionElementArgs](API\Runtime\Engine\Elements\Interfaces\FWorldSelectionElementArgs) &)> & SelectionFunction )


description: Get the transform of this element within its owner world, if any.

code: virtual bool GetWorldTransform ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, FTransform & OutTransform )


description: Is this element considered a template within its world (eg, a CDO or archetype).

code: virtual bool IsTemplateElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


description: Attempt to set the transform of this element relative to its parent.

code: virtual bool SetRelativeTransform ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const FTransform & InTransform )


description: Attempt to set the transform of this element within its owner world.

code: virtual bool SetWorldTransform ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const FTransform & InTransform )


className: UActorElementWorldInterface

code: class UActorElementWorldInterface : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [ITypedElementWorldInterface](API\Runtime\Engine\Elements\Interfaces\ITypedElementWorldInterface)


description:
This is not typically something you'd want to use outside of data access within an interface implementation.
The actor components of any element handles that containFComponentElementData, skipping any that don't.

code: namespace ComponentElementDataUtil { template<typename ElementHandleType> [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > ComponentElementDataUtil::GetComponentsFromHandles ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const ElementHandleType > InHandles, const bool bSilent ) }


description:
This is not typically something you'd want to use outside of data access within an interface implementation.
The actor components.

code: namespace ComponentElementDataUtil { template<typename ElementHandleType> [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > ComponentElementDataUtil::GetComponentsFromHandlesChecked ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const ElementHandleType > InHandles ) }


code: static FTypedHandleTypeId Private_RegisteredTypeId = 0;


className: FComponentElementData

description: Element data that represents an Actor Component.

code: struct FComponentElementData

Component

type: UActorComponent...


code: virtual void DecrementCountersForElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, [FTypedElementCounter](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementCounter) & InOutCounter )


code: virtual void IncrementCountersForElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, [FTypedElementCounter](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementCounter) & InOutCounter )


className: UComponentElementCounterInterface

code: class UComponentElementCounterInterface : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [ITypedElementCounterInterface](API\Runtime\TypedElementFramework\Elements\Framework\ITypedElementCou-)


description: Appends to OutElementHandles.

code: virtual void GetChildElements ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, [TArray](API\Runtime\Core\Containers\TArray)< [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > & OutElementHandles, const bool bAllowCreate )


description: Get the logical parent of this element, if any. eg) A component might return its actor, or a static mesh instance might return its ISM component.

code: virtual [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) GetParentElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const bool bAllowCreate )


className: UComponentElementHierarchyInterface

code: class UComponentElementHierarchyInterface : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [ITypedElementHierarchyInterface](API\Runtime\TypedElementRuntime\Elements\Interfaces\ITypedElementHie-)


className: UComponentElementObjectInterface

code: class UComponentElementObjectInterface : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [ITypedElementObjectInterface](API\Runtime\TypedElementRuntime\Elements\Interfaces\ITypedElementObjectInterface)


code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetObject ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


className: UComponentElementSelectionInterface

code: class UComponentElementSelectionInterface : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [ITypedElementSelectionInterface](API\Runtime\TypedElementRuntime\Elements\Interfaces\ITypedElementSel-)


description: Can this element actually be edited in the world?

code: virtual bool CanEditElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


code: virtual bool CanMoveElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const ETypedElementWorldType InWorldType )


code: virtual bool FindSuitableTransformAlongPath ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const FVector & InPathStart, const FVector & InPathEnd, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & InTestShape, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > InElementsToIgnore, FTransform & OutSuitableTransform )


description: Get the bounds of this element, if any.

code: virtual bool GetBounds ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, FBoxSphereBounds & OutBounds )


code: virtual [ULevel](API\Runtime\Engine\Engine\ULevel) * GetOwnerLevel ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


code: virtual bool GetRelativeTransform ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, FTransform & OutTransform )


code: virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetOwnerWorld ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


code: virtual bool IsTemplateElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


code: virtual bool GetWorldTransform ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, FTransform & OutTransform )


code: virtual bool SetRelativeTransform ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const FTransform & InTransform )


code: virtual bool SetWorldTransform ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const FTransform & InTransform )


className: UComponentElementWorldInterface

code: class UComponentElementWorldInterface : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [ITypedElementWorldInterface](API\Runtime\Engine\Elements\Interfaces\ITypedElementWorldInterface)


code: virtual void CopyElements ( [ITypedElementWorldInterface](API\Runtime\Engine\Elements\Interfaces\ITypedElementWorldInterface) * InWorldInterface, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > InElementHandles, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Out )


code: virtual bool DeleteElements ( [ITypedElementWorldInterface](API\Runtime\Engine\Elements\Interfaces\ITypedElementWorldInterface) * InWorldInterface, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > InElementHandles, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * InSelectionSet, const [FTypedElementDeletionOptions](API\Runtime\Engine\Elements\Interfaces\FTypedElementDeletionOptions) & InDeletionOptions )


code: virtual void DuplicateElements ( [ITypedElementWorldInterface](API\Runtime\Engine\Elements\Interfaces\ITypedElementWorldInterface) * InWorldInterface, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > InElementHandles, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const FVector & InLocationOffset, [TArray](API\Runtime\Core\Containers\TArray)< [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > & OutNewElements )


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FWorldElementPasteImporter](API\Runtime\Engine\Elements\Interfaces\FWorldElementPasteImporter) > GetPasteImporter ( [ITypedElementWorldInterface](API\Runtime\Engine\Elements\Interfaces\ITypedElementWorldInterface) * InWorldInterface, const FTypedElementListConstPtr & InSelectedHandles, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


className: FTypedElementCommonActionsCustomization

description: Customization used to allow asset editors (such as the level editor) to override the base behavior of common actions.


code: [FTypedElementCommonActionsElement](API\Runtime\Engine\Elements\Framework\FTypedElementCommonActionsElemen-) & operator= ( const [FTypedElementCommonActionsElement](API\Runtime\Engine\Elements\Framework\FTypedElementCommonActionsElemen-) & )


code: [FTypedElementCommonActionsElement](API\Runtime\Engine\Elements\Framework\FTypedElementCommonActionsElemen-) & operator= ( [FTypedElementCommonActionsElement](API\Runtime\Engine\Elements\Framework\FTypedElementCommonActionsElemen-) && )


code: FTypedElementCommonActionsElement()


code: FTypedElementCommonActionsElement ( const [FTypedElementCommonActionsElement](API\Runtime\Engine\Elements\Framework\FTypedElementCommonActionsElemen-) & )


code: FTypedElementCommonActionsElement ( [FTypedElementCommonActionsElement](API\Runtime\Engine\Elements\Framework\FTypedElementCommonActionsElemen-) && )


className: FTypedElementPasteOptions

code: struct FTypedElementPasteOptions

ExtraCustomImport

type: TMap< FStringVi...

description: C++ Only. Allow for custom callbacks for some custom top level object in the T3D file.

PasteLocation

type: FVector

SelectionSetToModify

type: TObjectPtr<UTy...

description: If provided the SelectionSet selection will only contains the newly added elements.


className: FTypedElementCommonActionsElement

description: Utility to hold a typed element handle and its associated world interface and common actions customization.


code: static [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) AcquireEditorActorElementHandle ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, const bool bAllowCreate )


code: static [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) AcquireEditorComponentElementHandle ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, const bool bAllowCreate )


code: static [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) AcquireEditorObjectElementHandle ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const bool bAllowCreate )


code: static [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) AcquireEditorSMInstanceElementHandle ( const [FSMInstanceElementId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceElementId) & SMInstanceElementId )


code: static [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) AcquireEditorSMInstanceElementHandle ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & SMInstanceId, const bool bAllowCreate )


code: static [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) AcquireEditorSMInstanceElementHandle ( const [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * ISMComponent, const int32 InstanceIndex, const bool bAllowCreate )


code: static [TTypedElementOwner](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElementOwner)< [FActorElementData](API\Runtime\Engine\Elements\Actor\FActorElementData) > CreateActorElement ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


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


code: static [TTypedElementOwner](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElementOwner)< [FComponentElementData](API\Runtime\Engine\Elements\Component\FComponentElementData) > CreateComponentElement ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent )


code: static void CreateEditorComponentElement ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component )


code: static void CreateEditorObjectElement ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


code: static void CreateEditorSMInstanceElement ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & SMInstanceId )


code: static [TTypedElementOwner](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElementOwner)< [FObjectElementData](API\Runtime\Engine\Elements\Object\FObjectElementData) > CreateObjectElement ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


code: static [TTypedElementOwner](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElementOwner)< [FSMInstanceElementData](API\Runtime\Engine\Elements\SMInstance\FSMInstanceElementData) > CreateSMInstanceElement ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & InSMInstanceId )


code: static void DestroyActorElement ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, [TTypedElementOwner](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElementOwner)< [FActorElementData](API\Runtime\Engine\Elements\Actor\FActorElementData) > & InOutActorElement )


code: static void DestroyComponentElement ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent, [TTypedElementOwner](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElementOwner)< [FComponentElementData](API\Runtime\Engine\Elements\Component\FComponentElementData) > & InOutComponentElement )


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


code: static void DestroyEditorComponentElement ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component )


code: static void DestroyEditorSMInstanceElement ( const [FSMInstanceElementId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceElementId) & SMInstanceElementId )


code: static void DestroyEditorObjectElement ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


code: static void DestroyObjectElement ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, [TTypedElementOwner](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElementOwner)< [FObjectElementData](API\Runtime\Engine\Elements\Object\FObjectElementData) > & InOutObjectElement )


code: static void DestroySMInstanceElement ( const [FSMInstanceElementId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceElementId) & InSMInstanceElementId, [TTypedElementOwner](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElementOwner)< [FSMInstanceElementData](API\Runtime\Engine\Elements\SMInstance\FSMInstanceElementData) > & InOutSMInstanceElement )


code: static [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) K2_AcquireEditorObjectElementHandle ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const bool bAllowCreate )


code: static [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) K2_AcquireEditorActorElementHandle ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, const bool bAllowCreate )


code: static [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) K2_AcquireEditorComponentElementHandle ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, const bool bAllowCreate )


code: static [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) K2_AcquireEditorSMInstanceElementHandle ( const [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * ISMComponent, const int32 InstanceIndex, const bool bAllowCreate )


code: static void ReplaceEditorActorElementHandles ( const [TMap](API\Runtime\Core\Containers\TMap)< const [AActor](API\Runtime\Engine\GameFramework\AActor) *, const [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ReplacementActors )


code: static void RegisterActorElement ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


code: static void ReplaceEditorComponentElementHandles ( const [TMap](API\Runtime\Core\Containers\TMap)< const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) *, const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & ReplacementComponents )


code: static void ReplaceEditorObjectElementHandles ( const [TMap](API\Runtime\Core\Containers\TMap)< const [UObject](API\Runtime\CoreUObject\UObject\UObject) *, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & ReplacementObjects )