description: Called when packages are deleted in the editor

code: void OnPackagesDeleted ( const [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & DeletedPackages )


description: Resets the auto-save timer

module: UnrealEd

code: void ResetAutoSaveTimer()


description: Update the auto-save count based on the delta-value provided

code: void UpdateAutoSaveCount ( const float DeltaSeconds )


description: Update the file on disk that's used to restore auto-saved packages in the event of a crash

code: void UpdateRestoreFile ( const bool bRestoreEnabled )


className: IPackageAutoSaver

description: An interface to handle the creation, destruction, and restoration of auto-saved packages

code: class IPackageAutoSaver


description:
Used to gate play-in-editor functionality, where a PIE session may be undesirable given some external plugin's state.
False to block play-in-editor from continuing, true to allow.

code: bool RequestPIEPermission ( bool bIsSimulateInEditor, [FString](API\Runtime\Core\Containers\FString) & OutReason ) const


className: IPIEAuthorizer

code: class IPIEAuthorizer : public [IModularFeature](API\Runtime\Core\Features\IModularFeature)


className: FOnPreviewProfileChanged

description: Invoked after the active preview profile changed.

code: class FOnPreviewProfileChanged : public TBaseMulticastDelegate_NoParams< void >


description: Returns the preview profiles currently active.


className: FOnPreviewProfileListChanged

description: Invoked after the list of available profiles has changed.

code: class FOnPreviewProfileListChanged : public TBaseMulticastDelegate_NoParams< void >


description: Returns the list of available preview profiles names.

code: [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetPreviewProfiles ( int32 & OutCurrentProfileIndex ) const


description: Set the specified preview profiles as the active one.

code: bool SetActiveProfile ( const [FString](API\Runtime\Core\Containers\FString) & ProfileName )


code: virtual ~IPreviewProfileController()


className: IPreviewProfileController

description: This interface was added to prevent circular dependencies between AdvancedPreviewScene and UnrealEd modules.

code: class IPreviewProfileController


description: Adds a reference to external content to the project and asynchronously downloads/loads the external content

code: void AddExternalContent ( const [FString](API\Runtime\Core\Containers\FString) & ExternalContentId, [FAddExternalContentComplete](API\Editor\UnrealEd\IProjectExternalContentInterface\FAddExternalContentComplete) CompleteCallback )


className: FAddExternalContentComplete

description: Called upon AddExternalContent completion

code: typedef TBaseDelegate_TwoParams< void, bool, const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPlugin](API\Runtime\Projects\Interfaces\IPlugin) > > & > FAddExternalContentComplete


className: FRemoveExternalContentComplete

description: Called upon RemoveExternalContent completion

code: typedef TBaseDelegate_OneParam< void, bool > FRemoveExternalContentComplete


description: Returns the list of external content referenced by the project (verse paths, link codes, etc)

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


description: Returns whether the specified external content is referenced by the project

code: bool HasExternalContent ( const [FString](API\Runtime\Core\Containers\FString) & ExternalContentId ) const


description: Returns whether the project can reference external content

code: bool IsEnabled() const


description: Returns whether the specified external content is loaded (and referenced by the project)

code: bool IsExternalContentLoaded ( const [FString](API\Runtime\Core\Containers\FString) & ExternalContentId ) const


description: Removes references to external content from the project and unloads the external content

code: void RemoveExternalContent ( TConstArrayView< [FString](API\Runtime\Core\Containers\FString) > ExternalContentIds, [FRemoveExternalContentComplete](API\Editor\UnrealEd\IProjectExternalContentInterface\FRemoveExternalC-) CompleteCallback )


code: void RemoveExternalContent ( const [FString](API\Runtime\Core\Containers\FString) & ExternalContentId, [FRemoveExternalContentComplete](API\Editor\UnrealEd\IProjectExternalContentInterface\FRemoveExternalC-) CompleteCallback )


className: IProjectExternalContentInterface

description: Interface to manage project references to external content

code: class IProjectExternalContentInterface


description: true if this binding can bind to the specified context

code: bool CanBindToContext ( const [FContext](API\Editor\UnrealEd\IPropertyAccessBlueprintBinding\FContext) & InContext ) const


className: FBindingMenuArgs

description: Args passed to MakeBindingMenuExtender.

code: struct FBindingMenuArgs

OnCanSetPropertyAccessContextId

type: FOnCanSetProper...

description: Delegate used to control the enabled state of context IDs.

OnGetPropertyAccessContextId

type: FOnGetPropertyA...

description: Delegate used to get the context ID of a property access.

OnSetPropertyAccessContextId

type: FOnSetPropertyA...

description: Delegate used to set the context ID of a property access.


className: FContext

description: A context in which a Blueprint binding can take place.

code: struct FContext

Blueprint

type: constUBlueprin...

description: The blueprint we would like to bind to.

Graph

type: constUEdGraph...

description: The graph we would like to bind to.

Node

type: constUEdGraphN...

description: The node we would like to bind to.

Pin

type: constUEdGraphP...

description: The pin we would like to bind to.


description: Make a menu extender to be used in property access binding menus.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) > MakeBindingMenuExtender ( const [FContext](API\Editor\UnrealEd\IPropertyAccessBlueprintBinding\FContext) & InContext, const [FBindingMenuArgs](API\Editor\UnrealEd\IPropertyAccessBlueprintBinding\FBindingMenuArgs) & InArgs ) const


className: IPropertyAccessBlueprintBinding

description: Modular feature allowing property access to bind to a Blueprint.

code: class IPropertyAccessBlueprintBinding : public [IModularFeature](API\Runtime\Core\Features\IModularFeature)


description: Get the compatibility of the two supplied pin types. Ordering matters for promotion (A->B).

code: EPropertyAccessCompatibility GetPinTypeCompatibility ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InPinTypeA, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InPinTypeB ) const


className: FResolvePropertyAccessArgs

description: Args used to resolve property access segments. The various functions will be called per-segment when resolved.

code: struct FResolvePropertyAccessArgs

ArrayFunction

type: TFunction< void...

description: Function called when a dynamic array is resolved.

FunctionFunction

description: Function called when a function is resolved.

PropertyFunction

description: Function called when a property is resolved.


description: Get the compatibility of the two supplied properties. Ordering matters for promotion (A->B).

code: EPropertyAccessCompatibility GetPropertyCompatibility ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InPropertyA, const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InPropertyB ) const


description: Make a property access library compiler, used for building aFPropertyAccessLibrary.

code: [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [IPropertyAccessLibraryCompiler](API\Editor\UnrealEd\IPropertyAccessLibraryCompiler) > MakePropertyAccessCompiler ( const [FPropertyAccessLibraryCompilerArgs](API\Editor\UnrealEd\FPropertyAccessLibraryCompilerAr-) & InArgs ) const


description:
Make a property binding widget.
a new binding widget

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakePropertyBindingWidget ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, const [FPropertyBindingWidgetArgs](API\Editor\UnrealEd\FPropertyBindingWidgetArgs) & InArgs ) const


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakePropertyBindingWidget ( const [TArray](API\Runtime\Core\Containers\TArray)< [FBindingContextStruct](API\Editor\UnrealEd\FBindingContextStruct) > & InBindingContextStructs, const [FPropertyBindingWidgetArgs](API\Editor\UnrealEd\FPropertyBindingWidgetArgs) & InArgs ) const


description: Makes a string path from a binding chain.

code: void MakeStringPath ( const [TArray](API\Runtime\Core\Containers\TArray)< [FBindingChainElement](API\Editor\UnrealEd\FBindingChainElement) > & InBindingChain, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutStringPath ) const


description: Make a text representation of a property path

code: [FText](API\Runtime\Core\Internationalization\FText) MakeTextPath ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InPath, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InStruct ) const


description: Deprecated* Please use ResolvePropertyAccess

code: virtual EPropertyAccessResolveResult ResolveLeafProperty ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InStruct, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FString](API\Runtime\Core\Containers\FString) > InPath, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) *& OutProperty, int32 & OutArrayIndex ) const


description:
Resolve a property path to a structure, calling back for each segment in path segment order if resolution succeed
true if resolution succeeded

code: [FPropertyAccessResolveResult](API\Editor\UnrealEd\FPropertyAccessResolveResult) ResolvePropertyAccess ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InStruct, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FString](API\Runtime\Core\Containers\FString) > InPath, const [FResolvePropertyAccessArgs](API\Editor\UnrealEd\IPropertyAccessEditor\FResolvePropertyAccessArgs) & InArgs ) const


description:
Resolve a property access, returning the leaf property and array index if any.
result structure for more information about the result

code: [FPropertyAccessResolveResult](API\Editor\UnrealEd\FPropertyAccessResolveResult) ResolvePropertyAccess ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InStruct, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FString](API\Runtime\Core\Containers\FString) > InPath, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) *& OutProperty, int32 & OutArrayIndex ) const


code: virtual ~IPropertyAccessEditor()


className: IPropertyAccessEditor

description: Editor support for property access system

code: class IPropertyAccessEditor : public [IModularFeature](API\Runtime\Core\Features\IModularFeature)


description: Deprecated* Please use AddCopy with a context ID that returns a handle

code: virtual int32 AddCopy ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FString](API\Runtime\Core\Containers\FString) > InSourcePath, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FString](API\Runtime\Core\Containers\FString) > InDestPath, EPropertyAccessBatchType InBatchType, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAssociatedObject )


description:
Add a copy to the property access library we are compiling
an integer handle to the pending copy. This can be resolved to a true copy index by calling MapCopyIndex

code: [FPropertyAccessHandle](API\Editor\UnrealEd\FPropertyAccessHandle) AddCopy ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FString](API\Runtime\Core\Containers\FString) > InSourcePath, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FString](API\Runtime\Core\Containers\FString) > InDestPath, const [FName](API\Runtime\Core\UObject\FName) & InContextId, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAssociatedObject )


description: Begin compilation - reset the library to its default state.

code: void BeginCompilation()


description: Deprecated* Please use BeginCompilation without a class arg

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


description:
Post-process the library to finish compilation.
true if compilation succeeded.

code: bool FinishCompilation()


description: Maps the initial copy handle to a true handle, post compilation.

code: [FCompiledPropertyAccessHandle](API\Editor\UnrealEd\FCompiledPropertyAccessHandle) GetCompiledHandle ( [FPropertyAccessHandle](API\Editor\UnrealEd\FPropertyAccessHandle) InHandle ) const


description: Iterate any errors we have with compilation.

code: void IterateErrors ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FText](API\Runtime\Core\Internationalization\FText) &, [UObject](API\Runtime\CoreUObject\UObject\UObject) *)> InFunction ) const


description: Deprecated* Please use GetCompiledHandle

code: virtual int32 MapCopyIndex ( int32 InIndex ) const


className: IPropertyAccessLibraryCompiler

description: A helper used to compile a property access library.

code: class IPropertyAccessLibraryCompiler


description: Creates a socket manager instance.

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISocketManager](API\Editor\UnrealEd\ISocketManager) > CreateSocketManager ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IStaticMeshEditor](API\Editor\StaticMeshEditor\IStaticMeshEditor) > InStaticMeshEditor, FSimpleDelegate InOnSocketSelectionChanged )


description: Deletes the selected socket.

code: void DeleteSelectedSocket()


description: Duplicate the selected socket

code: void DuplicateSelectedSocket()


description: Retrieves the selected socket.

code: [UStaticMeshSocket](API\Runtime\Engine\Engine\UStaticMeshSocket) * GetSelectedSocket() const


description: Request a rename on the selected socket

code: void RequestRenameSelectedSocket()


description: Updates the StaticMesh currently being edited

code: void UpdateStaticMesh()


description: Sets the selected socket.

code: void SetSelectedSocket ( [UStaticMeshSocket](API\Runtime\Engine\Engine\UStaticMeshSocket) * InSelectedSocket )


className: ISocketManager

code: class ISocketManager : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


description:
Determines whether it is possible to navigate to theUClassusing this handler.
True if the class can be handled by this handler.

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


description:
Determines whether it is possible to navigate to theUFunctionusing this handler.
True if the function can be handled by this handler.

code: virtual bool CanNavigateToFunction ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * InFunction )


description:
Determines whether it is possible to navigate to theFPropertyusing this handler.
True if the property can be handled by this handler.

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


description:
Determines whether it is possible to navigate to theUScriptStructusing this handler.
True if the struct can be handled by this handler.

code: virtual bool CanNavigateToStruct ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InStruct )


description:
Determines whether it is possible to navigate to theUStructusing this handler.
True if the struct can be handled by this handler.

code: virtual bool CanNavigateToStruct ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InStruct )


description:
Asynchronously navigates to aFPropertyin an IDE or text editor.
True if the property can be handled by this handler.

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


description:
Asynchronously navigates to aUFunctionin an IDE or text editor.
True if the function can be handled by this handler.

code: virtual bool NavigateToFunction ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * InFunction )


description:
Asynchronously navigates to aUScriptStructin an IDE or text editor.
True if the struct can be handled by this handler.

code: virtual bool NavigateToStruct ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InStruct )


description:
Asynchronously navigates to aUStructin an IDE or text editor.
True if the struct can be handled by this handler.

code: virtual bool NavigateToStruct ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InStruct )


className: ISourceCodeNavigationHandler

description: Should be registered withFSourceCodeNavigation::AddNavigationHandlerand unregistered using FSourceCodeNavigation::Remove.NavigationHandler

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


code: virtual ~ISourceCodeNavigationHandler()


description: Flags describing how to handle graph removal

code: namespace EGraphRemoveFlags { enum Type { None = 0x00000000, Recompile = 0x00000001, MarkTransient = 0x00000002, Default = Recompile | MarkTransient, } }


description:
Asynchronously navigates to aUClassin an IDE or text editor.
True if the class can be handled by this handler.

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


code: FAnimStateTransitionNodeSharedCrossfadeNameValidator ( class [UAnimStateTransitionNode](API\Editor\AnimGraph\UAnimStateTransitionNode) * InStateTransitionNode )


code: class FAnimStateTransitionNodeSharedCrossfadeNameValidator : public [FStringSetNameValidator](API\Editor\UnrealEd\Kismet2\FStringSetNameValidator)


code: FAnimStateTransitionNodeSharedRulesNameValidator ( class [UAnimStateTransitionNode](API\Editor\AnimGraph\UAnimStateTransitionNode) * InStateTransitionNode )


code: class FAnimStateTransitionNodeSharedRulesNameValidator : public [FStringSetNameValidator](API\Editor\UnrealEd\Kismet2\FStringSetNameValidator)


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

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


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


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


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

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


description: Update the pin source backtrack map to note that NewPin was most closely generated/caused by the SourcePin

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


className: FBacktrackMap

description: This class maps from final objects to their original source object, across cloning, autoexpansion, etc...

code: class FBacktrackMap

PinSourceBacktrackMap

type: TMap<UEdGraphP...

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

SourceBacktrackMap

type: TMap<UObjectc...

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


code: void Broadcast ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, class [UK2Node_EditablePinBase](API\Editor\BlueprintGraph\UK2Node_EditablePinBase) * InTargetNode, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph )


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


code: virtual void EditCallSite ( class [UK2Node_CallFunction](API\Editor\BlueprintGraph\UK2Node_CallFunction) * CallSite, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


code: virtual void EditCompositeTunnelNode ( class [UK2Node_Tunnel](API\Editor\BlueprintGraph\UK2Node_Tunnel) * TunnelNode )


code: virtual void EditCreateDelegates ( class [UK2Node_CreateDelegate](API\Editor\BlueprintGraph\UK2Node_CreateDelegate) * CallSite )


code: virtual void EditDelegates ( class [UK2Node_BaseMCDelegate](API\Editor\BlueprintGraph\UK2Node_BaseMCDelegate) * CallSite, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


code: static bool NodeIsNotTransient ( const [UK2Node](API\Editor\BlueprintGraph\UK2Node) * Node )


code: virtual void EditMacroInstance ( class [UK2Node_MacroInstance](API\Editor\BlueprintGraph\UK2Node_MacroInstance) * MacroInstance, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


className: FBasePinChangeHelper

code: class FBasePinChangeHelper


description: Get the target node for the breakpoint

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


description: Gets a string that describes the location


description: true if the breakpoint should be enabled when debugging

code: bool IsEnabled() const


description: true if the user wanted the breakpoint enabled? (single stepping, etc... could result in the breakpoint being temporarily enabled)

code: bool IsEnabledByUser() const


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


className: FBlueprintBreakpoint

code: struct FBlueprintBreakpoint


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

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


description: Deprecated* Please use the version that takes anFReplaceInstancesOfClassParametersinput instead.

code: static void BatchReplaceInstancesOfClass ( [TMap](API\Runtime\Core\Containers\TMap)< [UClass](API\Runtime\CoreUObject\UObject\UClass) *, [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & InOldToNewClassMap, PRAGMA_DISABLE_DEPRECATION_WARNINGS const FBatchReplaceInstancesOfClassParameters & BatchParams )


description: Batch replaces a mapping of one or more classes to their new class

code: static void BatchReplaceInstancesOfClass ( const [TMap](API\Runtime\Core\Containers\TMap)< [UClass](API\Runtime\CoreUObject\UObject\UClass) *, [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & InOldToNewClassMap, const [FReplaceInstancesOfClassParameters](API\Editor\UnrealEd\Kismet2\FReplaceInstancesOfClassParamete-) & Params )


code: virtual void BlueprintWasRecompiled ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * BP, bool bBytecodeOnly )


className: CompiledBlueprintsToSave

code: static [TSet](API\Runtime\Core\Containers\TSet)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) > > CompiledBlueprintsToSave = TSet<TWeakObjectPtr<UBlueprint>>();


description: Attempts to copy as many properties as possible from the old object to the new. Use during BP compilation to copy properties from the old CDO to the new one.

code: static void CopyPropertiesForUnrelatedObjects ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * OldObject, [UObject](API\Runtime\CoreUObject\UObject\UObject) * NewObject, bool bClearExternalReferences, bool bForceDeltaSerialization )


code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FBlueprintCompileReinstancer](API\Editor\UnrealEd\Kismet2\FBlueprintCompileReinstancer) > Create ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClassToReinstance, EBlueprintCompileReinstancerFlags Flags )


description: Deprecated* This method performs no function and isn't invoked by the base class. Remove all calls to the base class method.

code: virtual void EnlistDependentBlueprintToRecompile ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * BP, bool bBytecodeOnly )


className: EReinstClassType

description: Cached value, mostly used to determine if we're explicitly targeting the skeleton class or not

code: enum EReinstClassType { RCT_Unknown, RCT_BpSkeleton, RCT_BpGenerated, RCT_Native, }


code: void FinalizeFastReinstancing ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & ObjectsToReplace )


description: Consumes the set and map populated by calls to UpdateBytecodeReferences

code: static void FinishUpdateBytecodeReferences ( const [TSet](API\Runtime\Core\Containers\TSet)< [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * > & DependentBPs, const [TMap](API\Runtime\Core\Containers\TMap)< [FFieldVariant](API\Runtime\CoreUObject\UObject\FFieldVariant), [FFieldVariant](API\Runtime\CoreUObject\UObject\FFieldVariant) > & FieldMappings )


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

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


description: Helper to gather mappings from the old class's fields to the new class's version

code: void GenerateFieldMappings ( [TMap](API\Runtime\Core\Containers\TMap)< [FFieldVariant](API\Runtime\CoreUObject\UObject\FFieldVariant), [FFieldVariant](API\Runtime\CoreUObject\UObject\FFieldVariant) > & FieldMapping )


className: HotReloadedNewClass

code: static [UClass](API\Runtime\CoreUObject\UObject\UClass) * HotReloadedNewClass = nullptr;


description: Gathers the full class Hierarchy of the ClassToSearch, sorted top down (0 index beingUObject, n being the subclasses)

code: static void GetSortedClassHierarchy ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ClassToSearch, [TArray](API\Runtime\Core\Containers\TArray)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & OutHierarchy, [UClass](API\Runtime\CoreUObject\UObject\UClass) ** OutNativeParent )


className: HotReloadedOldClass

code: static [UClass](API\Runtime\CoreUObject\UObject\UClass) * HotReloadedOldClass = nullptr;


code: virtual bool IsClassObjectReplaced() const


code: bool IsReinstancingSkeleton() const


description: Returns true if the given class is a REINST class (starts with the 'REINST_' prefix)

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


description: Function used to safely discard a CDO, so that the class can have its layout changed, callers must move parent CDOs aside before moving child CDOs aside:

code: static [UClass](API\Runtime\CoreUObject\UObject\UClass) * MoveCDOToNewClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * OwnerClass, const [TMap](API\Runtime\Core\Containers\TMap)< [UClass](API\Runtime\CoreUObject\UObject\UClass) *, [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & OldToNewMap, bool bAvoidCDODuplication )


description: Moves CDOs aside to immutable versions of classes(REINST_) so that the CDO's can safely be GC'd. TheseREINST_ classes will be re-parented to a native parent that we know will not be churning through this function again later, so we avoid O(N^2) processing of REINST classes. Maps each givenSKEL_ class to its appropriateREINST_ version of itself

code: static void MoveDependentSkelToReinst ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * OwnerClass, [TMap](API\Runtime\Core\Containers\TMap)< [UClass](API\Runtime\CoreUObject\UObject\UClass) *, [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & OldToNewMap )


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


description: When re-instancing a component, we have to make sure all instance owners' construction scripts are re-ran (in-case modifying the component alters the construction of the actor).

code: static void ReconstructOwnerInstances ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > ComponentClass )


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< FReinstanceFinalizer > ReinstanceFast()


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< FReinstanceFinalizer > ReinstanceInner ( bool bForceAlwaysReinstance )


description: Reparents the specified blueprint or class to be the duplicated class in order to allow properties to be copied from the previous CDO to the new one

code: void ReparentChild ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * ChildBP )


description: Reinstances all objects in the ObjectReinstancingMap

code: void ReinstanceObjects ( bool bForceAlwaysReinstance )


code: void ReparentChild ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ChildClass )


description: Deprecated* Please useReplaceInstancesOfClass()instead.

code: static void ReplaceInstancesOfClassEx ( const [FReplaceInstancesOfClassParameters](API\Editor\UnrealEd\Kismet2\FReplaceInstancesOfClassParamete-) & Parameters )


description: Replace all instances of OldClass with a new instance of NewClass

code: static void ReplaceInstancesOfClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * OldClass, [UClass](API\Runtime\CoreUObject\UObject\UClass) * NewClass, const [FReplaceInstancesOfClassParameters](API\Editor\UnrealEd\Kismet2\FReplaceInstancesOfClassParamete-) & Params )


description: Deprecated* Please use the version that takes anFReplaceInstancesOfClassParametersinput instead.

code: static void ReplaceInstancesOfClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * OldClass, [UClass](API\Runtime\CoreUObject\UObject\UClass) * NewClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * OriginalCDO, [TSet](API\Runtime\Core\Containers\TSet)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > * ObjectsThatShouldUseOldStuff, bool bClassObjectReplaced, bool bPreserveRootComponent )


description: Determine whether reinstancing actors should preserve the root component of the new actor

code: virtual bool ShouldPreserveRootComponentOfReinstancedActor() const


description: Saves a mapping of field names to theirUFieldequivalents, so we can remap any bytecode that references them later

code: void SaveClassFieldMapping ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClassToReinstance )


description: Updates references to properties and functions of the class that has in the bytecode of dependent blueprints

code: void UpdateBytecodeReferences ( [TSet](API\Runtime\Core\Containers\TSet)< [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * > & OutDependentBlueprints, [TMap](API\Runtime\Core\Containers\TMap)< [FFieldVariant](API\Runtime\CoreUObject\UObject\FFieldVariant), [FFieldVariant](API\Runtime\CoreUObject\UObject\FFieldVariant) > & OutFieldMapping )


description: Verify that all instances of the duplicated class have been replaced and collected

code: void VerifyReplacement()


description: Default constructor, can only be used by derived classes

code: FBlueprintCompileReinstancer()


description: Sets the reinstancer up to work on every object of the specified class

code: FBlueprintCompileReinstancer ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClassToReinstance, EBlueprintCompileReinstancerFlags Flags )


code: virtual ~FBlueprintCompileReinstancer()


className: FBlueprintCompileReinstancer

code: class FBlueprintCompileReinstancer : public [TSharedFromThis< FBlueprintCompileReinstancer >](API\Runtime\Core\Templates\TSharedFromThis), public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject)

bAllowResaveAtTheEndIfRequested

type: bool

description: TRUE if this reinstancer should resave compiled Blueprints if the user has requested it

bHasReinstanced

description: Whether or not this resinstancer has already reinstanced

bIsRootReinstancer

description: TRUE if this is the root reinstancer that all other active reinstancing is spawned from

bUseDeltaSerializationToCopyProperties

description: TRUE if delta serialization should be forced duringFBlueprintCompileReinstancer::CopyPropertiesForUnrelatedObjects

Children

type: TArray<UBluepr...

description: Children of this blueprint, which will need to be recompiled and relinked temporarily to maintain the class layout

ClassToReinstance

type: UClass*

description: Reference to the class we're actively reinstancing

DuplicatedClass

type: TObjectPtr<UCl...

description: Reference to the duplicate of ClassToReinstance, which all previous instances are now instances of

FunctionMap

type: TMap<FName,TO...

ObjectsThatShouldUseOldStuff

type: TSet<UObject&...

description: Objects that should keep reference to old class

OriginalCDO

type: TObjectPtr<UOb...

description: The original CDO object for the class being actively reinstanced

PropertyMap

type: TMap<FName,FP...

description: Mappings from old fields before recompilation to their new equivalents

ReinstClassType

type: EReinstClassTyp...


className: bStaticFlags

code: static uint32 bStaticFlags = FBlueprintDuplicationScopeFlags::NoFlags;


className: EFlags

code: enum EFlags { NoFlags = 0, NoExtraCompilation = 1 << 0, TheSameTimelineGuid = 1 << 1, ValidatePinsUsingSourceClass = 1 << 2, TheSameNodeGuid = 1 << 3, }


code: static bool HasAnyFlag ( uint32 InFlags )


className: FBlueprintDuplicationScopeFlags

code: struct FBlueprintDuplicationScopeFlags

Guard

type: TGuardValue< ui...


code: FBlueprintDuplicationScopeFlags ( uint32 InFlags )


description: Adds a domain-specific graph to this blueprint

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


description: Adds a function graph to this blueprint. If bIsUserCreated is true, the entry/exit nodes will be editable. SignatureFromObject is used to find signature for entry/exit nodes if using an existing signature. The template argument SignatureType should beUClassorUFunction.

code: template<typename SignatureType> static void AddFunctionGraph ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, bool bIsUserCreated, SignatureType * SignatureFromObject )


description: Adds an interface graph to this blueprint

code: static void AddInterfaceGraph ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, [UClass](API\Runtime\CoreUObject\UObject\UClass) * InterfaceClass )


description:
Adds a local variable to the function graph. It cannot mask a member variable or a variable in any superclass.
true if it succeeds, false if it fails.

code: static bool AddLocalVariable ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InTargetGraph, const [FName](API\Runtime\Core\UObject\FName) InNewVarName, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InNewVarType, const [FString](API\Runtime\Core\Containers\FString) & DefaultValue )


description: Adds a macro graph to this blueprint. If bIsUserCreated is true, the entry/exit nodes will be editable. SignatureFromClass is used to find signature for entry/exit nodes if using an existing signature.

code: static void AddMacroGraph ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, bool bIsUserCreated, [UClass](API\Runtime\CoreUObject\UObject\UClass) * SignatureFromClass )


description:
Adds a member variable to the blueprint. It cannot mask a variable in any superclass.
true if it succeeds, false if it fails.

code: static bool AddMemberVariable ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FName](API\Runtime\Core\UObject\FName) & NewVarName, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & NewVarType, const [FString](API\Runtime\Core\Containers\FString) & DefaultValue )


description: Add a new timeline with the supplied name to the blueprint

code: static [UTimelineTemplate](API\Runtime\Engine\Engine\UTimelineTemplate) * AddNewTimeline ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FName](API\Runtime\Core\UObject\FName) & TimelineVarName )


description: Adds an ubergraph page to this blueprint

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


description: Records node create events for analytics

code: static void AnalyticsTrackNewNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * NewNode )


description:
Generate component instancing data (for cooked builds).
TRUE if component instancing data was built, FALSE otherwise.

code: static void BuildComponentInstancingData ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * ComponentTemplate, [FBlueprintCookedComponentInstancingData](API\Runtime\Engine\Engine\FBlueprintCookedComponentInstanc-) & OutData, bool bUseTemplateArchetype )


description: Removes member variables if they were declared in this blueprint and not in a base class.

code: static void BulkRemoveMemberVariables ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & VarNames )


description: Checks for events in the argument class

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


description: Changes the type of a local variable

code: static void ChangeLocalVariableType ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InScope, const [FName](API\Runtime\Core\UObject\FName) InVariableName, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InNewPinType )


description: Changes the type of a member variable

code: static void ChangeMemberVariableType ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FName](API\Runtime\Core\UObject\FName) VariableName, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & NewPinType )


description:
Checks if the passed node connects to the selection set
Returns TRUE if the node does connect to the selection set

code: static bool CheckIfNodeConnectsToSelection ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InNode, const [TSet](API\Runtime\Core\Containers\TSet)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & InSelectionSet )


description: Checks if a graph (or any sub-graphs or referenced graphs) have latent function nodes

code: static bool CheckIfGraphHasLatentFunctions ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph )


description:
Checks if the passed in selection set causes cycling on compile
Returns TRUE if the selection does cause cycling

code: static bool CheckIfSelectionIsCycling ( const [TSet](API\Runtime\Core\Containers\TSet)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & InSelectionSet, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & InMessageLog )


description: Removes all NULL graph references from the SubGraphs array and recurses thru the non-NULL ones.

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


description: Removes all NULL graph references in the specified array.

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


description: Makes sure that all function graphs are flagged as bAllowDeletion=true, except for construction script and animgraph:

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


description: Updates the cosmetic information cache for macros

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


description: Makes sure that calls to parent functions are valid, and removes them if not

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


description: Makes sure that all delegate graphs have a corresponding variable declaration, removing the graph if not

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


description: Makes sure that all events we handle exist, and replace with custom events if not

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


description: Makes sure that all graphs for all interfaces we implement exist, and add if not

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


description: Constructs a class picker widget for reparenting the specified blueprint(s)

code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > ConstructBlueprintParentClassPicker ( const [TArray](API\Runtime\Core\Containers\TArray)< [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * > & Blueprints, const FOnClassPicked & OnPicked )


description: Constructs a class picker widget for adding interfaces for the specified blueprint(s)

code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > ConstructBlueprintInterfaceClassPicker ( const [TArray](API\Runtime\Core\Containers\TArray)< [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * > & Blueprints, const FOnClassPicked & OnPicked )


description: Creates a function graph, but does not add it to the blueprint. If bIsUserCreated is true, the entry/exit nodes will be editable. SignatureFromObject is used to find signature for entry/exit nodes if using an existing signature. The template argument SignatureType should beUClassorUFunction.

code: template<typename SignatureType> static void CreateFunctionGraph ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, bool bIsUserCreated, SignatureType * SignatureFromObject )


description: Creates a new function graph with a signature that matches InNode

code: static void CreateMatchingFunction ( [UK2Node_CallFunction](API\Editor\BlueprintGraph\UK2Node_CallFunction) * InNode, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) > InSchemaClass )


description:
Creates a new empty graph.
null if it fails, else.

code: static [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * CreateNewGraph ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ParentScope, const [FName](API\Runtime\Core\UObject\FName) & GraphName, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) > GraphClass, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) > SchemaClass )


description: See if a field (property, function etc) is part of the blueprint chain, or

code: static bool DoesBlueprintContainField ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [UField](API\Runtime\CoreUObject\UObject\UField) * TestField )


description: See if a class is the one generated by this blueprint

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


description: Returns whether or not the blueprint supports components

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


description: Returns whether or not the blueprint supports implementing interfaces

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


description: Returns whether or not the blueprint supports default values (IE has a CDO)

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


description: Returns whether or not the blueprint supports event graphs

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


description: Returns whether or not the blueprint graph supports local variables

code: static bool DoesSupportLocalVariables ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) const * InGraph )


description: Returns whether or not the blueprint supports overriding functions

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


description: Returns whether or not the blueprint supports timelines

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


description:
Duplicates a variable from one Blueprint to another blueprint
Returns the name of the new variable or NAME_None if failed to duplicate

code: static [FName](API\Runtime\Core\UObject\FName) DuplicateMemberVariable ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InFromBlueprint, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InToBlueprint, [FName](API\Runtime\Core\UObject\FName) InVariableToDuplicate )


description:
Duplicates a variable given its name and Blueprint
Returns the name of the new variable or NAME_None if failed to duplicate

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


description:
Internal function that deep copies a variable description
Returns a copy of the passed in variable description.

code: static [FBPVariableDescription](API\Runtime\Engine\Engine\FBPVariableDescription) DuplicateVariableDescription ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, [FBPVariableDescription](API\Runtime\Engine\Engine\FBPVariableDescription) & InVariableDescription )


description: Ensures, that CachedDependencies in BP are up to date

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


className: EPropertyReadableState

description: Enumeration of whether a property is readable or if not, why.

code: enum EPropertyReadableState { Readable, Private, NotBlueprintVisible, }


className: EPropertyWritableState

description: Enumeration of whether a property is writable or if not, why.

code: enum EPropertyWritableState { Writable, Private, NotBlueprintVisible, BlueprintReadOnly, }


description: Find how many actors reference the supplied actor

code: static void FindActorsThatReferenceActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, [TArray](API\Runtime\Core\Containers\TArray)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & InClassesToIgnore, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutReferencingActors )


description: Searches the world for any blueprints that are open and do not have a debug instances set and sets one if possible. It will favor a selected instance over a non selected one


description:
Helper function to get the blueprint that ultimately owns a graph.
The corresponding blueprint or NULL.

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


description:
Helper function to get the blueprint that ultimately owns a node.
The corresponding blueprint or NULL.

code: static [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * FindBlueprintForNode ( const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node )


description:
Helper function to get the blueprint that ultimately owns a node. Cannot fail.
The corresponding blueprint or NULL.

code: static [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * FindBlueprintForNodeChecked ( const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node )


description: Searches the reference graph to find blueprints that are dependent on this BP

code: static void FindDependentBlueprints ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [TArray](API\Runtime\Core\Containers\TArray)< [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * > & DependentBlueprints )


description: Find the Custom Event if it already exists in the Blueprint

code: static [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event) * FindCustomEventNode ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [FName](API\Runtime\Core\UObject\FName) const CustomName )


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

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


description:
Helper function to get the blueprint that ultimately owns a graph. Cannot fail.
The corresponding blueprint or NULL.

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


description:
Finds the first compiler-relevant (i.e. non-ignorable) node from the given pin and returns the owned pin that's linked.
The given pin if its owning node is compiler-relevant, or the first pin linked to the owning node at the matching "pass-through" pin that is owned by a compiler-relevant node. May be NULL if no compiler-relevant nodes can be found from the given pin.

code: static [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FindFirstCompilerRelevantLinkedPin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin )


description: Returns the event graph, if any

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


description:
Finds the first compiler-relevant (i.e. non-ignorable) node from the given pin.
The given pin's owning node if compiler-relevant, or the first node linked to the owning node at the matching "pass-through" pin that is compiler-relevant. May be NULL if no compiler-relevant nodes can be found from the given pin.

code: static [UK2Node](API\Editor\BlueprintGraph\UK2Node) * FindFirstCompilerRelevantNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin )


description: Return find first native class in the hierarchy

code: static [UClass](API\Runtime\CoreUObject\UObject\UClass) * FindFirstNativeClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )


description: Return the first function from implemented interface with given name

code: static [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * FindFunctionInImplementedInterfaces ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FName](API\Runtime\Core\UObject\FName) & FunctionName, bool * bOutInvalidInterface, bool bGetAllInterfaces )


description: Build a list of all interface classes either implemented by this blueprint or through inheritance

code: static void FindImplementedInterfaces ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, bool bGetAllInterfaces, [TArray](API\Runtime\Core\Containers\TArray)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & ImplementedInterfaces )


description: Finds the index of the specified graph (function or macro) in the parent (if it is not reorderable, then we will return INDEX_NONE)

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


description: Find the interface Guid for a function if it exists.

code: static [FGuid](API\Runtime\Core\Misc\FGuid) FindInterfaceFunctionGuid ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InterfaceClass )


description:
Returns a local variable with the function entry it was found in
The local variable description

code: static [FBPVariableDescription](API\Runtime\Engine\Engine\FBPVariableDescription) * FindLocalVariable ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InScope, const [FName](API\Runtime\Core\UObject\FName) InVariableName )


description: Find the interface Guid for a graph if it exists.

code: static [FGuid](API\Runtime\Core\Misc\FGuid) FindInterfaceGraphGuid ( const [FName](API\Runtime\Core\UObject\FName) & GraphName, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InterfaceClass )


description:
Returns a local variable
The local variable description

code: static [FBPVariableDescription](API\Runtime\Engine\Engine\FBPVariableDescription) * FindLocalVariable ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InScopeGraph, const [FName](API\Runtime\Core\UObject\FName) InVariableName, class [UK2Node_FunctionEntry](API\Editor\BlueprintGraph\UK2Node_FunctionEntry) ** OutFunctionEntry )


code: static [FBPVariableDescription](API\Runtime\Engine\Engine\FBPVariableDescription) * FindLocalVariable ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InScope, const [FName](API\Runtime\Core\UObject\FName) InVariableName, class [UK2Node_FunctionEntry](API\Editor\BlueprintGraph\UK2Node_FunctionEntry) ** OutFunctionEntry )


description:
Finds a local variable Guid using the variable's name
The Guid associated with the local variable

code: static [FGuid](API\Runtime\Core\Misc\FGuid) FindLocalVariableGuidByName ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InScope, const [FName](API\Runtime\Core\UObject\FName) InVariableName )


code: static [FGuid](API\Runtime\Core\Misc\FGuid) FindLocalVariableGuidByName ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InScopeGraph, const [FName](API\Runtime\Core\UObject\FName) InVariableName )


description:
Find the index of a local variable declared in this blueprint. Returns INDEX_NONE if not found.
The index of the variable, or INDEX_NONE if it wasn't introduced in this blueprint.

code: static int32 FindLocalVariableIndex ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * VariableScope, const [FName](API\Runtime\Core\UObject\FName) & InVariableName )


description:
Finds a local variable name using the variable's Guid
Local variable's name

code: static [FName](API\Runtime\Core\UObject\FName) FindLocalVariableNameByGuid ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, const [FGuid](API\Runtime\Core\Misc\FGuid) & InVariableGuid )


description:
Finds a member variable Guid using the variable's name
The Guid associated with the local variable

code: static [FGuid](API\Runtime\Core\Misc\FGuid) FindMemberVariableGuidByName ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, const [FName](API\Runtime\Core\UObject\FName) InVariableName )


description:
Finds a member variable name using the variable's Guid
Local variable's name

code: static [FName](API\Runtime\Core\UObject\FName) FindMemberVariableNameByGuid ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, const [FGuid](API\Runtime\Core\Misc\FGuid) & InVariableGuid )


description:
Find the index of a variable first declared in this blueprint or its parents. Returns INDEX_NONE if not found.
The index of the variable, or INDEX_NONE if it wasn't introduced in this blueprint.

code: static int32 FindNewVariableIndexAndBlueprint ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, [FName](API\Runtime\Core\UObject\FName) InName, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) *& OutFoundBlueprint )


description:
Find the index of a variable first declared in this blueprint. Returns INDEX_NONE if not found.
The index of the variable, or INDEX_NONE if it wasn't introduced in this blueprint.

code: static int32 FindNewVariableIndex ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FName](API\Runtime\Core\UObject\FName) & InName )


description: Find the node that owns the supplied timeline template

code: static [UK2Node_Timeline](API\Editor\BlueprintGraph\UK2Node_Timeline) * FindNodeForTimeline ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [UTimelineTemplate](API\Runtime\Engine\Engine\UTimelineTemplate) * Timeline )


description:
Creates a function result node or returns the current one if one exists
Spawned result node

code: static [UK2Node_FunctionResult](API\Editor\BlueprintGraph\UK2Node_FunctionResult) * FindOrCreateFunctionResultNode ( class [UK2Node_EditablePinBase](API\Editor\BlueprintGraph\UK2Node_EditablePinBase) * InFunctionEntryNode )


description: Look to see if an event already exists to override a particular function

code: static [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event) * FindOverrideForFunction ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * SignatureClass, [FName](API\Runtime\Core\UObject\FName) SignatureName )


description: Retrieves all dependencies that need to be nativized for this to work as a nativized Blueprint

code: static void FindNativizationDependencies ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [TArray](API\Runtime\Core\Containers\TArray)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & NativizeDependenciesOut )


description: Find how many nodes reference the supplied actor

code: static bool FindReferencesToActorFromLevelScript ( [ULevelScriptBlueprint](API\Runtime\Engine\Engine\ULevelScriptBlueprint) * LevelScriptBlueprint, [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, [TArray](API\Runtime\Core\Containers\TArray)< [UK2Node](API\Editor\BlueprintGraph\UK2Node) * > & ReferencedToActors )


description: Finds the scope's associated graph for local variables (or any passedUFunction)

code: static [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * FindScopeGraph ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InScope )


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

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


description:
Find the index of a timeline first declared in this blueprint. Returns INDEX_NONE if not found.
The index of the variable, or INDEX_NONE if it wasn't introduced in this blueprint.

code: static int32 FindTimelineIndex ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FName](API\Runtime\Core\UObject\FName) & InName )


description:
Finds an SCSNode by variable name
The SCS Node that corresponds to the variable name or null if one is not found

code: static [USCS_Node](API\Runtime\Engine\Engine\USCS_Node) * FindSCS_Node ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FName](API\Runtime\Core\UObject\FName) InName )


description: Attempts to match up theFComponentKeywith a ComponentTemplate from the Blueprint's UCS. Will fall back to try matching the given template name if the key cannot be used.

code: static [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * FindUCSComponentTemplate ( const [FComponentKey](API\Runtime\Engine\Engine\FComponentKey) & ComponentKey, const [FName](API\Runtime\Core\UObject\FName) & TemplateName )


description: Finds a unique and valid name for a custom event

code: static [FName](API\Runtime\Core\UObject\FName) FindUniqueCustomEventName ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


description:
Finds a unique name with a base of the passed in string, appending numbers as needed
A unique name that will not conflict in the Blueprint

code: static [FName](API\Runtime\Core\UObject\FName) FindUniqueKismetName ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, const [FString](API\Runtime\Core\Containers\FString) & InBaseName, [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InScope )


description: Finds a name for a timeline that is not already in use

code: static [FName](API\Runtime\Core\UObject\FName) FindUniqueTimelineName ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


description: Returns the user construction script, if any

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


description: Called after a level script blueprint is changed and nodes should be refreshed for it's new level script actor

code: static void FixLevelScriptActorBindings ( [ALevelScriptActor](API\Runtime\Engine\Engine\ALevelScriptActor) * LevelScriptActor, const class [ULevelScriptBlueprint](API\Runtime\Engine\Engine\ULevelScriptBlueprint) * ScriptBlueprint )


className: FOnNodeFoundOrUpdated

description: Callback for when a node has been found

code: typedef [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([UBlueprint](API\Runtime\Engine\Engine\UBlueprint) *, [UK2Node](API\Editor\BlueprintGraph\UK2Node) *)> FOnNodeFoundOrUpdated


description: Check blueprint variable metadata keys/values for validity and make adjustments if needed

code: static void FixupVariableDescription ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [FBPVariableDescription](API\Runtime\Engine\Engine\FBPVariableDescription) & VarDesc )


className: FOnReconstructAllNodes

description: Event fired after ReconstructAllNodes is called

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


className: FOnRefreshAllNodes

description: Event fired after RefreshAllNodes is called

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


className: FOnRenameVariableReferences

description: Event fired after RenameVariableReferences is called

code: typedef TMulticastDelegate_FourParams< void, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) *, [UClass](API\Runtime\CoreUObject\UObject\UClass) *, const [FName](API\Runtime\Core\UObject\FName) &, const [FName](API\Runtime\Core\UObject\FName) & > FOnRenameVariableReferences


description: Gather all bps that Blueprint depends on

code: static void GatherDependencies ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [TSet](API\Runtime\Core\Containers\TSet)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) >> & OutDependencies, [TSet](API\Runtime\Core\Containers\TSet)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UStruct](API\Runtime\CoreUObject\UObject\UStruct) >> & OutUDSDependencies )


description:
Generates a unique graph name for the supplied blueprint (guaranteed to not cause a naming conflict at the time of the call).
A unique name intended for a new graph.

code: static [FName](API\Runtime\Core\UObject\FName) GenerateUniqueGraphName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) *const InOuter, [FString](API\Runtime\Core\Containers\FString) const & ProposedName )


description: Go through the world and build a map of all actors that are referenced by other actors.

code: static void GetActorReferenceMap ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [TArray](API\Runtime\Core\Containers\TArray)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & InClassesToIgnore, [TMap](API\Runtime\Core\Containers\TMap)< [AActor](API\Runtime\Engine\GameFramework\AActor) *, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > > & OutReferencingActors )


description: Gets the names of all graphs in the Blueprint

code: static void GetAllGraphNames ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & GraphNames )


description: Returns all nodes in all graphs of the specified class

code: template<class T> static void GetAllNodesOfClass ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [TArray](API\Runtime\Core\Containers\TArray)< T * > & OutNodes )


description: Returns all nodes in all graphs of at least the minimum node type

code: template<class MinNodeType, class ArrayClassType> static void GetAllNodesOfClassEx ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [TArray](API\Runtime\Core\Containers\TArray)< ArrayClassType * > & OutNodes )


description: Returns a descriptive name of the type of blueprint passed in.

code: static [FString](API\Runtime\Core\Containers\FString) GetBlueprintTypeDescription ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


description:
Helper function to grab the root node from an anim graph. Asserts if anything other than 1 node is found in an anim graph.
the one and only root, if this is an anim graph, or null otherwise

code: static [UAnimGraphNode_Root](API\Editor\AnimGraph\UAnimGraphNode_Root) * GetAnimGraphRoot ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph )


description: Gets pointer to PropertyFlags of variable

code: static uint64 * GetBlueprintVariablePropertyFlags ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FName](API\Runtime\Core\UObject\FName) & VarName )


description: Get RepNotify function name of variable

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


description:
Gets the custom category on the variable with the specified name.
The custom category (None indicates the name will be the same as the blueprint)

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


description:
Get a metadata key/value on the specified variable, or timeline if it exists, returning false if it does not exist
TRUE if finding the metadata was successful

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


description:
Gets AssetData for all child classes of a given blueprint
Number of child blueprints found

code: static int32 GetChildrenOfBlueprint ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & OutChildren, bool bInRecursive )


description: Returns a class name for the specified class that has no automatic suffixes, but is otherwise unmodified. Class can be nullptr.

code: static [FString](API\Runtime\Core\Containers\FString) GetClassNameWithoutSuffix ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )


description: Gets the visible class variable list. This includes both variables introduced here and in all superclasses.

code: static void GetClassVariableList ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & VisibleVariables, bool bIncludePrivateVars )


description: Gets the compiler-relevant (i.e. non-ignorable) node links from the given pin.

code: static void GetCompilerRelevantNodeLinks ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, FCompilerRelevantNodeLinkArray & OutNodeLinks )


description: Returns the cosmetic information for the specified macro graph, caching it if necessary

code: static [FBlueprintMacroCosmeticInfo](API\Runtime\Engine\Engine\FBlueprintMacroCosmeticInfo) GetCosmeticInfoForMacro ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * MacroGraph )


description: Gets a list of delegates names in the blueprint, based on the skeleton class

code: static void GetDelegateNameList ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & DelegatesNames )


description:
Get a graph for delegate signature with given name, from given blueprint.
Graph of delegate-signature function.

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


description: Returns cached a list of loaded Blueprints that are dependent on the given Blueprint.

code: static void GetDependentBlueprints ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [TArray](API\Runtime\Core\Containers\TArray)< [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * > & DependentBlueprints )


description: Returns a formatted warning message regarding usage of a deprecated variable or function member with the given name.

code: static [FText](API\Runtime\Core\Internationalization\FText) GetDeprecatedMemberUsageNodeWarning ( const [FText](API\Runtime\Core\Internationalization\FText) & MemberName, const [FText](API\Runtime\Core\Internationalization\FText) & DetailedMessage )


description: Returns a formatted menu item label for a deprecated variable or function member with the given name.

code: static [FText](API\Runtime\Core\Internationalization\FText) GetDeprecatedMemberMenuItemName ( const [FText](API\Runtime\Core\Internationalization\FText) & MemberName )


description:
Finds the entry node for a function or macro graph
The found entry node for the graph

code: static [UK2Node_EditablePinBase](API\Editor\BlueprintGraph\UK2Node_EditablePinBase) * GetEntryNode ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph )


description: Returns a friendly class display name for the specified class (removing things like _C from the end, may localize the class name). Class can be nullptr.

code: static [FText](API\Runtime\Core\Internationalization\FText) GetFriendlyClassDisplayName ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )


code: static bool GetFunctionGuidFromClassByFieldName ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, const [FName](API\Runtime\Core\UObject\FName) FunctionName, [FGuid](API\Runtime\Core\Misc\FGuid) & FunctionGuid )


code: static [FName](API\Runtime\Core\UObject\FName) GetFunctionNameFromClassByGuid ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, const [FGuid](API\Runtime\Core\Misc\FGuid) FunctionGuid )


description: Gets a list of function names currently in use in the blueprint, based on the skeleton class

code: static void GetFunctionNameList ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & FunctionNames )


description:
Returns the description of the graph from the metadata
The description of the graph

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


description:
Returns the function meta data block for the graph entry node.
If valid a pointer to the user declared function meta data structure otherwise nullptr.

code: static [FKismetUserDeclaredFunctionMetadata](API\Editor\BlueprintGraph\FKismetUserDeclaredFunctionMetad-) * GetGraphFunctionMetaData ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph )


description: Gets a list of pins that should hidden for a given function in a given graph

code: static void GetHiddenPinsForFunction ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) const * Graph, [UFunction](API\Runtime\CoreUObject\UObject\UFunction) const * Function, [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & HiddenPins, [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > * OutInternalPins )


description: Determine the best icon to represent the given pin.

code: static const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetIconFromPin ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType, bool bIsLarge )


description: Gets a list of function names in blueprints that implement the interface defined by the given blueprint.

code: static void GetImplementingBlueprintsFunctionNameList ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & FunctionNames )


description: Finds the entry and result nodes for a function or macro graph

code: static void GetEntryAndResultNodes ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph, [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< class [UK2Node_EditablePinBase](API\Editor\BlueprintGraph\UK2Node_EditablePinBase) > & OutEntryNode, [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< class [UK2Node_EditablePinBase](API\Editor\BlueprintGraph\UK2Node_EditablePinBase) > & OutResultNode )


description:
Get the correspondingUFunctionpointer to the name given on the blueprint. Searches the given blueprints implemented interfaces first, and then looks in the parent.
CorrespondingUFunctionpointer to the name given; Nullptr if not part of any interfaces

code: static [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * GetInterfaceFunction ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FName](API\Runtime\Core\UObject\FName) FuncName )


description: Gets the graphs currently in the blueprint associated with the specified interface

code: static void GetInterfaceGraphs ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FName](API\Runtime\Core\UObject\FName) & InterfaceClassName, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * > & ChildGraphs )


code: static void GetInterfaceGraphs ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) InterfaceClassPathName, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * > & ChildGraphs )


description:
If a blueprint is directly tied to a level (level script and anonymous blueprints), this will return a pointer to that level
The level, if any, tied to this blueprint

code: static [ULevel](API\Runtime\Engine\Engine\ULevel) * GetLevelFromBlueprint ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


description: Gets local variables of specified type

code: static void GetLocalVariablesOfType ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & Type, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutVars )


description: Helper function to get all loaded Blueprints that are children (or using as an interface) the passed Blueprint

code: static void GetLoadedChildBlueprints ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, [TArray](API\Runtime\Core\Containers\TArray)< [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * > & OutBlueprints )


description: Helper function to get the most up to date class , returns FromClass for native types, SkeletonClass forUBlueprintgenerated classes

code: static [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetMostUpToDateClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * FromClass )


code: static const [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetMostUpToDateClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * FromClass )


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


code: static [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * GetMostUpToDateFunction ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function )


description: Returns the skeleton version of the property, skeleton classes are often more up to date than the authoritative GeneratedClass

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


code: static const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * GetMostUpToDateProperty ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property )


description: Returns the BPs most derived native parent type:

code: static [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetNativeParent ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * BP )


description: Gets variables of specified type

code: static void GetNewVariablesOfType ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & Type, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutVars )


description:
Searches all nodes in a Blueprint and checks for a matching Guid
Returns a Node with a matching Guid

code: static [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * GetNodeByGUID ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, const [FGuid](API\Runtime\Core\Misc\FGuid) & InNodeGuid )


description:
Returns an array of variables Get/Set nodes of the current variable
Array of variable nodes

code: static [TArray](API\Runtime\Core\Containers\TArray)< [UK2Node](API\Editor\BlueprintGraph\UK2Node) * > GetNodesForVariable ( const [FName](API\Runtime\Core\UObject\FName) & InVarName, const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InScope )


description:
Get the override class of a given function from its name
The override class of a given function

code: static [UClass](API\Runtime\CoreUObject\UObject\UClass) *const GetOverrideFunctionClass ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FName](API\Runtime\Core\UObject\FName) FuncName, [UFunction](API\Runtime\CoreUObject\UObject\UFunction) ** OutFunction )


description: Gets a list of SCS node variable names for the given SCS.

code: static void GetSCSVariableNameList ( const [USimpleConstructionScript](API\Runtime\Engine\Engine\USimpleConstructionScript) * SCS, [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & VariableNames )


description: Gets a list of SCS node variable names for the given blueprint.

code: static void GetSCSVariableNameList ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & VariableNames )


description: Gets a list of SCS node variable names for the given BPGC.

code: static void GetSCSVariableNameList ( const [UBlueprintGeneratedClass](API\Runtime\Engine\Engine\UBlueprintGeneratedClass) * BPGC, [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & VariableNames )


description: Determine the best secondary icon icon to represent the given pin.

code: static const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetSecondaryIconFromPin ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType )


description: Helper function to get the SkeletonClass, returns nullptr for UClasses that are not generated by aUBlueprint

code: static [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetSkeletonClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * FromClass )


code: static const [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetSkeletonClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * FromClass )


description:
Returns the graph's top level graph (climbing up the hierarchy until there are no more graphs)
The top level graph

code: static [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetTopLevelGraph ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph )


description: Returns theUClasstype for an object pin, if any

code: static [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetTypeForPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin )


description: Returns the name of the Ubergraph Function that the provided blueprint uses

code: static [FName](API\Runtime\Core\UObject\FName) GetUbergraphFunctionName ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * ForBlueprint )


description: Removes all unused member variables.

code: static void GetUsedAndUnusedVariables ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [TArray](API\Runtime\Core\Containers\TArray)< [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > & OutUsedVariables, [TArray](API\Runtime\Core\Containers\TArray)< [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > & OutUnusedVariables )


description: Gets the variable linked to a RepNotify function, returns nullptr if not found

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


description: Remove overridden component templates from instance component handlers when a parent class disables editable when inherited boolean.

code: static void HandleDisableEditableWhenInherited ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ModifiedObject, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & ArchetypeInstances )


description: Checks a function for 'blueprint thread safety'. Note this is not strict thread safety and does not perform any analysis on the function, it only inspects the metadata. Analysis is performed by the compiler for BP functions that are marked thread safe and metadata is used both here and in the compiler for native functions that have been validated for thread safe use in a blueprint.

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


description: Returns true if this terminal type can be hashed (native types need GetTypeHash, script types are always hashable).

code: static bool HasGetTypeHash ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType )


description: Returns true if the given Blueprint is found to contain one or more nodes that are disallowed (restricted) within the current editor mode context.

code: static bool HasRestrictedNodes ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * BP, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > * OutRestrictedNodes )


description: Add a new interface, and member function graphs to the blueprint

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


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


description: Returns true if this BP is currently based on a type that returns true for the UObject::ImplementsGetWorld() call:

code: static bool ImplementsGetWorld ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * BP )


description: Returns true if the interfaces is implemented. It can be implemented directly or inherited.

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


description:
Whether or not this is an actor-based blueprint, and supports features like the uber-graph, components, etc
Whether or not this is an actor based blueprint

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


description:
Whether or not this class represents a class generated by an anonymous actor class stored in a level
Whether or not this is an anonymous blueprint

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


description: Returns whether or not the blueprint is const during execution

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


description: Returns true if compilation for the given blueprint has been disabled

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


description: Whether or not this is a component-based blueprint

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


description: true if the blueprint does not contain any special logic or variables or other elements that require a full compile.

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


description: Checks if given graph contains a delegate signature

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


description: Returns whether or not the blueprint is an editor utility blueprint or widget

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


description: Checks if given graph is an event graph

code: static bool IsEventGraph ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph )


description:
Check if the blueprint and function are valid options for conversion to an event (BP is not a function library)
True if this function can be converted to a custom event

code: static bool IsFunctionConvertableToEvent ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) *const BlueprintObj, [UFunction](API\Runtime\CoreUObject\UObject\UFunction) *const Function )


description: See whether or not the specified graph name / entry point name is unique

code: static bool IsGraphNameUnique ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOuter, const [FName](API\Runtime\Core\UObject\FName) & InName )


description: Indicates if the function is used on any graphs in this Blueprint

code: static bool IsFunctionUsed ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * FunctionBlueprint, const [FName](API\Runtime\Core\UObject\FName) & FunctionName, const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * LocalGraphScope )


description: Returns if a graph is an intermediate build product

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


description: Determines if the graph is ReadOnly, this differs from editable in that it is never expected to be edited and is in a read-only state

code: static bool IsGraphReadOnly ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph )


description:
Whether or not this blueprint is an interface, used only for defining functions to implement
Whether or not this is an interface blueprint

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


description:
Checks if the given function is a part of an interface on this blueprint
True if the given function is implemented as part of an interface

code: static bool IsInterfaceFunction ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function )


description:
Whether or not this graph is an interface graph (i.e. is from an interface blueprint)
Whether or not this is an interface graph

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


description:
Whether or not this blueprint is an interface, used only for defining functions to implement
Whether or not this is a level script blueprint

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


description: Checks if given graph is owned by a Math Expression node

code: static bool IsMathExpressionGraph ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph )


description: Returns true if this blueprints signature (inc. visibility) was determined by UHT, rather than the blueprint compiler

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


description: Checks that the actor type matches the blueprint type (or optionally is BASED on the same type.

code: static bool IsObjectADebugCandidate ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActorObject, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, bool bInDisallowDerivedBlueprints )


description:
A utility function intended to aid the construction of a specific blueprint palette item. Some items can be renamed, so this method determines if that is allowed.
True is the item CANNOT be renamed, false if it can.

code: static bool IsPaletteActionReadOnly ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > ActionIn, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FBlueprintEditor](API\Editor\Kismet\FBlueprintEditor) > const BlueprintEditorIn )


description: Returns whether the parent class of the specified blueprint is also a blueprint

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


description: Returns whether the parent class of the specified blueprint is an editable blueprint

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


description:
Checks if pin type stores proper type for a variable or parameter. Especially if the UDStruct is valid.
if type is valid

code: static bool IsPinTypeValid ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & Type )


description: whether a property is private or not (whether native or via BP metadata)

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


description: Returns an enumeration indicating if the property can be read by the given Blueprint

code: static [EPropertyReadableState](API\Editor\UnrealEd\Kismet2\FBlueprintEditorUtils\EPropertyReadableState) IsPropertyReadableInBlueprint ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property )


description: Returns an enumeration indicating if the property can be written to by the given Blueprint

code: static [EPropertyWritableState](API\Editor\UnrealEd\Kismet2\FBlueprintEditorUtils\EPropertyWritableState) IsPropertyWritableInBlueprint ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property )


description: Determines if this property is associated with a component that would be displayed in the SCS editor

code: static bool IsSCSComponentProperty ( [FObjectProperty](API\Runtime\CoreUObject\UObject\FObjectProperty) * MemberProperty )


description: Checks if given node is a tunnel instance node

code: static bool IsTunnelInstanceNode ( const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InGraphNode )


description: Returns TRUE if the variable was created by the Blueprint

code: static bool IsVariableCreatedByBlueprint ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InVariableProperty )


description: Returns whether or not the specified member var is a component

code: static bool IsVariableComponent ( const [FBPVariableDescription](API\Runtime\Engine\Engine\FBPVariableDescription) & Variable )


description: Indicates if the variable is used on any graphs in this Blueprint

code: static bool IsVariableUsed ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * VariableBlueprint, const [FName](API\Runtime\Core\UObject\FName) & VariableName, const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * LocalGraphScope )


description: Diagnostic exec commands.

code: static bool KismetDiagnosticExec ( const TCHAR * Stream, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


description: Links external dependencies

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


description: Diagnostic use only: Lists all of the objects have a direct outer of Package.

code: static void ListPackageContents ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


description: Blueprint has changed in some manner that invalidates the compiled data (link made/broken, default value changed, etc...)

code: static void MarkBlueprintAsModified ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) PropertyChangedEvent )


description: Blueprint has structurally changed (added/removed functions, graphs, etc...). Performs the following actions:

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


description: Marks all children of a blueprint as modified

code: static void MarkBlueprintChildrenAsModified ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint )


description: Function to call modify() on all graph nodes which reference this actor

code: static void ModifyActorReferencedGraphNodes ( [ULevelScriptBlueprint](API\Runtime\Engine\Engine\ULevelScriptBlueprint) * LevelScriptBlueprint, const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


description: Modifies the graph entry node that contains the function metadata block, used in metadata transactions.

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


description: Reorders the specified graph (function or macro) to be at the new index in the parent (moving whatever was there to be after it), assuming it is reorderable and that is a valid index

code: static bool MoveGraphBeforeOtherGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, int32 NewIndex, bool bDontRecompile )


description: Change the order of variables in the Blueprint

code: static bool MoveVariableBeforeVariable ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * VariableScope, [FName](API\Runtime\Core\UObject\FName) VarNameToMove, [FName](API\Runtime\Core\UObject\FName) TargetVarName, bool bDontRecompile )


description: Try to open reparent menu for specified blueprint

code: static void OpenReparentBlueprintMenu ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & ParentContent, const FOnClassPicked & OnPicked )


code: static void OpenReparentBlueprintMenu ( const [TArray](API\Runtime\Core\Containers\TArray)< [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * > & Blueprints, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & ParentContent, const FOnClassPicked & OnPicked )


description: Replace subobjects of CDO in linker

code: static void PatchCDOSubobjectsIntoExport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * PreviousCDO, [UObject](API\Runtime\CoreUObject\UObject\UObject) * NewCDO )


description: Called on a Blueprint after it has been duplicated

code: static void PostDuplicateBlueprint ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, bool bDuplicateForPIE )


description: Helper function to patch the new CDO into the linker where the old one existed

code: static void PatchNewCDOIntoLinker ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * CDO, [FLinkerLoad](API\Runtime\CoreUObject\UObject\FLinkerLoad) * Linker, int32 ExportIndex, [FUObjectSerializeContext](API\Runtime\CoreUObject\UObject\FUObjectSerializeContext) * InLoadContext )


description: Call PostEditChange() on any Actors that are based on this Blueprint

code: static void PostEditChangeBlueprintActors ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, bool bComponentEditChange )


description: Validates flags and settings on object pins, keeping them from being given default values and from being in invalid states

code: static void PostSetupObjectPinType ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, [FBPVariableDescription](API\Runtime\Engine\Engine\FBPVariableDescription) & InOutVarDesc )


description: Helper function to punch through and honorUAnimGraphNode_Base::PreloadRequiredAssets, which formerly relied on loading assets during compile

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