description: Returns all of the links linked to this Pin.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMPin) const [TArray](API\Runtime\Core\Containers\TArray)< [URigVMLink](API\Plugins\RigVMDeveloper\RigVMModel\URigVMLink) * > & GetLinks() const


description: Returns the node of this Pin.

module: RigVMDeveloper

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMPin) [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * GetNode() const


description: Returns the original pin for a pin on an injected node. This can be used to determine where a link


description: Returns the parent Pin - or nullptr if the Pin is nested directly below a node.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMPin) [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * GetParentPin() const


description: Returns the pin to be used for a link. This might differ from this actual pin, since the pin might contain injected nodes.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMPin) [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * GetPinForLink() const


description: Returns the index of the Pin within the node / parent Pin.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMPin) int32 GetPinIndex() const


description: Returns the top-most parent Pin, so for example for "Node.Transform.Translation.X" this returns the Pin for "Node.Transform".

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMPin) [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * GetRootPin() const


description: Returns a . separated path containing all names of the pin and its owners, this includes the node name, for example "Node.Color.R"

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMPin) [FString](API\Runtime\Core\Containers\FString) GetPinPath ( bool bUseNodePath ) const


description: Returns the struct of the data type of the Pin, or nullptr otherwise.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMPin) [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetScriptStruct() const


description: Returns a . separated path containing all names of the pin within its main memory owner / storage. This is typically used to create an offset pointer within memory (FRigVMRegisterOffset). So for example for a PinPath such as "Node.Transform.Translation.X" the corresponding SegmentPath is "Translation.X", since the transform is the storage / memory.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMPin) [FString](API\Runtime\Core\Containers\FString) GetSegmentPath ( bool bIncludeRootPin ) const


description: Returns all of the source pins using this Pin as the target.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMPin) [TArray](API\Runtime\Core\Containers\TArray)< [URigVMLink](API\Plugins\RigVMDeveloper\RigVMModel\URigVMLink) * > GetSourceLinks ( bool bRecursive ) const


description: Returns a . separated path containing all names of the pin and its owners until we hit the provided parent pin.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMPin) [FString](API\Runtime\Core\Containers\FString) GetSubPinPath ( const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InParentPin, bool bIncludeParentPinName ) const


code: uint32 GetStructureHash() const


description: Returns all of the SubPins of this one.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMPin) const [TArray](API\Runtime\Core\Containers\TArray)< [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * > & GetSubPins() const


description: Returns all of the target links, using this Pin as the source.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMPin) [TArray](API\Runtime\Core\Containers\TArray)< [URigVMLink](API\Plugins\RigVMDeveloper\RigVMModel\URigVMLink) * > GetTargetLinks ( bool bRecursive ) const


description: Returns the argument type this pin would represent within a template.


description: Returns true if this pin has injected nodes.

code: bool HasInjectedNodes() const


description: Returns the tooltip of this pin.


description: Returns the argument type index this pin would represent within a template.


code: bool HasInjectedUnitNodes() const


description: Returns true if the data type of the Pin is an array.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMPin) bool IsArray() const


description: Returns true if the Pin is a SubPin within an array.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMPin) bool IsArrayElement() const


description: Returns true if this pin is bound to an external variable.

code: bool IsBoundToExternalVariable() const


description: Returns true if this pin is bound to an input argument.

code: bool IsBoundToInputArgument() const


description: Returns true if this pin is bound to a local variable.

code: bool IsBoundToLocalVariable() const


description: Returns true if this pin is bound to a variable.

code: bool IsBoundToVariable() const


code: bool IsBoundToVariable ( const [FPinOverride](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin\FPinOverride) & InOverride ) const


description: Returns true if this pin represents a decorator.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=RigVMPin) bool IsDecoratorPin() const


description: Returns true if the pin is defined as a constant value / literal.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMPin) bool IsDefinedAsConstant() const


description: Returns true if this pin represents a dynamic array.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMPin) bool IsDynamicArray() const


description: Returns true if the data type of the Pin is a enum.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMPin) bool IsEnum() const


description: Returns true if the C++ data type is an execute context.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMPin) bool IsExecuteContext() const


description: Returns true if the pin is currently expanded.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMPin) bool IsExpanded() const


description: Returns true if this pin is an array that should be displayed as elements only.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMPin) bool IsFixedSizeArray() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMPin) bool IsInterface() const


description: Returns true if this pin's value may be executed lazily.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMPin) bool IsLazy() const


description: Returns true if this Pin is linked to another Pin.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMPin) bool IsLinkedTo ( const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPin ) const


description: Returns true if the pin has any link.

code: bool IsLinked ( bool bRecursive ) const


description: Returns true if the pin has been orphaned.

code: bool IsOrphanPin() const


description: Returns true if this data type is referenced counted.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMPin) bool IsReferenceCountedContainer() const


description: Returns true if this pin is a root pin.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMPin) bool IsRootPin() const


description: Returns true if the C++ data type isFStringorFName.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMPin) bool IsStringType() const


description: Returns true if the data type of the Pin is a struct.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMPin) bool IsStruct() const


description: Returns true if the Pin is a SubPin within a struct.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMPin) bool IsStructMember() const


description: Returns true if the data type of the Pin is a uobject.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMPin) bool IsUObject() const


description: Returns true if the default value provided is valid.

code: bool IsValidDefaultValue ( const [FString](API\Runtime\Core\Containers\FString) & InDefaultValue ) const


description: Returns true if the C++ data type is unknown.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMPin) bool IsWildCard() const


description: Joins a PinPath from to segments, so for example "Node.Color" and "R" becomes "Node.Color.R".

code: static [FString](API\Runtime\Core\Containers\FString) JoinPinPath ( const [FString](API\Runtime\Core\Containers\FString) & Left, const [FString](API\Runtime\Core\Containers\FString) & Right )


description: Joins a PinPath from to segments, so for example ["Node", "Color", "R"] becomes "Node.Color.R".

code: static [FString](API\Runtime\Core\Containers\FString) JoinPinPath ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InParts )


description: Returns true if the name of this pin matches a given name

code: bool NameEquals ( const [FString](API\Runtime\Core\Containers\FString) & InName, bool bFollowCoreRedirectors ) const


className: OrphanPinPrefix

code: static const [FString](API\Runtime\Core\Containers\FString) OrphanPinPrefix = TEXT("Orphan::");


description: Returns true if the pin should be watched.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMPin) bool RequiresWatch ( const bool bCheckExposedPinChain ) const


description: Returns true if this pin's subpins should be hidden in the UI.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMPin) bool ShouldHideSubPins() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMPin) bool ShouldOnlyShowSubPins() const


description: Returns true if the pin should not show up on a node, but in the details panel.

code: bool ShowInDetailsPanelOnly() const


description: Splits the default value into name-value pairs.

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > SplitDefaultValue ( const [FString](API\Runtime\Core\Containers\FString) & InDefaultValue )


description: Splits a PinPath into all segments, so for example "Node.Color.R" becomes ["Node", "Color", "R"].

code: static bool SplitPinPath ( const [FString](API\Runtime\Core\Containers\FString) & InPinPath, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Parts )


description: Splits a PinPath at the start, so for example "Node.Color.R" becomes "Node.Color" and "R".

code: static bool SplitPinPathAtEnd ( const [FString](API\Runtime\Core\Containers\FString) & InPinPath, [FString](API\Runtime\Core\Containers\FString) & Left, [FString](API\Runtime\Core\Containers\FString) & RightMost )


description: Default constructor.

code: URigVMPin()


description: Returns an external variable matching this pin's type.


description: Splits a PinPath at the start, so for example "Node.Color.R" becomes "Node" and "Color.R".

code: static bool SplitPinPathAtStart ( const [FString](API\Runtime\Core\Containers\FString) & InPinPath, [FString](API\Runtime\Core\Containers\FString) & LeftMost, [FString](API\Runtime\Core\Containers\FString) & Right )


className: URigVMPin

description: The Pin represents a single connector / pin on a node in the RigVM model. Pins can be connected based on rules. Pins also provide access to a 'PinPath', which essentially represents . separated list of names to reach the pin within the owning graph. PinPaths are unique. In comparison to the EdGraph Pin theURigVMPinsupports the concept of 'SubPins', so child / parent relationships between pins. A FVector Pin for example might have its X, Y and Z components as SubPins. Array Pins will have its elements as SubPins, and so on. AURigVMPinis owned solely by aURigVMNode.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class URigVMPin : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Returns true if functions definitions (not refs) can be added to the graph.

code: virtual bool CanAddFunction ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, const [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * InFunctionNode ) const


description: Returns true if a link can be added between two pins.

code: virtual bool CanAddLink ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InSourcePin, const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InTargetPin, const [FRigVMByteCode](API\Plugins\RigVM\RigVMCore\FRigVMByteCode) * InByteCode, [ERigVMPinDirection](API\Plugins\RigVM\RigVMCore\ERigVMPinDirection) InUserLinkDirection, bool bInAllowWildcard, bool bEnableTypeCasting, [FString](API\Runtime\Core\Containers\FString) * OutFailureReason ) const


description: Returns true if a given node can be added the graph.

code: virtual bool CanAddNode ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, const [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * InNode ) const


description: Returns true if a variable can be bound to a pin.

code: virtual bool CanBindVariable ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPinToBind, const [FRigVMExternalVariable](API\Plugins\RigVM\RigVMCore\FRigVMExternalVariable) * InVariableToBind, const [FString](API\Runtime\Core\Containers\FString) & InNewBoundVariablePath ) const


description: Returns true if a link exists between two pins and can be broken / removed.

code: virtual bool CanBreakLink ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InSourcePin, const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InTargetPin ) const


description: Returns true if a set of nodes can be collapsed.

code: virtual bool CanCollapseNodes ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) *const > & InNodesToCollapse ) const


description: Returns true if a node can be expanded within a graph.

code: virtual bool CanExpandNode ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, const [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * InNodeToExpand ) const


description: Returns true if a node can moved to a new position.

code: virtual bool CanMoveNode ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, const [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * InNode, const FVector2D & InNewPosition ) const


description: Returns true if a node can recolored to a new color.

code: virtual bool CanRecolorNode ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, const [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * InNode, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InNewColor ) const


description: Returns true if a function can be removed.

code: virtual bool CanRemoveFunction ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, const [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * InFunctionNode ) const


description: Returns true if a given node can be removed from the graph.

code: virtual bool CanRemoveNode ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, const [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * InNode ) const


code: virtual bool CanRenameNode ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, const [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * InNode, const [FName](API\Runtime\Core\UObject\FName) & InNewNodeName ) const


description: Returns true if a node can resized to a new size.

code: virtual bool CanResizeNode ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, const [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * InNode, const FVector2D & InNewSize ) const


description: Returns true if a variable can be unbound from a pin.

code: virtual bool CanUnbindVariable ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InBoundPin ) const


description: Returns true if a pin should be unfolded (represented by its subpins)

code: virtual bool CanUnfoldPin ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPinToUnfold ) const


code: [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) > FindEventNode ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InScriptStruct ) const


description: Returns the execute context struct this schema is using.

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


code: virtual [FString](API\Runtime\Core\Containers\FString) GetGraphOuterName ( const [URigVMGraph](API\Plugins\RigVMDeveloper\RigVMModel\URigVMGraph) * InGraph ) const


code: static int32 GetMaxNameLength()


code: virtual [FString](API\Runtime\Core\Containers\FString) GetSanitizedGraphName ( const [FString](API\Runtime\Core\Containers\FString) & InName ) const


code: virtual [FString](API\Runtime\Core\Containers\FString) GetSanitizedName ( const [FString](API\Runtime\Core\Containers\FString) & InName, bool bAllowPeriod, bool bAllowSpace ) const


code: virtual [FString](API\Runtime\Core\Containers\FString) GetSanitizedNodeName ( const [FString](API\Runtime\Core\Containers\FString) & InName ) const


code: virtual [FString](API\Runtime\Core\Containers\FString) GetSanitizedPinName ( const [FString](API\Runtime\Core\Containers\FString) & InName ) const


code: virtual [FString](API\Runtime\Core\Containers\FString) GetSanitizedPinPath ( const [FString](API\Runtime\Core\Containers\FString) & InName ) const


code: virtual [FString](API\Runtime\Core\Containers\FString) GetSanitizedVariableName ( const [FString](API\Runtime\Core\Containers\FString) & InName ) const


description: Returns a unique name based on a IsNameAvailable predicate.

code: static [FName](API\Runtime\Core\UObject\FName) GetUniqueName ( const [FName](API\Runtime\Core\UObject\FName) & InName, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< bool(const [FName](API\Runtime\Core\UObject\FName) &)> IsNameAvailablePredicate, bool bAllowPeriod, bool bAllowSpace )


code: virtual [FString](API\Runtime\Core\Containers\FString) GetValidNodeName ( const [URigVMGraph](API\Plugins\RigVMDeveloper\RigVMModel\URigVMGraph) * InGraph, const [FString](API\Runtime\Core\Containers\FString) & InPrefix ) const


code: bool IsGraphEditable ( const [URigVMGraph](API\Plugins\RigVMDeveloper\RigVMModel\URigVMGraph) * InGraph ) const


code: static void SanitizeName ( [FString](API\Runtime\Core\Containers\FString) & InOutName, bool bAllowPeriod, bool bAllowSpace )


description: Returns true if a node name is valid for a given graph.

code: virtual bool IsValidNodeName ( const [URigVMGraph](API\Plugins\RigVMDeveloper\RigVMModel\URigVMGraph) * InGraph, const [FName](API\Runtime\Core\UObject\FName) & InNodeName ) const


description: Sets the execute context struct this schema is using.

code: void SetExecuteContextStruct ( [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InExecuteContextStruct )


description: Returns true if a graph supports a given dispatch factory.

code: virtual bool SupportsDispatchFactory ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, const [FRigVMDispatchFactory](API\Plugins\RigVM\RigVMCore\FRigVMDispatchFactory) * InDispatchFactory ) const


description: Returns true if the pin for a given struct should be unfolded into subpins for a graph.

code: virtual bool ShouldUnfoldStruct ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InStruct ) const


description: Returns true if a graph supports a given external variable.

code: virtual bool SupportsExternalVariable ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, const [FRigVMExternalVariable](API\Plugins\RigVM\RigVMCore\FRigVMExternalVariable) * InExternalVariable ) const


description: Returns true if a graph supports a given graph based function.

code: virtual bool SupportsGraphFunction ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, const [FRigVMGraphFunctionHeader](API\Plugins\RigVM\RigVMCore\FRigVMGraphFunctionHeader) * InGraphFunction ) const


description: Returns true if a graph supports a given template.

code: virtual bool SupportsTemplate ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, const [FRigVMTemplate](API\Plugins\RigVM\RigVMCore\FRigVMTemplate) * InTemplate ) const


description: Returns true if a graph supports a given type.

code: virtual bool SupportsType ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, [TRigVMTypeIndex](API\Plugins\RigVM\RigVMCore\TRigVMTypeIndex) InTypeIndex ) const


description: Returns true if a graph supports a given unit function.

code: virtual bool SupportsUnitFunction ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, const [FRigVMFunction](API\Plugins\RigVM\RigVMCore\FRigVMFunction) * InUnitFunction ) const


description: Default constructor.

code: URigVMSchema()


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


className: URigVMSchema

description: The Schema is used to determine which actions are allowed on a graph. This includes any topological change.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class URigVMSchema : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

ExecuteContextStruct

type: TObjectPtr<USc...

Registry

type: FRigVMRegistry...

ValidExecuteContextStructs

type: TArray<UStruct...


code: namespace RigVMPythonUtils { template<typename T> [FString](API\Runtime\Core\Containers\FString) RigVMPythonUtils::EnumValueToPythonString ( int64 Value ) }


code: namespace RigVMPythonUtils { [FString](API\Runtime\Core\Containers\FString) RigVMPythonUtils::EnumValueToPythonString ( [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * Enum, int64 Value ) }


description: How should PythonizeName adjust the final name?

code: namespace RigVMPythonUtils { enum EPythonizeNameCase { Lower, Upper, } }


code: namespace RigVMPythonUtils { [FString](API\Runtime\Core\Containers\FString) RigVMPythonUtils::LinearColorToPythonString ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Color ) }


code: namespace RigVMPythonUtils { void RigVMPythonUtils::Print ( const [FString](API\Runtime\Core\Containers\FString) & BlueprintTitle, const [FString](API\Runtime\Core\Containers\FString) & InMessage ) }


code: namespace RigVMPythonUtils { void RigVMPythonUtils::PrintPythonContext ( const [FString](API\Runtime\Core\Containers\FString) & InBlueprintName ) }


code: namespace RigVMPythonUtils { [FString](API\Runtime\Core\Containers\FString) RigVMPythonUtils::PythonizeName ( FStringView InName, const [EPythonizeNameCase](API\Plugins\RigVMDeveloper\RigVMPythonUtils__EPythonizeName-) InNameCase ) }


code: namespace RigVMPythonUtils { [FString](API\Runtime\Core\Containers\FString) RigVMPythonUtils::TransformToPythonString ( const FTransform & Transform ) }


code: namespace RigVMPythonUtils { [FString](API\Runtime\Core\Containers\FString) RigVMPythonUtils::Vector2DToPythonString ( const FVector2D & Vector ) }


code: namespace RigVMTypeUtils { [FRigVMExternalVariable](API\Plugins\RigVM\RigVMCore\FRigVMExternalVariable) RigVMTypeUtils::ExternalVariableFromRigVMVariableDescription ( const [FRigVMGraphVariableDescription](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMGraphVariableDescription) & InVariableDescription ) }


code: namespace RigVMTypeUtils { bool RigVMTypeUtils::AreCompatible ( const [FName](API\Runtime\Core\UObject\FName) & InCPPTypeA, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InCPPTypeObjectA, const [FName](API\Runtime\Core\UObject\FName) & InCPPTypeB, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InCPPTypeObjectB ) }


code: namespace RigVMTypeUtils { bool RigVMTypeUtils::AreCompatible ( const [FRigVMExternalVariable](API\Plugins\RigVM\RigVMCore\FRigVMExternalVariable) & InTypeA, const [FRigVMExternalVariable](API\Plugins\RigVM\RigVMCore\FRigVMExternalVariable) & InTypeB, const [FString](API\Runtime\Core\Containers\FString) & InSegmentPathA, const [FString](API\Runtime\Core\Containers\FString) & InSegmentPathB ) }


code: namespace RigVMTypeUtils { bool RigVMTypeUtils::AreCompatible ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InTypeA, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InTypeB, const [FString](API\Runtime\Core\Containers\FString) & InSegmentPathA, const [FString](API\Runtime\Core\Containers\FString) & InSegmentPathB ) }


code: namespace RigVMTypeUtils { bool RigVMTypeUtils::CanCastTypes ( const [TRigVMTypeIndex](API\Plugins\RigVM\RigVMCore\TRigVMTypeIndex) & InSourceTypeIndex, const [TRigVMTypeIndex](API\Plugins\RigVM\RigVMCore\TRigVMTypeIndex) & InTargetTypeIndex ) }


code: namespace RigVMTypeUtils { bool RigVMTypeUtils::CPPTypeFromExternalVariable ( const [FRigVMExternalVariable](API\Plugins\RigVM\RigVMCore\FRigVMExternalVariable) & InExternalVariable, [FString](API\Runtime\Core\Containers\FString) & OutCPPType, [UObject](API\Runtime\CoreUObject\UObject\UObject) ** OutCPPTypeObject ) }


code: namespace RigVMTypeUtils { bool RigVMTypeUtils::CPPTypeFromPin ( [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPin, [FString](API\Runtime\Core\Containers\FString) & OutCPPType, [UObject](API\Runtime\CoreUObject\UObject\UObject) ** OutCPPTypeObject, bool bGetBaseCPPType ) }


code: namespace RigVMTypeUtils { bool RigVMTypeUtils::CPPTypeFromPin ( [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPin, [FString](API\Runtime\Core\Containers\FString) & OutCPPType, [FName](API\Runtime\Core\UObject\FName) & OutCPPTypeObjectPath, bool bGetBaseCPPType ) }


code: namespace RigVMTypeUtils { bool RigVMTypeUtils::CPPTypeFromPin ( [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPin, [FString](API\Runtime\Core\Containers\FString) & OutCPPType, [FString](API\Runtime\Core\Containers\FString) & OutCPPTypeObjectPath, bool bGetBaseCPPType ) }


code: namespace RigVMTypeUtils { bool RigVMTypeUtils::CPPTypeFromPinType ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InPinType, [FString](API\Runtime\Core\Containers\FString) & OutCPPType, [UObject](API\Runtime\CoreUObject\UObject\UObject) ** OutCPPTypeObject ) }


code: namespace RigVMTypeUtils { bool RigVMTypeUtils::CPPTypeFromPinType ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InPinType, [FString](API\Runtime\Core\Containers\FString) & OutCPPType, [FName](API\Runtime\Core\UObject\FName) & OutCPPTypeObjectPath ) }


code: namespace RigVMTypeUtils { bool RigVMTypeUtils::CPPTypeFromPinType ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InPinType, [FString](API\Runtime\Core\Containers\FString) & OutCPPType, [FString](API\Runtime\Core\Containers\FString) & OutCPPTypeObjectPath ) }


code: namespace RigVMTypeUtils { const [TArray](API\Runtime\Core\Containers\TArray)< [TRigVMTypeIndex](API\Plugins\RigVM\RigVMCore\TRigVMTypeIndex) > & RigVMTypeUtils::GetAvailableCasts ( const [TRigVMTypeIndex](API\Plugins\RigVM\RigVMCore\TRigVMTypeIndex) & InTypeIndex, bool bAsInput ) }


code: namespace RigVMTypeUtils { const [FName](API\Runtime\Core\UObject\FName) & RigVMTypeUtils::GetCastTemplateNotation() }


code: namespace RigVMTypeUtils { const [FRigVMFunction](API\Plugins\RigVM\RigVMCore\FRigVMFunction) * RigVMTypeUtils::GetCastForTypeIndices ( const [TRigVMTypeIndex](API\Plugins\RigVM\RigVMCore\TRigVMTypeIndex) & InSourceTypeIndex, const [TRigVMTypeIndex](API\Plugins\RigVM\RigVMCore\TRigVMTypeIndex) & InTargetTypeIndex ) }


code: namespace RigVMTypeUtils { const [FName](API\Runtime\Core\UObject\FName) & RigVMTypeUtils::GetCastTemplateValueName() }


code: namespace RigVMTypeUtils { const [FName](API\Runtime\Core\UObject\FName) & RigVMTypeUtils::GetCastTemplateResultName() }


code: namespace RigVMTypeUtils { [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) RigVMTypeUtils::PinTypeFromCPPType ( const [FName](API\Runtime\Core\UObject\FName) & InCPPType, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InCPPTypeObject ) }


code: namespace RigVMTypeUtils { [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) RigVMTypeUtils::PinTypeFromExternalVariable ( const [FRigVMExternalVariable](API\Plugins\RigVM\RigVMCore\FRigVMExternalVariable) & InExternalVariable ) }


code: namespace RigVMTypeUtils { [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) RigVMTypeUtils::PinTypeFromRigVMVariableDescription ( const [FRigVMGraphVariableDescription](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMGraphVariableDescription) & InVariableDescription ) }


code: namespace RigVMTypeUtils { [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) RigVMTypeUtils::PinTypeFromTypeIndex ( const [TRigVMTypeIndex](API\Plugins\RigVM\RigVMCore\TRigVMTypeIndex) & InTypeIndex ) }


code: namespace RigVMTypeUtils { [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) RigVMTypeUtils::SubPinType ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InPinType, const [FString](API\Runtime\Core\Containers\FString) & SegmentPath ) }


code: namespace RigVMTypeUtils { [TRigVMTypeIndex](API\Plugins\RigVM\RigVMCore\TRigVMTypeIndex) RigVMTypeUtils::TypeIndexFromPinType ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InPinType ) }


description: Adds a breakpoint to all loaded blueprints which use the node indicated by InBreakpointNodePath If the node is inside a public function, it will add a breakpoint to all blueprints calling this function.

code: bool AddBreakpoint ( const [FString](API\Runtime\Core\Containers\FString) & InBreakpointNodePath )


description: Adds a breakpoint to all loaded blueprints which use the InBreakpointNode. If LibraryNode is not null, it indicates that the library uses the InBreapointNode, and the function will add breakpoints to any other loaded blueprint that references this library.

code: bool AddBreakpoint ( [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * InBreakpointNode, [URigVMLibraryNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMLibraryNode) * LibraryNode )


description: Adds a breakpoint to the first instruction of each callpath related to the InBreakpointNode

code: bool AddBreakpointToHost ( [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * InBreakpointNode )


code: static int32 AddHostMemberVariable ( [URigVMBlueprint](API\Plugins\RigVMDeveloper\URigVMBlueprint) * InBlueprint, const [FName](API\Runtime\Core\UObject\FName) & InVarName, [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) InVarType, bool bIsPublic, bool bIsReadOnly, [FString](API\Runtime\Core\Containers\FString) InDefaultValue )


code: [FName](API\Runtime\Core\UObject\FName) AddHostMemberVariableFromExternal ( [FRigVMExternalVariable](API\Plugins\RigVM\RigVMCore\FRigVMExternalVariable) InVariableToCreate, [FString](API\Runtime\Core\Containers\FString) InDefaultValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Variables") [FName](API\Runtime\Core\UObject\FName) AddMemberVariable ( const [FName](API\Runtime\Core\UObject\FName) & InName, const [FString](API\Runtime\Core\Containers\FString) & InCPPType, bool bIsPublic, bool bIsReadOnly, [FString](API\Runtime\Core\Containers\FString) InDefaultValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="RigVM Blueprint") [URigVMGraph](API\Plugins\RigVMDeveloper\RigVMModel\URigVMGraph) * AddModel ( [FString](API\Runtime\Core\Containers\FString) InName, bool bSetupUndoRedo, bool bPrintPythonCommand )


code: void BroadcastGraphImported ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph )


code: void BroadcastNodeDoubleClicked ( [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * InNode )


code: void BroadcastPostEditChangeChainProperty ( [FPropertyChangedChainEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedChainEvent) & PropertyChangedChainEvent )


code: void BroadcastRefreshEditor()


code: void BroadCastReportCompilerMessage ( [EMessageSeverity::Type](API\Runtime\Core\Logging\EMessageSeverity__Type) InSeverity, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSubject, const [FString](API\Runtime\Core\Containers\FString) & InMessage )


code: void BroadcastRequestLocalizeFunctionDialog ( [FRigVMGraphFunctionIdentifier](API\Plugins\RigVM\RigVMCore\FRigVMGraphFunctionIdentifier) InFunction, bool bForce )


description: Returns true if the blueprint can import a given InClipboardText. If this return false the default BP functionality will be used.

code: virtual bool CanImportGraphFromText ( const [FString](API\Runtime\Core\Containers\FString) & InClipboardText )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Variables") bool ChangeMemberVariableType ( const [FName](API\Runtime\Core\UObject\FName) & InName, const [FString](API\Runtime\Core\Containers\FString) & InCPPType, bool bIsPublic, bool bIsReadOnly, [FString](API\Runtime\Core\Containers\FString) InDefaultValue )


description: Removes all the breakpoints from the blueprint and the VM

code: void ClearBreakpoints()


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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VM") [URigVMHost](API\Plugins\RigVM\URigVMHost) * CreateRigVMHost()


code: static void DeclareConstructClasses ( [TArray](API\Runtime\Core\Containers\TArray)< [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) > & OutConstructClasses, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * SpecificSubclass )


code: void DecrementVMRecompileBracket()


description: Copies a given graph into a text buffer. Returns true if successful.

code: virtual bool ExportGraphToText ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InEdGraph, [FString](API\Runtime\Core\Containers\FString) & OutText )


code: static [FName](API\Runtime\Core\UObject\FName) FindHostMemberVariableUniqueName ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FKismetNameValidator](API\Editor\UnrealEd\Kismet2\FKismetNameValidator) > InNameValidator, const [FString](API\Runtime\Core\Containers\FString) & InBaseName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="RigVM Blueprint") virtual [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GeneratePythonCommands ( const [FString](API\Runtime\Core\Containers\FString) InNewBlueprintName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="RigVM Blueprint") [TArray](API\Runtime\Core\Containers\TArray)< [URigVMGraph](API\Plugins\RigVMDeveloper\RigVMModel\URigVMGraph) * > GetAllModels() const


description: Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="RigVM Blueprint") bool GetAutoVMRecompile() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VM") virtual [TArray](API\Runtime\Core\Containers\TArray)< [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * > GetAvailableRigVMStructs() const


description: Gets the class generated when this blueprint is compiled.

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


code: const [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & GetCompileLog() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="RigVM Blueprint") [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * GetController ( const [URigVMGraph](API\Plugins\RigVMDeveloper\RigVMModel\URigVMGraph) * InGraph ) const


code: [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * GetController ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InEdGraph ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="RigVM Blueprint") [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * GetControllerByName ( const [FString](API\Runtime\Core\Containers\FString) InGraphName ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="RigVM Blueprint") [URigVMGraph](API\Plugins\RigVMDeveloper\RigVMModel\URigVMGraph) * GetDefaultModel() const


description: Returns a list of dependencies of this blueprint. Dependencies are blueprints that contain functions used in this blueprint

code: [TArray](API\Runtime\Core\Containers\TArray)< [URigVMBlueprint](API\Plugins\RigVMDeveloper\URigVMBlueprint) * > GetDependencies ( bool bRecursive ) const


description: Returns a list of dependents as unresolved soft object pointers. A dependent is a blueprint which uses a function defined in this blueprint. This function is not recursive, since it avoids opening the asset. Use GetDependentBlueprints as an alternative.

code: [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > GetDependentAssets() const


description: Returns a list of dependents as resolved blueprints. A dependent is a blueprint which uses a function defined in this blueprint. If bOnlyLoaded is false, this function loads the dependent assets and can introduce a large cost depending on the size / count of assets in the project.

code: [TArray](API\Runtime\Core\Containers\TArray)< [URigVMBlueprint](API\Plugins\RigVMDeveloper\URigVMBlueprint) * > GetDependentBlueprints ( bool bRecursive, bool bOnlyLoaded ) const


code: [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetEdGraph ( [URigVMGraph](API\Plugins\RigVMDeveloper\RigVMModel\URigVMGraph) * InModel ) const


code: [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetEdGraph ( const [FString](API\Runtime\Core\Containers\FString) & InNodePath ) const


description: Returns the editor module to be used for this blueprint

code: virtual [IRigVMEditorModule](API\Plugins\RigVMEditor\IRigVMEditorModule) * GetEditorModule() const


description: Returns the editor object corresponding with the supplied editor object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetEditorObjectForRigVMGraph ( [URigVMGraph](API\Plugins\RigVMDeveloper\RigVMModel\URigVMGraph) * InVMGraph ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="RigVM Blueprint") [URigVMGraph](API\Plugins\RigVMDeveloper\RigVMModel\URigVMGraph) * GetFocusedModel() const


description: Allow each blueprint instance to add specific UBlueprintNodeSpawners pertaining to the sub-class type. Serves as an extensible way for new nodes, and game module nodes to add themselves to context menus.

code: virtual void GetInstanceActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="RigVM Blueprint") [URigVMFunctionLibrary](API\Plugins\RigVMDeveloper\RigVMModel\URigVMFunctionLibrary) * GetLocalFunctionLibrary() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="RigVM Blueprint") [URigVMGraph](API\Plugins\RigVMDeveloper\RigVMModel\URigVMGraph) * GetModel ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InEdGraph ) const


code: [URigVMGraph](API\Plugins\RigVMDeveloper\RigVMModel\URigVMGraph) * GetModel ( const [FString](API\Runtime\Core\Containers\FString) & InNodePath ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="RigVM Blueprint") [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * GetOrCreateController ( [URigVMGraph](API\Plugins\RigVMDeveloper\RigVMModel\URigVMGraph) * InGraph )


code: [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * GetOrCreateController ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph )


description: Returns true if a given panel node factory is compatible this blueprint

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


description: Returns true if a given panel pin factory is compatible this blueprint

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


description: Called during cooking. Must return all objects that will be Preload()ed when this is serialized at load time.

code: virtual void GetPreloadDependencies ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OutDeps )


code: [TArray](API\Runtime\Core\Containers\TArray)< [IRigVMGraphFunctionHost](API\Plugins\RigVM\RigVMCore\IRigVMGraphFunctionHost) * > GetReferencedFunctionHosts ( bool bForceLoad )


description: Returns the class used as the super class for all generated classes

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


description: Get the (full) generated class for this rigvm blueprint


description: Get the (skeleton) generated class for this rigvm blueprint


description: Returns the rigvm client for this host.

code: virtual [FRigVMClient](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMClient) * GetRigVMClient()


description: Returns the rigvm client for this host.

code: virtual const [FRigVMClient](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMClient) * GetRigVMClient() const


description: Returns the expected ed graph class to use for this blueprint

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


description: Returns the expected ed graph node class to use for this blueprint

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


description: Returns the expected ed graph schema class to use for this blueprint

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


description: Returns the settings defaults for this blueprint

code: [URigVMEditorSettings](API\Plugins\RigVM\URigVMEditorSettings) * GetRigVMEditorSettings() const


description: Returns the class of the settings to use

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


description: Returns the expected execute context struct to use for this blueprint

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


description: Returns the rigvm function host.

code: virtual [IRigVMGraphFunctionHost](API\Plugins\RigVM\RigVMCore\IRigVMGraphFunctionHost) * GetRigVMGraphFunctionHost()


description: Returns the rigvm function host.

code: virtual const [IRigVMGraphFunctionHost](API\Plugins\RigVM\RigVMCore\IRigVMGraphFunctionHost) * GetRigVMGraphFunctionHost() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VM") [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetRigVMHostClass() const


description: Returns the expected schema class to use for this blueprint

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


code: [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * GetTemplateController ( bool bIsFunctionLibrary )


code: [URigVMGraph](API\Plugins\RigVMDeveloper\RigVMModel\URigVMGraph) * GetTemplateModel ( bool bIsFunctionLibrary )


description: Allow each blueprint type (AnimBlueprint or ControlRigBlueprint) to add specific UBlueprintNodeSpawners pertaining to the sub-class type. Serves as an extensible way for new nodes, and game module nodes to add themselves to context menus.

code: virtual void GetTypeActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) const


description: Reacts to a request to configure a controller.

code: virtual void HandleConfigureRigVMController ( const [FRigVMClient](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMClient) * InClient, [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InControllerToConfigure )


code: virtual void HandlePackageDone()


code: void HandlePackageDone &40; const FEndLoadPackageContext & Context &41;


description: Reacts to adding a graph.

code: virtual void HandleRigVMGraphAdded ( const [FRigVMClient](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMClient) * InClient, const [FString](API\Runtime\Core\Containers\FString) & InNodePathOrName )


description: Reacts to removing a graph.

code: virtual void HandleRigVMGraphRemoved ( const [FRigVMClient](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMClient) * InClient, const [FString](API\Runtime\Core\Containers\FString) & InNodePathOrName )


description: Reacts to renaming a graph.

code: virtual void HandleRigVMGraphRenamed ( const [FRigVMClient](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMClient) * InClient, const [FString](API\Runtime\Core\Containers\FString) & InOldNodePath, const [FString](API\Runtime\Core\Containers\FString) & InNewNodePath )


code: void IncrementVMRecompileBracket()


code: void InitializeModelIfRequired ( bool bRecompileVM )


code: bool IsFunctionPublic ( const [FName](API\Runtime\Core\UObject\FName) & InFunctionName ) const


code: bool IsMarkedDirtyDuringLoad() const


description:
Called during async load to determine if PostLoad can be called on the loading thread.
true if this object's PostLoad is thread safe

code: virtual bool IsPostLoadThreadSafe() const


description: Whether or not this blueprint can be considered for a bytecode only compile

code: virtual bool IsValidForBytecodeOnlyRecompile() const


description: Blueprint can choose to load specific modules for compilation. Children are expected to call base implementation.


code: void MarkDirtyDuringLoad()


code: void MarkFunctionPublic ( const [FName](API\Runtime\Core\UObject\FName) & InFunctionName, bool bIsPublic )


code: virtual void OnPostVariableChange ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint )


code: virtual void OnPreVariableChange ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


description: RigVMRegistry changes can be triggered when new user defined types(structs/enums) are added/removed in which case we have to refresh the model

code: void OnRigVMRegistryChanged()


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


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


code: virtual void OnVariableRenamed ( const [FName](API\Runtime\Core\UObject\FName) & InOldVarName, const [FName](API\Runtime\Core\UObject\FName) & InNewVarName )


code: virtual void OnVariableTypeChanged ( const [FName](API\Runtime\Core\UObject\FName) & InVarName, [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) InOldPinType, [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) InNewPinType )


code: virtual void PatchVariableNodesOnLoad()


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

code: virtual void PostDuplicate ( bool bDuplicateForPIE )


description: This alternate version of PostEditChange is called when properties inside structs are modified. The property that was actually modified is located at the tail of the list. The head of the list of theFStructPropertymember variable that contains the property that was modified.

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


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

code: virtual void PostLoad()


description: Called at the end ofRename(), but only if the rename was actually carried out

code: virtual void PostRename ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * OldOuter, const [FName](API\Runtime\Core\UObject\FName) OldName )


description: Unlike PostEditUndo (which is called for any object in the transaction), this is only called on objects that are actually changed by the transaction.

code: virtual void PostTransacted ( const [FTransactionObjectEvent](API\Runtime\CoreUObject\Misc\FTransactionObjectEvent) & TransactionEvent )


description: FObjectDuplicationParameters

code: virtual void PreDuplicate ( [FObjectDuplicationParameters](API\Runtime\CoreUObject\UObject\FObjectDuplicationParameters) & DupParams )


description: Deprecated* Use version that takesFObjectPreSaveContextinstead.

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


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

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


code: void RebuildGraphFromModel()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="RigVM Blueprint") void RecompileVM()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="RigVM Blueprint") void RecompileVMIfRequired()


description: This is needed since even after load model data can change while the RigVM BP is not opened for example, if a user defined struct changed after BP load, any pin that references the struct needs to be regenerated

code: void RefreshAllModels ( [ERigVMBlueprintLoadType](API\Plugins\RigVMDeveloper\ERigVMBlueprintLoadType) InLoadType )


description: Recomputes the instruction breakpoints given the node breakpoints in the blueprint

code: void RefreshBreakpoints()


description:
Called on the target when a class is loaded with ClassGeneratedBy is loaded. Should regenerate the class if needed, and return the updated class
Updated instance of the class, if needed, or NULL if no regeneration was necessary

code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * RegenerateClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ClassToRegenerate, [UObject](API\Runtime\CoreUObject\UObject\UObject) * PreviousCDO )


description: Removes the given breakpoint from all the loaded blueprints that use this node, and recomputes all breakpoints in the VM

code: bool RemoveBreakpoint ( [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * InBreakpointNode )


code: bool RemoveBreakpoint ( const [FString](API\Runtime\Core\Containers\FString) & InBreakpointNodePath )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Variables") bool RemoveMemberVariable ( const [FName](API\Runtime\Core\UObject\FName) & InName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="RigVM Blueprint") bool RemoveModel ( [FString](API\Runtime\Core\Containers\FString) InName, bool bSetupUndoRedo, bool bPrintPythonCommand )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Variables") bool RenameMemberVariable ( const [FName](API\Runtime\Core\UObject\FName) & InOldName, const [FName](API\Runtime\Core\UObject\FName) & InNewName )


description: Checks all nodes in all graphs to see if they should be replaced by other nodes

code: virtual void ReplaceDeprecatedNodes()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="RigVM Blueprint") void RequestAutoVMRecompilation()


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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="RigVM Blueprint") void RequestRigVMInit()


className: RigVMPanelPinFactoryName

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


className: sCurrentlyOpenedRigVMBlueprints

code: static [TArray](API\Runtime\Core\Containers\TArray)< [URigVMBlueprint](API\Plugins\RigVMDeveloper\URigVMBlueprint) * > sCurrentlyOpenedRigVMBlueprints;


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

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="RigVM Blueprint") void SetAutoVMRecompile ( bool bAutoRecompile )


description: Sets the current object being debugged

code: virtual void SetObjectBeingDebugged ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * NewObject )


description: Sets the execution mode. In Release mode the rig will ignore all breakpoints.

code: void SetDebugMode ( const bool bValue )


className: RigVMPanelNodeFactoryName

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


code: virtual bool RequiresForceLoadMembers ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject ) const


code: virtual void SetupDefaultObjectDuringCompilation ( [URigVMHost](API\Plugins\RigVM\URigVMHost) * InCDO )


description: Returns true if this blueprint should be marked dirty upon a transaction

code: virtual bool ShouldBeMarkedDirtyUponTransaction() const


description: Should the generic blueprint factory work for this blueprint?

code: virtual bool SupportedByDefaultBlueprintFactory() const


description: Returns true if this blueprint supports animation layers

code: virtual bool SupportsAnimLayers() const


description: Returns true if this blueprint supports delegates

code: virtual bool SupportsDelegates() const


description: Returns true if this blueprint supports event graphs

code: virtual bool SupportsEventGraphs() const


description: Returns true if this blueprint supports functions

code: virtual bool SupportsFunctions() const


description: Returns true if this blueprint supports global variables

code: virtual bool SupportsGlobalVariables() const


code: virtual bool SupportsLocalVariables() const


description: Returns true if this blueprint supports macros

code: virtual bool SupportsMacros() const


description: Returns a new ed graph if the blueprint's specialization imported a graph based on a clipboard text content an nullptr if that's not successful.

code: virtual bool TryImportGraphFromText ( const [FString](API\Runtime\Core\Containers\FString) & InClipboardText, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) ** OutGraphPtr )


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


className: URigVMBlueprint

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Meta=(IgnoreClassThumbnail)) class URigVMBlueprint : public [UBlueprint](API\Runtime\Engine\Engine\UBlueprint), public [IRigVMClientHost](API\Plugins\RigVMDeveloper\RigVMModel\IRigVMClientHost)

AddedMemberVariableMap

type: TMap<FName, in...

bSuspendAllNotifications

type: bool

CachedAssetTags

type: TArray<FAssetR...

FunctionLibraryEdGraph

type: TObjectPtr<URi...

FunctionReferenceNodeData

type: TArray<FRigVMR...

description: Asset searchable information function references in this rig

LastNewVariables

type: TArray<FBPVari...

PinToOperandMap

type: TMap<FString, ...

PublicGraphFunctions

type: TArray<FRigVMG...

description: Asset searchable information about exposed public functions on this rig

PythonLogSettings

type: FRigVMPythonSet...

ReferencedObjectPaths

type: TArray<FSoftOb...

RigGraphDisplaySettings

type: FRigVMEdGraphDi...

RigVMClient

type: FRigVMClient

ShapeLibrariesToLoadOnPackageLoaded

type: TArray<FString...

description: Shape libraries to load during package load completed

VMCompileSettings

type: FRigVMCompileSe...

VMRuntimeSettings

type: FRigVMRuntimeSe...


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=FRigVMUserWorkflowRegistry) [TArray](API\Runtime\Core\Containers\TArray)< [FRigVMUserWorkflow](API\Plugins\RigVM\RigVMCore\FRigVMUserWorkflow) > GetWorkflows ( [ERigVMUserWorkflowType](API\Plugins\RigVM\RigVMCore\ERigVMUserWorkflowType) InType, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InStruct, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSubject ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=FRigVMUserWorkflowRegistry) int32 RegisterProvider ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InStruct, [FRigVMUserWorkflowProvider](API\Plugins\RigVMDeveloper\FRigVMUserWorkflowProvider) InProvider )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=FRigVMUserWorkflowRegistry) void UnregisterProvider ( int32 InHandle )


className: URigVMUserWorkflowRegistry

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class URigVMUserWorkflowRegistry : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Helper function used byDraw(). Called before DrawPinGeometries to populate PinToPinWidgetMap.

module: RigVMEditor

code: virtual void BuildPinToPinWidgetMap ( [TMap](API\Runtime\Core\Containers\TMap)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) >, [FArrangedWidget](API\Runtime\SlateCore\Layout\FArrangedWidget) > & InPinGeometries )


code: virtual void DetermineLinkGeometry ( [FArrangedChildren](API\Runtime\SlateCore\Layout\FArrangedChildren) & ArrangedNodes, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & OutputPinWidget, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputPin, [FArrangedWidget](API\Runtime\SlateCore\Layout\FArrangedWidget) *& StartWidgetGeometry, [FArrangedWidget](API\Runtime\SlateCore\Layout\FArrangedWidget) *& EndWidgetGeometry )


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

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


description: Helper function used byDraw(). Iterates over the pin geometries, drawing connections between them.

code: virtual void DrawPinGeometries ( [TMap](API\Runtime\Core\Containers\TMap)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) >, [FArrangedWidget](API\Runtime\SlateCore\Layout\FArrangedWidget) > & InPinGeometries, [FArrangedChildren](API\Runtime\SlateCore\Layout\FArrangedChildren) & ArrangedNodes )


code: virtual void ResetIncompatiblePinDrawState ( const [TSet](API\Runtime\Core\Containers\TSet)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > > & VisiblePins )


code: virtual void SetIncompatiblePinDrawState ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SGraphPin](API\Editor\GraphEditor\SGraphPin) > & StartPin, const [TSet](API\Runtime\Core\Containers\TSet)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > > & VisiblePins )


description: Choose whether we want to cache the pins draw state to avoid resetting it for every tick.

code: virtual bool UseDrawStateCaching() const


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


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


className: FRigVMEdGraphConnectionDrawingPolicy

code: class FRigVMEdGraphConnectionDrawingPolicy : public [FKismetConnectionDrawingPolicy](API\Editor\GraphEditor\FKismetConnectionDrawingPolicy)


className: FRigVMEdGraphPanelNodeFactory

code: class FRigVMEdGraphPanelNodeFactory : public [FGraphPanelNodeFactory](API\Editor\UnrealEd\FGraphPanelNodeFactory)


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [SGraphPin](API\Editor\GraphEditor\SGraphPin) > CreatePin ( class [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin ) const


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [SGraphPin](API\Editor\GraphEditor\SGraphPin) > CreatePin_Internal ( class [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin ) const


className: FRigVMEdGraphPanelPinFactory

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


description: Creates a newURigVMEdGraphEnumNodeSpawnerA newly allocated instance of this class.

code: static [URigVMEdGraphEnumNodeSpawner](API\Plugins\RigVMEditor\EdGraph\NodeSpawners\URigVMEdGraphEnumNodeSpawner) * CreateForEnum ( [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * InEnum, const [FText](API\Runtime\Core\Internationalization\FText) & InMenuDesc, const [FText](API\Runtime\Core\Internationalization\FText) & InCategory, const [FText](API\Runtime\Core\Internationalization\FText) & InTooltip )


description:
We want to be able to compare spawners, and have a signature that is rebuildable on subsequent runs. So, what makes each spawner unique is the type of node that it spawns, and any fields the node would be initialized with; that is what this returns.
A set of object-paths/names that distinguish this spawner from others.

code: virtual [FBlueprintNodeSignature](API\Editor\BlueprintGraph\FBlueprintNodeSignature) GetSpawnerSignature() const


description:
Takes the defaultFBlueprintActionUiSpecand modifies it dynamically to accommodate the current context.
A ui spec, detailing how to present this action in the menu.

code: virtual [FBlueprintActionUiSpec](API\Editor\BlueprintGraph\FBlueprintActionUiSpec) GetUiSpec ( [FBlueprintActionContext](API\Editor\BlueprintGraph\FBlueprintActionContext) const & Context, [FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & Bindings ) const


description:
This function is intended to be overridden; sub-classes may return a pre-existing node, instead of a newly allocated one (for cases where only one instance of the node type can exist). Callers should check for this case upon use.
Null if it failed to spawn a node, otherwise a newly spawned node or possibly one that already existed.

code: virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Invoke ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & Bindings, FVector2D const Location ) const


description:
Creates a newURigVMEdGraphFunctionRefNodeSpawner, charged with spawning a function reference
A newly allocated instance of this class.

code: static [URigVMEdGraphFunctionRefNodeSpawner](API\Plugins\RigVMEditor\EdGraph\NodeSpawners\URigVMEdGraphFunctionRefNodeSpaw-) * CreateFromAssetData ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, const [FRigVMGraphFunctionHeader](API\Plugins\RigVM\RigVMCore\FRigVMGraphFunctionHeader) & InPublicFunction )


code: static [URigVMEdGraphFunctionRefNodeSpawner](API\Plugins\RigVMEditor\EdGraph\NodeSpawners\URigVMEdGraphFunctionRefNodeSpaw-) * CreateFromAssetData ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, const [FRigVMOldPublicFunctionData](API\Plugins\RigVMDeveloper\FRigVMOldPublicFunctionData) & InPublicFunction )


code: static [URigVMEdGraphFunctionRefNodeSpawner](API\Plugins\RigVMEditor\EdGraph\NodeSpawners\URigVMEdGraphFunctionRefNodeSpaw-) * CreateFromFunction ( [URigVMLibraryNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMLibraryNode) * InFunction )


description: Determine if the node of this spawner's template's type should be filtered in the actions menu

code: virtual bool IsTemplateNodeFilteredOut ( [FBlueprintActionFilter](API\Editor\BlueprintGraph\FBlueprintActionFilter) const & Filter ) const


description: Not required, but intended to passively help speed up menu building operations. Will cache a node-template (via GetTemplateNode), along with any expensive text strings, to avoid constructing them all on demand.

code: virtual void Prime()


className: URigVMEdGraphFunctionRefNodeSpawner


code: static [URigVMEdGraphInvokeEntryNodeSpawner](API\Plugins\RigVMEditor\EdGraph\NodeSpawners\URigVMEdGraphInvokeEntryNodeSpaw-) * CreateForEntry ( [URigVMBlueprint](API\Plugins\RigVMDeveloper\URigVMBlueprint) * InBlueprint, const [FName](API\Runtime\Core\UObject\FName) & InEntryName, const [FText](API\Runtime\Core\Internationalization\FText) & InMenuDesc, const [FText](API\Runtime\Core\Internationalization\FText) & InCategory, const [FText](API\Runtime\Core\Internationalization\FText) & InTooltip )


className: URigVMEdGraphInvokeEntryNodeSpawner


code: void SetRelatedBlueprintClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [URigVMBlueprint](API\Plugins\RigVMDeveloper\URigVMBlueprint) > InClass )


className: URigVMEdGraphNodeSpawner

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient) class URigVMEdGraphNodeSpawner : public [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner)


description:
Creates a newURigVMEdGraphVariableNodeSpawner, charged with spawning a new member-variable node
A newly allocated instance of this class.

code: static [URigVMEdGraphTemplateNodeSpawner](API\Plugins\RigVMEditor\EdGraph\NodeSpawners\URigVMEdGraphTemplateNodeSpawner) * CreateFromNotation ( const [FName](API\Runtime\Core\UObject\FName) & InNotation, const [FText](API\Runtime\Core\Internationalization\FText) & InMenuDesc, const [FText](API\Runtime\Core\Internationalization\FText) & InCategory, const [FText](API\Runtime\Core\Internationalization\FText) & InTooltip )


className: URigVMEdGraphTemplateNodeSpawner


code: static [URigVMEdGraphUnitNodeSpawner](API\Plugins\RigVMEditor\EdGraph\NodeSpawners\URigVMEdGraphUnitNodeSpawner) * CreateFromStruct ( [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InStruct, const [FName](API\Runtime\Core\UObject\FName) & InMethodName, const [FText](API\Runtime\Core\Internationalization\FText) & InMenuDesc, const [FText](API\Runtime\Core\Internationalization\FText) & InCategory, const [FText](API\Runtime\Core\Internationalization\FText) & InTooltip )


code: static void HookupMutableNode ( [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * InModelNode, [URigVMBlueprint](API\Plugins\RigVMDeveloper\URigVMBlueprint) * InRigBlueprint )


code: static [URigVMEdGraphVariableNodeSpawner](API\Plugins\RigVMEditor\EdGraph\NodeSpawners\URigVMEdGraphVariableNodeSpawner) * CreateFromExternalVariable ( [URigVMBlueprint](API\Plugins\RigVMDeveloper\URigVMBlueprint) * InBlueprint, const [FRigVMExternalVariable](API\Plugins\RigVM\RigVMCore\FRigVMExternalVariable) & InExternalVariable, bool bInIsGetter, const [FText](API\Runtime\Core\Internationalization\FText) & InMenuDesc, const [FText](API\Runtime\Core\Internationalization\FText) & InCategory, const [FText](API\Runtime\Core\Internationalization\FText) & InTooltip )


code: static [URigVMEdGraphVariableNodeSpawner](API\Plugins\RigVMEditor\EdGraph\NodeSpawners\URigVMEdGraphVariableNodeSpawner) * CreateFromLocalVariable ( [URigVMBlueprint](API\Plugins\RigVMDeveloper\URigVMBlueprint) * InBlueprint, [URigVMGraph](API\Plugins\RigVMDeveloper\RigVMModel\URigVMGraph) * InGraphOwner, const [FRigVMGraphVariableDescription](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMGraphVariableDescription) & InLocalVariable, bool bInIsGetter, const [FText](API\Runtime\Core\Internationalization\FText) & InMenuDesc, const [FText](API\Runtime\Core\Internationalization\FText) & InCategory, const [FText](API\Runtime\Core\Internationalization\FText) & InTooltip )


className: URigVMEdGraphVariableNodeSpawner


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: Update the name lists for use in name combo boxes

code: virtual void CacheNameLists()


description: Checks if adding a local variable is allowed in the focused graph

code: virtual bool CanAddNewLocalVariable() const


code: bool CanAutoCompileGraph() const


code: virtual bool CanCopyNodes() const


code: virtual bool CanDeleteNodes() const


code: virtual bool CanPasteNodes() const


code: virtual bool CanStartWatchingPin() const


code: virtual void ClearDetailObject ( bool bChangeUISelectionState )


code: virtual bool CanStopWatchingPin() const


description: Called when Compile button is clicked

code: virtual void Compile()


description: Create Default Commands

code: virtual void CreateDefaultCommands()


code: virtual void CopySelectedNodes()


description: Creates the widgets that go into the tabs (note: does not create the tabs themselves)

code: virtual void CreateDefaultTabContents ( const [TArray](API\Runtime\Core\Containers\TArray)< [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * > & InBlueprints )


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FApplicationMode](API\Editor\UnrealEd\WorkflowOrientedApp\FApplicationMode) > CreateEditorMode()


description: Allows the editor to fill an empty graph

code: virtual void CreateEmptyGraphContent ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController )


description: Create new tab for the supplied graph - don't call this directly.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SGraphEditor](API\Editor\UnrealEd\SGraphEditor) > CreateGraphEditorWidget ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTabInfo](API\Editor\UnrealEd\WorkflowOrientedApp\FTabInfo) > InTabInfo, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph )


code: virtual void DeleteSelectedNodes()


code: virtual bool DetailViewShowsAnyRigUnit() const


code: virtual bool DetailViewShowsLocalVariable() const


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


className: ERigVMEditorExecutionModeType

code: enum ERigVMEditorExecutionModeType { ERigVMEditorExecutionModeType_Release, ERigVMEditorExecutionModeType_Debug, }


description: Extend menu

code: void ExtendMenu()


description: Extend toolbar

code: void ExtendToolbar()


description: Fill the toolbar with content

code: virtual void FillToolbar ( [FToolBarBuilder](API\Runtime\Slate\Framework\MultiBox\FToolBarBuilder) & ToolbarBuilder, bool bEndSection )


code: virtual void FocusInspectorOnGraphSelection ( const [TSet](API\Runtime\Core\Containers\TSet)< class [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & NewSelection, bool bForceRefresh )


className: FPreviewHostUpdated

code: class FPreviewHostUpdated : public TBaseMulticastDelegate_OneParam< void, FRigVMEditor * >


code: virtual void FrameSelection()


code: virtual void GenerateEventQueueMenuContent ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & MenuBuilder )


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

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


description: Returns a pointer to the Blueprint object we are currently editing, as long as we are editing exactly one

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


description: Can be overloaded to customize the labels in the debug filter

code: virtual [FString](API\Runtime\Core\Containers\FString) GetCustomDebugObjectLabel ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectBeingDebugged ) const


description: Adds to a list of custom objects for debugging beyond what will automatically be found/used

code: virtual void GetCustomDebugObjects ( [TArray](API\Runtime\Core\Containers\TArray)< [FCustomDebugObject](API\Editor\Kismet\FCustomDebugObject) > & DebugList ) const


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


description: Whenever new graphs need to be created it will use this schema by default.

code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) > GetDefaultSchemaClass() const


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


description: Returns the class to use for detail wrapper objects (UI shim layer)

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


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


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


code: virtual int32 GetEventQueueComboValue() const


code: virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetEventQueueIcon ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InEventQueue ) const


code: static [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetExecutionModeIcon ( const [ERigVMEditorExecutionModeType](API\Plugins\RigVMEditor\Editor\FRigVMEditor\ERigVMEditorExecutionModeType) InExecutionMode )


code: [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * GetFocusedController() const


code: [URigVMGraph](API\Plugins\RigVMDeveloper\RigVMModel\URigVMGraph) * GetFocusedModel() const


description: Get the graph appearance of a specific graph,GetCurrentGraphAppearance()uses the currently focused graph.

code: virtual [FGraphAppearanceInfo](API\Editor\UnrealEd\FGraphAppearanceInfo) GetGraphAppearance ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph ) const


description: Called by a graph title bar to get any extra information the editor would like to display

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


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SGraphEditor](API\Editor\UnrealEd\SGraphEditor) > GetGraphEditor ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InEdGraph ) const


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


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


description: Returns the blueprint being edited

code: [URigVMBlueprint](API\Plugins\RigVMDeveloper\URigVMBlueprint) * GetRigVMBlueprint() const


description: Returns the currently debugged / viewed host

code: [URigVMHost](API\Plugins\RigVM\URigVMHost) * GetRigVMHost() const


description: Return the stat id to use for this tickable

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


description: Get the toolbox hosting widget

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SBorder](API\Runtime\Slate\Widgets\Layout\SBorder) > GetToolbox()


description: Returns the invariant name of this toolkit type, used for establishing the context for help, documentation and tutorials

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


description: Returns the invariant name of this toolkit type

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


description: Returns the localized tooltip text of this toolkit

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


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

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


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TStrongObjectPtr](API\Runtime\CoreUObject\UObject\TStrongObjectPtr)< [URigVMDetailsViewWrapperObject](API\Plugins\RigVMEditor\Editor\URigVMDetailsViewWrapperObject) > > & GetWrapperObjects() const


code: virtual void HandleBreakpointActionRequested ( const [ERigVMBreakpointAction](API\Plugins\RigVM\RigVMCore\ERigVMBreakpointAction) BreakpointAction )


code: virtual void HandleBreakpointAdded()


description: Wraps the normal blueprint editor's action menu creation callback

code: [FActionMenuContent](API\Editor\UnrealEd\FActionMenuContent) HandleCreateGraphActionMenu ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph, const FVector2D & InNodePosition, const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & InDraggedPins, bool bAutoExpand, [SGraphEditor::FActionMenuClosed](API\Editor\UnrealEd\SGraphEditor\FActionMenuClosed) InOnMenuClosed )


description: Handle hiding items in the graph

code: void HandleHideItem()


code: void HandleJumpToHyperlink ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSubject )


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

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


code: virtual void HandleModifiedEvent ( [ERigVMGraphNotifType](API\Plugins\RigVMDeveloper\RigVMModel\ERigVMGraphNotifType) InNotifType, [URigVMGraph](API\Plugins\RigVMDeveloper\RigVMModel\URigVMGraph) * InGraph, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSubject )


code: virtual void HandleRefreshEditorFromBlueprint ( [URigVMBlueprint](API\Plugins\RigVMDeveloper\URigVMBlueprint) * InBlueprint )


description: Handle when the debug object is changed in the UI

code: virtual void HandleSetObjectBeingDebugged ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


code: virtual void HandleVariableDroppedFromBlueprint ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSubject, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InVariableToDrop, const FVector2D & InDropPosition, const FVector2D & InScreenPosition )


code: virtual void HandleVMExecutedEvent ( [URigVMHost](API\Plugins\RigVM\URigVMHost) * InHost, const [FName](API\Runtime\Core\UObject\FName) & InEventName )


code: virtual void HandleVMCompiledEvent ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InCompiledObject, [URigVM](API\Plugins\RigVM\RigVMCore\URigVM) * InVM )


code: virtual void HandleVMExecutionHalted ( const int32 InstructionIndex, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InNode, const [FName](API\Runtime\Core\UObject\FName) & InEntryName )


description: Edits the specified asset(s)

code: virtual void InitRigVMEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, class [URigVMBlueprint](API\Plugins\RigVMDeveloper\URigVMBlueprint) * InRigVMBlueprint )


description: Add context objects for menus and toolbars

code: virtual void InitToolMenuContext ( [FToolMenuContext](API\Developer\ToolMenus\FToolMenuContext) & MenuContext )


code: bool IsAutoCompileGraphOn() const


description: Returns true if able to compile

code: virtual bool IsCompilingEnabled() const


description: Returns whether a graph is editable or not

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


code: virtual bool IsHaltedAtBreakpoint() const


description: Overridable function for determining if the current mode can script

code: virtual bool IsInAScriptingMode() const


description: Returns true if the parent class is native and the link to it's header can be shown

code: virtual bool IsNativeParentClassCodeLinkEnabled() const


description: Called to see if the new document menu items is visible for this type.

code: virtual bool IsSectionVisible ( [NodeSectionID::Type](API\Editor\Kismet\NodeSectionID__Type) InSectionID ) const


code: virtual void JumpToHyperlink ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectReference, bool bRequestRename )


description: Called when New Function button is clicked

code: virtual void NewDocument_OnClicked ( [ECreatedDocumentType](API\Editor\Kismet\FBlueprintEditor\ECreatedDocumentType) GraphType )


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


code: virtual void NotifyPreChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )


description: Function used by theSMyBlueprintto determine if an action matches a name. This happens during selection of a custom action ( a graph, a variable etc )

code: virtual bool OnActionMatchesName ( [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) * InAction, const [FName](API\Runtime\Core\UObject\FName) & InName ) const


code: virtual void OnActiveTabChanged ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > PreviouslyActive, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > NewlyActivated )


description: Adds a new local variable to the focused function graph

code: virtual void OnAddNewLocalVariable()


description: Called when the Blueprint we are editing has changed

code: virtual void OnBlueprintChangedImpl ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, bool bIsJustBeingCompiled )


description: Create comment node on graph

code: virtual void OnCreateComment()


description: Allow derived editors to add command mappings.

code: virtual void OnCreateGraphEditorCommands ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > GraphEditorCommandsList )


description: Delegate for changing property

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


code: virtual void OnGraphImported ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InEdGraph )


code: virtual void OnGraphNodeClicked ( [URigVMEdGraphNode](API\Plugins\RigVMDeveloper\EdGraph\URigVMEdGraphNode) * InNode )


code: virtual void OnNodeDoubleClicked ( [URigVMBlueprint](API\Plugins\RigVMDeveloper\URigVMBlueprint) * InBlueprint, [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * InNode )


description: If returns true only the custom debug list will be used

code: virtual bool OnlyShowCustomDebugObjects() const


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


description: Pastes a new local variable to the focused function graph

code: virtual void OnPasteNewLocalVariable ( const [FBPVariableDescription](API\Runtime\Engine\Engine\FBPVariableDescription) & VariableDescription )


code: void OnPropertyChanged ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & InEvent )


code: bool OnRequestBreakLinksDialog ( [TArray](API\Runtime\Core\Containers\TArray)< [URigVMLink](API\Plugins\RigVMDeveloper\RigVMModel\URigVMLink) * > InLinks )


code: [FRigVMController_BulkEditResult](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMController_BulkEditResult) OnRequestBulkEditDialog ( [URigVMBlueprint](API\Plugins\RigVMDeveloper\URigVMBlueprint) * InBlueprint, [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, [URigVMLibraryNode](API\Plugins\RigVMDeveloper\RigVMModel\Nodes\URigVMLibraryNode) * InFunction, [ERigVMControllerBulkEditType](API\Plugins\RigVMDeveloper\RigVMModel\ERigVMControllerBulkEditType) InEditType )


code: void OnRequestLocalizeFunctionDialog ( [FRigVMGraphFunctionIdentifier](API\Plugins\RigVM\RigVMCore\FRigVMGraphFunctionIdentifier) & InFunction, [URigVMBlueprint](API\Plugins\RigVMDeveloper\URigVMBlueprint) * InTargetBlueprint, bool bForce )


description: Called when the selection changes in the GraphEditor

code: virtual void OnSelectedNodesChangedImpl ( const [TSet](API\Runtime\Core\Containers\TSet)< class [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & NewSelection )


description: Handles spawning a graph node in the current graph using the passed in chord

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnSpawnGraphNodeByShortcut ( [FInputChord](API\Runtime\Slate\Framework\Commands\FInputChord) InChord, const FVector2D & InPosition, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph )


code: virtual void OnStartWatchingPin()


code: virtual void OnStopWatchingPin()


description: Called when another toolkit (such as a ed mode toolkit) is no longer being hosted in this asset editor toolkit.

code: virtual void OnToolkitHostingFinished ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IToolkit](API\Editor\EditorFramework\Toolkits\IToolkit) > & Toolkit )


description: Called when another toolkit (such as a ed mode toolkit) is being hosted in this asset editor toolkit.

code: virtual void OnToolkitHostingStarted ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IToolkit](API\Editor\EditorFramework\Toolkits\IToolkit) > & Toolkit )


code: [TRigVMTypeIndex](API\Plugins\RigVM\RigVMCore\TRigVMTypeIndex) OnRequestPinTypeSelectionDialog ( const [TArray](API\Runtime\Core\Containers\TArray)< [TRigVMTypeIndex](API\Plugins\RigVM\RigVMCore\TRigVMTypeIndex) > & InTypes )


code: virtual void OnWrappedPropertyChangedChainEvent ( [URigVMDetailsViewWrapperObject](API\Plugins\RigVMEditor\Editor\URigVMDetailsViewWrapperObject) * InWrapperObject, const [FString](API\Runtime\Core\Containers\FString) & InPropertyPath, [FPropertyChangedChainEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedChainEvent) & InPropertyChangedChainEvent )


description: Signal that client should run any PostRedo code

code: virtual void PostRedo ( bool bSuccess )


description: Signal that client should run any PostUndo code

code: virtual void PostUndo ( bool bSuccess )


code: virtual void PostTransaction ( bool bSuccess, const [FTransaction](API\Editor\UnrealEd\Editor\FTransaction) * Transaction, bool bIsRedo )


description: Redo Action

code: void RedoAction()


code: virtual void RefreshDetailView()


code: virtual void RefreshEditors ( [ERefreshBlueprintEditorReason::Type](API\Editor\Kismet\ERefreshBlueprintEditorReason__T-) Reason )


code: virtual bool ReparentBlueprint_IsVisible() const


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

code: virtual void SaveAssetAs_Execute()


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

code: virtual void SaveAsset_Execute()


description: Selects a local variable to load in the details panel.

code: virtual bool SelectLocalVariable ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, const [FName](API\Runtime\Core\UObject\FName) & VariableName )


code: virtual void SetDetailObjects ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects )


code: virtual void SetDetailObjects ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, bool bChangeUISelectionState )


code: virtual void SetDetailViewForGraph ( [URigVMGraph](API\Plugins\RigVMDeveloper\RigVMModel\URigVMGraph) * InGraph )


code: void SetEventQueue ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > InEventQueue )


code: virtual void SetEventQueue ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > InEventQueue, bool bCompile )


code: void SetExecutionMode ( const [ERigVMEditorExecutionModeType](API\Plugins\RigVMEditor\Editor\FRigVMEditor\ERigVMEditorExecutionModeType) InExecutionMode )


code: void SetHaltedNode ( [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * Node )


code: void SetHost ( [URigVMHost](API\Plugins\RigVM\URigVMHost) * InHost )


description: Setup all the events that the graph editor can handle

code: virtual void SetupGraphEditorEvents ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph, [SGraphEditor::FGraphEditorEvents](API\Editor\UnrealEd\SGraphEditor\FGraphEditorEvents) & InEvents )


description: Other types of BP editors that don't use BP VM/function libs can choose to not load BP function libraries, for example: Control Rig Blueprints.


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

code: virtual void Tick ( float DeltaTime )


code: void ToggleAutoCompileGraph()


code: virtual bool TransactionObjectAffectsBlueprint ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InTransactedObject )


description: Undo Action

code: void UndoAction()


code: bool UpdateDefaultValueForVariable ( [FBPVariableDescription](API\Runtime\Engine\Engine\FBPVariableDescription) & InVariable, bool bUseCDO )


description: Once the log is collected update the graph

code: void UpdateGraphCompilerErrors()


description: Push a newly compiled/opened host to the editor

code: virtual void UpdateRigVMHost()


code: virtual void UpdateRigVMHost_PreClearOldHost ( [URigVMHost](API\Plugins\RigVM\URigVMHost) * InPreviousHost )


description: Update stale watch pins

code: void UpdateStaleWatchedPins()


className: FRigVMEditor

code: class FRigVMEditor : public [FBlueprintEditor](API\Editor\Kismet\FBlueprintEditor)

ActiveController

type: URigVMControlle...

LastEventQueue

type: TArray<FName>

MenuExtender

type: TSharedPtr<FEx...

description: The extender to pass to the level editor to extend it's window menu

PropertyChangedHandle

type: FDelegateHandle

ToolbarExtender

description: Toolbar extender


className: FRigVMEditorClosed

code: typedef TMulticastDelegate_TwoParams< void, const [FRigVMEditor](API\Plugins\RigVMEditor\Editor\FRigVMEditor) *, [URigVMBlueprint](API\Plugins\RigVMDeveloper\URigVMBlueprint) * > FRigVMEditorClosed


code: FRigVMEditorGraphMenuContext()


code: FRigVMEditorGraphMenuContext ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< const [URigVMGraph](API\Plugins\RigVMDeveloper\RigVMModel\URigVMGraph) > InGraph, [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< const [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) > InNode, [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) > InPin )


className: FRigVMEditorGraphMenuContext

Graph

type: TObjectPtr< con...

description: The graph associated with this context.

Node

description: The node associated with this context.

Pin

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


code: static [FRigVMEditorStyle](API\Plugins\RigVMEditor\Editor\FRigVMEditorStyle) & Get()


className: FRigVMEditorStyle

code: class FRigVMEditorStyle : public [FSlateStyleSet](API\Runtime\SlateCore\Styling\FSlateStyleSet)

SpacePickerSelectColor

type: FSlateColor


description: Initialize commands

code: virtual void RegisterCommands()


code: FRigVMExecutionStackCommands()


code: FRigVMExecutionStackTabSummoner ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FRigVMEditor](API\Plugins\RigVMEditor\Editor\FRigVMEditor) > & InRigVMEditor )


className: FRigVMExecutionStackCommands

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

FocusOnSelection

type: TSharedPtr<FUI...

description: Focuses on a selected operator's node

GoToInstruction

description: Looks for a specific instruction by index and brings it into focus


description: Creates the widget that will be the body of the new tab Users will most commonly override just this.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateTabBody ( const [FWorkflowTabSpawnInfo](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabSpawnInfo) & Info ) const


className: TabID

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


code: FRigVMFunctionArgumentDefaultNode ( [URigVMGraph](API\Plugins\RigVMDeveloper\RigVMModel\URigVMGraph) * InGraph, [URigVMBlueprint](API\Plugins\RigVMDeveloper\URigVMBlueprint) * InBlueprint )


className: FRigVMExecutionStackTabSummoner

code: struct FRigVMExecutionStackTabSummoner : public [FWorkflowTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabFactory)

RigVMEditor

type: TWeakPtr<FRigV...


className: FRigVMFunctionArgumentDefaultNode

code: class FRigVMFunctionArgumentDefaultNode : public [IDetailCustomNodeBuilder](API\Editor\PropertyEditor\IDetailCustomNodeBuilder), public [TSharedFromThis< FRigVMFunctionArgumentDefaultNode >](API\Runtime\Core\Templates\TSharedFromThis)


code: FRigVMFunctionArgumentGroupLayout ( [URigVMGraph](API\Plugins\RigVMDeveloper\RigVMModel\URigVMGraph) * InGraph, [URigVMBlueprint](API\Plugins\RigVMDeveloper\URigVMBlueprint) * InBlueprint, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FRigVMEditor](API\Plugins\RigVMEditor\Editor\FRigVMEditor) > InEditor, bool bInputs )


className: FRigVMFunctionArgumentGroupLayout

code: class FRigVMFunctionArgumentGroupLayout : public [IDetailCustomNodeBuilder](API\Editor\PropertyEditor\IDetailCustomNodeBuilder), public [TSharedFromThis< FRigVMFunctionArgumentGroupLayout >](API\Runtime\Core\Templates\TSharedFromThis)


code: FRigVMFunctionArgumentLayout ( [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPin, [URigVMGraph](API\Plugins\RigVMDeveloper\RigVMModel\URigVMGraph) * InGraph, [URigVMBlueprint](API\Plugins\RigVMDeveloper\URigVMBlueprint) * InBlueprint, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FRigVMEditor](API\Plugins\RigVMEditor\Editor\FRigVMEditor) > InEditor )


className: FRigVMFunctionArgumentLayout

code: class FRigVMFunctionArgumentLayout : public [IDetailCustomNodeBuilder](API\Editor\PropertyEditor\IDetailCustomNodeBuilder), public [TSharedFromThis< FRigVMFunctionArgumentLayout >](API\Runtime\Core\Templates\TSharedFromThis)


className: AccessSpecifierStrings

code: static [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FString](API\Runtime\Core\Containers\FString) > > AccessSpecifierStrings;


description: Called when details should be customized

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