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

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


module: Kismet

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


description: Constructors

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


code: FBlueprintActionMenuItem ( [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) const * NodeSpawner, [FBlueprintActionUiSpec](API\Editor\BlueprintGraph\FBlueprintActionUiSpec) const & UiDef, [IBlueprintNodeBinder::FBindingSet](API\Editor\BlueprintGraph\IBlueprintNodeBinder\FBindingSet) const & Bindings, [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, int32 InGrouping )


description:
A number of different palette actions hold onto node-templates in different ways. This handles most of those cases and looks to extract said node- template from the specified action.
A pointer to the extracted node (NULL if the action doesn't have one, or we don't support the specific action type yet)

code: static const [UK2Node](API\Editor\BlueprintGraph\UK2Node) * ExtractNodeTemplateFromAction ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > PaletteAction )


className: FBlueprintActionMenuItem

description: Wrapper around aUBlueprintNodeSpawner, which takes care of specialized node spawning. This class should not be sub-classed, any special handling should be done inside aUBlueprintNodeSpawnersubclass, which will be invoked from this class (separated to divide ui and node-spawning).

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


description: A centralized utility function for constructing blueprint context menus. Rolls the supplied Context and SelectedProperties into a series of filters that're used to construct the menu.

code: static void MakeContextMenu ( [FBlueprintActionContext](API\Editor\BlueprintGraph\FBlueprintActionContext) const & Context, bool bIsContextSensitive, uint32 ClassTargetMask, [FBlueprintActionMenuBuilder](API\Editor\Kismet\FBlueprintActionMenuBuilder) & MenuOut )


description: A centralized utility function for constructing the blueprint favorites menu. Takes the palette menu building code and folds in an additional "IsFavorited" filter check.

code: static void MakeFavoritesMenu ( [FBlueprintActionContext](API\Editor\BlueprintGraph\FBlueprintActionContext) const & Context, [FBlueprintActionMenuBuilder](API\Editor\Kismet\FBlueprintActionMenuBuilder) & MenuOut )


description: A centralized utility function for constructing blueprint palette menus. Rolls the supplied Context and FilterClass into a filter that's used to construct the palette.

code: static void MakePaletteMenu ( [FBlueprintActionContext](API\Editor\BlueprintGraph\FBlueprintActionContext) const & Context, [UClass](API\Runtime\CoreUObject\UObject\UClass) * FilterClass, [FBlueprintActionMenuBuilder](API\Editor\Kismet\FBlueprintActionMenuBuilder) & MenuOut )


className: FBlueprintActionMenuUtils

code: struct FBlueprintActionMenuUtils


description:
Find a handler that applies to the specified class
A valid asset handler, or nullptr if none exists for this class

code: const [IBlueprintAssetHandler](API\Editor\Kismet\IBlueprintAssetHandler) * FindHandler ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass ) const


description: Retrieve the singleton instance of this class

code: static [FBlueprintAssetHandler](API\Editor\Kismet\FBlueprintAssetHandler) & Get()


description: Get all the currently registered class names

code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) > GetRegisteredClassNames() const


description: Any assets whose class is a child of the specified class will use this handler (unless there is a more specific handler registered)

code: template<typename HandlerType> void RegisterHandler ( [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) ClassPathName )


code: void RegisterHandler ( [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) ClassPathName, [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [IBlueprintAssetHandler](API\Editor\Kismet\IBlueprintAssetHandler) > && InHandler )


className: FBlueprintAssetHandler

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

code: class FBlueprintAssetHandler


description: Immediately compiles the blueprint, no expectation that related blueprints be subsequently compiled. It will be significantly more efficient to queue blueprints and then flush the compilation queue if there are several blueprints that require compilation (e.g. typical case on PIE):

code: static void CompileSynchronously ( const [FBPCompileRequest](API\Editor\Kismet\FBPCompileRequest) & Request )


description: Write c++ represenetation of the blueprint to OutHeaderSource and OutCppSource

code: static PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid CompileSynchronouslyToCpp ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * BP, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FString](API\Runtime\Core\Containers\FString) > OutHeaderSource, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FString](API\Runtime\Core\Containers\FString) > OutCppSource, const FCompilerNativizationOptions & NativizationOptions )


description: Compiles all blueprints that have been placed in the compilation queue. ObjLoaded is a list of objects that need to be PostLoaded by the linker, when changing CDOs we will replace objects in this list. It is not a list of objects the compilation manager has loaded. The compilation manager will not load data while processing the compilation queue)

code: static void FlushCompilationQueue ( [FUObjectSerializeContext](API\Runtime\CoreUObject\UObject\FUObjectSerializeContext) * InLoadContext )


description: Flushes the compilation queue and finishes reinstancing


description: Returns the Default Value associated with ForClass::Property, if ForClass is currently being compiled this function can look at the old version of the CDO and read the default value from there

code: static bool GetDefaultValue ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * ForClass, const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property, [FString](API\Runtime\Core\Containers\FString) & OutDefaultValueAsString )


description: Returns true whenUBlueprint::GeneratedClassmembers are up to date


description: Adds a newly loaded blueprint to the compilation queue

code: static void NotifyBlueprintLoaded ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * BPLoaded )


description: Adds a blueprint to the compilation queue - useful for batch compilation

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


description: Safely reparents all child classes of every Key in OldClassToNewClass to the class in the corresponding Value. Typically this means every child type will be reinstanced - although reinstancing could be avoided when layouts match.

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


description: Registers a blueprint compiler extension - anytime a blueprint of the provided type is compiled the extension will be activated. Note that because editor initialization may require blueprint compilation there may be blueprints compiled before the extension is registed unless special care has been taken.

code: static void RegisterCompilerExtension ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) > BlueprintType, [UBlueprintCompilerExtension](API\Editor\Kismet\UBlueprintCompilerExtension) * Extension )


className: FBlueprintCompilationManager

code: struct FBlueprintCompilationManager


className: FBlueprintCompiledData

code: struct FBlueprintCompiledData

IntermediateGraphs

type: TArray<TObject...


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FBlueprintEditor](API\Editor\Kismet\FBlueprintEditor) > GetBlueprintEditor() const


code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetPreviewActor() const


code: virtual void RegisterTabFactories ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > InTabManager )


code: FBlueprintComponentsApplicationMode ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FBlueprintEditor](API\Editor\Kismet\FBlueprintEditor) > InBlueprintEditor )


className: FBlueprintComponentsApplicationMode

code: class FBlueprintComponentsApplicationMode : public [FApplicationMode](API\Editor\UnrealEd\WorkflowOrientedApp\FApplicationMode)

BlueprintComponentsTabFactories

type: FWorkflowAllowe...

description: Set of spawnable tabs in this mode.

CachedComponentSelection

type: TArray<TWeakOb...

MyBlueprintEditor

type: TWeakPtr<FBlue...


description: If editor and object path are the same length because there's no prefix, this is the editor object

code: bool IsEditorObject() const


description: Returns true if this is the special entry for no specific object

code: bool IsEmptyObject() const


description: If this has no editor path, it was spawned

code: bool IsSpawnedObject() const


code: FBlueprintDebugObjectInstance ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > InPtr, const [FString](API\Runtime\Core\Containers\FString) & InLabel )


className: FBlueprintDebugObjectInstance

code: struct FBlueprintDebugObjectInstance

EditorObjectPath

type: FString

description: Object path to object in the editor, will only be set for static objects

ObjectLabel

description: Friendly label for object to debug

ObjectPath

description: Raw object path of spawned PIE object, this is not a SoftObjectPath because we don't want it to get fixed up

ObjectPtr

type: TWeakObjectPtr<...

description: Actual object to debug, can be null


className: FBlueprintDefaultsApplicationMode

code: class FBlueprintDefaultsApplicationMode : public [FApplicationMode](API\Editor\UnrealEd\WorkflowOrientedApp\FApplicationMode)

BlueprintDefaultsTabFactories

description: Set of spawnable tabs in Class Defaults mode.


code: FBlueprintDefaultsApplicationMode ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FBlueprintEditor](API\Editor\Kismet\FBlueprintEditor) > InBlueprintEditor )


description: GC.

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


code: void AppendAction ( [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) const * Action )


code: [TSet](API\Runtime\Core\Containers\TSet)< [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) const * > const & GetActionSet() const


description:
Retrieves the icon brush for this menu entry (to be displayed alongside in the menu).
An slate brush to be used for this menu item in the action menu.

code: [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) const * GetMenuIcon ( [FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) & ColorOut )


code: [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) const * GetSampleAction() const


description:
Attempts to create a certain drag/drop action with respect to the setUBlueprintNodeSpawner.
An emptyTSharedPtrif we failed to determine theFDragDropOperationtype to use, else a newly instantiated drag/drop op.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDragDropOperation](API\Runtime\SlateCore\Input\FDragDropOperation) > OnDragged ( FNodeCreationAnalytic AnalyticsDelegate ) const


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


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

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


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


description: Sole constructor, which ensures that the RepresentativeAction member is set (and valid).

code: FBlueprintDragDropMenuItem ( [FBlueprintActionContext](API\Editor\BlueprintGraph\FBlueprintActionContext) const & Context, [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) const * SampleAction, int32 MenuGrouping, [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip )


description: Default constructor for USTRUCT() purposes.

code: FBlueprintDragDropMenuItem()


className: FBlueprintDragDropMenuItem

description: This class represents those "consolidated" actions, and essentially serves as aFDragDropOperationspawner. It wraps a singleUBlueprintNodeSpawner(any one of the set that it is supposed to represent), that it uses to determine the properFDragDropOperation.

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


description: Adds a new bookmark node to the Blueprint that's being edited.

code: [FBPEditorBookmarkNode](API\Runtime\Engine\Engine\FBPEditorBookmarkNode) * AddBookmark ( const [FText](API\Runtime\Core\Internationalization\FText) & DisplayName, const [FEditedDocumentInfo](API\Runtime\Engine\Engine\FEditedDocumentInfo) & BookmarkInfo, bool bSharedBookmark )


code: bool AddNewDelegateIsVisible() const


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 AddToSelection ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InNode )


code: void AnalyticsTrackCompileEvent ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, int32 NumErrors, int32 NumWarnings ) const


description: Whether delegates are allowed to be displayed/created in a blueprint

code: virtual bool AreDelegatesAllowed() const


description: Used to track node create/delete events for Analytics

code: virtual void AnalyticsTrackNodeEvent ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * GraphNode, bool bNodeDelete ) const


description: Whether event graphs are allowed to be displayed/created in a blueprint

code: virtual bool AreEventGraphsAllowed() const


description: Whether macros are allowed to be displayed/created in a blueprint

code: virtual bool AreMacrosAllowed() const


description: Returns whether the edited blueprint has components

code: bool CanAccessComponentsMode() const


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

code: virtual bool CanAddNewLocalVariable() const


code: bool CanAssignReferencedActor() const


description:
Called when a selection of nodes is being collapsed into a function
Returns TRUE if the selection can be promoted to a function

code: bool CanCollapseSelectionToFunction ( [TSet](API\Runtime\Core\Containers\TSet)< class [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & InSelection ) const


description:
Called when a selection of nodes is being collapsed into a macro
Returns TRUE if the selection can be promoted to a macro

code: bool CanCollapseSelectionToMacro ( [TSet](API\Runtime\Core\Containers\TSet)< class [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & InSelection ) const


code: bool CanConvertEventToFunction() const


description: Callback function for the context menu on a node to determine if a function could possibly be converted to an event

code: bool CanConvertFunctionToEvent() const


code: bool CanCreateMatchingFunction() const


code: virtual bool CanDeleteNodes() const


code: bool CanInsertExecutionPin() const


code: bool CanNavigateToChildGraph() const


description: Navigating into/out of graphs.

code: bool CanNavigateToParentGraph() const


description: Spawns a new blueprint debugger tab

code: bool CanOpenBlueprintDebugger() const


description: Paste Variable Definition or Nodes

code: virtual bool CanPasteGeneric() const


code: virtual bool CanPasteNodes() const


code: bool CanPromoteSelectionToMacro() const


code: bool CanPromoteToVariable ( bool bInToMemberVariable ) const


code: bool CanRecombineStructPin() const


description: Whether or not we can redo an undone action

code: bool CanRedoGraphAction() const


code: bool CanRemoveExecutionPin() const


code: bool CanRemoveThisStructVarPin() const


code: bool CanResetPinToDefaultValue() const


code: bool CanRestoreAllStructVarPins() const


code: bool CanSelectReferenceInLevel() const


code: virtual bool CanStartWatchingPin() const


code: virtual bool CanStopWatchingPin() const


description: Whether or not we can perform an undo of the last transacted action

code: bool CanUndoGraphAction() const


description: Unbinds all graph editor "quick jump" commands

code: void ClearAllGraphEditorQuickJumps()


description: Deletes all breakpoints for the blueprint being edited

code: void ClearAllBreakpoints()


description: Clears all watches associated with the blueprint being edited

code: void ClearAllWatches()


description: Unbinds a graph editor "quick jump" from the command at the given index

code: void ClearGraphEditorQuickJump ( int32 BookmarkIndex )


code: virtual void ClearSelectionStateFor ( [FName](API\Runtime\Core\UObject\FName) SelectionOwner )


description: Finds the tab associated with the specified asset, and closes if it is open

code: void CloseDocumentTab ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * DocumentID )


description: Closes the merge tool, rather than simply hiding it

code: void CloseMergeTool()


description: Called when a selection of nodes are being collapsed into a sub-graph

code: void CollapseNodes ( [TSet](API\Runtime\Core\Containers\TSet)< class [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & InCollapsableNodes )


description: Collapses a selection of nodes into a graph for composite, function, or macro nodes.

code: void CollapseNodesIntoGraph ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InGatewayNode, class [UK2Node_EditablePinBase](API\Editor\BlueprintGraph\UK2Node_EditablePinBase) * InEntryNode, class [UK2Node_EditablePinBase](API\Editor\BlueprintGraph\UK2Node_EditablePinBase) * InResultNode, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InSourceGraph, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InDestinationGraph, [TSet](API\Runtime\Core\Containers\TSet)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & InCollapsableNodes, bool bCanDiscardEmptyReturnNode, bool bCanHaveWeakObjPtrParam )


description: Called when a selection of nodes are being collapsed into a function

code: [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * CollapseSelectionToFunction ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SGraphEditor](API\Editor\UnrealEd\SGraphEditor) > InRootGraph, [TSet](API\Runtime\Core\Containers\TSet)< class [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & InCollapsableNodes, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) *& OutFunctionNode )


code: void CollectExecDownstreamNodes ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * CurrentNode, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & CollectedNodes )


description: Called when a selection of nodes are being collapsed into a macro

code: [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * CollapseSelectionToMacro ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SGraphEditor](API\Editor\UnrealEd\SGraphEditor) > InRootGraph, [TSet](API\Runtime\Core\Containers\TSet)< class [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & InCollapsableNodes, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) *& OutMacroNode )


code: void CollectExecUpstreamNodes ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * CurrentNode, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & CollectedNodes )


code: void CollectPureDownstreamNodes ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * CurrentNode, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & CollectedNodes )


code: void CollectPureUpstreamNodes ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * CurrentNode, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & CollectedNodes )


description: Should be called when initializing any editor built off this foundation.

code: void CommonInitialization ( const [TArray](API\Runtime\Core\Containers\TArray)< [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * > & InitBlueprints, bool bShouldOpenInDefaultsMode )


description: Called when Compile button is clicked

code: virtual void Compile()


description: Calls the above function, but returns anFReply::Handled(). Used in SButtons


description: Converts the given event node to a function graph on this blueprint if it passes validation

code: bool ConvertEventIfValid ( [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event) * EventToConv )


code: void ConvertEventToFunction ( [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event) * SelectedEventNode )


description: Converts the given function entry node to an event if it passes validation

code: bool ConvertFunctionIfValid ( [UK2Node_FunctionEntry](API\Editor\BlueprintGraph\UK2Node_FunctionEntry) * FuncEntryNode )


description: Given a function node, move all nodes from the function out of the function graph, create an event with the same function name, and connect nodes to that event.

code: void ConvertFunctionToEvent ( [UK2Node_FunctionEntry](API\Editor\BlueprintGraph\UK2Node_FunctionEntry) * SelectedCallFunctionNode )


description: Create Default Commands

code: virtual void CreateDefaultCommands()


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)< class [FTabInfo](API\Editor\UnrealEd\WorkflowOrientedApp\FTabInfo) > InTabInfo, class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph )


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 )


description: Create a graph title bar widget

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateGraphTitleBarWidget ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTabInfo](API\Editor\UnrealEd\WorkflowOrientedApp\FTabInfo) > InTabInfo, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph )


description: Forces the merge tool to be shown

code: void CreateMergeToolTab()


description: Forces the merge tool to be shown

code: void CreateMergeToolTab ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * BaseBlueprint, const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * RemoteBlueprint, const [FOnMergeResolved](API\Developer\Merge\FOnMergeResolved) & ResolutionCallback )


description: Deprecated* CustomizeSCSEditor has been deprecated. Use CustomizeSubobjectEditor instead.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ISCSEditorCustomization](API\Editor\Kismet\ISCSEditorCustomization) > CustomizeSCSEditor ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * InComponentToCustomize ) const


description:
Check to see if we can customize the subobject editor for the passed-in scene component
an subobject editor customization instance, if one exists.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ISCSEditorCustomization](API\Editor\Kismet\ISCSEditorCustomization) > CustomizeSubobjectEditor ( const [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * InComponentToCustomize ) const


code: void DeleteSelectedDuplicatableNodes()


description: Called when DeleteUnusedVariables button is clicked

code: void DeleteUnusedVariables_OnClicked()


code: virtual void DeleteSelectedNodes()


description: Destroy the Blueprint preview.

code: void DestroyPreview()


description: Disables all breakpoints for the blueprint being edited

code: void DisableAllBreakpoints()


description: Perform the actual promote to variable action on the given pin in the given blueprint.

code: void DoPromoteToVariable ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InTargetPin, bool bInToMemberVariable, const FVector2D * InOptionalLocation )


description: Dumps messages to the compiler log, with an option to force it to display/come to front

code: void DumpMessagesToCompilerLog ( const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) >> & Messages, bool bForceMessageDisplay )


className: ECreatedDocumentType

description: Type of new document/graph being created by a menu item.

code: enum ECreatedDocumentType { CGT_NewVariable, CGT_NewFunctionGraph, CGT_NewMacroGraph, CGT_NewAnimationLayer, CGT_NewEventGraph, CGT_NewLocalVariable, }


description: Edit the class defaults

code: void EditClassDefaults_Clicked()


description: Edit the class settings aka Blueprint global options

code: void EditGlobalOptions_Clicked()


description: Enables all breakpoints for the blueprint being edited

code: void EnableAllBreakpoints()


description: Enable/disable the subobject editor preview viewport

code: void EnableSubobjectPreview ( bool bEnable )


description: Ensures the blueprint is up to date.

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


className: ESafeToModifyDuringPIEStatus

code: enum ESafeToModifyDuringPIEStatus { Unknown, Safe, NotSafe, }


description: Expands passed in node

code: static void ExpandNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InNodeToExpand, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InSourceGraph, [TSet](API\Runtime\Core\Containers\TSet)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & OutExpandedNodes )


description: Pulls out the pins to use as a template when collapsing a selection to a function with a custom event involved.

code: void ExtractEventTemplateForFunction ( class [UK2Node_CustomEvent](API\Editor\BlueprintGraph\UK2Node_CustomEvent) * InCustomEvent, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InGatewayNode, class [UK2Node_EditablePinBase](API\Editor\BlueprintGraph\UK2Node_EditablePinBase) * InEntryNode, class [UK2Node_EditablePinBase](API\Editor\BlueprintGraph\UK2Node_EditablePinBase) * InResultNode, [TSet](API\Runtime\Core\Containers\TSet)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & InCollapsableNodes )


description: Default ctor (for initialization).


className: FImportNamespaceExParameters

description: Parameters for the extendedImportNamespaceEx()method

code: struct FImportNamespaceExParameters

bIsAutoImport

type: bool

description: Whether this is an automatic or explicit (i.e. user-initiated) action.

NamespacesToImport

type: TSet<FString>

description: One or more unique namespace identifiers to be imported as part of the single transaction.

OnPostImportCallback

type: FSimpleDelegate

description: Callback to use for any post-import actions. Will not be invoked if nothing is imported.


description: Deprecated* FindAndSelectSCSEditorTreeNode has been deprecated. Use FindAndSelectSubobjectEditorTreeNode instead.

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FSCSEditorTreeNode](API\Editor\Kismet\FSCSEditorTreeNode) > FindAndSelectSCSEditorTreeNode ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent, bool IsCntrlDown )


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSubobjectEditorTreeNode](API\Editor\SubobjectEditor\FSubobjectEditorTreeNode) > FindAndSelectSubobjectEditorTreeNode ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent, bool IsCntrlDown )


description: Called when Find In Blueprints menu is opened is clicked

code: void FindInBlueprints_OnClicked()


description: Called to start a quick find (focus the search box in the explorer tab)

code: void FindInBlueprint_Clicked()


description: Finds any open tabs containing the specified document and adds them to the specified array; returns true if at least one is found.

code: bool FindOpenTabsContainingDocument ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * DocumentID, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > > & Results )


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


className: FOnModeSet

code: typedef TMulticastDelegate_OneParam< void, [FName](API\Runtime\Core\UObject\FName) > FOnModeSet


className: FOnRefreshEvent

description: Broadcasts a notification whenever the editor needs associated controls to refresh

code: class FOnRefreshEvent : public TBaseMulticastDelegate_NoParams< void >


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


className: FOnSetPinVisibility

code: typedef TMulticastDelegate_OneParam< void, [SGraphEditor::EPinVisibility](API\Editor\UnrealEd\SGraphEditor\EPinVisibility) > FOnSetPinVisibility


description: Get all connected nodes and add them to a set of out nodesTArrayof all connected nodes

code: [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > GetAllConnectedNodes ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) *const Node ) const


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

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


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< SBlueprintBookmarks > GetBookmarksWidget() const


description: Get the visible bounds of the given graph node

code: void GetBoundsForNode ( const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InNode, class [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & OutRect, float InPadding ) const


code: virtual bool GetBoundsForSelectedNodes ( class [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & Rect, float Padding )


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetCompilerResults() const


description: Get the context to use from the Blueprint type

code: static [FName](API\Runtime\Core\UObject\FName) GetContextFromBlueprintType ( EBlueprintType InType )


description: Get the graph appearance of the currently focused graph


description: Utility helper to get the currently hovered pin in the currently visible graph, or nullptr if there isn't one.

code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetCurrentlySelectedPin() 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: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SKismetInspector](API\Editor\Kismet\SKismetInspector) > GetDefaultEditor() const


description: Gets the default schema for this editor

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


description: the documentation location for this editor

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


description: Determines visibility of the edit parent class button on the menu bar overlay


description: Determines visibility of the find parent class in content browser button on the menu bar overlay


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SFindInBlueprints](API\Editor\Kismet\SFindInBlueprints) > GetFindResults() const


description:
Util for finding a glyph for a graph
An appropriate brush to use to represent the graph, if the graph is an unknown type the function will return the default "function" glyph

code: static const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetGlyphForGraph ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, bool bInLargeIcon )


description: Returns the currently focused graph context, or NULL if no graph is available.

code: virtual [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetFocusedGraph() 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


description: Gets the display name of a graph

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


description: Return the class viewer filter associated with the current set of imported namespaces within this editor context. Default is NULL (no filter).

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IClassViewerFilter](API\Editor\ClassViewer\IClassViewerFilter) > GetImportedClassViewerFilter() const


description: Return the pin type selector filter associated with the current set of imported namespaces within this editor context. Default is NULL (no filter).

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IPinTypeSelectorFilter](API\Editor\KismetWidgets\IPinTypeSelectorFilter) > GetImportedPinTypeSelectorFilter() const


description: Getters for the various Kismet2 widgets

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SKismetInspector](API\Editor\Kismet\SKismetInspector) > GetInspector() const


description: Used to determine the visibility of the graph's instruction text.

code: float GetInstructionTextOpacity ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph ) const


description: Gets or sets the flag for context sensitivity in the graph action menu

code: bool & GetIsContextSensitive()


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SMyBlueprint](API\Editor\Kismet\SMyBlueprint) > GetMyBlueprintWidget() const


description: Determines visibility of the native parent class manipulation buttons on the menu bar overlay


description: Get number of currently selected nodes in the SCS editor tree

code: virtual int32 GetNumberOfSelectedNodes() const


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< SBlueprintPalette > GetPalette()


description: Returns the name of the Blueprint's parent class


description: Determines visibility of the standard parent class label on the menu bar overlay


description: Get all the the pin type selector filters within this editor context.

code: virtual void GetPinTypeSelectorFilters ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IPinTypeSelectorFilter](API\Editor\KismetWidgets\IPinTypeSelectorFilter) >> & OutFilters ) const


description: Returns our PIE Status - SIMULATING / SERVER / CLIENT


code: bool GetPinVisibility ( [SGraphEditor::EPinVisibility](API\Editor\UnrealEd\SGraphEditor\EPinVisibility) Visibility ) const


description: Provides access to the preview actor.

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetPreviewActor() const


description: Provides access to the preview scene.


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

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


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< SReplaceNodeReferences > GetReplaceReferencesWidget() const


description: Getters for the various optional Kismet2 widgets

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SSCSEditor](API\Editor\Kismet\SSCSEditor) > GetSCSEditor() const


description: Get the currently selected set of nodes


description: Deprecated* GetSelectedSCSEditorTreeNodes has been deprecated. Use GetSelectedSubobjectEditorTreeNodes instead.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FSCSEditorTreeNode](API\Editor\Kismet\FSCSEditorTreeNode) > > GetSelectedSCSEditorTreeNodes() const


description: Util to get the currently selected Subobject editor tree Nodes

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSubobjectEditorTreeNode](API\Editor\SubobjectEditor\FSubobjectEditorTreeNode) > > GetSelectedSubobjectEditorTreeNodes() const


description: Returns the currently selected node if there is a single node selected (if there are multiple nodes selected or none selected, it will return nullptr)

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


description: Return the stat id to use for this tickable

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


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SSubobjectEditor](API\Editor\SubobjectEditor\SSubobjectEditor) > GetSubobjectEditor() const


description: Delegate invoked when the Subobject editor needs to obtain the object context for editing

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


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< SSCSEditorViewport > GetSubobjectViewport() const


description: Returns: "(.h)"


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

code: virtual ETickableTickType GetTickableTickType() const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FBlueprintEditorToolbar](API\Editor\Kismet\FBlueprintEditorToolbar) > GetToolbarBuilder()


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 localized name of this toolkit

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetToolkitName() 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: Gets the UI selection state of this editor


description:
Util for finding a glyph and color for a variable.
The resulting glyph brush

code: static [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) const * GetVarIconAndColor ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * VarScope, [FName](API\Runtime\Core\UObject\FName) VarName, [FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) & IconColorOut, [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) const *& SecondaryBrushOut, [FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) & SecondaryColorOut )


code: static [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) const * GetVarIconAndColorFromPinType ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType, [FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) & IconColorOut, [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) const *& SecondaryBrushOut, [FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) & SecondaryColorOut )


code: static [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) const * GetVarIconAndColorFromProperty ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property, [FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) & IconColorOut, [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) const *& SecondaryBrushOut, [FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) & SecondaryColorOut )


description: Gets the focused graph current view bookmark ID

code: void GetViewBookmark ( [FGuid](API\Runtime\Core\Misc\FGuid) & BookmarkId )


description: Gets the focused graph view location/zoom amount

code: void GetViewLocation ( FVector2D & Location, float & ZoomAmount )


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


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


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

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


code: void HandleUnrelatedNodesOpacityBoxChanged ( float NewOpacity )


code: [TOptional](API\Runtime\Core\IO\TOptional)< float > HandleUnrelatedNodesOpacityBoxValue() const


code: bool HasAnyDisabledBreakpoints() const


code: bool HasAnyEnabledBreakpoints() const


description: Imports a set of namespace(s) into the editor. This may trigger a load event for additional macro and/or function library assets if not already loaded.

code: void ImportNamespaceEx ( const [FImportNamespaceExParameters](API\Editor\Kismet\FBlueprintEditor\FImportNamespaceExParameters) & InParams )


description: Imports the given namespace into the editor. This may trigger a load event for additional macro and/or function library assets if not already loaded.

code: void ImportNamespace ( const [FString](API\Runtime\Core\Containers\FString) & InNamespace )


description: Returns true if in editing mode

code: bool InEditingMode() const


description: Called during initialization of the blueprint editor to register commands and extenders.

code: virtual void InitalizeExtenders()


description: Edits the specified blueprint

code: void InitBlueprintEditor ( 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, const [TArray](API\Runtime\Core\Containers\TArray)< class [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * > & InBlueprints, bool bShouldOpenInDefaultsMode )


description: Returns if this is aIBlueprintEditorderivation

code: virtual bool IsBlueprintEditor() const


description: Add context objects for menus and toolbars

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


description: Returns true if able to compile

code: virtual bool IsCompilingEnabled() const


description: Is the main details panel currently showing 'Class defaults' (Note: Has nothing to do with the standalone class defaults panel)?


description: Is the main details panel currently showing 'Global options' (e.g., class metadata)?


description: Returns whether a graph is editable or not

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


description: Returns whether the editor is currently editing a single blueprint object

code: bool IsEditingSingleBlueprint() const


description: Returns if we are currently closing the editor

code: bool IsEditorClosing() const


description: Checks to see if the provided graph is contained within the current blueprint

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


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

code: bool IsGraphReadOnly ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph ) 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: Overridable function for determining if the current mode can script

code: virtual bool IsInAScriptingMode() const


description: Check the Node Title is visible

code: bool IsNodeTitleVisible ( const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node, bool bRequestRename )


description: Return whether the given object falls outside the scope of the current set of imported namespaces within this editor context. Default is FALSE (imported).

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


code: virtual bool IsNonImportedObject ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & InObject ) const


description: Returns true if the parent class of the Blueprint being edited is also a Blueprint

code: bool IsParentClassABlueprint() const


description: Returns true if the parent class of the Blueprint being edited is an editable Blueprint


description: Returns true if the parent class of the Blueprint being edited is native

code: bool IsParentClassNative() const


description: Returns true if PIE is active

code: bool IsPlayInEditorActive() const


description: Helper functions used to construct/operate-on the "Save on Compile" command

code: bool IsSaveOnCompileEnabled() 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


description: Make nodes which are unrelated to the selected nodes fade out


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


description: Pan the view to center on a particular node

code: void JumpToNode ( const class [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node, bool bRequestRename )


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


description: Load macro & function blueprint libraries from asset registry

code: void LoadLibrariesFromAssetRegistry()


description: Throw a simple message into the log

code: void LogSimpleMessage ( const [FText](API\Runtime\Core\Internationalization\FText) & MessageText )


description: Called when a token in a log message is clicked

code: void LogToken_OnClicked ( const class [IMessageToken](API\Runtime\Core\Logging\IMessageToken) & Token )


description: Make a drop down menu to control the opacity of unrelated nodes


description: Move the given set of nodes to an average spot near the Source position

code: void MoveNodesToAveragePos ( [TSet](API\Runtime\Core\Containers\TSet)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & AverageNodes, FVector2D SourcePos, bool bExpandedNodesNeedUniqueGuid ) const


description: Move every node from the source graph to the destination graph. Add Each node that is moved to the OutExpandedNodes set. If the source graph is a function graph, keep track of the entry and result nodes in the given Out Parameters.

code: static void MoveNodesToGraph ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & SourceNodes, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * DestinationGraph, [TSet](API\Runtime\Core\Containers\TSet)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & OutExpandedNodes, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) ** OutEntry, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) ** OutResult, const bool bIsCollapsedGraph )


description: Navigating into/out of graphs.

code: void NavigateToParentGraph()


description: Navigating into/out of graphs.


code: [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) NewDocument_GetVisibilityForType ( [ECreatedDocumentType](API\Editor\Kismet\FBlueprintEditor\ECreatedDocumentType) GraphType ) const


code: virtual bool NewDocument_IsVisibleForType ( [ECreatedDocumentType](API\Editor\Kismet\FBlueprintEditor\ECreatedDocumentType) GraphType ) const


code: [FReply](API\Runtime\SlateCore\Input\FReply) NewDocument_OnClick ( [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: Called when New Delegate button is clicked

code: void OnAddNewDelegate()


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

code: virtual void OnAddNewLocalVariable()


description: Adds a new variable to this blueprint

code: void OnAddNewVariable()


description: Called when New Function button is clicked

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


description: Called when the Blueprint we are editing has changed, forwards to impl

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


description: Called when the Blueprint we are editing has changed

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


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


description: Handles the unloading of Blueprints (by closing the editor, if it operating on the Blueprint being unloaded)

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


code: void OnChangePinTypeFinished ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * SelectedPin )


description: Called when this toolkit is being closed

code: virtual void OnClose()


code: void OnCollapseSelectionToFunction()


description: Delegate invoked when a new subobject is added in the subobject editor widget

code: virtual void OnComponentAddedToBlueprint ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & NewSubobjectData )


description: Delegate invoked when an item is double clicked in the subobject editor widget

code: virtual void OnComponentDoubleClicked ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FSubobjectEditorTreeNode](API\Editor\SubobjectEditor\FSubobjectEditorTreeNode) > Node )


code: virtual void OnComponentDoubleClicked ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FSCSEditorTreeNode](API\Editor\Kismet\FSCSEditorTreeNode) > Node )


description: Create comment node on graph

code: virtual void OnCreateComment()


description: Called to create context menu when right-clicking on graph

code: [FActionMenuContent](API\Editor\UnrealEd\FActionMenuContent) OnCreateGraphActionMenu ( [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: Allow derived editors to add command mappings.

code: virtual void OnCreateGraphEditorCommands &40; TSharedPtr< FUICommandList > GraphEditorCommandsList &41;


description: Dumps the currently-cached index data for the blueprint to a file for debugging


description: Handler for "Edit parent class" button


description: Handles opening the header file of native parent class


code: virtual void OnEditTabClosed ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > Tab )


description: Handler for "Find parent class in CB" button


description: Callback when properties have finished being handled

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


description: Dumps the current blueprint search index to a JSON file for debugging purposes


description: Called from graph context menus when they close to tell the editor why they closed

code: void OnGraphActionMenuClosed ( bool bActionExecuted, bool bContextSensitiveChecked, bool bGraphPinContext )


description: Functions for handling the changing of the pin's type (PinCategory, PinSubCategory, etc)

code: [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) OnGetPinType ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * SelectedPin ) const


description: Called when the graph editor tab is backgrounded

code: virtual void OnGraphEditorBackgrounded ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SGraphEditor](API\Editor\UnrealEd\SGraphEditor) > & InGraphEditor )


description: Called when an actor is dropped onto the graph editor

code: void OnGraphEditorDropActor ( const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > > & Actors, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, const FVector2D & DropLocation )


description: Called when a streaming level is dropped onto the graph editor

code: void OnGraphEditorDropStreamingLevel ( const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) > > & Levels, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, const FVector2D & DropLocation )


description: Called when graph editor focus is changed

code: virtual void OnGraphEditorFocused ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [SGraphEditor](API\Editor\UnrealEd\SGraphEditor) > & InGraphEditor )


description: Handles activation of a graph editor "quick jump" command

code: void OnGraphEditorQuickJump ( int32 BookmarkIndex )


code: void OnInsertExecutionPin ( EPinInsertPosition Position )


code: void OnListObjectsReferencedByClass()


code: void OnLockNodeStateCheckStateChanged ( ECheckBoxState NewCheckedState )


code: void OnNodeDoubleClicked ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node )


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

code: virtual bool OnlyShowCustomDebugObjects() const


description: Called when node is spawned by keymap

code: void OnNodeSpawnedByKeymap()


description: Called when a node's title is committed for a rename

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: Called when a node's title is being committed for a rename so it can be verified

code: bool OnNodeVerifyTitleCommit ( const [FText](API\Runtime\Core\Internationalization\FText) & NewText, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * NodeBeingChanged, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMessage )


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

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


description: Called after a property change has been propagated to instances of the Blueprint

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


description: Called when a property change is about to be propagated to instances of the Blueprint

code: void OnPreObjectPropertyChanged ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, const [FEditPropertyChain](API\Runtime\CoreUObject\UObject\FEditPropertyChain) & EditPropertyChain )


code: void OnPromoteSelectionToFunction()


description: UI Action functionality.

code: void OnPromoteToVariable ( bool bInToMemberVariable )


description: On starting to rename node

code: void OnRenameNode()


description: Called when this toolkit is requested to close. Returns false if closing should be prevented.

code: virtual bool OnRequestClose ( EAssetEditorCloseReason InCloseReason )


description: Called when the selection changes in the GraphEditor

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


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


description: Delegate invoked when the selection is changed in the subobject editor widget

code: virtual void OnSelectionUpdated ( const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FSubobjectEditorTreeNode](API\Editor\SubobjectEditor\FSubobjectEditorTreeNode) >> & SelectedNodes )


code: virtual void OnSelectionUpdated ( const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FSCSEditorTreeNode](API\Editor\Kismet\FSCSEditorTreeNode) >> & SelectedNodes )


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 )


description: Start editing the defaults for this blueprint

code: void OnStartEditingDefaultsClicked()


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > OpenDocument ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * DocumentID, [FDocumentTracker::EOpenDocumentCause](API\Editor\UnrealEd\WorkflowOrientedApp\FDocumentTracker\EOpenDocumentCause) Cause )


description: Spawns a new blueprint debugger tab

code: void OpenBlueprintDebugger()


description: Tries to open the specified graph and bring it's document to the front (note: this can return NULL)

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SGraphEditor](API\Editor\UnrealEd\SGraphEditor) > OpenGraphAndBringToFront ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, bool bSetFocus )


description: Paste Variable Definition or Nodes

code: virtual void PasteGeneric()


description: Paste on graph at specific location

code: virtual void PasteNodesHere ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * DestinationGraph, const FVector2D & GraphLocation )


description: Signal that client should run any PostRedo code

code: virtual void PostRedo ( bool bSuccess )


description: Should be called when initializing an editor that has a blueprint, after layout (tab spawning) is done.


description: Signal that client should run any PostUndo code

code: virtual void PostUndo ( bool bSuccess )


description: Recreates the overlay on the menu bar


description: Given a node, make connections from anything connected to it's input pin to anything connected to it's "then" pins. Only works on impure nodes with single exec/then pins.

code: void ReconnectExecPins ( class [UK2Node](API\Editor\BlueprintGraph\UK2Node) * Node )


description: Called to redo the last undone action

code: void RedoGraphAction()


description: Called when the refresh all nodes button is clicked

code: void RefreshAllNodes_OnClicked()


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


description: Updates the selected object used by the stand lone defaults editor widget.

code: void RefreshStandAloneDefaultsEditor()


description: Called during initialization of the blueprint editor to register any application modes.

code: virtual void RegisterApplicationModes ( const [TArray](API\Runtime\Core\Containers\TArray)< [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * > & InBlueprints, bool bShouldOpenInDefaultsMode, bool bNewlyCreated )


description: Register Menus

code: void RegisterMenus()


description: Register a customization for interacting with the subobject editor

code: void RegisterSCSEditorCustomization ( const [FName](API\Runtime\Core\UObject\FName) & InComponentName, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ISCSEditorCustomization](API\Editor\Kismet\ISCSEditorCustomization) > InCustomization )


description: IToolkitinterface

code: virtual void RegisterTabSpawners ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > & TabManager )


code: void RegisterToolbarTab ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > & TabManager )


description: Removes the bookmark node with the given ID.

code: void RemoveBookmark ( const [FGuid](API\Runtime\Core\Misc\FGuid) & BookmarkNodeId, bool bRefreshUI )


description: Removes the given namespace from the editor's current import context. However, this will NOT unload any associated macro and/or function library assets.

code: void RemoveNamespace ( const [FString](API\Runtime\Core\Containers\FString) & InNamespace )


description: Renames the bookmark node with the given ID.

code: void RenameBookmark ( const [FGuid](API\Runtime\Core\Misc\FGuid) & BookmarkNodeId, const [FText](API\Runtime\Core\Internationalization\FText) & NewName )


description: Utility function to handle all steps required to rename a newly added action

code: void RenameNewlyAddedAction ( [FName](API\Runtime\Core\UObject\FName) InActionName )


code: virtual bool ReparentBlueprint_IsVisible() const


description: Reparent the current blueprint

code: void ReparentBlueprint_Clicked()


code: void ReparentBlueprint_NewParentChosen ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ChosenClass )


description: Request a save of the edited object state This is used to delay it by one frame when triggered by a tab being closed, so it can finish closing before remembering the new state

code: void RequestSaveEditedObjectState()


description: Focus nodes which are related to the selected nodes

code: void ResetAllNodesUnrelatedStates()


description: Create new tab for each element of LastEditedObjects array

code: void RestoreEditedObjectState()


description: Save the current set of edited objects in the LastEditedObjects array so it will be opened next time we open K2

code: void SaveEditedObjectState()


description: Duplicates an EdGraphNode using selection and copy / paste functionality

code: void SelectAndDuplicateNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InNode )


description: Selects an item in "My Blueprint" by name.

code: void SelectGraphActionItemByName ( const [FName](API\Runtime\Core\UObject\FName) & ItemName, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) SelectInfo, int32 SectionId, bool bIsCategory )


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 )


description: Attempt to set the current mode. If this mode is illegal or unknown, the mode will remain unchanged.

code: virtual void SetCurrentMode ( [FName](API\Runtime\Core\UObject\FName) NewMode )


description: Sets customizations for the BP editor details panel.

code: void SetDetailsCustomization ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FDetailsViewObjectFilter](API\Editor\PropertyEditor\FDetailsViewObjectFilter) > DetailsObjectFilter, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IDetailRootObjectCustomization](API\Editor\PropertyEditor\IDetailRootObjectCustomization) > DetailsRootCustomization )


description: Binds a graph editor "quick jump" to the command at the given index

code: void SetGraphEditorQuickJump ( int32 BookmarkIndex )


description: Ensures the blueprint has keyboard focus.

code: void SetKeyboardFocus()


description: Pin visibility accessors

code: void SetPinVisibility ( [SGraphEditor::EPinVisibility](API\Editor\UnrealEd\SGraphEditor\EPinVisibility) Visibility )


description: Sets subobject editor UI customization

code: void SetSubobjectEditorUICustomization ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ISCSEditorUICustomization](API\Editor\Kismet\ISCSEditorUICustomization) > SCSEditorUICustomization )


description: Deprecated* SetSCSEditorUICustomization has been deprecated. Use SetSubobjectEditorUICustomization instead.

code: void SetSCSEditorUICustomization ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ISCSEditorUICustomization](API\Editor\Kismet\ISCSEditorUICustomization) > SCSEditorUICustomization )


code: void SetUISelectionState ( [FName](API\Runtime\Core\UObject\FName) SelectionOwner )


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: Called by the blueprint editing app mode to focus the appropriate tabs, etc...

code: void SetupViewForBlueprintEditingMode()


description: Sets the focused graph view location/zoom amount

code: void SetViewLocation ( const FVector2D & Location, float ZoomAmount, const [FGuid](API\Runtime\Core\Misc\FGuid) & BookmarkId )


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: Virtual override point for editing defaults; allowing more derived editors to edit something else

code: virtual void StartEditingDefaults ( bool bAutoFocus, bool bForceRefresh )


description: Deprecated* The Toggle Hide Unrelated Nodes button is always shown now

code: bool ShouldShowToggleHideUnrelatedNodes ( bool bIsToolbar ) const


description: Invokes the Find and Replace UI

code: virtual void SummonFindAndReplaceUI()


description: Invokes the search UI and sets the mode and search terms optionally

code: virtual void SummonSearchUI ( bool bSetFindWithinBlueprint, [FString](API\Runtime\Core\Containers\FString) NewSearchTerms, bool bSelectFirstResult )


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

code: virtual void Tick ( float DeltaTime )


description: Make nodes which are unrelated to the selected nodes fade out

code: void ToggleHideUnrelatedNodes()


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


description: Called to undo the last action

code: void UndoGraphAction()


description: Attempts to invoke the details tab if it's currently possible to.

code: void TryInvokingDetailsTab ( bool bFlash )


description: Unregister a previously registered customization for interacting with the subobject editor

code: void UnregisterSCSEditorCustomization ( const [FName](API\Runtime\Core\UObject\FName) & InComponentName )


description: Update Node Creation mechanisms for analytics

code: void UpdateNodeCreationStats ( const [ENodeCreateAction::Type](API\Editor\Kismet\ENodeCreateAction__Type) CreateAction )


description: Update all nodes' unrelated states when the graph has changed


description: Refresh the preview viewport to reflect changes in the subobject

code: void UpdateSubobjectPreview ( bool bUpdateNow )


description: Zooming to fit the current selection.

code: void ZoomToSelection_Clicked()


description: Variable list window calls this after it is updated

code: void VariableListWasUpdated()


description: Zooming to fit the entire graph.

code: void ZoomToWindow_Clicked()


className: FBlueprintEditor

description: Main Kismet asset editor

code: class FBlueprintEditor : public [IBlueprintEditor](API\Editor\Kismet\IBlueprintEditor), public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject), public [FNotifyHook](API\Runtime\CoreUObject\Misc\FNotifyHook), public [FTickableEditorObject](API\Editor\UnrealEd\FTickableEditorObject), public [FEditorUndoClient](API\Editor\UnrealEd\FEditorUndoClient), public [FNoncopyable](API\Runtime\Core\Templates\FNoncopyable)

bBlueprintModifiedOnOpen

description: Did we update the blueprint when it opened

bEditorMarkedAsClosed

description: Whether we are already in the process of closing this editor

bHideUnrelatedNodes

description: If true, fade out nodes which are unrelated to the selected nodes automatically.

bIsActionMenuContextSensitive

description: Whether the graph action menu should be sensitive to the pins dragged off of

bIsReparentingBlueprint

description: True if the current blueprint is in the process of being reparented

bLockNodeFadeState

description: Lock the current fade state of each node

BookmarksWidget

type: TSharedPtr< cla...

description: Blueprint bookmark editing widget

bPendingDeferredClose

description: Flags if this blueprint editor should close on its next tick.

bRequestedSavingOpenDocumentState

description: Has someone requested a deferred update of the saved document state?

bSaveIntermediateBuildProducts

description: Should intermediate build products be saved when recompiling?

bSelectRegularNode

description: If a regular node (not a comment node) has been selected

CachedNumWarnings

description: Limited cache of last compile results

CompilerResults

description: Compiler results log, with the log listing that it reflects

CompositePinTypeSelectorFilter

description: Filter used to compose multiple pin type filters together

CurrentUISelection

type: FName

description: The current UI selection state of this editor

DefaultEditor

description: Defaults inspector widget

DeferredNamespaceImports

description: Pending set of namespaces to be auto-imported on the next tick

DocumentManager

type: TSharedPtr<FDo...

FindResults

description: Find results log as well as the search filter

FocusedGraphEdPtr

type: TWeakPtr< class...

description: Currently focused graph editor

GraphEditorTabFactoryPtr

type: TWeakPtr<FDocu...

description: Factory that spawns graph editors; used to look up all tabs spawned by it.

ImportedClassViewerFilter

description: Filter used to restrict class viewer widgets in the editor context to imported namespaces only

ImportedNamespaceHelper

type: TSharedPtr<FBl...

description: Imported namespace helper utility object

ImportedPinTypeSelectorFilter

description: Filter used to restrict pin type selector widgets in the editor context to imported namespaces only

Inspector

description: Node inspector widget

MergeTool

description: Merge tool - WeakPtr because it's owned by the GlobalTabManager

MyBlueprintWidget

description: All of this blueprints' functions and variables

NameEntryPopupWindow

description: Reference to owner of the current popup

NameEntryValidator

description: Reference to helper object to validate names in popup

OnMergeResolved

type: FOnMergeResolve...

description: Merge tool - Delegate to call when the merge tool is closed.

OnSetPinVisibility

type: FOnSetPinVisibi...

Palette

description: Palette of all classes with funcs/vars

PermissionsPinTypeSelectorFilter

description: Filter used to restrict pin type selector widgets to those which permissions allow

PinTypeChangeMenu

description: Reference to owner of the pin type change popup

PinVisibility

description: Whether to hide unused pins or not

PreviewActorPtr

description: The preview actor representing the current preview

PreviewScene

type: FPreviewScene

description: Blueprint preview scene

ReplaceReferencesWidget

description: Widget for replacing node references

StandardLibraries

description: Macro/function libraries to keep loaded

SubobjectEditor

type: TSharedPtr<SSu...

description: Subobject Editor

SubobjectViewport

type: TSharedPtr< SSC...

description: Viewport widget

Toolbar

description: The toolbar builder class

UserDefinedEnumerators

type: TSet<TWeakObje...

description: User-defined enumerators to keep loaded

UserDefinedStructures

description: User-defined structures to keep loaded


description: Creates/updates the preview actor for the given blueprint.

code: void UpdatePreviewActor ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, bool bInForceFullUpdate )


code: virtual void RegisterTabFactories ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > InTabManager )


className: FBlueprintEditorApplicationMode

code: class FBlueprintEditorApplicationMode : public [FApplicationMode](API\Editor\UnrealEd\WorkflowOrientedApp\FApplicationMode)

BlueprintEditorOnlyTabFactories

type: FWorkflowAllowe...

description: Set of spawnable tabs only usable in blueprint editing mode (not useful in Persona, etc...)

BlueprintEditorTabFactories

description: Set of spawnable tabs in blueprint editing mode.

CoreTabFactories

description: Set of spawnable tabs useful in derived classes, even without a blueprint.

MyBlueprintEditor

type: TWeakPtr<FBlue...


className: BlueprintComponentsMode

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


code: FBlueprintEditorApplicationMode ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FBlueprintEditor](API\Editor\Kismet\FBlueprintEditor) > InBlueprintEditor, [FName](API\Runtime\Core\UObject\FName) InModeName, [FText](API\Runtime\Core\Internationalization\FText)(*)(const [FName](API\Runtime\Core\UObject\FName)) GetLocalizedMode, const bool bRegisterViewport, const bool bRegisterDefaultsTab )


className: BlueprintDefaultsMode

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


className: BlueprintInterfaceMode

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


className: BlueprintMacroMode

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


code: static [FText](API\Runtime\Core\Internationalization\FText) GetLocalizedMode ( const [FName](API\Runtime\Core\UObject\FName) InMode )


className: StandardBlueprintEditorMode

description: Mode identifiers.

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


className: FBlueprintEditorApplicationModes

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

code: struct FBlueprintEditorApplicationModes


description: Note: This function should not be called directly, use one of the following instead:

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IBlueprintEditor](API\Editor\Kismet\IBlueprintEditor) > CreateBlueprintEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, bool bShouldOpenInDefaultsMode )


code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IBlueprintEditor](API\Editor\Kismet\IBlueprintEditor) > CreateBlueprintEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, const [TArray](API\Runtime\Core\Containers\TArray)< [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * > & BlueprintsToEdit, bool bShouldOpenInDefaultsMode )


description:
Creates an instance of a Structure editor object.
Interface to the new Struct editor

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IUserDefinedStructureEditor](API\Editor\Kismet\IUserDefinedStructureEditor) > CreateUserDefinedStructEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * UDStruct )


description:
Creates an instance of a Enum editor object.
Interface to the new Enum editor

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IUserDefinedEnumEditor](API\Editor\Kismet\IUserDefinedEnumEditor) > CreateUserDefinedEnumEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, [UUserDefinedEnum](API\Runtime\Engine\Engine\UUserDefinedEnum) * UDEnum )


description: Build a set of details customizations for function with the passed-in type, if possible.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization) > > CustomizeFunction ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UK2Node_EditablePinBase](API\Editor\BlueprintGraph\UK2Node_EditablePinBase) > InFunctionClass, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IBlueprintEditor](API\Editor\Kismet\IBlueprintEditor) > InBlueprintEditor )


description: Build a set of details customizations for graphs with the passed-in schema, if possible.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization) > > CustomizeGraph ( const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * InGraphSchema, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IBlueprintEditor](API\Editor\Kismet\IBlueprintEditor) > InBlueprintEditor )


description: Build a set of details customizations for the passed-in type, if possible.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization) > > CustomizeVariable ( [FFieldClass](API\Runtime\CoreUObject\UObject\FFieldClass) * InFieldClass, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IBlueprintEditor](API\Editor\Kismet\IBlueprintEditor) > InBlueprintEditor )


className: FBlueprintEditorOpenedEvent

description: Delegate for binding functions to be called when the blueprint editor finishes getting created

code: class FBlueprintEditorOpenedEvent : public TBaseMulticastDelegate_OneParam< void, EBlueprintType >


className: FBlueprintMenuExtensionEvent

code: class FBlueprintMenuExtensionEvent : public TBaseMulticastDelegate_TwoParams< void, TSharedPtr< FExtender >, UBlueprint * >


className: FOnRegisterLayoutExtensions

code: class FOnRegisterLayoutExtensions : public TBaseMulticastDelegate_OneParam< void, FLayoutExtender & >


className: FOnRegisterTabs

code: class FOnRegisterTabs : public TBaseMulticastDelegate_ThreeParams< void, FWorkflowAllowedTabSet &, FName, TSharedPtr< FBlueprintEditor > >


description: Returns a reference to the Blueprint Debugger state object

code: const [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< FBlueprintDebugger > & GetBlueprintDebugger() const


description: Get all blueprint editor instances

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IBlueprintEditor](API\Editor\Kismet\IBlueprintEditor) > > GetBlueprintEditors() const


description: Gets the extensibility managers for outside entities to extend blueprint editor's menus and toolbars


description: Exposes a way for other modules to fold in their own Blueprint editor commands (folded in with other BP editor commands, when the editor is first opened).

code: virtual const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > GetsSharedBlueprintEditorCommands() const


description: Register a customization for for Blueprint functions

code: virtual [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterFunctionCustomization ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UK2Node_EditablePinBase](API\Editor\BlueprintGraph\UK2Node_EditablePinBase) > InFieldClass, FOnGetFunctionCustomizationInstance InOnGetFunctionCustomization )


description: Register a customization for for Blueprint graphs

code: virtual void RegisterGraphCustomization ( const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * InGraphSchema, FOnGetGraphCustomizationInstance InOnGetGraphCustomization )


description: Register a customization for for Blueprint local variables

code: virtual [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterLocalVariableCustomization ( [FFieldClass](API\Runtime\CoreUObject\UObject\FFieldClass) * InFieldClass, FOnGetLocalVariableCustomizationInstance InOnGetLocalVariableCustomization )


description: Register a customization for interacting with the SCS editor

code: virtual void RegisterSCSEditorCustomization ( const [FName](API\Runtime\Core\UObject\FName) & InComponentName, FSCSEditorCustomizationBuilder InCustomizationBuilder )


description: Register a customization for for Blueprint variables

code: virtual [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterVariableCustomization ( [FFieldClass](API\Runtime\CoreUObject\UObject\FFieldClass) * InFieldClass, FOnGetVariableCustomizationInstance InOnGetVariableCustomization )


description: Sets customizations for the BP editor details panel.

code: virtual void SetDetailsCustomization ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FDetailsViewObjectFilter](API\Editor\PropertyEditor\FDetailsViewObjectFilter) > InDetailsObjectFilter, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IDetailRootObjectCustomization](API\Editor\PropertyEditor\IDetailRootObjectCustomization) > InDetailsRootCustomization )


description: Sets SCS editor UI customization

code: virtual void SetSubobjectEditorUICustomization ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ISCSEditorUICustomization](API\Editor\Kismet\ISCSEditorUICustomization) > InSCSEditorUICustomization )


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

code: virtual void ShutdownModule()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


description: Unregister a previously registered customization for BP functions

code: virtual void UnregisterFunctionCustomization ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UK2Node_EditablePinBase](API\Editor\BlueprintGraph\UK2Node_EditablePinBase) > InFieldClass, [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InHandle )


description: Unregister a previously registered customization for BP graphs

code: virtual void UnregisterGraphCustomization ( const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * InGraphSchema )


description: Unregister a previously registered customization for BP local variables

code: virtual void UnregisterLocalVariableCustomization ( [FFieldClass](API\Runtime\CoreUObject\UObject\FFieldClass) * InFieldClass )


code: virtual void UnregisterLocalVariableCustomization ( [FFieldClass](API\Runtime\CoreUObject\UObject\FFieldClass) * InFieldClass, [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InHandle )


description: Unregister a previously registered customization for interacting with the SCS editor

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


description: Unregister a previously registered customization for BP variables

code: virtual void UnregisterVariableCustomization ( [FFieldClass](API\Runtime\CoreUObject\UObject\FFieldClass) * InFieldClass )


code: virtual void UnregisterVariableCustomization ( [FFieldClass](API\Runtime\CoreUObject\UObject\FFieldClass) * InFieldClass, [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InHandle )


className: FBlueprintEditorModule

description: The blueprint editor module provides the blueprint editor application.

code: class FBlueprintEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface), public [IHasMenuExtensibility](API\Editor\UnrealEd\Toolkits\IHasMenuExtensibility)


className: BlueprintDebuggerID

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


className: BookmarksID

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


className: CompilerResultsID

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


className: ConstructionScriptEditorID

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


className: DefaultEditorID

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


className: DetailsID

description: Tab identifiers.

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


className: FindResultsID

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


className: GraphEditorID

description: Document tab identifiers.

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


className: PaletteID

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


className: MyBlueprintID

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


className: ReplaceNodeReferencesID

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


className: DebugID

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


className: SCSViewportID

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


className: TimelineEditorID

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


className: UserDefinedStructureID

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


className: FBlueprintEditorTabs

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

code: struct FBlueprintEditorTabs


code: void AddBlueprintGlobalOptionsToolbar ( [UToolMenu](API\Developer\ToolMenus\UToolMenu) * InMenu, bool bRegisterViewport )


code: void AddCompileToolbar ( [UToolMenu](API\Developer\ToolMenus\UToolMenu) * InMenu )


code: void AddDebuggingToolbar ( [UToolMenu](API\Developer\ToolMenus\UToolMenu) * InMenu )


code: void AddNewToolbar ( [UToolMenu](API\Developer\ToolMenus\UToolMenu) * InMenu )


description: Diff current blueprint against the specified revision

code: static void DiffAgainstRevision ( class [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Current, int32 OldRevision )


description: Returns the current status icon for the blueprint being edited


description: Returns the current status as text for the blueprint being edited


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeDiffMenu ( const [UBlueprintEditorToolMenuContext](API\Editor\Kismet\UBlueprintEditorToolMenuContext) * InContext )


code: FBlueprintEditorToolbar ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FBlueprintEditor](API\Editor\Kismet\FBlueprintEditor) > InBlueprintEditor )


className: FBlueprintEditorToolbar

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

BlueprintEditor

description: Pointer back to the blueprint editor tool that owns us


code: virtual void RegisterTabFactories ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > InTabManager )


code: FBlueprintEditorUnifiedMode ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FBlueprintEditor](API\Editor\Kismet\FBlueprintEditor) > InBlueprintEditor, [FName](API\Runtime\Core\UObject\FName) InModeName, [FText](API\Runtime\Core\Internationalization\FText)(*)(const [FName](API\Runtime\Core\UObject\FName)) GetLocalizedMode, const bool bRegisterViewport )


className: FBlueprintEditorUnifiedMode

code: class FBlueprintEditorUnifiedMode : public [FApplicationMode](API\Editor\UnrealEd\WorkflowOrientedApp\FApplicationMode)

BlueprintEditorOnlyTabFactories

description: Set of spawnable tabs only usable in blueprint editing mode (not useful in Persona, etc...)

BlueprintEditorTabFactories

description: Set of spawnable tabs in blueprint editing mode.

CoreTabFactories

description: Set of spawnable tabs useful in derived classes, even without a blueprint.


code: void AddScriptingToolbar ( [UToolMenu](API\Developer\ToolMenus\UToolMenu) * InMenu )


code: FBlueprintInterfaceApplicationMode ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FBlueprintEditor](API\Editor\Kismet\FBlueprintEditor) > InBlueprintEditor, [FName](API\Runtime\Core\UObject\FName) InModeName, [FText](API\Runtime\Core\Internationalization\FText)(*)(const [FName](API\Runtime\Core\UObject\FName)) GetLocalizedMode )


className: FBlueprintInterfaceApplicationMode

code: class FBlueprintInterfaceApplicationMode : public [FApplicationMode](API\Editor\UnrealEd\WorkflowOrientedApp\FApplicationMode)

BlueprintInterfaceTabFactories

description: Set of spawnable tabs in this mode.


code: FBlueprintMacroApplicationMode ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FBlueprintEditor](API\Editor\Kismet\FBlueprintEditor) > InBlueprintEditor )


className: FBlueprintMacroApplicationMode

code: class FBlueprintMacroApplicationMode : public [FApplicationMode](API\Editor\UnrealEd\WorkflowOrientedApp\FApplicationMode)

BlueprintMacroTabFactories

description: Set of spawnable tabs in this mode.


className: FDisplayOptions

description: Customizable display options

code: struct FDisplayOptions

BrowseButtonToolTipText

type: FText

EditCondition

type: TAttribute< boo...


className: FManagedListItem

description: List item node type

code: struct FManagedListItem

AssetPtr

type: TWeakObjectPtr

bIsRemovable

type: uint8:  1

ItemName

type: FString

PropertyHandles

type: TArray<TShared...


description: Called to generate child content of this node

code: virtual void GenerateChildContent ( [IDetailChildrenBuilder](API\Editor\PropertyEditor\IDetailChildrenBuilder) & ChildrenBuilder )


description: IDetailCustomNodeBuilderinterface

code: virtual void GenerateHeaderRowContent ( [FDetailWidgetRow](API\Editor\PropertyEditor\FDetailWidgetRow) & HeaderRow )


code: virtual void GetManagedListItems ( [TArray](API\Runtime\Core\Containers\TArray)< [FManagedListItem](API\Editor\Kismet\FBlueprintManagedListDetails\FManagedListItem) > & OutListItems ) const


description: The name of this custom builder. This is used as an identifier to save expansion state if needed

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


description: true if this node should be collapsed in the tree

code: virtual bool InitiallyCollapsed() const


description: ENDIDetailCustomNodeBuilderinterface Overridable interface methods

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeAddItemWidget()


code: virtual void OnRemoveItem ( const [FManagedListItem](API\Editor\Kismet\FBlueprintManagedListDetails\FManagedListItem) & Item )


description: Helper function to regenerate the details customization

code: void RegenerateChildContent()


description: true if this node requires tick, false otherwise

code: virtual bool RequiresTick() const


description: Sets a delegate that should be used when the custom node needs to rebuild children

code: virtual void SetOnRebuildChildren ( FSimpleDelegate InOnRegenerateChildren )


description: Called each tick if RequiresTick is true

code: virtual void Tick ( float DeltaTime )


className: FBlueprintManagedListDetails

description: Blueprint managed list details

code: class FBlueprintManagedListDetails : public [IDetailCustomNodeBuilder](API\Editor\PropertyEditor\IDetailCustomNodeBuilder)

DisplayOptions

type: FDisplayOptions

description: Mutable display options


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyTypeCustomization](API\Editor\PropertyEditor\IPropertyTypeCustomization) > MakeInstance ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SMyBlueprint](API\Editor\Kismet\SMyBlueprint) > InMyBlueprint )


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyTypeCustomization](API\Editor\PropertyEditor\IPropertyTypeCustomization) > MakeInstance()


className: FBlueprintMemberReferenceDetails

code: class FBlueprintMemberReferenceDetails : public [IPropertyTypeCustomization](API\Editor\PropertyEditor\IPropertyTypeCustomization)


description: Add a new Blueprint into the current helper context.

code: void AddBlueprint ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint )


description: Add a namespace identifier into the Blueprint editor context that's managed by this instance.

code: void AddNamespace ( const [FString](API\Runtime\Core\Containers\FString) & Namespace )


description: Add multiple namespace identifiers into the Blueprint editor context that's managed by this instance.

code: template<typename ContainerType> void AddNamespaces ( const ContainerType & NamespaceList )


description: A class viewer filter that can be used with class picker widgets to filter out class types whose namespaces were not imported into the Blueprint editor context that's managed by this instance.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IClassViewerFilter](API\Editor\ClassViewer\IClassViewerFilter) > GetClassViewerFilter() const


description: A pin type selection filter that can be used with pin type selector widgets to filter out pin types whose namespaces were not imported into the Blueprint editor context that's managed by this instance.


description:
Tests an asset's namespace to see if it's been imported.
TRUE if the asset's underlying namespace was imported into the Blueprint editor context that's managed by this instance.

code: bool IsImportedAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData ) const