description:
Determines if the specified blueprint is referenced currently in the undo buffer.
True if the Blueprint is saved in the undo buffer, false if not.

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


className: OnBlueprintCreatedCallbacks

description: Mapping of classes to delegate callbacks when a Blueprint is created, occurs post Event node creation

module: UnrealEd

code: static [TMultiMap](API\Runtime\Core\Containers\TMultiMap)< void *, [FOnBlueprintCreatedData](API\Editor\UnrealEd\Kismet2\FKismetEditorUtilities\FOnBlueprintCreatedData) > OnBlueprintCreatedCallbacks;


className: OnBlueprintGeneratedClassUnloaded


description: Perform paste on graph, at location

code: static void PasteNodesHere ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, const FVector2D & Location )


description: Returns true if the given property name has any bound component events in any blueprint graphs

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


description: Will add an event to the list of default event nodes to be auto-generated for the class or a child of the class

code: static void RegisterAutoGeneratedDefaultEvent ( void * InOwner, [UClass](API\Runtime\CoreUObject\UObject\UClass) * InTargetClass, [FName](API\Runtime\Core\UObject\FName) InEventName )


description: Will add an event to a list of callbacks to occur post Blueprint creation if the Blueprint is a child of the class

code: static void RegisterOnBlueprintCreatedCallback ( void * InOwner, [UClass](API\Runtime\CoreUObject\UObject\UClass) * InTargetClass, [FOnBlueprintCreated](API\Editor\UnrealEd\Kismet2\FKismetEditorUtilities\FOnBlueprintCreated) InOnBlueprintCreatedCallback )


description:
Unloads the specified Blueprint (marking it pending-kill, and removing it from its outer package). Then proceeds to replace all references with a copy of the one passed.
The duplicated replacement Blueprint.

code: static [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * ReplaceBlueprint ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Target, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) const * Replacement )


description: Open level script kismet window and show any references to the selected actor

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


className: TrackedBlueprintParentList

description: List of blueprint parent class names cached by IsTrackedBlueprintParent()

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


description: Run over the components references, and then NULL any that fall outside this blueprint's scope (e.g. components brought over after reparenting from another class, which are now in the transient package)

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


description: Unregisters a class from having AutoGeneratedDefaultEvent nodes or callbacks for OnBlueprintCreated

code: static void UnregisterAutoBlueprintNodeCreation ( void * InOwner )


description:
Take a list of Actors and update an existing Blueprint by harvesting the components they have. Essentially HarvestBlueprintFromActors, but updates an existing Blueprint rather than creating a new one.
The updated blueprint, or null if it failed somehow

code: static [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * UpdateExistingBlueprintFromActors ( const [FString](API\Runtime\Core\Containers\FString) & Path, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors )


description:
Upgrade any cosmetically stale information in a blueprint (done when edited instead of PostLoad to make certain operations easier)
True if blueprint modified, False otherwise

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


className: FKismetEditorUtilities

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

code: class FKismetEditorUtilities


description: Return the name validator maximum string length

code: static int32 GetMaximumNameLength()


description: true ifFStringis valid, false otherwise

code: virtual EValidatorResult IsValid ( const [FString](API\Runtime\Core\Containers\FString) & Name, bool bOriginal )


description: true ifFNameis valid, false otherwise

code: virtual EValidatorResult IsValid ( const [FName](API\Runtime\Core\UObject\FName) & Name, bool bOriginal )


code: FKismetNameValidator ( const class [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [FName](API\Runtime\Core\UObject\FName) InExistingName, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InScope )


className: FKismetNameValidator

description: FKismetNameValidator.

code: class FKismetNameValidator : public [INameValidatorInterface](API\Editor\UnrealEd\Kismet2\INameValidatorInterface)


className: FKismetTraceSample

code: struct FKismetTraceSample

Context

type: TWeakObjectPtr<...

ObservationTime

type: double


code: void AddListener ( [BaseNotifyOnChanged](API\Editor\UnrealEd\Kismet2\FListenerManager\BaseNotifyOnChanged) * Listener )


className: BaseNotifyOnChanged

code: typedef [INotifyOnChanged](API\Editor\UnrealEd\Kismet2\INotifyOnChanged)< TType, TChangeInfo > BaseNotifyOnChanged


code: const [TSet](API\Runtime\Core\Containers\TSet)< [BaseNotifyOnChanged](API\Editor\UnrealEd\Kismet2\FListenerManager\BaseNotifyOnChanged) * > & GetListeners() const


code: virtual &126;InnerListenerType&40;&41;


className: InnerListenerType

code: template<typename TManagerType> class InnerListenerType : public [INotifyOnChanged< TType, TChangeInfo >](API\Editor\UnrealEd\Kismet2\INotifyOnChanged)


code: void PostChange ( const TType * Changed, TChangeInfo Info )


code: void PreChange ( const TType * Changed, TChangeInfo Info )


code: void RemoveListener ( [BaseNotifyOnChanged](API\Editor\UnrealEd\Kismet2\FListenerManager\BaseNotifyOnChanged) * Listener )


className: FListenerManager

code: template<typename TType, typename TChangeInfo> class FListenerManager


code: FMakeClassSpawnableOnScope ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )


className: FMakeClassSpawnableOnScope

code: struct FMakeClassSpawnableOnScope

bIsAbstract

type: bool

Class

type: UClass*


code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [INameValidatorInterface](API\Editor\UnrealEd\Kismet2\INameValidatorInterface) > MakeValidator ( class [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node )


className: FNameValidatorFactory

description: FNameValidtorFactory.

code: class FNameValidatorFactory


code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * operator->() const


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


description: Inverse of the "bool" operator

code: bool operator!() const


description: Advances iterator to the next element in the container.


className: FObjectsBeingDebuggedIterator

description: Helper class to iterate over all objects that should be visible in the debugger.

code: struct FObjectsBeingDebuggedIterator


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


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


description: Conversion to "bool" returning true if the iterator has not reached the last element.

code: operator bool() const


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


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


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


className: FParamsChangedHelper

code: class FParamsChangedHelper : public [FBasePinChangeHelper](API\Editor\UnrealEd\Kismet2\FBasePinChangeHelper)

ModifiedBlueprints

type: TSet<UBlueprin...

ModifiedGraphs

type: TSet<UEdGraph...


code: static bool HasPlayWorldAndRunning()


code: static bool HasPlayWorldAndPaused()


code: static bool IsInPIE_AndRunning()


code: static bool IsInSIE_AndRunning()


code: static void PausePlaySession_Clicked()


code: static void ResumePlaySession_Clicked()


description: Called from the context menu to start previewing the game at the clicked location

code: static void StartPlayFromHere()


code: static void StartPlayFromHere ( const [TOptional](API\Runtime\Core\IO\TOptional)< FVector > & Location, const [TOptional](API\Runtime\Core\IO\TOptional)< FRotator > & Rotation, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IAssetViewport](API\Editor\UnrealEd\IAssetViewport) > & ActiveLevelViewport )


className: FPlayWorldCommandCallbacks

code: class FPlayWorldCommandCallbacks


className: ActiveGlobalPlayWorldActionsWidget

description: A weak pointer to the current active widget that processes PIE actions


description: Add mobile PIE preview device actions.

code: static void AddPIEPreviewDeviceActions ( const [FPlayWorldCommands](API\Editor\UnrealEd\Kismet2\FPlayWorldCommands) & Commands, [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) & ActionList )


description: Add mobile PIE preview device commands.

code: void AddPIEPreviewDeviceCommands()


description: Binds all global kismet commands to delegates


description: Populates a toolbar with the menu commands for play-world control (pause/resume/stop/possess/eject/step/show current loc)

code: static void BuildToolbar ( [FToolMenuSection](API\Developer\ToolMenus\FToolMenuSection) & InSection, bool bIncludeLaunchButtonAndOptions )


description:
Generates menu content for the PIE combo button drop down menu
Menu content widget

code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GeneratePlayMenuContent ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > InCommandList )


description: Return the active widget that processes play world actions for PIE


description: Set the active widget that processes play world actions for PIE

code: static void SetActiveGlobalPlayWorldActionsWidget ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SGlobalPlayWorldActions](API\Editor\UnrealEd\Kismet2\SGlobalPlayWorldActions) > ActiveWidget )


className: GlobalPlayWorldActions

description: A command list that can be passed around and isn't bound to an instance of any tool or editor.

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > GlobalPlayWorldActions;


description: Pure virtual to override; describe and instantiate the commands in here by using the UI COMMAND macro.

code: virtual void RegisterCommands()


className: FPlayWorldCommands

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

AbortExecution

type: TSharedPtr<FUI...

description: BP Debugging controls

PlayInTargetedMobilePreviewDevices

type: TArray<TShared...

RepeatLastPlay

description: Play in editor (PIE)

ResumePlaySession

description: SIE & PIE controls

Simulate

description: Start Simulating (SIE)


className: FPropertyInstance

description: Used to determine whether an object's property has been visited yet when generating FDebugInfo

code: struct FPropertyInstance

Property

type: constFProperty...

Value

type: const void *...


description: Returns children of this node (generating them if necessary)

code: const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FPropertyInstanceInfo](API\Editor\UnrealEd\Kismet2\FPropertyInstanceInfo) > > & GetChildren()


description: Returns the watch text for info popup bubbles on the graph


description: Constructs a SharedFPropertyInstanceInfo

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FPropertyInstanceInfo](API\Editor\UnrealEd\Kismet2\FPropertyInstanceInfo) > Make ( [FPropertyInstance](API\Editor\UnrealEd\Kismet2\FPropertyInstanceInfo\FPropertyInstance) PropertyInstance, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FPropertyInstanceInfo](API\Editor\UnrealEd\Kismet2\FPropertyInstanceInfo) > & Parent )


description: Populates a FDebugInfo::Children with sub-properties (non-recursive)

code: void PopulateChildren ( [FPropertyInstance](API\Editor\UnrealEd\Kismet2\FPropertyInstanceInfo\FPropertyInstance) PropertyInstance )


description: Resolves the PathToProperty treating this PropertyInstance as the head of the path

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FPropertyInstanceInfo](API\Editor\UnrealEd\Kismet2\FPropertyInstanceInfo) > ResolvePathToProperty ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InPathToProperty )


description: Helper constructor. callFKismetDebugUtilities::GetDebugInfoorFKismetDebugUtilities::GetDebugInfoInternalinstead

code: FPropertyInstanceInfo ( [FPropertyInstance](API\Editor\UnrealEd\Kismet2\FPropertyInstanceInfo\FPropertyInstance) PropertyInstance, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FPropertyInstanceInfo](API\Editor\UnrealEd\Kismet2\FPropertyInstanceInfo) > & Parent )


className: FPropertyInstanceInfo

description: CallFKismetDebugUtilities::GetDebugInfoto construct

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

DisplayName

type: FText

Property

type: TFieldPath< con...


code: FRecreateUberGraphFrameScope ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, bool bRecreate )


className: FRecreateUberGraphFrameScope

code: struct FRecreateUberGraphFrameScope


code: static uint32 GetKeyHash &40; FNativeFuncPtr Key &41;


description: Perform any finalize processing for reloading.

code: void Finalize ( bool bRunGC )


className: FNativeFuncPtrMapKeyFuncs

code: struct FNativeFuncPtrMapKeyFuncs : public [TDefaultMapKeyFuncs< FNativeFuncPtr, FNativeFuncPtr, false >](API\Runtime\Core\Containers\TDefaultMapKeyFuncs)


description: Return if re-instancing is to be allowed

code: virtual bool GetEnableReinstancing ( bool bHasChanged ) const


description: When classes, structures, and enumerations are renamed, the given prefix is applied.

code: virtual const TCHAR * GetPrefix() const


description: For a given CDO, return the new CDO if it has been re-instanced. If it hasn't been re-instanced, then the supplied CDO will be returned. If a non-CDO object is passed in, it will be returned as is.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetReinstancedCDO ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * CDO )


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


description: Returns the type of reload currently in progress.

code: virtual EActiveReloadType GetType() const


description: Return true if anything was re-instanced

code: bool HasReinstancingOccurred() const


code: virtual void NotifyChange ( [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * New, [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * Old )


description: Invoke to register a new or changed class, enumeration, or structure for re-instancing.

code: virtual void NotifyChange ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * New, [UClass](API\Runtime\CoreUObject\UObject\UClass) * Old )


code: virtual void NotifyChange ( [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * New, [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * Old )


code: virtual void NotifyChange ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * New, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Old )


description: Invoke when a duplicate function has been detected.

code: virtual void NotifyFunctionRemap ( FNativeFuncPtr NewFunctionPointer, FNativeFuncPtr OldFunctionPointer )


description: Perform the re-instancing

code: virtual void Reinstance()


description: If you wish to reuse the same reload object, invoke this method to reset the state

code: void Reset()


description: Enable/Disable the support for reinstancing

code: void SetEnableReinstancing ( bool bInEnableReinstancing )


description: Set the sending of the complete notification

code: void SetSendReloadCompleteNotification ( bool bSend )


className: TFunctionRemap

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< FNativeFuncPtr, FNativeFuncPtr, [FDefaultSetAllocator](API\Runtime\Core\Containers\FDefaultSetAllocator), [FNativeFuncPtrMapKeyFuncs](API\Editor\UnrealEd\Kismet2\FReload\FNativeFuncPtrMapKeyFuncs) > TFunctionRemap


code: FReload ( EActiveReloadType InType, const TCHAR * InPrefix, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & InAr )


code: FReload ( EActiveReloadType InType, const TCHAR * InPrefix, const [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & InPackages, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & InAr )


className: FReload

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


code: [FReplaceInstancesOfClassParameters](API\Editor\UnrealEd\Kismet2\FReplaceInstancesOfClassParamete-) & operator= ( const [FReplaceInstancesOfClassParameters](API\Editor\UnrealEd\Kismet2\FReplaceInstancesOfClassParamete-) & )


code: [FReplaceInstancesOfClassParameters](API\Editor\UnrealEd\Kismet2\FReplaceInstancesOfClassParamete-) & operator= ( [FReplaceInstancesOfClassParameters](API\Editor\UnrealEd\Kismet2\FReplaceInstancesOfClassParamete-) && )


code: FReplaceInstancesOfClassParameters()


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


code: FReplaceInstancesOfClassParameters ( [FReplaceInstancesOfClassParameters](API\Editor\UnrealEd\Kismet2\FReplaceInstancesOfClassParamete-) && )


description: Deprecated* Please use the default constructor instead.

code: FReplaceInstancesOfClassParameters ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InOldClass, [UClass](API\Runtime\CoreUObject\UObject\UClass) * InNewClass )


className: FReplaceInstancesOfClassParameters

bClassObjectReplaced

description: Set to true if class object has been replaced (non-batch only, legacy)

bPreserveRootComponent

description: Defaults to true, indicates whether root components should be preserved

bReplaceReferencesToOldCDOs

description: Indicates whether CDOs should be included in reference replacement.

bReplaceReferencesToOldClasses

description: Blueprints reuses its UClass* from compile to compile, but it's more intuitive to just replace a UClass* with a new instance (e.g. from a package reload).

InstancesThatShouldUseOldClass

type: constTSet<UOb...

description: Set of objects for which new objects should not be created, useful if client has created new instances themself

ObjectsThatShouldUseOldStuff

type: TSet<UObject&...

description: Set of objects that should not have their references updated if they refer to instances that are replaced

OriginalCDO

type: UObject*

description: OriginalCDO, use if OldClass->ClassDefaultObject has been overwritten (non-batch only, legacy)


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


className: FScopedBlueprintMessageLog

description: Scope wrapper for the blueprint message log. Ensures we dont leak logs that we dont need (i.e. those that have no messages)

code: class FScopedBlueprintMessageLog

Log

type: TSharedRef<IMe...

description: The listing we wrap

LogName

type: FName

description: The generated name of the log


description: Constructor; automatically begins a new event

code: FScopedCompilerEvent ( const TCHAR * InName )


description: Destructor; automatically ends the event

code: ~FScopedCompilerEvent()


className: FScopedCompilerEvent

description: This class will begin a new compile event on construction, and automatically end it when the instance goes out of scope

code: class FScopedCompilerEvent


description: true ifFStringis valid, false otherwise

code: virtual EValidatorResult IsValid ( const [FString](API\Runtime\Core\Containers\FString) & Name, bool bOriginal )


description: true ifFNameis valid, false otherwise

code: virtual EValidatorResult IsValid ( const [FName](API\Runtime\Core\UObject\FName) & Name, bool bOriginal )


description: This class is a base class for anything that just needs to validate a string is unique.

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


className: FStringSetNameValidator

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

ExistingName

type: FString

Names

type: TSet<FString>

description: Name set to validate


description: VARIABLE.

code: static bool AddVariable ( [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Struct, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & VarType )


code: static void BroadcastPostChange ( [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Struct )


code: static void BroadcastPreChange ( [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Struct )


description: 3D Widget

code: static bool CanEnable3dWidget ( const [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Struct, [FGuid](API\Runtime\Core\Misc\FGuid) VarGuid )


description: Multi-line text.

code: static bool CanEnableMultiLineText ( const [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Struct, [FGuid](API\Runtime\Core\Misc\FGuid) VarGuid )


description: VALIDATION.

code: static bool CanHaveAMemberVariableOfType ( const [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Struct, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & VarType, [FString](API\Runtime\Core\Containers\FString) * OutMsg )


description: Checks whether MoveVariable can actually move the variable with the given guid.

code: static bool CanMoveVariable ( [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Struct, [FGuid](API\Runtime\Core\Misc\FGuid) MoveVarGuid, [FGuid](API\Runtime\Core\Misc\FGuid) RelativeToGuid, [EMovePosition](API\Editor\UnrealEd\Kismet2\FStructureEditorUtils\EMovePosition) Position )


code: static bool Change3dWidgetEnabled ( [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Struct, [FGuid](API\Runtime\Core\Misc\FGuid) VarGuid, bool bIsEnabled )


code: static bool ChangeEditableOnBPInstance ( [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Struct, [FGuid](API\Runtime\Core\Misc\FGuid) VarGuid, bool bInIsEditable )


code: static bool ChangeMultiLineTextEnabled ( [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Struct, [FGuid](API\Runtime\Core\Misc\FGuid) VarGuid, bool bIsEnabled )


code: static bool ChangeTooltip ( [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Struct, const [FString](API\Runtime\Core\Containers\FString) & InTooltip )


code: static bool ChangeSaveGameEnabled ( [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Struct, [FGuid](API\Runtime\Core\Misc\FGuid) VarGuid, bool bInSaveGame )


code: static bool ChangeVariableDefaultValue ( [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Struct, [FGuid](API\Runtime\Core\Misc\FGuid) VarGuid, const [FString](API\Runtime\Core\Containers\FString) & NewDefaultValue )


code: static bool ChangeVariableTooltip ( [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Struct, [FGuid](API\Runtime\Core\Misc\FGuid) VarGuid, const [FString](API\Runtime\Core\Containers\FString) & InTooltip )


code: static bool ChangeVariableType ( [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Struct, [FGuid](API\Runtime\Core\Misc\FGuid) VarGuid, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & NewType )


description: STRUCTURE.

code: static [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * CreateUserDefinedStruct ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) Name, EObjectFlags Flags )


code: static void CompileStructure ( [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Struct )


className: EMovePosition

code: enum EMovePosition { PositionAbove, PositionBelow, }


className: EStructureEditorChangeInfo

code: enum EStructureEditorChangeInfo { Unknown, AddedVariable, RemovedVariable, RenamedVariable, VariableTypeChanged, MovedVariable, DefaultValueChanged, }


className: EStructureError

code: enum EStructureError { Ok, Recursion, FallbackStruct, NotCompiled, NotBlueprintType, NotSupportedType, EmptyStructure, }


code: bool operator&40;&41; &40; const TElement & Element &41; const


code: FFindByGuidHelper &40; FGuid InGuid &41;


className: FFindByGuidHelper

code: template<class TElement> struct FFindByGuidHelper

Guid

type: constFGuid


code: FFindByNameHelper &40; FName InName &41;


className: FFindByNameHelper

code: template<class TElement> struct FFindByNameHelper

Name

type: constFName


className: ActiveChange

description: The current reason why a structure is being updated

code: static ActiveChange = FStructureEditorUtils::EStructureEditorChangeInfo::Unknown;


code: static FStructEditorManager & Get&40;&41;


className: ListenerType

code: class ListenerType : public InnerListenerType< FStructEditorManager >


className: FStructEditorManager

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

code: class FStructEditorManager : public [FListenerManager< UUserDefinedStruct, EStructureEditorChangeInfo >](API\Editor\UnrealEd\Kismet2\FListenerManager)


code: static [FGuid](API\Runtime\Core\Misc\FGuid) GetGuidForProperty ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property )


code: static [FGuid](API\Runtime\Core\Misc\FGuid) GetGuidFromPropertyName ( [FName](API\Runtime\Core\UObject\FName) Name )


code: static [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * GetPropertyByFriendlyName ( const [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Struct, [FString](API\Runtime\Core\Containers\FString) DisplayName )


code: static [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * GetPropertyByGuid ( const [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Struct, [FGuid](API\Runtime\Core\Misc\FGuid) VarGuid )


code: static [FString](API\Runtime\Core\Containers\FString) GetTooltip ( const [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Struct )


description: GUID AND VAR DESC.

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FStructVariableDescription](API\Editor\UnrealEd\UserDefinedStructure\FStructVariableDescription) > & GetVarDesc ( [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Struct )


code: static const [TArray](API\Runtime\Core\Containers\TArray)< [FStructVariableDescription](API\Editor\UnrealEd\UserDefinedStructure\FStructVariableDescription) > & GetVarDesc ( const [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Struct )


code: static const [FStructVariableDescription](API\Editor\UnrealEd\UserDefinedStructure\FStructVariableDescription) * GetVarDescByGuid ( const [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Struct, [FGuid](API\Runtime\Core\Misc\FGuid) VarGuid )


code: static [FStructVariableDescription](API\Editor\UnrealEd\UserDefinedStructure\FStructVariableDescription) * GetVarDescByGuid ( [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Struct, [FGuid](API\Runtime\Core\Misc\FGuid) VarGuid )


code: static [TArray](API\Runtime\Core\Containers\TArray)< [FStructVariableDescription](API\Editor\UnrealEd\UserDefinedStructure\FStructVariableDescription) > * GetVarDescPtr ( [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Struct )


code: static const [TArray](API\Runtime\Core\Containers\TArray)< [FStructVariableDescription](API\Editor\UnrealEd\UserDefinedStructure\FStructVariableDescription) > * GetVarDescPtr ( const [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Struct )


code: static [FString](API\Runtime\Core\Containers\FString) GetVariableFriendlyName ( const [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Struct, [FGuid](API\Runtime\Core\Misc\FGuid) VarGuid )


code: static [FString](API\Runtime\Core\Containers\FString) GetVariableFriendlyNameForProperty ( const [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Struct, const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property )


code: static [FString](API\Runtime\Core\Containers\FString) GetVariableTooltip ( const [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Struct, [FGuid](API\Runtime\Core\Misc\FGuid) VarGuid )


code: static bool Is3dWidgetEnabled ( const [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Struct, [FGuid](API\Runtime\Core\Misc\FGuid) VarGuid )


code: static bool IsMultiLineTextEnabled ( const [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Struct, [FGuid](API\Runtime\Core\Misc\FGuid) VarGuid )


description: Can the structure be a member variable for a BPGClass or BPGStruct

code: static [EStructureError](API\Editor\UnrealEd\Kismet2\FStructureEditorUtils\EStructureError) IsStructureValid ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * Struct, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * RecursionParent, [FString](API\Runtime\Core\Containers\FString) * OutMsg )


code: static bool IsUniqueVariableFriendlyName ( const [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Struct, const [FString](API\Runtime\Core\Containers\FString) & DisplayName )


description: MISC.

code: static void ModifyStructData ( [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Struct )


description:
Move the variable with the given guid in the struct to be immediately above or below another variable.
Whether the variable was actually moved.

code: static bool MoveVariable ( [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Struct, [FGuid](API\Runtime\Core\Misc\FGuid) MoveVarGuid, [FGuid](API\Runtime\Core\Misc\FGuid) RelativeToGuid, [EMovePosition](API\Editor\UnrealEd\Kismet2\FStructureEditorUtils\EMovePosition) Position )


description: Called after UDS was changed by editor

code: static void OnStructureChanged ( [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Struct, [EStructureEditorChangeInfo](API\Editor\UnrealEd\Kismet2\FStructureEditorUtils\EStructureEditorChangeInfo) ChangeReason )


description: DEFAULT VALUE.

code: static void RecreateDefaultInstanceInEditorData ( [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Struct )


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


code: static bool RemoveVariable ( [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Struct, [FGuid](API\Runtime\Core\Misc\FGuid) VarGuid )


code: static bool RenameVariable ( [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Struct, [FGuid](API\Runtime\Core\Misc\FGuid) VarGuid, const [FString](API\Runtime\Core\Containers\FString) & NewDisplayNameStr )


code: static bool RenameVariable ( [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Struct, const [FString](API\Runtime\Core\Containers\FString) & OldDisplayNameStr, const [FString](API\Runtime\Core\Containers\FString) & NewDisplayNameStr )


code: static bool UserDefinedStructEnabled()


className: FStructureEditorUtils

code: class FStructureEditorUtils


code: FUCSComponentId ( const class [UK2Node_AddComponent](API\Editor\BlueprintGraph\UK2Node_AddComponent) * UCSNode )


className: FUCSComponentId

code: struct FUCSComponentId


description:
Add a default wildcard pin to the given node
The newly created pin or nullptr if failed

code: static [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * CreateWildcardPin ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node, const [FName](API\Runtime\Core\UObject\FName) PinName, const EEdGraphPinDirection Direction, const EPinContainerType ContainerType )


description: Gets the default wildcard pin type. Useful for doing comparisons on other pin types and checks during compilation of nodes.


description:
Checks if the given pin is linked to any wildcard pins
True if the given pin is linked to any wildcard pins

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


description:
Checks if the given pin is in a wildcard state
True if the given pin is a Wildcard pin

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


description:
Check this node for any wildcard pins
True if the given node has any wildcard pins on it

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


className: FWildcardNodeUtils

description: A collection of utilities for creating, using, and changing the value of wildcard pin types throughout the graph editor.

code: class FWildcardNodeUtils


description:
Helper method to see if object exists with this name in the blueprint. Useful for testing for name conflicts with objects create with Blueprint as their outer
True if name is not used by object in the blueprint, False otherwise

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


description: Ok if was valid and doesn't require anything, AlreadyInUse if was already in use and is replaced with new one

code: EValidatorResult FindValidString ( [FString](API\Runtime\Core\Containers\FString) & InOutName )


description: A string describing the type of error in ErrorCode for Name

code: static [FString](API\Runtime\Core\Containers\FString) GetErrorString ( const [FString](API\Runtime\Core\Containers\FString) & Name, EValidatorResult ErrorCode )


description: A text string describing the type of error in ErrorCode for Name

code: static [FText](API\Runtime\Core\Internationalization\FText) GetErrorText ( const [FString](API\Runtime\Core\Containers\FString) & Name, EValidatorResult ErrorCode )


description: true ifFNameis valid, false otherwise

code: EValidatorResult IsValid ( const [FName](API\Runtime\Core\UObject\FName) & Name, bool bOriginal )


description: true ifFStringis valid, false otherwise

code: EValidatorResult IsValid ( const [FString](API\Runtime\Core\Containers\FString) & Name, bool bOriginal )


code: virtual ~INameValidatorInterface()


className: INameValidatorInterface

code: class INameValidatorInterface


code: void PostChange ( const TType * Changed, TChangeInfo ChangedType )


code: void PreChange ( const TType * Changed, TChangeInfo ChangedType )


className: INotifyOnChanged

code: template<typename TType, typename TChangeInfo> class INotifyOnChanged


description: Constructs this widget with InArgs

code: void Construct ( const [FArguments](API\Editor\UnrealEd\Kismet2\SClassPickerDialog\FArguments) & InArgs )


code: WidgetArgsType & AssetType &40; UClass &42; InArg &41;


code: WidgetArgsType & Options &40; FClassViewerInitializationOptions InArg &41;


code: WidgetArgsType & ParentWindow &40; TSharedPtr< SWindow > InArg &41;


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


code: static bool PickClass ( const [FText](API\Runtime\Core\Internationalization\FText) & TitleText, const [FClassViewerInitializationOptions](API\Editor\ClassViewer\FClassViewerInitializationOption-) & ClassViewerOptions, [UClass](API\Runtime\CoreUObject\UObject\UClass) *& OutChosenClass, [UClass](API\Runtime\CoreUObject\UObject\UClass) * AssetType )


className: FArguments

code: struct FArguments : public [TSlateBaseNamedArgs< SClassPickerDialog >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


className: SClassPickerDialog

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


code: void Construct ( const [FArguments](API\Editor\UnrealEd\Kismet2\SGlobalPlayWorldActions\FArguments) & InArgs )


code: struct FArguments : public [TSlateBaseNamedArgs< SGlobalPlayWorldActions >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


description:
Called after a key is pressed when this widget has focus (this event bubbles if not handled)
Returns whether the event was handled, along with other possible actions

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnKeyDown ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent )


description:
Checks to see if this widget supports keyboard focus. Override this in derived classes.
True if this widget can take keyboard focus

code: virtual bool SupportsKeyboardFocus() const


className: SGlobalPlayWorldActions

description: This class acts as a generic widget that listens to and process global play world actions

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


code: namespace ELayersAction { enum Type { Add, Modify, Delete, Rename, Reset, } }


className: ActorFilter

code: typedef [IFilter](API\Runtime\Core\Misc\IFilter)< const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > & > ActorFilter


description:
Add the actors to the named layer
true if at least one actor was added to the layer. false is returned if all the actors already belonged to the layer.

code: bool AddActorsToLayer ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors, const [FName](API\Runtime\Core\UObject\FName) & LayerName )


code: virtual bool AddActorsToLayer ( const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > > & Actors, const [FName](API\Runtime\Core\UObject\FName) & LayerName )


description:
Add the actors to the named layers
true if at least one actor was added to at least one layer. false is returned if all the actors already belonged to all specified layers.

code: virtual bool AddActorsToLayers ( const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > > & Actors, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & LayerNames )


code: bool AddActorsToLayers ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & LayerNames )


description:
Adds the actor to the named layer.
true if the actor was added. false is returned if the actor already belongs to the layer.

code: virtual bool AddActorToLayer ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, const [FName](API\Runtime\Core\UObject\FName) & LayerName )


description:
Adds the provided actor to the named layers.
true if the actor was added to at least one of the provided layers.

code: virtual bool AddActorToLayers ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & LayerNames )


description: Gets all known layers and appends their names to the provide array

code: virtual void AddAllLayerNamesTo ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutLayerNames ) const


description: Gets all known layers and appends them to the provided array

code: virtual void AddAllLayersTo ( [TArray](API\Runtime\Core\Containers\TArray)< [ULayer](API\Runtime\Engine\Layers\ULayer) * > & OutLayers ) const


code: virtual void AddAllLayersTo ( [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [ULayer](API\Runtime\Engine\Layers\ULayer) > > & OutLayers ) const


description:
Adds selected actors to the named layer.
true if at least one actor was added. false is returned if all selected actors already belong to the named layer.

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


description: Aggregates any information regarding layers associated with the level and it contents

code: virtual void AddLevelLayerInformation ( [ULevel](API\Runtime\Engine\Engine\ULevel) * Level )


description:
Adds selected actors to the named layers.
true if at least one actor was added. false is returned if all selected actors already belong to the named layers.

code: virtual bool AddSelectedActorsToLayers ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & LayerNames )


description: Appends all the actors associated with the specified layer.

code: void AppendActorsFromLayer ( const [FName](API\Runtime\Core\UObject\FName) & LayerName, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & InOutActors ) const


code: void AppendActorsFromLayer ( const [FName](API\Runtime\Core\UObject\FName) & LayerName, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & InOutActors, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ActorFilter](API\Editor\UnrealEd\Layers\ULayersSubsystem\ActorFilter) > & Filter ) const


code: virtual void AppendActorsFromLayer ( const [FName](API\Runtime\Core\UObject\FName) & LayerName, [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > > & InOutActors, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ActorFilter](API\Editor\UnrealEd\Layers\ULayersSubsystem\ActorFilter) > & Filter ) const


description: Appends all the actors associated with ANY of the specified layers.

code: void AppendActorsFromLayers ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & LayerNames, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & InOutActors ) const


code: void AppendActorsFromLayers ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & LayerNames, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & InOutActors, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ActorFilter](API\Editor\UnrealEd\Layers\ULayersSubsystem\ActorFilter) > & Filter ) const


code: virtual void AppendActorsFromLayers ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & LayerNames, [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > > & InOutActors, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ActorFilter](API\Editor\UnrealEd\Layers\ULayersSubsystem\ActorFilter) > & Filter ) const


description:
Creates aULayerObject for the named layer
The newly createdULayerObject for the named layer

code: [ULayer](API\Runtime\Engine\Layers\ULayer) * CreateLayer ( const [FName](API\Runtime\Core\UObject\FName) & LayerName )


description: Internal cleanup

code: virtual void Deinitialize()


description: Deletes the provided layer, disassociating all actors from them

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


description: Deletes all of the provided layers, disassociating all actors from them

code: virtual void DeleteLayers ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & LayersToDelete )


description: Disassociates an Actor's layers from the layer system, general used before deleting the Actor

code: virtual bool DisassociateActorFromLayers ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: Disassociates actors from the layer system, generally used before deleting the Actors

code: virtual bool DisassociateActorsFromLayers ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors )


description: Delegate handler for FEditorDelegates::MapChange. It internally calls LayersChanged.Broadcast.

code: void EditorMapChange()


description: Delegate handler for FEditorDelegates::RefreshLayerBrowser. It internally calls UpdateAllActorsVisibility to refresh the actors of each layer.

code: void EditorRefreshLayerBrowser()


className: FOnActorsLayersChanged

description: Broadcasts whenever one or more Actors changed layers

code: class FOnActorsLayersChanged : public TBaseMulticastDelegate_OneParam< void, const TWeakObjectPtr< AActor > & >


className: FOnLayersChanged

description: Broadcasts whenever one or more Layers are modified

code: class FOnLayersChanged : public TBaseMulticastDelegate_ThreeParams< void, const ELayersAction::Type, const TWeakObjectPtr< ULayer > &, const FName & >


description:
Gets all the actors associated with the specified layer. Analog to AppendActorsFromLayer but it returns rather than appends the actors.
The list to assign the found actors to.

code: [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > GetActorsFromLayer ( const [FName](API\Runtime\Core\UObject\FName) & LayerName ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > GetActorsFromLayer ( const [FName](API\Runtime\Core\UObject\FName) & LayerName, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ActorFilter](API\Editor\UnrealEd\Layers\ULayersSubsystem\ActorFilter) > & Filter ) const


description:
Gets all the actors associated with ANY of the specified layers. Analog to AppendActorsFromLayers but it returns rather than appends the actors.
The list to assign the found actors to.

code: [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > GetActorsFromLayers ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & LayerNames ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > GetActorsFromLayers ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & LayerNames, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ActorFilter](API\Editor\UnrealEd\Layers\ULayersSubsystem\ActorFilter) > & Filter ) const


description:
Gets theULayerObject of the named layer
TheULayerObject of the provided layer name

code: [ULayer](API\Runtime\Engine\Layers\ULayer) * GetLayer ( const [FName](API\Runtime\Core\UObject\FName) & LayerName ) const


description:
Find and return the selected actors.
The selectedAActor's as aTArray.

code: [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > GetSelectedActors() const


description:
Get the currentUWorldobject.
The UWorld* object

code: [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const


description: Prepares for use

code: virtual void Initialize ( [FSubsystemCollectionBase](API\Runtime\Engine\Subsystems\FSubsystemCollectionBase) & Collection )


description: Synchronizes an newly created Actor's layers with the layer system

code: virtual bool InitializeNewActorLayers ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: Checks to see if the specified actor is in an appropriate state to interact with layers

code: virtual bool IsActorValidForLayer ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description:
Checks whether theULayerObject of the provided layer name exists.
If true a validULayerObject was found; if false, a validULayerobject was not found

code: bool IsLayer ( const [FName](API\Runtime\Core\UObject\FName) & LayerName )


description: Set the visibility of all layers to true

code: virtual void MakeAllLayersVisible()


code: virtual [FOnLayersChanged](API\Editor\UnrealEd\Layers\ULayersSubsystem\FOnLayersChanged) & OnLayersChanged()


description: Delegate handler for FEditorDelegates::PostUndoRedo. It internally calls LayersChanged.Broadcast and UpdateAllActorsVisibility to refresh the actors of each layer.

code: void PostUndoRedo()


description:
Removes an actor from the specified layer.
true if the actor was removed from the layer. false is returned if the actor already belonged to the layer.

code: virtual bool RemoveActorFromLayer ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, const [FName](API\Runtime\Core\UObject\FName) & LayerToRemove, const bool bUpdateStats )


description:
Removes the provided actor from the named layers.
true if the actor was removed from at least one of the provided layers.

code: virtual bool RemoveActorFromLayers ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & LayerNames, const bool bUpdateStats )


description:
Removes the actors from the specified layer.
true if at least one actor was removed from the layer. false is returned if all the actors already belonged to the layer.

code: bool RemoveActorsFromLayer ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors, const [FName](API\Runtime\Core\UObject\FName) & LayerName, const bool bUpdateStats )


code: virtual bool RemoveActorsFromLayer ( const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > > & Actors, const [FName](API\Runtime\Core\UObject\FName) & LayerName, const bool bUpdateStats )


description:
Remove the actors to the named layers
true if at least one actor was removed from at least one layer. false is returned if none of the actors belonged to any of the specified layers.

code: bool RemoveActorsFromLayers ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & LayerNames, const bool bUpdateStats )


code: virtual bool RemoveActorsFromLayers ( const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > > & Actors, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & LayerNames, const bool bUpdateStats )


description: Purges any information regarding layers associated with the level and it contents

code: virtual void RemoveLevelLayerInformation ( [ULevel](API\Runtime\Engine\Engine\ULevel) * Level )


description:
Removes the selected actors from the named layer.
true if at least one actor was added. false is returned if all selected actors already belong to the named layer.

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


description:
Removes selected actors from the named layers.
true if at least one actor was removed.

code: virtual bool RemoveSelectedActorsFromLayers ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & LayerNames )


description: Removes the corresponding visibility bit from all actors (slides the later bits down 1)

code: virtual void RemoveViewFromActorViewVisibility ( [FLevelEditorViewportClient](API\Editor\UnrealEd\FLevelEditorViewportClient) * ViewportClient )


description: Renames the provided originally named layer to the provided new name

code: virtual bool RenameLayer ( const [FName](API\Runtime\Core\UObject\FName) & OriginalLayerName, const [FName](API\Runtime\Core\UObject\FName) & NewLayerName )


description:
Selects/de-selects actors belonging to the named layer.
true if at least one actor was selected/deselected.

code: bool SelectActorsInLayer ( const [FName](API\Runtime\Core\UObject\FName) & LayerName, const bool bSelect, const bool bNotify, const bool bSelectEvenIfHidden )


code: virtual bool SelectActorsInLayer ( const [FName](API\Runtime\Core\UObject\FName) & LayerName, const bool bSelect, const bool bNotify, const bool bSelectEvenIfHidden, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ActorFilter](API\Editor\UnrealEd\Layers\ULayersSubsystem\ActorFilter) > & Filter )


description:
Selects/de-selects actors belonging to the named layers.
true if at least one actor was selected/deselected.

code: bool SelectActorsInLayers ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & LayerNames, const bool bSelect, const bool bNotify, const bool bSelectEvenIfHidden )


code: virtual bool SelectActorsInLayers ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & LayerNames, const bool bSelect, const bool bNotify, const bool bSelectEvenIfHidden, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ActorFilter](API\Editor\UnrealEd\Layers\ULayersSubsystem\ActorFilter) > & Filter )


description: Changes visibility of the named layers to the provided state

code: virtual void SetLayersVisibility ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & LayerNames, const bool bIsVisible )


description: Changes the named layer's visibility to the provided state

code: virtual void SetLayerVisibility ( const [FName](API\Runtime\Core\UObject\FName) & LayerName, const bool bIsVisible )


description: Toggles the visibility of all of the named layers

code: virtual void ToggleLayersVisibility ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & LayerNames )


description: Toggles the named layer's visibility

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


description:
Attempts to get theULayerObject of the provided layer name.
If true a validULayerObject was found and set to OutLayer; if false, a validULayerobject was not found and invalid set to OutLayer

code: virtual bool TryGetLayer ( const [FName](API\Runtime\Core\UObject\FName) & LayerName, [ULayer](API\Runtime\Engine\Layers\ULayer) *& OutLayer )


description: Updates per-view visibility for the given actor for all views

code: virtual void UpdateActorAllViewsVisibility ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: Updates the provided actors visibility in the viewports

code: virtual bool UpdateActorVisibility ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, bool & bOutSelectionChanged, bool & bOutActorModified, const bool bNotifySelectionChange, const bool bRedrawViewports )


description: Updates the visibility of all actors in the viewports

code: virtual bool UpdateAllActorsVisibility ( const bool bNotifySelectionChange, const bool bRedrawViewports )


description: Updates per-view visibility for the given actor in the given view

code: virtual void UpdateActorViewVisibility ( [FLevelEditorViewportClient](API\Editor\UnrealEd\FLevelEditorViewportClient) * ViewportClient, [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, const bool bReregisterIfDirty )


description: Destructor

code: virtual ~ULayersSubsystem()


description: Updates the per-view visibility for all actors for the given view

code: virtual void UpdatePerViewVisibility ( [FLevelEditorViewportClient](API\Editor\UnrealEd\FLevelEditorViewportClient) * ViewportClient, const [FName](API\Runtime\Core\UObject\FName) & LayerThatChanged )


description: Updates the visibility for all actors for all views.

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


className: ULayersSubsystem

code: class ULayersSubsystem : public [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem)


description: Constructor

code: FComponentMaskParameter ( bool InR, bool InG, bool InB, bool InA )


className: FComponentMaskParameter

code: struct FComponentMaskParameter

A

type: uint32: 1


description: Constructor

code: FDComponentMaskParameter ( bool InR, bool InG, bool InB, bool InA )


className: FDComponentMaskParameter

code: struct FDComponentMaskParameter


className: FDFontParameters

code: struct FDFontParameters

FontValue

type: TObjectPtr< cla...


className: FEditorFontParameterValue

code: struct FEditorFontParameterValue : public [FEditorParameterValue](API\Editor\UnrealEd\MaterialEditor\FEditorParameterValue)


code: FEditorMaterialLayersParameterValue()


className: FEditorMaterialLayersParameterValue

code: struct FEditorMaterialLayersParameterValue : public [FEditorParameterValue](API\Editor\UnrealEd\MaterialEditor\FEditorParameterValue)


className: FEditorParameterGroup

code: struct FEditorParameterGroup

GroupAssociation

type: TEnumAsByte< EM...

Parameters

type: TArray<TObject...


className: FEditorParameterValue

code: struct FEditorParameterValue

ExpressionId

type: FGuid

ParameterInfo

type: FMaterialParame...


className: FEditorScalarParameterValue

code: struct FEditorScalarParameterValue : public [FEditorParameterValue](API\Editor\UnrealEd\MaterialEditor\FEditorParameterValue)

ParameterValue

type: float


description: Constructor


code: FEditorStaticComponentMaskParameterValue ( const [FStaticComponentMaskParameter](API\Runtime\Engine\FStaticComponentMaskParameter) & InParameter )


code: struct FEditorStaticComponentMaskParameterValue : public [FEditorParameterValue](API\Editor\UnrealEd\MaterialEditor\FEditorParameterValue)

type: FComponentMaskP...


code: FEditorStaticSwitchParameterValue()


description: Constructor

code: FEditorStaticSwitchParameterValue ( const [FStaticSwitchParameter](API\Runtime\Engine\FStaticSwitchParameter) & InParameter )


className: FEditorStaticSwitchParameterValue

code: struct FEditorStaticSwitchParameterValue : public [FEditorParameterValue](API\Editor\UnrealEd\MaterialEditor\FEditorParameterValue)


className: FEditorTextureParameterValue

code: struct FEditorTextureParameterValue : public [FEditorParameterValue](API\Editor\UnrealEd\MaterialEditor\FEditorParameterValue)


className: FEditorVectorParameterValue

code: struct FEditorVectorParameterValue : public [FEditorParameterValue](API\Editor\UnrealEd\MaterialEditor\FEditorParameterValue)

type: FLinearColor


className: FScalarParameterAtlasData

code: struct FScalarParameterAtlasData

Atlas

type: TSoftObjectPtr<...

bIsUsedAsAtlasPosition

type: bool


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


code: virtual bool GetValue ( [FMaterialParameterMetadata](API\Runtime\Engine\FMaterialParameterMetadata) & OutResult ) const


code: virtual bool SetValue ( const [FMaterialParameterValue](API\Runtime\Engine\FMaterialParameterValue) & Value )


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


className: UDEditorDoubleVectorParameterValue

code: class UDEditorDoubleVectorParameterValue : public [UDEditorParameterValue](API\Editor\UnrealEd\MaterialEditor\UDEditorParameterValue)


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


className: UDEditorFontParameterValue

code: class UDEditorFontParameterValue : public [UDEditorParameterValue](API\Editor\UnrealEd\MaterialEditor\UDEditorParameterValue)

ParameterValue

type: FDFontParameter...


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


className: UDEditorMaterialLayersParameterValue

description: FMaterialLayersFunctionsare no longer treated as material parameters, so this should maybe be refactored at some point.

code: class UDEditorMaterialLayersParameterValue : public [UDEditorParameterValue](API\Editor\UnrealEd\MaterialEditor\UDEditorParameterValue)

type: FMaterialLayers...


code: static [UDEditorParameterValue](API\Editor\UnrealEd\MaterialEditor\UDEditorParameterValue) * Create ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner, EMaterialParameterType Type, const [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & ParameterInfo, const [FMaterialParameterMetadata](API\Runtime\Engine\FMaterialParameterMetadata) & Meta )


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


className: UDEditorParameterValue

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

AssetPath

type: FString

SortPriority

description: Controls where this parameter is displayed in a material instance parameter list.


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


code: class UDEditorRuntimeVirtualTextureParameterValue : public [UDEditorParameterValue](API\Editor\UnrealEd\MaterialEditor\UDEditorParameterValue)


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


className: UDEditorScalarParameterValue

code: class UDEditorScalarParameterValue : public [UDEditorParameterValue](API\Editor\UnrealEd\MaterialEditor\UDEditorParameterValue)

AtlasData

type: FScalarParamete...


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


code: class UDEditorSparseVolumeTextureParameterValue : public [UDEditorParameterValue](API\Editor\UnrealEd\MaterialEditor\UDEditorParameterValue)


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


code: virtual bool SetValue ( const [FMaterialParameterValue](API\Runtime\Engine\FMaterialParameterValue) & Value )


code: virtual bool GetValue ( [FMaterialParameterMetadata](API\Runtime\Engine\FMaterialParameterMetadata) & OutResult ) const


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


code: class UDEditorStaticComponentMaskParameterValue : public [UDEditorParameterValue](API\Editor\UnrealEd\MaterialEditor\UDEditorParameterValue)

ParameterValue

type: FDComponentMask...


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


className: UDEditorStaticSwitchParameterValue

code: class UDEditorStaticSwitchParameterValue : public [UDEditorParameterValue](API\Editor\UnrealEd\MaterialEditor\UDEditorParameterValue)


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


className: UDEditorTextureParameterValue

code: class UDEditorTextureParameterValue : public [UDEditorParameterValue](API\Editor\UnrealEd\MaterialEditor\UDEditorParameterValue)

ChannelNames

type: FParameterChann...


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


className: UDEditorVectorParameterValue

code: class UDEditorVectorParameterValue : public [UDEditorParameterValue](API\Editor\UnrealEd\MaterialEditor\UDEditorParameterValue)


code: void ApplySourceFunctionChanges()


description: Creates/adds value to group retrieved from parent material .

code: void AssignParameterToGroup ( [UDEditorParameterValue](API\Editor\UnrealEd\MaterialEditor\UDEditorParameterValue) * ParameterValue, const [FName](API\Runtime\Core\UObject\FName) & GroupName )


description: Sets back to zero the overrides for any parameters copied out of the layer stack

code: void CleanParameterStack ( int32 Index, EMaterialParameterAssociation MaterialType )


code: void CopyBasePropertiesFromParent()


description: Copies the parameter array values back to the source instance.

code: void CopyToSourceInstance ( const bool bForceStaticPermutationUpdate )


description: Returns group for parameter. Creates one if needed.

code: [FEditorParameterGroup](API\Editor\UnrealEd\MaterialEditor\FEditorParameterGroup) & GetParameterGroup ( [FName](API\Runtime\Core\UObject\FName) & ParameterGroup )


className: GlobalGroupPrefix

code: static [FName](API\Runtime\Core\UObject\FName) GlobalGroupPrefix = FName("Global ");


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

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


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

code: virtual void PostEditUndo()


description: Regenerates the parameter arrays.

code: void RegenerateArrays()


description: Copies the overrides for any parameters copied out of the layer stack from the layer or blend

code: void ResetOverrides ( int32 Index, EMaterialParameterAssociation MaterialType )


code: void SetSourceFunction ( [UMaterialFunctionInstance](API\Runtime\Engine\Materials\UMaterialFunctionInstance) * MaterialFunction )


description: Update the source instance parent to match this

code: void UpdateSourceInstanceParent()


description: Sets the source instance for this object and regenerates arrays.

code: void SetSourceInstance ( [UMaterialInstanceConstant](API\Runtime\Engine\Materials\UMaterialInstanceConstant) * MaterialInterface )


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


className: UMaterialEditorInstanceConstant

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

BasePropertyOverrides

type: FMaterialInstan...

bIsFunctionInstanceDirty

type: uint32:  1

bNaniteOverride

description: When set we will use the override from NaniteOverrideMaterial.

bOverrideSubsurfaceProfile

description: Defines if SubsurfaceProfile from tis instance is used or it uses the parent one.

bShowOnlyOverrides

description: Whether or not we should show only overridden properties

bUseOldStyleMICEditorGroups

type: uint32: 1

description: Should we use old style typed arrays for unassigned parameters instead of a None group (new style)?

DetailsView

type: TWeakPtr< class...

LightmassSettings

type: FLightmassParam...

description: The Lightmass override settings for this object.

NaniteOverrideMaterial

type: TObjectPtr<UMa...

description: An override material which will be used instead of this one when rendering with nanite.

ParameterGroups

type: TArray< struct ...

Parent

description: Since the Parent may point across levels and the property editor needs to import this text, it must be marked lazy so it doesn't set itself to NULL in FindImportedObject

PhysMaterial

description: Physical material to use for this graphics material. Used for sounds, effects etc.

RefractionDepthBias

description: This is the refraction depth bias, larger values offset distortion to prevent closer objects from rendering into the distorted surface at acute viewing angles but increases the disconnect between surface and where the refraction starts.

SubsurfaceProfile

description: SubsurfaceProfile, for Screen Space Subsurface Scattering

VisibleExpressions

type: TArray<FMateri...


description: Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size.

code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


className: UMaterialEditorMeshComponent

code: class UMaterialEditorMeshComponent : public [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent)


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


code: void ApplySourceFunctionChanges()


description: Creates/adds value to group retrieved from parent material .

code: void AssignParameterToGroup ( [UDEditorParameterValue](API\Editor\UnrealEd\MaterialEditor\UDEditorParameterValue) * ParameterValue, const [FName](API\Runtime\Core\UObject\FName) & GroupName )


description: Copies the parameter array values back to the source instance.

code: void CopyToSourceInstance()


className: UMaterialEditorPreviewParameters

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

OriginalFunction

type: TObjectPtr< cla...

StoredBlendPreviews

type: TArray<TObject...


description: Returns true if this object is considered an asset.

code: virtual bool IsAsset() const


code: virtual [FMaterialResource](API\Runtime\Engine\FMaterialResource) * AllocateResource()


className: UPreviewMaterial

code: class UPreviewMaterial : public [UMaterial](API\Runtime\Engine\Materials\UMaterial)


description: Implementation of Preview Material functions

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


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


description: Simple type info.


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


description: Action to add a comment node to the graph

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


code: static [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * SpawnNode ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, const FVector2D Location )


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


description: Action to add a composite node to the graph

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


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


description: Action to add a Material Function call to the graph

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

FunctionPath

description: Path to function that we want to call


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


description: Action to add a local variable usage to the graph

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

Declaration

description: Declaration that we want to add an usage of.


description: Sets the type of a Function input based on an EMaterialValueType value.

code: void SetFunctionInputType ( class [UMaterialExpressionFunctionInput](API\Runtime\Engine\Materials\UMaterialExpressionFunctionInput) * FunctionInput, uint32 MaterialValueType ) const


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


description: Action to add an expression node to the graph

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

MaterialExpressionClass

description: Class of expression we want to create


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


description: Action to paste clipboard contents into the graph

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


code: [FExpressionInput](API\Runtime\Engine\FExpressionInput) & GetExpressionInput ( [UMaterial](API\Runtime\Engine\Materials\UMaterial) * Material ) const


code: const [FText](API\Runtime\Core\Internationalization\FText) & GetName() const


code: EMaterialProperty GetProperty() const


code: const [FText](API\Runtime\Core\Internationalization\FText) & GetToolTip() const


code: bool IsVisiblePin ( const [UMaterial](API\Runtime\Engine\Materials\UMaterial) * Material, bool bIgnoreMaterialAttributes ) const


description: Constructor

code: FMaterialInputInfo()


description: Constructor

code: FMaterialInputInfo ( const [FText](API\Runtime\Core\Internationalization\FText) & InName, EMaterialProperty InProperty, const [FText](API\Runtime\Core\Internationalization\FText) & InToolTip )


description:
Add a Comment to the Graph
UMaterialGraphNode_Comment* Newly created Graph node to represent comment

code: [UMaterialGraphNode_Comment](API\Editor\UnrealEd\MaterialGraph\UMaterialGraphNode_Comment) * AddComment ( [UMaterialExpressionComment](API\Runtime\Engine\Materials\UMaterialExpressionComment) * Comment, bool bIsUserInvoked )


className: FMaterialInputInfo

description: A human-readable name - material expression input pair.

code: struct FMaterialInputInfo


description:
Add an Expression to the Graph
UMaterialGraphNode* Newly created Graph node to represent expression

code: [UMaterialGraphNode](API\Editor\UnrealEd\MaterialGraph\UMaterialGraphNode) * AddExpression ( [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * Expression, bool bUserInvoked )


description:
Add a Subgraph to the Graph
UMaterialGraph* Newly created subgraph

code: [UMaterialGraph](API\Editor\UnrealEd\MaterialGraph\UMaterialGraph) * AddSubGraph ( [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * InSubgraphExpression )


description: Returns the input index associated with the given property

code: int32 GetInputIndexForProperty ( EMaterialProperty Property ) const


description: Get a list of nodes representing expressions that are not used in the Material

code: void GetUnusedExpressions ( [TArray](API\Runtime\Core\Containers\TArray)< class [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & UnusedNodes ) const


description: Check whether a material input should be marked as active

code: bool IsInputActive ( class [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GraphPin ) const


description: Link all of the Graph nodes using the Material's connections

code: void LinkGraphNodesFromMaterial()


description: Link the Material using the Graph node's connections

code: void LinkMaterialExpressionsFromGraph()


description: Signal to listeners that the graph has changed - prefer to use NotifyNodeChanged when updating a single node

code: virtual void NotifyGraphChanged()


code: virtual void NotifyGraphChanged ( const [FEdGraphEditAction](API\Runtime\Engine\FEdGraphEditAction) & Action )


description: Completely rebuild the graph from the material, removing all old nodes

code: void RebuildGraph()


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


code: UMaterialGraph ( [FVTableHelper](API\Runtime\CoreUObject\UObject\FVTableHelper) & Helper )


className: UMaterialGraph

code: class UMaterialGraph : public [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph)

Material

description: Material this Graph represents

MaterialDirtyDelegate

type: FSetMaterialDir...

description: Marks the Material Editor as dirty so that user prompted to apply change

MaterialFunction

description: Material Function this Graph represents (NULL for Materials)

MaterialInputs

description: List of Material Inputs (not set up for Material Functions)

OriginalMaterialFullName

description: The name of the material that we are editing

RealtimeDelegate

type: FRealtimeStateG...

description: Checks if Material Editor is in realtime mode, so we update SGraphNodes every frame

RootNode

description: Root node representing Material inputs (NULL for Material Functions)

SubgraphExpression

description: Expression this subgraph represents (NULL if not subgraph, Material [Function] still populated)

ToggleCollapsedDelegate

type: FToggleExpressi...

description: Toggles the bCollapsed flag of a material expression and updates material editor


description: Determine if this node can live in the specified graph

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


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

code: virtual bool CanUserDeleteNode() const


description: Create all of the input pins required

code: virtual void CreateInputPins()


description: Create all of the output pins required

code: virtual void CreateOutputPins()


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

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


description: Get the expression preview for this node


description: Gets the object that owns this node, typically either aUMaterial,UMaterialFunction,UMaterialExpression

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


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

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


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

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


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

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


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

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


code: virtual uint32 GetPinMaterialType ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const


description: Will return the shorten pin name to use based on long pin name

code: static [FName](API\Runtime\Core\UObject\FName) GetShortenPinName ( const [FName](API\Runtime\Core\UObject\FName) PinName )


description: Gets the tooltip to display when over the node

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


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


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

code: virtual void OnCommentBubbleToggled ( bool bInCommentBubbleVisible )


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

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


description: Called to replace this nodes comment text

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


description: Fix up the node's owner after being copied

code: virtual void PostCopyNode()


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

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


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

code: virtual void PostDuplicate ( bool bDuplicateForPIE )


description: Get the Material value type of an output pin

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


description: Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization

code: virtual void PostEditImport()


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

code: virtual void PostPlacedNewNode()


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

code: virtual void PrepareForCopying()


description: Recreate this node's pins and relink the Graph from the Material

code: void RecreateAndLinkNode()


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


className: UMaterialGraphNode

code: class UMaterialGraphNode : public [UMaterialGraphNode_Base](API\Editor\UnrealEd\MaterialGraph\UMaterialGraphNode_Base)

bIsErrorExpression

type: bool

description: Set to true if this expression causes an error in the material

bIsPreviewExpression

description: Set to true if this expression is currently being previewed

bPreviewNeedsUpdate

description: Set to true when Expression Preview compiles, so we can updateSGraphNode

InvalidatePreviewMaterialDelegate

type: FSimpleDelegate

description: Called when the preview material attached to this graph node needs to be updated

MaterialDirtyDelegate

description: Marks the Material Editor as dirty so that user prompted to apply change

MaterialExpression

description: Material Expression this node is representing

RealtimeDelegate

description: Checks if Material Editor is in realtime mode, so we updateSGraphNodeevery frame


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

code: virtual void AllocateDefaultPins()


description: Determine if this node can be created under the specified schema

code: virtual bool CanCreateUnderSpecifiedSchema ( const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * Schema ) const


description: Autowire a newly created node.

code: virtual void AutowireNewNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin )


description: Create all of the input pins required

code: virtual void CreateInputPins()


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

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


description: Create all of the output pins required

code: virtual void CreateOutputPins()


description: Gets the exec input pin

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


description: Get a single exec Output Pin via its index

code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetExecOutputPin ( int32 OutputIndex ) const


description: Get a single Input Pin via its index

code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetInputPin ( int32 InputIndex ) const


description: Return the first input pin matching the name

code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetInputPin ( const [FName](API\Runtime\Core\UObject\FName) & PinName ) const


description: Get the Material value type of an input pin

code: uint32 GetInputType ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputPin ) const


description: Get a single Output Pin via its index

code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOutputPin ( int32 OutputIndex ) const


description: Get the Material value type of an output pin

code: uint32 GetOutputType ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPin ) const


description: Gets the object that owns this node, typically either aUMaterial,UMaterialFunction,UMaterialExpression

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


code: virtual uint32 GetPinMaterialType ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const


description: Returns the SourceIndex associated with a particularFMaterialConnectionKey::InputIndex

code: virtual int32 GetSourceIndexForInputIndex ( int32 InputIndex ) const


description: Handles inserting the node between the FromPin and what the FromPin was original connected to

code: void InsertNewNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * NewLinkPin, [TSet](API\Runtime\Core\Containers\TSet)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & OutNodeList )


description: Is this the undeletable root node

code: virtual bool IsRootNode() const


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


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

code: virtual void PostPasteNode()


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

code: virtual void ReconstructNode()


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

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


description: Replace a given node with this one, changing all pin links

code: void ReplaceNode ( [UMaterialGraphNode_Base](API\Editor\UnrealEd\MaterialGraph\UMaterialGraphNode_Base) * OldNode )


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


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


code: virtual bool CanCreateUnderSpecifiedSchema ( const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * Schema ) const


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

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


description: Return the font size of the comment

code: virtual int32 GetFontSize() const


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

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


description: Fix up the node's owner after being copied

code: void PostCopyNode()


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

code: virtual void PostDuplicate ( bool bDuplicateForPIE )


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

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


description: Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization

code: virtual void PostEditImport()


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

code: virtual void PostPlacedNewNode()


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

code: virtual void PrepareForCopying()


description: Update node size to new value

code: virtual void ResizeNode ( const FVector2D & NewSize )


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


code: class UMaterialGraphNode_Comment : public [UEdGraphNode_Comment](API\Editor\UnrealEd\UEdGraphNode_Comment)

MaterialDirtyDelegate

description: Marks the Material Editor as dirty so that user prompted to apply change

MaterialExpressionComment

description: Material Comment that this node represents


description: Returns true if it is possible to jump to the definition of this node (e.g., if it's a variable get or a function call)

code: virtual bool CanJumpToDefinition() const


description: Destroy the specified node

code: virtual void DestroyNode()


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

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


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

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


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

code: virtual void JumpToDefinition() const


code: virtual void PostCopyNode()


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

code: virtual void PostEditUndo()


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

code: virtual void PostPasteNode()


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


code: class UMaterialGraphNode_Composite : public [UMaterialGraphNode](API\Editor\UnrealEd\MaterialGraph\UMaterialGraphNode)

BoundGraph

description: The graph that this composite node is representing


code: class UMaterialGraphNode_PinBase : public [UMaterialGraphNode](API\Editor\UnrealEd\MaterialGraph\UMaterialGraphNode)


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

code: virtual bool CanDuplicateNode() const


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

code: virtual bool CanUserDeleteNode() const


description: Create all of the input pins required

code: virtual void CreateInputPins()


description: Gets the object that owns this node, typically either aUMaterial,UMaterialFunction,UMaterialExpression

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


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

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


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

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


code: virtual uint32 GetPinMaterialType ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const


description: Returns the SourceIndex associated with a particularFMaterialConnectionKey::InputIndex

code: virtual int32 GetSourceIndexForInputIndex ( int32 InputIndex ) const


description: Gets the tooltip to display when over the node

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


description: Is this the undeletable root node

code: virtual bool IsRootNode() const


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

code: virtual void PostPlacedNewNode()


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


code: class UMaterialGraphNode_Root : public [UMaterialGraphNode_Base](API\Editor\UnrealEd\MaterialGraph\UMaterialGraphNode_Base)

Material

description: Material whose inputs this root node represents


className: ActivePinColor

description: Color of certain pins/connections.

code: static const [FLinearColor](API\Runtime\Core\Math\FLinearColor) ActivePinColor = FLinearColor::White;


className: AlphaPinColor

code: static const [FLinearColor](API\Runtime\Core\Math\FLinearColor) AlphaPinColor = FLinearColor(0.5f, 0.5f, 0.5f);


description: Breaks all links from/to a single node

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


description: Check whether the types of pins are compatible

code: bool ArePinsCompatible_Internal ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputPin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPin, [FText](API\Runtime\Core\Internationalization\FText) & ResponseMessage ) const


description: Breaks all links from/to a single pin

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


description: Breaks the link between two nodes.

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


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

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


description: Can TestNode be encapsulated into a child graph?

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


description: Check whether connecting these pins would cause a loop

code: bool ConnectionCausesLoop ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputPin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPin ) const


className: CurrentCacheRefreshID

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

code: static int32 CurrentCacheRefreshID = 0;


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

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


description: Forces cached visualization data to refresh

code: virtual void ForceVisualizationCacheClear() const


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

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


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

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