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

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


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

module: BlueprintGraph

code: virtual void PostPasteNode()


description: Called at the end of ReconstructNode, allows node specific work to be performed

code: virtual void PostReconstructNode()


description: Reallocate pins during reconstruction; by default ignores the old pins and callsAllocateDefaultPins()If you override this to create additional pins you likely need to call RestoreSplitPins to restore any pins that have been split (e.g. a vector pin split into its components)

code: virtual void ReallocatePinsDuringReconstruction ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & OldPins )


code: virtual void ReloadEnum ( class [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * InEnum )


description: Removes the last option pin from the node

code: void RemoveOptionPinToNode()


description: Bind the options to a named enum.

code: virtual void SetEnum ( [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * InEnum, bool bForceRegenerate )


code: virtual bool ShouldBeReconstructedAfterEnumChanged() const


code: UK2Node_Select ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_Select : public [UK2Node](API\Editor\BlueprintGraph\UK2Node), public [INodeDependingOnEnumInterface](API\Editor\BlueprintGraph\INodeDependingOnEnumInterface), public [IK2Node_AddPinInterface](API\Editor\BlueprintGraph\IK2Node_AddPinInterface)


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: Return whether to draw this node as a small variable node

code: virtual bool DrawNodeAsVariable() const


code: virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const


description: Should search keywords be localized? Probably.

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


description: Replacement forGetMenuEntries(). Override to add specific UBlueprintNodeSpawners pertaining to the sub-class type. Serves as an extensible way for new nodes, and game module nodes to add themselves to context menus.

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


description:
Override to provide a default category for specific node types to be listed under.
A localized category string (or an empty string if you want this node listed at the menu's root).

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() 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: Returns whether this node is considered 'pure' by the compiler

code: virtual bool IsNodePure() const


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

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


code: UK2Node_Self ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_Self : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)


code: bool AllPinsAreShown() const


description: Whether or not struct pins belonging to this node should be allowed to be split or not.

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


code: void BackTracePinPath ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPin, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) *)> Predicate ) const


description: Gets the tooltip to display when over the node

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


className: EPinsToRemove

code: enum EPinsToRemove { GivenPin, AllOtherPins, }


code: virtual void GetRecordDefaults &40; FProperty &42; TestProperty, FOptionalPinFromProperty & Record &41; const


code: FSetFieldsInStructPinManager &40; const uint8 &42; InSampleStructMemory, UBlueprint &42; BP &41;


className: FSetFieldsInStructPinManager

code: struct FSetFieldsInStructPinManager : public [UK2Node_MakeStruct::FMakeStructPinManager](API\Editor\BlueprintGraph\UK2Node_MakeStruct\FMakeStructPinManager)


description: Icon to use in menu or on node

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


description: true, is pins cannot be connected due to node's inner logic, put message for user in OutReason

code: virtual bool IsConnectionDisallowed ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * MyPin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OtherPin, [FString](API\Runtime\Core\Containers\FString) & OutReason ) const


code: void RemoveFieldPins ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InGraphPin, [EPinsToRemove](API\Editor\BlueprintGraph\UK2Node_SetFieldsInStruct\EPinsToRemove) Selection )


code: static bool ShowCustomPinActions ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InGraphPin, bool bIgnorePinsNum )


code: UK2Node_SetFieldsInStruct ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Pure kismet node that creates a struct with specified values for each member.

code: class UK2Node_SetFieldsInStruct : public [UK2Node_MakeStruct](API\Editor\BlueprintGraph\UK2Node_MakeStruct)


code: virtual void AllocateDefaultPins()


code: virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const


description: FOR INTERNAL USAGE ONLY!

code: class UK2Node_SetVariableOnPersistentFrame : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)


code: virtual bool IsNodePure() const


description: Create new pins to show properties on archetype

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


description: Expands a node while compiling, which may add additional nodes or delete this node

code: virtual void ExpandNode ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph )


description: Get the blueprint input pin

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


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

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


description: Get the no collision fail input pin

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


description: This function returns an arbitrary number of attributes that describe this node for analytics events

code: virtual void GetNodeAttributes ( [TArray](API\Runtime\Core\Containers\TArray)< [TKeyValuePair](API\Runtime\Core\Templates\TKeyValuePair)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) >> & OutNodeAttributes ) const


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: Get the result output pin

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


description: Get the spawn transform input pin

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


description: Get the then output pin

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


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


description: Get the world context input pin, can return NULL

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


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

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


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


description:
Query if this is a node that is safe to ignore (e.g., a comment node or other non-structural annotation that can be pruned with no warnings).
true if node safe to ignore.

code: virtual bool IsNodeSafeToIgnore() const


description: Returns true if this node is deprecated.

code: virtual bool IsDeprecated() const


description: See if this is a spawn variable pin, or a 'default' pin

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


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: Reallocate pins during reconstruction; by default ignores the old pins and callsAllocateDefaultPins()If you override this to create additional pins you likely need to call RestoreSplitPins to restore any pins that have been split (e.g. a vector pin split into its components)

code: virtual void ReallocatePinsDuringReconstruction ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & OldPins )


code: UK2Node_SpawnActor ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


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()


code: class UK2Node_SpawnActor : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)


code: virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const


code: virtual void ExpandNode ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph )


description: Gets base class to use for the 'class' pin.UObjectby default.

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


description: Icon to use in menu or on node

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


code: virtual void GetNodeAttributes ( [TArray](API\Runtime\Core\Containers\TArray)< [TKeyValuePair](API\Runtime\Core\Templates\TKeyValuePair)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) >> & OutNodeAttributes ) 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: 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 bool IsSpawnVarPin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const


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

code: virtual void PostLoad()


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

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


code: class UK2Node_SpawnActorFromClass : public [UK2Node_ConstructObjectFromClass](API\Editor\BlueprintGraph\UK2Node_ConstructObjectFromClass)


code: UK2Node_SpawnActorFromClass ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: AllocateDefaultPins with just one member set.

code: void AllocatePinsForSingleMemberGet ( [FName](API\Runtime\Core\UObject\FName) MemberName )


description: Gets the tooltip to display when over the node

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


description: Returns whether this node is considered 'pure' by the compiler

code: virtual bool IsNodePure() const


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

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


description: Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint

code: virtual bool NodeCausesStructuralBlueprintChange() const


code: UK2Node_StructMemberGet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: This is called when a property is about to be modified externally

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


code: virtual void AllocateDefaultPins()


description: Helper for AllocateDefaultPins.

code: void AllocateExecPins()


code: virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const


description: Whether or not two pins match for purposes of reconnection after reconstruction. This allows pins that may have had their names changed via reconstruction to be matched to their old values on a node-by-node basis, if needed

code: virtual [ERedirectType](API\Editor\BlueprintGraph\UK2Node\ERedirectType) DoPinsMatchForReconstruction ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * NewPin, int32 NewPinIndex, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OldPin, int32 OldPinIndex ) const


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


description: Returns the override condition that's bound to the given property, if one exists. An override is a edit condition flag that is not exposed as an optional input pin.

code: [FBoolProperty](API\Runtime\CoreUObject\UObject\FBoolProperty) * GetOverrideConditionForProperty ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


description: Pure kismet node that gets one or more member variables of a struct.

code: class UK2Node_StructMemberGet : public [UK2Node_StructOperation](API\Editor\BlueprintGraph\UK2Node_StructOperation)

ShowPinForProperties

type: TArray<FOption...


code: UK2Node_StructMemberSet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Imperative kismet node that sets one or more member variables of a struct.

code: class UK2Node_StructMemberSet : public [UK2Node_StructOperation](API\Editor\BlueprintGraph\UK2Node_StructOperation)


code: bool DoRenamedPinsMatch ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * NewPin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OldPin, bool bStructInVariablesOut ) const


className: FMakeStructSpawnerAllowedDelegate

description: Utility function to set up menu actions to set the struct type and promote category

code: typedef TBaseDelegate_TwoParams< bool, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) *, bool > FMakeStructSpawnerAllowedDelegate


description: Customize automatically created pins if desired.

code: virtual void CustomizePinData &40; UEdGraphPin &42; Pin, FName SourcePropertyName, int32 ArrayIndex, FProperty &42; Property &41; const


description: Should the specified property be displayed by default

code: virtual void GetRecordDefaults &40; FProperty &42; TestProperty, FOptionalPinFromProperty & Record &41; const


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

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


className: FStructOperationOptionalPinManager

description: Updater for subclasses that allow hiding pins.

code: struct FStructOperationOptionalPinManager : public [FOptionalPinManager](API\Editor\BlueprintGraph\FOptionalPinManager)


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

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


description: Determine if the node of this type should be filtered in the actions menu

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


code: void SetupMenuActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar, const [FMakeStructSpawnerAllowedDelegate](API\Editor\BlueprintGraph\UK2Node_StructOperation\FMakeStructSpawn-) & AllowedDelegate, EEdGraphPinDirection PinDirectionToPromote ) const


description: Virtual boolDrawNodeAsVariable() constoverride { return true; }

code: virtual bool ShouldShowNodeProperties() const


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

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


code: UK2Node_StructOperation ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_StructOperation : public [UK2Node_Variable](API\Editor\BlueprintGraph\UK2Node_Variable)

StructType

type: TObjectPtr<USc...

description: Class that this variable is defined in.


description: Adds a new execution pin to a switch node

code: virtual void AddPinToSwitchNode()


description: Return whether the node's execution pins should support the remove execution pin action

code: virtual bool CanEverRemoveExecutionPin() const


description: Whether an execution pin can be removed from the node or not

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


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()


code: virtual void CreateCasePins()


code: virtual void CreateFunctionPin()


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

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


code: virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const


code: virtual void CreateSelectionPin()


description: Whether or not two pins match for purposes of reconnection after reconstruction. This allows pins that may have had their names changed via reconstruction to be matched to their old values on a node-by-node basis, if needed

code: virtual [ERedirectType](API\Editor\BlueprintGraph\UK2Node\ERedirectType) DoPinsMatchForReconstruction ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * NewPin, int32 NewPinIndex, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OldPin, int32 OldPinIndex ) const


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


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


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


description: Icon to use in menu or on node

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


code: virtual [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) GetInnerCaseType() const


description:
Override to provide a default category for specific node types to be listed under.
A localized category string (or an empty string if you want this node listed at the menu's root).

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


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

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


description: Gets the pin type from the schema for the subclass

code: virtual [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) GetPinType() const


code: virtual [FName](API\Runtime\Core\UObject\FName) GetPinNameGivenIndex ( int32 Index ) const


description: Getting pin access

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


description: Gets a unique pin name, the next in the sequence


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

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


code: virtual void RemovePin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * TargetPin )


description: Removes the specified execution pin from an switch node

code: virtual void RemovePinFromSwitchNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * TargetPin )


description: Determines whether the add button should be enabled

code: virtual bool SupportsAddPinButton() const


code: UK2Node_Switch ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_Switch : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)

bHasDefaultPin

type: uint32: 1

description: If true switch has a default pin

FunctionClass

type: TSubclassOf< cl...

description: The class that the function is from.

FunctionName

type: FName

description: The function underpining the switch, if required


description: Adds node pin data to the search metadata, override to collect more data that may be desirable to search for

code: virtual void AddPinSearchMetaDataInfo ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [TArray](API\Runtime\Core\Containers\TArray)< struct [FSearchTagDataPair](API\Editor\Kismet\FSearchTagDataPair) > & OutTaggedMetaData ) const


code: virtual void AddPinToSwitchNode()


description: Whether or not this node allows users to edit the advanced view flag of pins (actually edit the property, not the same as show/hide advanced pins).

code: virtual bool CanUserEditPinAdvancedViewFlag() const


code: virtual bool CanEverRemoveExecutionPin() const


description: Helper method to set-up pins

code: virtual void CreateCasePins()


description: Helper method to set-up correct selection pin

code: virtual void CreateSelectionPin()


code: virtual [ERedirectType](API\Editor\BlueprintGraph\UK2Node\ERedirectType) DoPinsMatchForReconstruction ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * NewPin, int32 NewPinIndex, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OldPin, int32 OldPinIndex ) const


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


description: Replacement forGetMenuEntries(). Override to add specific UBlueprintNodeSpawners pertaining to the sub-class type. Serves as an extensible way for new nodes, and game module nodes to add themselves to context menus.

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


code: virtual [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) GetPinType() const


description: Gets the tooltip to display when over the node

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


description: true, is pins cannot be connected due to node's inner logic, put message for user in OutReason

code: virtual bool IsConnectionDisallowed ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * MyPin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OtherPin, [FString](API\Runtime\Core\Containers\FString) & OutReason ) const


description: Called before compilation begins, giving a blueprint time to force the linker to load data

code: virtual void PreloadRequiredAssets()


code: virtual void ReloadEnum ( class [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * InEnum )


code: virtual void RemovePinFromSwitchNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * TargetPin )


description: Don't support removing pins from an enum

code: virtual void RemovePin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * TargetPin )


description: Bind the switch to a named enum

code: void SetEnum ( [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * InEnum )


code: virtual bool ShouldBeReconstructedAfterEnumChanged() const


code: virtual bool SupportsAddPinButton() const


code: UK2Node_SwitchEnum ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_SwitchEnum : public [UK2Node_Switch](API\Editor\BlueprintGraph\UK2Node_Switch), public [INodeDependingOnEnumInterface](API\Editor\BlueprintGraph\INodeDependingOnEnumInterface)

Enum

type: TObjectPtr<UEn...

description: Name of the enum being switched on

EnumEntries

type: TArray<FName>

description: List of the current entries in the enum

EnumFriendlyNames

type: TArray<FText>

description: List of the current entries in the enum


description: Whether an execution pin can be removed from the node or not

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


code: virtual void CreateCasePins()


code: virtual void CreateSelectionPin()


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


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


code: virtual [FName](API\Runtime\Core\UObject\FName) GetPinNameGivenIndex ( int32 Index ) const


code: virtual [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) GetPinType() const


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


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


description: Reallocate pins during reconstruction; by default ignores the old pins and callsAllocateDefaultPins()If you override this to create additional pins you likely need to call RestoreSplitPins to restore any pins that have been split (e.g. a vector pin split into its components)

code: virtual void ReallocatePinsDuringReconstruction ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & OldPins )


description: Return whether the node's properties display in the blueprint details panel

code: virtual bool ShouldShowNodeProperties() const


code: UK2Node_SwitchInteger ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_SwitchInteger : public [UK2Node_Switch](API\Editor\BlueprintGraph\UK2Node_Switch)

StartIndex

description: Set the starting index for the node


description: Adds a new execution pin to a switch node

code: virtual void AddPinToSwitchNode()


description: Gets a unique pin name, the next in the sequence


code: virtual void RemovePin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * TargetPin )


code: UK2Node_SwitchName ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_SwitchName : public [UK2Node_Switch](API\Editor\BlueprintGraph\UK2Node_Switch)


description: Sets the nodes function to call based on case sensitivity

code: void SetupCaseSensitivityFunction()


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

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


code: UK2Node_SwitchString ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_SwitchString : public [UK2Node_Switch](API\Editor\BlueprintGraph\UK2Node_Switch)

bIsCaseSensitive

type: uint32:  1


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 live in the specified graph

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


code: virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const


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

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


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


description:
Override to provide a default category for specific node types to be listed under.
A localized category string (or an empty string if you want this node listed at the menu's root).

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


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


description:
NOTE: This is not the same as a node identification GUID, two node instances can have the same signature (if both call the same function, etc.).
A signature struct, discerning this node from others.

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


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


description: Get variable pin


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

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


description: Returns whether this node is considered 'pure' by the compiler

code: virtual bool IsNodePure() const


description: Called when the connection list of one of the pins of this node is changed in the editor, after the pin has had it's literal cleared

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


description: Called at the end of ReconstructNode, allows node specific work to be performed

code: virtual void PostReconstructNode()


code: UK2Node_TemporaryVariable ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_TemporaryVariable : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)

bIsPersistent

type: bool

description: Whether or not this variable should be flagged with CPF_SaveGame, and inherit its name from the GUID of the macro that that gave rise to it

VariableType

type: FEdGraphPinType


description: Destroy the specified node

code: virtual void DestroyNode()


description: Gives the node the option to customize how diffs are discovered within it.

code: virtual void FindDiffs ( class [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * OtherNode, struct [FDiffResults](API\Runtime\Engine\FDiffResults) & Results )


description: name of brush for special icon in upper-right corner

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


description: Get the 'Direction' output pin

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


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 'finished' output pin

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


description: Icon to use in menu or on node

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


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

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


description: Replacement forGetMenuEntries(). Override to add specific UBlueprintNodeSpawners pertaining to the sub-class type. Serves as an extensible way for new nodes, and game module nodes to add themselves to context menus.

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


description: Get the 'newtime' input pin

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


description: This function returns an arbitrary number of attributes that describe this node for analytics events

code: virtual void GetNodeAttributes ( [TArray](API\Runtime\Core\Containers\TArray)< [TKeyValuePair](API\Runtime\Core\Templates\TKeyValuePair)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) >> & OutNodeAttributes ) 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: Get the 'play from start' input pin

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


description: Get the 'play' input pin

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


description: Expands a node while compiling, which may add additional nodes or delete this node

code: virtual void ExpandNode ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph )


description: Get the 'reverse from end' input pin

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


description: Get the 'setnewtime' input pin

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


description: Get the 'reverse' input pin

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


description: Get the 'stop' input pin

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


description: Gets the tooltip to display when over the node

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


description: Get the 'Direction' output pin

code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetTrackPin ( const [FName](API\Runtime\Core\UObject\FName) TrackName ) const


description: Get the 'update' output pin

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


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


description: Create a name validator for this node

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


description: Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint

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

code: virtual void PostPasteNode()


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

code: virtual void PrepareForCopying()


description: Called before compilation begins, giving a blueprint time to force the linker to load data

code: virtual void PreloadRequiredAssets()


description:
Try to rename the timeline
bool true if node was successfully renamed, false otherwise

code: bool RenameTimeline ( const [FString](API\Runtime\Core\Containers\FString) & NewName )


description: Return whether the node's properties display in the blueprint details panel

code: virtual bool ShouldShowNodeProperties() const


code: UK2Node_Timeline ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_Timeline : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)

bAutoPlay

description: If the timeline is set to autoplay

bIgnoreTimeDilation

description: If the timeline should ignore global time dilation

bLoop

description: If the timeline is set to loop

bReplicated

description: If the timeline is set to replicate

TimelineGuid

type: FGuid

description: Unique ID for the template we use, required to indentify the timeline after a paste

TimelineName

description: The name of the timeline.


description: Utility function that subclasses must call after allocating their default pins.

code: void CacheWildcardPins()


description:
Queries if a user defined pin of the passed type can be constructed on this node. Node will return false by default and must opt into this functionality
TRUE if a user defined pin can be constructed

code: virtual bool CanCreateUserDefinedPin ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InPinType, EEdGraphPinDirection InDesiredDirection, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMessage )


description: Can this node have execution wires added or removed?

code: virtual bool CanModifyExecutionWires()


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: Can this node have pass-by-reference parameters?

code: virtual bool CanUseRefParams() const


description: Destroy the specified node

code: virtual void DestroyNode()


description: Clears out any cached data that needs to be regenerated after a structural blueprint change

code: virtual void ClearCachedBlueprintData ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


description: Creates a new pin on the node from the specified user pin info. Must be overridden so each type of node can ensure that the pin is created in the proper direction, etc

code: virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * CreatePinFromUserDefinition ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUserPinInfo](API\Editor\BlueprintGraph\FUserPinInfo) > NewPinInfo )


description: Generate a unique pin name, trying to stick close to a passed in name

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


description: Return whether to draw this node as an entry

code: virtual bool DrawNodeAsEntry() const


description: Fixes up structure/soft object ref pins, on both save and load

code: virtual void FixupPinStringDataReferences ( [FArchive](API\Runtime\Core\Serialization\FArchive) * SavingArchive )


code: virtual bool DrawNodeAsExit() const


description: The input pins of this tunnel go to the output pins of InputSinkNode (can be NULL).

code: virtual [UK2Node_Tunnel](API\Editor\BlueprintGraph\UK2Node_Tunnel) * GetInputSink() const


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

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


description: 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: The output pins of this tunnel node came from the input pins of OutputSourceNode (can be NULL).

code: virtual [UK2Node_Tunnel](API\Editor\BlueprintGraph\UK2Node_Tunnel) * GetOutputSource() const


description: Gets the tooltip to display when over the node

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


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


description:
Query if this is a node that is safe to ignore (e.g., a comment node or other non-structural annotation that can be pruned with no warnings).
true if node safe to ignore.

code: virtual bool IsNodeSafeToIgnore() const


description: Modifies the default value of an existing pin on the node, this will update both the UserPinInfo and the linked editor pin

code: virtual bool ModifyUserDefinedPinDefaultValue ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUserPinInfo](API\Editor\BlueprintGraph\FUserPinInfo) > PinInfo, const [FString](API\Runtime\Core\Containers\FString) & NewDefaultValue )


description: Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint

code: virtual bool NodeCausesStructuralBlueprintChange() const


description: Handles any work needed to be done after fixing up all wildcard pins during reconstruction

code: virtual void PostFixupAllWildcardPins ( bool bInAllWildcardPinsUnlinked )


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: Reallocate pins during reconstruction; by default ignores the old pins and callsAllocateDefaultPins()If you override this to create additional pins you likely need to call RestoreSplitPins to restore any pins that have been split (e.g. a vector pin split into its components)

code: virtual void ReallocatePinsDuringReconstruction ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & OldPins )


description: Implementation function that renames an existing pin on the node. Does not broadcast notifications.

code: virtual ERenamePinResult RenameUserDefinedPinImpl ( const [FName](API\Runtime\Core\UObject\FName) OldName, const [FName](API\Runtime\Core\UObject\FName) NewName, bool bTest )


code: UK2Node_Tunnel ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


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

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


code: class UK2Node_Tunnel : public [UK2Node_EditablePinBase](API\Editor\BlueprintGraph\UK2Node_EditablePinBase)

bCanHaveInputs

description: Whether this node is allowed to have inputs.

bCanHaveOutputs

description: Whether this node is allowed to have outputs.

InputSinkNode

description: The input pins of this tunnel go to the output pins of InputSinkNode.

MetaData

type: FKismetUserDecl...

description: The metadata for the function/subgraph associated with this tunnel node; it's only editable and used on the tunnel entry node inside the subgraph or macro.

OutputSourceNode

description: The output pins of this tunnel node came from the input pins of OutputSourceNode.

WildcardPins

type: TArray<UEdGrap...

description: Cache of the pins that were created as wildcards.


code: virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const


code: virtual int32 GetNodeRefreshPriority() const


description: Set node attributes based on the tunnel source node

code: void SetNodeAttributes ( const [UK2Node_Tunnel](API\Editor\BlueprintGraph\UK2Node_Tunnel) * SourceNode )


description: Returns the type of tunnel boundary this node is


code: UK2Node_TunnelBoundary ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_TunnelBoundary : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)

BaseName

description: Base Name

TunnelBoundaryType

type: ETunnelBoundary...

description: Node Type


description: Autowire a newly created node.

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


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: Determine if this node can live in the specified graph

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


description: Validates there are no errors in the node

code: void CheckForErrors ( const class [UEdGraphSchema_K2](API\Editor\BlueprintGraph\UEdGraphSchema_K2) * Schema, class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )


description: Creates 'self' pin

code: void CreatePinForSelf()


description:
Creates a reader or writer pin for a variable.
true if it succeeds, false if it fails.

code: bool CreatePinForVariable ( EEdGraphPinDirection Direction, [FName](API\Runtime\Core\UObject\FName) InPinName )


description: Returns true if the variable names match, this looks for redirectors

code: static bool DoesRenamedVariableMatch ( [FName](API\Runtime\Core\UObject\FName) OldVariableName, [FName](API\Runtime\Core\UObject\FName) NewVariableName, [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * StructType )


description: Return whether to draw this node as a small variable node

code: virtual bool DrawNodeAsVariable() const


description: Whether or not two pins match for purposes of reconnection after reconstruction. This allows pins that may have had their names changed via reconstruction to be matched to their old values on a node-by-node basis, if needed

code: virtual [ERedirectType](API\Editor\BlueprintGraph\UK2Node\ERedirectType) DoPinsMatchForReconstruction ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * NewPin, int32 NewPinIndex, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OldPin, int32 OldPinIndex ) const


description: Returns whether a Function Graph contains a parameter with the given name

code: static bool FunctionParameterExists ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InFunctionGraph, const [FName](API\Runtime\Core\UObject\FName) InParameterName )


description:
Utility function to retrieve actor component for variable property.
FoundUActorComponentfor theFProperty, else nullptr

code: const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * GetActorComponent ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * VariableProperty ) const


code: [FBPVariableDescription](API\Runtime\Engine\Engine\FBPVariableDescription) const * GetBlueprintVarDescription() const


description: name of brush for special icon in upper-right corner

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


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

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


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

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


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

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


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

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


description: Icon to use in menu or on node

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


description: This function returns an arbitrary number of attributes that describe this node for analytics events

code: virtual void GetNodeAttributes ( [TArray](API\Runtime\Core\Containers\TArray)< [TKeyValuePair](API\Runtime\Core\Templates\TKeyValuePair)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) >> & OutNodeAttributes ) 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 draw color of a node's title bar

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


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

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


description: Get theFPropertyfor this variable node

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


description: Get theFPropertyfor this variable node

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


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


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

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


description: Accessor for the value output pin of the node

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


description:
Utility method intended to serve as a choke point for various slate widgets to grab an icon from (for a specified variable).
A icon representing the specified variable's type.

code: static [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetVariableIconAndColor ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * VarScope, [FName](API\Runtime\Core\UObject\FName) VarName, [FLinearColor](API\Runtime\Core\Math\FLinearColor) & IconColorOut )


description: Get the class to look for this variable in

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


description:
Utility method intended to serve as a choke point for various slate widgets to grab an icon from (for a specified variable pin type).
A icon representing the specified variable's type.

code: static [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetVarIconFromPinType ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InPinType, [FLinearColor](API\Runtime\Core\Math\FLinearColor) & IconColorOut )


description: Util to get variable name


description: Util to get variable name as a string


description: Handle when a variable is renamed in the Blueprint Palette

code: virtual void HandleVariableRenamed ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, [UClass](API\Runtime\CoreUObject\UObject\UClass) * InVariableClass, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph, const [FName](API\Runtime\Core\UObject\FName) & InOldVarName, const [FName](API\Runtime\Core\UObject\FName) & InNewVarName )


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

code: virtual bool HasDeprecatedReference() const


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

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


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

code: virtual void JumpToDefinition() 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:
Creates a reader or writer pin for a variable from an old pin.
true if it succeeds, false if it fails.

code: bool RecreatePinForVariable ( EEdGraphPinDirection Direction, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & OldPins, [FName](API\Runtime\Core\UObject\FName) InPinName )


description: Return whether this node references the specified variable, give the supplied scope. Used when variable types are changed.

code: virtual bool ReferencesVariable ( const [FName](API\Runtime\Core\UObject\FName) & InVarName, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InScope ) const


description: Remap a reference from one variable to another, if this variable is of class type 'MatchInVariableClass', and if linked to anything that is a child of 'RemapIfLinkedToClass'. Only intended for versioned fixup where redirects can't be applied.

code: bool RemapRestrictedLinkReference ( [FName](API\Runtime\Core\UObject\FName) OldVariableName, [FName](API\Runtime\Core\UObject\FName) NewVariableName, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * MatchInVariableClass, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * RemapIfLinkedToClass, bool bLogWarning )


description: Replace any member references of source with replacement

code: virtual void ReplaceReferences ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InReplacementBlueprint, const [FMemberReference](API\Runtime\Engine\Engine\FMemberReference) & InSource, const [FMemberReference](API\Runtime\Engine\Engine\FMemberReference) & InReplacement )


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

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


description: Set up this variable node from the suppliedFProperty

code: void SetFromProperty ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property, bool bSelfContext, [UClass](API\Runtime\CoreUObject\UObject\UClass) * OwnerClass )


description: Adds the variable reference to the suppressed deprecation warnings list

code: void SuppressDeprecationWarning() const


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

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


code: class UK2Node_Variable : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)

SelfContextInfo

type: TEnumAsByte<ES...

VariableReference

type: FMemberReferenc...

description: Reference to variable we want to set/get


code: UK2Node_Variable ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


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: Expands a node while compiling, which may add additional nodes or delete this node

code: virtual void ExpandNode ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph )


code: static [FText](API\Runtime\Core\Internationalization\FText) GetBlueprintVarTooltip ( [FBPVariableDescription](API\Runtime\Engine\Engine\FBPVariableDescription) const & VarDesc )


code: virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) 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


code: static [FText](API\Runtime\Core\Internationalization\FText) GetPropertyTooltip ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) const * VariableProperty )


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

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


description: Gets the tooltip to display when over the node

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


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

code: virtual bool IncludeParentNodeContextMenu() const


description: Returns whether this node is considered 'pure' by the compiler

code: virtual bool IsNodePure() const


description: Reallocate pins during reconstruction; by default ignores the old pins and callsAllocateDefaultPins()If you override this to create additional pins you likely need to call RestoreSplitPins to restore any pins that have been split (e.g. a vector pin split into its components)

code: virtual void ReallocatePinsDuringReconstruction ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & OldPins )


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


description: Will change the node's purity, and reallocate pins accordingly (adding/ removing exec pins).

code: void SetPurity ( bool bNewPurity )


description: Return whether the node's properties display in the blueprint details panel

code: virtual bool ShouldShowNodeProperties() const


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


code: UK2Node_VariableGet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_VariableGet : public [UK2Node_Variable](API\Editor\BlueprintGraph\UK2Node_Variable)


code: virtual void AllocateDefaultPins()


code: virtual void ExpandNode ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph )


code: static [FText](API\Runtime\Core\Internationalization\FText) GetBlueprintVarTooltip ( [FBPVariableDescription](API\Runtime\Engine\Engine\FBPVariableDescription) const & VarDesc )


description: Retrieves the output pin name for the node


description: Returns true if the variable we are setting has a RepNotify AND was defined in a blueprint The 'defined in a blueprint' is to avoid natively defined RepNotifies being called unintentionally. Most (all?) native rep notifies are intended to be client only. We are moving away from this paradigm in blueprints So for now this is somewhat of a hold over to avoid nasty bugs where a K2 set node is calling a native function that the designer has no idea what it is doing.

code: bool HasLocalRepNotify() const


code: bool IsFieldNotifyProperty() const


code: bool IsNetProperty() const


code: bool ShouldFlushDormancyOnSet() const


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

code: virtual bool ShouldOverridePinNames() const


code: UK2Node_VariableSet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_VariableSet : public [UK2Node_Variable](API\Editor\BlueprintGraph\UK2Node_Variable)


description: Changes the type of variable set by this node, based on the specified pin

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


code: virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const


description: Replacement forGetMenuEntries(). Override to add specific UBlueprintNodeSpawners pertaining to the sub-class type. Serves as an extensible way for new nodes, and game module nodes to add themselves to context menus.

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


description:
Override to provide a default category for specific node types to be listed under.
A localized category string (or an empty string if you want this node listed at the menu's root).

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


code: virtual int32 GetNodeRefreshPriority() const


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


description: Returns the pin that specifies which by-ref variable to set

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


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


description: Returns the pin that specifies the value to set

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


description: Determine if the node of this type should be filtered in the actions menu

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


description: Called when the connection list of one of the pins of this node is changed in the editor, after the pin has had it's literal cleared

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


code: virtual void ReallocatePinsDuringReconstruction ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & OldPins )


code: UK2Node_VariableSetRef ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_VariableSetRef : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)


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


className: UNodeDependingOnEnumInterface

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


description: Remove all actors from the selection set.

module: Blutility

code: void ClearActorSelectionSet()


description:
Attempts to find the actor specified by PathToActor in the current editor world
A reference to the actor, or none if it wasn't found

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetActorReference ( [FString](API\Runtime\Core\Containers\FString) PathToActor )


description:
Gets information about the camera position for the primary level editor viewport. In non-editor builds, these will be zeroed
Whether or not we were able to get a camera for a level editing viewport

code: bool GetLevelViewportCameraInfo ( FVector & CameraLocation, FRotator & CameraRotation )


description: Returns the current selection set in the editor. Note that for non-editor builds, this will return an empty array

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


description: Selects nothing in the editor (another way to clear the selection)

code: void SelectNothing()


description: Set the selection state for the selected actor.

code: void SetActorSelectionState ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, bool bShouldBeSelected )


description: Sets information about the camera position for the primary level editor viewport.

code: void SetLevelViewportCameraInfo ( FVector CameraLocation, FRotator CameraRotation )


description: If true, actor is ticked even if TickType==LEVELTICK_ViewportsOnly

code: virtual bool ShouldTickIfViewportsOnly() const


description: Dispatches the once-per frameTick()function for this actor

code: virtual void TickActor ( float DeltaTime, ELevelTick TickType, [FActorTickFunction](API\Runtime\Engine\Engine\FActorTickFunction) & ThisTickFunction )


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


code: class ADEPRECATED_PlacedEditorUtilityBase : public [AActor](API\Runtime\Engine\GameFramework\AActor)

HelpText

type: FString


description: Returns the current InputComponent on this utility actor. This will be NULL unless bReceivesEditorInput is set to true.

code: [UInputComponent](API\Runtime\Engine\Components\UInputComponent) * GetInputComponent() const


code: bool GetReceivesEditorInput() const


description: Called when an instance of this class is placed (in editor) or spawned.

code: virtual void OnConstruction ( const FTransform & Transform )


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

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


description: Standard function to execute.

code: void Run()


code: void SetReceivesEditorInput ( bool bInValue )


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


className: AEditorUtilityActor

code: class AEditorUtilityActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)


className: AEditorUtilityCamera

code: class AEditorUtilityCamera : public [ACameraActor](API\Runtime\Engine\Camera\ACameraActor)


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


className: FAssetActionSupportCondition

code: struct FAssetActionSupportCondition

FailureReason

description: This is the failure reason to reply to the user with if the condition above fails.

Filter

description: This is a content browser styled filter.


className: FAsyncDelayComplete

code: class FAsyncDelayComplete


className: FAsyncEditorWaitForGameWorldEvent

code: class FAsyncEditorWaitForGameWorldEvent


className: FForEachActorIteratorSignature

code: class FForEachActorIteratorSignature


className: FForEachAssetIteratorSignature

code: class FForEachAssetIteratorSignature


className: FOnAsyncCaptureSceneComplete

code: class FOnAsyncCaptureSceneComplete


className: FOnEditorUtilityPIEEvent

description: Delegate for a PIE event exposed via Editor Utility (begin, end, pause/resume, etc)

code: class FOnEditorUtilityPIEEvent


className: FOnEditorUtilityTaskDynamicDelegate


code: void AddLoadedScriptUI ( class [UEditorUtilityWidgetBlueprint](API\Editor\Blutility\UEditorUtilityWidgetBlueprint) * InBlueprint )


className: FOnExportImageAsyncComplete

code: class FOnExportImageAsyncComplete


code: TConstArrayView< [FAssetCategoryPath](API\Editor\AssetDefinition\Misc\FAssetCategoryPath) > GetAssetCategories() const


description: Deprecated* Use GetAssetCategories instead


description: Global Find Results workspace menu item

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FWorkspaceItem](API\Runtime\Slate\Framework\Docking\FWorkspaceItem) > GetMenuGroup() const


description: Returns if the blueprint is an editor utility blueprint or widget

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


code: void RemoveLoadedScriptUI ( class [UEditorUtilityWidgetBlueprint](API\Editor\Blutility\UEditorUtilityWidgetBlueprint) * InBlueprint )


className: IBlutilityModule

description: The public interface of BlutilityModule

code: class IBlutilityModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: IEditorUtilityExtension

code: class IEditorUtilityExtension


description: BeginUObject.

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


description: Return the class that this actor action supports. Leave this blank to support all actor classes.

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


description: Gets the statically determined supported classes, these classes are used as a first pass filter when determining if we can utilize this asset utility action on the asset.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > > & GetSupportedClasses() const


className: UActorActionUtility

description: Base class for all actor action-related utilities Any functions/events that are exposed on derived classes that have the correct signature will be included as menu options when right-clicking on a group of actors in the level editor.

code: class UActorActionUtility : public [UEditorUtilityObject](API\Editor\Blutility\UEditorUtilityObject), public [IEditorUtilityExtension](API\Editor\Blutility\IEditorUtilityExtension)


description: Return the class that this asset action supports (if not implemented, it will show up for all asset types) Do not do custom logic here based on the currently selected assets.


description: Returns whether or not this action is designed to work specifically on Blueprints (true) or on all assets (false). If true,GetSupportedClass()is treated as a filter against the Parent Class of selected Blueprint assets

code: bool IsActionForBlueprints() const


className: UAssetActionUtility

description: Base class for all asset action-related utilities Any functions/events that are exposed on derived classes that have the correct signature will be included as menu options when right-clicking on a group of assets in the content browser.

code: class UAssetActionUtility : public [UEditorUtilityObject](API\Editor\Blutility\UEditorUtilityObject), public [IEditorUtilityExtension](API\Editor\Blutility\IEditorUtilityExtension)

SupportedClasses

type: TArray<TSoftCl...

description: The supported classes controls the list of classes that may be operated on by all of the asset functions in this utility class.

SupportedConditions

type: TArray<FAssetA...

description: The supported conditions for any asset to use these utility functions.


description: Called to trigger the action once the delegates have been bound

code: virtual void Activate()


code: static [UAsyncCaptureScene](API\Editor\Blutility\UAsyncCaptureScene) * CaptureSceneAsync ( [UCameraComponent](API\Runtime\Engine\Camera\UCameraComponent) * ViewCamera, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ASceneCapture2D](API\Runtime\Engine\Engine\ASceneCapture2D) > SceneCaptureClass, int ResX, int ResY )


code: static [UAsyncCaptureScene](API\Editor\Blutility\UAsyncCaptureScene) * CaptureSceneWithWarmupAsync ( [UCameraComponent](API\Runtime\Engine\Camera\UCameraComponent) * ViewCamera, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ASceneCapture2D](API\Runtime\Engine\Engine\ASceneCapture2D) > SceneCaptureClass, int ResX, int ResY, int WarmUpFrames )


className: UAsyncCaptureScene

code: class UAsyncCaptureScene : public [UBlueprintAsyncActionBase](API\Runtime\Engine\Kismet\UBlueprintAsyncActionBase)

Complete

type: FOnAsyncCapture...


code: static [UAsyncEditorDelay](API\Editor\Blutility\UAsyncEditorDelay) * AsyncEditorDelay ( float Seconds, int32 MinimumFrames )


code: void Start ( float InMinimumSeconds, int32 InMinimumFrames )


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


className: UAsyncEditorDelay

code: class UAsyncEditorDelay : public [UEditorUtilityBlueprintAsyncActionBase](API\Editor\Blutility\UEditorUtilityBlueprintAsyncActi-)

type: FAsyncDelayComp...


code: static [UAsyncEditorOpenMapAndFocusActor](API\Editor\Blutility\UAsyncEditorOpenMapAndFocusActor) * AsyncEditorOpenMapAndFocusActor ( [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) Map, [FString](API\Runtime\Core\Containers\FString) FocusActorName )


code: void Start ( [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) InMap, [FString](API\Runtime\Core\Containers\FString) InFocusActorName )


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


className: UAsyncEditorOpenMapAndFocusActor

code: class UAsyncEditorOpenMapAndFocusActor : public [UEditorUtilityBlueprintAsyncActionBase](API\Editor\Blutility\UEditorUtilityBlueprintAsyncActi-)


code: static [UAsyncEditorWaitForGameWorld](API\Editor\Blutility\UAsyncEditorWaitForGameWorld) * AsyncWaitForGameWorld ( int32 Index, bool Server )


code: void Start ( int32 Index, bool Server )


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


code: static [UAsyncImageExport](API\Editor\Blutility\UAsyncImageExport) * ExportImageAsync ( [UTexture](API\Runtime\Engine\Engine\UTexture) * Texture, const [FString](API\Runtime\Core\Containers\FString) & OutputFile, int Quality )


className: UAsyncImageExport

code: class UAsyncImageExport : public [UBlueprintAsyncActionBase](API\Runtime\Engine\Kismet\UBlueprintAsyncActionBase)

type: FOnExportImageA...


code: static [UAsyncRegisterAndExecuteTask](API\Editor\Blutility\UAsyncRegisterAndExecuteTask) * RegisterAndExecuteTask ( [UEditorUtilityTask](API\Editor\Blutility\UEditorUtilityTask) * Task, [UEditorUtilityTask](API\Editor\Blutility\UEditorUtilityTask) * OptionalParentTask )


code: void Start ( [UEditorUtilityTask](API\Editor\Blutility\UEditorUtilityTask) * Task, [UEditorUtilityTask](API\Editor\Blutility\UEditorUtilityTask) * OptionalParentTask )


className: UAsyncRegisterAndExecuteTask

code: class UAsyncRegisterAndExecuteTask : public [UBlueprintAsyncActionBase](API\Runtime\Engine\Kismet\UBlueprintAsyncActionBase)

OnFinished

type: FOnEditorUtilit...


description: Remove all actors from the selection set.

code: void ClearActorSelectionSet()


description: Run the default action.

code: void ExecuteDefaultAction()


className: UAsyncEditorWaitForGameWorld

code: class UAsyncEditorWaitForGameWorld : public [UEditorUtilityBlueprintAsyncActionBase](API\Editor\Blutility\UEditorUtilityBlueprintAsyncActi-)

Complete

type: FAsyncEditorWai...


description: Calls OnEachSelectedActor for each selected actor.

code: void ForEachSelectedActor()


description: Calls OnEachSelectedAsset for each selected asset.

code: void ForEachSelectedAsset()


description:
Attempts to find the actor specified by PathToActor in the current editor world
A reference to the actor, or none if it wasn't found

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetActorReference ( [FString](API\Runtime\Core\Containers\FString) PathToActor )


description: Gets the set of currently selected assets.

code: [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > GetSelectedAssets()


code: void GetSelectionBounds ( FVector & Origin, FVector & BoxExtent, float & SphereRadius )


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


description: UObjectinterface

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


description: The default action called when the blutility is invoked if bAutoRunDefaultAction=true (it is never called otherwise)

code: void OnDefaultActionClicked()


description: Handles notifying the editor if the recent command mucked with the selection set.

code: void PostExecutionCleanup()


description: Renames an asset (cannot move folders)

code: void RenameAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, const [FString](API\Runtime\Core\Containers\FString) & NewName )


description: Selects nothing in the editor (another way to clear the selection)

code: void SelectNothing()


description: Set the selection state for the selected actor.

code: void SetActorSelectionState ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, bool bShouldBeSelected )


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


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

bAutoRunDefaultAction

description: Should this blueprint automatically run OnDefaultActionClicked, or should it open up a details panel to edit properties and/or offer multiple buttons.

OnEachSelectedActor

type: FForEachActorIt...

description: The method called for each selected actor when ForEachSelectedActor is called.

OnEachSelectedAsset

type: FForEachAssetIt...

description: The method called for each selected asset when ForEachSelectedAsset is called.


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


className: UEditorUtilityActorComponent

code: class UEditorUtilityActorComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)


description: Allows derived blueprints to require compilation on load, otherwise they may get treated as data only and not compiled on load.

code: virtual bool AlwaysCompileOnLoad() const


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

code: virtual bool SupportedByDefaultBlueprintFactory() const


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


className: UEditorUtilityBlueprint

code: class UEditorUtilityBlueprint : public [UBlueprint](API\Runtime\Engine\Engine\UBlueprint)


description: Call to globally register this object with a game instance, it will not be destroyed until SetReadyToDestroy is called This allows having an action stay alive until SetReadyToDestroy is manually called, allowing it to be used inside loops or if the calling BP goes away

code: virtual void RegisterWithGameInstance ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


description: Call when the action is completely done, this makes the action free to delete, and will unregister it with the game instance

code: virtual void SetReadyToDestroy()


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


className: UEditorUtilityBlueprintAsyncActionBase

code: class UEditorUtilityBlueprintAsyncActionBase : public [UBlueprintAsyncActionBase](API\Runtime\Engine\Kismet\UBlueprintAsyncActionBase)


description: true if the factory can currently create a new object from scratch.

code: virtual bool CanCreateNew() const


description: Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties

code: virtual bool ConfigureProperties()


description:
Create a new object by class.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


description: Handler for when a class is picked in the class picker

code: void OnClassPicked ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InChosenClass )


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


className: UEditorUtilityBlueprintFactory

code: class UEditorUtilityBlueprintFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

ParentClass

type: TSubclassOf< cl...

description: The parent class of the created blueprint.

PickerWindow

type: TWeakPtr<SWind...

description: A pointer to the window that is asking the user to select a parent class


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


className: UEditorUtilityButton

description: These exist to provide a UE5 style for Widget Blueprints. Historically we conditionally changed styling in constructor to achive this style however that causes issues with CDO comparision.

code: class UEditorUtilityButton : public [UButton](API\Runtime\UMG\Components\UButton)


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


className: UEditorUtilityCheckBox

code: class UEditorUtilityCheckBox : public [UCheckBox](API\Runtime\UMG\Components\UCheckBox)


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


className: UEditorUtilityCircularThrobber

code: class UEditorUtilityCircularThrobber : public [UCircularThrobber](API\Runtime\UMG\Components\UCircularThrobber)


className: UEditorUtilityComboBoxKey

code: class UEditorUtilityComboBoxKey : public [UComboBoxKey](API\Runtime\UMG\Components\UComboBoxKey)


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


className: UEditorUtilityComboBoxString

code: class UEditorUtilityComboBoxString : public [UComboBoxString](API\Runtime\UMG\Components\UComboBoxString)


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


className: UEditorUtilityEditableText

code: class UEditorUtilityEditableText : public [UEditableText](API\Runtime\UMG\Components\UEditableText)


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


className: UEditorUtilityEditableTextBox

code: class UEditorUtilityEditableTextBox : public [UEditableTextBox](API\Runtime\UMG\Components\UEditableTextBox)


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


className: UEditorUtilityExpandableArea

code: class UEditorUtilityExpandableArea : public [UExpandableArea](API\Runtime\UMG\Components\UExpandableArea)


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


className: UEditorUtilityExtension

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


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


className: UEditorUtilityInputKeySelector

code: class UEditorUtilityInputKeySelector : public [UInputKeySelector](API\Runtime\UMG\Components\UInputKeySelector)


code: static void ConvertToEditorUtilityWidget ( class [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * WidgetBP )


description:
Attempts to find the actor specified by PathToActor in the current editor world
A reference to the actor, or none if it wasn't found

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetActorReference ( [FString](API\Runtime\Core\Containers\FString) PathToActor )


description: Gets the current content browser path if one is open, whether it is internal or virtual.


description:
Attempts to get the path for the active content browser, returns false if there is no active content browser or if it was a virtual path
Whether a path was successfully returned

code: static bool GetCurrentContentBrowserPath ( [FString](API\Runtime\Core\Containers\FString) & OutPath )


description: Gets the set of currently selected asset data.

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


description: Gets the set of currently selected assets.

code: static [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > GetSelectedAssets()


code: static [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > GetSelectedAssetsOfClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * AssetClass )


description: Gets the set of currently selected classes.

code: static [TArray](API\Runtime\Core\Containers\TArray)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > GetSelectedBlueprintClasses()


description: Gets the path to the currently selected folder in the content browser.

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


description: Returns the folders that are selected in the path view for the content browser.

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


code: static void GetSelectionBounds ( FVector & Origin, FVector & BoxExtent, float & SphereRadius )


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


description: Renames an asset (cannot move folders)

code: static void RenameAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, const [FString](API\Runtime\Core\Containers\FString) & NewName )


description: Sync the Content Browser to the given folder(s)

code: static void SyncBrowserToFolders ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & FolderList )


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


className: UEditorUtilityLibrary

description: Expose editor utility functions to Blutilities.

code: class UEditorUtilityLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


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


className: UEditorUtilityListView

code: class UEditorUtilityListView : public [UListView](API\Runtime\UMG\Components\UListView)


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


className: UEditorUtilityMultiLineEditableText

code: class UEditorUtilityMultiLineEditableText : public [UMultiLineEditableText](API\Runtime\UMG\Components\UMultiLineEditableText)


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


className: UEditorUtilityMultiLineEditableTextBox

code: class UEditorUtilityMultiLineEditableTextBox : public [UMultiLineEditableTextBox](API\Runtime\UMG\Components\UMultiLineEditableTextBox)


description: Standard function to execute.

code: void Run()


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


className: UEditorUtilityObject

description: Base class of any editor-only objects

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


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


className: UEditorUtilityProgressBar

code: class UEditorUtilityProgressBar : public [UProgressBar](API\Runtime\UMG\Components\UProgressBar)


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


className: UEditorUtilityScrollBar

code: class UEditorUtilityScrollBar : public [UScrollBar](API\Runtime\UMG\Components\UScrollBar)


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


className: UEditorUtilityScrollBox

code: class UEditorUtilityScrollBox : public [UScrollBox](API\Runtime\UMG\Components\UScrollBox)


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


className: UEditorUtilitySlider

code: class UEditorUtilitySlider : public [USlider](API\Runtime\UMG\Components\USlider)


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


className: UEditorUtilitySpinBox

code: class UEditorUtilitySpinBox : public [USpinBox](API\Runtime\UMG\Components\USpinBox)


code: static void AddReferencedObjects ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InThis, [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


code: void CancelAllTasksCommand ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Params, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool CanRun ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) const


description: Given an ID for a tab, try to find and close an existing tab. Returns true if it found a tab to close.

code: bool CloseTabByID ( [FName](API\Runtime\Core\UObject\FName) NewTabID )


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


description: Given an ID for a tab, try to find an existing tab. Returns true if it found a tab.

code: bool DoesTabExist ( [FName](API\Runtime\Core\UObject\FName) NewTabID )


code: [UClass](API\Runtime\CoreUObject\UObject\UClass) * FindBlueprintClass ( const [FString](API\Runtime\Core\Containers\FString) & TargetNameRaw )


code: [UClass](API\Runtime\CoreUObject\UObject\UClass) * FindClassByName ( const [FString](API\Runtime\Core\Containers\FString) & RawTargetName )


description: Given an editor utility widget blueprint, get the widget it creates. This will return a null pointer if the widget is not currently in a tab.

code: [UEditorUtilityWidget](API\Editor\Blutility\UEditorUtilityWidget) * FindUtilityWidgetFromBlueprint ( class [UEditorUtilityWidgetBlueprint](API\Editor\Blutility\UEditorUtilityWidgetBlueprint) * InBlueprint )


description: Called when Play in Editor begins.

code: void HandleOnBeginPIE ( const bool bIsSimulating )


description: Called when Play in Editor stops.

code: void HandleOnEndPIE ( const bool bIsSimulating )


description: Implement this for initialization of instances of the system

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


code: void MainFrameCreationFinished ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > InRootWindow, bool bIsRunningStartupDialog )


code: void RegisterAndExecuteTask ( [UEditorUtilityTask](API\Editor\Blutility\UEditorUtilityTask) * NewTask, [UEditorUtilityTask](API\Editor\Blutility\UEditorUtilityTask) * OptionalParentTask )


code: void RegisterReferencedObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToReference )


code: void RegisterTabAndGetID ( class [UEditorUtilityWidgetBlueprint](API\Editor\Blutility\UEditorUtilityWidgetBlueprint) * InBlueprint, [FName](API\Runtime\Core\UObject\FName) & NewTabID )


description: Allow startup object to be garbage collected.

code: void ReleaseInstanceOfAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )


code: void RemoveTaskFromActiveList ( [UEditorUtilityTask](API\Editor\Blutility\UEditorUtilityTask) * Task )


code: void RunTaskCommand ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Params, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: [UEditorUtilityWidget](API\Editor\Blutility\UEditorUtilityWidget) * SpawnAndRegisterTab ( class [UEditorUtilityWidgetBlueprint](API\Editor\Blutility\UEditorUtilityWidgetBlueprint) * InBlueprint )


code: [UEditorUtilityWidget](API\Editor\Blutility\UEditorUtilityWidget) * SpawnAndRegisterTabAndGetID ( class [UEditorUtilityWidgetBlueprint](API\Editor\Blutility\UEditorUtilityWidgetBlueprint) * InBlueprint, [FName](API\Runtime\Core\UObject\FName) & NewTabID )


description: Unlike SpawnAndRegisterTabAndGetID allows spawn tab while providing TabID from Python scripts or BP

code: [UEditorUtilityWidget](API\Editor\Blutility\UEditorUtilityWidget) * SpawnAndRegisterTabWithId ( class [UEditorUtilityWidgetBlueprint](API\Editor\Blutility\UEditorUtilityWidgetBlueprint) * InBlueprint, [FName](API\Runtime\Core\UObject\FName) InTabID )


description: Given an ID for a tab, try to find a tab spawner that matches, and then spawn a tab. Returns true if it was able to find a matching tab spawner

code: bool SpawnRegisteredTabByID ( [FName](API\Runtime\Core\UObject\FName) NewTabID )


code: void StartTask ( [UEditorUtilityTask](API\Editor\Blutility\UEditorUtilityTask) * Task )


code: bool TryRun ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )


code: void UnregisterReferencedObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToReference )


description: Given an ID for a tab, try to close and unregister a tab that was registered through this subsystem

code: bool UnregisterTabByID ( [FName](API\Runtime\Core\UObject\FName) TabID )