UBlueprintEditorLibrary

Unreal Engine C++ API Reference > Editor > BlueprintEditorLibrary

Inheritance Hierarchy

References

   
Module BlueprintEditorLibrary
Header /Engine/Source/Editor/BlueprintEditorLibrary/Public/BlueprintEditorLibrary.h
Include #include "BlueprintEditorLibrary.h"

Syntax

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

Constructors

Type Name Description
  UBlueprintEditorLibrary ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
UEdGraph ... AddFunctionGraph ( UBlueprint* Blueprint, const FString& FuncName ) Adds a function to the given blueprint
void CompileBlueprint ( UBlueprint* Blueprint ) Compiles the given blueprint.
UEdGraph ... FindEventGraph ( UBlueprint* Blueprint ) Finds the event graph of the given blueprint.
UEdGraph ... FindGraph ( UBlueprint* Blueprint, FName GraphName ) Finds the graph with the given name on the blueprint. Null if it doesn't have one.
bool GatherUnusedVariables ( const UBlueprint* Blueprint, TArray< FProperty* >& OutProp... ) Gathers any unused blueprint variables and populates the given array of FPropertys
UClass * GeneratedClass ( UBlueprint* BlueprintObj ) Gets the class generated when this blueprint is compiled
UBlueprint &... GetBlueprintAsset ( UObject* Object ) Casts the provided Object to a Blueprint - the root asset type of a blueprint asset.
void RefreshAllOpenBlueprintEditors () Refresh any open blueprint editors
void RefreshOpenEditorsForBlueprint ( const UBlueprint* BP ) Attempt to refresh any open blueprint editors for the given asset
void RemoveFunctionGraph ( UBlueprint* Blueprint, FName FuncName ) Deletes the function of the given name on this blueprint. Does NOT replace function call sites.
void RemoveGraph ( UBlueprint* Blueprint, UEdGraph* Graph ) Removes the given graph from the blueprint if possible
void RemoveUnusedNodes ( UBlueprint* Blueprint ) Remove any nodes in this blueprint that have no connections made to them.
int32 RemoveUnusedVariables ( UBlueprint* Blueprint ) Deletes any unused blueprint created variables the given blueprint.
void RenameGraph ( UEdGraph* Graph, const FString& NewNameStr ) Attempts to rename the given graph with a new name
void ReparentBlueprint ( UBlueprint* Blueprint, UClass* NewParentClass ) Attempts to reparent the given blueprint to the new chosen parent class.
void ReplaceVariableReferences ( UBlueprint* Blueprint, const FName OldVarName, const FName NewVarName ) Replace any references of variables with the OldVarName to references of those with the NewVarName if possible
void SetBlueprintVariableExposeOnSpawn ( UBlueprint* Blueprint, const FName& VariableName, bool bExposeOnSpawn ) Sets "Expose On Spawn" to true/false on a Blueprint variable
void SetBlueprintVariableExposeToCinematics ( UBlueprint* Blueprint, const FName& VariableName, bool bExposeToCinematics ) Sets "Expose To Cinematics" to true/false on a Blueprint variable
void SetBlueprintVariableInstanceEditable ( UBlueprint* Blueprint, const FName& VariableName, bool bInstanceEditable ) Sets "Instance Editable" to true/false on a Blueprint variable
void UpgradeOperatorNodes ( UBlueprint* Blueprint ) Replace any old operator nodes (float + float, vector + float, int + vector, etc) with the newer Promotable Operator version of the node.

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