AddBlueprintAction

Overload list

Unreal Engine C++ API Reference > Editor > BlueprintGraph > FBlueprintActionDatabaseRegistrar

  Type Name Description
Public function bool Attempts to suss out the key that this action should be registered under; if it doesn't find a better one then it associates the action with the node filling this out.
Public function bool

AddBlueprintAction ( UClass const* ClassOwner,
UBlueprintNodeSpawner* NodeSpawner
)

Each action should be recorded under a specific UField key; primarily to refresh those actions when the corresponding asset is updated (Blueprint regenerated, struct added/deleted, etc.).
Public function bool

AddBlueprintAction ( UEnum const* EnumOwner,
UBlueprintNodeSpawner* NodeSpawner
)

Attempts to suss out the key that this action should be registered under; if it doesn't find a better one then it associates the action with the node filling this out.
Public function bool

AddBlueprintAction ( UScriptStruct const* StructOwner,
UBlueprintNodeSpawner* NodeSpawner
)

Attempts to suss out the key that this action should be registered under; if it doesn't find a better one then it associates the action with the node filling this out.
Public function bool

AddBlueprintAction ( UField const* FieldOwner,
UBlueprintNodeSpawner* NodeSpawner
)

Attempts to suss out the key that this action should be registered under; if it doesn't find a better one then it associates the action with the node filling this out.
Public function bool

AddBlueprintAction ( FAssetData const& AssetDataOwner,
UBlueprintNodeSpawner* NodeSpawner
)

Attempts to suss out the key that this action should be registered under; if it doesn't find a better one then it associates the action with the node filling this out.
Public function bool

AddBlueprintAction ( UObject const* AssetOwner,
UBlueprintNodeSpawner* NodeSpawner
)

Special case for asset bound actions (we want to clean-up/refresh these when the corresponding asset is updated).

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