bool |
ClearAssetActions ( const FObjectKey& AssetObjectKey ) |
Finds the database entry for the specified object and wipes it. |
bool |
ClearAssetActions ( UObject*const AssetObject ) |
Finds the database entry for the specified object and wipes it. |
void |
ClearUnloadedAssetActions ( const FSoftObjectPath& ObjectPath ) |
Finds the database entry for the specified unloaded asset and wipes it. |
void |
DeferredRemoveEntry ( FObjectKey const& InKey ) |
Removes the entry with the given key on the next tick. |
FBlueprintAc... |
Get () |
Getter to access the database singleton. |
FActionRegis... |
GetAllActions () |
Will populate the database first if it hasn't been created yet, and then returns it in its entirety. |
bool |
HasClassFiltering () |
Check whether we have any class filtering applied |
bool |
IsClassAllowed ( const FTopLevelAssetPath& InClassP..., EPermissionsContext InContext ) |
Check whether the global filter applies to this class |
bool |
IsClassAllowed ( UClass const* InClass, EPermissionsContext InContext ) |
Check whether the global filter applies to this class |
bool |
IsEnumAllowed ( const FTopLevelAssetPath& InEnumPa..., EPermissionsContext InContext ) |
Check whether permissions allow this enum |
bool |
IsEnumAllowed ( UEnum const* InEnum, EPermissionsContext InContext ) |
Check whether permissions allow this enum |
bool |
IsFieldAllowed ( UField const* InField, EPermissionsContext InContext ) |
Check whether permissions allow this field |
bool |
IsFunctionAllowed ( UFunction const* InFunction, EPermissionsContext InContext ) |
Check whether permissions allow this function |
bool |
IsPinTypeAllowed ( const FEdGraphPinType& InPinType, const FTopLevelAssetPath& InUnload... ) |
Check whether permissions allow this pin type. |
bool |
IsStructAllowed ( UScriptStruct const* InStruct, EPermissionsContext InContext ) |
Check whether permissions allow this struct |
bool |
IsStructAllowed ( const FTopLevelAssetPath& InStruct..., EPermissionsContext InContext ) |
Check whether permissions allow this struct |
void |
MoveUnloadedAssetActions ( const FSoftObjectPath& SourceObjec..., const FSoftObjectPath& TargetObjec... ) |
Moves the unloaded asset actions from one location to another |
FOnDatabaseE... |
OnEntryRemoved () |
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FOnDatabaseE... |
OnEntryUpdated () |
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void |
RefreshAll () |
Populates the action database from scratch. |
void |
RefreshAssetActions ( UObject*const AssetObject ) |
Finds the database entry for the specified asset and wipes it, repopulating it with a fresh set of associated node-spawners. |
void |
RefreshClassActions ( UClass*const Class ) |
Finds the database entry for the specified class and wipes it, repopulating it with a fresh set of associated node-spawners. |
void |
RefreshComponentActions () |
Updates all component related actions |
void |
RefreshWorlds () |
Populates the action database with all level script actions from all active editor worlds. |
FBlueprintAc... |
TryGet () |
Getter to access the datbase singleton, will return null if the database has not been initialized |