FBlueprintActionDatabase

Serves as a container for all available blueprint actions (no matter the type of blueprint/graph they belong in).

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

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

Syntax

class FBlueprintActionDatabase :  
    public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject),  
    public [FTickableEditorObject](API\Editor\UnrealEd\FTickableEditorObject)  

Remarks

Serves as a container for all available blueprint actions (no matter the type of blueprint/graph they belong in). The actions stored here are not tied to a specific ui menu; each action is a UBlueprintNodeSpawner which is charged with spawning a specific node type. Should be set up in a way where class specific actions are refreshed when the associated class is regenerated.

Hook up to handle class recompile events, along with enum/struct asset creation events.

Constructors

No constructors are accessible with public or protected access.

Destructors

Type Name Description
  ~FBlueprintActionDatabase () Destructor

Functions

Type Name Description
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 ()  
FOnDatabaseE... OnEntryUpdated ()  
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

Overridden from FGCObject

Type Name Description
void AddReferencedObjects ( FReferenceCollector& Collector ) Pure virtual that must be overloaded by the inheriting class.
FString GetReferencerName () Overload this method to report a name for your referencer

Overridden from FTickableObjectBase

Type Name Description
TStatId GetStatId () Return the stat id to use for this tickable
ETickableTic... GetTickableTickType () Virtual that can be overloaded by the inheriting class.
void Tick ( float DeltaTime ) Pure virtual that must be overloaded by the inheriting class.

Enums

Type Name Description
Public enum EPermissionsContext Field visibility is different depending on context, this enum differentiates between the different contexts that fields can be present in

Typedefs

Deprecated Functions

Type Name Description
void ClearUnloadedAssetActions ( FName ObjectPath ) FNames containing full asset paths are deprecated. Use FSoftObjectPath instead.
void MoveUnloadedAssetActions ( FName SourceObjectPath, FName TargetObjectPath ) FNames containing full asset paths are deprecated. Use FSoftObjectPath instead.

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