FBlueprintActionDatabaseRegistrar::AddBlueprintAction

Each action should be recorded under a specific [UField](API\Runtime\CoreUObject\UObject\UField) key; primarily to refresh those actions when the corresponding asset is updated (Blueprint regenerated, struct added/deleted, etc.).

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

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabaseRegistrar.h
Include #include "BlueprintActionDatabaseRegistrar.h"
Source /Engine/Source/Editor/BlueprintGraph/Private/BlueprintActionDatabaseRegistrar.cpp
bool AddBlueprintAction
(
    [UClass](API\Runtime\CoreUObject\UObject\UClass) const * ClassOwner,
    [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) * NodeSpawner
)

Remarks

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.).

Parameters

Name Description
FieldOwner A field object that the node is associated with (flags when this action should be updated).
NodeSpawner The new node spawner that you wish to register.

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