UBlueprintEditorSettings

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

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

Syntax

class UBlueprintEditorSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)  

Variables

Type Name Description
TArray< FAdditi... AdditionalBlueprintCategories List of additional category names to show in Blueprints, optionally filtered by parent class type.
bool bAllowExplicitImpureNodeDisabling If enabled, nodes can be explicitly disabled via context menu when right-clicking on impure nodes in the Blueprint editor.
bool bAlwaysShowInterfacesInOverrides If set interface functions will always show in the overrides menu, even if they are already shown in the interfaces menu
TArray< TSoftCl... BaseClassesToAllowRecompilingDuringPlayInEditor Any blueprint deriving from one of these base classes will be allowed to recompile during Play-in-Editor (This setting exists both as an editor preference and project setting, and will be allowed if listed in either place)
bool bAutoCastObjectConnections If enabled, then you'll be able to directly connect arbitrary object pins together (a pure cast node will be injected automatically).
bool bBlueprintNodeUniqueNames If enabled, blueprint nodes in the event graph will display with unique names rather than their display name.
bool bCompactCallOnMemberNodes If enabled, then call-on-member actions will be spawned as a single node (instead of a GetMember + FunctionCall node).
bool bDoNotMarkAllInstancesDirtyOnDefaultValueChange If enabled, assets containing Blueprint instances (e.g. maps) will not be marked dirty when default values are edited, unless it results in the instance becoming realigned with the new default value.
bool bDoubleClickNavigatesToParent Double click to navigate up to the parent graph
bool bDrawMidpointArrowsInBlueprints Style Settings.
bool bEnableContextMenuTimeSlicing When the Blueprint graph context menu is invoked (e.g. by right-clicking in the graph or dragging off a pin), do not block the UI while populating the available actions list.
bool bEnableInputTriggerSupportWarnings Workflow Settings.
bool bEnableNamespaceEditorFeatures Whether to enable namespace importing and filtering features in the Blueprint editor
bool bEnableNamespaceFilteringFeatures - Remove this if/when dependent code is changed to utilize the single setting above.
bool bEnableNamespaceImportingFeatures - Remove this if/when dependent code is changed to utilize the single setting above.
bool bEnablePinValueInspectionTooltips If enabled, pin tooltips during PIE will be interactive
bool bEnableTypePromotion Allows for pin types to be promoted to others, i.e. float to double
bool bExposeAllMemberComponentFunctions If enabled, then ALL component functions are exposed to the context menu (when the contextual target is a component owner).
bool bExposeDeprecatedFunctions If enabled, deprecated functions will be visible in the context menu and will be available for override implementation.
bool bFavorPureCastNodes Experimental.
bool bFlattenFavoritesMenus If enabled, then your Blueprint favorites will be uncategorized, leaving you with less nested categories to sort through.
bool bHideConstructionScriptComponentsInDetailsView If set will exclude components added in a Blueprint class Construction Script from the component details view
bool bHideUnrelatedNodes If true, fade nodes which are not connected to the selected nodes
bool bIncludeActionsForSelectedAssetsInContextMenu If enabled, invoking the Blueprint graph context menu with one or more compatible assets selected in the Content Browser will generate an additional set of pre-bound menu actions when the "Context Sensitive" option is enabled.
bool bIncludeCommentNodesInBookmarksTab If enabled, comment nodes will be included in the tree view display in the Bookmarks tab.
bool bInheritImportedNamespacesFromParentBP - Remove this if/when this becomes a permanent setting. For now this is experimental.
bool bJumpToNodeErrors When enabled, if a blueprint has compiler errors, then the graph will jump and focus on the first node generating an error
bool bLimitAssetActionBindingToSingleSelectionOnly Only generate pre-bound "Add Component" actions when there is a single asset selected in the Content Browser.
bool bLoadSelectedAssetsForContextMenuActionBinding When generating pre-bound "Add Component" actions, any selected assets that are not yet loaded will be synchronously loaded as part of building the Blueprint Graph context menu.
bool bNavigateToNativeFunctionsFromCallNodes If set, double clicking on a call function node will attempt to navigate an open C++ editor to the native source definition
TArray< FBPEdit... BookmarkNodes Blueprint bookmark nodes (for display)
TMap< FGuid, FE... Bookmarks Blueprint bookmark database
EBlueprintBreak... BreakpointReloadMethod How to handle previously-set breakpoints on reload.
bool bShowAccessSpecifier If set we'll show the access specifier of functions in the My Blueprint view
bool bShowActionMenuItemSignatures Developer Settings.
bool bShowBookmarksForCurrentDocumentOnlyInTab If enabled, only the bookmarks for the current document will be shown in the Bookmarks tab.
bool bShowContextualFavorites If enabled, then a separate section with your Blueprint favorites will be pined to the top of the context menu.
bool bShowDetailedCompileResults Perf Settings.
bool bShowEmptySections If set we'll show empty sections in the My Blueprint view.
bool bShowGraphInstructionText Determines if lightweight tutorial text shows up at the top of empty blueprint graphs
bool bShowInheritedVariables If set we'll show the inherited variables in the My Blueprint view.
bool bShowParentClassInOverrides If set then the parent class will be listed next to the override function name in the overrides function menu
bool bShowShortTooltips If true, use short tooltips whenever possible
bool bShowViewportOnSimulate If true will show the viewport tab when simulate is clicked.
bool bSpawnDefaultBlueprintNodes If set will spawn default "ghost" event nodes in new Blueprints, modifiable in the [DefaultEventNodes] section of EditorPerProjectUserSettings
bool bSplitContextTargetSettings If enabled, we'll save off your chosen target setting based off of the context (allowing you to have different preferences based off what you're operating on).
int32 CompileEventDisplayThresholdMs Minimum event time threshold used as a filter when additional details are enabled for display in the Compiler Results tab.
int32 ContextMenuTimeSlicingThresholdMs The maximum amount of time (in milliseconds) allowed per frame for Blueprint graph context menu building when the non-blocking option is enabled.
TMap< int32, FE... GraphEditorQuickJumps Blueprint graph editor "Quick Jump" command bindings
TArray< FString... NamespacesToAlwaysInclude A list of namespace identifiers that the Blueprint editor should always import by default. Requires Blueprint namespace features to be enabled and only applies to the current local user. Editing this list will also cause any visible Blueprint editor windows to be closed.
float NodeTemplateCacheCapMB The node template cache is used to speed up blueprint menuing.
TMap< FString, ... PerBlueprintSettings Maps Blueprint path to settings such as breakpoints
TEnumAsByte< ES... SaveOnCompile Compiler Settings.
TSet< FName > TypePromotionPinDenyList If a pin type is within this list, then it will never be marked as a possible promotable function.

Constructors

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

Functions

Type Name Description
FPathPermiss... GetEnumPermissions () Get allowed enums permissions list
FPathPermiss... GetFunctionPermissions () Get allowed functions permissions list
FNamePermiss... GetPinCategoryPermissions () Get allowed pin categories permissions list
FPathPermiss... GetStructPermissions () Get allowed structs permissions list
bool HasClassFiltering ()  
bool HasClassOnPinFiltering ()  
bool HasClassPathFiltering ()  
bool HasClassPathOnPinFiltering ()  
bool IsClassAllowed ( const UClass* InClass )  
bool IsClassAllowedOnPin ( const UClass* InClass )  
bool IsClassPathAllowed ( const FTopLevelAssetPath& InClassP... )  
bool IsClassPathAllowedOnPin ( const FTopLevelAssetPath& InClassP... )  
bool IsFunctionAllowed ( const UBlueprint* InBlueprint, const FName FunctionName )  
void OnAssetRemoved ( UObject* Object )  
void OnAssetRenamed ( FAssetData const& AssetInfo, const FString& InOldName )  
void RegisterIsClassAllowedDelegate ( const FName OwnerName, FOnIsClassAllowed Delegate ) Delegates called to determine whether a class type is allowed
void RegisterIsClassAllowedOnPinDelegate ( const FName OwnerName, FOnIsClassAllowed Delegate )  
void RegisterIsClassPathAllowedDelegate ( const FName OwnerName, FOnIsClassPathAllowed Delegate )  
void RegisterIsClassPathAllowedOnPinDelegate ( const FName OwnerName, FOnIsClassPathAllowed Delegate )  
void UnregisterIsClassAllowedDelegate ( const FName OwnerName )  
void UnregisterIsClassAllowedOnPinDelegate ( const FName OwnerName )  
void UnregisterIsClassPathAllowedDelegate ( const FName OwnerName )  
void UnregisterIsClassPathAllowedOnPinDelegate ( const FName OwnerName )  

Overridden from UObject

Type Name Description
void PostEditChangeProperty ( FPropertyChangedEvent& PropertyCha... ) UObject interface
void PostInitProperties () Called after the C++ constructor and after the properties have been initialized, including those loaded from config.

Typedefs

Name Description
FOnIsClassAllowed  
FOnIsClassPathAllowed  

Deprecated Variables

Type Name Description
bool bHostFindInBlueprintsInGlobalTab This is now the default behavior (true). As a result, this flag is no longer used/exposed, and it will eventually be removed.

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