FBlueprintActionDatabase::GetAllActions

Will populate the database first if it hasn't been created yet, and then returns it in its entirety.

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

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Public/BlueprintActionDatabase.h
Include #include "BlueprintActionDatabase.h"
Source /Engine/Source/Editor/BlueprintGraph/Private/BlueprintActionDatabase.cpp
[FActionRegistry](API\Editor\BlueprintGraph\FBlueprintActionDatabase\FActionRegistry) const & GetAllActions()

Remarks

Will populate the database first if it hasn't been created yet, and then returns it in its entirety.

Each node spawner is categorized by a class orasset. A spawner that corresponds to a specific class field (like a function, property, enum, etc.) will be listed under that field's class owner. Remaining spawners that can't be categorized this way will be registered by asset or node type. The entire action database, which maps specific objects to arrays of associated node-spawners.


Ask questions and help your peers Developer Forums

Write your own tutorials or read those from others Learning Library