FBlueprintActionDatabaseRegistrar::AddBlueprintAction

Special case for asset bound actions (we want to clean-up/refresh these when the corresponding asset is updated).

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
(
    [UObject](API\Runtime\CoreUObject\UObject\UObject) const * AssetOwner,
    [UBlueprintNodeSpawner](API\Editor\BlueprintGraph\UBlueprintNodeSpawner) * NodeSpawner
)

Remarks

Special case for asset bound actions (we want to clean-up/refresh these when the corresponding asset is updated). AssetOwner must be an asset!

Parameters

Name Description
AssetOwner An asset 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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