FBlueprintEditor::InitBlueprintEditor

Edits the specified blueprint

Unreal Engine C++ API Reference > Editor > Kismet > FBlueprintEditor

References

   
Module Kismet
Header /Engine/Source/Editor/Kismet/Public/BlueprintEditor.h
Include #include "BlueprintEditor.h"
Source /Engine/Source/Editor/Kismet/Private/BlueprintEditor.cpp
void InitBlueprintEditor
(
    const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode,
    const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost,
    const [TArray](API\Runtime\Core\Containers\TArray)< class [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * > & InBlueprints,
    bool bShouldOpenInDefaultsMode
)

Remarks

Edits the specified blueprint

Parameters

Name Description
Mode Asset editing mode for this editor (standalone or world-centric)
InitToolkitHost When Mode is WorldCentric, this is the level editor instance to spawn this editor within
InBlueprints The blueprints to edit
bShouldOpenInDefaultsMode If true, the editor will open in defaults editing mode

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