UEditorUtilityBlueprintAsyncActionBase

Unreal Engine C++ API Reference > Editor > Blutility

Inheritance Hierarchy

References

   
Module Blutility
Header /Engine/Source/Editor/Blutility/Public/EditorUtilityLibrary.h
Include #include "EditorUtilityLibrary.h"

Syntax

class UEditorUtilityBlueprintAsyncActionBase : public [UBlueprintAsyncActionBase](API\Runtime\Engine\Kismet\UBlueprintAsyncActionBase)  

Constructors

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

Overridden from UBlueprintAsyncActionBase

Type Name Description
void RegisterWithGameInstance ( const UObject* WorldContextObj... ) Call to globally register this object with a game instance, it will not be destroyed until SetReadyToDestroy is called This allows having an action stay alive until SetReadyToDestroy is manually called, allowing it to be used inside loops or if the calling BP goes away
void SetReadyToDestroy () Call when the action is completely done, this makes the action free to delete, and will unregister it with the game instance

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