FBlueprintActionDatabaseRegistrar

From the BlueprintActionDatabase, passed around to all UK2Nodes, giving each a chance to register its own actions (specifically for UK2Nodes in other modules that the database doesn't have access to).

Unreal Engine C++ API Reference > Editor > BlueprintGraph

References

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

Syntax

class FBlueprintActionDatabaseRegistrar  

Remarks

From the BlueprintActionDatabase, passed around to all UK2Nodes, giving each a chance to register its own actions (specifically for UK2Nodes in other modules that the database doesn't have access to).

Constructors

No constructors are accessible with public or protected access.

Functions

Type Name Description
bool AddBlueprintAction ( UBlueprintNodeSpawner* NodeSpa... ) Attempts to suss out the key that this action should be registered under; if it doesn't find a better one then it associates the action with the node filling this out.
bool AddBlueprintAction ( UClass const* ClassOwner, UBlueprintNodeSpawner* NodeSpa... ) Each action should be recorded under a specific UField key; primarily to refresh those actions when the corresponding asset is updated (Blueprint regenerated, struct added/deleted, etc.).
bool AddBlueprintAction ( UEnum const* EnumOwner, UBlueprintNodeSpawner* NodeSpa... ) Attempts to suss out the key that this action should be registered under; if it doesn't find a better one then it associates the action with the node filling this out.
bool AddBlueprintAction ( UScriptStruct const* StructOwn..., UBlueprintNodeSpawner* NodeSpa... ) Attempts to suss out the key that this action should be registered under; if it doesn't find a better one then it associates the action with the node filling this out.
bool AddBlueprintAction ( UField const* FieldOwner, UBlueprintNodeSpawner* NodeSpa... ) Attempts to suss out the key that this action should be registered under; if it doesn't find a better one then it associates the action with the node filling this out.
bool AddBlueprintAction ( FAssetData const& AssetDataOwner, UBlueprintNodeSpawner* NodeSpa... ) Attempts to suss out the key that this action should be registered under; if it doesn't find a better one then it associates the action with the node filling this out.
bool AddBlueprintAction ( UObject const* AssetOwner, UBlueprintNodeSpawner* NodeSpa... ) Special case for asset bound actions (we want to clean-up/refresh these when the corresponding asset is updated).
UObject cons... GetActionKeyFilter () Returns the current key the registrar is being filtered using
bool IsOpenForRegistration ( UObject const* OwnerKey ) Occasionally (when an asset is added/refreshed), this registrar will be passed around to gather only specific keyed actions (see ActionKeyFilter).
bool IsOpenForRegistration ( FAssetData const& AssetDataOwner ) Occasionally (when an asset is added/refreshed), this registrar will be passed around to gather only specific keyed actions (see ActionKeyFilter).
int32 RegisterClassFactoryActions ( const FMakeFuncSpawnerDelegate& Ma... )  
int32 RegisterEnumActions ( const FMakeEnumSpawnerDelegate& Ma... )  
int32 RegisterStructActions ( const FMakeStructSpawnerDelegate& ... )  

Typedefs


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