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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 |