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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. |