FBlueprintCompilationManager::ReparentHierarchies

Safely reparents all child classes of every Key in OldClassToNewClass to the class in the corresponding Value.

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

References

   
Module Kismet
Header /Engine/Source/Editor/Kismet/Public/BlueprintCompilationManager.h
Include #include "BlueprintCompilationManager.h"
Source /Engine/Source/Editor/Kismet/Private/BlueprintCompilationManager.cpp
static void ReparentHierarchies
(
    const [TMap](API\Runtime\Core\Containers\TMap)< [UClass](API\Runtime\CoreUObject\UObject\UClass) *, [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & OldClassToNewClass
)

Remarks

Safely reparents all child classes of every Key in OldClassToNewClass to the class in the corresponding Value. Typically this means every child type will be reinstanced - although reinstancing could be avoided when layouts match.


Ask questions and help your peers Developer Forums

Write your own tutorials or read those from others Learning Library