UEdGraph ... |
AddFunctionGraph ( UBlueprint* Blueprint, const FString& FuncName ) |
Adds a function to the given blueprint |
void |
CompileBlueprint ( UBlueprint* Blueprint ) |
Compiles the given blueprint. |
UEdGraph ... |
FindEventGraph ( UBlueprint* Blueprint ) |
Finds the event graph of the given blueprint. |
UEdGraph ... |
FindGraph ( UBlueprint* Blueprint, FName GraphName ) |
Finds the graph with the given name on the blueprint. Null if it doesn't have one. |
bool |
GatherUnusedVariables ( const UBlueprint* Blueprint, TArray< FProperty* >& OutProp... ) |
Gathers any unused blueprint variables and populates the given array of FPropertys |
UClass * |
GeneratedClass ( UBlueprint* BlueprintObj ) |
Gets the class generated when this blueprint is compiled |
UBlueprint &... |
GetBlueprintAsset ( UObject* Object ) |
Casts the provided Object to a Blueprint - the root asset type of a blueprint asset. |
void |
RefreshAllOpenBlueprintEditors () |
Refresh any open blueprint editors |
void |
RefreshOpenEditorsForBlueprint ( const UBlueprint* BP ) |
Attempt to refresh any open blueprint editors for the given asset |
void |
RemoveFunctionGraph ( UBlueprint* Blueprint, FName FuncName ) |
Deletes the function of the given name on this blueprint. Does NOT replace function call sites. |
void |
RemoveGraph ( UBlueprint* Blueprint, UEdGraph* Graph ) |
Removes the given graph from the blueprint if possible |
void |
RemoveUnusedNodes ( UBlueprint* Blueprint ) |
Remove any nodes in this blueprint that have no connections made to them. |
int32 |
RemoveUnusedVariables ( UBlueprint* Blueprint ) |
Deletes any unused blueprint created variables the given blueprint. |
void |
RenameGraph ( UEdGraph* Graph, const FString& NewNameStr ) |
Attempts to rename the given graph with a new name |
void |
ReparentBlueprint ( UBlueprint* Blueprint, UClass* NewParentClass ) |
Attempts to reparent the given blueprint to the new chosen parent class. |
void |
ReplaceVariableReferences ( UBlueprint* Blueprint, const FName OldVarName, const FName NewVarName ) |
Replace any references of variables with the OldVarName to references of those with the NewVarName if possible |
void |
SetBlueprintVariableExposeOnSpawn ( UBlueprint* Blueprint, const FName& VariableName, bool bExposeOnSpawn ) |
Sets "Expose On Spawn" to true/false on a Blueprint variable |
void |
SetBlueprintVariableExposeToCinematics ( UBlueprint* Blueprint, const FName& VariableName, bool bExposeToCinematics ) |
Sets "Expose To Cinematics" to true/false on a Blueprint variable |
void |
SetBlueprintVariableInstanceEditable ( UBlueprint* Blueprint, const FName& VariableName, bool bInstanceEditable ) |
Sets "Instance Editable" to true/false on a Blueprint variable |
void |
UpgradeOperatorNodes ( UBlueprint* Blueprint ) |
Replace any old operator nodes (float + float, vector + float, int + vector, etc) with the newer Promotable Operator version of the node. |