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Unreal Engine C++ API Reference > Editor > Kismet
Inheritance Hierarchy
References
Module | Kismet |
Header | /Engine/Source/Editor/Kismet/Public/BlueprintManagedListDetails.h |
Include | #include "BlueprintManagedListDetails.h" |
Syntax
class FBlueprintManagedListDetails : public [IDetailCustomNodeBuilder](API\Editor\PropertyEditor\IDetailCustomNodeBuilder)
Remarks
Blueprint managed list details
Variables
Type | Name | Description |
---|---|---|
FDisplayOptions | DisplayOptions | Mutable display options |
Functions
Type | Name | Description |
---|---|---|
void | GetManagedListItems ( TArray< FManagedListItem >& OutLis... ) | |
TSharedPtr< ... | MakeAddItemWidget () | END IDetailCustomNodeBuilder interface Overridable interface methods |
void | OnRemoveItem ( const FManagedListItem& Item ) | |
void | RegenerateChildContent () | Helper function to regenerate the details customization |
Overridden from IDetailCustomNodeBuilder
Type | Name | Description |
---|---|---|
void | GenerateChildContent ( IDetailChildrenBuilder& ChildrenBu... ) | Called to generate child content of this node |
void | GenerateHeaderRowContent ( FDetailWidgetRow& HeaderRow ) | IDetailCustomNodeBuilder interface |
FName | GetName () | |
bool | InitiallyCollapsed () | |
bool | RequiresTick () | |
void | SetOnRebuildChildren ( FSimpleDelegate InOnRegenerateChild... ) | Sets a delegate that should be used when the custom node needs to rebuild children |
void | Tick ( float DeltaTime ) | Called each tick if RequiresTick is true |
Classes
Type | Name | Description |
---|---|---|
Protected struct | FDisplayOptions | Customizable display options |
Protected struct | FManagedListItem | List item node type |