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Unreal Engine C++ API Reference > Editor > Blutility
Inheritance Hierarchy
References
Module | Blutility |
Header | /Engine/Source/Editor/Blutility/Public/EditorUtilityLibrary.h |
Include | #include "EditorUtilityLibrary.h" |
Syntax
class UEditorUtilityBlueprintAsyncActionBase : public [UBlueprintAsyncActionBase](API\Runtime\Engine\Kismet\UBlueprintAsyncActionBase)
Constructors
Type | Name | Description |
---|---|---|
UEditorUtilityBlueprintAsyncActionBase ( const FObjectInitializer& ObjectIn... ) |
Overridden from UBlueprintAsyncActionBase
Type | Name | Description |
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void | RegisterWithGameInstance ( const UObject* WorldContextObj... ) | Call to globally register this object with a game instance, it will not be destroyed until SetReadyToDestroy is called This allows having an action stay alive until SetReadyToDestroy is manually called, allowing it to be used inside loops or if the calling BP goes away |
void | SetReadyToDestroy () | Call when the action is completely done, this makes the action free to delete, and will unregister it with the game instance |