Class Blueprint
Blueprints are special assets that provide an intuitive, node-based interface that can be used to create new types of Actors
and script level events; giving designers and gameplay programmers the tools to quickly create and iterate gameplay from
within Unreal Editor without ever needing to write a line of code.
Inheritance
System.Object
Blueprint
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Assembly: UE4DotNet.dll
Syntax
public class Blueprint : BlueprintCore
Properties
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bBeingCompiled
Declaration
public bool bBeingCompiled { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bDeprecate
Declaration
public bool bDeprecate { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bDisplayCompilePIEWarning
Declaration
public bool bDisplayCompilePIEWarning { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bDuplicatingReadOnly
Declaration
public bool bDuplicatingReadOnly { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bForceFullEditor
Declaration
public bool bForceFullEditor { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bGenerateAbstractClass
Declaration
public bool bGenerateAbstractClass { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bGenerateConstClass
Declaration
public bool bGenerateConstClass { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bHasBeenRegenerated
Declaration
public bool bHasBeenRegenerated { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bIsNewlyCreated
Declaration
public bool bIsNewlyCreated { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bIsRegeneratingOnLoad
Declaration
public bool bIsRegeneratingOnLoad { get; set; }
Property Value
Type |
Description |
System.Boolean |
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BlueprintSystemVersion
The version of the blueprint system that was used to create this blueprint
Declaration
public int BlueprintSystemVersion { get; set; }
Property Value
Type |
Description |
System.Int32 |
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BlueprintType
The type of this blueprint
Declaration
public byte BlueprintType { get; set; }
Property Value
Type |
Description |
System.Byte |
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bQueuedForCompilation
Declaration
public bool bQueuedForCompilation { get; set; }
Property Value
Type |
Description |
System.Boolean |
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Breakpoints
Persistent debugging options
Declaration
public ObjectArrayField<Breakpoint> Breakpoints { get; }
Property Value
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bRecompileOnLoad
Declaration
public bool bRecompileOnLoad { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bRunConstructionScriptInSequencer
Declaration
public bool bRunConstructionScriptInSequencer { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bRunConstructionScriptOnDrag
Declaration
public bool bRunConstructionScriptOnDrag { get; set; }
Property Value
Type |
Description |
System.Boolean |
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ComponentTemplates
Array of component template objects, used by AddComponent function
Declaration
public ObjectArrayField<ActorComponent> ComponentTemplates { get; }
Property Value
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DefaultObject
Get UE4 Default Object for this Class
Declaration
public static Blueprint DefaultObject { get; }
Property Value
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DelegateSignatureGraphs
Graphs of signatures for delegates
Declaration
public ObjectArrayField<EdGraph> DelegateSignatureGraphs { get; }
Property Value
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EventGraphs
Set of functions actually compiled for this class
Declaration
public ObjectArrayField<EdGraph> EventGraphs { get; }
Property Value
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FunctionGraphs
Set of functions implemented for this class graphically
Declaration
public ObjectArrayField<EdGraph> FunctionGraphs { get; }
Property Value
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InheritableComponentHandler
Stores data to override (in children classes) components (created by SCS) from parent classes
Declaration
public InheritableComponentHandler InheritableComponentHandler { get; set; }
Property Value
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Set of functions actually compiled for this class
Declaration
public ObjectArrayField<EdGraph> IntermediateGeneratedGraphs { get; }
Property Value
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MacroGraphs
Set of macros implemented for this class
Declaration
public ObjectArrayField<EdGraph> MacroGraphs { get; }
Property Value
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OriginalClass
If this BP is just a duplicate created for a specific compilation, the reference to original GeneratedClass is needed
Declaration
public SubclassOf<UObject> OriginalClass { get; set; }
Property Value
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ParentClass
Pointer to the parent class that the generated class should derive from.
Declaration
public SubclassOf<UObject> ParentClass { get; set; }
Property Value
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PRIVATE_InnermostPreviousCDO
PRIVATE Innermost Previous CDO
Declaration
public UObject PRIVATE_InnermostPreviousCDO { get; set; }
Property Value
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SearchGuid
Guid key for finding searchable data for Blueprint in the DDC
Declaration
public FGuid SearchGuid { get; set; }
Property Value
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SimpleConstructionScript
'Simple' construction script - graph of components to instance
Declaration
public SimpleConstructionScript SimpleConstructionScript { get; set; }
Property Value
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StaticClass
Declaration
public static Class StaticClass { get; }
Property Value
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Status
The current status of this blueprint
Declaration
public byte Status { get; set; }
Property Value
Type |
Description |
System.Byte |
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ThumbnailInfo
Information for thumbnail rendering
Declaration
public ThumbnailInfo ThumbnailInfo { get; set; }
Property Value
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Timelines
Array of templates for timelines that should be created
Declaration
public ObjectArrayField<TimelineTemplate> Timelines { get; }
Property Value
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UbergraphPages
Set of pages that combine into a single uber-graph
Declaration
public ObjectArrayField<EdGraph> UbergraphPages { get; }
Property Value
Methods
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New(UObject, Name)
Spawn an object of this class
Declaration
public static Blueprint New(UObject obj = null, Name name = default(Name))
Parameters
Returns
Operators
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Implicit(IntPtr to Blueprint)
Convert from IntPtr to UObject
Declaration
public static implicit operator Blueprint(IntPtr p)
Parameters
Type |
Name |
Description |
System.IntPtr |
p |
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Returns