G1R AngelScript
Scripting reference for the Gothic 1 Remake
Loading...
Searching...
No Matches
UBlueprint Class Reference

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. More...

Public Member Functions

Functions
void SetbRunConstructionScriptInSequencer (bool Value)
 whether or not you want to continuously rerun the construction script for an actor in sequencer
void SetbGenerateConstClass (bool Value)
 Whether or not this blueprint's class is a const class or not. Should set CLASS_Const in the KismetCompiler.
void SetbGenerateAbstractClass (bool Value)
 Whether or not this blueprint's class is a abstract class or not. Should set CLASS_Abstract in the KismetCompiler.
void SetbDeprecate (bool Value)
 Deprecates the Blueprint, marking the generated class with the CLASS_Deprecated flag.
void SetbRunConstructionScriptOnDrag (bool Value)
 whether or not you want to continuously rerun the construction script for an actor as you drag it in the editor, or only when the drag operation is complete
Public Member Functions inherited from UBlueprintCore
UClass GetGeneratedClass ()
Public Member Functions inherited from UObject
bool MarkPackageDirty () const
void RemoveFromRoot ()
bool GetIsRooted () const
bool IsTransient () const
bool Modify (bool bAlwaysMarkDirty=true)
void SetTransactional (bool bTransactional)
bool IsSupportedForNetworking () const
UClass GetClass () const
UObject GetOuter () const
UObject GetTypedOuter (TSubclassOf< UObject > Target) const
 Traverses the outer chain searching for the next object of a certain type.
UPackage GetOutermost () const
UPackage GetPackage () const
void AddToRoot ()
UWorld GetWorld () const
FName GetName () const
FString GetFullName (const UObject StopOuter=nullptr) const
FString GetPathName (const UObject StopOuter=nullptr) const
bool IsA (const UClass Class) const
 Returns true if this object is of the specified type, or a child of that type.
void SaveConfig ()
void LoadConfig ()
void ReloadConfig ()
void CopyScriptPropertiesFrom (const UObject OtherObject)
void opCast (?&Address) const
FString ToString () const

Static Public Member Functions

Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UBlueprintCore
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

BlueprintOptions
FString BlueprintNamespace
 The namespace of this blueprint (if set, the Blueprint will be treated differently for the context menu).
FString BlueprintDisplayName
 Overrides the BP's display name in the editor UI.
FString BlueprintDescription
 Shows up in the content browser tooltip when the blueprint is hovered.
FString BlueprintCategory
 The category of the Blueprint, used to organize this Blueprint class when displayed in palette windows.
TArray< FString > HideCategories
 Additional HideCategories. These are added to HideCategories from parent.
ClassOptions
EShouldCookBlueprintPropertyGuids ShouldCookPropertyGuidsValue
 Whether to include the property GUIDs for the generated class in a cooked build. @note This option may slightly increase memory usage in a cooked build, but can avoid needing to add CoreRedirect data for Blueprint classes stored within SaveGame archives.
TArray< FBPComponentClassOverride > ComponentClassOverrides
 Array of blueprint overrides of component classes in parent classes.
EBlueprintCompileMode CompileMode
 The mode that will be used when compiling this class.
Thumbnail
UThumbnailInfo ThumbnailInfo
 Information for thumbnail rendering.
Public Attributes inherited from UBlueprintCore
const UClass GeneratedClass
 Pointer to the 'most recent' fully generated class.
Public Attributes inherited from UObject
const UClass Class
const UObject Outer
const UPackage Outermost
const UPackage Package
const UWorld World
const FName Name
const bool IsRooted

Detailed Description

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.

Member Function Documentation

◆ SetbDeprecate()

void SetbDeprecate ( bool Value)

Deprecates the Blueprint, marking the generated class with the CLASS_Deprecated flag.

◆ SetbGenerateAbstractClass()

void SetbGenerateAbstractClass ( bool Value)

Whether or not this blueprint's class is a abstract class or not. Should set CLASS_Abstract in the KismetCompiler.

◆ SetbGenerateConstClass()

void SetbGenerateConstClass ( bool Value)

Whether or not this blueprint's class is a const class or not. Should set CLASS_Const in the KismetCompiler.

◆ SetbRunConstructionScriptInSequencer()

void SetbRunConstructionScriptInSequencer ( bool Value)

whether or not you want to continuously rerun the construction script for an actor in sequencer

◆ SetbRunConstructionScriptOnDrag()

void SetbRunConstructionScriptOnDrag ( bool Value)

whether or not you want to continuously rerun the construction script for an actor as you drag it in the editor, or only when the drag operation is complete

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ BlueprintCategory

FString BlueprintCategory

The category of the Blueprint, used to organize this Blueprint class when displayed in palette windows.

◆ BlueprintDescription

FString BlueprintDescription

Shows up in the content browser tooltip when the blueprint is hovered.

◆ BlueprintDisplayName

FString BlueprintDisplayName

Overrides the BP's display name in the editor UI.

◆ BlueprintNamespace

FString BlueprintNamespace

The namespace of this blueprint (if set, the Blueprint will be treated differently for the context menu).

◆ CompileMode

EBlueprintCompileMode CompileMode

The mode that will be used when compiling this class.

◆ ComponentClassOverrides

TArray<FBPComponentClassOverride> ComponentClassOverrides

Array of blueprint overrides of component classes in parent classes.

◆ HideCategories

TArray<FString> HideCategories

Additional HideCategories. These are added to HideCategories from parent.

◆ ShouldCookPropertyGuidsValue

EShouldCookBlueprintPropertyGuids ShouldCookPropertyGuidsValue

Whether to include the property GUIDs for the generated class in a cooked build. @note This option may slightly increase memory usage in a cooked build, but can avoid needing to add CoreRedirect data for Blueprint classes stored within SaveGame archives.

◆ ThumbnailInfo

UThumbnailInfo ThumbnailInfo

Information for thumbnail rendering.