UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
BlueprintNodeHelpers.cpp File Reference

Namespaces

namespace  BlueprintNodeHelpers
 

Macros

#define GET_STRUCT_NAME_CHECKED(StructName)    ((void)sizeof(StructName), TEXT(#StructName))
 

Functions

uint16 BlueprintNodeHelpers::GetPropertiesMemorySize (const TArray< FProperty * > &PropertyData)
 
bool BlueprintNodeHelpers::CanUsePropertyType (const FProperty *TestProperty)
 
void BlueprintNodeHelpers::CollectPropertyData (const UObject *Ob, const UClass *StopAtClass, TArray< FProperty * > &PropertyData)
 
FString BlueprintNodeHelpers::DescribeProperty (const FProperty *Prop, const uint8 *PropertyAddr)
 
void BlueprintNodeHelpers::CollectBlackboardSelectors (const UObject *Ob, const UClass *StopAtClass, TArray< FName > &KeyNames)
 
void BlueprintNodeHelpers::ResolveBlackboardSelectors (UObject &Ob, const UClass &StopAtClass, const UBlackboardData &BlackboardAsset)
 
bool BlueprintNodeHelpers::HasAnyBlackboardSelectors (const UObject *Ob, const UClass *StopAtClass)
 
FString BlueprintNodeHelpers::CollectPropertyDescription (const UObject *Ob, const UClass *StopAtClass, const TArray< FProperty * > &InPropertiesToSkip)
 
FString BlueprintNodeHelpers::CollectPropertyDescription (const UObject *Ob, const UClass *StopAtClass, TFunctionRef< bool(FProperty *)> ShouldSkipProperty)
 
void BlueprintNodeHelpers::DescribeRuntimeValues (const UObject *Ob, const TArray< FProperty * > &PropertyData, TArray< FString > &RuntimeValues)
 
bool BlueprintNodeHelpers::FindNodeOwner (AActor *OwningActor, UBTNode *Node, UBehaviorTreeComponent *&OwningComp, int32 &OwningInstanceIdx)
 
void BlueprintNodeHelpers::AbortLatentActions (UActorComponent &OwnerOb, const UObject &Ob)
 

Macro Definition Documentation

◆ GET_STRUCT_NAME_CHECKED

#define GET_STRUCT_NAME_CHECKED (   StructName)     ((void)sizeof(StructName), TEXT(#StructName))