UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
BlueprintNodeHelpers.h File Reference
#include "CoreMinimal.h"
#include "UObject/Class.h"

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Namespaces

namespace  BlueprintNodeHelpers
 

Functions

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::CollectPropertyData (const UObject *Ob, const UClass *StopAtClass, TArray< FProperty * > &PropertyData)
 
uint16 BlueprintNodeHelpers::GetPropertiesMemorySize (const TArray< FProperty * > &PropertyData)
 
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::DescribeProperty (const FProperty *Prop, const uint8 *PropertyAddr)
 
void BlueprintNodeHelpers::DescribeRuntimeValues (const UObject *Ob, const TArray< FProperty * > &PropertyData, TArray< FString > &RuntimeValues)
 
AIMODULE_API void BlueprintNodeHelpers::CopyPropertiesToContext (const TArray< FProperty * > &PropertyData, uint8 *ObjectMemory, uint8 *ContextMemory)
 
AIMODULE_API void BlueprintNodeHelpers::CopyPropertiesFromContext (const TArray< FProperty * > &PropertyData, uint8 *ObjectMemory, uint8 *ContextMemory)
 
bool BlueprintNodeHelpers::FindNodeOwner (AActor *OwningActor, UBTNode *Node, UBehaviorTreeComponent *&OwningComp, int32 &OwningInstanceIdx)
 
void BlueprintNodeHelpers::AbortLatentActions (UActorComponent &OwnerOb, const UObject &Ob)
 
bool BlueprintNodeHelpers::HasBlueprintFunction (FName FuncName, const UObject &Object, const UClass &StopAtClass)
 
FString BlueprintNodeHelpers::GetNodeName (const UObject &NodeObject)