UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
BlueprintNodeHelpers.h
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1// Copyright Epic Games, Inc. All Rights Reserved.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "UObject/Class.h"
7
8class AActor;
11class UBlackboardData;
12class UBTNode;
13
15{
17 AIMODULE_API FString CollectPropertyDescription(const UObject* Ob, const UClass* StopAtClass, TFunctionRef<bool(FProperty* /*TestProperty*/)> ShouldSkipProperty);
20
24
25 AIMODULE_API FString DescribeProperty(const FProperty* Prop, const uint8* PropertyAddr);
27
30
32
34
35 inline bool HasBlueprintFunction(FName FuncName, const UObject& Object, const UClass& StopAtClass)
36 {
39 return (Function != nullptr) && (Function->GetOuter() != &StopAtClass);
40 }
41
42 inline FString GetNodeName(const UObject& NodeObject)
43 {
44 return NodeObject.GetClass()->GetName().LeftChop(2);
45 }
46}
#define ensure( InExpression)
Definition AssertionMacros.h:464
FPlatformTypes::int32 int32
A 32-bit signed integer.
Definition Platform.h:1125
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
uint8_t uint8
Definition binka_ue_file_header.h:8
uint16_t uint16
Definition binka_ue_file_header.h:7
Definition Actor.h:257
Definition NameTypes.h:617
Definition UnrealType.h:174
Definition Array.h:670
Definition AssetRegistryState.h:50
Definition ActorComponent.h:152
Definition BTNode.h:48
Definition BehaviorTreeComponent.h:105
Definition BlackboardData.h:46
Definition Class.h:3793
COREUOBJECT_API UFunction * FindFunctionByName(FName InName, EIncludeSuperFlag::Type IncludeSuper=EIncludeSuperFlag::IncludeSuper) const
Definition Class.cpp:7027
Definition Class.h:2476
FORCEINLINE UClass * GetClass() const
Definition UObjectBase.h:217
Definition Object.h:95
Definition BlueprintNodeHelpers.cpp:18
AIMODULE_API void CopyPropertiesFromContext(const TArray< FProperty * > &PropertyData, uint8 *ObjectMemory, uint8 *ContextMemory)
bool HasBlueprintFunction(FName FuncName, const UObject &Object, const UClass &StopAtClass)
Definition BlueprintNodeHelpers.h:35
bool FindNodeOwner(AActor *OwningActor, UBTNode *Node, UBehaviorTreeComponent *&OwningComp, int32 &OwningInstanceIdx)
Definition BlueprintNodeHelpers.cpp:267
AIMODULE_API void CopyPropertiesToContext(const TArray< FProperty * > &PropertyData, uint8 *ObjectMemory, uint8 *ContextMemory)
void CollectBlackboardSelectors(const UObject *Ob, const UClass *StopAtClass, TArray< FName > &KeyNames)
Definition BlueprintNodeHelpers.cpp:137
void CollectPropertyData(const UObject *Ob, const UClass *StopAtClass, TArray< FProperty * > &PropertyData)
Definition BlueprintNodeHelpers.cpp:63
bool HasAnyBlackboardSelectors(const UObject *Ob, const UClass *StopAtClass)
Definition BlueprintNodeHelpers.cpp:182
void AbortLatentActions(UActorComponent &OwnerOb, const UObject &Ob)
Definition BlueprintNodeHelpers.cpp:298
FString GetNodeName(const UObject &NodeObject)
Definition BlueprintNodeHelpers.h:42
uint16 GetPropertiesMemorySize(const TArray< FProperty * > &PropertyData)
Definition BlueprintNodeHelpers.cpp:19
void DescribeRuntimeValues(const UObject *Ob, const TArray< FProperty * > &PropertyData, TArray< FString > &RuntimeValues)
Definition BlueprintNodeHelpers.cpp:256
void ResolveBlackboardSelectors(UObject &Ob, const UClass &StopAtClass, const UBlackboardData &BlackboardAsset)
Definition BlueprintNodeHelpers.cpp:163
FString DescribeProperty(const FProperty *Prop, const uint8 *PropertyAddr)
Definition BlueprintNodeHelpers.cpp:92
FString CollectPropertyDescription(const UObject *Ob, const UClass *StopAtClass, const TArray< FProperty * > &InPropertiesToSkip)
Definition BlueprintNodeHelpers.cpp:214