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

Functions

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

Function Documentation

◆ AbortLatentActions()

AIMODULE_API void BlueprintNodeHelpers::AbortLatentActions ( UActorComponent OwnerOb,
const UObject Ob 
)

◆ CanUsePropertyType()

bool BlueprintNodeHelpers::CanUsePropertyType ( const FProperty TestProperty)

◆ CollectBlackboardSelectors()

AIMODULE_API void BlueprintNodeHelpers::CollectBlackboardSelectors ( const UObject Ob,
const UClass StopAtClass,
TArray< FName > &  KeyNames 
)

◆ CollectPropertyData()

AIMODULE_API void BlueprintNodeHelpers::CollectPropertyData ( const UObject Ob,
const UClass StopAtClass,
TArray< FProperty * > &  PropertyData 
)

◆ CollectPropertyDescription() [1/2]

AIMODULE_API FString BlueprintNodeHelpers::CollectPropertyDescription ( const UObject Ob,
const UClass StopAtClass,
const TArray< FProperty * > &  InPropertiesToSkip 
)

◆ CollectPropertyDescription() [2/2]

AIMODULE_API FString BlueprintNodeHelpers::CollectPropertyDescription ( const UObject Ob,
const UClass StopAtClass,
TFunctionRef< bool(FProperty *)>  ShouldSkipProperty 
)

◆ CopyPropertiesFromContext()

AIMODULE_API void BlueprintNodeHelpers::CopyPropertiesFromContext ( const TArray< FProperty * > &  PropertyData,
uint8 ObjectMemory,
uint8 ContextMemory 
)

◆ CopyPropertiesToContext()

AIMODULE_API void BlueprintNodeHelpers::CopyPropertiesToContext ( const TArray< FProperty * > &  PropertyData,
uint8 ObjectMemory,
uint8 ContextMemory 
)

◆ DescribeProperty()

AIMODULE_API FString BlueprintNodeHelpers::DescribeProperty ( const FProperty Prop,
const uint8 PropertyAddr 
)

◆ DescribeRuntimeValues()

AIMODULE_API void BlueprintNodeHelpers::DescribeRuntimeValues ( const UObject Ob,
const TArray< FProperty * > &  PropertyData,
TArray< FString > &  RuntimeValues 
)

◆ FindNodeOwner()

AIMODULE_API bool BlueprintNodeHelpers::FindNodeOwner ( AActor OwningActor,
UBTNode Node,
UBehaviorTreeComponent *&  OwningComp,
int32 OwningInstanceIdx 
)

◆ GetNodeName()

FString BlueprintNodeHelpers::GetNodeName ( const UObject NodeObject)
inline

◆ GetPropertiesMemorySize()

AIMODULE_API uint16 BlueprintNodeHelpers::GetPropertiesMemorySize ( const TArray< FProperty * > &  PropertyData)

◆ HasAnyBlackboardSelectors()

AIMODULE_API bool BlueprintNodeHelpers::HasAnyBlackboardSelectors ( const UObject Ob,
const UClass StopAtClass 
)

◆ HasBlueprintFunction()

bool BlueprintNodeHelpers::HasBlueprintFunction ( FName  FuncName,
const UObject Object,
const UClass StopAtClass 
)
inline

◆ ResolveBlackboardSelectors()

AIMODULE_API void BlueprintNodeHelpers::ResolveBlackboardSelectors ( UObject Ob,
const UClass StopAtClass,
const UBlackboardData BlackboardAsset 
)