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USMBlueprint¶

Module: SMSystem

#include <SMBlueprint.h>

Inherits from UBlueprint

Description¶

class USMBlueprint;

State Machine Blueprints allow you to assemble a finite state machine which is capable of running normal Blueprint logic. Any UObject instance may be passed as a context for the state machine.

Public Functions¶

Name
virtual bool SupportedByDefaultBlueprintFactory() const override
virtual UClass * GetBlueprintClass() const override
virtual void GetReparentingRules(TSet< const UClass * > & AllowedChildrenOfClasses, TSet< const UClass * > & DisallowedChildrenOfClasses) const override
virtual void NotifyGraphRenamed(UEdGraph * Graph, FName OldName, FName NewName) override
virtual bool SupportsInputEvents() const override
class USMBlueprintGeneratedClass * GetGeneratedClass() const
USMBlueprint * FindOldestParentBlueprint() const
DECLARE_MULTICAST_DELEGATE_FourParams(FOnRenameGraph , UBlueprint * , UEdGraph * , const FName & , const FName & )
class USMPreviewObject * GetPreviewObject(bool bCreateIfNeeded =true)
void RecreatePreviewObject()

Public Attributes¶

Friends¶

Public Functions Documentation¶

function SupportedByDefaultBlueprintFactory¶

inline virtual bool SupportedByDefaultBlueprintFactory() const override

function GetBlueprintClass¶

virtual UClass * GetBlueprintClass() const override

function GetReparentingRules¶

virtual void GetReparentingRules(
    TSet< const UClass * > & AllowedChildrenOfClasses,
    TSet< const UClass * > & DisallowedChildrenOfClasses
) const override

function NotifyGraphRenamed¶

virtual void NotifyGraphRenamed(
    UEdGraph * Graph,
    FName OldName,
    FName NewName
) override

function SupportsInputEvents¶

virtual bool SupportsInputEvents() const override

function GetGeneratedClass¶

class USMBlueprintGeneratedClass * GetGeneratedClass() const

function FindOldestParentBlueprint¶

USMBlueprint * FindOldestParentBlueprint() const

function DECLARE_MULTICAST_DELEGATE_FourParams¶

DECLARE_MULTICAST_DELEGATE_FourParams(
    FOnRenameGraph ,
    UBlueprint * ,
    UEdGraph * ,
    const FName & ,
    const FName & 
)

function GetPreviewObject¶

class USMPreviewObject * GetPreviewObject(
    bool bCreateIfNeeded =true
)

Get or instantiate the preview object.


function RecreatePreviewObject¶

void RecreatePreviewObject()

Recreates the preview object only if it already exists.


Public Attributes Documentation¶

variable OnRenameGraphEvent¶

static FOnRenameGraph OnRenameGraphEvent;

Event fired when a graph in a state machine blueprint is renamed.


variable bPreventConditionalCompile¶

bool bPreventConditionalCompile = false;

Prevents SMBlueprintEditorUtils conditional compile, useful for preventing compile on bulk operations.


variable bPreventCacheInvalidation¶

bool bPreventCacheInvalidation = false;

Prevents SMBlueprintEditorUtils from clearing the cache, useful for bulk operations.


variable NumConstructionScriptPasses¶

uint8 NumConstructionScriptPasses;

The number of passes to run for editor construction scripts. 1 is default. 2 is legacy behavior (Logic Driver Pro 2.5-2.7).

Extra passes can help when a node needs to read up-to-date values from other nodes that were also modified by construction scripts, but at a (potentially significant) cost to performance.


variable bAllowEditorConstructionScripts¶

uint8 bAllowEditorConstructionScripts;

Allow editor construction scripts to run within this blueprint, dependent on Logic Driver Project Editor settings.


variable bEnableNodeValidation¶

uint8 bEnableNodeValidation;

When enabled 'OnPreCompileValidate()' will be called on each node instance in this blueprint during compile. This can allow custom validation prevent this blueprint from compiling.


variable bEnableReferenceNodeValidation¶

uint8 bEnableReferenceNodeValidation;

Run 'OnPreCompileValidate()' on all nodes within any references in this blueprint. This can allow a node contained in another blueprint to prevent this blueprint from compiling.


variable AssetVersion¶

int32 AssetVersion;

The specific asset version of this blueprint. This only increases on significant changes that requires a recompile.


variable PluginVersion¶

int32 PluginVersion;

The plugin version used to save this asset.


Private Attributes Documentation¶

variable bHasOutputVariables¶

bool bHasOutputVariables = false;

If this blueprint contains output variables. Managed in the editor and used for slate optimizations.


variable PreviewObject¶

TObjectPtr< UObject > PreviewObject;

Friends¶

friend FSMBlueprintEditorUtils¶

friend class FSMBlueprintEditorUtils(
    FSMBlueprintEditorUtils 
);