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Editor Blueprint Library

Read-only Blueprint inspection for editor tools.

Module: DirectiveUtilitiesEditor (Editor)  |  Header: Source/DirectiveUtilitiesEditor/Public/Libraries/DirectiveUtilEditorBlueprintLibrary.h

Searches use the Asset Registry to find Blueprint assets in the requested package paths before loading the assets needed for inspection. The default search path is /Game. These nodes do not compile, reparent, create graphs, or change variables.


Get Blueprint Compile Status

Type: Blueprint Pure  |  Category: Directive Utilities|Editor|Blueprint Inspection

static EDirectiveUtilBlueprintCompileStatus GetBlueprintCompileStatus(
    const UBlueprint* Blueprint);

Returns unknown, dirty, error, up to date, being created, or up to date with warnings. A null Blueprint returns unknown.

Find Blueprints By Compile Status

Type: Blueprint Callable  |  Category: Directive Utilities|Editor|Blueprint Inspection

static TArray<FAssetData> FindBlueprintsByCompileStatus(
    EDirectiveUtilBlueprintCompileStatus CompileStatus,
    const FDirectiveUtilBlueprintSearchOptions& Options);

Returns Blueprint assets whose current compile status matches the requested value.

Find Blueprints By Parent Class

Type: Blueprint Callable  |  Category: Directive Utilities|Editor|Blueprint Inspection

static TArray<FAssetData> FindBlueprintsByParentClass(
    UClass* ParentClass,
    const FDirectiveUtilBlueprintSearchOptions& Options,
    bool bIncludeDescendants = true);

Returns Blueprints with the requested native or Blueprint parent. Disable descendant matching to require that exact immediate parent.

Find Blueprints Implementing Interface

Type: Blueprint Callable  |  Category: Directive Utilities|Editor|Blueprint Inspection

static TArray<FAssetData> FindBlueprintsImplementingInterface(
    UClass* InterfaceClass,
    const FDirectiveUtilBlueprintSearchOptions& Options);

Returns Blueprints that implement the interface directly or inherit an implementation from a parent class.

Find Blueprints Containing Component Class

Type: Blueprint Callable  |  Category: Directive Utilities|Editor|Blueprint Inspection

static TArray<FAssetData> FindBlueprintsContainingComponentClass(
    UClass* ComponentClass,
    const FDirectiveUtilBlueprintSearchOptions& Options,
    bool bIncludeDerivedComponents = true);

Searches construction-script components declared by the Blueprint or an inherited Blueprint. Derived component classes match by default.

Get Unused Blueprint Variables

Type: Blueprint Pure  |  Category: Directive Utilities|Editor|Blueprint Inspection

static TArray<FName> GetUnusedBlueprintVariables(
    UBlueprint* Blueprint,
    bool bIncludeExternallyAccessibleVariables = false);

Returns private member-variable names that Unreal's Blueprint analysis marks unused. Public and protected variables are omitted by default because another Blueprint may reference them. Set bIncludeExternallyAccessibleVariables to true to include them. The result is sorted by name. A null Blueprint returns an empty array.