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[Closed] EditorExtension Plugin - Get Current Blueprint of Blueprint Editor?

Am currently writing a Editor plugin to extend some functionality and I've managed to create a new button on a toolbar inside the Blueprint Editor.

But now I would need to find out what Blueprint is 'open' when the Blueprint Editor opens to know whether or not I should create this button in the first place. (I only want it to create this button if the default object of the blueprint has specific actor component on it so I need a reference either to the active FBlueprintEditor or UBlueprint* object that is currently open)

How would I do this?

Product Version: UE 4.19
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asked Jul 16 '18 at 01:27 PM in C++ Programming

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The question has been closed Oct 03 '18 at 09:54 AM by Mercus for the following reason:


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