UI_COMMAND(AddExecutionPin,"Add execution pin","Adds another execution output pin to an execution sequence or switch node",EUserInterfaceActionType::Button,FInputGesture())
UI_COMMAND(RemoveExecutionPin,"Remove execution pin","Removes an execution output pin from an execution sequence or switch node",EUserInterfaceActionType::Button,FInputGesture())
UI_COMMAND(RemoveThisStructVarPin,"Remove this struct variable pin","Removes the selected input pin",EUserInterfaceActionType::Button,FInputGesture())
UI_COMMAND(RemoveOtherStructVarPins,"Remove all other pins","Removes all variable input pins, except for the selected one",EUserInterfaceActionType::Button,FInputGesture())
UI_COMMAND(RestoreAllStructVarPins,"Restore all structure pins","Restore all structure pins",EUserInterfaceActionType::Button,FInputGesture())
UI_COMMAND(AddOptionPin,"Add Option Pin","Adds another option input pin to the node",EUserInterfaceActionType::Button,FInputGesture())
UI_COMMAND(RemoveOptionPin,"Remove Option Pin","Removes the last option input pin from the node",EUserInterfaceActionType::Button,FInputGesture())
UI_COMMAND(ChangePinType,"Change Pin Type","Changes the type of this pin (boolean, int, etc.)",EUserInterfaceActionType::Button,FInputGesture())
UI_COMMAND(ShowAllPins,"Show All Pins","Shows all pins",EUserInterfaceActionType::RadioButton,FInputGesture())
UI_COMMAND(HideNoConnectionPins,"Hide Unconnected Pins","Hides all pins with no connections",EUserInterfaceActionType::RadioButton,FInputGesture())
UI_COMMAND(HideNoConnectionNoDefaultPins,"Hide Unused Pins","Hides all pins with no connections and no default value",EUserInterfaceActionType::RadioButton,FInputGesture())
UI_COMMAND(AddParentNode,"Add call to parent function","Adds a node that calls this function's parent",EUserInterfaceActionType::Button,FInputGesture())
UI_COMMAND(ToggleBreakpoint,"Toggle breakpoint","Adds or removes a breakpoint on each selected node",EUserInterfaceActionType::Button,FInputGesture(EKeys::F9))
UI_COMMAND(AddBreakpoint,"Add breakpoint","Adds a breakpoint to each selected node",EUserInterfaceActionType::Button,FInputGesture())
UI_COMMAND(RemoveBreakpoint,"Remove breakpoint","Removes any breakpoints on each selected node",EUserInterfaceActionType::Button,FInputGesture())
UI_COMMAND(EnableBreakpoint,"Enable breakpoint","Enables any breakpoints on each selected node",EUserInterfaceActionType::Button,FInputGesture())
UI_COMMAND(DisableBreakpoint,"Disable breakpoint","Disables any breakpoints on each selected node",EUserInterfaceActionType::Button,FInputGesture())
UI_COMMAND(CollapseNodes,"Collapse Nodes","Collapses selected nodes into a single node",EUserInterfaceActionType::Button,FInputGesture())
UI_COMMAND(PromoteSelectionToFunction,"Promote to Function","Promotes selected collapsed graphs to functions.",EUserInterfaceActionType::Button,FInputGesture())
UI_COMMAND(PromoteSelectionToMacro,"Promote to Macro","Promotes selected collapsed graphs to macros.",EUserInterfaceActionType::Button,FInputGesture())
UI_COMMAND(CollapseSelectionToFunction,"Collapse to Function","Collapses selected nodes into a single function node.",EUserInterfaceActionType::Button,FInputGesture())
UI_COMMAND(CollapseSelectionToMacro,"Collapse to Macro","Collapses selected nodes into a single macro node.",EUserInterfaceActionType::Button,FInputGesture())
UI_COMMAND(SelectReferenceInLevel,"Find Actor in Level","Select the actor referenced by this node in the level",EUserInterfaceActionType::Button,FInputGesture())
UI_COMMAND(AssignReferencedActor,"Assign selected Actor","Assign the selected actor to be this node's referenced object",EUserInterfaceActionType::Button,FInputGesture())
UI_COMMAND(FindVariableReferences,"Find Variable References","Find references of this variable",EUserInterfaceActionType::Button,FInputGesture())
UI_COMMAND(GotoNativeFunctionDefinition,"Goto Code Definition","Goto the native code definition of this function",EUserInterfaceActionType::Button,FInputGesture())
UI_COMMAND(GotoNativeVariableDefinition,"Goto Code Definition","Goto the native code definition of this variable",EUserInterfaceActionType::Button,FInputGesture())
UI_COMMAND(GoToDefinition,"Goto Definition","Jumps to the graph this node is defined in if available.",EUserInterfaceActionType::Button,FInputGesture())
UI_COMMAND(SplitStructPin,"Split Struct Pin","Breaks a struct pin in to a separate pin per element",EUserInterfaceActionType::Button,FInputGesture())
UI_COMMAND(RecombineStructPin,"Recombine Struct Pin","Takes struct pins that have been broken in to composite elements and combines them back to a single struct pin",EUserInterfaceActionType::Button,FInputGesture())
UI_COMMAND(StartWatchingPin,"Watch this value","Adds this pin or variable to the watch list",EUserInterfaceActionType::Button,FInputGesture())
UI_COMMAND(StopWatchingPin,"Stop watching this value","Removes this pin or variable from the watch list ",EUserInterfaceActionType::Button,FInputGesture())
UI_COMMAND(SelectBone,"Select Bone","Assign or change the bone for SkeletalControls",EUserInterfaceActionType::Button,FInputGesture())
UI_COMMAND(AddBlendListPin,"Add Blend Pin","Add Blend Pin to BlendList",EUserInterfaceActionType::Button,FInputGesture())
UI_COMMAND(ConvertToSeqEvaluator,"Convert To Single Frame Animation","Convert to one frame animation that requires position",EUserInterfaceActionType::Button,FInputGesture())
UI_COMMAND(ConvertToSeqPlayer,"Convert to Sequence Player","Convert back to sequence player without manual position set up",EUserInterfaceActionType::Button,FInputGesture())
UI_COMMAND(ConvertToBSEvaluator,"Convert To Single Frame BlendSpace","Convert to one frame BlendSpace that requires position",EUserInterfaceActionType::Button,FInputGesture())
UI_COMMAND(ConvertToBSPlayer,"Convert to BlendSpace Player","Convert back to BlendSpace player without manual position set up",EUserInterfaceActionType::Button,FInputGesture())
UI_COMMAND(OpenRelatedAsset,"Open Asset","Opens the asset related to this node",EUserInterfaceActionType::Button,FInputGesture())
UI_COMMAND(EditTunnel,"Edit Tunnel","Edit input and output pins for tunnel",EUserInterfaceActionType::Button,FInputGesture())
UI_COMMAND(CreateComment,"Create Comment","Create a comment box",EUserInterfaceActionType::Button,FInputGesture(EKeys::C))
UI_COMMAND(FindInstancesOfCustomEvent,"Find Instances of Event","Find the instances of this custom event",EUserInterfaceActionType::Button,FInputGesture())