It wasn’t specified in original question, but anyway, may be this will help you: in rare case i need this, i’m just using “search in blueprints” by function\field name. It has its caveats, but it does solves 95% of my needs.
And the final one: delete\break the field\function and run PIE. Editor will immediately tell you the list of assets that’s no longer works. (note: it will only list assets used in current level. So it’s still possible to miss some. But you still can run pie on each level one by one)
Hello. Now, open the Content Browser settings, check the “C++ class” checkbox, and verify that “C++ Class” is displayed.
Here, classes are displayed, and you can use the Reference Viewer.
Classes from your project, plugins, and the engine are available.
where “staticmeshactor” is the native class name without the U or F prefix.
Yes it’s case insensitive, yes it supports partial matching, and yes, it also supports structs!
However this is still not the ultimate solution as native classes can also be referenced in non-blueprint assets (for instance, custom UAnimNotify added in animation sequence/montage or C++ actor placed in a .umap file)
Maybe one day epic would fix the reference viewer for C++ classes so that it actually shows the correct info…