className
stringlengths 1
167
| headerPath
stringlengths 14
166
| description
stringlengths 0
1.62k
| module
stringlengths 0
76
| code
stringlengths 0
11.4k
| variables
listlengths 0
395
|
|---|---|---|---|---|---|
UAnimStateTransitionNode::UnshareRules
|
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
|
AnimGraph
|
void UnshareRules()
|
[] |
|
UAnimStateTransitionNode::UseSharedCrossfade
|
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
|
AnimGraph
|
void UseSharedCrossfade ( const [UAnimStateTransitionNode](API\Editor\AnimGraph\UAnimStateTransitionNode) * Node )
|
[] |
|
UAnimStateTransitionNode::UseSharedRules
|
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
|
AnimGraph
|
void UseSharedRules ( const [UAnimStateTransitionNode](API\Editor\AnimGraph\UAnimStateTransitionNode) * Node )
|
[] |
|
UAnimStateTransitionNode::ValidateBlendProfile
|
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
|
Validates any currently set blend profile, ensuring it's valid for the current skeleton
|
AnimGraph
|
bool ValidateBlendProfile()
|
[] |
UAnimStateTransitionNode::ValidateNodeDuringCompilation
|
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
|
Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.
|
AnimGraph
|
virtual void ValidateNodeDuringCompilation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) const
|
[] |
UAnimStateTransitionNode::UAnimStateTransitionNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
|
AnimGraph
|
UAnimStateTransitionNode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UAnimStateTransitionNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
|
AnimGraph
|
class UAnimStateTransitionNode : public [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase)
|
[
{
"type": "float",
"name": "AutomaticRuleTriggerTime",
"description": "When should the automatic transition rule trigger relative to the time remaining on the relevant asset player: < 0 means trigger the transition 'Crossfade Duration' seconds before the end of the asset player, so a standard blend would finish just as the asset player ends >= 0 means trigger the transition 'Automatic Rule Trigger Time' seconds before the end of the asset player"
},
{
"type": "bool",
"name": "bAutomaticRuleBasedOnSequencePlayerInState",
"description": "Try setting the rule automatically based on most relevant asset player node's remaining time and the Automatic Rule Trigger Time of the transition, ignoring the internal time."
},
{
"type": "bool",
"name": "Bidirectional",
"description": "This transition can go both directions"
},
{
"type": "EAlphaBlendOpti...",
"name": "BlendMode",
"description": ""
},
{
"type": "TObjectPtr<UBl...",
"name": "BlendProfile",
"description": "The blend profile to use to evaluate this transition per-bone."
},
{
"type": "TObjectPtr< cla...",
"name": "BoundGraph",
"description": "The transition logic graph for this transition (returning a boolean)"
},
{
"type": "bool",
"name": "bSharedCrossfade",
"description": "The cross-fade settings of this node may be shared"
},
{
"type": "bool",
"name": "bSharedRules",
"description": "The rules for this transition may be shared with other transition nodes"
},
{
"type": "float",
"name": "CrossfadeDuration",
"description": "The duration to cross-fade for."
},
{
"type": "TObjectPtr<UCu...",
"name": "CustomBlendCurve",
"description": ""
},
{
"type": "TObjectPtr< cla...",
"name": "CustomTransitionGraph",
"description": "The animation graph for this transition if it uses custom blending (returning a pose)"
},
{
"type": "TEnumAsByte<ET...",
"name": "LogicType",
"description": "What transition logic to use."
},
{
"type": "int32",
"name": "PriorityOrder",
"description": "The priority order of this transition."
},
{
"type": "FLinearColor",
"name": "SharedColor",
"description": "Color we draw in the editor as if we are shared"
},
{
"type": "FGuid",
"name": "SharedCrossfadeGuid",
"description": ""
},
{
"type": "int32",
"name": "SharedCrossfadeIdx",
"description": ""
},
{
"type": "FString",
"name": "SharedCrossfadeName",
"description": ""
},
{
"type": "FGuid",
"name": "SharedRulesGuid",
"description": "Shared rules guid useful when copying between different state machines"
},
{
"type": "FString",
"name": "SharedRulesName",
"description": "What we call this transition if we are shared ('Transition X to Y' can't be used since its used in multiple places)"
},
{
"type": "FName",
"name": "SyncGroupNameToRequireValidMarkersRule",
"description": "If SyncGroupName is specified, Transition will only be taken if the SyncGroup has valid markers (other transition rules still apply in addition to that)."
},
{
"type": "FAnimNotifyEven...",
"name": "TransitionEnd",
"description": ""
},
{
"type": "FAnimNotifyEven...",
"name": "TransitionInterrupt",
"description": ""
},
{
"type": "FAnimNotifyEven...",
"name": "TransitionStart",
"description": ""
}
] |
|
UBlendSpaceGraph
|
/Engine/Source/Editor/AnimGraph/Public/BlendSpaceGraph.h
|
Dummy graph to hold sub-graphs for blendspaces. Not edited directly.
|
AnimGraph
|
class UBlendSpaceGraph : public [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph)
|
[
{
"type": "TObjectPtr<UBl...",
"name": "BlendSpace",
"description": "Blendspace that we wrap."
}
] |
UClassVariableCreator
|
/Engine/Source/Editor/AnimGraph/Public/IClassVariableCreator.h
|
AnimGraph
|
class UClassVariableCreator : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)
|
[] |
|
UK2Node_AnimGetter::AllocateDefaultPins
|
/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimGetter.h
|
Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).
|
AnimGraph
|
virtual void AllocateDefaultPins()
|
[] |
UK2Node_AnimGetter::CanCreateUnderSpecifiedSchema
|
/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimGetter.h
|
Can this node be created under the specified schema.
|
AnimGraph
|
virtual bool CanCreateUnderSpecifiedSchema ( const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * DesiredSchema ) const
|
[] |
UK2Node_AnimGetter::GenerateTitle
|
/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimGetter.h
|
Generates a title for the node based on its function and the context it is in
|
AnimGraph
|
static [FText](API\Runtime\Core\Internationalization\FText) GenerateTitle ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Getter, [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) * SourceStateNode, [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * SourceNode )
|
[] |
UK2Node_AnimGetter::GetMenuActions
|
/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimGetter.h
|
Replacement forGetMenuEntries(). Override to add specific UBlueprintNodeSpawners pertaining to the sub-class type. Serves as an extensible way for new nodes, and game module nodes to add themselves to context menus.
|
AnimGraph
|
virtual void GetMenuActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) const
|
[] |
UK2Node_AnimGetter::GetNodeTitle
|
/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimGetter.h
|
Gets the name of this node, shown in title bar
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const
|
[] |
UK2Node_AnimGetter::GetterRequiresParameter
|
/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimGetter.h
|
Returns whether or not the providedUFunctionrequires the named parameter
|
AnimGraph
|
static bool GetterRequiresParameter ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Getter, [FString](API\Runtime\Core\Containers\FString) ParamName )
|
[] |
UK2Node_AnimGetter::IsActionFilteredOut
|
/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimGetter.h
|
AnimGraph
|
virtual bool IsActionFilteredOut ( [FBlueprintActionFilter](API\Editor\BlueprintGraph\FBlueprintActionFilter) const & Filter )
|
[] |
|
UK2Node_AnimGetter::IsContextValidForSchema
|
/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimGetter.h
|
Checks the cached context strings to make sure this getter is valid within the provided schema
|
AnimGraph
|
bool IsContextValidForSchema ( const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * Schema ) const
|
[] |
UK2Node_AnimGetter::PostPasteNode
|
/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimGetter.h
|
Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor
|
AnimGraph
|
virtual void PostPasteNode()
|
[] |
UK2Node_AnimGetter::PostSpawnNodeSetup
|
/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimGetter.h
|
Passed to blueprint spawners to configure spawned nodes
|
AnimGraph
|
void PostSpawnNodeSetup ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * NewNode, bool bIsTemplateNode, [FNodeSpawnData](API\Editor\AnimGraph\FNodeSpawnData) SpawnData )
|
[] |
UK2Node_AnimGetter::RestoreStateMachineState
|
/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimGetter.h
|
Fixes the SourceStateNode to be the state of the node's owner.
|
AnimGraph
|
void RestoreStateMachineState()
|
[] |
UK2Node_AnimGetter::RestoreStateMachineNode
|
/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimGetter.h
|
Fixes the SourceNode to be the state machine owner of SourceStateNode (if it is not null)
|
AnimGraph
|
void RestoreStateMachineNode()
|
[] |
UK2Node_AnimGetter::Serialize
|
/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimGetter.h
|
Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.
|
AnimGraph
|
virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
|
[] |
UK2Node_AnimGetter::UpdateCachedTitle
|
/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimGetter.h
|
Recache the title, used if the source node or source state changes
|
AnimGraph
|
void UpdateCachedTitle()
|
[] |
UK2Node_AnimGetter::UpdateCachedTitle
|
/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimGetter.h
|
Sets CachedTitle for a new node to be created
|
AnimGraph
|
static void UpdateCachedTitle ( [FNodeSpawnData](API\Editor\AnimGraph\FNodeSpawnData) & SpawnData )
|
[] |
UK2Node_AnimGetter
|
/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimGetter.h
|
AnimGraph
|
class UK2Node_AnimGetter : public [UK2Node_CallFunction](API\Editor\BlueprintGraph\UK2Node_CallFunction)
|
[
{
"type": "FText",
"name": "CachedTitle",
"description": "Cached node title."
},
{
"type": "TArray<FString...",
"name": "Contexts",
"description": "List of valid contexts for the node."
},
{
"type": "TObjectPtr<UCl...",
"name": "GetterClass",
"description": "TheUAnimInstancederived class that implements the getter we are running."
},
{
"type": "TObjectPtr< con...",
"name": "SourceAnimBlueprint",
"description": "The anim blueprint that generated this getter."
},
{
"type": "TObjectPtr<UAn...",
"name": "SourceNode",
"description": "The node that is required for the getter."
},
{
"type": "TObjectPtr<UAn...",
"name": "SourceStateNode",
"description": "UAnimStateNodedoesn't use the same hierarchy so we need to have a seperate property here to handle those."
}
] |
|
UK2Node_AnimNodeReference::GetLabelText
|
/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimNodeReference.h
|
Get the text used for the node's label.
|
AnimGraph
|
[FText](API\Runtime\Core\Internationalization\FText) GetLabelText() const
|
[] |
UK2Node_AnimNodeReference
|
/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimNodeReference.h
|
AnimGraph
|
class UK2Node_AnimNodeReference : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)
|
[] |
|
UK2Node_PlayMontage::GetMenuCategory
|
/Engine/Source/Editor/AnimGraph/Public/K2Node_PlayMontage.h
|
Override to provide a default category for specific node types to be listed under.
A localized category string (or an empty string if you want this node listed at the menu's root).
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const
|
[] |
UK2Node_PlayMontage::GetNodeTitle
|
/Engine/Source/Editor/AnimGraph/Public/K2Node_PlayMontage.h
|
Gets the name of this node, shown in title bar
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const
|
[] |
UK2Node_PlayMontage::GetPinHoverText
|
/Engine/Source/Editor/AnimGraph/Public/K2Node_PlayMontage.h
|
Fetch the hover text for a pin when the graph is being edited.
|
AnimGraph
|
virtual void GetPinHoverText ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin, [FString](API\Runtime\Core\Containers\FString) & HoverTextOut ) const
|
[] |
UK2Node_PlayMontage::GetTooltipText
|
/Engine/Source/Editor/AnimGraph/Public/K2Node_PlayMontage.h
|
Gets the tooltip to display when over the node
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UK2Node_PlayMontage::UK2Node_PlayMontage
|
/Engine/Source/Editor/AnimGraph/Public/K2Node_PlayMontage.h
|
AnimGraph
|
UK2Node_PlayMontage ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UK2Node_PlayMontage
|
/Engine/Source/Editor/AnimGraph/Public/K2Node_PlayMontage.h
|
AnimGraph
|
class UK2Node_PlayMontage : public [UK2Node_BaseAsyncTask](API\Editor\BlueprintGraph\UK2Node_BaseAsyncTask)
|
[] |
|
UK2Node_TransitionRuleGetter::AllocateDefaultPins
|
/Engine/Source/Editor/AnimGraph/Public/K2Node_TransitionRuleGetter.h
|
Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).
|
AnimGraph
|
virtual void AllocateDefaultPins()
|
[] |
UK2Node_TransitionRuleGetter::CanCreateUnderSpecifiedSchema
|
/Engine/Source/Editor/AnimGraph/Public/K2Node_TransitionRuleGetter.h
|
Can this node be created under the specified schema.
|
AnimGraph
|
virtual bool CanCreateUnderSpecifiedSchema ( const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * DesiredSchema ) const
|
[] |
UK2Node_TransitionRuleGetter::GetFriendlyName
|
/Engine/Source/Editor/AnimGraph/Public/K2Node_TransitionRuleGetter.h
|
AnimGraph
|
static [FText](API\Runtime\Core\Internationalization\FText) GetFriendlyName ( [ETransitionGetter::Type](API\Editor\AnimGraph\ETransitionGetter__Type) TypeID )
|
[] |
|
UK2Node_TransitionRuleGetter::GetMenuActions
|
/Engine/Source/Editor/AnimGraph/Public/K2Node_TransitionRuleGetter.h
|
Replacement forGetMenuEntries(). Override to add specific UBlueprintNodeSpawners pertaining to the sub-class type. Serves as an extensible way for new nodes, and game module nodes to add themselves to context menus.
|
AnimGraph
|
virtual void GetMenuActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) const
|
[] |
UK2Node_TransitionRuleGetter::GetNodeTitle
|
/Engine/Source/Editor/AnimGraph/Public/K2Node_TransitionRuleGetter.h
|
Gets the name of this node, shown in title bar
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const
|
[] |
UK2Node_TransitionRuleGetter::GetOutputPin
|
/Engine/Source/Editor/AnimGraph/Public/K2Node_TransitionRuleGetter.h
|
AnimGraph
|
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOutputPin() const
|
[] |
|
UK2Node_TransitionRuleGetter::GetTooltipText
|
/Engine/Source/Editor/AnimGraph/Public/K2Node_TransitionRuleGetter.h
|
Gets the tooltip to display when over the node
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UK2Node_TransitionRuleGetter::IsActionFilteredOut
|
/Engine/Source/Editor/AnimGraph/Public/K2Node_TransitionRuleGetter.h
|
AnimGraph
|
virtual bool IsActionFilteredOut ( [FBlueprintActionFilter](API\Editor\BlueprintGraph\FBlueprintActionFilter) const & Filter )
|
[] |
|
UK2Node_TransitionRuleGetter::IsNodePure
|
/Engine/Source/Editor/AnimGraph/Public/K2Node_TransitionRuleGetter.h
|
Returns whether this node is considered 'pure' by the compiler
|
AnimGraph
|
virtual bool IsNodePure() const
|
[] |
UK2Node_TransitionRuleGetter::PreloadRequiredAssets
|
/Engine/Source/Editor/AnimGraph/Public/K2Node_TransitionRuleGetter.h
|
Called before compilation begins, giving a blueprint time to force the linker to load data
|
AnimGraph
|
virtual void PreloadRequiredAssets()
|
[] |
UK2Node_TransitionRuleGetter::ShowPaletteIconOnNode
|
/Engine/Source/Editor/AnimGraph/Public/K2Node_TransitionRuleGetter.h
|
Should we show the Palette Icon for this node on the node title
|
AnimGraph
|
virtual bool ShowPaletteIconOnNode() const
|
[] |
UK2Node_TransitionRuleGetter::UK2Node_TransitionRuleGetter
|
/Engine/Source/Editor/AnimGraph/Public/K2Node_TransitionRuleGetter.h
|
AnimGraph
|
UK2Node_TransitionRuleGetter ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UK2Node_TransitionRuleGetter
|
/Engine/Source/Editor/AnimGraph/Public/K2Node_TransitionRuleGetter.h
|
AnimGraph
|
class UK2Node_TransitionRuleGetter : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)
|
[
{
"type": "TObjectPtr<UAn...",
"name": "AssociatedAnimAssetPlayerNode",
"description": ""
},
{
"type": "TObjectPtr<UAn...",
"name": "AssociatedStateNode",
"description": ""
},
{
"type": "TEnumAsByte<ET...",
"name": "GetterType",
"description": ""
}
] |
|
AI
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
static [FAssetCategoryPath](API\Editor\AssetDefinition\Misc\FAssetCategoryPath) AI;
|
[] |
|
Animation
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
static [FAssetCategoryPath](API\Editor\AssetDefinition\Misc\FAssetCategoryPath) Animation;
|
[] |
|
Audio
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
static [FAssetCategoryPath](API\Editor\AssetDefinition\Misc\FAssetCategoryPath) Audio;
|
[] |
|
Basic
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
This category is special, "Basic" assets appear at the very top level and are not placed into any submenu. Arguably the basic category should not exist and should instead be user configurable on what they feel should be top level assets.
|
AssetDefinition
|
static [FAssetCategoryPath](API\Editor\AssetDefinition\Misc\FAssetCategoryPath) Basic;
|
[] |
Blueprint
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
static [FAssetCategoryPath](API\Editor\AssetDefinition\Misc\FAssetCategoryPath) Blueprint;
|
[] |
|
Cinematics
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
static [FAssetCategoryPath](API\Editor\AssetDefinition\Misc\FAssetCategoryPath) Cinematics;
|
[] |
|
Foliage
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
static [FAssetCategoryPath](API\Editor\AssetDefinition\Misc\FAssetCategoryPath) Foliage;
|
[] |
|
FX
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
static [FAssetCategoryPath](API\Editor\AssetDefinition\Misc\FAssetCategoryPath) FX;
|
[] |
|
Gameplay
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
static [FAssetCategoryPath](API\Editor\AssetDefinition\Misc\FAssetCategoryPath) Gameplay;
|
[] |
|
Input
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
static [FAssetCategoryPath](API\Editor\AssetDefinition\Misc\FAssetCategoryPath) Input;
|
[] |
|
Material
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
static [FAssetCategoryPath](API\Editor\AssetDefinition\Misc\FAssetCategoryPath) Material;
|
[] |
|
Media
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
static [FAssetCategoryPath](API\Editor\AssetDefinition\Misc\FAssetCategoryPath) Media;
|
[] |
|
Misc
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
static [FAssetCategoryPath](API\Editor\AssetDefinition\Misc\FAssetCategoryPath) Misc;
|
[] |
|
Physics
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
static [FAssetCategoryPath](API\Editor\AssetDefinition\Misc\FAssetCategoryPath) Physics;
|
[] |
|
Texture
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
static [FAssetCategoryPath](API\Editor\AssetDefinition\Misc\FAssetCategoryPath) Texture;
|
[] |
|
UI
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
static [FAssetCategoryPath](API\Editor\AssetDefinition\Misc\FAssetCategoryPath) UI;
|
[] |
|
EAssetCategoryPaths
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
These are just some common asset categories. You're not at all limited to these, and can register an "Advanced" category with theIAssetTools::RegisterAdvancedAssetCategory.
|
AssetDefinition
|
struct EAssetCategoryPaths
|
[] |
FAssetActivateArgs
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
struct FAssetActivateArgs : public [FAssetArgs](API\Editor\AssetDefinition\FAssetArgs)
|
[
{
"type": "EAssetActivatio...",
"name": "ActivationMethod",
"description": ""
}
] |
|
FAssetArgs::LoadFirstValid
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
template<typename ExpectedObjectType> ExpectedObjectType * LoadFirstValid ( const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & LoadTags ) const
|
[] |
|
FAssetArgs::LoadObjects
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
template<typename ExpectedObjectType> [TArray](API\Runtime\Core\Containers\TArray)< ExpectedObjectType * > LoadObjects ( const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & LoadTags, [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > * OutAssetsThatFailedToLoad ) const
|
[] |
|
FAssetArgs::FAssetArgs
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
FAssetArgs()
|
[] |
|
FAssetArgs::FAssetArgs
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
FAssetArgs ( TConstArrayView< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > InAssets )
|
[] |
|
FAssetArgs
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
struct FAssetArgs
|
[
{
"type": "TConstArrayView...",
"name": "Assets",
"description": ""
}
] |
|
FAssetAutomaticMergeArgs
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
struct FAssetAutomaticMergeArgs
|
[
{
"type": "EMergeFlags",
"name": "Flags",
"description": ""
},
{
"type": "UObject*",
"name": "LocalAsset",
"description": ""
},
{
"type": "FOnAssetMergeRe...",
"name": "ResolutionCallback",
"description": ""
}
] |
|
FAssetDiffArgs
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
struct FAssetDiffArgs
|
[
{
"type": "UObject*",
"name": "NewAsset",
"description": ""
},
{
"type": "FRevisionInfo",
"name": "NewRevision",
"description": ""
},
{
"type": "UObject*",
"name": "OldAsset",
"description": ""
},
{
"type": "FRevisionInfo",
"name": "OldRevision",
"description": ""
}
] |
|
FAssetFilterDataCache
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
struct FAssetFilterDataCache
|
[
{
"type": "TArray<FAssetF...",
"name": "Filters",
"description": ""
}
] |
|
FAssetManualMergeArgs
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
struct FAssetManualMergeArgs
|
[
{
"type": "UObject*",
"name": "BaseAsset",
"description": ""
},
{
"type": "EMergeFlags",
"name": "Flags",
"description": ""
},
{
"type": "UObject*",
"name": "LocalAsset",
"description": ""
},
{
"type": "UObject*",
"name": "RemoteAsset",
"description": ""
},
{
"type": "FOnAssetMergeRe...",
"name": "ResolutionCallback",
"description": ""
}
] |
|
FAssetMergeResults
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
struct FAssetMergeResults
|
[
{
"type": "UPackage*",
"name": "MergedPackage",
"description": ""
},
{
"type": "EAssetMergeResu...",
"name": "Result",
"description": ""
}
] |
|
FAssetOpenArgs::GetToolkitMode
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
[EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) GetToolkitMode() const
|
[] |
|
FAssetOpenArgs
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
struct FAssetOpenArgs : public [FAssetArgs](API\Editor\AssetDefinition\FAssetArgs)
|
[
{
"type": "EAssetOpenMetho...",
"name": "OpenMethod",
"description": ""
},
{
"type": "TSharedPtr<ITo...",
"name": "ToolkitHost",
"description": ""
}
] |
|
FAssetOpenSupport::FAssetOpenSupport
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
FAssetOpenSupport ( EAssetOpenMethod InOpenMethod, bool bInSupported )
|
[] |
|
FAssetOpenSupport::FAssetOpenSupport
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
FAssetOpenSupport ( EAssetOpenMethod InOpenMethod, bool bInSupported, [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) InRequiredToolkitMode )
|
[] |
|
FAssetOpenSupport
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
struct FAssetOpenSupport
|
[
{
"type": "bool",
"name": "IsSupported",
"description": ""
},
{
"type": "EAssetOpenMetho...",
"name": "OpenMethod",
"description": ""
},
{
"type": "TOptional<EToo...",
"name": "RequiredToolkitMode",
"description": ""
}
] |
|
FAssetOpenSupportArgs
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
struct FAssetOpenSupportArgs
|
[
{
"type": "EAssetOpenMetho...",
"name": "OpenMethod",
"description": ""
}
] |
|
FAssetSourceFilesArgs
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
struct FAssetSourceFilesArgs : public [FAssetArgs](API\Editor\AssetDefinition\FAssetArgs)
|
[
{
"type": "EPathUse",
"name": "FilePathFormat",
"description": ""
}
] |
|
FAssetSourceFilesResult
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
struct FAssetSourceFilesResult
|
[
{
"type": "FString",
"name": "DisplayLabel",
"description": "The Label was used to display this source file in the property editor."
},
{
"type": "FMD5Hash",
"name": "FileHash",
"description": "The MD5 hash of the file when it was imported. Invalid when unknown."
},
{
"type": "FString",
"name": "FilePath",
"description": "The file path in the format requested."
},
{
"type": "FDateTime",
"name": "Timestamp",
"description": "The timestamp of the file when it was imported (as UTC). 0 when unknown."
}
] |
|
FAssetSupportResponse::Error
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
static [FAssetSupportResponse](API\Editor\AssetDefinition\FAssetSupportResponse) Error ( const [FText](API\Runtime\Core\Internationalization\FText) & ErrorText )
|
[] |
|
FAssetSupportResponse::GetErrorText
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
const [FText](API\Runtime\Core\Internationalization\FText) & GetErrorText() const
|
[] |
|
FAssetSupportResponse::IsSupported
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
bool IsSupported() const
|
[] |
|
FAssetSupportResponse::NotSupported
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
static [FAssetSupportResponse](API\Editor\AssetDefinition\FAssetSupportResponse) NotSupported()
|
[] |
|
FAssetSupportResponse::Supported
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
static [FAssetSupportResponse](API\Editor\AssetDefinition\FAssetSupportResponse) Supported()
|
[] |
|
FAssetSupportResponse
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
No constructors are accessible with public or protected access.
|
AssetDefinition
|
struct FAssetSupportResponse
|
[] |
FRevisionInfo
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
Revision information for a single revision of a file in source control
|
AssetDefinition
|
struct FRevisionInfo
|
[
{
"type": "int32",
"name": "Changelist",
"description": ""
},
{
"type": "FDateTime",
"name": "Date",
"description": ""
},
{
"type": "FString",
"name": "Revision",
"description": ""
}
] |
FAssetCategoryPath::GetCategory
|
/Engine/Source/Editor/AssetDefinition/Public/Misc/AssetCategoryPath.h
|
AssetDefinition
|
[FName](API\Runtime\Core\UObject\FName) GetCategory() const
|
[] |
|
FAssetCategoryPath::GetCategoryText
|
/Engine/Source/Editor/AssetDefinition/Public/Misc/AssetCategoryPath.h
|
AssetDefinition
|
[FText](API\Runtime\Core\Internationalization\FText) GetCategoryText() const
|
[] |
|
FAssetCategoryPath::GetSubCategory
|
/Engine/Source/Editor/AssetDefinition/Public/Misc/AssetCategoryPath.h
|
AssetDefinition
|
[FName](API\Runtime\Core\UObject\FName) GetSubCategory() const
|
[] |
|
FAssetCategoryPath::HasSubCategory
|
/Engine/Source/Editor/AssetDefinition/Public/Misc/AssetCategoryPath.h
|
AssetDefinition
|
bool HasSubCategory() const
|
[] |
|
FAssetCategoryPath::GetSubCategoryText
|
/Engine/Source/Editor/AssetDefinition/Public/Misc/AssetCategoryPath.h
|
AssetDefinition
|
[FText](API\Runtime\Core\Internationalization\FText) GetSubCategoryText() const
|
[] |
|
FAssetCategoryPath::operator/
|
/Engine/Source/Editor/AssetDefinition/Public/Misc/AssetCategoryPath.h
|
AssetDefinition
|
[FAssetCategoryPath](API\Editor\AssetDefinition\Misc\FAssetCategoryPath) operator/ ( const [FText](API\Runtime\Core\Internationalization\FText) & SubCategory ) const
|
[] |
|
FRevisionInfo::InvalidRevision
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
static [FRevisionInfo](API\Editor\AssetDefinition\FRevisionInfo) InvalidRevision()
|
[] |
|
FAssetCategoryPath::FAssetCategoryPath
|
/Engine/Source/Editor/AssetDefinition/Public/Misc/AssetCategoryPath.h
|
AssetDefinition
|
FAssetCategoryPath ( const [FText](API\Runtime\Core\Internationalization\FText) & InCategory )
|
[] |
|
FAssetCategoryPath::FAssetCategoryPath
|
/Engine/Source/Editor/AssetDefinition/Public/Misc/AssetCategoryPath.h
|
AssetDefinition
|
FAssetCategoryPath ( TConstArrayView< [FText](API\Runtime\Core\Internationalization\FText) > InCategoryPath )
|
[] |
|
FAssetCategoryPath::FAssetCategoryPath
|
/Engine/Source/Editor/AssetDefinition/Public/Misc/AssetCategoryPath.h
|
AssetDefinition
|
FAssetCategoryPath ( const [FText](API\Runtime\Core\Internationalization\FText) & InCategory, const [FText](API\Runtime\Core\Internationalization\FText) & SubCategory )
|
[] |
|
FAssetCategoryPath::FAssetCategoryPath
|
/Engine/Source/Editor/AssetDefinition/Public/Misc/AssetCategoryPath.h
|
AssetDefinition
|
FAssetCategoryPath ( const [FAssetCategoryPath](API\Editor\AssetDefinition\Misc\FAssetCategoryPath) & InCategory, const [FText](API\Runtime\Core\Internationalization\FText) & InSubCategory )
|
[] |
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