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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 )
[]