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
|
|---|---|---|---|---|---|
FAssetCategoryPath
|
/Engine/Source/Editor/AssetDefinition/Public/Misc/AssetCategoryPath.h
|
The asset category path is how we know how to build menus around assets. For example, Basic is generally the ones we expose at the top level, where as everything else is a category with a pull out menu, and the subcategory would be where it gets placed in a submenu inside of there.
|
AssetDefinition
|
struct FAssetCategoryPath
|
[] |
FAssetFilterData
|
/Engine/Source/Editor/AssetDefinition/Public/Misc/AssetFilterData.h
|
AssetDefinition
|
struct FAssetFilterData
|
[
{
"type": "FText",
"name": "DisplayText",
"description": ""
},
{
"type": "FARFilter",
"name": "Filter",
"description": ""
},
{
"type": "TArray<FAssetC...",
"name": "FilterCategories",
"description": ""
},
{
"type": "FString",
"name": "Name",
"description": ""
}
] |
|
UAssetDefinition::ActivateAssets
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
virtual EAssetCommandResult ActivateAssets ( const [FAssetActivateArgs](API\Editor\AssetDefinition\FAssetActivateArgs) & ActivateArgs ) const
|
[] |
|
UAssetDefinition::BuildFilters
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
virtual void BuildFilters ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetFilterData](API\Editor\AssetDefinition\Misc\FAssetFilterData) > & OutFilters ) const
|
[] |
|
UAssetDefinition::CanDuplicate
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
virtual [FAssetSupportResponse](API\Editor\AssetDefinition\FAssetSupportResponse) CanDuplicate ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAsset ) const
|
[] |
|
UAssetDefinition::CanImport
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
Importing.
|
AssetDefinition
|
virtual bool CanImport() const
|
[] |
UAssetDefinition::CanLocalize
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
virtual [FAssetSupportResponse](API\Editor\AssetDefinition\FAssetSupportResponse) CanLocalize ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAsset ) const
|
[] |
|
UAssetDefinition::CanMerge
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
Merging.
|
AssetDefinition
|
virtual bool CanMerge() const
|
[] |
UAssetDefinition::CanRegisterStatically
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
If you add a new function, please create a struct for the Args. We'll be able to upgrade things easier. Please continue to use EAssetCommandResult andFAssetSupportResponse, for those kinds of commands.
|
AssetDefinition
|
virtual bool CanRegisterStatically() const
|
[] |
UAssetDefinition::CanRename
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
Common Queries.
|
AssetDefinition
|
virtual [FAssetSupportResponse](API\Editor\AssetDefinition\FAssetSupportResponse) CanRename ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAsset ) const
|
[] |
UAssetDefinition::GetAssetCategories
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
Gets a list of categories this asset is in, these categories are used to help organize
|
AssetDefinition
|
virtual TConstArrayView< [FAssetCategoryPath](API\Editor\AssetDefinition\Misc\FAssetCategoryPath) > GetAssetCategories() const
|
[] |
UAssetDefinition::GetAssetDescription
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
Returns additional tooltip information for the specified asset, if it has any.
|
AssetDefinition
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetAssetDescription ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData ) const
|
[] |
UAssetDefinition::GetAssetDisplayName
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
Returns the name of this type
|
AssetDefinition
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetAssetDisplayName ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData ) const
|
[] |
UAssetDefinition::GetAssetOpenSupport
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
Get open support for the method. Includes required information before we call OpenAsset.
|
AssetDefinition
|
virtual [FAssetOpenSupport](API\Editor\AssetDefinition\FAssetOpenSupport) GetAssetOpenSupport ( const [FAssetOpenSupportArgs](API\Editor\AssetDefinition\FAssetOpenSupportArgs) & OpenSupportArgs ) const
|
[] |
UAssetDefinition::GetFilters
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
Filtering.
|
AssetDefinition
|
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FAssetFilterDataCache](API\Editor\AssetDefinition\FAssetFilterDataCache) > GetFilters() const
|
[] |
UAssetDefinition::GetIconBrush
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
Returns icon brush unique for the given asset data. Returning null falls back to class icon brush.
|
AssetDefinition
|
virtual const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetIconBrush ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, const [FName](API\Runtime\Core\UObject\FName) InClassName ) const
|
[] |
UAssetDefinition::GetObjectDisplayNameText
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
Extras.
|
AssetDefinition
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetObjectDisplayNameText ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const
|
[] |
UAssetDefinition::GetSourceFiles
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
Return the source files that was used to generate/import the asset
|
AssetDefinition
|
virtual EAssetCommandResult GetSourceFiles ( const [FAssetSourceFilesArgs](API\Editor\AssetDefinition\FAssetSourceFilesArgs) & InArgs, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [FAssetSourceFilesResult](API\Editor\AssetDefinition\FAssetSourceFilesResult) &InSourceFile)> SourceFileFunc ) const
|
[] |
UAssetDefinition::GetSourceFiles
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
Deprecated* This override will be removed because it doesn't account that the resolution of a relative path to its absolute path may varies based on the asset implementation.
|
AssetDefinition
|
virtual EAssetCommandResult GetSourceFiles ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAsset, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FAssetImportInfo](API\Runtime\Engine\EditorFramework\FAssetImportInfo) &AssetImportData)> SourceFileFunc ) const
|
[] |
UAssetDefinition::GetThumbnailBrush
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
Returns thumbnail brush unique for the given asset data. Returning null falls back to class thumbnail brush.
|
AssetDefinition
|
virtual const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetThumbnailBrush ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, const [FName](API\Runtime\Core\UObject\FName) InClassName ) const
|
[] |
UAssetDefinition::GetThumbnailOverlay
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
Optionally returns a custom widget to overlay on top of this assets' thumbnail
|
AssetDefinition
|
virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetThumbnailOverlay ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData ) const
|
[] |
UAssetDefinition::LoadThumbnailInfo
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
Returns the thumbnail info for the specified asset, if it has one. This typically requires loading the asset.
|
AssetDefinition
|
virtual [UThumbnailInfo](API\Runtime\Engine\EditorFramework\UThumbnailInfo) * LoadThumbnailInfo ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData ) const
|
[] |
UAssetDefinition::Merge
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
virtual EAssetCommandResult Merge ( const [FAssetAutomaticMergeArgs](API\Editor\AssetDefinition\FAssetAutomaticMergeArgs) & MergeArgs ) const
|
[] |
|
UAssetDefinition::Merge
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
virtual EAssetCommandResult Merge ( const [FAssetManualMergeArgs](API\Editor\AssetDefinition\FAssetManualMergeArgs) & MergeArgs ) const
|
[] |
|
UAssetDefinition::PerformAssetDiff
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
Diffing Assets.
|
AssetDefinition
|
virtual EAssetCommandResult PerformAssetDiff ( const [FAssetDiffArgs](API\Editor\AssetDefinition\FAssetDiffArgs) & DiffArgs ) const
|
[] |
UAssetDefinition::PostCDOContruct
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
BeginUObject.
|
AssetDefinition
|
virtual void PostCDOContruct()
|
[] |
UAssetDefinition::PrepareToActivateAssets
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
Common Operations.
|
AssetDefinition
|
virtual [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > PrepareToActivateAssets ( const [FAssetActivateArgs](API\Editor\AssetDefinition\FAssetActivateArgs) & ActivateArgs ) const
|
[] |
UAssetDefinition::UAssetDefinition
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
UAssetDefinition()
|
[] |
|
UAssetDefinition
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinition.h
|
AssetDefinition
|
class UAssetDefinition : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
|
[
{
"type": "EIncludeClassIn...",
"name": "IncludeClassInFilter",
"description": ""
}
] |
|
UAssetDefinitionRegistry::BeginDestroy
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinitionRegistry.h
|
Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.
|
AssetDefinition
|
virtual void BeginDestroy()
|
[] |
bHasShutDown
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinitionRegistry.h
|
AssetDefinition
|
static bool bHasShutDown = false;
|
[] |
|
UAssetDefinitionRegistry::Get
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinitionRegistry.h
|
AssetDefinition
|
static [UAssetDefinitionRegistry](API\Editor\AssetDefinition\UAssetDefinitionRegistry) * Get()
|
[] |
|
UAssetDefinitionRegistry::GetAllAssetDefinitions
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinitionRegistry.h
|
AssetDefinition
|
[TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UAssetDefinition](API\Editor\AssetDefinition\UAssetDefinition) > > GetAllAssetDefinitions() const
|
[] |
|
UAssetDefinitionRegistry::GetAssetDefinitionForAsset
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinitionRegistry.h
|
AssetDefinition
|
const [UAssetDefinition](API\Editor\AssetDefinition\UAssetDefinition) * GetAssetDefinitionForAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & Asset ) const
|
[] |
|
UAssetDefinitionRegistry::GetAssetDefinitionForClass
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinitionRegistry.h
|
AssetDefinition
|
const [UAssetDefinition](API\Editor\AssetDefinition\UAssetDefinition) * GetAssetDefinitionForClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class ) const
|
[] |
|
UAssetDefinitionRegistry::RegisterAssetDefinition
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinitionRegistry.h
|
NormallyUAssetDefinitionRegistryare registered automatically by their CDO. The only reason you need to do this is if you're forced to dynamically create theUAssetDefinitionat runtime. The original reason for this function was to be able to create wrappers for the to be replacedIAssetTypeActions, that you can access AssetDefinition versions of any IAssetType making the upgrade easier.
|
AssetDefinition
|
void RegisterAssetDefinition ( [UAssetDefinition](API\Editor\AssetDefinition\UAssetDefinition) * AssetDefinition )
|
[] |
Singleton
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinitionRegistry.h
|
AssetDefinition
|
static [UAssetDefinitionRegistry](API\Editor\AssetDefinition\UAssetDefinitionRegistry) * Singleton = nullptr;
|
[] |
|
UAssetDefinitionRegistry::UnregisterAssetDefinition
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinitionRegistry.h
|
AssetDefinition
|
void UnregisterAssetDefinition ( [UAssetDefinition](API\Editor\AssetDefinition\UAssetDefinition) * AssetDefinition )
|
[] |
|
UAssetDefinitionRegistry
|
/Engine/Source/Editor/AssetDefinition/Public/AssetDefinitionRegistry.h
|
AssetDefinition
|
class UAssetDefinitionRegistry : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
|
[] |
|
SAssetTagItem::FArguments::BaseColor
|
/Engine/Source/Editor/AssetTagsEditor/Public/SAssetTagItem.h
|
Binding to get the base color of this asset tag item
|
AssetTagsEditor
|
WidgetArgsType & BaseColor &40; const TAttribute< FLinearColor > & InAttribute &41;
|
[] |
SAssetTagItem::Construct
|
/Engine/Source/Editor/AssetTagsEditor/Public/SAssetTagItem.h
|
Constructs this widget with InArgs
|
AssetTagsEditor
|
void Construct ( const [FArguments](API\Editor\AssetTagsEditor\SAssetTagItem\FArguments) & InArgs )
|
[] |
SAssetTagItem::FArguments::CountText
|
/Engine/Source/Editor/AssetTagsEditor/Public/SAssetTagItem.h
|
Binding to get the count text of this asset tag item (unset to omit the count UI)
|
AssetTagsEditor
|
WidgetArgsType & CountText &40; const TAttribute< FText > & InAttribute &41;
|
[] |
SAssetTagItem::FArguments::DisplayName
|
/Engine/Source/Editor/AssetTagsEditor/Public/SAssetTagItem.h
|
Binding to get the display name of this asset tag item (must be set)
|
AssetTagsEditor
|
WidgetArgsType & DisplayName &40; const TAttribute< FText > & InAttribute &41;
|
[] |
SAssetTagItem::FArguments::IsCheckBoxEnabled
|
/Engine/Source/Editor/AssetTagsEditor/Public/SAssetTagItem.h
|
Binding to check whether the check box of the asset tag item is enabled
|
AssetTagsEditor
|
WidgetArgsType & IsCheckBoxEnabled &40; const TAttribute< bool > & InAttribute &41;
|
[] |
SAssetTagItem::FArguments::HighlightText
|
/Engine/Source/Editor/AssetTagsEditor/Public/SAssetTagItem.h
|
Binding to get the highlight text of the asset tag view
|
AssetTagsEditor
|
WidgetArgsType & HighlightText &40; const TAttribute< FText > & InAttribute &41;
|
[] |
SAssetTagItem::FArguments::IsChecked
|
/Engine/Source/Editor/AssetTagsEditor/Public/SAssetTagItem.h
|
Binding to check whether the check box of the asset tag item is currently in a checked state (unset to always disable the check box)
|
AssetTagsEditor
|
WidgetArgsType & IsChecked &40; const TAttribute< ECheckBoxState > & InAttribute &41;
|
[] |
SAssetTagItem::FArguments::IsNameReadOnly
|
/Engine/Source/Editor/AssetTagsEditor/Public/SAssetTagItem.h
|
Binding to check whether the asset tag item name is read-only (disables the name edit UI)
|
AssetTagsEditor
|
WidgetArgsType & IsNameReadOnly &40; const TAttribute< bool > & InAttribute &41;
|
[] |
SAssetTagItem::FArguments::IsSelected
|
/Engine/Source/Editor/AssetTagsEditor/Public/SAssetTagItem.h
|
Callback to check if the asset tag item is selected (should only be hooked up if a parent widget is handling selection or focus)
|
AssetTagsEditor
|
WidgetArgsType & IsSelected &40; const FIsSelected & InDelegate &41;
|
[] |
SAssetTagItem::FArguments::OnBeginNameEdit
|
/Engine/Source/Editor/AssetTagsEditor/Public/SAssetTagItem.h
|
Callback when the asset tag item name starts to be edited
|
AssetTagsEditor
|
WidgetArgsType & OnBeginNameEdit &40; const FOnBeginTextEdit & InDelegate &41;
|
[] |
SAssetTagItem::FArguments::OnBuildToolTipInfo
|
/Engine/Source/Editor/AssetTagsEditor/Public/SAssetTagItem.h
|
Callback used to build the tooltip info box for this asset tag item
|
AssetTagsEditor
|
WidgetArgsType & OnBuildToolTipInfo &40; const FOnBuildAssetTagItemToolTipInfo & InDelegate &41;
|
[] |
SAssetTagItem::FArguments::OnCheckStateChanged
|
/Engine/Source/Editor/AssetTagsEditor/Public/SAssetTagItem.h
|
Callback when the checked state of the asset tag item check box is checked or unchecked (unset to always disable the check box)
|
AssetTagsEditor
|
WidgetArgsType & OnCheckStateChanged &40; const FOnCheckStateChanged & InDelegate &41;
|
[] |
SAssetTagItem::FArguments::OnNameCommitted
|
/Engine/Source/Editor/AssetTagsEditor/Public/SAssetTagItem.h
|
Callback when the asset tag item name is committed (unset to omit the name edit UI)
|
AssetTagsEditor
|
WidgetArgsType & OnNameCommitted &40; const FOnTextCommitted & InDelegate &41;
|
[] |
SAssetTagItem::FArguments::OnVerifyName
|
/Engine/Source/Editor/AssetTagsEditor/Public/SAssetTagItem.h
|
Called to validate the asset tag item name (called during changes and during commit)
|
AssetTagsEditor
|
WidgetArgsType & OnVerifyName &40; const FOnVerifyTextChanged & InDelegate &41;
|
[] |
SAssetTagItem::FArguments::ViewMode
|
/Engine/Source/Editor/AssetTagsEditor/Public/SAssetTagItem.h
|
Should this asset tag item use the standard or compact view?
|
AssetTagsEditor
|
WidgetArgsType & ViewMode &40; EAssetTagItemViewMode InArg &41;
|
[] |
SAssetTagItem::FArguments::WarningText
|
/Engine/Source/Editor/AssetTagsEditor/Public/SAssetTagItem.h
|
Binding to get the warning text of this asset tag item (unset to omit the warning UI)
|
AssetTagsEditor
|
WidgetArgsType & WarningText &40; const TAttribute< FText > & InAttribute &41;
|
[] |
WidgetArgsType
|
/Engine/Source/Editor/AssetTagsEditor/Public/SAssetTagItem.h
|
AssetTagsEditor
|
typedef FArguments WidgetArgsType
|
[] |
|
FArguments
|
/Engine/Source/Editor/AssetTagsEditor/Public/SAssetTagItem.h
|
AssetTagsEditor
|
struct FArguments : public [TSlateBaseNamedArgs< SAssetTagItem >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)
|
[] |
|
SAssetTagItem::FArguments::FArguments
|
/Engine/Source/Editor/AssetTagsEditor/Public/SAssetTagItem.h
|
AssetTagsEditor
|
FArguments&40;&41;
|
[] |
|
SAssetTagItem::RequestRename
|
/Engine/Source/Editor/AssetTagsEditor/Public/SAssetTagItem.h
|
AssetTagsEditor
|
void RequestRename()
|
[] |
|
SAssetTagItem
|
/Engine/Source/Editor/AssetTagsEditor/Public/SAssetTagItem.h
|
A single asset tag item in the tags and collections tree.
|
AssetTagsEditor
|
class SAssetTagItem : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)
|
[] |
SAssetTagItemTableRow::Construct
|
/Engine/Source/Editor/AssetTagsEditor/Public/SAssetTagItem.h
|
AssetTagsEditor
|
void Construct ( const typename [STableRow](API\Runtime\Slate\Widgets\Views\STableRow)< ItemType >::[FArguments](API\Runtime\Slate\Widgets\Layout\SBorder\FArguments) & InArgs, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & InOwnerTableView )
|
[] |
|
SAssetTagItemTableRow::SetContent
|
/Engine/Source/Editor/AssetTagsEditor/Public/SAssetTagItem.h
|
Set the inner content of this row, preserving any extra UI (such as the expander arrows for tree views) that was added by ConstructChildren
|
AssetTagsEditor
|
virtual void SetContent ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > InContent )
|
[] |
SAssetTagItemTableRow
|
/Engine/Source/Editor/AssetTagsEditor/Public/SAssetTagItem.h
|
Custom table row used to contain asset tag items within list and tree views
|
AssetTagsEditor
|
template<typename ItemType> class SAssetTagItemTableRow : public [STableRow< ItemType >](API\Runtime\Slate\Widgets\Views\STableRow)
|
[] |
SAssetTagItemTableRow::SetIsDropTarget
|
/Engine/Source/Editor/AssetTagsEditor/Public/SAssetTagItem.h
|
AssetTagsEditor
|
void SetIsDropTarget ( const [TAttribute](API\Runtime\Core\Misc\TAttribute)< bool > & InIsDropTarget )
|
[] |
|
FAssetTypeActions_SoundBase::AssetsActivatedOverride
|
/Engine/Source/Editor/AudioEditor/Public/AssetTypeActions/AssetTypeActions_SoundBase.h
|
Allows overriding asset activation to perform asset type specific activation for the supplied assets. This happens when the user double clicks, presses enter, or presses space. Return true if you have overridden the behavior.
|
AudioEditor
|
virtual bool AssetsActivatedOverride ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, [EAssetTypeActivationMethod::Type](API\Developer\AssetTools\EAssetTypeActivationMethod__Type) ActivationType )
|
[] |
FAssetTypeActions_SoundBase::CanFilter
|
/Engine/Source/Editor/AudioEditor/Public/AssetTypeActions/AssetTypeActions_SoundBase.h
|
Returns true if this class can be used as a filter in the content browser
|
AudioEditor
|
virtual bool CanFilter()
|
[] |
FAssetTypeActions_SoundBase::GetCategories
|
/Engine/Source/Editor/AudioEditor/Public/AssetTypeActions/AssetTypeActions_SoundBase.h
|
Returns the categories that this asset type appears in. The return value is one or more flags from EAssetTypeCategories.
|
AudioEditor
|
virtual uint32 GetCategories()
|
[] |
FAssetTypeActions_SoundBase::GetName
|
/Engine/Source/Editor/AudioEditor/Public/AssetTypeActions/AssetTypeActions_SoundBase.h
|
IAssetTypeActionsImplementation.
|
AudioEditor
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetName() const
|
[] |
FAssetTypeActions_SoundBase::GetSupportedClass
|
/Engine/Source/Editor/AudioEditor/Public/AssetTypeActions/AssetTypeActions_SoundBase.h
|
Get the supported class of this type.
|
AudioEditor
|
virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetSupportedClass() const
|
[] |
SAssetTagItemTableRow::GetBorder
|
/Engine/Source/Editor/AssetTagsEditor/Public/SAssetTagItem.h
|
The border to be drawn around this list item
|
AssetTagsEditor
|
virtual const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetBorder() const
|
[] |
FAssetTypeActions_SoundBase::GetThumbnailOverlay
|
/Engine/Source/Editor/AudioEditor/Public/AssetTypeActions/AssetTypeActions_SoundBase.h
|
Optionally returns a custom widget to overlay on top of this assets' thumbnail
|
AudioEditor
|
virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetThumbnailOverlay ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData ) const
|
[] |
FAssetTypeActions_SoundBase::GetTypeColor
|
/Engine/Source/Editor/AudioEditor/Public/AssetTypeActions/AssetTypeActions_SoundBase.h
|
Returns the color associated with this type
|
AudioEditor
|
virtual [FColor](API\Runtime\Core\Math\FColor) GetTypeColor() const
|
[] |
FAssetTypeActions_SoundBase::IsSoundPlaying
|
/Engine/Source/Editor/AudioEditor/Public/AssetTypeActions/AssetTypeActions_SoundBase.h
|
Return true if the specified sound is playing
|
AudioEditor
|
bool IsSoundPlaying ( [USoundBase](API\Runtime\Engine\Sound\USoundBase) * Sound ) const
|
[] |
FAssetTypeActions_SoundBase::IsSoundPlaying
|
/Engine/Source/Editor/AudioEditor/Public/AssetTypeActions/AssetTypeActions_SoundBase.h
|
Return true if the specified asset's sound is playing
|
AudioEditor
|
bool IsSoundPlaying ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData ) const
|
[] |
FAssetTypeActions_SoundBase::PlaySound
|
/Engine/Source/Editor/AudioEditor/Public/AssetTypeActions/AssetTypeActions_SoundBase.h
|
Plays the specified sound wave
|
AudioEditor
|
void PlaySound ( [USoundBase](API\Runtime\Engine\Sound\USoundBase) * Sound ) const
|
[] |
FAssetTypeActions_SoundBase::StopSound
|
/Engine/Source/Editor/AudioEditor/Public/AssetTypeActions/AssetTypeActions_SoundBase.h
|
Stops any currently playing sounds
|
AudioEditor
|
void StopSound() const
|
[] |
FAssetTypeActions_SoundBase
|
/Engine/Source/Editor/AudioEditor/Public/AssetTypeActions/AssetTypeActions_SoundBase.h
|
AudioEditor
|
class FAssetTypeActions_SoundBase : public [FAssetTypeActions_Base](API\Developer\AssetTools\FAssetTypeActions_Base)
|
[] |
|
UAssetDefinition_SoundBase::ActivateAssets
|
/Engine/Source/Editor/AudioEditor/Public/AssetTypeActions/AssetDefinition_SoundBase.h
|
AudioEditor
|
virtual EAssetCommandResult ActivateAssets ( const [FAssetActivateArgs](API\Editor\AssetDefinition\FAssetActivateArgs) & ActivateArgs ) const
|
[] |
|
UAssetDefinition_SoundBase::GetAssetCategories
|
/Engine/Source/Editor/AudioEditor/Public/AssetTypeActions/AssetDefinition_SoundBase.h
|
Gets a list of categories this asset is in, these categories are used to help organize
|
AudioEditor
|
virtual TConstArrayView< [FAssetCategoryPath](API\Editor\AssetDefinition\Misc\FAssetCategoryPath) > GetAssetCategories() const
|
[] |
UAssetDefinition_SoundBase::GetAssetClass
|
/Engine/Source/Editor/AudioEditor/Public/AssetTypeActions/AssetDefinition_SoundBase.h
|
AudioEditor
|
virtual [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > GetAssetClass() const
|
[] |
|
UAssetDefinition_SoundBase::GetAssetColor
|
/Engine/Source/Editor/AudioEditor/Public/AssetTypeActions/AssetDefinition_SoundBase.h
|
AudioEditor
|
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetAssetColor() const
|
[] |
|
UAssetDefinition_SoundBase::GetAssetDisplayName
|
/Engine/Source/Editor/AudioEditor/Public/AssetTypeActions/AssetDefinition_SoundBase.h
|
UAssetDefinitionBegin.
|
AudioEditor
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetAssetDisplayName() const
|
[] |
UAssetDefinition_SoundBase::GetThumbnailOverlay
|
/Engine/Source/Editor/AudioEditor/Public/AssetTypeActions/AssetDefinition_SoundBase.h
|
Optionally returns a custom widget to overlay on top of this assets' thumbnail
|
AudioEditor
|
virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetThumbnailOverlay ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData ) const
|
[] |
UAssetDefinition_SoundBase
|
/Engine/Source/Editor/AudioEditor/Public/AssetTypeActions/AssetDefinition_SoundBase.h
|
AudioEditor
|
class UAssetDefinition_SoundBase : public [UAssetDefinitionDefault](API\Editor\UnrealEd\UAssetDefinitionDefault)
|
[] |
|
Audio::GetColorForSubmixType
|
/Engine/Source/Editor/AudioEditor/Public/SoundSubmixDefaultColorPalette.h
|
AudioEditor
|
namespace Audio { [FColor](API\Runtime\Core\Math\FColor) Audio::GetColorForSubmixType ( const [USoundSubmixBase](API\Runtime\Engine\Sound\USoundSubmixBase) * InSubmix ) }
|
[] |
|
Audio::GetColorForSubmixType
|
/Engine/Source/Editor/AudioEditor/Public/SoundSubmixDefaultColorPalette.h
|
AudioEditor
|
namespace Audio { [FColor](API\Runtime\Core\Math\FColor) Audio::GetColorForSubmixType ( const [FName](API\Runtime\Core\UObject\FName) & InSubmixName ) }
|
[] |
|
Audio::GetNameForSubmixType
|
/Engine/Source/Editor/AudioEditor/Public/SoundSubmixDefaultColorPalette.h
|
These utility functions are used.
|
AudioEditor
|
namespace Audio { [FName](API\Runtime\Core\UObject\FName) Audio::GetNameForSubmixType ( const [USoundSubmixBase](API\Runtime\Engine\Sound\USoundSubmixBase) * InSubmix ) }
|
[] |
Audio::IsConnectionPerformingSoundfieldConversion
|
/Engine/Source/Editor/AudioEditor/Public/SoundSubmixDefaultColorPalette.h
|
AudioEditor
|
namespace Audio { const bool Audio::IsConnectionPerformingSoundfieldConversion ( const [USoundSubmixBase](API\Runtime\Engine\Sound\USoundSubmixBase) * InputSubmix, const [USoundSubmixBase](API\Runtime\Engine\Sound\USoundSubmixBase) * OutputSubmix ) }
|
[] |
|
UAudioBusFactory::CanCreateNew
|
/Engine/Source/Editor/AudioEditor/Classes/Factories/AudioBusFactory.h
|
true if the factory can currently create a new object from scratch.
|
AudioEditor
|
virtual bool CanCreateNew() const
|
[] |
UAudioBusFactory::FactoryCreateNew
|
/Engine/Source/Editor/AudioEditor/Classes/Factories/AudioBusFactory.h
|
Create a new object by class.
The new object.
|
AudioEditor
|
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )
|
[] |
UAudioBusFactory::UAudioBusFactory
|
/Engine/Source/Editor/AudioEditor/Classes/Factories/AudioBusFactory.h
|
AudioEditor
|
UAudioBusFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UAudioBusFactory
|
/Engine/Source/Editor/AudioEditor/Classes/Factories/AudioBusFactory.h
|
AudioEditor
|
class UAudioBusFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
|
[] |
|
UDialogueVoiceFactory::FactoryCreateNew
|
/Engine/Source/Editor/AudioEditor/Classes/Factories/DialogueVoiceFactory.h
|
Create a new object by class.
The new object.
|
AudioEditor
|
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )
|
[] |
UDialogueVoiceFactory::UDialogueVoiceFactory
|
/Engine/Source/Editor/AudioEditor/Classes/Factories/DialogueVoiceFactory.h
|
AudioEditor
|
UDialogueVoiceFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UDialogueVoiceFactory
|
/Engine/Source/Editor/AudioEditor/Classes/Factories/DialogueVoiceFactory.h
|
AudioEditor
|
class UDialogueVoiceFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
|
[] |
|
UDialogueWaveFactory::FactoryCreateNew
|
/Engine/Source/Editor/AudioEditor/Classes/Factories/DialogueWaveFactory.h
|
Create a new object by class.
The new object.
|
AudioEditor
|
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )
|
[] |
UDialogueWaveFactory::UDialogueWaveFactory
|
/Engine/Source/Editor/AudioEditor/Classes/Factories/DialogueWaveFactory.h
|
AudioEditor
|
UDialogueWaveFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UDialogueWaveFactory
|
/Engine/Source/Editor/AudioEditor/Classes/Factories/DialogueWaveFactory.h
|
AudioEditor
|
class UDialogueWaveFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
|
[
{
"type": "bool",
"name": "HasSetInitialTargetVoice",
"description": "Whether an initial target dialogue voice should be set"
},
{
"type": "TObjectPtr< cla...",
"name": "InitialSoundWave",
"description": "An initial sound wave to place in the newly created dialogue wave"
},
{
"type": "TObjectPtr< cla...",
"name": "InitialSpeakerVoice",
"description": "An initial speaking dialogue voice to place in the newly created dialogue wave"
},
{
"type": "TArray<TObject...",
"name": "InitialTargetVoices",
"description": "An initial target dialogue voices to place in the newly created dialogue wave"
}
] |
|
UEndpointSubmixFactory::CanCreateNew
|
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundSubmixFactory.h
|
true if the factory can currently create a new object from scratch.
|
AudioEditor
|
virtual bool CanCreateNew() const
|
[] |
UEndpointSubmixFactory::FactoryCreateNew
|
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundSubmixFactory.h
|
Create a new object by class.
The new object.
|
AudioEditor
|
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )
|
[] |
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