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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 )
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UAudioBusFactory::UAudioBusFactory
/Engine/Source/Editor/AudioEditor/Classes/Factories/AudioBusFactory.h
AudioEditor
UAudioBusFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UAudioBusFactory
/Engine/Source/Editor/AudioEditor/Classes/Factories/AudioBusFactory.h
AudioEditor
class UAudioBusFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
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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 )
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UDialogueVoiceFactory::UDialogueVoiceFactory
/Engine/Source/Editor/AudioEditor/Classes/Factories/DialogueVoiceFactory.h
AudioEditor
UDialogueVoiceFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UDialogueVoiceFactory
/Engine/Source/Editor/AudioEditor/Classes/Factories/DialogueVoiceFactory.h
AudioEditor
class UDialogueVoiceFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
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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 )
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UDialogueWaveFactory::UDialogueWaveFactory
/Engine/Source/Editor/AudioEditor/Classes/Factories/DialogueWaveFactory.h
AudioEditor
UDialogueWaveFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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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
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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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