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USoundSubmixGraphSchema::ConnectionCausesLoop
/Engine/Source/Editor/AudioEditor/Classes/SoundSubmixGraph/SoundSubmixGraphSchema.h
Check whether connecting these pins would cause a loop
AudioEditor
bool ConnectionCausesLoop ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputPin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPin ) const
[]
USoundSubmixGraphSchema::DroppedAssetsOnGraph
/Engine/Source/Editor/AudioEditor/Classes/SoundSubmixGraph/SoundSubmixGraphSchema.h
Called when asset(s) are dropped onto a graph background.
AudioEditor
virtual void DroppedAssetsOnGraph ( const [TArray](API\Runtime\Core\Containers\TArray)< struct [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const FVector2D & GraphPosition, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph ) const
[]
USoundSubmixGraphSchema::GetAssetsGraphHoverMessage
/Engine/Source/Editor/AudioEditor/Classes/SoundSubmixGraph/SoundSubmixGraphSchema.h
Allows schema to generate a tooltip (icon & message) when the specified asset(s) are dragged over the specified graph
AudioEditor
virtual void GetAssetsGraphHoverMessage ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * HoverGraph, [FString](API\Runtime\Core\Containers\FString) & OutTooltipText, bool & OutOkIcon ) const
[]
USoundSubmixGraphSchema::GetGraphContextActions
/Engine/Source/Editor/AudioEditor/Classes/SoundSubmixGraph/SoundSubmixGraphSchema.h
Get all actions that can be performed when right clicking on a graph or drag-releasing on a graph from a pin
AudioEditor
virtual void GetGraphContextActions ( [FGraphContextMenuBuilder](API\Runtime\Engine\EdGraph\FGraphContextMenuBuilder) & ContextMenuBuilder ) const
[]
USoundSubmixGraphSchema::GetContextMenuActions
/Engine/Source/Editor/AudioEditor/Classes/SoundSubmixGraph/SoundSubmixGraphSchema.h
Gets actions that should be added to the right-click context menu for a node or pin
AudioEditor
virtual void GetContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const
[]
USoundSubmixGraphSchema::GetParentContextMenuName
/Engine/Source/Editor/AudioEditor/Classes/SoundSubmixGraph/SoundSubmixGraphSchema.h
Returns parent context menu name
AudioEditor
virtual [FName](API\Runtime\Core\UObject\FName) GetParentContextMenuName() const
[]
USoundSubmixGraphSchema::GetPinTypeColor
/Engine/Source/Editor/AudioEditor/Classes/SoundSubmixGraph/SoundSubmixGraphSchema.h
Gets the draw color of a pin based on it's type. The color representing the passed in type.
AudioEditor
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetPinTypeColor ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType ) const
[]
USoundSubmixGraphSchema::ShouldHidePinDefaultValue
/Engine/Source/Editor/AudioEditor/Classes/SoundSubmixGraph/SoundSubmixGraphSchema.h
If we should disallow viewing and editing of the supplied pin
AudioEditor
virtual bool ShouldHidePinDefaultValue ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const
[]
USoundSubmixGraphSchema::TryCreateConnection
/Engine/Source/Editor/AudioEditor/Classes/SoundSubmixGraph/SoundSubmixGraphSchema.h
Try to make a connection between two pins. True if a connection was made/broken (graph was modified); false if the connection failed and had no side effects.
AudioEditor
virtual bool TryCreateConnection ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * A, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * B ) const
[]
USoundSubmixGraphSchema::USoundSubmixGraphSchema
/Engine/Source/Editor/AudioEditor/Classes/SoundSubmixGraph/SoundSubmixGraphSchema.h
AudioEditor
USoundSubmixGraphSchema ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
USoundSubmixGraphSchema
/Engine/Source/Editor/AudioEditor/Classes/SoundSubmixGraph/SoundSubmixGraphSchema.h
AudioEditor
class USoundSubmixGraphSchema : public [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema)
[]
UAudioEditorSettings::GetCategoryName
/Engine/Source/Editor/AudioEditor/Classes/AudioEditorSettings.h
Gets the category for the settings, some high level grouping like, Editor, Engine, Game...etc.
AudioEditor
virtual [FName](API\Runtime\Core\UObject\FName) GetCategoryName() const
[]
UAudioEditorSettings::PostEditChangeProperty
/Engine/Source/Editor/AudioEditor/Classes/AudioEditorSettings.h
UObjectinterface
AudioEditor
virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
EDecoratorLogicMode::Type
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraphNode_Logic.h
BehaviorTreeEditor
namespace EDecoratorLogicMode { enum Type { Sink, And, Or, Not, } }
[]
ESubNode::Type
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeEditorTypes.h
BehaviorTreeEditor
namespace ESubNode { enum Type { Decorator, Service, } }
[]
FAbortDrawHelper::FAbortDrawHelper
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeEditorTypes.h
BehaviorTreeEditor
FAbortDrawHelper()
[]
FAbortDrawHelper
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeEditorTypes.h
BehaviorTreeEditor
struct FAbortDrawHelper
[ { "type": "uint16", "name": "AbortEnd", "description": "" }, { "type": "uint16", "name": "AbortStart", "description": "" }, { "type": "uint16", "name": "SearchEnd", "description": "" }, { "type": "uint16", "name": "SearchStart", "description": "" } ]
BehaviorTreeMode
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Modes in mode switcher
BehaviorTreeEditor
static const [FName](API\Runtime\Core\UObject\FName) BehaviorTreeMode;
[]
BlackboardMode
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
static const [FName](API\Runtime\Core\UObject\FName) BlackboardMode;
[]
UAudioEditorSettings
/Engine/Source/Editor/AudioEditor/Classes/AudioEditorSettings.h
AudioEditor
class UAudioEditorSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)
[ { "type": "bool", "name": "bPinSoundAttenuationInAssetMenu", "description": "Whether to pin the Sound Attenuation asset type when creating new assets." }, { "type": "bool", "name": "bPinSoundConcurrencyInAssetMenu", "description": "Whether to pin the Sound Concurrency asset type when creating new assets." }, { "type": "bool", "name": "bPinSoundCueInAssetMenu", "description": "Whether to pin the Sound Cue asset type when creating new assets." }, { "type": "bool", "name": "bPinSoundCueTemplateInAssetMenu", "description": "Whether to pin the Sound Cue Template asset type when creating new assets." } ]
FBehaviorTreeEditor::CanAccessBehaviorTreeMode
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Check whether the behavior tree mode can be accessed (i.e whether we have a valid tree to edit)
BehaviorTreeEditor
bool CanAccessBehaviorTreeMode() const
[]
FBehaviorTreeEditor::CanAccessBlackboardMode
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Check whether the blackboard mode can be accessed (i.e whether we have a valid blackboard to edit)
BehaviorTreeEditor
bool CanAccessBlackboardMode() const
[]
FBehaviorTreeEditor::CanAddBreakpoint
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
bool CanAddBreakpoint() const
[]
FBehaviorTreeEditor::CanAddInputPin
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
bool CanAddInputPin() const
[]
FBehaviorTreeEditor::CanCreateNewBlackboard
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Whether we can currently create a new Blackboard
BehaviorTreeEditor
bool CanCreateNewBlackboard() const
[]
FBehaviorTreeEditor::CanCreateNewDecorator
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Check to see if we can create a new decorator node
BehaviorTreeEditor
bool CanCreateNewDecorator() const
[]
FBehaviorTreeEditor::CanCreateNewService
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Check to see if we can create a new service node
BehaviorTreeEditor
bool CanCreateNewService() const
[]
FBehaviorTreeEditor::CanCreateNewTask
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Check to see if we can create a new task node
BehaviorTreeEditor
bool CanCreateNewTask() const
[]
FBehaviorTreeEditor::CanDisableBreakpoint
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
bool CanDisableBreakpoint() const
[]
FBehaviorTreeEditor::CanEditWithDebuggerActive
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Get whether we can edit the tree/blackboard with the debugger active
BehaviorTreeEditor
bool CanEditWithDebuggerActive() const
[]
FBehaviorTreeEditor::CanRemoveBreakpoint
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
bool CanRemoveBreakpoint() const
[]
FBehaviorTreeEditor::CanEnableBreakpoint
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
bool CanEnableBreakpoint() const
[]
FBehaviorTreeEditor::CanRemoveInputPin
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
bool CanRemoveInputPin() const
[]
FBehaviorTreeEditor::CanSearchTree
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
bool CanSearchTree() const
[]
FBehaviorTreeEditor::CanToggleBreakpoint
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
bool CanToggleBreakpoint() const
[]
FBehaviorTreeEditor::CreateNewBlackboard
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Create a new Blackboard alongside the currently-edited behavior tree
BehaviorTreeEditor
void CreateNewBlackboard()
[]
FBehaviorTreeEditor::CreateNewDecorator
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Create a new decorator fromUBTDecorator_BlueprintBase
BehaviorTreeEditor
void CreateNewDecorator() const
[]
FBehaviorTreeEditor::CreateNewService
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Create a new service fromUBTService_BlueprintBase
BehaviorTreeEditor
void CreateNewService() const
[]
FBehaviorTreeEditor::CreateNewTask
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Create a new task fromUBTTask_BlueprintBase
BehaviorTreeEditor
void CreateNewTask() const
[]
FBehaviorTreeEditor::DebuggerSwitchAsset
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
void DebuggerSwitchAsset ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) * NewAsset )
[]
FBehaviorTreeEditor::DebuggerUpdateGraph
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
void DebuggerUpdateGraph()
[]
FBehaviorTreeEditor::DoubleClickNode
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
virtual void DoubleClickNode ( class [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node )
[]
FBehaviorTreeEditor::FindInjectedNode
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * FindInjectedNode ( int32 Index ) const
[]
FBehaviorTreeEditor::FocusAttentionOnNode
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
virtual void FocusAttentionOnNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node )
[]
FBehaviorTreeEditor::FocusWindow
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
virtual void FocusWindow ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToFocusOn )
[]
FBehaviorTreeEditor::GetBaseToolkitName
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Returns the localized name of this toolkit type (typically just "editor")
BehaviorTreeEditor
virtual [FText](API\Runtime\Core\Internationalization\FText) GetBaseToolkitName() const
[]
FBehaviorTreeEditor::GetBehaviorTree
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Get the behavior tree we are editing (if any)
BehaviorTreeEditor
[UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) * GetBehaviorTree() const
[]
FBehaviorTreeEditor::GetBlackboardData
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Get the blackboard we are editing (if any)
BehaviorTreeEditor
[UBlackboardData](API\Runtime\AIModule\BehaviorTree\UBlackboardData) * GetBlackboardData() const
[]
FBehaviorTreeEditor::GetBlackboardSelectionInfo
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Get the currently selected blackboard entry
BehaviorTreeEditor
void GetBlackboardSelectionInfo ( int32 & OutSelectionIndex, bool & bOutIsInherited ) const
[]
FBehaviorTreeEditor::GetDebuggerDetailsVisibility
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
[EVisibility](API\Runtime\SlateCore\Layout\EVisibility) GetDebuggerDetailsVisibility() const
[]
FBehaviorTreeEditor::GetDebuggerActorDesc
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
[FText](API\Runtime\Core\Internationalization\FText) GetDebuggerActorDesc() const
[]
FBehaviorTreeEditor::GetFocusedGraphPtr
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
[TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SGraphEditor](API\Editor\UnrealEd\SGraphEditor) > GetFocusedGraphPtr() const
[]
FBehaviorTreeEditor::GetLocalizedMode
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Get the localized text to display for the specified mode the localized text representation of the mode
BehaviorTreeEditor
static [FText](API\Runtime\Core\Internationalization\FText) GetLocalizedMode ( [FName](API\Runtime\Core\UObject\FName) InMode )
[]
FBehaviorTreeEditor::GetGraphAppearance
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
[FGraphAppearanceInfo](API\Editor\UnrealEd\FGraphAppearanceInfo) GetGraphAppearance() const
[]
FBehaviorTreeEditor::GetInjectedNodeVisibility
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
[EVisibility](API\Runtime\SlateCore\Layout\EVisibility) GetInjectedNodeVisibility() const
[]
FBehaviorTreeEditor::GetRangeLowerVisibility
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
[EVisibility](API\Runtime\SlateCore\Layout\EVisibility) GetRangeLowerVisibility() const
[]
FBehaviorTreeEditor::GetRangeSelfVisibility
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
[EVisibility](API\Runtime\SlateCore\Layout\EVisibility) GetRangeSelfVisibility() const
[]
FBehaviorTreeEditor::GetToolbarBuilder
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Access the toolbar builder for this editor
BehaviorTreeEditor
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class FBehaviorTreeEditorToolbar > GetToolbarBuilder()
[]
FBehaviorTreeEditor::GetToolkitFName
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Returns the invariant name of this toolkit type
BehaviorTreeEditor
virtual [FName](API\Runtime\Core\UObject\FName) GetToolkitFName() const
[]
FBehaviorTreeEditor::GetRootLevelNodeVisibility
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
[EVisibility](API\Runtime\SlateCore\Layout\EVisibility) GetRootLevelNodeVisibility() const
[]
FBehaviorTreeEditor::GetToolkitName
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Returns the localized name of this toolkit
BehaviorTreeEditor
virtual [FText](API\Runtime\Core\Internationalization\FText) GetToolkitName() const
[]
FBehaviorTreeEditor::GetWorldCentricTabColorScale
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Returns the color and opacity to use for the color that appears behind the tab text for this toolkit's tab in world-centric mode.
BehaviorTreeEditor
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetWorldCentricTabColorScale() const
[]
FBehaviorTreeEditor::GetToolkitToolTipText
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Returns the localized tooltip text of this toolkit
BehaviorTreeEditor
virtual [FText](API\Runtime\Core\Internationalization\FText) GetToolkitToolTipText() const
[]
FBehaviorTreeEditor::GetWorldCentricTabPrefix
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Returns the localize prefix string to use for tab labels in world-centric mode.
BehaviorTreeEditor
virtual [FString](API\Runtime\Core\Containers\FString) GetWorldCentricTabPrefix() const
[]
FBehaviorTreeEditor::HandleCreateNewServiceMenu
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Create the menu used to make a new service
BehaviorTreeEditor
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > HandleCreateNewServiceMenu() const
[]
FBehaviorTreeEditor::HandleBlackboardEntrySelected
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Delegate handler for selection in the blackboard entry list
BehaviorTreeEditor
void HandleBlackboardEntrySelected ( const [FBlackboardEntry](API\Runtime\AIModule\BehaviorTree\FBlackboardEntry) * BlackboardEntry, bool bIsInherited )
[]
FBehaviorTreeEditor::HandleBlackboardKeyChanged
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Delegate handler for when a blackboard key changes (added, removed, renamed)
BehaviorTreeEditor
void HandleBlackboardKeyChanged ( [UBlackboardData](API\Runtime\AIModule\BehaviorTree\UBlackboardData) * InBlackboardData, [FBlackboardEntry](API\Runtime\AIModule\BehaviorTree\FBlackboardEntry) *const InKey )
[]
FBehaviorTreeEditor::HandleCreateNewDecoratorMenu
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Create the menu used to make a new decorator
BehaviorTreeEditor
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > HandleCreateNewDecoratorMenu() const
[]
FBehaviorTreeEditor::HandleCreateNewTaskMenu
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Create the menu used to make a new task node
BehaviorTreeEditor
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > HandleCreateNewTaskMenu() const
[]
FBehaviorTreeEditor::HandleDebuggedBlackboardChanged
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Delegate handler for when the debugged blackboard changes
BehaviorTreeEditor
void HandleDebuggedBlackboardChanged ( [UBlackboardData](API\Runtime\AIModule\BehaviorTree\UBlackboardData) * InObject )
[]
FBehaviorTreeEditor::HandleGetDebugKeyValue
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Delegate handler for displaying debugger values
BehaviorTreeEditor
[FText](API\Runtime\Core\Internationalization\FText) HandleGetDebugKeyValue ( const [FName](API\Runtime\Core\UObject\FName) & InKeyName, bool bUseCurrentState ) const
[]
FBehaviorTreeEditor::HandleGetDebugTimeStamp
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Delegate handler for retrieving timestamp to display
BehaviorTreeEditor
double HandleGetDebugTimeStamp ( bool bUseCurrentState ) const
[]
FBehaviorTreeEditor::HandleGetDisplayCurrentState
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Delegate handler for determining whether to display the current state
BehaviorTreeEditor
bool HandleGetDisplayCurrentState() const
[]
FBehaviorTreeEditor::HandleGetSelectedBlackboardItemIndex
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Delegate handler used to retrieve current blackboard selection
BehaviorTreeEditor
int32 HandleGetSelectedBlackboardItemIndex ( bool & bOutIsInherited )
[]
FBehaviorTreeEditor::HandleIsBlackboardModeActive
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Check whether blackboard mode is current
BehaviorTreeEditor
bool HandleIsBlackboardModeActive() const
[]
FBehaviorTreeEditor::HandleNewNodeClassPicked
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Handler for when a node class is picked
BehaviorTreeEditor
void HandleNewNodeClassPicked ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass ) const
[]
FBehaviorTreeEditor::InEditingMode
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
bool InEditingMode ( bool bGraphIsEditable ) const
[]
FBehaviorTreeEditor::InitBehaviorTreeEditor
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
virtual void InitBehaviorTreeEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )
[]
FBehaviorTreeEditor::InitializeDebuggerState
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
virtual void InitializeDebuggerState ( class FBehaviorTreeDebugger * ParentDebugger ) const
[]
FBehaviorTreeEditor::IsDebuggerPaused
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Get whether the debugger is currently running and the PIE session is paused
BehaviorTreeEditor
bool IsDebuggerPaused() const
[]
FBehaviorTreeEditor::IsDebuggerReady
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
bool IsDebuggerReady() const
[]
FBehaviorTreeEditor::IsNewDecoratorButtonVisible
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Whether the single button to create a new Blueprint-based decorator is visible
BehaviorTreeEditor
bool IsNewDecoratorButtonVisible() const
[]
FBehaviorTreeEditor::IsNewDecoratorComboVisible
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Whether the combo button to create a new Blueprint-based decorator from all available base classes is visible
BehaviorTreeEditor
bool IsNewDecoratorComboVisible() const
[]
FBehaviorTreeEditor::IsNewServiceButtonVisible
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Whether the single button to create a new Blueprint-based service is visible
BehaviorTreeEditor
bool IsNewServiceButtonVisible() const
[]
FBehaviorTreeEditor::IsNewServiceComboVisible
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Whether the combo button to create a new Blueprint-based service from all available base classes is visible
BehaviorTreeEditor
bool IsNewServiceComboVisible() const
[]
FBehaviorTreeEditor::IsNewTaskButtonVisible
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Whether the single button to create a new Blueprint-based task is visible
BehaviorTreeEditor
bool IsNewTaskButtonVisible() const
[]
FBehaviorTreeEditor::IsNewTaskComboVisible
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Whether the combo button to create a new Blueprint-based task from all available base classes is visible
BehaviorTreeEditor
bool IsNewTaskComboVisible() const
[]
FBehaviorTreeEditor::IsPropertyEditable
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
bool IsPropertyEditable() const
[]
FBehaviorTreeEditor::JumpToNode
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
void JumpToNode ( const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node )
[]
FBehaviorTreeEditor::NotifyPostChange
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
virtual void NotifyPostChange ( const [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyThatChanged )
[]
FBehaviorTreeEditor::OnAddBreakpoint
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
void OnAddBreakpoint()
[]
FBehaviorTreeEditor::OnAddInputPin
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
void OnAddInputPin()
[]
FBehaviorTreeEditor::OnClassListUpdated
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
virtual void OnClassListUpdated()
[]
FBehaviorTreeEditor::OnDebuggerActorSelected
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
void OnDebuggerActorSelected ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) > InstanceToDebug )
[]
FBehaviorTreeEditor::OnDisableBreakpoint
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
void OnDisableBreakpoint()
[]
FBehaviorTreeEditor::OnEnableBreakpoint
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
void OnEnableBreakpoint()
[]
FBehaviorTreeEditor::OnFinishedChangingProperties
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
void OnFinishedChangingProperties ( const [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
FBehaviorTreeEditor::OnGetDebuggerActorsMenu
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > OnGetDebuggerActorsMenu()
[]
FBehaviorTreeEditor::OnGraphEditorFocused
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
void OnGraphEditorFocused ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SGraphEditor](API\Editor\UnrealEd\SGraphEditor) > & InGraphEditor )
[]
FBehaviorTreeEditor::OnNodeDoubleClicked
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Delegates.
BehaviorTreeEditor
void OnNodeDoubleClicked ( class [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node )
[]