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
|
|---|---|---|---|---|---|
UAsyncImageExport::Activate
|
/Engine/Source/Editor/Blutility/Public/AsyncImageExport.h
|
Called to trigger the action once the delegates have been bound
|
Blutility
|
virtual void Activate()
|
[] |
UAsyncImageExport::ExportImageAsync
|
/Engine/Source/Editor/Blutility/Public/AsyncImageExport.h
|
Blutility
|
static [UAsyncImageExport](API\Editor\Blutility\UAsyncImageExport) * ExportImageAsync ( [UTexture](API\Runtime\Engine\Engine\UTexture) * Texture, const [FString](API\Runtime\Core\Containers\FString) & OutputFile, int Quality )
|
[] |
|
UAsyncImageExport
|
/Engine/Source/Editor/Blutility/Public/AsyncImageExport.h
|
Blutility
|
class UAsyncImageExport : public [UBlueprintAsyncActionBase](API\Runtime\Engine\Kismet\UBlueprintAsyncActionBase)
|
[
{
"type": "FOnExportImageA...",
"name": "Complete",
"description": ""
}
] |
|
UAsyncImageExport::UAsyncImageExport
|
/Engine/Source/Editor/Blutility/Public/AsyncImageExport.h
|
Blutility
|
UAsyncImageExport()
|
[] |
|
UAsyncRegisterAndExecuteTask::RegisterAndExecuteTask
|
/Engine/Source/Editor/Blutility/Public/AsyncRegisterAndExecuteTask.h
|
Blutility
|
static [UAsyncRegisterAndExecuteTask](API\Editor\Blutility\UAsyncRegisterAndExecuteTask) * RegisterAndExecuteTask ( [UEditorUtilityTask](API\Editor\Blutility\UEditorUtilityTask) * Task, [UEditorUtilityTask](API\Editor\Blutility\UEditorUtilityTask) * OptionalParentTask )
|
[] |
|
UAsyncRegisterAndExecuteTask::Start
|
/Engine/Source/Editor/Blutility/Public/AsyncRegisterAndExecuteTask.h
|
Blutility
|
void Start ( [UEditorUtilityTask](API\Editor\Blutility\UEditorUtilityTask) * Task, [UEditorUtilityTask](API\Editor\Blutility\UEditorUtilityTask) * OptionalParentTask )
|
[] |
|
UAsyncRegisterAndExecuteTask::UAsyncRegisterAndExecuteTask
|
/Engine/Source/Editor/Blutility/Public/AsyncRegisterAndExecuteTask.h
|
Blutility
|
UAsyncRegisterAndExecuteTask()
|
[] |
|
UAsyncRegisterAndExecuteTask
|
/Engine/Source/Editor/Blutility/Public/AsyncRegisterAndExecuteTask.h
|
Blutility
|
class UAsyncRegisterAndExecuteTask : public [UBlueprintAsyncActionBase](API\Runtime\Engine\Kismet\UBlueprintAsyncActionBase)
|
[
{
"type": "FOnEditorUtilit...",
"name": "OnFinished",
"description": ""
}
] |
|
UDEPRECATED_GlobalEditorUtilityBase::ClearActorSelectionSet
|
/Engine/Source/Editor/Blutility/Classes/GlobalEditorUtilityBase.h
|
Remove all actors from the selection set.
|
Blutility
|
void ClearActorSelectionSet()
|
[] |
UDEPRECATED_GlobalEditorUtilityBase::ExecuteDefaultAction
|
/Engine/Source/Editor/Blutility/Classes/GlobalEditorUtilityBase.h
|
Run the default action.
|
Blutility
|
void ExecuteDefaultAction()
|
[] |
UAsyncEditorWaitForGameWorld
|
/Engine/Source/Editor/Blutility/Public/EditorUtilityLibrary.h
|
Blutility
|
class UAsyncEditorWaitForGameWorld : public [UEditorUtilityBlueprintAsyncActionBase](API\Editor\Blutility\UEditorUtilityBlueprintAsyncActi-)
|
[
{
"type": "FAsyncEditorWai...",
"name": "Complete",
"description": ""
}
] |
|
UDEPRECATED_GlobalEditorUtilityBase::ForEachSelectedActor
|
/Engine/Source/Editor/Blutility/Classes/GlobalEditorUtilityBase.h
|
Calls OnEachSelectedActor for each selected actor.
|
Blutility
|
void ForEachSelectedActor()
|
[] |
UDEPRECATED_GlobalEditorUtilityBase::ForEachSelectedAsset
|
/Engine/Source/Editor/Blutility/Classes/GlobalEditorUtilityBase.h
|
Calls OnEachSelectedAsset for each selected asset.
|
Blutility
|
void ForEachSelectedAsset()
|
[] |
UDEPRECATED_GlobalEditorUtilityBase::GetActorReference
|
/Engine/Source/Editor/Blutility/Classes/GlobalEditorUtilityBase.h
|
Attempts to find the actor specified by PathToActor in the current editor world
A reference to the actor, or none if it wasn't found
|
Blutility
|
[AActor](API\Runtime\Engine\GameFramework\AActor) * GetActorReference ( [FString](API\Runtime\Core\Containers\FString) PathToActor )
|
[] |
UDEPRECATED_GlobalEditorUtilityBase::GetEditorUserSettings
|
/Engine/Source/Editor/Blutility/Classes/GlobalEditorUtilityBase.h
|
Blutility
|
[UEditorPerProjectUserSettings](API\Editor\UnrealEd\Editor\UEditorPerProjectUserSettings) * GetEditorUserSettings()
|
[] |
|
UDEPRECATED_GlobalEditorUtilityBase::GetSelectedAssets
|
/Engine/Source/Editor/Blutility/Classes/GlobalEditorUtilityBase.h
|
Gets the set of currently selected assets.
|
Blutility
|
[TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > GetSelectedAssets()
|
[] |
UDEPRECATED_GlobalEditorUtilityBase::GetSelectionBounds
|
/Engine/Source/Editor/Blutility/Classes/GlobalEditorUtilityBase.h
|
Blutility
|
void GetSelectionBounds ( FVector & Origin, FVector & BoxExtent, float & SphereRadius )
|
[] |
|
UDEPRECATED_GlobalEditorUtilityBase::GetSelectionSet
|
/Engine/Source/Editor/Blutility/Classes/GlobalEditorUtilityBase.h
|
Blutility
|
[TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > GetSelectionSet()
|
[] |
|
UDEPRECATED_GlobalEditorUtilityBase::GetWorld
|
/Engine/Source/Editor/Blutility/Classes/GlobalEditorUtilityBase.h
|
UObjectinterface
|
Blutility
|
virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const
|
[] |
UDEPRECATED_GlobalEditorUtilityBase::OnDefaultActionClicked
|
/Engine/Source/Editor/Blutility/Classes/GlobalEditorUtilityBase.h
|
The default action called when the blutility is invoked if bAutoRunDefaultAction=true (it is never called otherwise)
|
Blutility
|
void OnDefaultActionClicked()
|
[] |
UDEPRECATED_GlobalEditorUtilityBase::PostExecutionCleanup
|
/Engine/Source/Editor/Blutility/Classes/GlobalEditorUtilityBase.h
|
Handles notifying the editor if the recent command mucked with the selection set.
|
Blutility
|
void PostExecutionCleanup()
|
[] |
UDEPRECATED_GlobalEditorUtilityBase::RenameAsset
|
/Engine/Source/Editor/Blutility/Classes/GlobalEditorUtilityBase.h
|
Renames an asset (cannot move folders)
|
Blutility
|
void RenameAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, const [FString](API\Runtime\Core\Containers\FString) & NewName )
|
[] |
UDEPRECATED_GlobalEditorUtilityBase::SelectNothing
|
/Engine/Source/Editor/Blutility/Classes/GlobalEditorUtilityBase.h
|
Selects nothing in the editor (another way to clear the selection)
|
Blutility
|
void SelectNothing()
|
[] |
UDEPRECATED_GlobalEditorUtilityBase::SetActorSelectionState
|
/Engine/Source/Editor/Blutility/Classes/GlobalEditorUtilityBase.h
|
Set the selection state for the selected actor.
|
Blutility
|
void SetActorSelectionState ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, bool bShouldBeSelected )
|
[] |
UDEPRECATED_GlobalEditorUtilityBase::UDEPRECATED_GlobalEditorUtilityBase
|
/Engine/Source/Editor/Blutility/Classes/GlobalEditorUtilityBase.h
|
Blutility
|
UDEPRECATED_GlobalEditorUtilityBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UDEPRECATED_GlobalEditorUtilityBase
|
/Engine/Source/Editor/Blutility/Classes/GlobalEditorUtilityBase.h
|
Blutility
|
class UDEPRECATED_GlobalEditorUtilityBase : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
|
[
{
"type": "bool",
"name": "bAutoRunDefaultAction",
"description": "Should this blueprint automatically run OnDefaultActionClicked, or should it open up a details panel to edit properties and/or offer multiple buttons."
},
{
"type": "bool",
"name": "bDirtiedSelectionSet",
"description": ""
},
{
"type": "FString",
"name": "HelpText",
"description": ""
},
{
"type": "FForEachActorIt...",
"name": "OnEachSelectedActor",
"description": "The method called for each selected actor when ForEachSelectedActor is called."
},
{
"type": "FForEachAssetIt...",
"name": "OnEachSelectedAsset",
"description": "The method called for each selected asset when ForEachSelectedAsset is called."
}
] |
|
UEditorUtilityActorComponent::UEditorUtilityActorComponent
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityActorComponent.h
|
Blutility
|
UEditorUtilityActorComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UEditorUtilityActorComponent
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityActorComponent.h
|
Blutility
|
class UEditorUtilityActorComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)
|
[] |
|
UEditorUtilityBlueprint::AlwaysCompileOnLoad
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityBlueprint.h
|
Allows derived blueprints to require compilation on load, otherwise they may get treated as data only and not compiled on load.
|
Blutility
|
virtual bool AlwaysCompileOnLoad() const
|
[] |
UEditorUtilityBlueprint::SupportedByDefaultBlueprintFactory
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityBlueprint.h
|
Should the generic blueprint factory work for this blueprint?
|
Blutility
|
virtual bool SupportedByDefaultBlueprintFactory() const
|
[] |
UEditorUtilityBlueprint::UEditorUtilityBlueprint
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityBlueprint.h
|
Blutility
|
UEditorUtilityBlueprint ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UEditorUtilityBlueprint
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityBlueprint.h
|
Blutility
|
class UEditorUtilityBlueprint : public [UBlueprint](API\Runtime\Engine\Engine\UBlueprint)
|
[] |
|
UEditorUtilityBlueprintAsyncActionBase::RegisterWithGameInstance
|
/Engine/Source/Editor/Blutility/Public/EditorUtilityLibrary.h
|
Call to globally register this object with a game instance, it will not be destroyed until SetReadyToDestroy is called This allows having an action stay alive until SetReadyToDestroy is manually called, allowing it to be used inside loops or if the calling BP goes away
|
Blutility
|
virtual void RegisterWithGameInstance ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )
|
[] |
UEditorUtilityBlueprintAsyncActionBase::SetReadyToDestroy
|
/Engine/Source/Editor/Blutility/Public/EditorUtilityLibrary.h
|
Call when the action is completely done, this makes the action free to delete, and will unregister it with the game instance
|
Blutility
|
virtual void SetReadyToDestroy()
|
[] |
UEditorUtilityBlueprintAsyncActionBase::UEditorUtilityBlueprintAsyncActionBase
|
/Engine/Source/Editor/Blutility/Public/EditorUtilityLibrary.h
|
Blutility
|
UEditorUtilityBlueprintAsyncActionBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UEditorUtilityBlueprintAsyncActionBase
|
/Engine/Source/Editor/Blutility/Public/EditorUtilityLibrary.h
|
Blutility
|
class UEditorUtilityBlueprintAsyncActionBase : public [UBlueprintAsyncActionBase](API\Runtime\Engine\Kismet\UBlueprintAsyncActionBase)
|
[] |
|
UEditorUtilityBlueprintFactory::CanCreateNew
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityBlueprintFactory.h
|
true if the factory can currently create a new object from scratch.
|
Blutility
|
virtual bool CanCreateNew() const
|
[] |
UEditorUtilityBlueprintFactory::ConfigureProperties
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityBlueprintFactory.h
|
Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties
|
Blutility
|
virtual bool ConfigureProperties()
|
[] |
UEditorUtilityBlueprintFactory::FactoryCreateNew
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityBlueprintFactory.h
|
Create a new object by class.
The new object.
|
Blutility
|
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 )
|
[] |
UEditorUtilityBlueprintFactory::OnClassPicked
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityBlueprintFactory.h
|
Handler for when a class is picked in the class picker
|
Blutility
|
void OnClassPicked ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InChosenClass )
|
[] |
UEditorUtilityBlueprintFactory::UEditorUtilityBlueprintFactory
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityBlueprintFactory.h
|
Blutility
|
UEditorUtilityBlueprintFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UEditorUtilityBlueprintFactory
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityBlueprintFactory.h
|
Blutility
|
class UEditorUtilityBlueprintFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
|
[
{
"type": "TSubclassOf< cl...",
"name": "ParentClass",
"description": "The parent class of the created blueprint."
},
{
"type": "TWeakPtr<SWind...",
"name": "PickerWindow",
"description": "A pointer to the window that is asking the user to select a parent class"
}
] |
|
UEditorUtilityButton::UEditorUtilityButton
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetComponents.h
|
Blutility
|
UEditorUtilityButton ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UEditorUtilityButton
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetComponents.h
|
These exist to provide a UE5 style for Widget Blueprints. Historically we conditionally changed styling in constructor to achive this style however that causes issues with CDO comparision.
|
Blutility
|
class UEditorUtilityButton : public [UButton](API\Runtime\UMG\Components\UButton)
|
[] |
UEditorUtilityCheckBox::UEditorUtilityCheckBox
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetComponents.h
|
Blutility
|
UEditorUtilityCheckBox ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UEditorUtilityCheckBox
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetComponents.h
|
Blutility
|
class UEditorUtilityCheckBox : public [UCheckBox](API\Runtime\UMG\Components\UCheckBox)
|
[] |
|
UEditorUtilityCircularThrobber::UEditorUtilityCircularThrobber
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetComponents.h
|
Blutility
|
UEditorUtilityCircularThrobber ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UEditorUtilityCircularThrobber
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetComponents.h
|
Blutility
|
class UEditorUtilityCircularThrobber : public [UCircularThrobber](API\Runtime\UMG\Components\UCircularThrobber)
|
[] |
|
UEditorUtilityComboBoxKey::UEditorUtilityComboBoxKey
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetComponents.h
|
Blutility
|
UEditorUtilityComboBoxKey()
|
[] |
|
UEditorUtilityComboBoxKey
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetComponents.h
|
Blutility
|
class UEditorUtilityComboBoxKey : public [UComboBoxKey](API\Runtime\UMG\Components\UComboBoxKey)
|
[] |
|
UEditorUtilityComboBoxString::UEditorUtilityComboBoxString
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetComponents.h
|
Blutility
|
UEditorUtilityComboBoxString ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UEditorUtilityComboBoxString
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetComponents.h
|
Blutility
|
class UEditorUtilityComboBoxString : public [UComboBoxString](API\Runtime\UMG\Components\UComboBoxString)
|
[] |
|
UEditorUtilityEditableText::UEditorUtilityEditableText
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetComponents.h
|
Blutility
|
UEditorUtilityEditableText ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UEditorUtilityEditableText
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetComponents.h
|
Blutility
|
class UEditorUtilityEditableText : public [UEditableText](API\Runtime\UMG\Components\UEditableText)
|
[] |
|
UEditorUtilityEditableTextBox::UEditorUtilityEditableTextBox
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetComponents.h
|
Blutility
|
UEditorUtilityEditableTextBox ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UEditorUtilityEditableTextBox
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetComponents.h
|
Blutility
|
class UEditorUtilityEditableTextBox : public [UEditableTextBox](API\Runtime\UMG\Components\UEditableTextBox)
|
[] |
|
UEditorUtilityExpandableArea::UEditorUtilityExpandableArea
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetComponents.h
|
Blutility
|
UEditorUtilityExpandableArea ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UEditorUtilityExpandableArea
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetComponents.h
|
Blutility
|
class UEditorUtilityExpandableArea : public [UExpandableArea](API\Runtime\UMG\Components\UExpandableArea)
|
[] |
|
UEditorUtilityExtension::UEditorUtilityExtension
|
/Engine/Source/Editor/Blutility/Public/IEditorUtilityExtension.h
|
Blutility
|
UEditorUtilityExtension ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UEditorUtilityExtension
|
/Engine/Source/Editor/Blutility/Public/IEditorUtilityExtension.h
|
Blutility
|
class UEditorUtilityExtension : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)
|
[] |
|
UEditorUtilityInputKeySelector::UEditorUtilityInputKeySelector
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetComponents.h
|
Blutility
|
UEditorUtilityInputKeySelector ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UEditorUtilityInputKeySelector
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetComponents.h
|
Blutility
|
class UEditorUtilityInputKeySelector : public [UInputKeySelector](API\Runtime\UMG\Components\UInputKeySelector)
|
[] |
|
UEditorUtilityLibrary::ConvertToEditorUtilityWidget
|
/Engine/Source/Editor/Blutility/Public/EditorUtilityLibrary.h
|
Blutility
|
static void ConvertToEditorUtilityWidget ( class [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * WidgetBP )
|
[] |
|
UEditorUtilityLibrary::GetActorReference
|
/Engine/Source/Editor/Blutility/Public/EditorUtilityLibrary.h
|
Attempts to find the actor specified by PathToActor in the current editor world
A reference to the actor, or none if it wasn't found
|
Blutility
|
[AActor](API\Runtime\Engine\GameFramework\AActor) * GetActorReference ( [FString](API\Runtime\Core\Containers\FString) PathToActor )
|
[] |
UEditorUtilityLibrary::GetCurrentContentBrowserItemPath
|
/Engine/Source/Editor/Blutility/Public/EditorUtilityLibrary.h
|
Gets the current content browser path if one is open, whether it is internal or virtual.
|
Blutility
|
static [FContentBrowserItemPath](API\Editor\ContentBrowserData\FContentBrowserItemPath) GetCurrentContentBrowserItemPath()
|
[] |
UEditorUtilityLibrary::GetCurrentContentBrowserPath
|
/Engine/Source/Editor/Blutility/Public/EditorUtilityLibrary.h
|
Attempts to get the path for the active content browser, returns false if there is no active content browser or if it was a virtual path
Whether a path was successfully returned
|
Blutility
|
static bool GetCurrentContentBrowserPath ( [FString](API\Runtime\Core\Containers\FString) & OutPath )
|
[] |
UEditorUtilityLibrary::GetSelectedAssetData
|
/Engine/Source/Editor/Blutility/Public/EditorUtilityLibrary.h
|
Gets the set of currently selected asset data.
|
Blutility
|
static [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > GetSelectedAssetData()
|
[] |
UEditorUtilityLibrary::GetSelectedAssets
|
/Engine/Source/Editor/Blutility/Public/EditorUtilityLibrary.h
|
Gets the set of currently selected assets.
|
Blutility
|
static [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > GetSelectedAssets()
|
[] |
UEditorUtilityLibrary::GetSelectedAssetsOfClass
|
/Engine/Source/Editor/Blutility/Public/EditorUtilityLibrary.h
|
Blutility
|
static [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > GetSelectedAssetsOfClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * AssetClass )
|
[] |
|
UEditorUtilityLibrary::GetSelectedBlueprintClasses
|
/Engine/Source/Editor/Blutility/Public/EditorUtilityLibrary.h
|
Gets the set of currently selected classes.
|
Blutility
|
static [TArray](API\Runtime\Core\Containers\TArray)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > GetSelectedBlueprintClasses()
|
[] |
UEditorUtilityLibrary::GetSelectedFolderPaths
|
/Engine/Source/Editor/Blutility/Public/EditorUtilityLibrary.h
|
Gets the path to the currently selected folder in the content browser.
|
Blutility
|
static [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetSelectedFolderPaths()
|
[] |
UEditorUtilityLibrary::GetSelectedPathViewFolderPaths
|
/Engine/Source/Editor/Blutility/Public/EditorUtilityLibrary.h
|
Returns the folders that are selected in the path view for the content browser.
|
Blutility
|
static [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetSelectedPathViewFolderPaths()
|
[] |
UEditorUtilityLibrary::GetSelectionBounds
|
/Engine/Source/Editor/Blutility/Public/EditorUtilityLibrary.h
|
Blutility
|
static void GetSelectionBounds ( FVector & Origin, FVector & BoxExtent, float & SphereRadius )
|
[] |
|
UEditorUtilityLibrary::GetSelectionSet
|
/Engine/Source/Editor/Blutility/Public/EditorUtilityLibrary.h
|
Blutility
|
static [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > GetSelectionSet()
|
[] |
|
UEditorUtilityLibrary::RenameAsset
|
/Engine/Source/Editor/Blutility/Public/EditorUtilityLibrary.h
|
Renames an asset (cannot move folders)
|
Blutility
|
static void RenameAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, const [FString](API\Runtime\Core\Containers\FString) & NewName )
|
[] |
UEditorUtilityLibrary::SyncBrowserToFolders
|
/Engine/Source/Editor/Blutility/Public/EditorUtilityLibrary.h
|
Sync the Content Browser to the given folder(s)
|
Blutility
|
static void SyncBrowserToFolders ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & FolderList )
|
[] |
UEditorUtilityLibrary::UEditorUtilityLibrary
|
/Engine/Source/Editor/Blutility/Public/EditorUtilityLibrary.h
|
Blutility
|
UEditorUtilityLibrary ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UEditorUtilityLibrary
|
/Engine/Source/Editor/Blutility/Public/EditorUtilityLibrary.h
|
Expose editor utility functions to Blutilities.
|
Blutility
|
class UEditorUtilityLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)
|
[] |
UEditorUtilityListView::UEditorUtilityListView
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetComponents.h
|
Blutility
|
UEditorUtilityListView ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UEditorUtilityListView
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetComponents.h
|
Blutility
|
class UEditorUtilityListView : public [UListView](API\Runtime\UMG\Components\UListView)
|
[] |
|
UEditorUtilityMultiLineEditableText::UEditorUtilityMultiLineEditableText
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetComponents.h
|
Blutility
|
UEditorUtilityMultiLineEditableText ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UEditorUtilityMultiLineEditableText
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetComponents.h
|
Blutility
|
class UEditorUtilityMultiLineEditableText : public [UMultiLineEditableText](API\Runtime\UMG\Components\UMultiLineEditableText)
|
[] |
|
UEditorUtilityMultiLineEditableTextBox::UEditorUtilityMultiLineEditableTextBox
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetComponents.h
|
Blutility
|
UEditorUtilityMultiLineEditableTextBox ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UEditorUtilityMultiLineEditableTextBox
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetComponents.h
|
Blutility
|
class UEditorUtilityMultiLineEditableTextBox : public [UMultiLineEditableTextBox](API\Runtime\UMG\Components\UMultiLineEditableTextBox)
|
[] |
|
UEditorUtilityObject::Run
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityObject.h
|
Standard function to execute.
|
Blutility
|
void Run()
|
[] |
UEditorUtilityObject::UEditorUtilityObject
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityObject.h
|
Blutility
|
UEditorUtilityObject ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UEditorUtilityObject
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityObject.h
|
Base class of any editor-only objects
|
Blutility
|
class UEditorUtilityObject : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
|
[] |
UEditorUtilityProgressBar::UEditorUtilityProgressBar
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetComponents.h
|
Blutility
|
UEditorUtilityProgressBar ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UEditorUtilityProgressBar
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetComponents.h
|
Blutility
|
class UEditorUtilityProgressBar : public [UProgressBar](API\Runtime\UMG\Components\UProgressBar)
|
[] |
|
UEditorUtilityScrollBar::UEditorUtilityScrollBar
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetComponents.h
|
Blutility
|
UEditorUtilityScrollBar ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UEditorUtilityScrollBar
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetComponents.h
|
Blutility
|
class UEditorUtilityScrollBar : public [UScrollBar](API\Runtime\UMG\Components\UScrollBar)
|
[] |
|
UEditorUtilityScrollBox::UEditorUtilityScrollBox
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetComponents.h
|
Blutility
|
UEditorUtilityScrollBox ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UEditorUtilityScrollBox
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetComponents.h
|
Blutility
|
class UEditorUtilityScrollBox : public [UScrollBox](API\Runtime\UMG\Components\UScrollBox)
|
[] |
|
UEditorUtilitySlider::UEditorUtilitySlider
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetComponents.h
|
Blutility
|
UEditorUtilitySlider ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UEditorUtilitySlider
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetComponents.h
|
Blutility
|
class UEditorUtilitySlider : public [USlider](API\Runtime\UMG\Components\USlider)
|
[] |
|
UEditorUtilitySpinBox::UEditorUtilitySpinBox
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetComponents.h
|
Blutility
|
UEditorUtilitySpinBox ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UEditorUtilitySpinBox
|
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetComponents.h
|
Blutility
|
class UEditorUtilitySpinBox : public [USpinBox](API\Runtime\UMG\Components\USpinBox)
|
[] |
|
UEditorUtilitySubsystem::AddReferencedObjects
|
/Engine/Source/Editor/Blutility/Public/EditorUtilitySubsystem.h
|
Blutility
|
static void AddReferencedObjects ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InThis, [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )
|
[] |
|
UEditorUtilitySubsystem::CancelAllTasksCommand
|
/Engine/Source/Editor/Blutility/Public/EditorUtilitySubsystem.h
|
Blutility
|
void CancelAllTasksCommand ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Params, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )
|
[] |
|
UEditorUtilitySubsystem::CanRun
|
/Engine/Source/Editor/Blutility/Public/EditorUtilitySubsystem.h
|
Blutility
|
bool CanRun ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) const
|
[] |
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