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UEditorUtilitySubsystem::CloseTabByID
/Engine/Source/Editor/Blutility/Public/EditorUtilitySubsystem.h
Given an ID for a tab, try to find and close an existing tab. Returns true if it found a tab to close.
Blutility
bool CloseTabByID ( [FName](API\Runtime\Core\UObject\FName) NewTabID )
[]
UEditorUtilitySubsystem::Deinitialize
/Engine/Source/Editor/Blutility/Public/EditorUtilitySubsystem.h
Implement this for deinitialization of instances of the system
Blutility
virtual void Deinitialize()
[]
UEditorUtilitySubsystem::DoesTabExist
/Engine/Source/Editor/Blutility/Public/EditorUtilitySubsystem.h
Given an ID for a tab, try to find an existing tab. Returns true if it found a tab.
Blutility
bool DoesTabExist ( [FName](API\Runtime\Core\UObject\FName) NewTabID )
[]
UEditorUtilitySubsystem::FindBlueprintClass
/Engine/Source/Editor/Blutility/Public/EditorUtilitySubsystem.h
Blutility
[UClass](API\Runtime\CoreUObject\UObject\UClass) * FindBlueprintClass ( const [FString](API\Runtime\Core\Containers\FString) & TargetNameRaw )
[]
UEditorUtilitySubsystem::FindClassByName
/Engine/Source/Editor/Blutility/Public/EditorUtilitySubsystem.h
Blutility
[UClass](API\Runtime\CoreUObject\UObject\UClass) * FindClassByName ( const [FString](API\Runtime\Core\Containers\FString) & RawTargetName )
[]
UEditorUtilitySubsystem::FindUtilityWidgetFromBlueprint
/Engine/Source/Editor/Blutility/Public/EditorUtilitySubsystem.h
Given an editor utility widget blueprint, get the widget it creates. This will return a null pointer if the widget is not currently in a tab.
Blutility
[UEditorUtilityWidget](API\Editor\Blutility\UEditorUtilityWidget) * FindUtilityWidgetFromBlueprint ( class [UEditorUtilityWidgetBlueprint](API\Editor\Blutility\UEditorUtilityWidgetBlueprint) * InBlueprint )
[]
UEditorUtilitySubsystem::GetActiveTask
/Engine/Source/Editor/Blutility/Public/EditorUtilitySubsystem.h
Blutility
[UEditorUtilityTask](API\Editor\Blutility\UEditorUtilityTask) * GetActiveTask()
[]
UEditorUtilitySubsystem::HandleOnBeginPIE
/Engine/Source/Editor/Blutility/Public/EditorUtilitySubsystem.h
Called when Play in Editor begins.
Blutility
void HandleOnBeginPIE ( const bool bIsSimulating )
[]
UEditorUtilitySubsystem::HandleOnEndPIE
/Engine/Source/Editor/Blutility/Public/EditorUtilitySubsystem.h
Called when Play in Editor stops.
Blutility
void HandleOnEndPIE ( const bool bIsSimulating )
[]
UEditorUtilitySubsystem::HandleStartup
/Engine/Source/Editor/Blutility/Public/EditorUtilitySubsystem.h
Blutility
void HandleStartup()
[]
UEditorUtilitySubsystem::Initialize
/Engine/Source/Editor/Blutility/Public/EditorUtilitySubsystem.h
Implement this for initialization of instances of the system
Blutility
virtual void Initialize ( [FSubsystemCollectionBase](API\Runtime\Engine\Subsystems\FSubsystemCollectionBase) & Collection )
[]
UEditorUtilitySubsystem::MainFrameCreationFinished
/Engine/Source/Editor/Blutility/Public/EditorUtilitySubsystem.h
Blutility
void MainFrameCreationFinished ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > InRootWindow, bool bIsRunningStartupDialog )
[]
UEditorUtilitySubsystem::ProcessRunTaskCommands
/Engine/Source/Editor/Blutility/Public/EditorUtilitySubsystem.h
Blutility
void ProcessRunTaskCommands()
[]
UEditorUtilitySubsystem::RegisterAndExecuteTask
/Engine/Source/Editor/Blutility/Public/EditorUtilitySubsystem.h
Blutility
void RegisterAndExecuteTask ( [UEditorUtilityTask](API\Editor\Blutility\UEditorUtilityTask) * NewTask, [UEditorUtilityTask](API\Editor\Blutility\UEditorUtilityTask) * OptionalParentTask )
[]
UEditorUtilitySubsystem::RegisterReferencedObject
/Engine/Source/Editor/Blutility/Public/EditorUtilitySubsystem.h
Blutility
void RegisterReferencedObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToReference )
[]
UEditorUtilitySubsystem::RegisterTabAndGetID
/Engine/Source/Editor/Blutility/Public/EditorUtilitySubsystem.h
Blutility
void RegisterTabAndGetID ( class [UEditorUtilityWidgetBlueprint](API\Editor\Blutility\UEditorUtilityWidgetBlueprint) * InBlueprint, [FName](API\Runtime\Core\UObject\FName) & NewTabID )
[]
UEditorUtilitySubsystem::ReleaseInstanceOfAsset
/Engine/Source/Editor/Blutility/Public/EditorUtilitySubsystem.h
Allow startup object to be garbage collected.
Blutility
void ReleaseInstanceOfAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )
[]
UEditorUtilitySubsystem::RemoveTaskFromActiveList
/Engine/Source/Editor/Blutility/Public/EditorUtilitySubsystem.h
Blutility
void RemoveTaskFromActiveList ( [UEditorUtilityTask](API\Editor\Blutility\UEditorUtilityTask) * Task )
[]
UEditorUtilitySubsystem::RunTaskCommand
/Engine/Source/Editor/Blutility/Public/EditorUtilitySubsystem.h
Blutility
void RunTaskCommand ( 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::SpawnAndRegisterTab
/Engine/Source/Editor/Blutility/Public/EditorUtilitySubsystem.h
Blutility
[UEditorUtilityWidget](API\Editor\Blutility\UEditorUtilityWidget) * SpawnAndRegisterTab ( class [UEditorUtilityWidgetBlueprint](API\Editor\Blutility\UEditorUtilityWidgetBlueprint) * InBlueprint )
[]
UEditorUtilitySubsystem::SpawnAndRegisterTabAndGetID
/Engine/Source/Editor/Blutility/Public/EditorUtilitySubsystem.h
Blutility
[UEditorUtilityWidget](API\Editor\Blutility\UEditorUtilityWidget) * SpawnAndRegisterTabAndGetID ( class [UEditorUtilityWidgetBlueprint](API\Editor\Blutility\UEditorUtilityWidgetBlueprint) * InBlueprint, [FName](API\Runtime\Core\UObject\FName) & NewTabID )
[]
UEditorUtilitySubsystem::SpawnAndRegisterTabWithId
/Engine/Source/Editor/Blutility/Public/EditorUtilitySubsystem.h
Unlike SpawnAndRegisterTabAndGetID allows spawn tab while providing TabID from Python scripts or BP
Blutility
[UEditorUtilityWidget](API\Editor\Blutility\UEditorUtilityWidget) * SpawnAndRegisterTabWithId ( class [UEditorUtilityWidgetBlueprint](API\Editor\Blutility\UEditorUtilityWidgetBlueprint) * InBlueprint, [FName](API\Runtime\Core\UObject\FName) InTabID )
[]
UEditorUtilitySubsystem::SpawnRegisteredTabByID
/Engine/Source/Editor/Blutility/Public/EditorUtilitySubsystem.h
Given an ID for a tab, try to find a tab spawner that matches, and then spawn a tab. Returns true if it was able to find a matching tab spawner
Blutility
bool SpawnRegisteredTabByID ( [FName](API\Runtime\Core\UObject\FName) NewTabID )
[]
UEditorUtilitySubsystem::StartTask
/Engine/Source/Editor/Blutility/Public/EditorUtilitySubsystem.h
Blutility
void StartTask ( [UEditorUtilityTask](API\Editor\Blutility\UEditorUtilityTask) * Task )
[]
UEditorUtilitySubsystem::Tick
/Engine/Source/Editor/Blutility/Public/EditorUtilitySubsystem.h
Blutility
bool Tick ( float DeltaTime )
[]
UEditorUtilitySubsystem::TryRun
/Engine/Source/Editor/Blutility/Public/EditorUtilitySubsystem.h
Blutility
bool TryRun ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )
[]
UEditorUtilitySubsystem::UnregisterReferencedObject
/Engine/Source/Editor/Blutility/Public/EditorUtilitySubsystem.h
Blutility
void UnregisterReferencedObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToReference )
[]
UEditorUtilitySubsystem::UnregisterTabByID
/Engine/Source/Editor/Blutility/Public/EditorUtilitySubsystem.h
Given an ID for a tab, try to close and unregister a tab that was registered through this subsystem
Blutility
bool UnregisterTabByID ( [FName](API\Runtime\Core\UObject\FName) TabID )
[]
UEditorUtilitySubsystem::UEditorUtilitySubsystem
/Engine/Source/Editor/Blutility/Public/EditorUtilitySubsystem.h
Blutility
UEditorUtilitySubsystem()
[]
UEditorUtilitySubsystem
/Engine/Source/Editor/Blutility/Public/EditorUtilitySubsystem.h
Blutility
class UEditorUtilitySubsystem : public [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem)
[ { "type": "TArray<FSoftOb...", "name": "LoadedUIs", "description": "" }, { "type": "FOnEditorUtilit...", "name": "OnBeginPIE", "description": "Expose Begin PIE to blueprints." }, { "type": "FOnEditorUtilit...", "name": "OnEndPIE", "description": "Expose End PIE to blueprints." }, { "type": "TMap<FName,UE...", "name": "RegisteredTabs", "description": "" }, { "type": "TArray<FSoftOb...", "name": "StartupObjects", "description": "" } ]
UEditorUtilityTask::BeginExecution
/Engine/Source/Editor/Blutility/Classes/EditorUtilityTask.h
Blutility
virtual void BeginExecution()
[]
UEditorUtilityTask::CancelRequested
/Engine/Source/Editor/Blutility/Classes/EditorUtilityTask.h
Blutility
virtual void CancelRequested()
[]
UEditorUtilityTask::FinishExecutingTask
/Engine/Source/Editor/Blutility/Classes/EditorUtilityTask.h
Blutility
void FinishExecutingTask()
[]
UEditorUtilityTask::GetWorld
/Engine/Source/Editor/Blutility/Classes/EditorUtilityTask.h
Blutility
virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const
[]
UEditorUtilityTask::ReceiveBeginExecution
/Engine/Source/Editor/Blutility/Classes/EditorUtilityTask.h
Blutility
void ReceiveBeginExecution()
[]
UEditorUtilityTask::ReceiveCancelRequested
/Engine/Source/Editor/Blutility/Classes/EditorUtilityTask.h
Blutility
void ReceiveCancelRequested()
[]
UEditorUtilityTask::RequestCancel
/Engine/Source/Editor/Blutility/Classes/EditorUtilityTask.h
CallsCancelRequested()andReceiveCancelRequested()
Blutility
void RequestCancel()
[]
UEditorUtilityTask::Run
/Engine/Source/Editor/Blutility/Classes/EditorUtilityTask.h
Blutility
void Run()
[]
UEditorUtilityTask::SetTaskNotificationText
/Engine/Source/Editor/Blutility/Classes/EditorUtilityTask.h
Blutility
void SetTaskNotificationText ( const [FText](API\Runtime\Core\Internationalization\FText) & Text )
[]
UEditorUtilityTask::WasCancelRequested
/Engine/Source/Editor/Blutility/Classes/EditorUtilityTask.h
Blutility
bool WasCancelRequested() const
[]
UEditorUtilityTask::UEditorUtilityTask
/Engine/Source/Editor/Blutility/Classes/EditorUtilityTask.h
Blutility
UEditorUtilityTask()
[]
UEditorUtilityTask
/Engine/Source/Editor/Blutility/Classes/EditorUtilityTask.h
Blutility
class UEditorUtilityTask : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "FOnEditorUtilit...", "name": "OnFinished", "description": "" } ]
UEditorUtilityThrobber::UEditorUtilityThrobber
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetComponents.h
Blutility
UEditorUtilityThrobber ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UEditorUtilityThrobber
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetComponents.h
Blutility
class UEditorUtilityThrobber : public [UThrobber](API\Runtime\UMG\Components\UThrobber)
[]
UEditorUtilityToolMenuEntry
/Engine/Source/Editor/Blutility/Classes/EditorUtilityToolMenu.h
Blutility
class UEditorUtilityToolMenuEntry : public [UToolMenuEntryScript](API\Developer\ToolMenus\UToolMenuEntryScript)
[]
UEditorUtilityToolMenuSection
/Engine/Source/Editor/Blutility/Classes/EditorUtilityToolMenu.h
Blutility
class UEditorUtilityToolMenuSection : public [UToolMenuSectionDynamic](API\Developer\ToolMenus\UToolMenuSectionDynamic)
[]
UEditorUtilityTreeView::UEditorUtilityTreeView
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetComponents.h
Blutility
UEditorUtilityTreeView ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UEditorUtilityTreeView
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetComponents.h
Blutility
class UEditorUtilityTreeView : public [UTreeView](API\Runtime\UMG\Components\UTreeView)
[]
UEditorUtilityWidget::ExecuteDefaultAction
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidget.h
Run the default action.
Blutility
void ExecuteDefaultAction()
[]
UEditorUtilityWidget::GetTabDisplayName
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidget.h
Returns the default desired tab display name that was specified for this widget
Blutility
[FText](API\Runtime\Core\Internationalization\FText) GetTabDisplayName() const
[]
UEditorUtilityWidget::IsEditorUtility
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidget.h
Is this widget an editor utility widget.
Blutility
virtual bool IsEditorUtility() const
[]
UEditorUtilityWidget::Run
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidget.h
The default action called when the widget is invoked if bAutoRunDefaultAction=true (it is never called otherwise)
Blutility
void Run()
[]
UEditorUtilityWidget::ShouldAlwaysReregisterWithWindowsMenu
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidget.h
Blutility
bool ShouldAlwaysReregisterWithWindowsMenu() const
[]
UEditorUtilityWidget::ShouldAutoRunDefaultAction
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidget.h
Blutility
bool ShouldAutoRunDefaultAction() const
[]
UEditorUtilityWidget
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidget.h
Blutility
class UEditorUtilityWidget : public [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget)
[ { "type": "bool", "name": "bAlwaysReregisterWithWindowsMenu", "description": "Should this widget always be re-added to the windows menu once it's opened." }, { "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": "FString", "name": "HelpText", "description": "" }, { "type": "FText", "name": "TabDisplayName", "description": "The display name for tabs spawned with this widget" } ]
UEditorUtilityWidgetBlueprint::AllowEditorWidget
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetBlueprint.h
Does the editor support widget from an editor package.
Blutility
virtual bool AllowEditorWidget() const
[]
UEditorUtilityWidgetBlueprint::BeginDestroy
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetBlueprint.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.
Blutility
virtual void BeginDestroy()
[]
UEditorUtilityWidgetBlueprint::CreateUtilityWidget
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetBlueprint.h
Creates the slate widget from the UMG widget
Blutility
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateUtilityWidget()
[]
UEditorUtilityWidgetBlueprint::GetCreatedWidget
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetBlueprint.h
Blutility
[UEditorUtilityWidget](API\Editor\Blutility\UEditorUtilityWidget) * GetCreatedWidget() const
[]
UEditorUtilityWidgetBlueprint::GetRegistrationName
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetBlueprint.h
Blutility
[FName](API\Runtime\Core\UObject\FName) GetRegistrationName() const
[]
UEditorUtilityWidgetBlueprint::GetRelevantSettings
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetBlueprint.h
Blutility
virtual [UWidgetEditingProjectSettings](API\Editor\UMGEditor\UWidgetEditingProjectSettings) * GetRelevantSettings()
[]
UEditorUtilityWidgetBlueprint::GetRelevantSettings
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetBlueprint.h
Blutility
virtual const [UWidgetEditingProjectSettings](API\Editor\UMGEditor\UWidgetEditingProjectSettings) * GetRelevantSettings() const
[]
UEditorUtilityWidgetBlueprint::GetReparentingRules
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetBlueprint.h
Blutility
virtual void GetReparentingRules ( [TSet](API\Runtime\Core\Containers\TSet)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & AllowedChildrenOfClasses, [TSet](API\Runtime\Core\Containers\TSet)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & DisallowedChildrenOfClasses ) const
[]
UEditorUtilityWidgetBlueprint::GetTabDisplayName
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetBlueprint.h
Returns the default desired tab display name that was specified for this widget
Blutility
[FText](API\Runtime\Core\Internationalization\FText) GetTabDisplayName() const
[]
UEditorUtilityWidgetBlueprint::RegenerateCreatedTab
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetBlueprint.h
Recreate the tab's content on recompile
Blutility
void RegenerateCreatedTab ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * RecompiledBlueprint )
[]
UEditorUtilityWidgetBlueprint::SetRegistrationName
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetBlueprint.h
Blutility
void SetRegistrationName ( [FName](API\Runtime\Core\UObject\FName) InRegistrationName )
[]
UEditorUtilityWidgetBlueprint::SpawnEditorUITab
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetBlueprint.h
Blutility
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > SpawnEditorUITab ( const [FSpawnTabArgs](API\Runtime\Slate\Framework\Docking\FSpawnTabArgs) & SpawnTabArgs )
[]
UEditorUtilityWidgetBlueprint::UpdateRespawnListIfNeeded
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetBlueprint.h
Blutility
void UpdateRespawnListIfNeeded ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > TabBeingClosed )
[]
UEditorUtilityWidgetBlueprint
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetBlueprint.h
Blutility
class UEditorUtilityWidgetBlueprint : public [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint)
[]
UEditorUtilityWidgetBlueprintFactory::CanCreateNew
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetBlueprintFactory.h
true if the factory can currently create a new object from scratch.
Blutility
virtual bool CanCreateNew() const
[]
UEditorUtilityWidgetBlueprintFactory::ConfigureProperties
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetBlueprintFactory.h
Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties
Blutility
virtual bool ConfigureProperties()
[]
UEditorUtilityWidgetBlueprintFactory::FactoryCreateNew
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetBlueprintFactory.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 )
[]
UEditorUtilityWidgetBlueprintFactory::ShouldShowInNewMenu
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetBlueprintFactory.h
Returns true if this factory should be shown in the New Asset menu (by default calls CanCreateNew).
Blutility
virtual bool ShouldShowInNewMenu() const
[]
UEditorUtilityWidgetBlueprintFactory::UEditorUtilityWidgetBlueprintFactory
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetBlueprintFactory.h
Blutility
UEditorUtilityWidgetBlueprintFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UEditorUtilityWidgetBlueprintFactory
/Engine/Source/Editor/Blutility/Classes/EditorUtilityWidgetBlueprintFactory.h
Blutility
class UEditorUtilityWidgetBlueprintFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
[ { "type": "TEnumAsByte< EB...", "name": "BlueprintType", "description": "The type of blueprint that will be created." }, { "type": "TSubclassOf< cl...", "name": "ParentClass", "description": "The parent class of the created blueprint." }, { "type": "UClass*", "name": "RootWidgetClass", "description": "" } ]
UEditorUtilityWidgetProjectSettings::GetSectionDescription
/Engine/Source/Editor/Blutility/Public/EditorUtilityWidgetProjectSettings.h
Gets the description for the section, uses the classes ToolTip by default.
Blutility
virtual [FText](API\Runtime\Core\Internationalization\FText) GetSectionDescription() const
[]
UEditorUtilityWidgetProjectSettings::PostEditChangeChainProperty
/Engine/Source/Editor/Blutility/Public/EditorUtilityWidgetProjectSettings.h
This alternate version of PostEditChange is called when properties inside structs are modified. The property that was actually modified is located at the tail of the list. The head of the list of theFStructPropertymember variable that contains the property that was modified.
Blutility
virtual void PostEditChangeChainProperty ( struct [FPropertyChangedChainEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedChainEvent) & PropertyChangedEvent )
[]
UEditorUtilityWidgetProjectSettings::GetSectionText
/Engine/Source/Editor/Blutility/Public/EditorUtilityWidgetProjectSettings.h
Gets the section text, uses the classes DisplayName by default.
Blutility
virtual [FText](API\Runtime\Core\Internationalization\FText) GetSectionText() const
[]
UEditorUtilityWidgetProjectSettings
/Engine/Source/Editor/Blutility/Public/EditorUtilityWidgetProjectSettings.h
Implements the settings for Editor Utility Widget Editing Project Settings
Blutility
class UEditorUtilityWidgetProjectSettings : public [UWidgetEditingProjectSettings](API\Editor\UMGEditor\UWidgetEditingProjectSettings)
[]
FModuleMenuMapper
/Engine/Source/Editor/Cascade/Classes/CascadeConfiguration.h
Settings for Cascade that users are not allowed to alter. Module-to-TypeData mapping helper.
Cascade
struct FModuleMenuMapper
[ { "type": "TArray<FString...", "name": "InvalidObjNames", "description": "" }, { "type": "FString", "name": "ObjName", "description": "" } ]
ICascade
/Engine/Source/Editor/Cascade/Public/ICascade.h
Cascade
class ICascade : public [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit)
[]
ICascadeModule::CascadeClosed
/Engine/Source/Editor/Cascade/Public/CascadeModule.h
Removes the specified instance from the list of open Cascade toolkits
Cascade
void CascadeClosed ( FCascade * CascadeInstance )
[]
ICascadeModule::ConvertModulesToSeeded
/Engine/Source/Editor/Cascade/Public/CascadeModule.h
Converts all the modules in the specified particle system to seeded modules
Cascade
void ConvertModulesToSeeded ( [UParticleSystem](API\Runtime\Engine\Particles\UParticleSystem) * ParticleSystem )
[]
ICascadeModule::CreateCascade
/Engine/Source/Editor/Cascade/Public/CascadeModule.h
Creates a new Cascade instance
Cascade
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ICascade](API\Editor\Cascade\ICascade) > CreateCascade ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, [UParticleSystem](API\Runtime\Engine\Particles\UParticleSystem) * ParticleSystem )
[]
ICascadeModule::RefreshCascade
/Engine/Source/Editor/Cascade/Public/CascadeModule.h
Refreshes the toolkit inspecting the specified particle system
Cascade
void RefreshCascade ( [UParticleSystem](API\Runtime\Engine\Particles\UParticleSystem) * ParticleSystem )
[]
ICascadeModule
/Engine/Source/Editor/Cascade/Public/CascadeModule.h
Cascade
class ICascadeModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface), public [IHasMenuExtensibility](API\Editor\UnrealEd\Toolkits\IHasMenuExtensibility), public [IHasToolBarExtensibility](API\Editor\UnrealEd\Toolkits\IHasToolBarExtensibility)
[]
UCascadeConfiguration::IsModuleTypeValid
/Engine/Source/Editor/Cascade/Classes/CascadeConfiguration.h
Returns true if the given module class name is valid for the type data class name.
Cascade
bool IsModuleTypeValid ( [FName](API\Runtime\Core\UObject\FName) TypeDataName, [FName](API\Runtime\Core\UObject\FName) ModuleName )
[]
UCascadeConfiguration::UCascadeConfiguration
/Engine/Source/Editor/Cascade/Classes/CascadeConfiguration.h
Cascade
UCascadeConfiguration ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UCascadeConfiguration
/Engine/Source/Editor/Cascade/Classes/CascadeConfiguration.h
Cascade
class UCascadeConfiguration : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "TArray<FString...", "name": "ModuleMenu_ModuleRejections", "description": "Modules that Cascade should ignore in the menu system." }, { "type": "TArray< struct ...", "name": "ModuleMenu_TypeDataToBaseModuleRejections", "description": "TypeData-to-base module mappings." }, { "type": "TArray< struct ...", "name": "ModuleMenu_TypeDataToSpecificModuleRejections", "description": "Module-to-TypeData mappings." } ]
UCascadeParticleSystemComponent::CascadeTickComponent
/Engine/Source/Editor/Cascade/Classes/CascadeParticleSystemComponent.h
Updates time dependent state for this component, called from within Cascade. Requires component to be registered
Cascade
void CascadeTickComponent ( float DeltaTime, enum ELevelTick TickType )
[]
UCascadeParticleSystemComponent::Editor_CanBeTickManaged
/Engine/Source/Editor/Cascade/Classes/CascadeParticleSystemComponent.h
Cascade
virtual bool Editor_CanBeTickManaged() const
[]
UCascadeParticleSystemComponent::ParticleLineCheck
/Engine/Source/Editor/Cascade/Classes/CascadeParticleSystemComponent.h
Collision Handling...
Cascade
virtual bool ParticleLineCheck ( [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, [AActor](API\Runtime\Engine\GameFramework\AActor) * SourceActor, const FVector & End, const FVector & Start, const FVector & Extent, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & )
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UCascadeParticleSystemComponent::TickComponent
/Engine/Source/Editor/Cascade/Classes/CascadeParticleSystemComponent.h
Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.
Cascade
virtual void TickComponent ( float DeltaTime, enum ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )
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UCascadeParticleSystemComponent::UpdateLODInformation
/Engine/Source/Editor/Cascade/Classes/CascadeParticleSystemComponent.h
Cascade
virtual void UpdateLODInformation()
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UCascadeParticleSystemComponent::UCascadeParticleSystemComponent
/Engine/Source/Editor/Cascade/Classes/CascadeParticleSystemComponent.h
Cascade
UCascadeParticleSystemComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UCascadeParticleSystemComponent
/Engine/Source/Editor/Cascade/Classes/CascadeParticleSystemComponent.h
Used to provide an extended particle system component to allow collision to function in the preview window.
Cascade
class UCascadeParticleSystemComponent : public [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent)
[ { "type": "FCascadeEdPrevi...", "name": "CascadePreviewViewportPtr", "description": "" } ]
EClassViewerDisplayMode::Type
/Engine/Source/Editor/ClassViewer/Public/ClassViewerModule.h
ClassViewer
namespace EClassViewerDisplayMode { enum Type { DefaultView, TreeView, ListView, } }
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EClassViewerMode::Type
/Engine/Source/Editor/ClassViewer/Public/ClassViewerModule.h
ClassViewer
namespace EClassViewerMode { enum Type { ClassBrowsing, ClassPicker, } }
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EFilterReturn::Type
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
ClassViewer
namespace EFilterReturn { enum Type { Failed = 0, Passed, NoItems, } }
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FClassViewerFilter::IsClassAllowed
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
Checks if a class is allowed by this filter.
ClassViewer
virtual bool IsClassAllowed ( const [FClassViewerInitializationOptions](API\Editor\ClassViewer\FClassViewerInitializationOption-) & InInitOptions, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FClassViewerFilterFuncs](API\Editor\ClassViewer\FClassViewerFilterFuncs) > InFilterFuncs )
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