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FClassViewerFilter::IsClassAllowed
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
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, const bool bCheckTextFilter )
[]
FClassViewerFilter::IsNodeAllowed
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
This function checks whether a node passes the filter defined by IsClassAllowed/IsUnloadedClassAllowed.
ClassViewer
virtual bool IsNodeAllowed ( const [FClassViewerInitializationOptions](API\Editor\ClassViewer\FClassViewerInitializationOption-) & InInitOptions, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< FClassViewerNode > & Node, const bool bCheckTextFilter )
[]
FClassViewerFilter::IsUnloadedClassAllowed
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
Checks if a class is allowed by this filter.
ClassViewer
virtual bool IsUnloadedClassAllowed ( const [FClassViewerInitializationOptions](API\Editor\ClassViewer\FClassViewerInitializationOption-) & InInitOptions, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< const class [IUnloadedBlueprintData](API\Editor\ClassViewer\IUnloadedBlueprintData) > InUnloadedClassData, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FClassViewerFilterFuncs](API\Editor\ClassViewer\FClassViewerFilterFuncs) > InFilterFuncs )
[]
FClassViewerFilter::IsUnloadedClassAllowed
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
ClassViewer
virtual bool IsUnloadedClassAllowed ( const [FClassViewerInitializationOptions](API\Editor\ClassViewer\FClassViewerInitializationOption-) & InInitOptions, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< const class [IUnloadedBlueprintData](API\Editor\ClassViewer\IUnloadedBlueprintData) > InUnloadedClassData, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FClassViewerFilterFuncs](API\Editor\ClassViewer\FClassViewerFilterFuncs) > InFilterFuncs, const bool bCheckTextFilter )
[]
FClassViewerFilter::FClassViewerFilter
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
ClassViewer
FClassViewerFilter ( const [FClassViewerInitializationOptions](API\Editor\ClassViewer\FClassViewerInitializationOption-) & InInitOptions )
[]
FClassViewerFilter
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
Filter class that performs many common checks.
ClassViewer
class FClassViewerFilter : public [IClassViewerFilter](API\Editor\ClassViewer\IClassViewerFilter)
[ { "type": "TSharedPtr<IAs...", "name": "AssetReferenceFilter", "description": "" }, { "type": "constIAssetReg...", "name": "AssetRegistry", "description": "" }, { "type": "TSharedRef<FCl...", "name": "FilterFunctions", "description": "" }, { "type": "TArray<UClass...", "name": "InternalClasses", "description": "" }, { "type": "TArray<FDirect...", "name": "InternalPaths", "description": "" }, { "type": "TSharedRef<FTe...", "name": "TextFilter", "description": "" } ]
FClassViewerFilterFuncs::IfInChildOfClassesSet
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
Checks if the given Class is a child-of any of the classes in a set.EFilterReturn::Passedif it is a child-of a class in the set,EFilterReturn::Failedif it is not,EFilterReturn::NoItemsif the set is empty.
ClassViewer
virtual [EFilterReturn::Type](API\Editor\ClassViewer\EFilterReturn__Type) IfInChildOfClassesSet ( [TSet](API\Runtime\Core\Containers\TSet)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & InSet, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )
[]
FClassViewerFilterFuncs::IfInChildOfClassesSet
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
Checks if the given Class is a child-of any of the classes in a set.EFilterReturn::Passedif it is a child-of a class in the set,EFilterReturn::Failedif it is not,EFilterReturn::NoItemsif the set is empty.
ClassViewer
virtual [EFilterReturn::Type](API\Editor\ClassViewer\EFilterReturn__Type) IfInChildOfClassesSet ( [TSet](API\Runtime\Core\Containers\TSet)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & InSet, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const class [IUnloadedBlueprintData](API\Editor\ClassViewer\IUnloadedBlueprintData) > InClass )
[]
FClassViewerFilterFuncs::IfInClassesSet
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
Checks if the Class is in the Classes set.EFilterReturn::Passedif the Class is in the Classes set,EFilterReturn::Failedif it is not,EFilterReturn::NoItemsif the set is empty.
ClassViewer
virtual [EFilterReturn::Type](API\Editor\ClassViewer\EFilterReturn__Type) IfInClassesSet ( [TSet](API\Runtime\Core\Containers\TSet)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & InSet, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )
[]
FClassViewerFilterFuncs::IfInClassesSet
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
Checks if the Class is in the Classes set.EFilterReturn::Passedif the Class is in the Classes set,EFilterReturn::Failedif it is not,EFilterReturn::NoItemsif the set is empty.
ClassViewer
virtual [EFilterReturn::Type](API\Editor\ClassViewer\EFilterReturn__Type) IfInClassesSet ( [TSet](API\Runtime\Core\Containers\TSet)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & InSet, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const class [IUnloadedBlueprintData](API\Editor\ClassViewer\IUnloadedBlueprintData) > InClass )
[]
FClassViewerFilterFuncs::IfMatchesAllInChildOfClassesSet
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
Checks if the given Class is a child-of ALL of the classes in a set.EFilterReturn::Passedif it is a child-of ALL the classes in the set,EFilterReturn::Failedif it is not,EFilterReturn::NoItemsif the set is empty.
ClassViewer
virtual [EFilterReturn::Type](API\Editor\ClassViewer\EFilterReturn__Type) IfMatchesAllInChildOfClassesSet ( [TSet](API\Runtime\Core\Containers\TSet)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & InSet, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )
[]
FClassViewerFilterFuncs::IfMatchesAllInChildOfClassesSet
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
Checks if the given Class is a child-of ALL of the classes in a set.EFilterReturn::Passedif it is a child-of ALL the classes in the set,EFilterReturn::Failedif it is not,EFilterReturn::NoItemsif the set is empty.
ClassViewer
virtual [EFilterReturn::Type](API\Editor\ClassViewer\EFilterReturn__Type) IfMatchesAllInChildOfClassesSet ( [TSet](API\Runtime\Core\Containers\TSet)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & InSet, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const class [IUnloadedBlueprintData](API\Editor\ClassViewer\IUnloadedBlueprintData) > InClass )
[]
FClassViewerFilterFuncs::IfMatchesAll_ClassesSetIsAClass
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
Checks if ALL the Classes set has a Is-A relationship with the passed in class.EFilterReturn::Passedif ALL the Classes set IsA the passed class,EFilterReturn::Failedif it is not,EFilterReturn::NoItemsif the set is empty.
ClassViewer
virtual [EFilterReturn::Type](API\Editor\ClassViewer\EFilterReturn__Type) IfMatchesAll_ClassesSetIsAClass ( [TSet](API\Runtime\Core\Containers\TSet)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & InSet, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )
[]
FClassViewerFilterFuncs::IfMatchesAll_ClassesSetIsAClass
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
Checks if ALL the Classes set has a Is-A relationship with the passed in class.EFilterReturn::Passedif ALL the Classes set IsA the passed class,EFilterReturn::Failedif it is not,EFilterReturn::NoItemsif the set is empty.
ClassViewer
virtual [EFilterReturn::Type](API\Editor\ClassViewer\EFilterReturn__Type) IfMatchesAll_ClassesSetIsAClass ( [TSet](API\Runtime\Core\Containers\TSet)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & InSet, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const class [IUnloadedBlueprintData](API\Editor\ClassViewer\IUnloadedBlueprintData) > InClass )
[]
FClassViewerFilterFuncs::IfMatchesAll_ObjectsSetIsAClass
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
Checks if ALL the Objects has a Is-A relationship with the passed in class.EFilterReturn::Passedif ALL the Objects set IsA the passed class,EFilterReturn::Failedif it is not,EFilterReturn::NoItemsif the set is empty.
ClassViewer
virtual [EFilterReturn::Type](API\Editor\ClassViewer\EFilterReturn__Type) IfMatchesAll_ObjectsSetIsAClass ( [TSet](API\Runtime\Core\Containers\TSet)< const [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InSet, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )
[]
FClassViewerFilterFuncs::IfMatchesAll_ObjectsSetIsAClass
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
Checks if ALL the Objects has a Is-A relationship with the passed in class.EFilterReturn::Passedif ALL the Objects set IsA the passed class,EFilterReturn::Failedif it is not,EFilterReturn::NoItemsif the set is empty.
ClassViewer
virtual [EFilterReturn::Type](API\Editor\ClassViewer\EFilterReturn__Type) IfMatchesAll_ObjectsSetIsAClass ( [TSet](API\Runtime\Core\Containers\TSet)< const [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InSet, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const class [IUnloadedBlueprintData](API\Editor\ClassViewer\IUnloadedBlueprintData) > InClass )
[]
FClassViewerFilterFuncs::IfMatches_ClassesSetIsAClass
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
Checks if any in the Classes set has a Is-A relationship with the passed in class.EFilterReturn::Passedif the Classes set IsA the passed class,EFilterReturn::Failedif it is not,EFilterReturn::NoItemsif the set is empty.
ClassViewer
virtual [EFilterReturn::Type](API\Editor\ClassViewer\EFilterReturn__Type) IfMatches_ClassesSetIsAClass ( [TSet](API\Runtime\Core\Containers\TSet)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & InSet, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )
[]
FClassViewerFilterFuncs::IfMatches_ClassesSetIsAClass
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
Checks if any in the Classes set has a Is-A relationship with the passed in class.EFilterReturn::Passedif the Classes set IsA the passed class,EFilterReturn::Failedif it is not,EFilterReturn::NoItemsif the set is empty.
ClassViewer
virtual [EFilterReturn::Type](API\Editor\ClassViewer\EFilterReturn__Type) IfMatches_ClassesSetIsAClass ( [TSet](API\Runtime\Core\Containers\TSet)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & InSet, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const class [IUnloadedBlueprintData](API\Editor\ClassViewer\IUnloadedBlueprintData) > InClass )
[]
FClassViewerFilterFuncs::~FClassViewerFilterFuncs
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
ClassViewer
virtual ~FClassViewerFilterFuncs()
[]
FClassViewerFilterFuncs
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
ClassViewer
class FClassViewerFilterFuncs
[]
FClassViewerFilterOption
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
Used to define a custom class viewer filter option.
ClassViewer
class FClassViewerFilterOption
[ { "type": "bool", "name": "bEnabled", "description": "Whether or not the option is currently enabled (default = true)." }, { "type": "TAttribute<FTe...", "name": "LabelText", "description": "Localized label text to use for the option in the class viewer's filter menu." }, { "type": "FOnClassViewerF...", "name": "OnOptionChanged", "description": "Optional external delegate that will be invoked when this filter option is changed." }, { "type": "TAttribute<FTe...", "name": "ToolTipText", "description": "Localized tooltip text to use for the option in the class viewer's filter menu." } ]
FClassViewerInitializationOptions::FClassViewerInitializationOptions
/Engine/Source/Editor/ClassViewer/Public/ClassViewerModule.h
Constructor
ClassViewer
FClassViewerInitializationOptions()
[]
FClassViewerInitializationOptions
/Engine/Source/Editor/ClassViewer/Public/ClassViewerModule.h
Settings for the Class Viewer set by the programmer before spawning an instance of the widget. This is used to modify the class viewer's behavior in various ways, such as filtering in or out specific classes.
ClassViewer
class FClassViewerInitializationOptions
[ { "type": "TArray<FAssetD...", "name": "AdditionalReferencingAssets", "description": "The passed in property handle will be used to gather referencing assets." }, { "type": "bool", "name": "bAllowViewOptions", "description": "True (the default) shows the view options at the bottom of the class picker" }, { "type": "bool", "name": "bEditorClassesOnly", "description": "False by default, restricts the class picker to only showing editor module classes" }, { "type": "bool", "name": "bEnableClassDynamicLoading", "description": "True allows class dynamic loading on selection" }, { "type": "bool", "name": "bExpandAllNodes", "description": "If true, all nodes will be expanded by default." }, { "type": "bool", "name": "bExpandRootNodes", "description": "If true, root nodes will be expanded by default." }, { "type": "bool", "name": "bIsActorsOnly", "description": "Filters so only actors will be displayed." }, { "type": "bool", "name": "bIsBlueprintBaseOnly", "description": "Filters so only base blueprints will be displayed." }, { "type": "bool", "name": "bIsPlaceableOnly", "description": "Filters so only placeable actors will be displayed. Forces bIsActorsOnly to true." }, { "type": "bool", "name": "bShowBackgroundBorder", "description": "True (the default) shows a background border behind the class viewer widget." }, { "type": "bool", "name": "bShowClassesViewer", "description": "(true) Will show the classes viewer." }, { "type": "bool", "name": "bShowDefaultClasses", "description": "(true) Will show the default classes if they exist." }, { "type": "bool", "name": "bShowNoneOption", "description": "Shows a \"None\" option, only available in Picker mode." }, { "type": "bool", "name": "bShowObjectRootClass", "description": "True will show theUObjectroot class." }, { "type": "bool", "name": "bShowUnloadedBlueprints", "description": "Shows unloaded blueprints. Will not be filtered out based on non-bool filter options." }, { "type": "TArray<TShared...", "name": "ClassFilters", "description": "The filter(s) to use on classes in this instance." }, { "type": "EClassViewerDis...", "name": "DisplayMode", "description": "Mode to display the classes using." }, { "type": "TArray<UClass...", "name": "ExtraPickerCommonClasses", "description": "Defines additional classes you want listed in the \"Common Classes\" section for the picker." }, { "type": "UClass*", "name": "InitiallySelectedClass", "description": "Will set the initially selected row, if possible, to this class when the viewer is created" }, { "type": "EClassViewerMod...", "name": "Mode", "description": "Mode to operate in" }, { "type": "EClassViewerNam...", "name": "NameTypeToDisplay", "description": "Controls what name is shown for classes" }, { "type": "TSharedPtr<IPr...", "name": "PropertyHandle", "description": "The property this class viewer be working on." }, { "type": "FText", "name": "ViewerTitleString", "description": "The title string of the class viewer if required." } ]
FClassViewerModule::CreateClassFilter
/Engine/Source/Editor/ClassViewer/Public/ClassViewerModule.h
Create a new class filter from the given initialization options.
ClassViewer
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IClassViewerFilter](API\Editor\ClassViewer\IClassViewerFilter) > CreateClassFilter ( const [FClassViewerInitializationOptions](API\Editor\ClassViewer\FClassViewerInitializationOption-) & InitOptions )
[]
FClassViewerModule::CreateClassViewer
/Engine/Source/Editor/ClassViewer/Public/ClassViewerModule.h
Creates a class viewer widget New class viewer widget
ClassViewer
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateClassViewer ( const [FClassViewerInitializationOptions](API\Editor\ClassViewer\FClassViewerInitializationOption-) & InitOptions, const FOnClassPicked & OnClassPickedDelegate )
[]
FClassViewerModule::CreateFilterFuncs
/Engine/Source/Editor/ClassViewer/Public/ClassViewerModule.h
ClassViewer
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FClassViewerFilterFuncs](API\Editor\ClassViewer\FClassViewerFilterFuncs) > CreateFilterFuncs()
[]
FClassViewerModule::GetGlobalClassViewerFilter
/Engine/Source/Editor/ClassViewer/Public/ClassViewerModule.h
Returns the global filter that affects all class viewer instances
ClassViewer
virtual const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IClassViewerFilter](API\Editor\ClassViewer\IClassViewerFilter) > & GetGlobalClassViewerFilter()
[]
FClassViewerModule::GetOnGlobalClassViewerFilterModified
/Engine/Source/Editor/ClassViewer/Public/ClassViewerModule.h
ClassViewer
FSimpleMulticastDelegate & GetOnGlobalClassViewerFilterModified()
[]
FClassViewerModule::RegisterGlobalClassViewerFilter
/Engine/Source/Editor/ClassViewer/Public/ClassViewerModule.h
Registers a global filter that affects all class viewer instances (gets combined any local filter)
ClassViewer
virtual void RegisterGlobalClassViewerFilter ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IClassViewerFilter](API\Editor\ClassViewer\IClassViewerFilter) > & Filter )
[]
FClassViewerModule::StartupModule
/Engine/Source/Editor/ClassViewer/Public/ClassViewerModule.h
Called right after the module DLL has been loaded and the module object has been created
ClassViewer
virtual void StartupModule()
[]
FClassViewerModule::ShutdownModule
/Engine/Source/Editor/ClassViewer/Public/ClassViewerModule.h
Called before the module is unloaded, right before the module object is destroyed.
ClassViewer
virtual void ShutdownModule()
[]
FClassViewerModule
/Engine/Source/Editor/ClassViewer/Public/ClassViewerModule.h
Class Viewer module
ClassViewer
class FClassViewerModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
[]
FLogCategoryLogEditorClassViewer
/Engine/Source/Editor/ClassViewer/Public/ClassViewerModule.h
ClassViewer
struct FLogCategoryLogEditorClassViewer : public [FLogCategory< ELogVerbosity::Log, ELogVerbosity::All >](API\Runtime\Core\Logging\FLogCategory)
[]
FLogCategoryLogEditorClassViewer::FLogCategoryLogEditorClassViewer
/Engine/Source/Editor/ClassViewer/Public/ClassViewerModule.h
ClassViewer
FLogCategoryLogEditorClassViewer()
[]
IClassViewerFilter::Add
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
ClassViewer
**OutFilterOptions Add ( MyFilterOption )
[]
IClassViewerFilter::IsClassAllowed
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
Checks if a class is allowed by this filter.
ClassViewer
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 )
[]
IClassViewerFilter::IsUnloadedClassAllowed
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
Checks if a class is allowed by this filter.
ClassViewer
bool IsUnloadedClassAllowed ( const [FClassViewerInitializationOptions](API\Editor\ClassViewer\FClassViewerInitializationOption-) & InInitOptions, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< const class [IUnloadedBlueprintData](API\Editor\ClassViewer\IUnloadedBlueprintData) > InUnloadedClassData, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FClassViewerFilterFuncs](API\Editor\ClassViewer\FClassViewerFilterFuncs) > InFilterFuncs )
[]
IClassViewerFilter::~IClassViewerFilter
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
ClassViewer
virtual ~IClassViewerFilter()
[]
IClassViewerFilter
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
Interface class for creating filters for the Class Viewer.
ClassViewer
class IClassViewerFilter
[ { "type": "*MyFilterOp...", "name": "OnOptionChanged", "description": "" }, { "type": "*MyFilterOp...", "name": "ToolTipText", "description": "Can be optionally implemented to gather additional filter flags." } ]
IUnloadedBlueprintData::GetClassName
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
Get the generated class name of this blueprint.
ClassViewer
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FString](API\Runtime\Core\Containers\FString) > GetClassName() const
[]
IUnloadedBlueprintData::GetClassPath
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
Get the class path of this blueprint.
ClassViewer
[FName](API\Runtime\Core\UObject\FName) GetClassPath() const
[]
IUnloadedBlueprintData::GetClassPathName
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
Get the class path of this blueprint.
ClassViewer
[FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) GetClassPathName() const
[]
IUnloadedBlueprintData::GetClassWithin
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
Attempts to get the ClassWithin property for this class. ClassWithin of the child most Native class in the hierarchy.
ClassViewer
const [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetClassWithin() const
[]
IUnloadedBlueprintData::GetNativeParent
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
Attempts to get the child-most Native class in the hierarchy. The child-most Native class in the hierarchy.
ClassViewer
const [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetNativeParent() const
[]
IUnloadedBlueprintData::HasAllClassFlags
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
Used to safely check whether all of the passed in flags are set. true if all of the passed in flags are set (including no flags passed in), false otherwise
ClassViewer
bool HasAllClassFlags ( uint32 InFlagsToCheck ) const
[]
IUnloadedBlueprintData::HasAnyClassFlags
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
Used to safely check whether the passed in flag is set. true if the passed in flag is set, false otherwise (including no flag passed in, unless the FlagsToCheck is CLASS_AllFlags)
ClassViewer
bool HasAnyClassFlags ( uint32 InFlagsToCheck ) const
[]
IUnloadedBlueprintData::ImplementsInterface
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
This will return whether or not this class implements the passed in class / interface
ClassViewer
bool ImplementsInterface ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InInterface ) const
[]
IUnloadedBlueprintData::IsA
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
Checks whether or not the class has an Is-A relationship with the passed in class. true if it has an Is-A relationship to the passed in class.
ClassViewer
bool IsA ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass ) const
[]
IUnloadedBlueprintData::IsChildOf
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
Checks whether or not the class is a child-of the passed in class. true if it is a child-of the passed in class.
ClassViewer
bool IsChildOf ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass ) const
[]
IUnloadedBlueprintData::IsNormalBlueprintType
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
Get whether or not this blueprint is a normal blueprint.
ClassViewer
bool IsNormalBlueprintType() const
[]
IUnloadedBlueprintData::SetClassFlags
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
Sets the flags for this class.
ClassViewer
void SetClassFlags ( uint32 InFlags )
[]
IUnloadedBlueprintData::SetNormalBlueprintType
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
Set whether or not this blueprint is a normal blueprint.
ClassViewer
void SetNormalBlueprintType ( bool bInNormalBPType )
[]
IUnloadedBlueprintData
/Engine/Source/Editor/ClassViewer/Public/ClassViewerFilter.h
ClassViewer
class IUnloadedBlueprintData
[]
SClassViewer::ClearSelection
/Engine/Source/Editor/ClassViewer/Public/SClassViewer.h
Empty the selection set.
ClassViewer
virtual void ClearSelection()
[]
SClassViewer::Construct
/Engine/Source/Editor/ClassViewer/Public/SClassViewer.h
Construct the widget
ClassViewer
void Construct ( const [FArguments](API\Editor\ClassViewer\SClassViewer\FArguments) & InArgs, const [FClassViewerInitializationOptions](API\Editor\ClassViewer\FClassViewerInitializationOption-) & InInitOptions )
[]
SClassViewer::DestroyClassHierarchy
/Engine/Source/Editor/ClassViewer/Public/SClassViewer.h
Destroys the internal Class Hierarchy database
ClassViewer
static void DestroyClassHierarchy()
[]
SClassViewer::FArguments::OnClassPickedDelegate
/Engine/Source/Editor/ClassViewer/Public/SClassViewer.h
ClassViewer
WidgetArgsType & OnClassPickedDelegate &40; FOnClassPicked InArg &41;
[]
WidgetArgsType
/Engine/Source/Editor/ClassViewer/Public/SClassViewer.h
ClassViewer
typedef FArguments WidgetArgsType
[]
SClassViewer::FArguments::FArguments
/Engine/Source/Editor/ClassViewer/Public/SClassViewer.h
ClassViewer
FArguments&40;&41;
[]
FArguments
/Engine/Source/Editor/ClassViewer/Public/SClassViewer.h
ClassViewer
struct FArguments : public [TSlateBaseNamedArgs< SClassViewer >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)
[]
SClassViewer::GetContent
/Engine/Source/Editor/ClassViewer/Public/SClassViewer.h
Gets the widget contents of the app
ClassViewer
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetContent()
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SClassViewer::IsClassAllowed
/Engine/Source/Editor/ClassViewer/Public/SClassViewer.h
Test to see whether the given class would be allowed by this class viewer
ClassViewer
virtual bool IsClassAllowed ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass ) const
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SClassViewer::OnFocusReceived
/Engine/Source/Editor/ClassViewer/Public/SClassViewer.h
KEY INPUT Called when focus is given to this widget. This event does not bubble. Returns whether the event was handled, along with other possible actions
ClassViewer
virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnFocusReceived ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FFocusEvent](API\Runtime\SlateCore\Input\FFocusEvent) & InFocusEvent )
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SClassViewer::OnKeyDown
/Engine/Source/Editor/ClassViewer/Public/SClassViewer.h
Called after a key is pressed when this widget has focus (this event bubbles if not handled) Returns whether the event was handled, along with other possible actions
ClassViewer
virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnKeyDown ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent )
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SClassViewer::Refresh
/Engine/Source/Editor/ClassViewer/Public/SClassViewer.h
Sends a requests to the Class Viewer to refresh itself the next chance it gets
ClassViewer
void Refresh()
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SClassViewer::RequestPopulateClassHierarchy
/Engine/Source/Editor/ClassViewer/Public/SClassViewer.h
Requests a repopulation of the internal Class Hierarchy database
ClassViewer
static void RequestPopulateClassHierarchy()
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SClassViewer::Tick
/Engine/Source/Editor/ClassViewer/Public/SClassViewer.h
SWidgetinterface
ClassViewer
virtual void Tick ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const double InCurrentTime, const float InDeltaTime )
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SClassViewer::SupportsKeyboardFocus
/Engine/Source/Editor/ClassViewer/Public/SClassViewer.h
Checks to see if this widget supports keyboard focus. Override this in derived classes. True if this widget can take keyboard focus
ClassViewer
virtual bool SupportsKeyboardFocus() const
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SClassViewer::~SClassViewer
/Engine/Source/Editor/ClassViewer/Public/SClassViewer.h
ClassViewer
virtual ~SClassViewer()
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SClassViewer
/Engine/Source/Editor/ClassViewer/Public/SClassViewer.h
ClassViewer
class SClassViewer : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)
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UClassViewerProjectSettings::UClassViewerProjectSettings
/Engine/Source/Editor/ClassViewer/Public/ClassViewerProjectSettings.h
ClassViewer
UClassViewerProjectSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UClassViewerProjectSettings
/Engine/Source/Editor/ClassViewer/Public/ClassViewerProjectSettings.h
Implements the settings for the Class Viewer Project Settings
ClassViewer
class UClassViewerProjectSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "TArray<FSoftCl...", "name": "InternalOnlyClasses", "description": "The base classes to be considered Internal Only for the class picker." }, { "type": "TArray<FDirect...", "name": "InternalOnlyPaths", "description": "The base directories to be considered Internal Only for the class picker." } ]
FClothingSystemEditorModule::GetFactory
/Engine/Source/Editor/ClothingSystemEditor/Public/ClothingSystemEditorModule.h
Called by the engine to retrieve a valid factory from a provider This can be the default object for the factory class or a full instance
ClothingSystemEditor
virtual [UClothingAssetFactoryBase](API\Editor\ClothingSystemEditorInterface\UClothingAssetFactoryBase) * GetFactory()
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FClothingSystemEditorModule::ShutdownModule
/Engine/Source/Editor/ClothingSystemEditor/Public/ClothingSystemEditorModule.h
Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.
ClothingSystemEditor
virtual void ShutdownModule()
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FClothingSystemEditorModule::StartupModule
/Engine/Source/Editor/ClothingSystemEditor/Public/ClothingSystemEditorModule.h
FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));
ClothingSystemEditor
virtual void StartupModule()
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FClothingSystemEditorModule::FClothingSystemEditorModule
/Engine/Source/Editor/ClothingSystemEditor/Public/ClothingSystemEditorModule.h
ClothingSystemEditor
FClothingSystemEditorModule()
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FClothingSystemEditorModule
/Engine/Source/Editor/ClothingSystemEditor/Public/ClothingSystemEditorModule.h
ClothingSystemEditor
class FClothingSystemEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface), public [IClothingAssetFactoryProvider](API\Editor\ClothingSystemEditorInterface\IClothingAssetFactoryProvider)
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UClothingAssetFactory::CanImport
/Engine/Source/Editor/ClothingSystemEditor/Public/ClothingAssetFactory.h
Tests whether the given filename should be able to be imported.
ClothingSystemEditor
virtual bool CanImport ( const [FString](API\Runtime\Core\Containers\FString) & Filename )
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UClothingAssetFactory::CreateFromApexAsset
/Engine/Source/Editor/ClothingSystemEditor/Public/ClothingAssetFactory.h
Given an APEX asset, build aUClothingAssetCommoncontaining the required data.
ClothingSystemEditor
virtual [UClothingAssetBase](API\Runtime\ClothingSystemRuntimeInterface\UClothingAssetBase) * CreateFromApexAsset ( nvidia::apex::ClothingAsset * InApexAsset, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * TargetMesh, [FName](API\Runtime\Core\UObject\FName) InName )
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UClothingAssetFactory::CreateFromExistingCloth
/Engine/Source/Editor/ClothingSystemEditor/Public/ClothingAssetFactory.h
Given a target mesh and a source clothing asset bound to source mesh, clone the clothing asset for use on the target mesh
ClothingSystemEditor
virtual [UClothingAssetBase](API\Runtime\ClothingSystemRuntimeInterface\UClothingAssetBase) * CreateFromExistingCloth ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * TargetMesh, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SourceMesh, [UClothingAssetBase](API\Runtime\ClothingSystemRuntimeInterface\UClothingAssetBase) * SourceAsset )
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UClothingAssetFactory::CreateFromSkeletalMesh
/Engine/Source/Editor/ClothingSystemEditor/Public/ClothingAssetFactory.h
Given a target mesh and parameters describing the build operation, create a clothing asset for use on the mesh
ClothingSystemEditor
virtual [UClothingAssetBase](API\Runtime\ClothingSystemRuntimeInterface\UClothingAssetBase) * CreateFromSkeletalMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * TargetMesh, [FSkeletalMeshClothBuildParams](API\Runtime\Engine\Engine\FSkeletalMeshClothBuildParams) & Params )
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UClothingAssetFactory::Import
/Engine/Source/Editor/ClothingSystemEditor/Public/ClothingAssetFactory.h
Import the given file, treating it as an APEX asset file and return the resulting asset.
ClothingSystemEditor
virtual [UClothingAssetBase](API\Runtime\ClothingSystemRuntimeInterface\UClothingAssetBase) * Import ( const [FString](API\Runtime\Core\Containers\FString) & Filename, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * TargetMesh, [FName](API\Runtime\Core\UObject\FName) InName )
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UClothingAssetFactory::Reimport
/Engine/Source/Editor/ClothingSystemEditor/Public/ClothingAssetFactory.h
Reimport an asset from the specified file
ClothingSystemEditor
virtual [UClothingAssetBase](API\Runtime\ClothingSystemRuntimeInterface\UClothingAssetBase) * Reimport ( const [FString](API\Runtime\Core\Containers\FString) & Filename, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * TargetMesh, [UClothingAssetBase](API\Runtime\ClothingSystemRuntimeInterface\UClothingAssetBase) * OriginalAsset )
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UClothingAssetFactory::ImportLodToClothing
/Engine/Source/Editor/ClothingSystemEditor/Public/ClothingAssetFactory.h
Given a target mesh and valid parameters, import a simulation mesh as a LOD for the clothing specified by the build parameters, returning the modified clothing object
ClothingSystemEditor
virtual [UClothingAssetBase](API\Runtime\ClothingSystemRuntimeInterface\UClothingAssetBase) * ImportLodToClothing ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * TargetMesh, [FSkeletalMeshClothBuildParams](API\Runtime\Engine\Engine\FSkeletalMeshClothBuildParams) & Params )
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UClothingAssetFactory::UClothingAssetFactory
/Engine/Source/Editor/ClothingSystemEditor/Public/ClothingAssetFactory.h
ClothingSystemEditor
UClothingAssetFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UClothingAssetFactory
/Engine/Source/Editor/ClothingSystemEditor/Public/ClothingAssetFactory.h
ClothingSystemEditor
class UClothingAssetFactory : public [UClothingAssetFactoryBase](API\Editor\ClothingSystemEditorInterface\UClothingAssetFactoryBase)
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ExtenderFeatureName
/Engine/Source/Editor/ClothingSystemEditorInterface/Public/ClothingSystemEditorInterfaceModule.h
ClothingSystemEditorInterface
static const [FName](API\Runtime\Core\UObject\FName) ExtenderFeatureName;
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FClothingSystemEditorInterfaceModule::GetClothingAssetFactory
/Engine/Source/Editor/ClothingSystemEditorInterface/Public/ClothingSystemEditorInterfaceModule.h
ClothingSystemEditorInterface
[UClothingAssetFactoryBase](API\Editor\ClothingSystemEditorInterface\UClothingAssetFactoryBase) * GetClothingAssetFactory()
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FClothingSystemEditorInterfaceModule::GetSimulationEditorExtender
/Engine/Source/Editor/ClothingSystemEditorInterface/Public/ClothingSystemEditorInterfaceModule.h
ClothingSystemEditorInterface
[ISimulationEditorExtender](API\Editor\ClothingSystemEditorInterface\ISimulationEditorExtender) * GetSimulationEditorExtender ( [FName](API\Runtime\Core\UObject\FName) InSimulationFactoryClassName )
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FClothingSystemEditorInterfaceModule::ShutdownModule
/Engine/Source/Editor/ClothingSystemEditorInterface/Public/ClothingSystemEditorInterfaceModule.h
Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.
ClothingSystemEditorInterface
virtual void ShutdownModule()
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FClothingSystemEditorInterfaceModule::StartupModule
/Engine/Source/Editor/ClothingSystemEditorInterface/Public/ClothingSystemEditorInterfaceModule.h
FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));
ClothingSystemEditorInterface
virtual void StartupModule()
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FClothingSystemEditorInterfaceModule::FClothingSystemEditorInterfaceModule
/Engine/Source/Editor/ClothingSystemEditorInterface/Public/ClothingSystemEditorInterfaceModule.h
ClothingSystemEditorInterface
FClothingSystemEditorInterfaceModule()
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FClothingSystemEditorInterfaceModule
/Engine/Source/Editor/ClothingSystemEditorInterface/Public/ClothingSystemEditorInterfaceModule.h
ClothingSystemEditorInterface
class FClothingSystemEditorInterfaceModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
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FeatureName
/Engine/Source/Editor/ClothingSystemEditorInterface/Public/ClothingAssetFactoryInterface.h
ClothingSystemEditorInterface
static const [FName](API\Runtime\Core\UObject\FName) FeatureName = TEXT("ClothingAssetFactoryProvider");
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IClothingAssetFactoryProvider::GetFactory
/Engine/Source/Editor/ClothingSystemEditorInterface/Public/ClothingAssetFactoryInterface.h
Called by the engine to retrieve a valid factory from a provider This can be the default object for the factory class or a full instance
ClothingSystemEditorInterface
[UClothingAssetFactoryBase](API\Editor\ClothingSystemEditorInterface\UClothingAssetFactoryBase) * GetFactory()
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IClothingAssetFactoryProvider
/Engine/Source/Editor/ClothingSystemEditorInterface/Public/ClothingAssetFactoryInterface.h
An interface for a class that will provide a clothing asset factory, this should be registered as a feature under its FeatureName to be picked up by the engine
ClothingSystemEditorInterface
class IClothingAssetFactoryProvider : public [IModularFeature](API\Runtime\Core\Features\IModularFeature)
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ISimulationEditorExtender::DebugDrawSimulation
/Engine/Source/Editor/ClothingSystemEditorInterface/Public/SimulationEditorExtender.h
Called from the editor when clothing is active to process any active debug drawing, recommended to use the show menu extension for controlling what data to draw
ClothingSystemEditorInterface
void DebugDrawSimulation ( const [IClothingSimulation](API\Runtime\ClothingSystemRuntimeInterface\IClothingSimulation) * InSimulation, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InOwnerComponent, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )
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ISimulationEditorExtender::DebugDrawSimulationTexts
/Engine/Source/Editor/ClothingSystemEditorInterface/Public/SimulationEditorExtender.h
Called from the editor when clothing is active to process any active debug drawing of any text strings Recommended to use the show menu extension for controlling what data to draw
ClothingSystemEditorInterface
void DebugDrawSimulationTexts ( const [IClothingSimulation](API\Runtime\ClothingSystemRuntimeInterface\IClothingSimulation) * InSimulation, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InOwnerComponent, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, const [FSceneView](API\Runtime\Engine\FSceneView) * SceneView )
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ISimulationEditorExtender::ExtendViewportShowMenu
/Engine/Source/Editor/ClothingSystemEditorInterface/Public/SimulationEditorExtender.h
Called from the editor to add simulation specific entries to the "Show" menu on the Persona viewport.
ClothingSystemEditorInterface
void ExtendViewportShowMenu ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & InMenuBuilder, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPersonaPreviewScene](API\Editor\Persona\IPersonaPreviewScene) > InPreviewScene )
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ISimulationEditorExtender::GetSupportedSimulationFactoryClass
/Engine/Source/Editor/ClothingSystemEditorInterface/Public/SimulationEditorExtender.h
Called to identify the type of clothing simulation this editor extender can support. Should return a class derived fromUClothingSimulationFactory
ClothingSystemEditorInterface
[UClass](API\Runtime\CoreUObject\UObject\UClass) * GetSupportedSimulationFactoryClass()
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