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
FStrataVisualizationMenuCommands::RegisterCommands
/Engine/Source/Editor/CommonMenuExtensions/Public/StrataVisualizationMenuCommands.h
Pure virtual to override; describe and instantiate the commands in here by using the UI COMMAND macro.
CommonMenuExtensions
virtual void RegisterCommands()
[]
TCommandConstIterator
/Engine/Source/Editor/CommonMenuExtensions/Public/StrataVisualizationMenuCommands.h
CommonMenuExtensions
typedef TStrataVisualizationModeCommandMap::TConstIterator TCommandConstIterator
[]
TStrataVisualizationModeCommandMap
/Engine/Source/Editor/CommonMenuExtensions/Public/StrataVisualizationMenuCommands.h
CommonMenuExtensions
typedef [TMultiMap](API\Runtime\Core\Containers\TMultiMap)< [FName](API\Runtime\Core\UObject\FName), [FStrataVisualizationRecord](API\Editor\CommonMenuExtensions\FStrataVisualizationMenuCommands\FStrataVisualiza-) > TStrataVisualizationModeCommandMap
[]
FStrataVisualizationMenuCommands::FStrataVisualizationMenuCommands
/Engine/Source/Editor/CommonMenuExtensions/Public/StrataVisualizationMenuCommands.h
CommonMenuExtensions
FStrataVisualizationMenuCommands()
[]
FStrataVisualizationMenuCommands
/Engine/Source/Editor/CommonMenuExtensions/Public/StrataVisualizationMenuCommands.h
CommonMenuExtensions
class FStrataVisualizationMenuCommands : public [TCommands< FStrataVisualizationMenuCommands >](API\Runtime\Slate\Framework\Commands\TCommands)
[]
FVirtualShadowMapVisualizationMenuCommands::BindCommands
/Engine/Source/Editor/CommonMenuExtensions/Public/VirtualShadowMapVisualizationMenuCommands.h
CommonMenuExtensions
void BindCommands ( [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) & CommandList, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) > & Client ) const
[]
FVirtualShadowMapVisualizationMenuCommands::BuildVisualisationSubMenu
/Engine/Source/Editor/CommonMenuExtensions/Public/VirtualShadowMapVisualizationMenuCommands.h
CommonMenuExtensions
static void BuildVisualisationSubMenu ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & Menu )
[]
FVirtualShadowMapVisualizationMenuCommands::CreateCommandConstIterator
/Engine/Source/Editor/CommonMenuExtensions/Public/VirtualShadowMapVisualizationMenuCommands.h
CommonMenuExtensions
[TCommandConstIterator](API\Editor\CommonMenuExtensions\FVirtualShadowMapVisualizationMe-\TCommandConstIte-) CreateCommandConstIterator() const
[]
FVirtualShadowMapVisualizationType
/Engine/Source/Editor/CommonMenuExtensions/Public/VirtualShadowMapVisualizationMenuCommands.h
Re-sort into categories for the menu.
CommonMenuExtensions
enum FVirtualShadowMapVisualizationType { Standard, Advanced, }
[]
FVirtualShadowMapVisualizationMenuCommands::FVirtualShadowMapVisualizationRecord::FVirtualShadowMapVisualizationRecord
/Engine/Source/Editor/CommonMenuExtensions/Public/VirtualShadowMapVisualizationMenuCommands.h
CommonMenuExtensions
FVirtualShadowMapVisualizationRecord&40;&41;
[]
FVirtualShadowMapVisualizationRecord
/Engine/Source/Editor/CommonMenuExtensions/Public/VirtualShadowMapVisualizationMenuCommands.h
CommonMenuExtensions
struct FVirtualShadowMapVisualizationRecord
[ { "type": "TSharedPtr<FUI...", "name": "Command", "description": "" }, { "type": "FName", "name": "Name", "description": "" }, { "type": "FVirtualShadowM...", "name": "Type", "description": "" } ]
FVirtualShadowMapVisualizationMenuCommands::IsPopulated
/Engine/Source/Editor/CommonMenuExtensions/Public/VirtualShadowMapVisualizationMenuCommands.h
CommonMenuExtensions
bool IsPopulated() const
[]
FVirtualShadowMapVisualizationMenuCommands::RegisterCommands
/Engine/Source/Editor/CommonMenuExtensions/Public/VirtualShadowMapVisualizationMenuCommands.h
Pure virtual to override; describe and instantiate the commands in here by using the UI COMMAND macro.
CommonMenuExtensions
virtual void RegisterCommands()
[]
TVirtualShadowMapVisualizationModeCommandMap
/Engine/Source/Editor/CommonMenuExtensions/Public/VirtualShadowMapVisualizationMenuCommands.h
CommonMenuExtensions
typedef [TMultiMap](API\Runtime\Core\Containers\TMultiMap)< [FName](API\Runtime\Core\UObject\FName), [FVirtualShadowMapVisualizationRecord](API\Editor\CommonMenuExtensions\FVirtualShadowMapVisualizationMe-\FVirtualShadowMa-_1) > TVirtualShadowMapVisualizationModeCommandMap
[]
TCommandConstIterator
/Engine/Source/Editor/CommonMenuExtensions/Public/VirtualShadowMapVisualizationMenuCommands.h
CommonMenuExtensions
typedef TVirtualShadowMapVisualizationModeCommandMap::TConstIterator TCommandConstIterator
[]
FVirtualShadowMapVisualizationMenuCommands::FVirtualShadowMapVisualizationMenuCommands
/Engine/Source/Editor/CommonMenuExtensions/Public/VirtualShadowMapVisualizationMenuCommands.h
CommonMenuExtensions
FVirtualShadowMapVisualizationMenuCommands()
[]
FVirtualShadowMapVisualizationMenuCommands
/Engine/Source/Editor/CommonMenuExtensions/Public/VirtualShadowMapVisualizationMenuCommands.h
CommonMenuExtensions
class FVirtualShadowMapVisualizationMenuCommands : public [TCommands< FVirtualShadowMapVisualizationMenuCommands >](API\Runtime\Slate\Framework\Commands\TCommands)
[]
AManipulator::CanBeSelected
/Engine/Source/Editor/ComponentVisualizers/Public/Manipulator.h
Whether this interactable can be selected.
ComponentVisualizers
virtual bool CanBeSelected()
[]
AManipulator::GetDragOperationComponent
/Engine/Source/Editor/ComponentVisualizers/Public/Manipulator.h
Get dragging operation
ComponentVisualizers
virtual [UViewportDragOperationComponent](API\Editor\ViewportInteraction\UViewportDragOperationComponent) * GetDragOperationComponent()
[]
AManipulator::IsEditorOnly
/Engine/Source/Editor/ComponentVisualizers/Public/Manipulator.h
Called during saving to determine if the object is forced to be editor only or not true if this object should never be loaded outside the editor
ComponentVisualizers
virtual bool IsEditorOnly() const
[]
AManipulator::OnDragRelease
/Engine/Source/Editor/ComponentVisualizers/Public/Manipulator.h
Called when an interactor stops dragging this object
ComponentVisualizers
virtual void OnDragRelease ( [UViewportInteractor](API\Editor\ViewportInteraction\UViewportInteractor) * Interactor )
[]
AManipulator::OnHover
/Engine/Source/Editor/ComponentVisualizers/Public/Manipulator.h
Called when an interactor hover over this object
ComponentVisualizers
virtual void OnHover ( [UViewportInteractor](API\Editor\ViewportInteraction\UViewportInteractor) * Interactor )
[]
AManipulator::OnHoverLeave
/Engine/Source/Editor/ComponentVisualizers/Public/Manipulator.h
Called when an interactor leave hovering over this object
ComponentVisualizers
virtual void OnHoverLeave ( [UViewportInteractor](API\Editor\ViewportInteraction\UViewportInteractor) * Interactor, const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * NewComponent )
[]
AManipulator::OnHoverEnter
/Engine/Source/Editor/ComponentVisualizers/Public/Manipulator.h
Called when an interactor starts hovering over this object
ComponentVisualizers
virtual void OnHoverEnter ( [UViewportInteractor](API\Editor\ViewportInteraction\UViewportInteractor) * Interactor, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & InHitResult )
[]
AManipulator::OnPressed
/Engine/Source/Editor/ComponentVisualizers/Public/Manipulator.h
Called when an interactor presses this object
ComponentVisualizers
virtual void OnPressed ( [UViewportInteractor](API\Editor\ViewportInteraction\UViewportInteractor) * Interactor, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & InHitResult, bool & bOutResultedInDrag )
[]
AManipulator::PostEditMove
/Engine/Source/Editor/ComponentVisualizers/Public/Manipulator.h
BeginAActor.
ComponentVisualizers
virtual void PostEditMove ( bool bFinished )
[]
AManipulator::AManipulator
/Engine/Source/Editor/ComponentVisualizers/Public/Manipulator.h
ComponentVisualizers
AManipulator()
[]
AManipulator::SetAssociatedComponent
/Engine/Source/Editor/ComponentVisualizers/Public/Manipulator.h
Set the component that should be moved when the manipulator was moved.
ComponentVisualizers
void SetAssociatedComponent ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * SceneComponent )
[]
AManipulator
/Engine/Source/Editor/ComponentVisualizers/Public/Manipulator.h
ComponentVisualizers
class AManipulator : public [AActor](API\Runtime\Engine\GameFramework\AActor), public [IViewportInteractableInterface](API\Editor\ViewportInteraction\IViewportInteractableInterface)
[]
FAudioComponentVisualizer
/Engine/Source/Editor/ComponentVisualizers/Public/AudioComponentVisualizer.h
ComponentVisualizers
class FAudioComponentVisualizer : public [TAttenuatedComponentVisualizer< UAudioComponent >](API\Editor\ComponentVisualizers\TAttenuatedComponentVisualizer)
[]
FComponentVisualizersModule::ShutdownModule
/Engine/Source/Editor/ComponentVisualizers/Public/ComponentVisualizers.h
Called before the module is unloaded, right before the module object is destroyed.
ComponentVisualizers
virtual void ShutdownModule()
[]
FComponentVisualizersModule::RegisterComponentVisualizer
/Engine/Source/Editor/ComponentVisualizers/Public/ComponentVisualizers.h
Register a visualizer for a particular componen class
ComponentVisualizers
void RegisterComponentVisualizer ( [FName](API\Runtime\Core\UObject\FName) ComponentClassName, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FComponentVisualizer](API\Editor\UnrealEd\FComponentVisualizer) > Visualizer )
[]
FComponentVisualizersModule::StartupModule
/Engine/Source/Editor/ComponentVisualizers/Public/ComponentVisualizers.h
Called right after the module DLL has been loaded and the module object has been created
ComponentVisualizers
virtual void StartupModule()
[]
FComponentVisualizersModule::SupportsDynamicReloading
/Engine/Source/Editor/ComponentVisualizers/Public/ComponentVisualizers.h
Override this to set whether your module is allowed to be unloaded on the fly Whether the module supports shutdown separate from the rest of the engine.
ComponentVisualizers
virtual bool SupportsDynamicReloading()
[]
FComponentVisualizersModule
/Engine/Source/Editor/ComponentVisualizers/Public/ComponentVisualizers.h
ComponentVisualizers
class FComponentVisualizersModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
[]
FConstraintComponentVisualizer::DrawVisualization
/Engine/Source/Editor/ComponentVisualizers/Public/ConstraintComponentVisualizer.h
Draw visualization for the supplied component
ComponentVisualizers
virtual void DrawVisualization ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )
[]
FConstraintComponentVisualizer
/Engine/Source/Editor/ComponentVisualizers/Public/ConstraintComponentVisualizer.h
ComponentVisualizers
class FConstraintComponentVisualizer : public [FComponentVisualizer](API\Editor\UnrealEd\FComponentVisualizer)
[]
FDecalComponentVisualizer::DrawVisualization
/Engine/Source/Editor/ComponentVisualizers/Public/DecalComponentVisualizer.h
Draw visualization for the supplied component
ComponentVisualizers
virtual void DrawVisualization ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )
[]
FDecalComponentVisualizer
/Engine/Source/Editor/ComponentVisualizers/Public/DecalComponentVisualizer.h
ComponentVisualizers
class FDecalComponentVisualizer : public [FComponentVisualizer](API\Editor\UnrealEd\FComponentVisualizer)
[]
FForceFeedbackComponentVisualizer
/Engine/Source/Editor/ComponentVisualizers/Public/ForceFeedbackComponentVisualizer.h
ComponentVisualizers
class FForceFeedbackComponentVisualizer : public [TAttenuatedComponentVisualizer< UForceFeedbackComponent >](API\Editor\ComponentVisualizers\TAttenuatedComponentVisualizer)
[]
FLocalHeightFogComponentVisualizer::DrawVisualization
/Engine/Source/Editor/ComponentVisualizers/Public/LocalHeightFogComponentVisualizer.h
Draw visualization for the supplied component
ComponentVisualizers
virtual void DrawVisualization ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )
[]
FLocalHeightFogComponentVisualizer
/Engine/Source/Editor/ComponentVisualizers/Public/LocalHeightFogComponentVisualizer.h
ComponentVisualizers
class FLocalHeightFogComponentVisualizer : public [FComponentVisualizer](API\Editor\UnrealEd\FComponentVisualizer)
[]
FPhysicsAnimationComponentVisualizer::DrawVisualization
/Engine/Source/Editor/ComponentVisualizers/Public/PhysicalAnimationComponentVisualizer.h
Draw visualization for the supplied component
ComponentVisualizers
virtual void DrawVisualization ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )
[]
FPhysicsAnimationComponentVisualizer
/Engine/Source/Editor/ComponentVisualizers/Public/PhysicalAnimationComponentVisualizer.h
ComponentVisualizers
class FPhysicsAnimationComponentVisualizer : public [FComponentVisualizer](API\Editor\UnrealEd\FComponentVisualizer)
[]
FPointLightComponentVisualizer::DrawVisualization
/Engine/Source/Editor/ComponentVisualizers/Public/PointLightComponentVisualizer.h
Draw visualization for the supplied component
ComponentVisualizers
virtual void DrawVisualization ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )
[]
FPointLightComponentVisualizer
/Engine/Source/Editor/ComponentVisualizers/Public/PointLightComponentVisualizer.h
ComponentVisualizers
class FPointLightComponentVisualizer : public [FComponentVisualizer](API\Editor\UnrealEd\FComponentVisualizer)
[]
FRadialForceComponentVisualizer
/Engine/Source/Editor/ComponentVisualizers/Public/RadialForceComponentVisualizer.h
ComponentVisualizers
class FRadialForceComponentVisualizer : public [FComponentVisualizer](API\Editor\UnrealEd\FComponentVisualizer)
[]
FRadialForceComponentVisualizer::DrawVisualization
/Engine/Source/Editor/ComponentVisualizers/Public/RadialForceComponentVisualizer.h
Draw visualization for the supplied component
ComponentVisualizers
virtual void DrawVisualization ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )
[]
FRectLightComponentVisualizer::DrawVisualization
/Engine/Source/Editor/ComponentVisualizers/Public/RectLightComponentVisualizer.h
Draw visualization for the supplied component
ComponentVisualizers
virtual void DrawVisualization ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )
[]
FRectLightComponentVisualizer
/Engine/Source/Editor/ComponentVisualizers/Public/RectLightComponentVisualizer.h
ComponentVisualizers
class FRectLightComponentVisualizer : public [FComponentVisualizer](API\Editor\UnrealEd\FComponentVisualizer)
[]
FSensingComponentVisualizer::DrawVisualization
/Engine/Source/Editor/ComponentVisualizers/Public/SensingComponentVisualizer.h
Draw visualization for the supplied component
ComponentVisualizers
virtual void DrawVisualization ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )
[]
FSensingComponentVisualizer
/Engine/Source/Editor/ComponentVisualizers/Public/SensingComponentVisualizer.h
ComponentVisualizers
class FSensingComponentVisualizer : public [FComponentVisualizer](API\Editor\UnrealEd\FComponentVisualizer)
[]
FSplineComponentVisualizer::AddReferencedObjects
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
Pure virtual that must be overloaded by the inheriting class. Use this method to serialize any UObjects contained that you wish to keep around.
ComponentVisualizers
virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )
[]
FSplineComponentVisualizer::AddSegment
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
Add segment to beginning or end of spline
ComponentVisualizers
virtual void AddSegment ( const FVector & InWorldPos, bool bAppend )
[]
FSplineComponentVisualizer::AreKeysSelected
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
Whether any keys are currently selected
ComponentVisualizers
bool AreKeysSelected() const
[]
FSplineComponentVisualizer::AreMultipleKeysSelected
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
Whether a multiple spline keys are currently selected
ComponentVisualizers
bool AreMultipleKeysSelected() const
[]
FSplineComponentVisualizer::CanAddKeyToSegment
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
ComponentVisualizers
bool CanAddKeyToSegment() const
[]
FSplineComponentVisualizer::CanDeleteKey
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
ComponentVisualizers
bool CanDeleteKey() const
[]
FSplineComponentVisualizer::CanResetToAutomaticTangent
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
ComponentVisualizers
bool CanResetToAutomaticTangent ( EInterpCurveMode Mode ) const
[]
FSplineComponentVisualizer::CanResetToDefault
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
ComponentVisualizers
bool CanResetToDefault() const
[]
FSplineComponentVisualizer::CanSelectSplinePoints
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
ComponentVisualizers
bool CanSelectSplinePoints() const
[]
FSplineComponentVisualizer::ChangeSelectionState
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
Update the key selection state of the visualizer
ComponentVisualizers
virtual void ChangeSelectionState ( int32 Index, bool bIsCtrlHeld )
[]
FSplineComponentVisualizer::CreateSplineGeneratorPanel
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
ComponentVisualizers
void CreateSplineGeneratorPanel()
[]
FSplineComponentVisualizer::DrawVisualization
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
Draw visualization for the supplied component
ComponentVisualizers
virtual void DrawVisualization ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )
[]
FSplineComponentVisualizer::DrawVisualizationHUD
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
Draw HUD on viewport for the supplied component
ComponentVisualizers
virtual void DrawVisualizationHUD ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, const [FViewport](API\Runtime\Engine\FViewport) * Viewport, const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas )
[]
FSplineComponentVisualizer::DuplicateKeyForAltDrag
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
Alt-drag: duplicates the selected spline key
ComponentVisualizers
virtual bool DuplicateKeyForAltDrag ( const FVector & InDrag )
[]
FSplineComponentVisualizer::EndEditing
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
ComponentVisualizers
virtual void EndEditing()
[]
FSplineComponentVisualizer::FindNearest
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
Return spline data for point on spline closest to input point
ComponentVisualizers
virtual float FindNearest ( const FVector & InLocalPos, int32 InSegmentStartIndex, FVector & OutSplinePos, FVector & OutSplineTangent ) const
[]
FSplineComponentVisualizer::GenerateContextMenuSections
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
Add menu sections to the context menu
ComponentVisualizers
virtual void GenerateContextMenuSections ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & InMenuBuilder ) const
[]
FSplineComponentVisualizer::GenerateContextMenu
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
ComponentVisualizers
virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GenerateContextMenu() const
[]
FSplineComponentVisualizer::GenerateLockAxisSubMenu
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
Generate the submenu containing the lock axis types
ComponentVisualizers
void GenerateLockAxisSubMenu ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & MenuBuilder ) const
[]
FSplineComponentVisualizer::GenerateSelectSplinePointsSubMenu
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
Generate the submenu containing available selection actions
ComponentVisualizers
void GenerateSelectSplinePointsSubMenu ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & MenuBuilder ) const
[]
FSplineComponentVisualizer::GenerateSnapAlignSubMenu
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
Generate the submenu containing the available snap/align actions
ComponentVisualizers
void GenerateSnapAlignSubMenu ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & MenuBuilder ) const
[]
FSplineComponentVisualizer::GenerateSplinePointTypeSubMenu
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
Generate the submenu containing the available point types
ComponentVisualizers
void GenerateSplinePointTypeSubMenu ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & MenuBuilder ) const
[]
FSplineComponentVisualizer::GenerateTangentTypeSubMenu
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
Generate the submenu containing the available auto tangent types
ComponentVisualizers
void GenerateTangentTypeSubMenu ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & MenuBuilder ) const
[]
FSplineComponentVisualizer::GetCustomInputCoordinateSystem
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
ComponentVisualizers
virtual bool GetCustomInputCoordinateSystem ( const [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, FMatrix & OutMatrix ) const
[]
FSplineComponentVisualizer::GetEditedComponent
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
Get currently edited component, this is needed to reset the active visualizer after undo/redo
ComponentVisualizers
virtual [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * GetEditedComponent() const
[]
FSplineComponentVisualizer::GetEditedSplineComponent
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
Get the spline component we are currently editing
ComponentVisualizers
[USplineComponent](API\Runtime\Engine\Components\USplineComponent) * GetEditedSplineComponent() const
[]
FSplineComponentVisualizer::GetReferencerName
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
Overload this method to report a name for your referencer
ComponentVisualizers
virtual [FString](API\Runtime\Core\Containers\FString) GetReferencerName() const
[]
FSplineComponentVisualizer::GetSnapToActorMode
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
Snapping: get snap to actor temporary mode
ComponentVisualizers
virtual bool GetSnapToActorMode ( ESplineComponentSnapMode & OutSnapMode ) const
[]
FSplineComponentVisualizer::GetWidgetLocation
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
ComponentVisualizers
virtual bool GetWidgetLocation ( const [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, FVector & OutLocation ) const
[]
FSplineComponentVisualizer::HandleBoxSelect
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
Handle box select input
ComponentVisualizers
virtual bool HandleBoxSelect ( const FBox & InBox, [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport )
[]
FSplineComponentVisualizer::GetSelectedKeys
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
ComponentVisualizers
const [TSet](API\Runtime\Core\Containers\TSet)< int32 > & GetSelectedKeys() const
[]
FSplineComponentVisualizer::HandleFrustumSelect
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
Handle frustum select input
ComponentVisualizers
virtual bool HandleFrustumSelect ( const [FConvexVolume](API\Runtime\Engine\FConvexVolume) & InFrustum, [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport )
[]
FSplineComponentVisualizer::HandleInputDelta
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
ComponentVisualizers
virtual bool HandleInputDelta ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport, FVector & DeltaTranslate, FRotator & DeltaRotate, FVector & DeltaScale )
[]
FSplineComponentVisualizer::HandleInputKey
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
ComponentVisualizers
virtual bool HandleInputKey ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FKey](API\Runtime\InputCore\FKey) Key, EInputEvent Event )
[]
FSplineComponentVisualizer::HandleModifiedClick
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
Handle click modified by Alt, Ctrl and/or Shift. The input HitProxy may not be on this component.
ComponentVisualizers
virtual bool HandleModifiedClick ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [HHitProxy](API\Runtime\Engine\HHitProxy) * HitProxy, const [FViewportClick](API\Editor\UnrealEd\FViewportClick) & Click )
[]
FSplineComponentVisualizer::HandleSelectAllSplinePoints
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
Select all spline points, , returns true if the spline component being edited has changed
ComponentVisualizers
bool HandleSelectAllSplinePoints ( [USplineComponent](API\Runtime\Engine\Components\USplineComponent) * InSplineComponent )
[]
FSplineComponentVisualizer::HandleSelectFirstLastSplinePoint
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
Select first or last spline point, returns true if the spline component being edited has changed
ComponentVisualizers
bool HandleSelectFirstLastSplinePoint ( [USplineComponent](API\Runtime\Engine\Components\USplineComponent) * InSplineComponent, bool bFirstPoint )
[]
FSplineComponentVisualizer::HandleSnapTo
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
Pass snap input to active visualizer
ComponentVisualizers
virtual bool HandleSnapTo ( const bool bInAlign, const bool bInUseLineTrace, const bool bInUseBounds, const bool bInUsePivot, [AActor](API\Runtime\Engine\GameFramework\AActor) * InDestination )
[]
FSplineComponentVisualizer::HasFocusOnSelectionBoundingBox
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
Return whether focus on selection should focus on bounding box defined by active visualizer
ComponentVisualizers
virtual bool HasFocusOnSelectionBoundingBox ( FBox & OutBoundingBox )
[]
FSplineComponentVisualizer::IsAnySelectedKeyIndexOutOfRange
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
Determine if any selected key index is out of range (perhaps because something external has modified the spline)
ComponentVisualizers
bool IsAnySelectedKeyIndexOutOfRange ( const [USplineComponent](API\Runtime\Engine\Components\USplineComponent) * Comp ) const
[]
FSplineComponentVisualizer::IsDiscontinuousSpline
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
ComponentVisualizers
bool IsDiscontinuousSpline() const
[]
FSplineComponentVisualizer::IsKeySelectionValid
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
ComponentVisualizers
bool IsKeySelectionValid() const
[]
FSplineComponentVisualizer::IsKeyTypeSet
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
ComponentVisualizers
bool IsKeyTypeSet ( EInterpCurveMode Mode ) const
[]
FSplineComponentVisualizer::IsLockAxisSet
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
ComponentVisualizers
bool IsLockAxisSet ( [EAxis::Type](API\Runtime\Core\Math\EAxis__Type) InAxis ) const
[]
FSplineComponentVisualizer::IsSingleKeySelected
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
Whether a single spline key is currently selected
ComponentVisualizers
bool IsSingleKeySelected() const
[]
FSplineComponentVisualizer::IsVisualizingArchetype
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
ComponentVisualizers
virtual bool IsVisualizingArchetype() const
[]
FSplineComponentVisualizer::IsVisualizingRollAndScale
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
ComponentVisualizers
bool IsVisualizingRollAndScale() const
[]
FSplineComponentVisualizer::OnAddKeyToSegment
/Engine/Source/Editor/ComponentVisualizers/Public/SplineComponentVisualizer.h
ComponentVisualizers
void OnAddKeyToSegment()
[]