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 |
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FOnActorDataLayersEditorLoadingStateChanged | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Broadcasts whenever one or more DataLayers editor loading state changed | DataLayerEditor | class FOnActorDataLayersEditorLoadingStateChanged : public TBaseMulticastDelegate_OneParam< void, bool > | [] |
FOnDataLayerChanged | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Actions Add : The specified ChangedDataLayer is a newly createdUDataLayerInstanceModify : The specified ChangedDataLayer was just modified, if ChangedDataLayer is invalid then multiple DataLayers were modified. ChangedProperty specifies what field on theUDataLayerInstancewas changed, if NAME_None then multiple fields w... | DataLayerEditor | class FOnDataLayerChanged : public TBaseMulticastDelegate_ThreeParams< void, const EDataLayerAction, const TWeakObjectPtr< const UDataLayerInstance > &, const FName & > | [] |
UDataLayerEditorSubsystem::Get | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | DataLayerEditor | static [UDataLayerEditorSubsystem](API\Editor\DataLayerEditor\DataLayer\UDataLayerEditorSubsystem) * Get() | [] | |
UDataLayerEditorSubsystem::GetActorEditorContextDisplayInfo | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | DataLayerEditor | virtual bool GetActorEditorContextDisplayInfo ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [FActorEditorContextClientDisplayInfo](API\Editor\UnrealEd\FActorEditorContextClientDisplay-) & OutDiplayInfo ) const | [] | |
UDataLayerEditorSubsystem::GetActorEditorContextWidget | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | DataLayerEditor | virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetActorEditorContextWidget ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld ) const | [] | |
UDataLayerEditorSubsystem::GetActorsFromDataLayer | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Gets all the actors associated with the specified DataLayer. Analog to AppendActorsFromDataLayer but it returns rather than appends the actors.
The list to assign the found actors to. | DataLayerEditor | [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > GetActorsFromDataLayer ( [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * DataLayer ) const | [] |
UDataLayerEditorSubsystem::GetActorsFromDataLayer | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Gets all the actors associated with the specified DataLayer. Analog to AppendActorsFromDataLayer but it returns rather than appends the actors.
The list to assign the found actors to. | DataLayerEditor | [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > GetActorsFromDataLayer ( [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * DataLayer, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FActorFilter](API\Editor\DataLayerEdi... | [] |
UDataLayerEditorSubsystem::GetActorsFromDataLayers | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Gets all the actors associated with ANY of the specified DataLayers. Analog to AppendActorsFromDataLayers but it returns rather than appends the actors.
The list to assign the found actors to. | DataLayerEditor | [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > GetActorsFromDataLayers ( const [TArray](API\Runtime\Core\Containers\TArray)< [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * > & DataLayers ) const | [] |
UDataLayerEditorSubsystem::GetActorsFromDataLayers | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Gets all the actors associated with ANY of the specified DataLayers. Analog to AppendActorsFromDataLayers but it returns rather than appends the actors.
The list to assign the found actors to. | DataLayerEditor | [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > GetActorsFromDataLayers ( const [TArray](API\Runtime\Core\Containers\TArray)< [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * > & DataLayers, const [TSharedPtr](API\Runtime\Core\Tem... | [] |
UDataLayerEditorSubsystem::GetAllDataLayers | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Returns all Data Layers | DataLayerEditor | [TArray](API\Runtime\Core\Containers\TArray)< [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * > GetAllDataLayers() | [] |
UDataLayerEditorSubsystem::GetDataLayer | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Deprecated* Use GetDataLayerInstance instead | DataLayerEditor | [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * GetDataLayer ( const [FActorDataLayer](API\Runtime\Engine\WorldPartition\DataLayer\FActorDataLayer) & ActorDataLayer ) const | [] |
UDataLayerEditorSubsystem::GetDataLayerFromLabel | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Deprecated* Use GetDataLayerInstance instead | DataLayerEditor | [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * GetDataLayerFromLabel ( const [FName](API\Runtime\Core\UObject\FName) & DataLayerLabel ) const | [] |
UDataLayerEditorSubsystem::GetDataLayerInstances | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | DataLayerEditor | [TArray](API\Runtime\Core\Containers\TArray)< const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * > GetDataLayerInstances ( const [TArray](API\Runtime\Core\Containers\TArray)< const [UDataLayerAsset](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerAsset) * > DataLayerAsset... | [] | |
UDataLayerEditorSubsystem::GetDataLayerInstances | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Gets the UDataLayerInstances associated to the each DataLayerAssets
The array of UDataLayerInstances corresponding to a DataLayerAsset in the DataLayerAssets array | DataLayerEditor | [TArray](API\Runtime\Core\Containers\TArray)< [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * > GetDataLayerInstances ( const [TArray](API\Runtime\Core\Containers\TArray)< [UDataLayerAsset](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerAsset) * > DataLayerAssets ) const | [] |
UDataLayerEditorSubsystem::GetDataLayerInstance | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Gets theUDataLayerInstanceassociated to the DataLayerAsset
TheUDataLayerInstanceof the provided DataLayerAsset | DataLayerEditor | [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * GetDataLayerInstance ( const [UDataLayerAsset](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerAsset) * DataLayerAsset ) const | [] |
UDataLayerEditorSubsystem::GetDataLayerInstance | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Gets theUDataLayerInstanceObject of the DataLayer name
TheUDataLayerInstanceObject of the provided DataLayer name | DataLayerEditor | [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * GetDataLayerInstance ( const [FName](API\Runtime\Core\UObject\FName) & DataLayerInstanceName ) const | [] |
UDataLayerEditorSubsystem::GetOnActorEditorContextClientChanged | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | DataLayerEditor | virtual FOnActorEditorContextClientChanged & GetOnActorEditorContextClientChanged() | [] | |
UDataLayerEditorSubsystem::GetStatId | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Return the stat id to use for this tickable | DataLayerEditor | virtual [TStatId](API\Runtime\Core\Stats\TStatId) GetStatId() const | [] |
UDataLayerEditorSubsystem::GetTickableTickType | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Virtual that can be overloaded by the inheriting class. It is used to determine whether an object will ever be able to tick, and if not, it will not get added to the tickable objects array. If the tickable tick type is Conditional then the virtual IsTickable will be called to determine whether to tick the object on eac... | DataLayerEditor | virtual ETickableTickType GetTickableTickType() const | [] |
UDataLayerEditorSubsystem::GetTickableGameObjectWorld | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | DataLayerEditor | virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetTickableGameObjectWorld() const | [] | |
UDataLayerEditorSubsystem::HasDeprecatedDataLayers | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Whether there are any deprecated DataLayerInstance found | DataLayerEditor | bool HasDeprecatedDataLayers() const | [] |
UDataLayerEditorSubsystem::Initialize | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Prepares for use | DataLayerEditor | virtual void Initialize ( [FSubsystemCollectionBase](API\Runtime\Engine\Subsystems\FSubsystemCollectionBase) & Collection ) | [] |
UDataLayerEditorSubsystem::IsAllowedToTick | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Virtual that can be overloaded by the inheriting class. It is used to determine whether an object is allowed to tick. This is different than IsTickable for keeping existing tickable objects working while providing an extra-safety for classes that decide to implement it (e.g. tickable world subsystems that have been dei... | DataLayerEditor | virtual bool IsAllowedToTick() const | [] |
UDataLayerEditorSubsystem::IsActorValidForDataLayer | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Checks to see if the specified actor is in an appropriate state to interact with DataLayers | DataLayerEditor | bool IsActorValidForDataLayer ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor ) | [] |
UDataLayerEditorSubsystem::IsTickableInEditor | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Used to determine whether the object should be ticked in the editor. Defaults to false since that is the previous behavior.
true if this tickable object can be ticked in the editor | DataLayerEditor | virtual bool IsTickableInEditor() const | [] |
UDataLayerEditorSubsystem::MakeAllDataLayersVisible | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Set the visibility of all DataLayers to true | DataLayerEditor | void MakeAllDataLayersVisible() | [] |
UDataLayerEditorSubsystem::OnActorDataLayersChanged | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | DataLayerEditor | [FOnActorDataLayersChanged](API\Editor\DataLayerEditor\DataLayer\UDataLayerEditorSubsystem\FOnActorDataLaye-) & OnActorDataLayersChanged() | [] | |
UDataLayerEditorSubsystem::OnActorDataLayersEditorLoadingStateChanged | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | DataLayerEditor | [FOnActorDataLayersEditorLoadingStateChanged](API\Editor\DataLayerEditor\DataLayer\UDataLayerEditorSubsystem\FOnActorDataLaye-_1) & OnActorDataLayersEditorLoadingStateChanged() | [] | |
UDataLayerEditorSubsystem::OnDataLayerChanged | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | DataLayerEditor | [FOnDataLayerChanged](API\Editor\DataLayerEditor\DataLayer\UDataLayerEditorSubsystem\FOnDataLayerChan-) & OnDataLayerChanged() | [] | |
UDataLayerEditorSubsystem::OnExecuteActorEditorContextAction | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | DataLayerEditor | virtual void OnExecuteActorEditorContextAction ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const EActorEditorContextAction & InType, [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor ) | [] | |
UDataLayerEditorSubsystem::RemoveActorFromAllDataLayers | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Removes an actor from all DataLayers.
true if the actor was changed. | DataLayerEditor | bool RemoveActorFromAllDataLayers ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor ) | [] |
UDataLayerEditorSubsystem::RemoveActorFromDataLayer | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Removes an actor from the specified DataLayer.
true if the actor was removed from the DataLayer. false is returned if the actor already belonged to the DataLayer. | DataLayerEditor | bool RemoveActorFromDataLayer ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * DataLayerToRemove ) | [] |
UDataLayerEditorSubsystem::RemoveActorsFromAllDataLayers | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Removes an actor from all DataLayers.
true if any actor was changed. | DataLayerEditor | bool RemoveActorsFromAllDataLayers ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors ) | [] |
UDataLayerEditorSubsystem::RemoveActorFromDataLayers | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Removes the provided actor from the DataLayers.
true if the actor was removed from at least one of the provided DataLayers. | DataLayerEditor | bool RemoveActorFromDataLayers ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, const [TArray](API\Runtime\Core\Containers\TArray)< [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * > & DataLayers ) | [] |
UDataLayerEditorSubsystem::RemoveActorsFromDataLayer | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Removes the actors from the specified DataLayer.
true if at least one actor was removed from the DataLayer. false is returned if all the actors already belonged to the DataLayer. | DataLayerEditor | bool RemoveActorsFromDataLayer ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors, [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * DataLayer ) | [] |
UDataLayerEditorSubsystem::RemoveFromActorEditorContext | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | DataLayerEditor | void RemoveFromActorEditorContext ( [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * InDataLayerInstance ) | [] | |
UDataLayerEditorSubsystem::RemoveActorsFromDataLayers | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Remove the actors from the DataLayers
true if at least one actor was removed from at least one DataLayer. false is returned if none of the actors belonged to any of the specified DataLayers. | DataLayerEditor | bool RemoveActorsFromDataLayers ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors, const [TArray](API\Runtime\Core\Containers\TArray)< [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * > & DataLayers ) | [] |
UDataLayerEditorSubsystem::RemoveSelectedActorsFromDataLayer | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Removes the selected actors from the DataLayer.
true if at least one actor was added. false is returned if all selected actors already belong to the DataLayer. | DataLayerEditor | bool RemoveSelectedActorsFromDataLayer ( [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * DataLayer ) | [] |
UDataLayerEditorSubsystem::RemoveSelectedActorsFromDataLayers | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Removes selected actors from the DataLayers.
true if at least one actor was removed. | DataLayerEditor | bool RemoveSelectedActorsFromDataLayers ( const [TArray](API\Runtime\Core\Containers\TArray)< [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * > & DataLayers ) | [] |
UDataLayerEditorSubsystem::RenameDataLayer | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Deprecated* Renaming is not permitted anymore | DataLayerEditor | bool RenameDataLayer ( [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * DataLayer, const [FName](API\Runtime\Core\UObject\FName) & NewDataLayerLabel ) | [] |
UDataLayerEditorSubsystem::ResetUserSettings | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Resets user override settings of all DataLayers | DataLayerEditor | bool ResetUserSettings() | [] |
UDataLayerEditorSubsystem::SelectActorsInDataLayer | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Selects/de-selects actors belonging to the DataLayer.
true if at least one actor was selected/deselected. | DataLayerEditor | bool SelectActorsInDataLayer ( [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * DataLayer, const bool bSelect, const bool bNotify, const bool bSelectEvenIfHidden ) | [] |
UDataLayerEditorSubsystem::SelectActorsInDataLayer | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Selects/de-selects actors belonging to the DataLayer.
true if at least one actor was selected/deselected. | DataLayerEditor | bool SelectActorsInDataLayer ( [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * DataLayer, const bool bSelect, const bool bNotify, const bool bSelectEvenIfHidden, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FActorFilter](API\Editor\DataLayerEditor\DataLayer\UDataLay... | [] |
UDataLayerEditorSubsystem::SelectActorsInDataLayers | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Selects/de-selects actors belonging to the DataLayers.
true if at least one actor was selected/deselected. | DataLayerEditor | bool SelectActorsInDataLayers ( const [TArray](API\Runtime\Core\Containers\TArray)< [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * > & DataLayers, const bool bSelect, const bool bNotify, const bool bSelectEvenIfHidden ) | [] |
UDataLayerEditorSubsystem::SelectActorsInDataLayers | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Selects/de-selects actors belonging to the DataLayers.
true if at least one actor was selected/deselected. | DataLayerEditor | bool SelectActorsInDataLayers ( const [TArray](API\Runtime\Core\Containers\TArray)< [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * > & DataLayers, const bool bSelect, const bool bNotify, const bool bSelectEvenIfHidden, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [F... | [] |
UDataLayerEditorSubsystem::SetDataLayerIsLoadedInEditor | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Changes the DataLayer's IsLoadedInEditor flag to the provided state | DataLayerEditor | bool SetDataLayerIsLoadedInEditor ( [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * DataLayer, const bool bIsLoadedInEditor, const bool bIsFromUserChange ) | [] |
UDataLayerEditorSubsystem::SetDataLayerIsDynamicallyLoadedInEditor | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Deprecated* UseSetDataLayerIsLoadedInEditor()instead. | DataLayerEditor | bool SetDataLayerIsDynamicallyLoadedInEditor ( [UDEPRECATED_DataLayer](API\Runtime\Engine\WorldPartition\DataLayer\UDEPRECATED_DataLayer) * DataLayer, const bool bIsLoadedInEditor, const bool bIsFromUserChange ) | [] |
UDataLayerEditorSubsystem::SetDataLayerShortName | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Assign new unique short name to DataLayerInstance if it supports it. | DataLayerEditor | bool SetDataLayerShortName ( [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * InDataLayerInstance, const [FString](API\Runtime\Core\Containers\FString) & InNewShortName ) | [] |
UDataLayerEditorSubsystem::SetDataLayersIsDynamicallyLoadedInEditor | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Deprecated* UseSetDataLayersIsLoadedInEditor()instead. | DataLayerEditor | bool SetDataLayersIsDynamicallyLoadedInEditor ( const [TArray](API\Runtime\Core\Containers\TArray)< [UDEPRECATED_DataLayer](API\Runtime\Engine\WorldPartition\DataLayer\UDEPRECATED_DataLayer) * > & DataLayers, const bool bIsLoadedInEditor, const bool bIsFromUserChange ) | [] |
UDataLayerEditorSubsystem::SetDataLayersIsLoadedInEditor | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Changes the IsLoadedInEditor flag of the DataLayers to the provided state | DataLayerEditor | bool SetDataLayersIsLoadedInEditor ( const [TArray](API\Runtime\Core\Containers\TArray)< [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * > & DataLayers, const bool bIsLoadedInEditor, const bool bIsFromUserChange ) | [] |
UDataLayerEditorSubsystem::SetDataLayersVisibility | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Changes visibility of the DataLayers to the provided state | DataLayerEditor | void SetDataLayersVisibility ( const [TArray](API\Runtime\Core\Containers\TArray)< [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * > & DataLayers, const bool bIsVisible ) | [] |
UDataLayerEditorSubsystem::SetDataLayerVisibility | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Changes the DataLayer's visibility to the provided state | DataLayerEditor | void SetDataLayerVisibility ( [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * DataLayer, const bool bIsVisible ) | [] |
UDataLayerEditorSubsystem::SetParentDataLayer | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Sets a Parent DataLayer for a specified DataLayer
true if succeeded, false if failed. | DataLayerEditor | bool SetParentDataLayer ( [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * DataLayer, [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * ParentDataLayer ) | [] |
UDataLayerEditorSubsystem::Tick | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Pure virtual that must be overloaded by the inheriting class. It will be called from within LevelTick.cpp after ticking all actors or from the rendering thread (depending on bIsRenderingThreadObject) | DataLayerEditor | virtual void Tick ( float DeltaTime ) | [] |
UDataLayerEditorSubsystem::ToggleDataLayerIsLoadedInEditor | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Toggles the DataLayer's IsLoadedInEditor flag | DataLayerEditor | bool ToggleDataLayerIsLoadedInEditor ( [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * DataLayer, const bool bIsFromUserChange ) | [] |
UDataLayerEditorSubsystem::ToggleDataLayerIsDynamicallyLoadedInEditor | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Deprecated* UseToggleDataLayerIsLoadedInEditor()instead. | DataLayerEditor | bool ToggleDataLayerIsDynamicallyLoadedInEditor ( [UDEPRECATED_DataLayer](API\Runtime\Engine\WorldPartition\DataLayer\UDEPRECATED_DataLayer) * DataLayer, const bool bIsFromUserChange ) | [] |
UDataLayerEditorSubsystem::ToggleDataLayersVisibility | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Toggles the visibility of all of the DataLayers | DataLayerEditor | void ToggleDataLayersVisibility ( const [TArray](API\Runtime\Core\Containers\TArray)< [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * > & DataLayers ) | [] |
UDataLayerEditorSubsystem::ToggleDataLayersIsLoadedInEditor | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Toggles the IsLoadedInEditor flag of all of the DataLayers | DataLayerEditor | bool ToggleDataLayersIsLoadedInEditor ( const [TArray](API\Runtime\Core\Containers\TArray)< [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * > & DataLayers, const bool bIsFromUserChange ) | [] |
UDataLayerEditorSubsystem::ToggleDataLayersIsDynamicallyLoadedInEditor | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Deprecated* UseToggleDataLayersIsLoadedInEditor()instead. | DataLayerEditor | bool ToggleDataLayersIsDynamicallyLoadedInEditor ( const [TArray](API\Runtime\Core\Containers\TArray)< [UDEPRECATED_DataLayer](API\Runtime\Engine\WorldPartition\DataLayer\UDEPRECATED_DataLayer) * > & DataLayers, const bool bIsFromUserChange ) | [] |
UDataLayerEditorSubsystem::ToggleDataLayerVisibility | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Toggles the DataLayer's visibility | DataLayerEditor | void ToggleDataLayerVisibility ( [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * DataLayer ) | [] |
UDataLayerEditorSubsystem::UpdateActorAllViewsVisibility | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Deprecated* Per-view Data Layer visibility was removed. | DataLayerEditor | void UpdateActorAllViewsVisibility ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor ) | [] |
UDataLayerEditorSubsystem::UpdateActorViewVisibility | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Deprecated* Per-view Data Layer visibility was removed. | DataLayerEditor | void UpdateActorViewVisibility ( [FLevelEditorViewportClient](API\Editor\UnrealEd\FLevelEditorViewportClient) * ViewportClient, [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, const bool bReregisterIfDirty ) | [] |
UDataLayerEditorSubsystem::UpdateActorVisibility | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Updates the provided actors visibility in the viewports | DataLayerEditor | bool UpdateActorVisibility ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, bool & bOutSelectionChanged, bool & bOutActorModified, const bool bNotifySelectionChange, const bool bRedrawViewports ) | [] |
UDataLayerEditorSubsystem::UpdateAllActorsVisibility | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Updates the visibility of all actors in the viewports | DataLayerEditor | bool UpdateAllActorsVisibility ( const bool bNotifySelectionChange, const bool bRedrawViewports ) | [] |
UDataLayerEditorSubsystem::UpdateAllActorsVisibility | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | DataLayerEditor | bool UpdateAllActorsVisibility &40; const bool bNotifySelectionChange, const bool bRedrawViewports, ULevel &42; InLevel &41; | [] | |
UDataLayerEditorSubsystem::UpdatePerViewVisibility | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Deprecated* Per-view Data Layer visibility was removed. | DataLayerEditor | void UpdatePerViewVisibility ( [FLevelEditorViewportClient](API\Editor\UnrealEd\FLevelEditorViewportClient) * ViewportClient, [UDEPRECATED_DataLayer](API\Runtime\Engine\WorldPartition\DataLayer\UDEPRECATED_DataLayer) * DataLayerThatChanged ) | [] |
UDataLayerEditorSubsystem::UpdateAllViewVisibility | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Deprecated* Per-view Data Layer visibility was removed. | DataLayerEditor | PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid UpdateAllViewVisibility ( [UDEPRECATED_DataLayer](API\Runtime\Engine\WorldPartition\DataLayer\UDEPRECATED_DataLayer) * DataLayerThatChanged ) | [] |
UDataLayerEditorSubsystem::~UDataLayerEditorSubsystem | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | Destructor | DataLayerEditor | virtual ~UDataLayerEditorSubsystem() | [] |
UDataLayerEditorSubsystem::UDataLayerEditorSubsystem | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | DataLayerEditor | UDataLayerEditorSubsystem() | [] | |
UDataLayerEditorSubsystem | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerEditorSubsystem.h | DataLayerEditor | class UDataLayerEditorSubsystem : public [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem), public [IActorEditorContextClient](API\Editor\UnrealEd\IActorEditorContextClient), public [FTickableGameObject](API\Runtime\Engine\FTickableGameObject) | [] | |
UDataLayerFactory::FactoryCreateNew | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerFactory.h | Create a new object by class.
The new object. | DataLayerEditor | 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... | [] |
UDataLayerFactory | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerFactory.h | DataLayerEditor | class UDataLayerFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [] | |
UDataLayerFactory::UDataLayerFactory | /Engine/Source/Editor/DataLayerEditor/Public/DataLayer/DataLayerFactory.h | DataLayerEditor | UDataLayerFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
FDataLayerEditorModule::AddActorToDataLayers | /Engine/Source/Editor/DataLayerEditor/Public/DataLayerEditorModule.h | ImplementIDataLayerEditorModule | DataLayerEditor | virtual bool AddActorToDataLayers ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, const [TArray](API\Runtime\Core\Containers\TArray)< [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * > & DataLayers ) | [] |
FDataLayerEditorModule::CreateDataLayerBrowser | /Engine/Source/Editor/DataLayerEditor/Public/DataLayerEditorModule.h | Creates a DataLayer Browser widget | DataLayerEditor | virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateDataLayerBrowser() | [] |
FDataLayerActor | /Engine/Source/Editor/DataLayerEditor/Public/DataLayerEditorModule.h | Delegates to be called to extend the DataLayers menus | DataLayerEditor | typedef TPair< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) >, [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [AActor](API\Runtime\Engine\GameFramework\AActor) > > FDataLayerActor | [] |
FDataLayersMenuExtender | /Engine/Source/Editor/DataLayerEditor/Public/DataLayerEditorModule.h | DataLayerEditor | typedef TBaseDelegate_ThreeParams< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) >, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) >, const [TSet](API\Runtime\Core\Contain... | [] | |
FDataLayerEditorModule::GetAllDataLayersMenuExtenders | /Engine/Source/Editor/DataLayerEditor/Public/DataLayerEditorModule.h | DataLayerEditor | virtual [TArray](API\Runtime\Core\Containers\TArray)< [FDataLayersMenuExtender](API\Editor\DataLayerEditor\FDataLayerEditorModule\FDataLayersMenuExtender) > & GetAllDataLayersMenuExtenders() | [] | |
FDataLayerEditorModule::ShutdownModule | /Engine/Source/Editor/DataLayerEditor/Public/DataLayerEditorModule.h | Called before the module is unloaded, right before the module object is destroyed. | DataLayerEditor | virtual void ShutdownModule() | [] |
FDataLayerEditorModule::StartupModule | /Engine/Source/Editor/DataLayerEditor/Public/DataLayerEditorModule.h | Called right after the module DLL has been loaded and the module object has been created | DataLayerEditor | virtual void StartupModule() | [] |
FDataLayerEditorModule::SyncDataLayerBrowserToDataLayer | /Engine/Source/Editor/DataLayerEditor/Public/DataLayerEditorModule.h | Selected DataLayer in DataLayer Browser widget | DataLayerEditor | virtual void SyncDataLayerBrowserToDataLayer ( const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * DataLayer ) | [] |
FDataLayerEditorModule | /Engine/Source/Editor/DataLayerEditor/Public/DataLayerEditorModule.h | The module holding all of the UI related pieces for DataLayers | DataLayerEditor | class FDataLayerEditorModule : public [IDataLayerEditorModule](API\Runtime\Engine\WorldPartition\DataLayer\IDataLayerEditorModule) | [] |
FDataTableEditorModule::CreateDataTableEditor | /Engine/Source/Editor/DataTableEditor/Public/DataTableEditorModule.h | Creates an instance of table editor object. Only virtual so that it can be called across the DLL boundary.
Interface to the new table editor | DataTableEditor | virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDataTableEditor](API\Editor\DataTableEditor\IDataTableEditor) > CreateDataTableEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IToolkitHost](... | [] |
DataTableEditorAppIdentifier | /Engine/Source/Editor/DataTableEditor/Public/DataTableEditorModule.h | DataTable Editor app identifier string | DataTableEditor | static const [FName](API\Runtime\Core\UObject\FName) DataTableEditorAppIdentifier; | [] |
FDataTableEditorModule::GetMenuExtensibilityManager | /Engine/Source/Editor/DataTableEditor/Public/DataTableEditorModule.h | Gets the extensibility managers for outside entities to extend static mesh editor's menus and toolbars | DataTableEditor | virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExtensibilityManager](API\Editor\UnrealEd\Toolkits\FExtensibilityManager) > GetMenuExtensibilityManager() | [] |
FDataTableEditorModule::GetToolBarExtensibilityManager | /Engine/Source/Editor/DataTableEditor/Public/DataTableEditorModule.h | DataTableEditor | virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExtensibilityManager](API\Editor\UnrealEd\Toolkits\FExtensibilityManager) > GetToolBarExtensibilityManager() | [] | |
FDataTableEditorModule::ShutdownModule | /Engine/Source/Editor/DataTableEditor/Public/DataTableEditorModule.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 inShutdownMo... | DataTableEditor | virtual void ShutdownModule() | [] |
FDataTableEditorModule::StartupModule | /Engine/Source/Editor/DataTableEditor/Public/DataTableEditorModule.h | FModuleManager::Get().LoadModuleChecked(TEXT("HTTP")); | DataTableEditor | virtual void StartupModule() | [] |
FDataTableEditorModule | /Engine/Source/Editor/DataTableEditor/Public/DataTableEditorModule.h | DataTable Editor module | DataTableEditor | class FDataTableEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface), public [IHasMenuExtensibility](API\Editor\UnrealEd\Toolkits\IHasMenuExtensibility), public [IHasToolBarExtensibility](API\Editor\UnrealEd\Toolkits\IHasToolBarExtensibility) | [] |
IDataTableEditor | /Engine/Source/Editor/DataTableEditor/Public/IDataTableEditor.h | DataTable Editor public interface | DataTableEditor | class IDataTableEditor : public [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit) | [] |
FDerivedDataEditorModule::CreateStatusBarWidget | /Engine/Source/Editor/DerivedDataEditor/Public/DerivedDataEditorModule.h | DerivedDataEditor | [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateStatusBarWidget() | [] | |
FDerivedDataEditorModule::GetCacheNotifcations | /Engine/Source/Editor/DerivedDataEditor/Public/DerivedDataEditorModule.h | DerivedDataEditor | [IDerivedDataCacheNotifications](API\Editor\DerivedDataEditor\IDerivedDataCacheNotifications) & GetCacheNotifcations() | [] | |
FDerivedDataEditorModule::ShowCacheStatisticsTab | /Engine/Source/Editor/DerivedDataEditor/Public/DerivedDataEditorModule.h | DerivedDataEditor | void ShowCacheStatisticsTab() | [] | |
FDerivedDataEditorModule::ShowResourceUsageTab | /Engine/Source/Editor/DerivedDataEditor/Public/DerivedDataEditorModule.h | DerivedDataEditor | void ShowResourceUsageTab() | [] | |
FDerivedDataEditorModule::ShutdownModule | /Engine/Source/Editor/DerivedDataEditor/Public/DerivedDataEditorModule.h | Called before the module is unloaded, right before the module object is destroyed. | DerivedDataEditor | virtual void ShutdownModule() | [] |
FDerivedDataEditorModule::StartupModule | /Engine/Source/Editor/DerivedDataEditor/Public/DerivedDataEditorModule.h | Called right after the module DLL has been loaded and the module object has been created | DerivedDataEditor | virtual void StartupModule() | [] |
FDerivedDataEditorModule | /Engine/Source/Editor/DerivedDataEditor/Public/DerivedDataEditorModule.h | The module holding all of the UI related pieces for DerivedData | DerivedDataEditor | class FDerivedDataEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface) | [] |
IDerivedDataCacheNotifications::IDerivedDataCacheNotifications | /Engine/Source/Editor/DerivedDataEditor/Public/IDerivedDataCacheNotifications.h | DerivedDataEditor | IDerivedDataCacheNotifications() | [] | |
IDerivedDataCacheNotifications::~IDerivedDataCacheNotifications | /Engine/Source/Editor/DerivedDataEditor/Public/IDerivedDataCacheNotifications.h | DerivedDataEditor | virtual ~IDerivedDataCacheNotifications() | [] | |
IDerivedDataCacheNotifications | /Engine/Source/Editor/DerivedDataEditor/Public/IDerivedDataCacheNotifications.h | DerivedDataEditor | class IDerivedDataCacheNotifications | [] |
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