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
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
[]