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FTypedElementViewportInteractionElement::IsSet
/Engine/Source/Editor/EditorFramework/Public/Elements/Framework/TypedElementViewportInteraction.h
EditorFramework
bool IsSet() const
[]
FTypedElementViewportInteractionElement::MirrorElement
/Engine/Source/Editor/EditorFramework/Public/Elements/Framework/TypedElementViewportInteraction.h
EditorFramework
void MirrorElement ( const FVector & InMirrorScale, const FVector & InPivotLocation ) const
[]
FTypedElementViewportInteractionElement::operator bool
/Engine/Source/Editor/EditorFramework/Public/Elements/Framework/TypedElementViewportInteraction.h
EditorFramework
operator bool() const
[]
FTypedElementViewportInteractionElement::operator=
/Engine/Source/Editor/EditorFramework/Public/Elements/Framework/TypedElementViewportInteraction.h
EditorFramework
[FTypedElementViewportInteractionElement](API\Editor\EditorFramework\Elements\Framework\FTypedElementVie-_1) & operator= ( const [FTypedElementViewportInteractionElement](API\Editor\EditorFramework\Elements\Framework\FTypedElementVie-_1) & )
[]
FTypedElementViewportInteractionElement::operator=
/Engine/Source/Editor/EditorFramework/Public/Elements/Framework/TypedElementViewportInteraction.h
EditorFramework
[FTypedElementViewportInteractionElement](API\Editor\EditorFramework\Elements\Framework\FTypedElementVie-_1) & operator= ( [FTypedElementViewportInteractionElement](API\Editor\EditorFramework\Elements\Framework\FTypedElementVie-_1) && )
[]
FTypedElementViewportInteractionElement::FTypedElementViewportInteractionElement
/Engine/Source/Editor/EditorFramework/Public/Elements/Framework/TypedElementViewportInteraction.h
EditorFramework
FTypedElementViewportInteractionElement()
[]
FTypedElementViewportInteractionElement::FTypedElementViewportInteractionElement
/Engine/Source/Editor/EditorFramework/Public/Elements/Framework/TypedElementViewportInteraction.h
EditorFramework
FTypedElementViewportInteractionElement ( const [FTypedElementViewportInteractionElement](API\Editor\EditorFramework\Elements\Framework\FTypedElementVie-_1) & )
[]
FTypedElementViewportInteractionElement::FTypedElementViewportInteractionElement
/Engine/Source/Editor/EditorFramework/Public/Elements/Framework/TypedElementViewportInteraction.h
EditorFramework
FTypedElementViewportInteractionElement ( [FTypedElementViewportInteractionElement](API\Editor\EditorFramework\Elements\Framework\FTypedElementVie-_1) && )
[]
FTypedElementViewportInteractionElement::FTypedElementViewportInteractionElement
/Engine/Source/Editor/EditorFramework/Public/Elements/Framework/TypedElementViewportInteraction.h
EditorFramework
FTypedElementViewportInteractionElement ( [TTypedElement](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElement)< [ITypedElementWorldInterface](API\Runtime\Engine\Elements\Interfaces\ITypedElementWorldInterface) > InElementWorldHandle, [FTypedElementViewportInteractionCustomization](API\Editor\EditorFramew...
[]
FTypedElementViewportInteractionElement
/Engine/Source/Editor/EditorFramework/Public/Elements/Framework/TypedElementViewportInteraction.h
Utility to hold a typed element handle and its associated world interface and viewport interaction customization.
EditorFramework
struct FTypedElementViewportInteractionElement
[]
UTypedElementViewportInteraction::ApplyDeltaToElement
/Engine/Source/Editor/EditorFramework/Public/Elements/Framework/TypedElementViewportInteraction.h
Apply the given delta to the specified element. This performs a similar operation to an in-flight gizmo manipulation, but without any pre/post-change notification.
EditorFramework
void ApplyDeltaToElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) InWidgetMode, const [EAxisList::Type](API\Runtime\Core\Math\EAxisList__Type) InDragAxis,...
[]
UTypedElementViewportInteraction::BeginGizmoManipulation
/Engine/Source/Editor/EditorFramework/Public/Elements/Framework/TypedElementViewportInteraction.h
This list should have been pre-normalized viaUTypedElementSelectionSet::GetNormalizedSelectionorUTypedElementSelectionSet::GetNormalizedElementList, orFLevelEditorViewportClient::GetElementsToManipulate.
EditorFramework
void BeginGizmoManipulation ( FTypedElementListConstRef InElementsToMove, const [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) InWidgetMode )
[]
UTypedElementViewportInteraction::EndGizmoManipulation
/Engine/Source/Editor/EditorFramework/Public/Elements/Framework/TypedElementViewportInteraction.h
This list should have been pre-normalized viaUTypedElementSelectionSet::GetNormalizedSelectionorUTypedElementSelectionSet::GetNormalizedElementList, orFLevelEditorViewportClient::GetElementsToManipulate.
EditorFramework
void EndGizmoManipulation ( FTypedElementListConstRef InElementsToMove, const [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) InWidgetMode, const ETypedElementViewportInteractionGizmoManipulationType InManipulationType )
[]
UTypedElementViewportInteraction::GetFocusBounds
/Engine/Source/Editor/EditorFramework/Public/Elements/Framework/TypedElementViewportInteraction.h
This list should have been pre-normalized viaUTypedElementSelectionSet::GetNormalizedSelectionorUTypedElementSelectionSet::GetNormalizedElementList, orFLevelEditorViewportClient::GetElementsToManipulate.
EditorFramework
bool GetFocusBounds ( FTypedElementListConstRef InElements, FBoxSphereBounds & OutBox )
[]
UTypedElementViewportInteraction::MirrorElement
/Engine/Source/Editor/EditorFramework/Public/Elements/Framework/TypedElementViewportInteraction.h
Apply the given mirror scale to the specified element.
EditorFramework
void MirrorElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const FVector & InMirrorScale )
[]
UTypedElementViewportInteraction
/Engine/Source/Editor/EditorFramework/Public/Elements/Framework/TypedElementViewportInteraction.h
A utility to handle higher-level viewport interactions, but default viaUTypedElementWorldInterface, but asset editors can customize this behavior viaFTypedElementViewportInteractionCustomization.
EditorFramework
class UTypedElementViewportInteraction : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [TTypedElementInterfaceCustomizationRegistry< FTypedElementViewportInteractionCustomization >](API\Runtime\TypedElementRuntime\Elements\Framework\TTypedElementInt-)
[]
UTypedElementViewportInteraction::UpdateGizmoManipulation
/Engine/Source/Editor/EditorFramework/Public/Elements/Framework/TypedElementViewportInteraction.h
This list should have been pre-normalized viaUTypedElementSelectionSet::GetNormalizedSelectionorUTypedElementSelectionSet::GetNormalizedElementList, orFLevelEditorViewportClient::GetElementsToManipulate.
EditorFramework
void UpdateGizmoManipulation ( FTypedElementListConstRef InElementsToMove, const [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) InWidgetMode, const [EAxisList::Type](API\Runtime\Core\Math\EAxisList__Type) InDragAxis, const [FInputDeviceState](API\Runtime\InteractiveToolsFramework\FInputDe...
[]
ITypedElementDetailsInterface::GetDetailsObject
/Engine/Source/Editor/EditorFramework/Public/Elements/Interfaces/TypedElementDetailsInterface.h
ITypedElementDetailsObjectfor more details aboutthisproxy instance.
EditorFramework
virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ITypedElementDetailsObject](API\Editor\EditorFramework\Elements\Interfaces\ITypedElementDetailsObject) > GetDetailsObject ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )
[]
ITypedElementDetailsInterface::IsTopLevelElement
/Engine/Source/Editor/EditorFramework/Public/Elements/Interfaces/TypedElementDetailsInterface.h
Is the given element considered "top-level" for editing? ie) Should it be edited simply from being part of the main selection set for a level?
EditorFramework
virtual bool IsTopLevelElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )
[]
ITypedElementDetailsInterface
/Engine/Source/Editor/EditorFramework/Public/Elements/Interfaces/TypedElementDetailsInterface.h
EditorFramework
class ITypedElementDetailsInterface
[]
ITypedElementDetailsObject::AddReferencedObjects
/Engine/Source/Editor/EditorFramework/Public/Elements/Interfaces/TypedElementDetailsInterface.h
Called during GC to collect references.
EditorFramework
virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )
[]
ITypedElementDetailsObject::GetObject
/Engine/Source/Editor/EditorFramework/Public/Elements/Interfaces/TypedElementDetailsInterface.h
Get the underlyingUObjectthat should be edited by the details panel, if any.
EditorFramework
[UObject](API\Runtime\CoreUObject\UObject\UObject) * GetObject()
[]
ITypedElementDetailsObject::~ITypedElementDetailsObject
/Engine/Source/Editor/EditorFramework/Public/Elements/Interfaces/TypedElementDetailsInterface.h
EditorFramework
virtual ~ITypedElementDetailsObject()
[]
ITypedElementDetailsObject
/Engine/Source/Editor/EditorFramework/Public/Elements/Interfaces/TypedElementDetailsInterface.h
Proxy instance to provide aUObjectfor editing by a details panel. This instance will exist as long as the details panel is using it, so gives a lifetime to potentially synthesizedUObjectinstances that are created purely for editing (eg, on instances).
EditorFramework
class ITypedElementDetailsObject
[]
TTypedElement< ITypedElementDetailsInterface >::GetDetailsObject
/Engine/Source/Editor/EditorFramework/Public/Elements/Interfaces/TypedElementDetailsInterface.h
EditorFramework
TUniquePtr< ITypedElementDetailsObject > GetDetailsObject&40;&41; const
[]
TTypedElement< ITypedElementDetailsInterface >::IsTopLevelElement
/Engine/Source/Editor/EditorFramework/Public/Elements/Interfaces/TypedElementDetailsInterface.h
EditorFramework
bool IsTopLevelElement&40;&41; const
[]
TTypedElement< ITypedElementDetailsInterface >
/Engine/Source/Editor/EditorFramework/Public/Elements/Interfaces/TypedElementDetailsInterface.h
EditorFramework
template<> struct TTypedElement< ITypedElementDetailsInterface > : public [TTypedElementBase< ITypedElementDetailsInterface >](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElementBase)
[]
UTypedElementDetailsInterface
/Engine/Source/Editor/EditorFramework/Public/Elements/Interfaces/TypedElementDetailsInterface.h
EditorFramework
class UTypedElementDetailsInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)
[]
IAssetFactoryInterface::BeginPlacement
/Engine/Source/Editor/EditorFramework/Public/Factories/AssetFactoryInterface.h
For example, for instanced static mesh placement, we may want to disable rebuilding the parent component's tree until EndPlacement is called.
EditorFramework
void BeginPlacement ( const [FPlacementOptions](API\Editor\EditorFramework\Subsystems\FPlacementOptions) & InPlacementOptions )
[]
IAssetFactoryInterface::CanPlaceElementsFromAssetData
/Engine/Source/Editor/EditorFramework/Public/Factories/AssetFactoryInterface.h
Given anFAssetData, determine if this asset factory can place any elements. true if the factory can be used to place elements.
EditorFramework
bool CanPlaceElementsFromAssetData ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData )
[]
IAssetFactoryInterface::EndPlacement
/Engine/Source/Editor/EditorFramework/Public/Factories/AssetFactoryInterface.h
For example, for instanced static mesh placement, we'd rebuild the parent component's tree here.
EditorFramework
void EndPlacement ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > InPlacedElements, const [FPlacementOptions](API\Editor\EditorFramework\Subsystems\FPlacementOptions) & InPlacementOptions )
[]
IAssetFactoryInterface::FactorySettingsObjectForPlacement
/Engine/Source/Editor/EditorFramework/Public/Factories/AssetFactoryInterface.h
Returns the settings object which this factory will use to customize placement settings, based on the given placement information.
EditorFramework
[UInstancedPlacemenClientSettings](API\Runtime\Engine\Instances\UInstancedPlacemenClientSettings) * FactorySettingsObjectForPlacement ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, const [FPlacementOptions](API\Editor\EditorFramework\Subsystems\FPlacementOptions) & InPlacementOpti...
[]
IAssetFactoryInterface::GetAssetDataFromElementHandle
/Engine/Source/Editor/EditorFramework/Public/Factories/AssetFactoryInterface.h
Given anFTypedElementHandle, attempt to resolve the handle to theFAssetDatawhich may have placed it. TheFAssetDatamay be a wrapped type, like a static mesh component component inside a static mesh actor. theFAssetDatawhich corresponds to the placedFTypedElementHandle. The returnedFAssetDatamay be invalid.
EditorFramework
[FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) GetAssetDataFromElementHandle ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InHandle )
[]
IAssetFactoryInterface::PlaceAsset
/Engine/Source/Editor/EditorFramework/Public/Factories/AssetFactoryInterface.h
Places the asset. valid FTypedElementHandles that were placed by the factory from the given asset.
EditorFramework
[TArray](API\Runtime\Core\Containers\TArray)< [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > PlaceAsset ( const [FAssetPlacementInfo](API\Editor\EditorFramework\Subsystems\FAssetPlacementInfo) & InPlacementInfo, const [FPlacementOptions](API\Editor\EditorFramework\Subs...
[]
IAssetFactoryInterface::PostPlaceAsset
/Engine/Source/Editor/EditorFramework/Public/Factories/AssetFactoryInterface.h
Finalizes any placed elements based on adjustments the factory may need to do. This should NOT include any adjustments from viewport or asset editor specific functionality, such as finalizing undo tracking.
EditorFramework
void PostPlaceAsset ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > InHandle, const [FAssetPlacementInfo](API\Editor\EditorFramework\Subsystems\FAssetPlacementInfo) & InPlacementInfo, const [FPlacementOptions...
[]
IAssetFactoryInterface::PrePlaceAsset
/Engine/Source/Editor/EditorFramework/Public/Factories/AssetFactoryInterface.h
Performs any final tweaking of the PlacementInfo that the asset factory may need to do. This includes final adjustments to things like transforms. This should NOT perform any viewport or editor specific adjustments, such as grid snapping, alignment to hit objects, or undo tracking. true if the asset is still valid to p...
EditorFramework
bool PrePlaceAsset ( [FAssetPlacementInfo](API\Editor\EditorFramework\Subsystems\FAssetPlacementInfo) & InPlacementInfo, const [FPlacementOptions](API\Editor\EditorFramework\Subsystems\FPlacementOptions) & InPlacementOptions )
[]
IAssetFactoryInterface
/Engine/Source/Editor/EditorFramework/Public/Factories/AssetFactoryInterface.h
EditorFramework
class IAssetFactoryInterface
[]
UAssetFactoryInterface
/Engine/Source/Editor/EditorFramework/Public/Factories/AssetFactoryInterface.h
EditorFramework
class UAssetFactoryInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)
[]
FDynamicColoredMaterialRenderProxy::InitPrimitiveResource
/Engine/Source/Editor/EditorFramework/Public/EditorModes.h
EditorFramework
virtual void InitPrimitiveResource ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )
[]
FDynamicColoredMaterialRenderProxy::FDynamicColoredMaterialRenderProxy
/Engine/Source/Editor/EditorFramework/Public/EditorModes.h
Initialization constructor.
EditorFramework
FDynamicColoredMaterialRenderProxy ( const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * InParent, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor )
[]
FDynamicColoredMaterialRenderProxy::ReleasePrimitiveResource
/Engine/Source/Editor/EditorFramework/Public/EditorModes.h
EditorFramework
virtual void ReleasePrimitiveResource()
[]
FDynamicColoredMaterialRenderProxy::~FDynamicColoredMaterialRenderProxy
/Engine/Source/Editor/EditorFramework/Public/EditorModes.h
EditorFramework
virtual ~FDynamicColoredMaterialRenderProxy()
[]
FDynamicColoredMaterialRenderProxy
/Engine/Source/Editor/EditorFramework/Public/EditorModes.h
Material proxy wrapper that can be created on the game thread and passed on to the render thread.
EditorFramework
class FDynamicColoredMaterialRenderProxy : public [FDynamicPrimitiveResource](API\Runtime\Engine\FDynamicPrimitiveResource), public [FColoredMaterialRenderProxy](API\Runtime\Engine\Materials\FColoredMaterialRenderProxy)
[]
FEditorFrameworkModule::ShutdownModule
/Engine/Source/Editor/EditorFramework/Public/EditorFrameworkModule.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...
EditorFramework
virtual void ShutdownModule()
[]
FEditorFrameworkModule::StartupModule
/Engine/Source/Editor/EditorFramework/Public/EditorFrameworkModule.h
FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));
EditorFramework
virtual void StartupModule()
[]
FEditorFrameworkModule
/Engine/Source/Editor/EditorFramework/Public/EditorFrameworkModule.h
EditorFramework
class FEditorFrameworkModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
[]
FEditorViewportLayout::FactoryPaneConfigurationFromTypeName
/Engine/Source/Editor/EditorFramework/Public/EditorViewportLayout.h
EditorFramework
void FactoryPaneConfigurationFromTypeName ( const [FName](API\Runtime\Core\UObject\FName) & InLayoutConfigTypeName )
[]
FEditorViewportLayout::GetActivePaneConfigurationTypeName
/Engine/Source/Editor/EditorFramework/Public/EditorViewportLayout.h
EditorFramework
const [FName](API\Runtime\Core\UObject\FName) GetActivePaneConfigurationTypeName() const
[]
FEditorViewportLayout::GetViewports
/Engine/Source/Editor/EditorFramework/Public/EditorViewportLayout.h
All the viewports in this configuration
EditorFramework
const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IEditorViewportLayoutEntity](API\Editor\EditorFramework\IEditorViewportLayoutEntity) > > & GetViewports() const
[]
FEditorViewportLayout::IsVisible
/Engine/Source/Editor/EditorFramework/Public/EditorViewportLayout.h
EditorFramework
virtual bool IsVisible() const
[]
FEditorViewportLayout::SaveConfig
/Engine/Source/Editor/EditorFramework/Public/EditorViewportLayout.h
EditorFramework
virtual void SaveConfig ( const [FString](API\Runtime\Core\Containers\FString) & LayoutSring ) const
[]
FEditorViewportLayout::LoadConfig
/Engine/Source/Editor/EditorFramework/Public/EditorViewportLayout.h
EditorFramework
virtual void LoadConfig ( const [FString](API\Runtime\Core\Containers\FString) & LayoutString )
[]
FEditorViewportLayout::~FEditorViewportLayout
/Engine/Source/Editor/EditorFramework/Public/EditorViewportLayout.h
Virtual destruction
EditorFramework
virtual ~FEditorViewportLayout()
[]
FEditorViewportLayout
/Engine/Source/Editor/EditorFramework/Public/EditorViewportLayout.h
EditorFramework
class FEditorViewportLayout
[ { "type": "TMap<FName,TS...", "name": "Viewports", "description": "List of all of the viewports in this layout, keyed on their config key" } ]
FViewportTabContent::BelongsToTab
/Engine/Source/Editor/EditorFramework/Public/ViewportTabContent.h
True if this viewport belongs to the tab given
EditorFramework
bool BelongsToTab ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > InParentTab ) const
[]
FViewportTabContent::BindViewportLayoutCommands
/Engine/Source/Editor/EditorFramework/Public/ViewportTabContent.h
Maps the common commands into the given command list for this layout to the given viewport based on the config key. This call is only additive to the command list, and does not clear or erase already mapped actions.
EditorFramework
virtual void BindViewportLayoutCommands ( [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) & InOutCommandList, [FName](API\Runtime\Core\UObject\FName) ViewportConfigKey )
[]
FViewportTabContentLayoutChangedEvent
/Engine/Source/Editor/EditorFramework/Public/ViewportTabContent.h
EditorFramework
class FViewportTabContentLayoutChangedEvent : public TBaseMulticastDelegate_NoParams< void >
[]
FViewportTabContentLayoutStartChangeEvent
/Engine/Source/Editor/EditorFramework/Public/ViewportTabContent.h
EditorFramework
class FViewportTabContentLayoutStartChangeEvent : public TBaseMulticastDelegate_OneParam< void, bool >
[]
FViewportTabContent::GetViewports
/Engine/Source/Editor/EditorFramework/Public/ViewportTabContent.h
EditorFramework
const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IEditorViewportLayoutEntity](API\Editor\EditorFramework\IEditorViewportLayoutEntity) > > * GetViewports() const
[]
FViewportTabContent::IsViewportConfigurationSet
/Engine/Source/Editor/EditorFramework/Public/ViewportTabContent.h
Returns whether the named layout is currently selected True, if the named layout is currently active
EditorFramework
bool IsViewportConfigurationSet ( const [FName](API\Runtime\Core\UObject\FName) & ConfigurationName ) const
[]
FViewportTabContent::IsVisible
/Engine/Source/Editor/EditorFramework/Public/ViewportTabContent.h
Returns whether the tab is currently shown
EditorFramework
bool IsVisible() const
[]
FViewportTabContent::OnViewportTabContentLayoutStartChange
/Engine/Source/Editor/EditorFramework/Public/ViewportTabContent.h
EditorFramework
virtual [FViewportTabContentLayoutStartChangeEvent](API\Editor\EditorFramework\FViewportTabContent\FViewportTabCont-_1) & OnViewportTabContentLayoutStartChange()
[]
FViewportTabContent::OnViewportTabContentLayoutChanged
/Engine/Source/Editor/EditorFramework/Public/ViewportTabContent.h
EditorFramework
virtual [FViewportTabContentLayoutChangedEvent](API\Editor\EditorFramework\FViewportTabContent\FViewportTabCont-) & OnViewportTabContentLayoutChanged()
[]
FViewportTabContent::PerformActionOnViewports
/Engine/Source/Editor/EditorFramework/Public/ViewportTabContent.h
EditorFramework
void PerformActionOnViewports ( [ViewportActionFunction](API\Editor\EditorFramework\FViewportTabContent\ViewportActionFunction) & TFuncPtr )
[]
FViewportTabContent::SetViewportConfiguration
/Engine/Source/Editor/EditorFramework/Public/ViewportTabContent.h
EditorFramework
virtual void SetViewportConfiguration ( const [FName](API\Runtime\Core\UObject\FName) & ConfigurationName )
[]
ViewportActionFunction
/Engine/Source/Editor/EditorFramework/Public/ViewportTabContent.h
EditorFramework
typedef [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([FName](API\Runtime\Core\UObject\FName)Name, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IEditorViewportLayoutEntity](API\Editor\EditorFramework\IEditorViewportLayoutEntity) >)> ViewportActionFunction
[]
FViewportTabContent::~FViewportTabContent
/Engine/Source/Editor/EditorFramework/Public/ViewportTabContent.h
EditorFramework
virtual ~FViewportTabContent()
[]
FViewportTabContent
/Engine/Source/Editor/EditorFramework/Public/ViewportTabContent.h
EditorFramework
class FViewportTabContent
[ { "type": "TSharedPtr<FEd...", "name": "ActiveViewportLayout", "description": "Current layout" }, { "type": "FString", "name": "LayoutString", "description": "" }, { "type": "FViewportTabCon...", "name": "OnViewportTabContentLayoutChangedEvent", "description": "" }, {...
IEditorViewportLayoutEntity::AsWidget
/Engine/Source/Editor/EditorFramework/Public/EditorViewportLayout.h
Return a widget that is represents this entity
EditorFramework
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > AsWidget() const
[]
IEditorViewportLayoutEntity::OnLayoutDestroyed
/Engine/Source/Editor/EditorFramework/Public/EditorViewportLayout.h
Called when the parent layout is being destroyed
EditorFramework
void OnLayoutDestroyed()
[]
IEditorViewportLayoutEntity::GetType
/Engine/Source/Editor/EditorFramework/Public/EditorViewportLayout.h
Get the type of this viewport as a name
EditorFramework
[FName](API\Runtime\Core\UObject\FName) GetType() const
[]
IEditorViewportLayoutEntity::SaveConfig
/Engine/Source/Editor/EditorFramework/Public/EditorViewportLayout.h
Called to save this item's settings in the specified config section
EditorFramework
void SaveConfig ( const [FString](API\Runtime\Core\Containers\FString) & ConfigSection )
[]
IEditorViewportLayoutEntity::SetKeyboardFocus
/Engine/Source/Editor/EditorFramework/Public/EditorViewportLayout.h
Set keyboard focus to this viewport entity
EditorFramework
void SetKeyboardFocus()
[]
IEditorViewportLayoutEntity::TakeHighResScreenShot
/Engine/Source/Editor/EditorFramework/Public/EditorViewportLayout.h
Take a high res screen shot of viewport entity
EditorFramework
void TakeHighResScreenShot() const
[]
IEditorViewportLayoutEntity::~IEditorViewportLayoutEntity
/Engine/Source/Editor/EditorFramework/Public/EditorViewportLayout.h
Virtual destruction
EditorFramework
virtual ~IEditorViewportLayoutEntity()
[]
IEditorViewportLayoutEntity
/Engine/Source/Editor/EditorFramework/Public/EditorViewportLayout.h
EditorFramework
class IEditorViewportLayoutEntity : public [TSharedFromThis< IEditorViewportLayoutEntity >](API\Runtime\Core\Templates\TSharedFromThis)
[]
FAssetPlacementInfo
/Engine/Source/Editor/EditorFramework/Public/Subsystems/PlacementSubsystem.h
EditorFramework
struct FAssetPlacementInfo
[ { "type": "FAssetData", "name": "AssetToPlace", "description": "The asset data which should be placed." }, { "type": "TScriptInterfac...", "name": "FactoryOverride", "description": "If set, will use the given factory to place the asset, instead of allowing the placement subsystem to dete...
FPlacementOptions
/Engine/Source/Editor/EditorFramework/Public/Subsystems/PlacementSubsystem.h
EditorFramework
struct FPlacementOptions
[ { "type": "bool", "name": "bIsCreatingPreviewElements", "description": "If true, creates transient preview elements, which are transient and not saved to a level." }, { "type": "bool", "name": "bPreferBatchPlacement", "description": "If true, asset factory implementations should prefer a...
UEditorElementSubsystem::GetEditorNormalizedSelectionSet
/Engine/Source/Editor/EditorFramework/Public/Subsystems/EditorElementSubsystem.h
Return a normalized selection set like the editor would use for the gizmo manipulations
EditorFramework
static FTypedElementListRef GetEditorNormalizedSelectionSet ( const [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) & SelectionSet )
[]
UEditorElementSubsystem::GetLastSelectedEditorManipulableElement
/Engine/Source/Editor/EditorFramework/Public/Subsystems/EditorElementSubsystem.h
Return the most recently selected element that is manipulable. Require a editor normalized selection list to behave like the editor selection Note: A manipulable element is a element that would be move when manipulating the gizmo in the editor.
EditorFramework
static [TTypedElement](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElement)< [ITypedElementWorldInterface](API\Runtime\Engine\Elements\Interfaces\ITypedElementWorldInterface) > GetLastSelectedEditorManipulableElement ( const FTypedElementListRef & NormalizedSelection )
[]
UEditorElementSubsystem::IsElementEditorManipulable
/Engine/Source/Editor/EditorFramework/Public/Subsystems/EditorElementSubsystem.h
EditorFramework
static bool IsElementEditorManipulable ( const [TTypedElement](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElement)< [ITypedElementWorldInterface](API\Runtime\Engine\Elements\Interfaces\ITypedElementWorldInterface) > & WorldElement )
[]
UEditorElementSubsystem::SetElementTransform
/Engine/Source/Editor/EditorFramework/Public/Subsystems/EditorElementSubsystem.h
Sets the world transform of the given element handle, if possible. false if the world transform could not be set.
EditorFramework
static bool SetElementTransform ( [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) InElementHandle, const FTransform & InWorldTransform )
[]
UEditorElementSubsystem
/Engine/Source/Editor/EditorFramework/Public/Subsystems/EditorElementSubsystem.h
EditorFramework
class UEditorElementSubsystem : public [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem)
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UPlacementSubsystem::Deinitialize
/Engine/Source/Editor/EditorFramework/Public/Subsystems/PlacementSubsystem.h
Implement this for deinitialization of instances of the system
EditorFramework
virtual void Deinitialize()
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UPlacementSubsystem::FindAssetFactoryFromAssetData
/Engine/Source/Editor/EditorFramework/Public/Subsystems/PlacementSubsystem.h
Finds a registered AssetFactory for the givenFAssetData. the first found factory, or nullptr if no valid factory is found.
EditorFramework
[TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IAssetFactoryInterface](API\Editor\EditorFramework\Factories\IAssetFactoryInterface) > FindAssetFactoryFromAssetData ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData )
[]
UPlacementSubsystem::GetAssetFactoryFromFactoryClass
/Engine/Source/Editor/EditorFramework/Public/Subsystems/PlacementSubsystem.h
EditorFramework
[TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IAssetFactoryInterface](API\Editor\EditorFramework\Factories\IAssetFactoryInterface) > GetAssetFactoryFromFactoryClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UClass](API\Runtime\CoreUObject\UObject\UClass) > InFactoryInterf...
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UPlacementSubsystem::Initialize
/Engine/Source/Editor/EditorFramework/Public/Subsystems/PlacementSubsystem.h
Implement this for initialization of instances of the system
EditorFramework
virtual void Initialize ( [FSubsystemCollectionBase](API\Runtime\Engine\Subsystems\FSubsystemCollectionBase) & Collection )
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UPlacementSubsystem::IsCreatingPreviewElements
/Engine/Source/Editor/EditorFramework/Public/Subsystems/PlacementSubsystem.h
Determines if the placement system is currently placing preview elements. true if the current PlaceAssets call is creating preview elements.
EditorFramework
bool IsCreatingPreviewElements() const
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UPlacementSubsystem::OnPlacementFactoriesRegistered
/Engine/Source/Editor/EditorFramework/Public/Subsystems/PlacementSubsystem.h
EditorFramework
FSimpleMulticastDelegate & OnPlacementFactoriesRegistered()
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UPlacementSubsystem::PlaceAsset
/Engine/Source/Editor/EditorFramework/Public/Subsystems/PlacementSubsystem.h
Places a single asset based on the givenFAssetPlacementInfoandFPlacementOptions. an array of FTypedElementHandles corresponding to any successfully placed elements.
EditorFramework
[TArray](API\Runtime\Core\Containers\TArray)< [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > PlaceAsset ( const [FAssetPlacementInfo](API\Editor\EditorFramework\Subsystems\FAssetPlacementInfo) & InPlacementInfo, const [FPlacementOptions](API\Editor\EditorFramework\Subs...
[]
UPlacementSubsystem::PlaceAssets
/Engine/Source/Editor/EditorFramework/Public/Subsystems/PlacementSubsystem.h
Places multiple assets based on the given FAssetPlacementInfos andFPlacementOptions. an array of FTypedElementHandles corresponding to any successfully placed elements.
EditorFramework
[TArray](API\Runtime\Core\Containers\TArray)< [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > PlaceAssets ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FAssetPlacementInfo](API\Editor\EditorFramework\Subsystems\FAssetPlacementInfo) > InPlacementInfos, c...
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UPlacementSubsystem::RegisterAssetFactory
/Engine/Source/Editor/EditorFramework/Public/Subsystems/PlacementSubsystem.h
EditorFramework
void RegisterAssetFactory ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IAssetFactoryInterface](API\Editor\EditorFramework\Factories\IAssetFactoryInterface) > AssetFactory )
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UEditorElementSubsystem::GetEditorManipulableElements
/Engine/Source/Editor/EditorFramework/Public/Subsystems/EditorElementSubsystem.h
Return only the manipulatable elements from a selection list. Require a editor normalized selection list to behave like the editor selection Note: A manipulable element is a element that would be move when manipulating the gizmo in the editor
EditorFramework
static FTypedElementListRef GetEditorManipulableElements ( const FTypedElementListRef & NormalizedSelection )
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UPlacementSubsystem::UnregisterAssetFactory
/Engine/Source/Editor/EditorFramework/Public/Subsystems/PlacementSubsystem.h
EditorFramework
void UnregisterAssetFactory ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IAssetFactoryInterface](API\Editor\EditorFramework\Factories\IAssetFactoryInterface) > AssetFactory )
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UPlacementSubsystem
/Engine/Source/Editor/EditorFramework/Public/Subsystems/PlacementSubsystem.h
EditorFramework
class UPlacementSubsystem : public [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem)
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EToolkitMode::Type
/Engine/Source/Editor/EditorFramework/Public/Toolkits/IToolkit.h
Some toolkits can be spawned as either standalone tools or within an existing level editing UI
EditorFramework
namespace EToolkitMode { enum Type { Standalone, WorldCentric, } }
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EToolkitTabSpot::Type
/Engine/Source/Editor/EditorFramework/Public/Toolkits/IToolkit.h
EditorFramework
namespace EToolkitTabSpot { enum Type { Details, Document, Navigation, ToolBar, Placement, Viewport, BelowLevelEditor, } }
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FAssetEditorModeUILayer::CanSpawnStoredTab
/Engine/Source/Editor/EditorFramework/Public/Toolkits/AssetEditorModeUILayer.h
EditorFramework
bool CanSpawnStoredTab ( const [FSpawnTabArgs](API\Runtime\Slate\Framework\Docking\FSpawnTabArgs) & Args, const [FName](API\Runtime\Core\UObject\FName) TabID )
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FAssetEditorModeUILayer::GetModeCommands
/Engine/Source/Editor/EditorFramework/Public/Toolkits/AssetEditorModeUILayer.h
EditorFramework
virtual const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > GetModeCommands() const
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FAssetEditorModeUILayer::GetModeMenuCategory
/Engine/Source/Editor/EditorFramework/Public/Toolkits/AssetEditorModeUILayer.h
EditorFramework
virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FWorkspaceItem](API\Runtime\Slate\Framework\Docking\FWorkspaceItem) > GetModeMenuCategory() const
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