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 |
|---|---|---|---|---|---|
FGameplayDebuggerCategoryConfigCustomization::OnChildValueChanged | /Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerCategoryConfigCustomization.h | GameplayDebuggerEditor | void OnChildValueChanged() | [] | |
FGameplayDebuggerCategoryConfigCustomization | /Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerCategoryConfigCustomization.h | GameplayDebuggerEditor | class FGameplayDebuggerCategoryConfigCustomization : public [IPropertyTypeCustomization](API\Editor\PropertyEditor\IPropertyTypeCustomization) | [
{
"type": "TSharedPtr<IPr...",
"name": "ActiveInGameProp",
"description": ""
},
{
"type": "TSharedPtr<IPr...",
"name": "ActiveInSimulateProp",
"description": ""
},
{
"type": "FText",
"name": "CachedHeader",
"description": ""
},
{
"type": "TSharedPtr<IPr...",
"... | |
FGameplayDebuggerEditorModule::OnDebuggerEdModeActivation | /Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerEditorModule.h | GameplayDebuggerEditor | void OnDebuggerEdModeActivation() | [] | |
FGameplayDebuggerEditorModule::OnLocalControllerUninitialized | /Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerEditorModule.h | GameplayDebuggerEditor | void OnLocalControllerUninitialized() | [] | |
FGameplayDebuggerEditorModule::OnWorldInitialized | /Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerEditorModule.h | GameplayDebuggerEditor | void OnWorldInitialized ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [UWorld::InitializationValues](API\Runtime\Engine\Engine\UWorld\InitializationValues) IVS ) | [] | |
FGameplayDebuggerEditorModule::ShutdownModule | /Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerEditorModule.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... | GameplayDebuggerEditor | virtual void ShutdownModule() | [] |
FGameplayDebuggerEditorModule | /Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerEditorModule.h | GameplayDebuggerEditor | class FGameplayDebuggerEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface) | [] | |
FGameplayDebuggerEditorModule::StartupModule | /Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerEditorModule.h | FModuleManager::Get().LoadModuleChecked(TEXT("HTTP")); | GameplayDebuggerEditor | virtual void StartupModule() | [] |
FGameplayDebuggerEdMode::Enter | /Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerEdMode.h | GameplayDebuggerEditor | virtual void Enter() | [] | |
EM_GameplayDebugger | /Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerEdMode.h | GameplayDebuggerEditor | static const [FName](API\Runtime\Core\UObject\FName) EM_GameplayDebugger = TEXT("EM_GameplayDebugger"); | [] | |
FGameplayDebuggerEditorModule::OnLocalControllerInitialized | /Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerEditorModule.h | GameplayDebuggerEditor | void OnLocalControllerInitialized() | [] | |
FGameplayDebuggerEdMode::Exit | /Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerEdMode.h | GameplayDebuggerEditor | virtual void Exit() | [] | |
FGameplayDebuggerEdMode::InputKey | /Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerEdMode.h | GameplayDebuggerEditor | virtual bool InputKey ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport, [FKey](API\Runtime\InputCore\FKey) InKey, EInputEvent InEvent ) | [] | |
FGameplayDebuggerEdMode::ReceivedFocus | /Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerEdMode.h | GameplayDebuggerEditor | virtual bool ReceivedFocus ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport ) | [] | |
FGameplayDebuggerEdMode::LostFocus | /Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerEdMode.h | GameplayDebuggerEditor | virtual bool LostFocus ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport ) | [] | |
FGameplayDebuggerEdMode::SafeCloseMode | /Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerEdMode.h | GameplayDebuggerEditor | static void SafeCloseMode() | [] | |
FGameplayDebuggerEdMode::SafeOpenMode | /Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerEdMode.h | GameplayDebuggerEditor | static void SafeOpenMode() | [] | |
FGameplayDebuggerEdMode::Tick | /Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerEdMode.h | GameplayDebuggerEditor | virtual void Tick ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, float DeltaTime ) | [] | |
FGameplayDebuggerEdMode::UsesToolkits | /Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerEdMode.h | True if this mode uses a toolkit mode (eventually they all should) | GameplayDebuggerEditor | virtual bool UsesToolkits() const | [] |
FGameplayDebuggerEdMode::FGameplayDebuggerEdMode | /Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerEdMode.h | GameplayDebuggerEditor | FGameplayDebuggerEdMode() | [] | |
FGameplayDebuggerEdMode | /Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerEdMode.h | GameplayDebuggerEditor | class FGameplayDebuggerEdMode : public [FEdMode](API\Editor\UnrealEd\FEdMode) | [] | |
FGameplayDebuggerExtensionConfigCustomization::CustomizeChildren | /Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerExtensionConfigCustomization.h | Called when the children of the property should be customized or extra rows added | GameplayDebuggerEditor | virtual void CustomizeChildren ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle, class [IDetailChildrenBuilder](API\Editor\PropertyEditor\IDetailChildrenBuilder) & ChildBuilder, [IPropertyTypeCustomizationUtils](API\Editor\Propert... | [] |
FGameplayDebuggerExtensionConfigCustomization::CustomizeHeader | /Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerExtensionConfigCustomization.h | Called when the header of the property (the row in the details panel where the property is shown) If nothing is added to the row, the header is not displayed | GameplayDebuggerEditor | virtual void CustomizeHeader ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle, class [FDetailWidgetRow](API\Editor\PropertyEditor\FDetailWidgetRow) & HeaderRow, [IPropertyTypeCustomizationUtils](API\Editor\PropertyEditor\IProperty... | [] |
FGameplayDebuggerExtensionConfigCustomization::GetHeaderDesc | /Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerExtensionConfigCustomization.h | GameplayDebuggerEditor | [FText](API\Runtime\Core\Internationalization\FText) GetHeaderDesc() const | [] | |
FGameplayDebuggerExtensionConfigCustomization::MakeInstance | /Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerExtensionConfigCustomization.h | GameplayDebuggerEditor | static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyTypeCustomization](API\Editor\PropertyEditor\IPropertyTypeCustomization) > MakeInstance() | [] | |
FGameplayDebuggerExtensionConfigCustomization | /Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerExtensionConfigCustomization.h | GameplayDebuggerEditor | class FGameplayDebuggerExtensionConfigCustomization : public [IPropertyTypeCustomization](API\Editor\PropertyEditor\IPropertyTypeCustomization) | [
{
"type": "FText",
"name": "CachedHeader",
"description": ""
},
{
"type": "TSharedPtr<IPr...",
"name": "ExtensionNameProp",
"description": ""
},
{
"type": "TSharedPtr<IPr...",
"name": "UseExtensionProp",
"description": ""
}
] | |
FGameplayDebuggerExtensionConfigCustomization::OnChildValueChanged | /Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerExtensionConfigCustomization.h | GameplayDebuggerEditor | void OnChildValueChanged() | [] | |
FGameplayDebuggerInputConfigCustomization::CustomizeChildren | /Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerInputConfigCustomization.h | Called when the children of the property should be customized or extra rows added | GameplayDebuggerEditor | virtual void CustomizeChildren ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle, class [IDetailChildrenBuilder](API\Editor\PropertyEditor\IDetailChildrenBuilder) & ChildBuilder, [IPropertyTypeCustomizationUtils](API\Editor\Propert... | [] |
FGameplayDebuggerInputConfigCustomization::CustomizeHeader | /Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerInputConfigCustomization.h | Called when the header of the property (the row in the details panel where the property is shown) If nothing is added to the row, the header is not displayed | GameplayDebuggerEditor | virtual void CustomizeHeader ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle, class [FDetailWidgetRow](API\Editor\PropertyEditor\FDetailWidgetRow) & HeaderRow, [IPropertyTypeCustomizationUtils](API\Editor\PropertyEditor\IProperty... | [] |
FGameplayDebuggerInputConfigCustomization::MakeInstance | /Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerInputConfigCustomization.h | GameplayDebuggerEditor | static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyTypeCustomization](API\Editor\PropertyEditor\IPropertyTypeCustomization) > MakeInstance() | [] | |
FGameplayDebuggerInputConfigCustomization::GetHeaderDesc | /Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerInputConfigCustomization.h | GameplayDebuggerEditor | [FText](API\Runtime\Core\Internationalization\FText) GetHeaderDesc() const | [] | |
FGameplayDebuggerInputConfigCustomization | /Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerInputConfigCustomization.h | GameplayDebuggerEditor | class FGameplayDebuggerInputConfigCustomization : public [IPropertyTypeCustomization](API\Editor\PropertyEditor\IPropertyTypeCustomization) | [
{
"type": "FText",
"name": "CachedHeader",
"description": ""
},
{
"type": "TSharedPtr<IPr...",
"name": "ConfigNameProp",
"description": ""
},
{
"type": "TSharedPtr<IPr...",
"name": "KeyProp",
"description": ""
},
{
"type": "TSharedPtr<IPr...",
"name": "ModAltP... | |
FGameplayDebuggerInputConfigCustomization::OnChildValueChanged | /Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerInputConfigCustomization.h | GameplayDebuggerEditor | void OnChildValueChanged() | [] | |
FGameplayDebuggerToolkit::GetBaseToolkitName | /Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerToolkit.h | Returns the localized name of this toolkit type (typically just "editor") | GameplayDebuggerEditor | virtual [FText](API\Runtime\Core\Internationalization\FText) GetBaseToolkitName() const | [] |
FGameplayDebuggerToolkit::GetEditorMode | /Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerToolkit.h | GameplayDebuggerEditor | virtual [FEdMode](API\Editor\UnrealEd\FEdMode) * GetEditorMode() const | [] | |
FGameplayDebuggerToolkit::GetInlineContent | /Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerToolkit.h | the inline content that this toolkit returns | GameplayDebuggerEditor | virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetInlineContent() const | [] |
FGameplayDebuggerToolkit::GetToolkitFName | /Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerToolkit.h | Returns the invariant name of this toolkit type | GameplayDebuggerEditor | virtual [FName](API\Runtime\Core\UObject\FName) GetToolkitFName() const | [] |
FGameplayDebuggerToolkit::Init | /Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerToolkit.h | Initializes the mode toolkit | GameplayDebuggerEditor | virtual void Init ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost ) | [] |
FGameplayDebuggerToolkit::FGameplayDebuggerToolkit | /Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerToolkit.h | GameplayDebuggerEditor | FGameplayDebuggerToolkit ( class [FEdMode](API\Editor\UnrealEd\FEdMode) * InOwningMode ) | [] | |
IGameplayTasksEditorModule::Get | /Engine/Source/Editor/GameplayTasksEditor/Public/GameplayTasksEditorModule.h | Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed | GameplayTasksEditor | static [IGameplayTasksEditorModule](API\Editor\GameplayTasksEditor\IGameplayTasksEditorModule) & Get() | [] |
IGameplayTasksEditorModule::IsAvailable | /Engine/Source/Editor/GameplayTasksEditor/Public/GameplayTasksEditorModule.h | Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use | GameplayTasksEditor | static bool IsAvailable() | [] |
FGameplayDebuggerToolkit | /Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerToolkit.h | GameplayDebuggerEditor | class FGameplayDebuggerToolkit : public [FModeToolkit](API\Editor\UnrealEd\Toolkits\FModeToolkit) | [] | |
IGameplayTasksEditorModule | /Engine/Source/Editor/GameplayTasksEditor/Public/GameplayTasksEditorModule.h | The public interface to this module | GameplayTasksEditor | class IGameplayTasksEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface) | [] |
UK2Node_LatentGameplayTaskCall::CanCreateUnderSpecifiedSchema | /Engine/Source/Editor/GameplayTasksEditor/Classes/K2Node_LatentGameplayTaskCall.h | Can this node be created under the specified schema. | GameplayTasksEditor | virtual bool CanCreateUnderSpecifiedSchema ( const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * DesiredSchema ) const | [] |
UK2Node_LatentGameplayTaskCall::ConnectSpawnProperties | /Engine/Source/Editor/GameplayTasksEditor/Classes/K2Node_LatentGameplayTaskCall.h | GameplayTasksEditor | bool ConnectSpawnProperties ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ClassToSpawn, const [UEdGraphSchema_K2](API\Editor\BlueprintGraph\UEdGraphSchema_K2) * Schema, class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGra... | [] | |
UK2Node_LatentGameplayTaskCall::CreatePinsForClass | /Engine/Source/Editor/GameplayTasksEditor/Classes/K2Node_LatentGameplayTaskCall.h | GameplayTasksEditor | void CreatePinsForClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass ) | [] | |
UK2Node_LatentGameplayTaskCall::ExpandNode | /Engine/Source/Editor/GameplayTasksEditor/Classes/K2Node_LatentGameplayTaskCall.h | Also, a K2Node_SpawnActorFromClass could not be used directly here, since we want the proxy object to implement its own BeginSpawn/FinishSpawn function (custom game logic will often be performed in the native implementation). K2Node_SpawnActorFromClass also requires a SpawnTransform be wired into it, and in most abilit... | GameplayTasksEditor | virtual void ExpandNode ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph ) | [] |
UK2Node_LatentGameplayTaskCall::GetClassPin | /Engine/Source/Editor/GameplayTasksEditor/Classes/K2Node_LatentGameplayTaskCall.h | GameplayTasksEditor | [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetClassPin ( const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > * InPinsToSearch ) const | [] | |
UK2Node_LatentGameplayTaskCall::GetMenuActions | /Engine/Source/Editor/GameplayTasksEditor/Classes/K2Node_LatentGameplayTaskCall.h | Replacement forGetMenuEntries(). Override to add specific UBlueprintNodeSpawners pertaining to the sub-class type. Serves as an extensible way for new nodes, and game module nodes to add themselves to context menus. | GameplayTasksEditor | virtual void GetMenuActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) const | [] |
UK2Node_LatentGameplayTaskCall::GetClassToSpawn | /Engine/Source/Editor/GameplayTasksEditor/Classes/K2Node_LatentGameplayTaskCall.h | GameplayTasksEditor | [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetClassToSpawn ( const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > * InPinsToSearch ) const | [] | |
UK2Node_LatentGameplayTaskCall::HasDedicatedNodeClass | /Engine/Source/Editor/GameplayTasksEditor/Classes/K2Node_LatentGameplayTaskCall.h | GameplayTasksEditor | static bool HasDedicatedNodeClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) > TaskClass ) | [] | |
UK2Node_LatentGameplayTaskCall::GetResultPin | /Engine/Source/Editor/GameplayTasksEditor/Classes/K2Node_LatentGameplayTaskCall.h | GameplayTasksEditor | [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetResultPin() const | [] | |
UK2Node_LatentGameplayTaskCall::IsHandling | /Engine/Source/Editor/GameplayTasksEditor/Classes/K2Node_LatentGameplayTaskCall.h | GameplayTasksEditor | virtual bool IsHandling ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) > TaskClass ) const | [] | |
UK2Node_LatentGameplayTaskCall::IsSpawnVarPin | /Engine/Source/Editor/GameplayTasksEditor/Classes/K2Node_LatentGameplayTaskCall.h | GameplayTasksEditor | bool IsSpawnVarPin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) | [] | |
NodeClasses | /Engine/Source/Editor/GameplayTasksEditor/Classes/K2Node_LatentGameplayTaskCall.h | GameplayTasksEditor | static [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UClass](API\Runtime\CoreUObject\UObject\UClass) > > NodeClasses; | [] | |
UK2Node_LatentGameplayTaskCall::PinDefaultValueChanged | /Engine/Source/Editor/GameplayTasksEditor/Classes/K2Node_LatentGameplayTaskCall.h | Called when the DefaultValue of one of the pins of this node is changed in the editor | GameplayTasksEditor | virtual void PinDefaultValueChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) | [] |
UK2Node_LatentGameplayTaskCall::RegisterSpecializedTaskNodeClass | /Engine/Source/Editor/GameplayTasksEditor/Classes/K2Node_LatentGameplayTaskCall.h | GameplayTasksEditor | static void RegisterSpecializedTaskNodeClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UK2Node_LatentGameplayTaskCall](API\Editor\GameplayTasksEditor\UK2Node_LatentGameplayTaskCall) > NodeClass ) | [] | |
UK2Node_LatentGameplayTaskCall::ReallocatePinsDuringReconstruction | /Engine/Source/Editor/GameplayTasksEditor/Classes/K2Node_LatentGameplayTaskCall.h | Reallocate pins during reconstruction; by default ignores the old pins and callsAllocateDefaultPins()If you override this to create additional pins you likely need to call RestoreSplitPins to restore any pins that have been split (e.g. a vector pin split into its components) | GameplayTasksEditor | virtual void ReallocatePinsDuringReconstruction ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & OldPins ) | [] |
UK2Node_LatentGameplayTaskCall::ValidateActorArraySpawning | /Engine/Source/Editor/GameplayTasksEditor/Classes/K2Node_LatentGameplayTaskCall.h | GameplayTasksEditor | bool ValidateActorArraySpawning ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, bool bGenerateErrors ) | [] | |
UK2Node_LatentGameplayTaskCall::ValidateActorSpawning | /Engine/Source/Editor/GameplayTasksEditor/Classes/K2Node_LatentGameplayTaskCall.h | GameplayTasksEditor | bool ValidateActorSpawning ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, bool bGenerateErrors ) | [] | |
UK2Node_LatentGameplayTaskCall::UK2Node_LatentGameplayTaskCall | /Engine/Source/Editor/GameplayTasksEditor/Classes/K2Node_LatentGameplayTaskCall.h | GameplayTasksEditor | UK2Node_LatentGameplayTaskCall ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UK2Node_LatentGameplayTaskCall | /Engine/Source/Editor/GameplayTasksEditor/Classes/K2Node_LatentGameplayTaskCall.h | GameplayTasksEditor | class UK2Node_LatentGameplayTaskCall : public [UK2Node_BaseAsyncTask](API\Editor\BlueprintGraph\UK2Node_BaseAsyncTask) | [
{
"type": "TArray<FName>",
"name": "SpawnParamPins",
"description": ""
}
] | |
FAddToProjectConfig::AllowableParents | /Engine/Source/Editor/GameProjectGeneration/Public/AddToProjectConfig.h | Limits the allowable parent classes by the specified filter. | GameProjectGeneration | [FAddToProjectConfig](API\Editor\GameProjectGeneration\FAddToProjectConfig) & AllowableParents ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IClassViewerFilter](API\Editor\ClassViewer\IClassViewerFilter) > & In ) | [] |
FAddToProjectConfig::DefaultClassName | /Engine/Source/Editor/GameProjectGeneration/Public/AddToProjectConfig.h | Optional argument that specifies the default name for the new class being added. The user will be able to type their own name if they don't like this name. If empty, defaults to the name of the inherited class. | GameProjectGeneration | [FAddToProjectConfig](API\Editor\GameProjectGeneration\FAddToProjectConfig) & DefaultClassName ( [FString](API\Runtime\Core\Containers\FString) InDefaultClassName ) | [] |
FAddToProjectConfig::DefaultClassPrefix | /Engine/Source/Editor/GameProjectGeneration/Public/AddToProjectConfig.h | Optional argument that specifies the prefix for the new class name. The user will be able to type their own name if they don't like this name. Defaults to "My" if not specified or empty. | GameProjectGeneration | [FAddToProjectConfig](API\Editor\GameProjectGeneration\FAddToProjectConfig) & DefaultClassPrefix ( [FString](API\Runtime\Core\Containers\FString) InDefaultClassPrefix ) | [] |
FAddToProjectConfig::FeatureAllNativeClasses | /Engine/Source/Editor/GameProjectGeneration/Public/AddToProjectConfig.h | Set the add to project dialog to show component types on the initial 'featured' classes list | GameProjectGeneration | [FAddToProjectConfig](API\Editor\GameProjectGeneration\FAddToProjectConfig) & FeatureAllNativeClasses() | [] |
FAddToProjectConfig::FeatureActorClasses | /Engine/Source/Editor/GameProjectGeneration/Public/AddToProjectConfig.h | Set the add to project dialog to show component types on the initial 'featured' classes list | GameProjectGeneration | [FAddToProjectConfig](API\Editor\GameProjectGeneration\FAddToProjectConfig) & FeatureActorClasses() | [] |
FAddToProjectConfig::FeatureComponentClasses | /Engine/Source/Editor/GameProjectGeneration/Public/AddToProjectConfig.h | Set the add to project dialog to show component types on the initial 'featured' classes list | GameProjectGeneration | [FAddToProjectConfig](API\Editor\GameProjectGeneration\FAddToProjectConfig) & FeatureComponentClasses() | [] |
FAddToProjectConfig::InitialPath | /Engine/Source/Editor/GameProjectGeneration/Public/AddToProjectConfig.h | The initial path we should use as the destination for the new file, or an empty string to choose a suitable default based upon the module path. | GameProjectGeneration | [FAddToProjectConfig](API\Editor\GameProjectGeneration\FAddToProjectConfig) & InitialPath ( [FString](API\Runtime\Core\Containers\FString) InInitialPath ) | [] |
FAddToProjectConfig::OnAddedToProject | /Engine/Source/Editor/GameProjectGeneration/Public/AddToProjectConfig.h | Callback for when the object is successfully added to the project | GameProjectGeneration | [FAddToProjectConfig](API\Editor\GameProjectGeneration\FAddToProjectConfig) & OnAddedToProject ( const FOnAddedToProject & InDelegate ) | [] |
FAddToProjectConfig::Modal | /Engine/Source/Editor/GameProjectGeneration/Public/AddToProjectConfig.h | Make the window modal to force the user to make a decision before continuing. | GameProjectGeneration | [FAddToProjectConfig](API\Editor\GameProjectGeneration\FAddToProjectConfig) & Modal ( bool bModal ) | [] |
FAddToProjectConfig::ParentClass | /Engine/Source/Editor/GameProjectGeneration/Public/AddToProjectConfig.h | Force the add to project dialog to use the specified parent class. Skips the first step (choose a parent class) as a result. | GameProjectGeneration | [FAddToProjectConfig](API\Editor\GameProjectGeneration\FAddToProjectConfig) & ParentClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass ) | [] |
FAddToProjectConfig::ParentWindow | /Engine/Source/Editor/GameProjectGeneration/Public/AddToProjectConfig.h | The parent window the dialog should use, or null to choose a suitable default parent window (the main frame, if available). | GameProjectGeneration | [FAddToProjectConfig](API\Editor\GameProjectGeneration\FAddToProjectConfig) & ParentWindow ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > & InParentWindow ) | [] |
FAddToProjectConfig::WindowTitle | /Engine/Source/Editor/GameProjectGeneration/Public/AddToProjectConfig.h | The title text to display on the window | GameProjectGeneration | [FAddToProjectConfig](API\Editor\GameProjectGeneration\FAddToProjectConfig) & WindowTitle ( [FText](API\Runtime\Core\Internationalization\FText) InText ) | [] |
FAddToProjectConfig::FAddToProjectConfig | /Engine/Source/Editor/GameProjectGeneration/Public/AddToProjectConfig.h | GameProjectGeneration | FAddToProjectConfig() | [] | |
FAddToProjectConfig | /Engine/Source/Editor/GameProjectGeneration/Public/AddToProjectConfig.h | Add to project dialog configuration structure | GameProjectGeneration | struct FAddToProjectConfig | [
{
"type": "TSharedPtr<ICl...",
"name": "_AllowableParents",
"description": "Filter for allowable parent classes, when ParentClass is nullptr"
},
{
"type": "bool",
"name": "_bModal",
"description": "True to force a modal dialog, false otherwise"
},
{
"type": "FString",
"name":... |
FFeaturedClasses::ActorClasses | /Engine/Source/Editor/GameProjectGeneration/Public/AddToProjectConfig.h | Get a list of all featured Actor class types | GameProjectGeneration | static [TArray](API\Runtime\Core\Containers\TArray)< [FNewClassInfo](API\Editor\GameProjectGeneration\FNewClassInfo) > ActorClasses() | [] |
FFeaturedClasses::ComponentClasses | /Engine/Source/Editor/GameProjectGeneration/Public/AddToProjectConfig.h | Get a list of all featured Component class types | GameProjectGeneration | static [TArray](API\Runtime\Core\Containers\TArray)< [FNewClassInfo](API\Editor\GameProjectGeneration\FNewClassInfo) > ComponentClasses() | [] |
FFeaturedClasses::AllNativeClasses | /Engine/Source/Editor/GameProjectGeneration/Public/AddToProjectConfig.h | Get a list of all featured native class types | GameProjectGeneration | static [TArray](API\Runtime\Core\Containers\TArray)< [FNewClassInfo](API\Editor\GameProjectGeneration\FNewClassInfo) > AllNativeClasses() | [] |
FFeaturedClasses | /Engine/Source/Editor/GameProjectGeneration/Public/AddToProjectConfig.h | Helper that creates lists of featured classes. Include FeaturedClasses.inl for definitions. | GameProjectGeneration | struct FFeaturedClasses | [] |
FGameProjectGenerationModule::CheckAndWarnProjectFilenameValid | /Engine/Source/Editor/GameProjectGeneration/Public/GameProjectGenerationModule.h | Warn the user if the project filename is invalid in case they renamed it outside the editor | GameProjectGeneration | virtual void CheckAndWarnProjectFilenameValid() | [] |
FGameProjectGenerationModule::CheckForOutOfDateGameProjectFile | /Engine/Source/Editor/GameProjectGeneration/Public/GameProjectGenerationModule.h | Prompts the user to update their project file, if necessary. | GameProjectGeneration | virtual void CheckForOutOfDateGameProjectFile() | [] |
FGameProjectGenerationModule::ClearSupportedTargetPlatforms | /Engine/Source/Editor/GameProjectGeneration/Public/GameProjectGenerationModule.h | Clear the list of supported target platforms | GameProjectGeneration | virtual void ClearSupportedTargetPlatforms() | [] |
FGameProjectGenerationModule::CreateGameProjectDialog | /Engine/Source/Editor/GameProjectGeneration/Public/GameProjectGenerationModule.h | Creates the game project dialog | GameProjectGeneration | virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateGameProjectDialog ( bool bAllowProjectOpening, bool bAllowProjectCreate ) | [] |
FGameProjectGenerationModule::CreateNewClassDialog | /Engine/Source/Editor/GameProjectGeneration/Public/GameProjectGenerationModule.h | Creates a new class dialog for creating classes based on the passed-in class. | GameProjectGeneration | virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateNewClassDialog ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass ) | [] |
FGameProjectGenerationModule::DetermineModuleIncludePath | /Engine/Source/Editor/GameProjectGeneration/Public/GameProjectGenerationModule.h | Returns the path to the module's include header | GameProjectGeneration | virtual [FString](API\Runtime\Core\Containers\FString) DetermineModuleIncludePath ( const [FModuleContextInfo](API\Runtime\Projects\FModuleContextInfo) & ModuleInfo, const [FString](API\Runtime\Core\Containers\FString) & FileRelativeTo ) | [] |
FAddCodeToProjectDialogOpenedEvent | /Engine/Source/Editor/GameProjectGeneration/Public/GameProjectGenerationModule.h | Delegate for when the AddCodeToProject dialog is opened | GameProjectGeneration | class FAddCodeToProjectDialogOpenedEvent : public TBaseMulticastDelegate_NoParams< void > | [] |
FTemplateCategoryMap | /Engine/Source/Editor/GameProjectGeneration/Public/GameProjectGenerationModule.h | GameProjectGeneration | typedef [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< FTemplateCategory > > FTemplateCategoryMap | [] | |
FGameProjectGenerationModule::GenerateBasicSourceCode | /Engine/Source/Editor/GameProjectGeneration/Public/GameProjectGenerationModule.h | Generate basic project source code | GameProjectGeneration | virtual bool GenerateBasicSourceCode ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutCreatedFiles, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason ) | [] |
FGameProjectGenerationModule::Get | /Engine/Source/Editor/GameProjectGeneration/Public/GameProjectGenerationModule.h | Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed | GameProjectGeneration | static [FGameProjectGenerationModule](API\Editor\GameProjectGeneration\FGameProjectGenerationModule) & Get() | [] |
FGameProjectGenerationModule::GetAllTemplateCategories | /Engine/Source/Editor/GameProjectGeneration/Public/GameProjectGenerationModule.h | GameProjectGeneration | void GetAllTemplateCategories ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< FTemplateCategory >> & OutCategories ) const | [] | |
FGameProjectGenerationModule::GetCategory | /Engine/Source/Editor/GameProjectGeneration/Public/GameProjectGenerationModule.h | Non DLL-exposed access to template categories. | GameProjectGeneration | [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const FTemplateCategory > GetCategory ( [FName](API\Runtime\Core\UObject\FName) Type ) const | [] |
FGameProjectGenerationModule::GetCurrentProjectModules | /Engine/Source/Editor/GameProjectGeneration/Public/GameProjectGenerationModule.h | Get the information about any modules referenced in the .uproject file of the currently loaded project | GameProjectGeneration | virtual const [TArray](API\Runtime\Core\Containers\TArray)< [FModuleContextInfo](API\Runtime\Projects\FModuleContextInfo) > & GetCurrentProjectModules() | [] |
FGameProjectGenerationModule::GetProjectSourceDirectoryInfo | /Engine/Source/Editor/GameProjectGeneration/Public/GameProjectGenerationModule.h | Gets file and size info about the source directory | GameProjectGeneration | virtual void GetProjectSourceDirectoryInfo ( int32 & OutNumFiles, int64 & OutDirectorySize ) | [] |
FGameProjectGenerationModule::IsValidBaseClassForCreation | /Engine/Source/Editor/GameProjectGeneration/Public/GameProjectGenerationModule.h | Returns true if the specified class is a valid base class for the given module | GameProjectGeneration | virtual bool IsValidBaseClassForCreation ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, const [FModuleContextInfo](API\Runtime\Projects\FModuleContextInfo) & InModuleInfo ) | [] |
FGameProjectGenerationModule::IsValidBaseClassForCreation | /Engine/Source/Editor/GameProjectGeneration/Public/GameProjectGenerationModule.h | Returns true if the specified class is a valid base class for any of the given modules | GameProjectGeneration | virtual bool IsValidBaseClassForCreation ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, const [TArray](API\Runtime\Core\Containers\TArray)< [FModuleContextInfo](API\Runtime\Projects\FModuleContextInfo) > & InModuleInfoArray ) | [] |
FGameProjectGenerationModule::OnAddCodeToProjectDialogOpened | /Engine/Source/Editor/GameProjectGeneration/Public/GameProjectGenerationModule.h | GameProjectGeneration | [FAddCodeToProjectDialogOpenedEvent](API\Editor\GameProjectGeneration\FGameProjectGenerationModule\FAddCodeToProjec-) & OnAddCodeToProjectDialogOpened() | [] | |
FGameProjectGenerationModule::OpenAddBlueprintToProjectDialog | /Engine/Source/Editor/GameProjectGeneration/Public/GameProjectGenerationModule.h | Opens a dialog to add a new blueprint to the current project. | GameProjectGeneration | virtual void OpenAddBlueprintToProjectDialog ( const [FAddToProjectConfig](API\Editor\GameProjectGeneration\FAddToProjectConfig) & Config ) | [] |
FGameProjectGenerationModule::ProjectHasCodeFiles | /Engine/Source/Editor/GameProjectGeneration/Public/GameProjectGenerationModule.h | Gets the current projects source file count | GameProjectGeneration | virtual bool ProjectHasCodeFiles() | [] |
FGameProjectGenerationModule::OpenAddCodeToProjectDialog | /Engine/Source/Editor/GameProjectGeneration/Public/GameProjectGenerationModule.h | Opens a dialog to add code files to the current project. | GameProjectGeneration | virtual void OpenAddCodeToProjectDialog ( const [FAddToProjectConfig](API\Editor\GameProjectGeneration\FAddToProjectConfig) & Config ) | [] |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.