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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
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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()
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FGameProjectGenerationModule::CheckForOutOfDateGameProjectFile
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectGenerationModule.h
Prompts the user to update their project file, if necessary.
GameProjectGeneration
virtual void CheckForOutOfDateGameProjectFile()
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FGameProjectGenerationModule::ClearSupportedTargetPlatforms
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectGenerationModule.h
Clear the list of supported target platforms
GameProjectGeneration
virtual void ClearSupportedTargetPlatforms()
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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 )
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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 )
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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 )
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FAddCodeToProjectDialogOpenedEvent
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectGenerationModule.h
Delegate for when the AddCodeToProject dialog is opened
GameProjectGeneration
class FAddCodeToProjectDialogOpenedEvent : public TBaseMulticastDelegate_NoParams< void >
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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
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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 )
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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()
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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
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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
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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()
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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 )
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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 )
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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 )
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FGameProjectGenerationModule::OnAddCodeToProjectDialogOpened
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectGenerationModule.h
GameProjectGeneration
[FAddCodeToProjectDialogOpenedEvent](API\Editor\GameProjectGeneration\FGameProjectGenerationModule\FAddCodeToProjec-) & OnAddCodeToProjectDialogOpened()
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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 )
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FGameProjectGenerationModule::ProjectHasCodeFiles
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectGenerationModule.h
Gets the current projects source file count
GameProjectGeneration
virtual bool ProjectHasCodeFiles()
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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 )
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