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UClassTemplate::GetHeaderFilename
/Engine/Source/Editor/GameProjectGeneration/Public/ClassTemplateEditorSubsystem.h
Returns full header filename including '.h.template' extension.
GameProjectGeneration
[FString](API\Runtime\Core\Containers\FString) GetHeaderFilename() const
[]
UClassTemplate::GetSourceFilename
/Engine/Source/Editor/GameProjectGeneration/Public/ClassTemplateEditorSubsystem.h
Returns full sourcefilename including '.cpp.template' extension.
GameProjectGeneration
[FString](API\Runtime\Core\Containers\FString) GetSourceFilename() const
[]
UClassTemplate::ReadHeader
/Engine/Source/Editor/GameProjectGeneration/Public/ClassTemplateEditorSubsystem.h
Reads the header template text from disk. If failure to read from disk, returns false and provides text reason.
GameProjectGeneration
bool ReadHeader ( [FString](API\Runtime\Core\Containers\FString) & OutHeaderFileText, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason ) const
[]
UClassTemplate::ReadSource
/Engine/Source/Editor/GameProjectGeneration/Public/ClassTemplateEditorSubsystem.h
Reads the source template text from disk. If failure to read from disk, returns false and provides text reason.
GameProjectGeneration
bool ReadSource ( [FString](API\Runtime\Core\Containers\FString) & OutSourceFileText, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason ) const
[]
UClassTemplate::SetGeneratedBaseClass
/Engine/Source/Editor/GameProjectGeneration/Public/ClassTemplateEditorSubsystem.h
Sets the generated base class associated with the given template.
GameProjectGeneration
void SetGeneratedBaseClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )
[]
UClassTemplate
/Engine/Source/Editor/GameProjectGeneration/Public/ClassTemplateEditorSubsystem.h
GameProjectGeneration
class UClassTemplate : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[]
UClassTemplateEditorSubsystem::ContainsClassTemplate
/Engine/Source/Editor/GameProjectGeneration/Public/ClassTemplateEditorSubsystem.h
Returns whether or not class has registered template.
GameProjectGeneration
bool ContainsClassTemplate ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass ) const
[]
UClassTemplateEditorSubsystem::Deinitialize
/Engine/Source/Editor/GameProjectGeneration/Public/ClassTemplateEditorSubsystem.h
Implement this for deinitialization of instances of the system
GameProjectGeneration
virtual void Deinitialize()
[]
FTemplateRegistry
/Engine/Source/Editor/GameProjectGeneration/Public/ClassTemplateEditorSubsystem.h
GameProjectGeneration
typedef [TMap](API\Runtime\Core\Containers\TMap)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) >, [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [UClassTemplate](API\Editor\GameProjectGeneration\UClassTemplate) >> FTemplateRegistry
[]
UClassTemplateEditorSubsystem::FindClassTemplate
/Engine/Source/Editor/GameProjectGeneration/Public/ClassTemplateEditorSubsystem.h
Returns class template if one is registered.
GameProjectGeneration
const [UClassTemplate](API\Editor\GameProjectGeneration\UClassTemplate) * FindClassTemplate ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass ) const
[]
UClassTemplateEditorSubsystem::GetEngineTemplateDirectory
/Engine/Source/Editor/GameProjectGeneration/Public/ClassTemplateEditorSubsystem.h
Returns path to the directory containing all engine class templates.
GameProjectGeneration
static [FString](API\Runtime\Core\Containers\FString) GetEngineTemplateDirectory()
[]
UClassTemplateEditorSubsystem::RegisterTemplates
/Engine/Source/Editor/GameProjectGeneration/Public/ClassTemplateEditorSubsystem.h
Registers all currently loaded template classes with the internal registry.
GameProjectGeneration
void RegisterTemplates()
[]
UClassTemplateEditorSubsystem::Initialize
/Engine/Source/Editor/GameProjectGeneration/Public/ClassTemplateEditorSubsystem.h
Implement this for initialization of instances of the system
GameProjectGeneration
virtual void Initialize ( [FSubsystemCollectionBase](API\Runtime\Engine\Subsystems\FSubsystemCollectionBase) & Collection )
[]
UClassTemplateEditorSubsystem::UClassTemplateEditorSubsystem
/Engine/Source/Editor/GameProjectGeneration/Public/ClassTemplateEditorSubsystem.h
GameProjectGeneration
UClassTemplateEditorSubsystem()
[]
UClassTemplateEditorSubsystem
/Engine/Source/Editor/GameProjectGeneration/Public/ClassTemplateEditorSubsystem.h
GameProjectGeneration
class UClassTemplateEditorSubsystem : public [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem)
[]
UDefaultTemplateProjectDefs::IsClassRename
/Engine/Source/Editor/GameProjectGeneration/Classes/DefaultTemplateProjectDefs.h
Callback for each file rename, so class renames can be extracted
GameProjectGeneration
virtual bool IsClassRename ( const [FString](API\Runtime\Core\Containers\FString) & DestFilename, const [FString](API\Runtime\Core\Containers\FString) & SrcFilename, const [FString](API\Runtime\Core\Containers\FString) & FileExtension ) const
[]
UDefaultTemplateProjectDefs::AddConfigValues
/Engine/Source/Editor/GameProjectGeneration/Classes/DefaultTemplateProjectDefs.h
Callback for adding config values
GameProjectGeneration
virtual void AddConfigValues ( [TArray](API\Runtime\Core\Containers\TArray)< [FTemplateConfigValue](API\Editor\GameProjectGeneration\FTemplateConfigValue) > & ConfigValuesToSet, const [FString](API\Runtime\Core\Containers\FString) & TemplateName, const [FString](API\Runtime\Core\Containers\FString) & ProjectName, bool ...
[]
UDefaultTemplateProjectDefs::GeneratesCode
/Engine/Source/Editor/GameProjectGeneration/Classes/DefaultTemplateProjectDefs.h
Does this template generate C++ source?
GameProjectGeneration
virtual bool GeneratesCode ( const [FString](API\Runtime\Core\Containers\FString) & ProjectTemplatePath ) const
[]
UDefaultTemplateProjectDefs::UDefaultTemplateProjectDefs
/Engine/Source/Editor/GameProjectGeneration/Classes/DefaultTemplateProjectDefs.h
GameProjectGeneration
UDefaultTemplateProjectDefs ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UDefaultTemplateProjectDefs
/Engine/Source/Editor/GameProjectGeneration/Classes/DefaultTemplateProjectDefs.h
GameProjectGeneration
class UDefaultTemplateProjectDefs : public [UTemplateProjectDefs](API\Editor\GameProjectGeneration\UTemplateProjectDefs)
[]
UPluginClassTemplate::GetDirectory
/Engine/Source/Editor/GameProjectGeneration/Public/ClassTemplateEditorSubsystem.h
Returns the directory containing the text file template for the given base generated class.
GameProjectGeneration
virtual [FString](API\Runtime\Core\Containers\FString) GetDirectory() const
[]
UPluginClassTemplate
/Engine/Source/Editor/GameProjectGeneration/Public/ClassTemplateEditorSubsystem.h
GameProjectGeneration
class UPluginClassTemplate : public [UClassTemplate](API\Editor\GameProjectGeneration\UClassTemplate)
[ { "type": "FString", "name": "PluginName", "description": "" } ]
UTemplateCategories
/Engine/Source/Editor/GameProjectGeneration/Classes/TemplateProjectDefs.h
GameProjectGeneration
class UTemplateCategories : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "TArray<FTempla...", "name": "Categories", "description": "Array of all categories specified in this location." } ]
UTemplateProjectDefs::AddConfigValues
/Engine/Source/Editor/GameProjectGeneration/Classes/TemplateProjectDefs.h
Callback for adding config values
GameProjectGeneration
virtual void AddConfigValues ( [TArray](API\Runtime\Core\Containers\TArray)< [FTemplateConfigValue](API\Editor\GameProjectGeneration\FTemplateConfigValue) > & ConfigValuesToSet, const [FString](API\Runtime\Core\Containers\FString) & TemplateName, const [FString](API\Runtime\Core\Containers\FString) & ProjectName, bool ...
[]
UTemplateProjectDefs::FixupStrings
/Engine/Source/Editor/GameProjectGeneration/Classes/TemplateProjectDefs.h
Fixes up all strings in this definitions object to replace %TEMPLATENAME% with the supplied template name and %PROJECTNAME% with the supplied project name
GameProjectGeneration
void FixupStrings ( const [FString](API\Runtime\Core\Containers\FString) & TemplateName, const [FString](API\Runtime\Core\Containers\FString) & ProjectName )
[]
UTemplateProjectDefs::GeneratesCode
/Engine/Source/Editor/GameProjectGeneration/Classes/TemplateProjectDefs.h
Does this template generate C++ source?
GameProjectGeneration
virtual bool GeneratesCode ( const [FString](API\Runtime\Core\Containers\FString) & ProjectTemplatePath ) const
[]
UTemplateProjectDefs::GetDisplayNameText
/Engine/Source/Editor/GameProjectGeneration/Classes/TemplateProjectDefs.h
Returns the display name for the current culture, or English if the current culture has no translation
GameProjectGeneration
[FText](API\Runtime\Core\Internationalization\FText) GetDisplayNameText()
[]
UTemplateProjectDefs::IsClassRename
/Engine/Source/Editor/GameProjectGeneration/Classes/TemplateProjectDefs.h
Callback for each file rename, so class renames can be extracted
GameProjectGeneration
virtual bool IsClassRename ( const [FString](API\Runtime\Core\Containers\FString) & DestFilename, const [FString](API\Runtime\Core\Containers\FString) & SrcFilename, const [FString](API\Runtime\Core\Containers\FString) & FileExtension ) const
[]
UTemplateProjectDefs::GetLocalizedDescription
/Engine/Source/Editor/GameProjectGeneration/Classes/TemplateProjectDefs.h
Returns the display name for the current culture, or English if the current culture has no translation
GameProjectGeneration
[FText](API\Runtime\Core\Internationalization\FText) GetLocalizedDescription()
[]
UTemplateProjectDefs::PostGenerateProject
/Engine/Source/Editor/GameProjectGeneration/Classes/TemplateProjectDefs.h
Callback after project generation is done, allowing for custom project generation behavior
GameProjectGeneration
virtual bool PostGenerateProject ( const [FString](API\Runtime\Core\Containers\FString) & DestFolder, const [FString](API\Runtime\Core\Containers\FString) & SrcFolder, const [FString](API\Runtime\Core\Containers\FString) & NewProjectFile, const [FString](API\Runtime\Core\Containers\FString) & TemplateFile, bool bShould...
[]
UTemplateProjectDefs::PreGenerateProject
/Engine/Source/Editor/GameProjectGeneration/Classes/TemplateProjectDefs.h
Callback before project generation is done, allowing for custom project generation behavior
GameProjectGeneration
virtual bool PreGenerateProject ( const [FString](API\Runtime\Core\Containers\FString) & DestFolder, const [FString](API\Runtime\Core\Containers\FString) & SrcFolder, const [FString](API\Runtime\Core\Containers\FString) & NewProjectFile, const [FString](API\Runtime\Core\Containers\FString) & TemplateFile, bool bShouldG...
[]
UTemplateProjectDefs
/Engine/Source/Editor/GameProjectGeneration/Classes/TemplateProjectDefs.h
GameProjectGeneration
class UTemplateProjectDefs : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "FString", "name": "AssetTypes", "description": "" }, { "type": "bool", "name": "bAllowProjectCreation", "description": "Should we allow creation of a project from this template." }, { "type": "bool", "name": "bIsBlank", "description": "Is this a blank template?...
FOnPerformDropToGraph
/Engine/Source/Editor/GraphEditor/Public/DragAndDrop/GraphNodeDragDropOp.h
GraphEditor
typedef TBaseDelegate_FourParams< void, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGraphNodeDragDropOp](API\Editor\GraphEditor\DragAndDrop\FGraphNodeDragDropOp) >, class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) *, const FVector2D &, const FVector2D & > FOnPerformDropToGraph
[]
UTemplateProjectDefs::UTemplateProjectDefs
/Engine/Source/Editor/GameProjectGeneration/Classes/TemplateProjectDefs.h
GameProjectGeneration
UTemplateProjectDefs ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
FGraphNodeDragDropOp::GetTypeId
/Engine/Source/Editor/GraphEditor/Public/DragAndDrop/GraphNodeDragDropOp.h
GraphEditor
static const [FString](API\Runtime\Core\Containers\FString) & GetTypeId()
[]
FGraphNodeDragDropOp::IsOfTypeImpl
/Engine/Source/Editor/GraphEditor/Public/DragAndDrop/GraphNodeDragDropOp.h
Checks whether this drag and drop operation can cast safely to the specified type.
GraphEditor
virtual bool IsOfTypeImpl ( const [FString](API\Runtime\Core\Containers\FString) & Type ) const
[]
FGraphNodeDragDropOp
/Engine/Source/Editor/GraphEditor/Public/DragAndDrop/GraphNodeDragDropOp.h
GraphEditor
class FGraphNodeDragDropOp : public [FDecoratedDragDropOp](API\Editor\UnrealEd\DragAndDrop\FDecoratedDragDropOp)
[ { "type": "FOnPerformDropT...", "name": "OnPerformDropToGraph", "description": "" } ]
EGraphRenderingLOD::Type
/Engine/Source/Editor/GraphEditor/Public/SNodePanel.h
Level of detail for graph rendering (lower numbers are 'further away' with fewer details)
GraphEditor
namespace EGraphRenderingLOD { enum Type { LowestDetail, LowDetail, MediumDetail, DefaultDetail, FullyZoomedIn, } }
[]
ENodeZone::Type
/Engine/Source/Editor/GraphEditor/Public/SNodePanel.h
The user is responsible for creating widgets (which must be derived from SNode) and any custom drawing code desired. The other main restriction is that each SNode instance must have a unique UObject* associated with it.
GraphEditor
namespace ENodeZone { enum Type { TopLeft, TopCenter, TopRight, Left, Center, Right, BottomLeft, BottomCenter, BottomRight, Count, } }
[]
FConnectionDrawingPolicy::BuildPinToPinWidgetMap
/Engine/Source/Editor/GraphEditor/Public/ConnectionDrawingPolicy.h
Helper function used byDraw(). Called before DrawPinGeometries to populate PinToPinWidgetMap.
GraphEditor
virtual void BuildPinToPinWidgetMap ( [TMap](API\Runtime\Core\Containers\TMap)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) >, [FArrangedWidget](API\Runtime\SlateCore\Layout\FArrangedWidget) > & InPinGeometries )
[]
FConnectionDrawingPolicy::ApplyHoverDeemphasis
/Engine/Source/Editor/GraphEditor/Public/ConnectionDrawingPolicy.h
GraphEditor
virtual void ApplyHoverDeemphasis ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputPin, float & Thickness, [FLinearColor](API\Runtime\Core\Math\FLinearColor) & WireColor )
[]
FConnectionDrawingPolicy::ComputeSplineTangent
/Engine/Source/Editor/GraphEditor/Public/ConnectionDrawingPolicy.h
GraphEditor
virtual FVector2D ComputeSplineTangent ( const FVector2D & Start, const FVector2D & End ) const
[]
FConnectionDrawingPolicy::DetermineLinkGeometry
/Engine/Source/Editor/GraphEditor/Public/ConnectionDrawingPolicy.h
GraphEditor
virtual void DetermineLinkGeometry ( [FArrangedChildren](API\Runtime\SlateCore\Layout\FArrangedChildren) & ArrangedNodes, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & OutputPinWidget, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPin, [UEdGrap...
[]
FConnectionDrawingPolicy::DetermineWiringStyle
/Engine/Source/Editor/GraphEditor/Public/ConnectionDrawingPolicy.h
Give specific editor modes a chance to highlight this connection or darken non-interesting connections.
GraphEditor
virtual void DetermineWiringStyle ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputPin, [FConnectionParams](API\Editor\GraphEditor\FConnectionParams) & Params )
[]
FConnectionDrawingPolicy::Draw
/Engine/Source/Editor/GraphEditor/Public/ConnectionDrawingPolicy.h
GraphEditor
virtual void Draw ( [TMap](API\Runtime\Core\Containers\TMap)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) >, [FArrangedWidget](API\Runtime\SlateCore\Layout\FArrangedWidget) > & InPinGeometries, [FArrangedChildren](API\Runtime\SlateCore\Layout\FArrangedChildren) ...
[]
FConnectionDrawingPolicy::DrawPreviewConnector
/Engine/Source/Editor/GraphEditor/Public/ConnectionDrawingPolicy.h
GraphEditor
virtual void DrawPreviewConnector ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & PinGeometry, const FVector2D & StartPoint, const FVector2D & EndPoint, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )
[]
FConnectionDrawingPolicy::DrawConnection
/Engine/Source/Editor/GraphEditor/Public/ConnectionDrawingPolicy.h
GraphEditor
virtual void DrawConnection ( int32 LayerId, const FVector2D & Start, const FVector2D & End, const [FConnectionParams](API\Editor\GraphEditor\FConnectionParams) & Params )
[]
FConnectionDrawingPolicy::DrawPinGeometries
/Engine/Source/Editor/GraphEditor/Public/ConnectionDrawingPolicy.h
Helper function used byDraw(). Iterates over the pin geometries, drawing connections between them.
GraphEditor
virtual void DrawPinGeometries ( [TMap](API\Runtime\Core\Containers\TMap)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) >, [FArrangedWidget](API\Runtime\SlateCore\Layout\FArrangedWidget) > & InPinGeometries, [FArrangedChildren](API\Runtime\SlateCore\Layout\FArran...
[]
FConnectionDrawingPolicy::DrawSplineWithArrow
/Engine/Source/Editor/GraphEditor/Public/ConnectionDrawingPolicy.h
GraphEditor
virtual void DrawSplineWithArrow ( const FVector2D & StartPoint, const FVector2D & EndPoint, const [FConnectionParams](API\Editor\GraphEditor\FConnectionParams) & Params )
[]
FConnectionDrawingPolicy::DrawSplineWithArrow
/Engine/Source/Editor/GraphEditor/Public/ConnectionDrawingPolicy.h
GraphEditor
virtual void DrawSplineWithArrow ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & StartGeom, const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & EndGeom, const [FConnectionParams](API\Editor\GraphEditor\FConnectionParams) & Params )
[]
FRelinkConnection
/Engine/Source/Editor/GraphEditor/Public/ConnectionDrawingPolicy.h
Handle for a currently relinked connection.
GraphEditor
struct FRelinkConnection
[ { "type": "UEdGraphPin\u0004...", "name": "SourcePin", "description": "" }, { "type": "UEdGraphPin\u0004...", "name": "TargetPin", "description": "" } ]
FConnectionDrawingPolicy::MakeSplineReparamTable
/Engine/Source/Editor/GraphEditor/Public/ConnectionDrawingPolicy.h
Util to make a 'distance->alpha' table and also return spline length
GraphEditor
static float MakeSplineReparamTable ( const FVector2D & P0, const FVector2D & P0Tangent, const FVector2D & P1, const FVector2D & P1Tangent, [FInterpCurve](API\Runtime\Core\Math\FInterpCurve)< float > & OutReparamTable )
[]
FConnectionDrawingPolicy::IsConnectionCulled
/Engine/Source/Editor/GraphEditor/Public/ConnectionDrawingPolicy.h
GraphEditor
virtual bool IsConnectionCulled ( const [FArrangedWidget](API\Runtime\SlateCore\Layout\FArrangedWidget) & StartLink, const [FArrangedWidget](API\Runtime\SlateCore\Layout\FArrangedWidget) & EndLink ) const
[]
FConnectionDrawingPolicy::ResetIncompatiblePinDrawState
/Engine/Source/Editor/GraphEditor/Public/ConnectionDrawingPolicy.h
GraphEditor
virtual void ResetIncompatiblePinDrawState ( const [TSet](API\Runtime\Core\Containers\TSet)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > > & VisiblePins )
[]
FConnectionDrawingPolicy::SetHoveredPins
/Engine/Source/Editor/GraphEditor/Public/ConnectionDrawingPolicy.h
Update the drawing policy with the set of hovered pins (which can be empty)
GraphEditor
void SetHoveredPins ( const [TSet](API\Runtime\Core\Containers\TSet)< [FEdGraphPinReference](API\Runtime\Engine\EdGraph\FEdGraphPinReference) > & InHoveredPins, const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SGraphPin](API\Editor\GraphEditor\SGraphPin) > > & Ov...
[]
FConnectionDrawingPolicy::SetIncompatiblePinDrawState
/Engine/Source/Editor/GraphEditor/Public/ConnectionDrawingPolicy.h
GraphEditor
virtual void SetIncompatiblePinDrawState ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SGraphPin](API\Editor\GraphEditor\SGraphPin) > & StartPin, const [TSet](API\Runtime\Core\Containers\TSet)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > > & Vi...
[]
FConnectionDrawingPolicy::SetMarkedPin
/Engine/Source/Editor/GraphEditor/Public/ConnectionDrawingPolicy.h
Update the drawing policy with the marked pin (which may not be valid)
GraphEditor
void SetMarkedPin ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SGraphPin](API\Editor\GraphEditor\SGraphPin) > InMarkedPin )
[]
FConnectionDrawingPolicy::SetMousePosition
/Engine/Source/Editor/GraphEditor/Public/ConnectionDrawingPolicy.h
GraphEditor
void SetMousePosition ( const FVector2D & InMousePos )
[]
FConnectionDrawingPolicy::SetRelinkConnections
/Engine/Source/Editor/GraphEditor/Public/ConnectionDrawingPolicy.h
Set the list of currently relinked connections.
GraphEditor
void SetRelinkConnections ( const [TArray](API\Runtime\Core\Containers\TArray)< [FRelinkConnection](API\Editor\GraphEditor\FConnectionDrawingPolicy\FRelinkConnection) > & Connections )
[]
FConnectionDrawingPolicy::SetSelectedNodes
/Engine/Source/Editor/GraphEditor/Public/ConnectionDrawingPolicy.h
Set the selected nodes from the graph panel.
GraphEditor
void SetSelectedNodes ( const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & InSelectedNodes )
[]
FConnectionDrawingPolicy::UseDrawStateCaching
/Engine/Source/Editor/GraphEditor/Public/ConnectionDrawingPolicy.h
Choose whether we want to cache the pins draw state to avoid resetting it for every tick.
GraphEditor
virtual bool UseDrawStateCaching() const
[]
FConnectionDrawingPolicy::FConnectionDrawingPolicy
/Engine/Source/Editor/GraphEditor/Public/ConnectionDrawingPolicy.h
GraphEditor
FConnectionDrawingPolicy ( int32 InBackLayerID, int32 InFrontLayerID, float InZoomFactor, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & InClippingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & InDrawElements )
[]
FConnectionDrawingPolicy::~FConnectionDrawingPolicy
/Engine/Source/Editor/GraphEditor/Public/ConnectionDrawingPolicy.h
GraphEditor
virtual ~FConnectionDrawingPolicy()
[]
FConnectionDrawingPolicy
/Engine/Source/Editor/GraphEditor/Public/ConnectionDrawingPolicy.h
This class draws the connections for anUEdGraphcomposed of pins and nodes.
GraphEditor
class FConnectionDrawingPolicy
[ { "type": "constFSlateBru...", "name": "ArrowImage", "description": "" }, { "type": "int32", "name": "ArrowLayerID", "description": "" }, { "type": "FVector2D", "name": "ArrowRadius", "description": "" }, { "type": "constFSlateBru...", "name": "BubbleImage", ...
FConnectionParams::FConnectionParams
/Engine/Source/Editor/GraphEditor/Public/ConnectionDrawingPolicy.h
GraphEditor
FConnectionParams()
[]
FConnectionParams
/Engine/Source/Editor/GraphEditor/Public/ConnectionDrawingPolicy.h
GraphEditor
struct FConnectionParams
[ { "type": "UEdGraphPin\u0004...", "name": "AssociatedPin1", "description": "" }, { "type": "UEdGraphPin\u0004...", "name": "AssociatedPin2", "description": "" }, { "type": "bool", "name": "bDrawBubbles", "description": "" }, { "type": "bool", "name": "bUserFla...
FCreateWidgetForActionData::FCreateWidgetForActionData
/Engine/Source/Editor/GraphEditor/Public/SGraphActionMenu.h
GraphEditor
FCreateWidgetForActionData ( FOnRenameRequestActionNode *const InOnRenameRequest )
[]
FCreateWidgetForActionData
/Engine/Source/Editor/GraphEditor/Public/SGraphActionMenu.h
GraphEditor
struct FCreateWidgetForActionData
[ { "type": "TSharedPtr<FEd...", "name": "Action", "description": "The action being used for the widget" }, { "type": "bool", "name": "bHandleMouseButtonDown", "description": "True if we want to use the mouse delegate" }, { "type": "bool", "name": "bIsReadOnly", "descriptio...
FCustomExpanderData
/Engine/Source/Editor/GraphEditor/Public/SGraphActionMenu.h
GraphEditor
struct FCustomExpanderData
[ { "type": "TSharedPtr<FEd...", "name": "RowAction", "description": "The action associated with the menu row being customized" }, { "type": "TSharedPtr<ITa...", "name": "TableRow", "description": "The menu row associated with the widget being customized" }, { "type": "TSharedPtr<S...
FEdGraphNodeHandle::GetGraph
/Engine/Source/Editor/GraphEditor/Public/EdGraphHandleTypes.h
GraphEditor
const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetGraph() const
[]
FEdGraphNodeHandle::GetNode
/Engine/Source/Editor/GraphEditor/Public/EdGraphHandleTypes.h
GraphEditor
[UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * GetNode() const
[]
FEdGraphNodeHandle::operator==
/Engine/Source/Editor/GraphEditor/Public/EdGraphHandleTypes.h
GraphEditor
bool operator== ( const [FEdGraphNodeHandle](API\Editor\GraphEditor\FEdGraphNodeHandle) & InOther ) const
[]
FEdGraphNodeHandle::FEdGraphNodeHandle
/Engine/Source/Editor/GraphEditor/Public/EdGraphHandleTypes.h
GraphEditor
FEdGraphNodeHandle ( const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InNode )
[]
FEdGraphNodeHandle
/Engine/Source/Editor/GraphEditor/Public/EdGraphHandleTypes.h
GraphEditor
struct FEdGraphNodeHandle
[]
FEdGraphPinHandle::GetPin
/Engine/Source/Editor/GraphEditor/Public/EdGraphHandleTypes.h
GraphEditor
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetPin() const
[]
FEdGraphPinHandle::operator==
/Engine/Source/Editor/GraphEditor/Public/EdGraphHandleTypes.h
GraphEditor
bool operator== ( const [FEdGraphPinHandle](API\Editor\GraphEditor\FEdGraphPinHandle) & InOther ) const
[]
FEdGraphPinHandle::FEdGraphPinHandle
/Engine/Source/Editor/GraphEditor/Public/EdGraphHandleTypes.h
GraphEditor
FEdGraphPinHandle ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin )
[]
FEdGraphPinHandle
/Engine/Source/Editor/GraphEditor/Public/EdGraphHandleTypes.h
GraphEditor
struct FEdGraphPinHandle : public [FEdGraphNodeHandle](API\Editor\GraphEditor\FEdGraphNodeHandle)
[]
FGeometryHelper::CenterOf
/Engine/Source/Editor/GraphEditor/Public/ConnectionDrawingPolicy.h
GraphEditor
static FVector2D CenterOf ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & SomeGeometry )
[]
FGeometryHelper::ConvertToPoints
/Engine/Source/Editor/GraphEditor/Public/ConnectionDrawingPolicy.h
GraphEditor
static void ConvertToPoints ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & Geom, [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & Points )
[]
FGeometryHelper::FindClosestPointOnLine
/Engine/Source/Editor/GraphEditor/Public/ConnectionDrawingPolicy.h
Find the point on line segment from LineStart to LineEnd which is closest to Point
GraphEditor
static FVector2D FindClosestPointOnLine ( const FVector2D & LineStart, const FVector2D & LineEnd, const FVector2D & TestPoint )
[]
FGeometryHelper::FindClosestPointOnGeom
/Engine/Source/Editor/GraphEditor/Public/ConnectionDrawingPolicy.h
GraphEditor
static FVector2D FindClosestPointOnGeom ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & Geom, const FVector2D & TestPoint )
[]
FGeometryHelper::VerticalMiddleLeftOf
/Engine/Source/Editor/GraphEditor/Public/ConnectionDrawingPolicy.h
GraphEditor
static FVector2D VerticalMiddleLeftOf ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & SomeGeometry )
[]
FGeometryHelper::VerticalMiddleRightOf
/Engine/Source/Editor/GraphEditor/Public/ConnectionDrawingPolicy.h
GraphEditor
static FVector2D VerticalMiddleRightOf ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & SomeGeometry )
[]
FGeometryHelper
/Engine/Source/Editor/GraphEditor/Public/ConnectionDrawingPolicy.h
GraphEditor
class FGeometryHelper
[]
FGraphActionNode::AddChild
/Engine/Source/Editor/GraphEditor/Public/GraphActionNode.h
NOTE: This does NOT insert the node in a sorted manner. CallSortChildren()separately or use AddChildAlphabetical The new action node.
GraphEditor
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGraphActionNode](API\Editor\GraphEditor\FGraphActionNode) > AddChild ( [FGraphActionListBuilderBase::ActionGroup](API\Runtime\Engine\EdGraph\FGraphActionListBuilderBase\ActionGroup) const & ActionSet )
[]
FGraphActionNode::AddChildAlphabetical
/Engine/Source/Editor/GraphEditor/Public/GraphActionNode.h
Inserts a new action node (and any required category nodes) based off the provided ActionSet. Inserts in alphabetical order.
GraphEditor
void AddChildAlphabetical ( [FGraphActionListBuilderBase::ActionGroup](API\Runtime\Engine\EdGraph\FGraphActionListBuilderBase\ActionGroup) const & ActionSet )
[]
FGraphActionNode::AddSection
/Engine/Source/Editor/GraphEditor/Public/GraphActionNode.h
GraphEditor
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGraphActionNode](API\Editor\GraphEditor\FGraphActionNode) > AddSection ( int32 Grouping, int32 InSectionID )
[]
FGraphActionNode::BroadcastRenameRequest
/Engine/Source/Editor/GraphEditor/Public/GraphActionNode.h
Executes the node's RenameRequestEvent if it is bound. Otherwise, it will mark the node as having a pending rename request. True if the broadcast went through, false if the "pending rename request" flag was set.
GraphEditor
bool BroadcastRenameRequest()
[]
FGraphActionNode::ClearChildren
/Engine/Source/Editor/GraphEditor/Public/GraphActionNode.h
Clears all children (not recursively... the TSharedPtrs should clean up appropriately).
GraphEditor
void ClearChildren()
[]
FGraphActionNode::ExpandAllChildren
/Engine/Source/Editor/GraphEditor/Public/GraphActionNode.h
Takes the tree view and expands its elements for each child.
GraphEditor
void ExpandAllChildren ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [STreeView](API\Editor\UnrealEd\STreeView)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGraphActionNode](API\Editor\GraphEditor\FGraphActionNode) > > > TreeView, bool bRecursive )
[]
FGraphActionNode::GetAllNodes
/Engine/Source/Editor/GraphEditor/Public/GraphActionNode.h
Recursively collects all child/grandchild/decendent nodes.
GraphEditor
void GetAllNodes ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGraphActionNode](API\Editor\GraphEditor\FGraphActionNode) > > & OutNodeArray ) const
[]
FGraphActionNode::GetCategoryPath
/Engine/Source/Editor/GraphEditor/Public/GraphActionNode.h
Walks the node chain backwards, constructing a category path (delimited by '|' characters). This includes this node's category (if it is a category node). A category path string, denoting the category hierarchy up to this node.
GraphEditor
[FText](API\Runtime\Core\Internationalization\FText) GetCategoryPath() const
[]
FGraphActionNode::GetLeafNodes
/Engine/Source/Editor/GraphEditor/Public/GraphActionNode.h
Recursively collects all decendent action/separator nodes (leaves out branching category-nodes).
GraphEditor
void GetLeafNodes ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGraphActionNode](API\Editor\GraphEditor\FGraphActionNode) > > & OutLeafArray ) const
[]
FGraphActionNode::GetDisplayName
/Engine/Source/Editor/GraphEditor/Public/GraphActionNode.h
Retrieves this node's display name (for category and action nodes). The text string will be empty for separator and root nodes. The name to present this node with in the tree view (will be an empty text string if this is a separator node)
GraphEditor
[FText](API\Runtime\Core\Internationalization\FText) const & GetDisplayName() const
[]
FGraphActionNode::GetParentNode
/Engine/Source/Editor/GraphEditor/Public/GraphActionNode.h
Returns a WeakPtr to the Parent Node
GraphEditor
[TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FGraphActionNode](API\Editor\GraphEditor\FGraphActionNode) > GetParentNode() const
[]
FGraphActionNode::GetPrimaryAction
/Engine/Source/Editor/GraphEditor/Public/GraphActionNode.h
Looks through this node's Actions array, and returns the first valid action it finds. This node's first valid action (will be an empty pointer if this is not an action node).
GraphEditor
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > GetPrimaryAction() const
[]
FGraphActionNode::HasValidAction
/Engine/Source/Editor/GraphEditor/Public/GraphActionNode.h
Checks to see if this node contains at least one valid action. True is the Actions array contains a valid entry, otherwise false.
GraphEditor
bool HasValidAction() const
[]
INVALID_SECTION_ID
/Engine/Source/Editor/GraphEditor/Public/GraphActionNode.h
GraphEditor
static const int32 INVALID_SECTION_ID = 0;
[]
FGraphActionNode::IsActionNode
/Engine/Source/Editor/GraphEditor/Public/GraphActionNode.h
GraphEditor
bool IsActionNode() const
[]