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FLevelEditorActionCallbacks::SaveAllLevels
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
Saves all unsaved maps (but not packages)
LevelEditor
static void SaveAllLevels()
[]
FLevelEditorActionCallbacks::ScaleGridSnap_Clicked
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
Called when the scale grid snap is toggled off and on
LevelEditor
static void ScaleGridSnap_Clicked()
[]
FLevelEditorActionCallbacks::SaveCurrentAs
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
Save the current level as...
LevelEditor
static void SaveCurrentAs()
[]
FLevelEditorActionCallbacks::ScaleGridSnap_IsChecked
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
Returns whether or not scale grid snap is enabled
LevelEditor
static bool ScaleGridSnap_IsChecked()
[]
FLevelEditorActionCallbacks::Select2DLayerDeltaAway_Clicked
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
Changes the active 2D snap layer to one a delta above or below the current layer
LevelEditor
static void Select2DLayerDeltaAway_Clicked ( int32 Delta )
[]
FLevelEditorActionCallbacks::SelectActorsInLayers
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
LevelEditor
static void SelectActorsInLayers()
[]
FLevelEditorActionCallbacks::SetActorSnapSetting
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
LevelEditor
static void SetActorSnapSetting ( float Distance )
[]
FLevelEditorActionCallbacks::SetCoordinateSystem
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
LevelEditor
static void SetCoordinateSystem ( ECoordSystem CoordSystem )
[]
FLevelEditorActionCallbacks::SetLightingDensityRenderGrayscale
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
LevelEditor
static void SetLightingDensityRenderGrayscale()
[]
FLevelEditorActionCallbacks::SetLightingDensityGrayscaleScale
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
LevelEditor
static void SetLightingDensityGrayscaleScale ( float Value )
[]
FLevelEditorActionCallbacks::SetLightingDensityColorScale
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
LevelEditor
static void SetLightingDensityColorScale ( float Value )
[]
FLevelEditorActionCallbacks::SetLightingDensityIdeal
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
LevelEditor
static void SetLightingDensityIdeal ( float Value )
[]
FLevelEditorActionCallbacks::SetLightingDensityMaximum
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
LevelEditor
static void SetLightingDensityMaximum ( float Value )
[]
FLevelEditorActionCallbacks::SetLightingQuality
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
LevelEditor
static void SetLightingQuality ( ELightingBuildQuality NewQuality )
[]
FLevelEditorActionCallbacks::SetLightingResolutionStaticMeshes
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
LevelEditor
static void SetLightingResolutionStaticMeshes ( ECheckBoxState NewCheckedState )
[]
FLevelEditorActionCallbacks::SetLightingResolutionSelectedObjectsOnly
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
LevelEditor
static void SetLightingResolutionSelectedObjectsOnly()
[]
FLevelEditorActionCallbacks::SetLightingResolutionBSPSurfaces
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
LevelEditor
static void SetLightingResolutionBSPSurfaces ( ECheckBoxState NewCheckedState )
[]
FLevelEditorActionCallbacks::SetLightingResolutionRatioCommit
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
LevelEditor
static void SetLightingResolutionRatioCommit ( int32 Value, [ETextCommit::Type](API\Runtime\SlateCore\Types\ETextCommit__Type) CommitInfo )
[]
FLevelEditorActionCallbacks::SetLightingResolutionLevel
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
LevelEditor
static void SetLightingResolutionLevel ( [FLightmapResRatioAdjustSettings::AdjustLevels](API\Editor\LevelEditor\FLightmapResRatioAdjustSettings\AdjustLevels) NewLevel )
[]
FLevelEditorActionCallbacks::SetLightingResolutionMaxBSPs
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
LevelEditor
static void SetLightingResolutionMaxBSPs ( float Value )
[]
FLevelEditorActionCallbacks::SetLightingResolutionMaxSMs
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
LevelEditor
static void SetLightingResolutionMaxSMs ( float Value )
[]
FLevelEditorActionCallbacks::SetLightingResolutionMinBSPs
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
LevelEditor
static void SetLightingResolutionMinBSPs ( float Value )
[]
FLevelEditorActionCallbacks::SetLightingResolutionMinSMs
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
LevelEditor
static void SetLightingResolutionMinSMs ( float Value )
[]
FLevelEditorActionCallbacks::SetLightingResolutionRatio
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
LevelEditor
static void SetLightingResolutionRatio ( int32 Value )
[]
FLevelEditorActionCallbacks::SetMaterialQualityLevel
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
LevelEditor
static void SetMaterialQualityLevel ( [EMaterialQualityLevel::Type](API\Runtime\Engine\EMaterialQualityLevel__Type) NewQualityLevel )
[]
FLevelEditorActionCallbacks::SetPreviewPlatform
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
LevelEditor
static void SetPreviewPlatform ( [FPreviewPlatformInfo](API\Editor\UnrealEd\Editor\FPreviewPlatformInfo) NewPreviewPlatform )
[]
FLevelEditorActionCallbacks::SetWidgetMode
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
LevelEditor
static void SetWidgetMode ( [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) WidgetMode )
[]
FLevelEditorActionCallbacks::ShowActorHistory_CanExecute
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
Checks whether ShowActorHistory can be executed on the selected actors. True if ShowActorHistory can be executed on the selected actors.
LevelEditor
static bool ShowActorHistory_CanExecute()
[]
FLevelEditorActionCallbacks::ShowActorHistory_Clicked
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
Shows the history of the file containing the actor.
LevelEditor
static void ShowActorHistory_Clicked()
[]
FLevelEditorActionCallbacks::ShowLightingStaticMeshInfo
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
LevelEditor
static void ShowLightingStaticMeshInfo()
[]
FLevelEditorActionCallbacks::ShowSceneStats
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
Called when the Scene Stats button is clicked. Invokes the Primitive Stats dialog.
LevelEditor
static void ShowSceneStats()
[]
FLevelEditorActionCallbacks::ShowTextureStats
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
Called when the Texture Stats button is clicked. Invokes the Texture Stats dialog.
LevelEditor
static void ShowTextureStats()
[]
FLevelEditorActionCallbacks::SnapElementsToElement_Clicked
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
Snaps the selected elements to another element. Optionally will align with the trace normal.
LevelEditor
static void SnapElementsToElement_Clicked ( bool InAlign, bool InUseLineTrace, bool InUseBounds, bool InUsePivot )
[]
FLevelEditorActionCallbacks::SnapObjectToView_Clicked
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
Snaps a selected actor to the camera view.
LevelEditor
static void SnapObjectToView_Clicked()
[]
FLevelEditorActionCallbacks::SnapTo2DLayer_Clicked
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
Snaps an actor to the currently selected 2D snap layer
LevelEditor
static void SnapTo2DLayer_Clicked()
[]
FLevelEditorActionCallbacks::SnapToFloor_Clicked
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
Snaps the selected elements to the floor. Optionally will align with the trace normal.
LevelEditor
static void SnapToFloor_Clicked ( bool InAlign, bool InUseLineTrace, bool InUseBounds, bool InUsePivot )
[]
FLevelEditorActionCallbacks::SubmitToSourceControl_CanExecute
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
LevelEditor
static bool SubmitToSourceControl_CanExecute()
[]
FLevelEditorActionCallbacks::SubmitToSourceControl_Clicked
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
Called when Submit to Source Control is clicked
LevelEditor
static void SubmitToSourceControl_Clicked()
[]
FLevelEditorActionCallbacks::ToggleFavorite
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
LevelEditor
static void ToggleFavorite()
[]
FLevelEditorActionCallbacks::ToggleFavorite_CanExecute
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
LevelEditor
static bool ToggleFavorite_CanExecute()
[]
FLevelEditorActionCallbacks::ToggleFavorite_IsChecked
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
LevelEditor
static bool ToggleFavorite_IsChecked()
[]
FLevelEditorActionCallbacks::ToggleFeatureLevelPreview
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
LevelEditor
static void ToggleFeatureLevelPreview()
[]
FLevelEditorActionCallbacks::ToggleVR
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
Toggles VR mode
LevelEditor
static void ToggleVR()
[]
FLevelEditorActionCallbacks::ToggleVR_CanExecute
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
Toggles VR mode
LevelEditor
static bool ToggleVR_CanExecute()
[]
FLevelEditorActionCallbacks::ToggleVR_IsButtonActive
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
Toggles VR mode
LevelEditor
static bool ToggleVR_IsButtonActive()
[]
FLevelEditorActionCallbacks::ToggleVR_IsChecked
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
Toggles VR mode
LevelEditor
static bool ToggleVR_IsChecked()
[]
FLevelEditorActionCallbacks::UngroupActor_Clicked
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
Called when the UngroupActor command is executed
LevelEditor
static void UngroupActor_Clicked()
[]
FLevelEditorActionCallbacks::UnlockGroup_Clicked
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
Called when the UnlockGroup command is executed
LevelEditor
static void UnlockGroup_Clicked()
[]
FLevelEditorActionCallbacks
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
Implementation of various level editor action callback functions
LevelEditor
class FLevelEditorActionCallbacks
[]
MaxExternalBuildTypes
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
Build commands
LevelEditor
static constexpr int32 MaxExternalBuildTypes = 10;
[]
MaxFavoriteFiles
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
LevelEditor
static const int32 MaxFavoriteFiles = 20;
[]
MaxRecentFiles
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
LevelEditor
static const int32 MaxRecentFiles = 10;
[]
FLevelEditorCommands::RegisterCommands
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
UI_COMMAND takes long for the compile to optimize
LevelEditor
virtual void RegisterCommands()
[]
FLevelEditorCommands::FLevelEditorCommands
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
LevelEditor
FLevelEditorCommands()
[]
FLevelEditorCommands
/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
Unreal level editor actions
LevelEditor
class FLevelEditorCommands : public [TCommands< FLevelEditorCommands >](API\Runtime\Slate\Framework\Commands\TCommands)
[ { "type": "TSharedPtr<FUI...", "name": "AddActorsToGroup", "description": "Adds the selected actors to the selected group" }, { "type": "TSharedPtr<FUI...", "name": "AddLevelsToSelection", "description": "Add levels of the selected actors to the level browser selection" }, { "typ...
FLevelEditorContextMenu::AddPlayFromHereSubMenu
/Engine/Source/Editor/LevelEditor/Public/LevelEditorContextMenu.h
LevelEditor
static void AddPlayFromHereSubMenu ( [FToolMenuSection](API\Developer\ToolMenus\FToolMenuSection) & Section )
[]
FLevelEditorContextMenu::BuildMenuWidget
/Engine/Source/Editor/LevelEditor/Public/LevelEditorContextMenu.h
Creates a widget for the context menu that can be inserted into a pop-up window Widget for this context menu
LevelEditor
static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > BuildMenuWidget ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [ILevelEditor](API\Editor\LevelEditor\ILevelEditor) > LevelEditor, ELevelEditorMenuContext ContextType, [TSharedPtr](API\Runtime\Core\Template...
[]
FLevelEditorContextMenu::BuildGroupMenu
/Engine/Source/Editor/LevelEditor/Public/LevelEditorContextMenu.h
Builds the actor group menu
LevelEditor
static void BuildGroupMenu ( [FToolMenuSection](API\Developer\ToolMenus\FToolMenuSection) & Section, const struct [FSelectedActorInfo](API\Editor\UnrealEd\FSelectedActorInfo) & SelectedActorInfo )
[]
FLevelEditorContextMenu::GenerateMenu
/Engine/Source/Editor/LevelEditor/Public/LevelEditorContextMenu.h
Populates the specified menu builder for the context menu that can be inserted into a pop-up window
LevelEditor
static [UToolMenu](API\Developer\ToolMenus\UToolMenu) * GenerateMenu ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [ILevelEditor](API\Editor\LevelEditor\ILevelEditor) > LevelEditor, ELevelEditorMenuContext ContextType, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExtender](API\Runtime\Slate\Framework\Mul...
[]
FLevelEditorContextMenu::GetContextMenuName
/Engine/Source/Editor/LevelEditor/Public/LevelEditorContextMenu.h
Returns name of menu to display based on current selection
LevelEditor
static [FName](API\Runtime\Core\UObject\FName) GetContextMenuName ( ELevelEditorMenuContext ContextType, const [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * InSelectionSet )
[]
FLevelEditorContextMenu::GetContextMenuTitle
/Engine/Source/Editor/LevelEditor/Public/LevelEditorContextMenu.h
Returns a user-readable title for the menu to display; the title can be displayed in UI like the menu bar
LevelEditor
static [FText](API\Runtime\Core\Internationalization\FText) GetContextMenuTitle ( ELevelEditorMenuContext ContextType, const [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * InSelectionSet )
[]
FLevelEditorContextMenu::GetContextMenuToolTip
/Engine/Source/Editor/LevelEditor/Public/LevelEditorContextMenu.h
Returns a user-readable tooltip describing the menu to display
LevelEditor
static [FText](API\Runtime\Core\Internationalization\FText) GetContextMenuToolTip ( ELevelEditorMenuContext ContextType, const [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * InSelectionSet )
[]
FLevelEditorContextMenu::InitMenuContext
/Engine/Source/Editor/LevelEditor/Public/LevelEditorContextMenu.h
Adds required information to Context for build menu based on current selection
LevelEditor
static [FName](API\Runtime\Core\UObject\FName) InitMenuContext ( [FToolMenuContext](API\Developer\ToolMenus\FToolMenuContext) & Context, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [ILevelEditor](API\Editor\LevelEditor\ILevelEditor) > LevelEditor, ELevelEditorMenuContext ContextType, const [FTypedElementHandle](AP...
[]
FLevelEditorContextMenu::RegisterActorContextMenu
/Engine/Source/Editor/LevelEditor/Public/LevelEditorContextMenu.h
LevelEditor
static void RegisterActorContextMenu()
[]
FLevelEditorContextMenu::RegisterComponentContextMenu
/Engine/Source/Editor/LevelEditor/Public/LevelEditorContextMenu.h
LevelEditor
static void RegisterComponentContextMenu()
[]
FLevelEditorContextMenu::RegisterElementContextMenu
/Engine/Source/Editor/LevelEditor/Public/LevelEditorContextMenu.h
LevelEditor
static void RegisterElementContextMenu()
[]
FLevelEditorContextMenu::RegisterEmptySelectionContextMenu
/Engine/Source/Editor/LevelEditor/Public/LevelEditorContextMenu.h
LevelEditor
static void RegisterEmptySelectionContextMenu()
[]
FLevelEditorContextMenu::RegisterMenuBarEmptyContextMenu
/Engine/Source/Editor/LevelEditor/Public/LevelEditorContextMenu.h
LevelEditor
static void RegisterMenuBarEmptyContextMenu()
[]
FLevelEditorContextMenu::RegisterSceneOutlinerContextMenu
/Engine/Source/Editor/LevelEditor/Public/LevelEditorContextMenu.h
LevelEditor
static void RegisterSceneOutlinerContextMenu()
[]
FLevelEditorContextMenu::SummonMenu
/Engine/Source/Editor/LevelEditor/Public/LevelEditorContextMenu.h
Summons the level viewport context menu
LevelEditor
static void SummonMenu ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class SLevelEditor > & LevelEditor, ELevelEditorMenuContext ContextType, const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & HitProxyElement )
[]
FLevelEditorContextMenu::SummonViewOptionMenu
/Engine/Source/Editor/LevelEditor/Public/LevelEditorContextMenu.h
Summons the viewport view option menu
LevelEditor
static void SummonViewOptionMenu ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class SLevelEditor > & LevelEditor, const ELevelViewportType ViewOption )
[]
FLevelEditorContextMenu
/Engine/Source/Editor/LevelEditor/Public/LevelEditorContextMenu.h
Context menu construction class
LevelEditor
class FLevelEditorContextMenu
[]
FLevelEditorModesCommands::RegisterCommands
/Engine/Source/Editor/LevelEditor/Public/LevelEditorModesActions.h
UI_COMMAND takes long for the compile to optimize
LevelEditor
virtual void RegisterCommands()
[]
FLevelEditorModesCommands::FLevelEditorModesCommands
/Engine/Source/Editor/LevelEditor/Public/LevelEditorModesActions.h
LevelEditor
FLevelEditorModesCommands()
[]
FLevelEditorModesCommands
/Engine/Source/Editor/LevelEditor/Public/LevelEditorModesActions.h
Unreal level editor actions
LevelEditor
class FLevelEditorModesCommands : public [TCommands< FLevelEditorModesCommands >](API\Runtime\Slate\Framework\Commands\TCommands)
[ { "type": "TArray<TShared...", "name": "EditorModeCommands", "description": "Editor mode commands" } ]
FLevelEditorModule::AddCustomClassFilterToOutliner
/Engine/Source/Editor/LevelEditor/Public/LevelEditor.h
they must be added before the LevelEditor is init
LevelEditor
virtual void AddCustomClassFilterToOutliner ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FCustomClassFilterData](API\Editor\EditorWidgets\Filters\FCustomClassFilterData) > InCustomClassFilterData )
[]
FLevelEditorModule::AddCustomFilterToOutliner
/Engine/Source/Editor/LevelEditor/Public/LevelEditor.h
FGenericFilteron how to create generic filters
LevelEditor
void AddCustomFilterToOutliner ( [FLevelEditorOutlinerSettings::FOutlinerFilterFactory](API\Editor\LevelEditor\FLevelEditorOutlinerSettings\FOutlinerFilterFactory) InCreateCustomFilter )
[]
FLevelEditorModule::AddCustomFilterToOutliner
/Engine/Source/Editor/LevelEditor/Public/LevelEditor.h
they must be added before the LevelEditor is init
LevelEditor
virtual void AddCustomFilterToOutliner ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FFilterBase](API\Developer\ToolWidgets\Filters\FFilterBase)< const [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) & >> InCustomFilter )
[]
FLevelEditorModule::AddTitleBarItem
/Engine/Source/Editor/LevelEditor/Public/LevelEditor.h
LevelEditor
virtual void AddTitleBarItem ( [FName](API\Runtime\Core\UObject\FName) InTitleBarIdentifier, const [FTitleBarItem](API\Editor\LevelEditor\FLevelEditorModule\FTitleBarItem) & InTitleBarITem )
[]
FLevelEditorModule::AreObjectsEditable
/Engine/Source/Editor/LevelEditor/Public/LevelEditor.h
Check whether the specified objects are editable
LevelEditor
bool AreObjectsEditable ( const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) >> & InObjects ) const
[]
FLevelEditorModule::AssembleExtenders
/Engine/Source/Editor/LevelEditor/Public/LevelEditor.h
LevelEditor
virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) > AssembleExtenders ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > & InCommandList, [TArray](API\Runtime\Core\Container...
[]
FLevelEditorModule::AddEditableObjectPredicate
/Engine/Source/Editor/LevelEditor/Public/LevelEditor.h
Add a delegate that will get called to check whether the specified objects should be editable on the details panel or not
LevelEditor
void AddEditableObjectPredicate ( const FAreObjectsEditable & InPredicate )
[]
FLevelEditorModule::AttachSequencer
/Engine/Source/Editor/LevelEditor/Public/LevelEditor.h
Spawns a new sequencer tab if one doesn't exist already
LevelEditor
virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > AttachSequencer ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > SequencerWidget, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IAs...
[]
FLevelEditorModule::BroadcastActorSelectionChanged
/Engine/Source/Editor/LevelEditor/Public/LevelEditor.h
Called when actor selection changes
LevelEditor
virtual void BroadcastActorSelectionChanged ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & NewSelection, bool bForceRefresh )
[]
FLevelEditorModule::BroadcastComponentsEdited
/Engine/Source/Editor/LevelEditor/Public/LevelEditor.h
Called when an edit command is executed on one or more components in the world
LevelEditor
virtual void BroadcastComponentsEdited()
[]
FLevelEditorModule::BroadcastElementSelectionChanged
/Engine/Source/Editor/LevelEditor/Public/LevelEditor.h
Called when element selection changes
LevelEditor
virtual void BroadcastElementSelectionChanged ( const [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * SelectionSet, bool bForceRefresh )
[]
FLevelEditorModule::BroadcastMapChanged
/Engine/Source/Editor/LevelEditor/Public/LevelEditor.h
Called by the engine when a new map is loaded
LevelEditor
virtual void BroadcastMapChanged ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, EMapChangeType MapChangeType )
[]
FLevelEditorModule::BroadcastOverridePropertyEditorSelection
/Engine/Source/Editor/LevelEditor/Public/LevelEditor.h
Called to set property editors to show the given actors, even if those actors aren't in the current selection set
LevelEditor
virtual void BroadcastOverridePropertyEditorSelection ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & NewSelection, bool bForceRefresh )
[]
FLevelEditorModule::BroadcastRedrawViewports
/Engine/Source/Editor/LevelEditor/Public/LevelEditor.h
Called by the engine when level editing viewports need to be redrawn
LevelEditor
virtual void BroadcastRedrawViewports ( bool bInvalidateHitProxies )
[]
FLevelEditorModule::BroadcastTakeHighResScreenShots
/Engine/Source/Editor/LevelEditor/Public/LevelEditor.h
Called by the engine when level editing viewports need to take a high res screenshot
LevelEditor
virtual void BroadcastTakeHighResScreenShots()
[]
FLevelEditorModule::BroadcastTitleBarMessagesChanged
/Engine/Source/Editor/LevelEditor/Public/LevelEditor.h
LevelEditor
virtual void BroadcastTitleBarMessagesChanged()
[]
FCaptureSingleFrameAnimSequence
/Engine/Source/Editor/LevelEditor/Public/LevelEditor.h
Delegate used to capture skeltal meshes to single-frame animations when 'keeping simulation changes'
LevelEditor
typedef TBaseDelegate_OneParam< [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) *, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * > FCaptureSingleFrameAnimSequence
[]
FActorSelectionChangedEvent
/Engine/Source/Editor/LevelEditor/Public/LevelEditor.h
Called when actor selection changes
LevelEditor
class FActorSelectionChangedEvent : public TBaseMulticastDelegate_TwoParams< void, const TArray< UObject * > &, bool >
[]
FComponentsEditedEvent
/Engine/Source/Editor/LevelEditor/Public/LevelEditor.h
Called when an edit command is executed on components in the world
LevelEditor
class FComponentsEditedEvent : public TBaseMulticastDelegate_NoParams< void >
[]
FElementSelectionChangedEvent
/Engine/Source/Editor/LevelEditor/Public/LevelEditor.h
Called when element selection changes
LevelEditor
class FElementSelectionChangedEvent : public TBaseMulticastDelegate_TwoParams< void, const UTypedElementSelectionSet *, bool >
[]
FLevelEditorModule::FactoryViewport
/Engine/Source/Editor/LevelEditor/Public/LevelEditor.h
Create an instance of a custom viewport from the specified viewport type name
LevelEditor
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ILevelViewportLayoutEntity](API\Editor\LevelEditor\ILevelViewportLayoutEntity) > FactoryViewport ( [FName](API\Runtime\Core\UObject\FName) InTypeName, const [FAssetEditorViewportConstructionArgs](API\Editor\UnrealEd\FAssetEditorViewportConstruction-) & ConstructionA...
[]
FLevelEditorMenuExtender
/Engine/Source/Editor/LevelEditor/Public/LevelEditor.h
Delegates to be called to extend the level viewport menus
LevelEditor
typedef TBaseDelegate_OneParam< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) >, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > > FLevelEditorMenuExtender
[]
FLevelViewportMenuExtender_SelectedObjects
/Engine/Source/Editor/LevelEditor/Public/LevelEditor.h
LevelEditor
typedef TBaseDelegate_TwoParams< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) >, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) >, const [TArray](API\Runtime\Core\Contain...
[]
FLevelViewportMenuExtender_SelectedActors
/Engine/Source/Editor/LevelEditor/Public/LevelEditor.h
LevelEditor
typedef TBaseDelegate_TwoParams< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) >, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) >, const [TArray](API\Runtime\Core\Contain...
[]
FMapChangedEvent
/Engine/Source/Editor/LevelEditor/Public/LevelEditor.h
Called when a new map is loaded
LevelEditor
class FMapChangedEvent : public TBaseMulticastDelegate_TwoParams< void, UWorld *, EMapChangeType >
[]