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FOnNewStatCommandAdded
/Engine/Source/Editor/LevelEditor/Public/LevelViewportActions.h
Delegate we fire every time a new stat has been had a command added
LevelEditor
class FOnNewStatCommandAdded : public TBaseMulticastDelegate_TwoParams< void, const TSharedPtr< FUICommandInfo >, const FString & >
[]
FLevelViewportCommands::FShowMenuCommand::FShowMenuCommand
/Engine/Source/Editor/LevelEditor/Public/LevelViewportActions.h
LevelEditor
FShowMenuCommand &40; TSharedPtr< FUICommandInfo > InShowMenuItem, const FText & InLabelOverride &41;
[]
FShowMenuCommand
/Engine/Source/Editor/LevelEditor/Public/LevelViewportActions.h
LevelEditor
struct FShowMenuCommand
[ { "type": "FText", "name": "LabelOverride", "description": "" }, { "type": "TSharedPtr<FUI...", "name": "ShowMenuItem", "description": "" } ]
FLevelViewportCommands::Get
/Engine/Source/Editor/LevelEditor/Public/LevelViewportActions.h
Get the singleton instance of this set of commands.
LevelEditor
static [FLevelViewportCommands](API\Editor\LevelEditor\FLevelViewportCommands) & Get()
[]
NewStatCommandDelegate
/Engine/Source/Editor/LevelEditor/Public/LevelViewportActions.h
LevelEditor
static [FOnNewStatCommandAdded](API\Editor\LevelEditor\FLevelViewportCommands\FOnNewStatCommandAdded) NewStatCommandDelegate;
[]
FLevelViewportCommands::operator=
/Engine/Source/Editor/LevelEditor/Public/LevelViewportActions.h
LevelEditor
[FLevelViewportCommands](API\Editor\LevelEditor\FLevelViewportCommands) & operator= ( [FLevelViewportCommands](API\Editor\LevelEditor\FLevelViewportCommands) && )
[]
FLevelViewportCommands::operator=
/Engine/Source/Editor/LevelEditor/Public/LevelViewportActions.h
LevelEditor
[FLevelViewportCommands](API\Editor\LevelEditor\FLevelViewportCommands) & operator= ( const [FLevelViewportCommands](API\Editor\LevelEditor\FLevelViewportCommands) & )
[]
FLevelViewportCommands::RegisterShowVolumeCommands
/Engine/Source/Editor/LevelEditor/Public/LevelViewportActions.h
Registers our commands with the binding system for showing volumes.
LevelEditor
void RegisterShowVolumeCommands()
[]
FLevelViewportCommands::RegisterShowSpriteCommands
/Engine/Source/Editor/LevelEditor/Public/LevelViewportActions.h
Registers our commands with the binding system for showing sprites.
LevelEditor
void RegisterShowSpriteCommands()
[]
FLevelViewportCommands::FLevelViewportCommands
/Engine/Source/Editor/LevelEditor/Public/LevelViewportActions.h
LevelEditor
FLevelViewportCommands ( const [FLevelViewportCommands](API\Editor\LevelEditor\FLevelViewportCommands) & )
[]
FLevelViewportCommands::FLevelViewportCommands
/Engine/Source/Editor/LevelEditor/Public/LevelViewportActions.h
LevelEditor
FLevelViewportCommands ( [FLevelViewportCommands](API\Editor\LevelEditor\FLevelViewportCommands) && )
[]
FLevelViewportCommands::FLevelViewportCommands
/Engine/Source/Editor/LevelEditor/Public/LevelViewportActions.h
LevelEditor
PRAGMA_DISABLE_DEPRECATION_WARNINGS FLevelViewportCommands()
[]
FLevelViewportCommands::RegisterCommands
/Engine/Source/Editor/LevelEditor/Public/LevelViewportActions.h
UI_COMMAND takes long for the compile to optimize
LevelEditor
virtual void RegisterCommands()
[]
FLevelViewportCommands::~FLevelViewportCommands
/Engine/Source/Editor/LevelEditor/Public/LevelViewportActions.h
LevelEditor
virtual ~FLevelViewportCommands()
[]
FLevelViewportLayout::BeginThrottleForAnimatedResize
/Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h
Begins a draw throttle for responsiveness when animating a viewports size
LevelEditor
void BeginThrottleForAnimatedResize()
[]
FLevelViewportCommands
/Engine/Source/Editor/LevelEditor/Public/LevelViewportActions.h
Class containing commands for level viewport actions
LevelEditor
class FLevelViewportCommands : public [TCommands< FLevelViewportCommands >](API\Runtime\Slate\Framework\Commands\TCommands)
[ { "type": "TSharedPtr<FUI...", "name": "AdvancedSettings", "description": "Opens the advanced viewport settings" }, { "type": "TSharedPtr<FUI...", "name": "ApplyMaterialToActor", "description": "Applys a material to an actor" }, { "type": "TSharedPtr<FUI...", "name": "ClearAl...
FLevelViewportLayout::BuildViewportLayout
/Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h
Builds a viewport layout and returns the widget containing the layout
LevelEditor
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > BuildViewportLayout ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > InParentDockTab, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdit...
[]
FLevelViewportLayout::EndThrottleForAnimatedResize
/Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h
Ends a draw throttle for responsiveness when animating a viewports size
LevelEditor
void EndThrottleForAnimatedResize()
[]
FLevelViewportLayout::FactoryViewport
/Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h
Create an instance of a custom viewport from the specified viewport type name
LevelEditor
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > FactoryViewport ( [FName](API\Runtime\Core\UObject\FName) InTypeName, const [FAssetEditorViewportConstructionArgs](API\Editor\UnrealEd\FAssetEditorViewportConstruction-) & ConstructionArgs )
[]
FLevelViewportLayout::FinishMaximizeTransition
/Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h
If a viewport animation is in progress, finishes that transition immediately
LevelEditor
void FinishMaximizeTransition()
[]
FLevelViewportLayout::FMaximizeViewportCommand::FMaximizeViewportCommand
/Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h
LevelEditor
FMaximizeViewportCommand &40; FName InViewport, bool bInMaximize, bool bInImmersive, bool bInToggle, bool bInAllowAnimation &41;
[]
FMaximizeViewportCommand
/Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h
Maximize/immersive commands can be queued up at startup to be executed on the first tick. This is necessary, because these commands can't be executed until the viewport has a parent window, which might not be there upon viewport initialization
LevelEditor
struct FMaximizeViewportCommand
[ { "type": "bool", "name": "bAllowAnimation", "description": "" }, { "type": "bool", "name": "bImmersive", "description": "" }, { "type": "bool", "name": "bMaximize", "description": "" }, { "type": "bool", "name": "bToggle", "description": "" }, { "...
FLevelViewportLayout::GetMaximizedViewportPositionOnCanvas
/Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h
Returns the widget position for viewport transition animations Viewport position on canvas
LevelEditor
FVector2D GetMaximizedViewportPositionOnCanvas() const
[]
FLevelViewportLayout::GetMaximizedViewportSizeOnCanvas
/Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h
Returns the widget size for viewport transition animations Viewport size on canvas
LevelEditor
FVector2D GetMaximizedViewportSizeOnCanvas() const
[]
FLevelViewportLayout::GetStatId
/Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h
Return the stat id to use for this tickable
LevelEditor
virtual [TStatId](API\Runtime\Core\Stats\TStatId) GetStatId() const
[]
FLevelViewportLayout::InitCommonLayoutFromString
/Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h
Called in after factory of a new layout functions for derived types of layout to init values common to all types
LevelEditor
void InitCommonLayoutFromString ( const [FString](API\Runtime\Core\Containers\FString) & LayoutString, const [FName](API\Runtime\Core\UObject\FName) PerspectiveViewportKey )
[]
FLevelViewportLayout::IsLevelViewportVisible
/Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h
Checks to see the specified level viewport is visible in this layout A viewport is visible in a layout if the layout is visible and the viewport is the maximized viewport or there is no maximized viewport true if the viewport is visible.
LevelEditor
bool IsLevelViewportVisible ( [FName](API\Runtime\Core\UObject\FName) InViewport ) const
[]
FLevelViewportLayout::IsMaximizeSupported
/Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h
Checks to see if the specified level viewport supports maximizing one pane true if the viewport supports maximizing
LevelEditor
bool IsMaximizeSupported() const
[]
FLevelViewportLayout::IsTickable
/Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object is ready to be ticked. This is required for example for allUObjectderived classes as they might be loaded async and therefore won't be ready immediately. true if object is ready to be ticked, false otherwise.
LevelEditor
virtual bool IsTickable() const
[]
FLevelViewportLayout::IsTransitioning
/Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h
Returns whether a viewport animation is currently taking place
LevelEditor
bool IsTransitioning() const
[]
FLevelViewportLayout::IsViewportImmersive
/Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h
Checks to see if the specified level viewport is in immersive mode true if the viewport is immersive, false otherwise
LevelEditor
bool IsViewportImmersive ( [FName](API\Runtime\Core\UObject\FName) InViewport ) const
[]
FLevelViewportLayout::IsViewportMaximized
/Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h
Checks to see if the specified level viewport is maximized true if the viewport is maximized, false otherwise
LevelEditor
bool IsViewportMaximized ( [FName](API\Runtime\Core\UObject\FName) InViewport ) const
[]
FLevelViewportLayout::LoadConfig
/Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h
LevelEditor
virtual void LoadConfig ( const [FString](API\Runtime\Core\Containers\FString) & LayoutString )
[]
FLevelViewportLayout::IsVisible
/Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h
true if this layout is visible. It is not visible if its parent tab is not active
LevelEditor
virtual bool IsVisible() const
[]
FLevelViewportLayout::MaximizeViewport
/Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h
Maximizes a specific viewport and hides the others in this layout
LevelEditor
void MaximizeViewport ( [FName](API\Runtime\Core\UObject\FName) ViewportToMaximize, const bool bWantMaximize, const bool bWantImmersive, const bool bAllowAnimation )
[]
FLevelViewportLayout::OnGetNonMaximizedVisibility
/Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h
Delegate called to get the visibility of the non-maximized viewports The non-maximized viewports are not visible if there is a maximized viewport on top of them
LevelEditor
virtual [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) OnGetNonMaximizedVisibility() const
[]
FLevelViewportLayout::RequestMaximizeViewport
/Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h
Makes a request to maximize a specific viewport and hide the others in this layout
LevelEditor
void RequestMaximizeViewport ( [FName](API\Runtime\Core\UObject\FName) ViewportToMaximize, const bool bWantMaximize, const bool bWantImmersive, const bool bAllowAnimation )
[]
FLevelViewportLayout::SaveCommonLayoutString
/Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h
Called inSaveConfig()functions for derived types of layout to save values common to all types
LevelEditor
void SaveCommonLayoutString ( const [FString](API\Runtime\Core\Containers\FString) & SpecificLayoutString ) const
[]
FLevelViewportLayout::SaveConfig
/Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h
LevelEditor
virtual void SaveConfig ( const [FString](API\Runtime\Core\Containers\FString) & LayoutString ) const
[]
FLevelViewportLayout::SetIsReplacement
/Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h
Tells this layout whether it was the intial layout or replaced an existing one when the user switched layouts
LevelEditor
void SetIsReplacement ( bool bInIsReplacement )
[]
FLevelViewportLayout::TakeHighResScreenShot
/Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h
Method for taking high res screen shots of viewports
LevelEditor
void TakeHighResScreenShot()
[]
FLevelViewportLayout::Tick
/Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h
FTickableEditorObjectinterface
LevelEditor
virtual void Tick ( float DeltaTime )
[]
FLevelViewportLayout::~FLevelViewportLayout
/Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h
Destructor
LevelEditor
virtual ~FLevelViewportLayout()
[]
FLevelViewportLayout::FLevelViewportLayout
/Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h
Constructor
LevelEditor
FLevelViewportLayout()
[]
FLevelViewportLayout
/Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h
Base class for level viewport layout configurations Handles maximizing and restoring well as visibility of specific viewports.
LevelEditor
class FLevelViewportLayout : public [FAssetEditorViewportLayout](API\Editor\UnrealEd\FAssetEditorViewportLayout)
[ { "type": "bool", "name": "bIsImmersive", "description": "True if we're currently in immersive mode" }, { "type": "bool", "name": "bIsMaximized", "description": "True if we're currently maximized" }, { "type": "bool", "name": "bIsMaximizeSupported", "description": "True i...
FLevelViewportTabContent::BindViewportLayoutCommands
/Engine/Source/Editor/LevelEditor/Public/LevelViewportTabContent.h
Maps the common commands into the given command list for this layout to the given viewport based on the config key. This call is only additive to the command list, and does not clear or erase already mapped actions.
LevelEditor
virtual void BindViewportLayoutCommands ( [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) & InOutCommandList, [FName](API\Runtime\Core\UObject\FName) ViewportConfigKey )
[]
FLevelViewportTabContent::GetLayoutTypeNameFromLayoutString
/Engine/Source/Editor/LevelEditor/Public/LevelViewportTabContent.h
LevelEditor
virtual [FName](API\Runtime\Core\UObject\FName) GetLayoutTypeNameFromLayoutString() const
[]
FLevelViewportTabContent::FactoryViewportLayout
/Engine/Source/Editor/LevelEditor/Public/LevelViewportTabContent.h
LevelEditor
virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEditorViewportLayout](API\Editor\EditorFramework\FEditorViewportLayout) > FactoryViewportLayout ( bool bIsSwitchingLayouts )
[]
FLevelViewportTabContent::Initialize
/Engine/Source/Editor/LevelEditor/Public/LevelViewportTabContent.h
Starts the tab content object and creates the initial layout based on the layout string
LevelEditor
virtual void Initialize ( AssetEditorViewportFactoryFunction Func, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > InParentTab, const [FString](API\Runtime\Core\Containers\FString) & InLayoutString )
[]
FLevelViewportTabContent::OnLayoutChanged
/Engine/Source/Editor/LevelEditor/Public/LevelViewportTabContent.h
LevelEditor
void OnLayoutChanged()
[]
FLevelViewportTabContent::OnLayoutStartChange
/Engine/Source/Editor/LevelEditor/Public/LevelViewportTabContent.h
LevelEditor
void OnLayoutStartChange ( bool bSwitchingLayouts )
[]
FLevelViewportTabContent::~FLevelViewportTabContent
/Engine/Source/Editor/LevelEditor/Public/LevelViewportTabContent.h
LevelEditor
~FLevelViewportTabContent()
[]
FLevelViewportTabContent
/Engine/Source/Editor/LevelEditor/Public/LevelViewportTabContent.h
Represents the content in a viewport tab in the level editor. EachSDockTabholding viewports in the level editor contains and owns one of these.
LevelEditor
class FLevelViewportTabContent : public [FEditorViewportTabContent](API\Editor\UnrealEd\FEditorViewportTabContent)
[]
FLightmapResRatioAdjustSettings::AddRequiredLevels
/Engine/Source/Editor/LevelEditor/Public/LightmapResRatioAdjust.h
Add levels in a world to an array based on the LevelOptions setting
LevelEditor
void AddRequiredLevels ( [AdjustLevels](API\Editor\LevelEditor\FLightmapResRatioAdjustSettings\AdjustLevels) InLevelOptions, [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [TArray](API\Runtime\Core\Containers\TArray)< [ULevel](API\Runtime\Engine\Engine\ULevel) * > & OutLevels )
[]
AdjustLevels
/Engine/Source/Editor/LevelEditor/Public/LightmapResRatioAdjust.h
LightmapResRatioAdjust level options
LevelEditor
enum AdjustLevels { Current, Selected, AllLoaded, }
[]
FLightmapResRatioAdjustSettings::ApplyRatioAdjustment
/Engine/Source/Editor/LevelEditor/Public/LightmapResRatioAdjust.h
LevelEditor
bool ApplyRatioAdjustment()
[]
FLightmapResRatioAdjustSettings::Get
/Engine/Source/Editor/LevelEditor/Public/LightmapResRatioAdjust.h
Static: Returns global lightmap resolution ratio adjust settings
LevelEditor
static [FLightmapResRatioAdjustSettings](API\Editor\LevelEditor\FLightmapResRatioAdjustSettings) & Get()
[]
LightmapResRatioAdjustSettings
/Engine/Source/Editor/LevelEditor/Public/LightmapResRatioAdjust.h
LightmapResRatioAdjust settingsStatic: Global lightmap resolution ratio adjust settings
LevelEditor
static [FLightmapResRatioAdjustSettings](API\Editor\LevelEditor\FLightmapResRatioAdjustSettings) LightmapResRatioAdjustSettings;
[]
FLightmapResRatioAdjustSettings::FLightmapResRatioAdjustSettings
/Engine/Source/Editor/LevelEditor/Public/LightmapResRatioAdjust.h
Constructor
LevelEditor
FLightmapResRatioAdjustSettings()
[]
FLightmapResRatioAdjustSettings
/Engine/Source/Editor/LevelEditor/Public/LightmapResRatioAdjust.h
LightmapResRatioAdjust settings
LevelEditor
class FLightmapResRatioAdjustSettings
[ { "type": "bool", "name": "bBSPSurfaces", "description": "If true, apply to BSP surfaces" }, { "type": "bool", "name": "bSelectedObjectsOnly", "description": "If true, then only do selected primitives in the level(s)" }, { "type": "bool", "name": "bStaticMeshes", "descrip...
FOnLevelEditorEditorCameraMoved
/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
Delegate type for editor camera movement
LevelEditor
class FOnLevelEditorEditorCameraMoved
[]
FOnLevelEditorMapChanged
/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
Delegate type for map change events ( Params: uint32 MapChangeFlags (MapChangeEventFlags) )
LevelEditor
class FOnLevelEditorMapChanged
[]
FOnLevelEditorPostSaveWorld
/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
Delegate type for post save world events ( uint32 SaveFlags, UWorld* World, bool bSuccess )
LevelEditor
class FOnLevelEditorPostSaveWorld
[]
FOnLevelEditorMapOpened
/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
Delegate type for triggering when a map is opened
LevelEditor
class FOnLevelEditorMapOpened
[]
FOnLevelEditorPreSaveWorld
/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
Delegate type for pre save world events ( uint32 SaveFlags, UWorld* World )
LevelEditor
class FOnLevelEditorPreSaveWorld
[]
FFactoryFunctionType
/Engine/Source/Editor/LevelEditor/Public/ViewportTypeDefinition.h
LevelEditor
typedef [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ILevelViewportLayoutEntity](API\Editor\LevelEditor\ILevelViewportLayoutEntity) >const [FAssetEditorViewportConstructionArgs](API\Editor\UnrealEd\FAssetEditorViewportConstruction-) &, [TSharedPtr](API\R...
[]
FViewportTypeDefinition::FromType
/Engine/Source/Editor/LevelEditor/Public/ViewportTypeDefinition.h
LevelEditor
template<typename T> static [FViewportTypeDefinition](API\Editor\LevelEditor\FViewportTypeDefinition) FromType ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUICommandInfo](API\Runtime\Slate\Framework\Commands\FUICommandInfo) > & ActivationCommand )
[]
FViewportTypeDefinition
/Engine/Source/Editor/LevelEditor/Public/ViewportTypeDefinition.h
Definition of a custom viewport
LevelEditor
struct FViewportTypeDefinition
[ { "type": "TSharedPtr<FUI...", "name": "ActivationCommand", "description": "A UI command for toggling activation this viewport" }, { "type": "FFactoryFunctio...", "name": "FactoryFunction", "description": "Function used to create a new instance of the viewport" } ]
FViewportTypeDefinition::FViewportTypeDefinition
/Engine/Source/Editor/LevelEditor/Public/ViewportTypeDefinition.h
LevelEditor
FViewportTypeDefinition ( const [FFactoryFunctionType](API\Editor\LevelEditor\FViewportTypeDefinition\FFactoryFunctionType) & InFactoryFunction, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUICommandInfo](API\Runtime\Slate\Framework\Commands\FUICommandInfo) > & InActivationCommand )
[]
ILevelEditor::AddStandaloneLevelViewport
/Engine/Source/Editor/LevelEditor/Public/ILevelEditor.h
After spawning a new level viewport outside of the editor's tab system, this function must be called so that the editor can keep track of that viewport
LevelEditor
void AddStandaloneLevelViewport ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SLevelViewport](API\Editor\LevelEditor\SLevelViewport) > & LevelViewport )
[]
ILevelEditor::AppendCommands
/Engine/Source/Editor/LevelEditor/Public/ILevelEditor.h
Append commands to the command list for the level editor
LevelEditor
void AppendCommands ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > & InCommandsToAppend )
[]
ILevelEditor::CreateActorDetails
/Engine/Source/Editor/LevelEditor/Public/ILevelEditor.h
Spawns an Actor Details widget
LevelEditor
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateActorDetails ( const [FName](API\Runtime\Core\UObject\FName) TabIdentifier )
[]
ILevelEditor::GetActiveViewportInterface
/Engine/Source/Editor/LevelEditor/Public/ILevelEditor.h
Gets the active level viewport for this level editor
LevelEditor
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SLevelViewport](API\Editor\LevelEditor\SLevelViewport) > GetActiveViewportInterface()
[]
ILevelEditor::GetAllSceneOutliners
/Engine/Source/Editor/LevelEditor/Public/ILevelEditor.h
Get an array containing weak pointers to all 4 Scene Outliners which could be potentially active
LevelEditor
[TArray](API\Runtime\Core\Containers\TArray)< [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [ISceneOutliner](API\Editor\SceneOutliner\ISceneOutliner) > > GetAllSceneOutliners() const
[]
ILevelEditor::GetHostedToolkits
/Engine/Source/Editor/LevelEditor/Public/ILevelEditor.h
Returns a list of all of the toolkits that are currently hosted by this toolkit host
LevelEditor
const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkit](API\Editor\EditorFramework\Toolkits\IToolkit) > > & GetHostedToolkits() const
[]
ILevelEditor::GetElementSelectionSet
/Engine/Source/Editor/LevelEditor/Public/ILevelEditor.h
Get the element selection set used by this level editor
LevelEditor
const [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * GetElementSelectionSet() const
[]
ILevelEditor::GetLevelEditorActions
/Engine/Source/Editor/LevelEditor/Public/ILevelEditor.h
Access the level editor's action command list
LevelEditor
const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > & GetLevelEditorActions() const
[]
ILevelEditor::GetLevelViewportContextMenuTitle
/Engine/Source/Editor/LevelEditor/Public/ILevelEditor.h
Gets the title for the context menu for this level editor
LevelEditor
[FText](API\Runtime\Core\Internationalization\FText) GetLevelViewportContextMenuTitle() const
[]
ILevelEditor::GetMostRecentlyUsedSceneOutliner
/Engine/Source/Editor/LevelEditor/Public/ILevelEditor.h
Return the most recently interacted with Outliner
LevelEditor
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISceneOutliner](API\Editor\SceneOutliner\ISceneOutliner) > GetMostRecentlyUsedSceneOutliner()
[]
ILevelEditor::GetMutableElementSelectionSet
/Engine/Source/Editor/LevelEditor/Public/ILevelEditor.h
LevelEditor
[UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * GetMutableElementSelectionSet()
[]
ILevelEditor::GetSceneOutliner
/Engine/Source/Editor/LevelEditor/Public/ILevelEditor.h
Return the most recently interacted with Outliner
LevelEditor
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISceneOutliner](API\Editor\SceneOutliner\ISceneOutliner) > GetSceneOutliner() const
[]
ILevelEditor::GetViewports
/Engine/Source/Editor/LevelEditor/Public/ILevelEditor.h
Gets an array of all viewports in this level editor
LevelEditor
[TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SLevelViewport](API\Editor\LevelEditor\SLevelViewport) > > GetViewports() const
[]
ILevelEditor::GetThumbnailPool
/Engine/Source/Editor/LevelEditor/Public/ILevelEditor.h
Get the thumbnail pool used by this level editor
LevelEditor
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FAssetThumbnailPool](API\Editor\UnrealEd\FAssetThumbnailPool) > GetThumbnailPool() const
[]
ILevelEditor::OnKeyDownInViewport
/Engine/Source/Editor/LevelEditor/Public/ILevelEditor.h
Called to process a key down event in a viewport when in immersive mode
LevelEditor
[FReply](API\Runtime\SlateCore\Input\FReply) OnKeyDownInViewport ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent )
[]
ILevelEditor::SetActorDetailsRootCustomization
/Engine/Source/Editor/LevelEditor/Public/ILevelEditor.h
Set the filter that should be used to determine the set of objects that should be shown in a details panel when an actor in the level editor is selected
LevelEditor
void SetActorDetailsRootCustomization ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDetailsViewObjectFilter](API\Editor\PropertyEditor\FDetailsViewObjectFilter) > ActorDetailsObjectFilter, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDetailRootObjectCustomization](API\Editor\PropertyEditor\IDetailR...
[]
ILevelEditor::SetActorDetailsSCSEditorUICustomization
/Engine/Source/Editor/LevelEditor/Public/ILevelEditor.h
Sets the UI customization of the SCSEditor inside the level editor details panel.
LevelEditor
void SetActorDetailsSCSEditorUICustomization ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ISCSEditorUICustomization](API\Editor\Kismet\ISCSEditorUICustomization) > ActorDetailsSCSEditorUICustomization )
[]
ILevelEditor::SetMostRecentlyUsedSceneOutliner
/Engine/Source/Editor/LevelEditor/Public/ILevelEditor.h
Set the outliner with the given name as the most recently interacted with
LevelEditor
void SetMostRecentlyUsedSceneOutliner ( [FName](API\Runtime\Core\UObject\FName) OutlinerIdentifier )
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ILevelEditor::SummonLevelViewportContextMenu
/Engine/Source/Editor/LevelEditor/Public/ILevelEditor.h
Summons a context menu for this level editor at the mouse cursor's location
LevelEditor
void SummonLevelViewportContextMenu ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & HitProxyElement )
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ILevelEditor::SummonLevelViewportContextMenu
/Engine/Source/Editor/LevelEditor/Public/ILevelEditor.h
Deprecated* Use the SummonLevelViewportContextMenu overload which takes aFTypedElementHandle.
LevelEditor
void SummonLevelViewportContextMenu ( [AActor](API\Runtime\Engine\GameFramework\AActor) * HitProxyActor )
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ILevelEditor::SummonLevelViewportViewOptionMenu
/Engine/Source/Editor/LevelEditor/Public/ILevelEditor.h
Summons a context menu for view options
LevelEditor
void SummonLevelViewportViewOptionMenu ( ELevelViewportType ViewOption )
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ILevelEditor
/Engine/Source/Editor/LevelEditor/Public/ILevelEditor.h
Public interface to SLevelEditor
LevelEditor
class ILevelEditor : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget), public [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost)
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ILevelViewportLayoutEntity::AsLevelViewport
/Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h
Optionally return this entity as anSLevelViewport. Legacy function for interop with code that used to deal directly with SLevelViewports
LevelEditor
virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SLevelViewport](API\Editor\LevelEditor\SLevelViewport) > AsLevelViewport() const
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ILevelViewportLayoutEntity::GetLevelViewportClient
/Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h
Get this viewport's level editor viewport client
LevelEditor
[FLevelEditorViewportClient](API\Editor\UnrealEd\FLevelEditorViewportClient) & GetLevelViewportClient() const
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ILevelViewportLayoutEntity::IsPlayInEditorViewportActive
/Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h
Check if this entity has an active play in editor viewport
LevelEditor
bool IsPlayInEditorViewportActive() const
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ILevelViewportLayoutEntity::~ILevelViewportLayoutEntity
/Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h
Virtual destruction
LevelEditor
virtual ~ILevelViewportLayoutEntity()
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ILevelViewportLayoutEntity::RegisterGameViewportIfPIE
/Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h
Register this viewport layout entity as a game viewport, if it's currently PIE-ing
LevelEditor
void RegisterGameViewportIfPIE()
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ILevelViewportLayoutEntity
/Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h
Interface that defines an entity within a viewport layout
LevelEditor
class ILevelViewportLayoutEntity : public [IEditorViewportLayoutEntity](API\Editor\EditorFramework\IEditorViewportLayoutEntity)
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LevelEditorBuildAndSubmit
/Engine/Source/Editor/LevelEditor/Public/LevelEditor.h
LevelEditor
static const [FName](API\Runtime\Core\UObject\FName) LevelEditorBuildAndSubmit;
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LevelEditorDataLayerBrowser
/Engine/Source/Editor/LevelEditor/Public/LevelEditor.h
LevelEditor
static const [FName](API\Runtime\Core\UObject\FName) LevelEditorDataLayerBrowser;
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LevelEditorEnvironmentLightingViewer
/Engine/Source/Editor/LevelEditor/Public/LevelEditor.h
LevelEditor
static const [FName](API\Runtime\Core\UObject\FName) LevelEditorEnvironmentLightingViewer;
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