className stringlengths 1 167 | headerPath stringlengths 14 166 | description stringlengths 0 1.62k | module stringlengths 0 76 | code stringlengths 0 11.4k | variables listlengths 0 395 |
|---|---|---|---|---|---|
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 ) | [] |
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 ) | [] |
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 ) | [] |
ILevelEditor::SummonLevelViewportViewOptionMenu | /Engine/Source/Editor/LevelEditor/Public/ILevelEditor.h | Summons a context menu for view options | LevelEditor | void SummonLevelViewportViewOptionMenu ( ELevelViewportType ViewOption ) | [] |
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) | [] |
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 | [] |
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 | [] |
ILevelViewportLayoutEntity::IsPlayInEditorViewportActive | /Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h | Check if this entity has an active play in editor viewport | LevelEditor | bool IsPlayInEditorViewportActive() const | [] |
ILevelViewportLayoutEntity::~ILevelViewportLayoutEntity | /Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h | Virtual destruction | LevelEditor | virtual ~ILevelViewportLayoutEntity() | [] |
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() | [] |
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) | [] |
LevelEditorBuildAndSubmit | /Engine/Source/Editor/LevelEditor/Public/LevelEditor.h | LevelEditor | static const [FName](API\Runtime\Core\UObject\FName) LevelEditorBuildAndSubmit; | [] | |
LevelEditorDataLayerBrowser | /Engine/Source/Editor/LevelEditor/Public/LevelEditor.h | LevelEditor | static const [FName](API\Runtime\Core\UObject\FName) LevelEditorDataLayerBrowser; | [] | |
LevelEditorEnvironmentLightingViewer | /Engine/Source/Editor/LevelEditor/Public/LevelEditor.h | LevelEditor | static const [FName](API\Runtime\Core\UObject\FName) LevelEditorEnvironmentLightingViewer; | [] |
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