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SLevelViewport::IsInForegroundTab
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
true if this viewport is in a foregrounded tab
LevelEditor
bool IsInForegroundTab() const
[]
SLevelViewport::IsInGameView
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
true if we are in game view
LevelEditor
virtual bool IsInGameView() const
[]
SLevelViewport::IsLayerVisible
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
Called to determine if a layer is visible.
LevelEditor
bool IsLayerVisible ( [FName](API\Runtime\Core\UObject\FName) LayerName ) const
[]
SLevelViewport::IsLockedCameraViewEnabled
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
Check whether locked camera view is enabled
LevelEditor
bool IsLockedCameraViewEnabled() const
[]
SLevelViewport::IsMaximized
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
true if this viewport is maximized, false otherwise
LevelEditor
bool IsMaximized() const
[]
SLevelViewport::IsPlayInEditorViewportActive
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
true if the active viewport is currently being used for play in editor
LevelEditor
bool IsPlayInEditorViewportActive() const
[]
SLevelViewport::IsSelectedActorLocked
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
true if the viewport is locked to selected actor
LevelEditor
bool IsSelectedActorLocked() const
[]
SLevelViewport::IsViewportTypeWithinLayoutEqual
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
Checks if the specified layout type matches our current viewport type.
LevelEditor
bool IsViewportTypeWithinLayoutEqual ( [FName](API\Runtime\Core\UObject\FName) InLayoutType )
[]
SLevelViewport::IsViewportConfigurationSet
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
Returns whether the named layout is currently selected on the parent tab that this viewport belongs to. True, if the named layout is currently active
LevelEditor
bool IsViewportConfigurationSet ( [FName](API\Runtime\Core\UObject\FName) ConfigurationName ) const
[]
SLevelViewport::LockActorInternal
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
LevelEditor
void LockActorInternal ( [AActor](API\Runtime\Engine\GameFramework\AActor) * NewActorToLock )
[]
SLevelViewport::IsVisible
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
true if the viewport is visible. false otherwise
LevelEditor
virtual bool IsVisible() const
[]
SLevelViewport::MakeEditorViewportClient
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
SEditorViewportinterface
LevelEditor
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) > MakeEditorViewportClient()
[]
SLevelViewport::MakeImmersive
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
Attempts to switch this viewport into immersive mode
LevelEditor
virtual void MakeImmersive ( const bool bWantImmersive, const bool bAllowAnimation )
[]
SLevelViewport::MakeViewportToolbar
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
Implement this to add a viewport toolbar to the inside top of the viewport.
LevelEditor
virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeViewportToolbar()
[]
SLevelViewport::OnActorLockToggleFromMenu
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
Called to lock/unlock the actor from the viewport's context menu
LevelEditor
void OnActorLockToggleFromMenu ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )
[]
SLevelViewport::OnActorSelectionChanged
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
Called on all viewports, when actor selection changes.
LevelEditor
void OnActorSelectionChanged ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & NewSelection, bool bForceRefresh )
[]
SLevelViewport::OnClearAllBookmarks
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
Called to clear all bookmarks
LevelEditor
void OnClearAllBookmarks()
[]
SLevelViewport::OnClearBookmark
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
Called to clear a bookmark
LevelEditor
void OnClearBookmark ( int32 BookmarkIndex )
[]
SLevelViewport::OnCompactBookmarks
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
Called to Compact Bookmarks.
LevelEditor
void OnCompactBookmarks()
[]
SLevelViewport::OnDecrementPositionGridSize
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
LevelEditor
virtual void OnDecrementPositionGridSize()
[]
SLevelViewport::OnElementSelectionChanged
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
Called on all viewports, when element selection changes.
LevelEditor
void OnElementSelectionChanged ( const [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * SelectionSet, bool bForceRefresh )
[]
SLevelViewport::OnDecrementRotationGridSize
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
LevelEditor
virtual void OnDecrementRotationGridSize()
[]
SLevelViewport::OnFloatingButtonClicked
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
Actions to perform whenever the viewports floating buttons are pressed
LevelEditor
void OnFloatingButtonClicked()
[]
SLevelViewport::OnFocusViewportToSelection
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
SEditorViewportInterface
LevelEditor
virtual void OnFocusViewportToSelection()
[]
SLevelViewport::OnGetViewportBorderBrush
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
LevelEditor
virtual const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * OnGetViewportBorderBrush() const
[]
SLevelViewport::OnGetFocusedViewportIndicatorVisibility
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
The visibility of the viewport focus indicator.
LevelEditor
virtual [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) OnGetFocusedViewportIndicatorVisibility() const
[]
SLevelViewport::OnGetViewportBorderColorAndOpacity
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
LevelEditor
virtual [FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) OnGetViewportBorderColorAndOpacity() const
[]
SLevelViewport::OnGetViewportContentVisibility
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
The visibility of widgets in the viewport (e.g, menus). Note this is not the visibility of the scene rendered in the viewport
LevelEditor
virtual [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) OnGetViewportContentVisibility() const
[]
SLevelViewport::OnIncrementPositionGridSize
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
Changes the snapping grid size
LevelEditor
virtual void OnIncrementPositionGridSize()
[]
SLevelViewport::OnIncrementRotationGridSize
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
LevelEditor
virtual void OnIncrementRotationGridSize()
[]
SLevelViewport::OnJumpToBookmark
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
Called to jump to a bookmark
LevelEditor
void OnJumpToBookmark ( int32 BookmarkIndex )
[]
SLevelViewport::OnPreviewSelectedCamerasChange
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
Called when Preview Selected Cameras preference is changed.
LevelEditor
void OnPreviewSelectedCamerasChange()
[]
SLevelViewport::OnSetBookmark
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
Called to set a bookmark
LevelEditor
void OnSetBookmark ( int32 BookmarkIndex )
[]
SLevelViewport::OnSetViewportConfiguration
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
Sets the current layout on the parent tab that this viewport belongs to.
LevelEditor
void OnSetViewportConfiguration ( [FName](API\Runtime\Core\UObject\FName) ConfigurationName )
[]
SLevelViewport::OnSimulateSessionFinished
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
Called by the editor when simulate mode with this viewport finishes
LevelEditor
virtual void OnSimulateSessionFinished()
[]
SLevelViewport::OnSimulateSessionStarted
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
Called by the editor when simulate mode is started with this viewport
LevelEditor
virtual void OnSimulateSessionStarted()
[]
SLevelViewport::OnToggleMaximize
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
Called when the maximize command is executed
LevelEditor
[FReply](API\Runtime\SlateCore\Input\FReply) OnToggleMaximize()
[]
SLevelViewport::RegisterGameViewportIfPIE
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
Registers a game viewport with the Slate application so that specific messages can be routed directly to this level viewport if it is an active PIE viewport
LevelEditor
virtual void RegisterGameViewportIfPIE()
[]
SLevelViewport::RemoveAllPreviews
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
Unpin and close all actor preview windows
LevelEditor
void RemoveAllPreviews ( const bool bRemoveFromDesktopViewport )
[]
SLevelViewport::RemoveOverlayWidget
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
Removes a widget that was previously overlaid on to this viewport
LevelEditor
virtual void RemoveOverlayWidget ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > OverlaidWidget )
[]
SLevelViewport::SetActorAlwaysPreview
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
For the specified actor, toggle Pinned/Unpinned of it's ActorPreview
LevelEditor
void SetActorAlwaysPreview ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > PreviewActor, bool bAlwaysPreview )
[]
SLevelViewport::SaveConfig
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
Saves this viewport's config toULevelEditorViewportSettings
LevelEditor
void SaveConfig ( const [FString](API\Runtime\Core\Containers\FString) & ConfigName ) const
[]
SLevelViewport::SetAllowsCinematicControl
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
Sets whether the viewport should allow cinematic control
LevelEditor
void SetAllowsCinematicControl ( bool bAllow )
[]
SLevelViewport::SetDeviceProfileString
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
Set the device profile name
LevelEditor
void SetDeviceProfileString ( const [FString](API\Runtime\Core\Containers\FString) & ProfileName )
[]
SLevelViewport::SetKeyboardFocusToThisViewport
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
Sets Slate keyboard focus to this viewport
LevelEditor
void SetKeyboardFocusToThisViewport()
[]
SLevelViewport::SetViewportTypeWithinLayout
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
Set this level viewport widget's type within its parent layout
LevelEditor
void SetViewportTypeWithinLayout ( [FName](API\Runtime\Core\UObject\FName) InLayoutType )
[]
SLevelViewport::StartPlayInEditorSession
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
IAssetViewportInterface
LevelEditor
virtual void StartPlayInEditorSession ( [UGameViewportClient](API\Runtime\Engine\Engine\UGameViewportClient) * PlayClient, const bool bInSimulateInEditor )
[]
SLevelViewport::SwapViewportsForPlayInEditor
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
Swaps the active SIE viewport client with the inactive PIE viewport (Swaps back to the game) It is not valid to call this unless we have an active simulate in editor session
LevelEditor
virtual void SwapViewportsForPlayInEditor()
[]
SLevelViewport::SwapViewportsForSimulateInEditor
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
Swaps the active PIE viewport client with the level editor viewport client for simulate in editor It is not valid to call this unless we have an active play in editor session
LevelEditor
virtual void SwapViewportsForSimulateInEditor()
[]
SLevelViewport::ToggleActorPilotCameraView
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
Toggles enabling the exact camera view when locking a viewport to a camera
LevelEditor
void ToggleActorPilotCameraView()
[]
SLevelViewport::ToggleActorPreviewIsPanelDetached
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
For the specified actor, toggle whether the panel is detached from it
LevelEditor
void ToggleActorPreviewIsPanelDetached ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > PreviewActor )
[]
SLevelViewport::ToggleActorPreviewIsPinned
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
For the specified actor, toggle Pinned/Unpinned of it's ActorPreview
LevelEditor
void ToggleActorPreviewIsPinned ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > PreviewActor )
[]
SLevelViewport::ToggleAllFoliageTypes
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
Toggles all foliage types visibility
LevelEditor
void ToggleAllFoliageTypes ( bool bVisible )
[]
SLevelViewport::ToggleInViewportContextMenu
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
Called when the user wants to show the in-viewport context menu
LevelEditor
virtual void ToggleInViewportContextMenu()
[]
SLevelViewport::ToggleShowFoliageType
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
Toggles foliage type visibility in this viewport
LevelEditor
void ToggleShowFoliageType ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< class [UFoliageType](API\Runtime\Foliage\UFoliageType) > FoliageType )
[]
SLevelViewport::ToggleShowLayer
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
Called when the user toggles a layer from Layers sub-menu.
LevelEditor
void ToggleShowLayer ( [FName](API\Runtime\Core\UObject\FName) LayerName )
[]
SLevelViewport::SLevelViewport
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
LevelEditor
SLevelViewport()
[]
SLevelViewport::~SLevelViewport
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
LevelEditor
~SLevelViewport()
[]
SLevelViewport::ToggleViewportTypeActivationWithinLayout
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
Activates the specified viewport type in the layout, if it's not already, or reverts to default if it is.
LevelEditor
void ToggleViewportTypeActivationWithinLayout ( [FName](API\Runtime\Core\UObject\FName) InLayoutType )
[]
SLevelViewport::ToggleGameView
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
Called when game view should be toggled
LevelEditor
virtual void ToggleGameView()
[]
SLevelViewport
/Engine/Source/Editor/LevelEditor/Public/SLevelViewport.h
Encapsulates anSViewportand an SLevelViewportToolBar
LevelEditor
class SLevelViewport : public [SAssetEditorViewport](API\Editor\UnrealEd\SAssetEditorViewport), public [IAssetViewport](API\Editor\UnrealEd\IAssetViewport)
[]
ULevelEditorContextMenuContext::GetScriptHitProxyElement
/Engine/Source/Editor/LevelEditor/Public/LevelEditorMenuContext.h
LevelEditor
[FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) GetScriptHitProxyElement()
[]
ULevelEditorContextMenuContext
/Engine/Source/Editor/LevelEditor/Public/LevelEditorMenuContext.h
LevelEditor
class ULevelEditorContextMenuContext : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "ELevelEditorMen...", "name": "ContextType", "description": "" }, { "type": "TObjectPtr< con...", "name": "CurrentSelection", "description": "" }, { "type": "FVector", "name": "CursorWorldLocation", "description": "" }, { "type": "TWeakObjectPtr<...", ...
ULevelEditorMenuContext
/Engine/Source/Editor/LevelEditor/Public/LevelEditorMenuContext.h
LevelEditor
class ULevelEditorMenuContext : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "TWeakPtr< SLeve...", "name": "LevelEditor", "description": "" } ]
ULevelEditorSubsystem::BuildLightMaps
/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
Build Light Maps and optionally the reflection captures. True if build was successful.
LevelEditor
bool BuildLightMaps ( ELightingBuildQuality Quality, bool bWithReflectionCaptures )
[]
ULevelEditorSubsystem::CanResetContext
/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
LevelEditor
virtual bool CanResetContext ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld ) const
[]
ULevelEditorSubsystem::Deinitialize
/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
Implement this for deinitialization of instances of the system
LevelEditor
virtual void Deinitialize()
[]
ULevelEditorSubsystem::EditorGetGameView
/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
LevelEditor
bool EditorGetGameView ( [FName](API\Runtime\Core\UObject\FName) ViewportConfigKey )
[]
ULevelEditorSubsystem::EditorInvalidateViewports
/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
LevelEditor
void EditorInvalidateViewports()
[]
ULevelEditorSubsystem::EditorPlaySimulate
/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
LevelEditor
void EditorPlaySimulate()
[]
ULevelEditorSubsystem::EditorRequestEndPlay
/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
LevelEditor
void EditorRequestEndPlay()
[]
ULevelEditorSubsystem::EditorSetGameView
/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
LevelEditor
void EditorSetGameView ( bool bGameView, [FName](API\Runtime\Core\UObject\FName) ViewportConfigKey )
[]
ULevelEditorSubsystem::EjectPilotLevelActor
/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
LevelEditor
void EjectPilotLevelActor ( [FName](API\Runtime\Core\UObject\FName) ViewportConfigKey )
[]
ULevelEditorSubsystem::ExtendQuickActionMenu
/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
LevelEditor
void ExtendQuickActionMenu()
[]
ULevelEditorSubsystem::GetActiveViewportConfigKey
/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
LevelEditor
[FName](API\Runtime\Core\UObject\FName) GetActiveViewportConfigKey()
[]
ULevelEditorSubsystem::GetActorEditorContextDisplayInfo
/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
LevelEditor
virtual bool GetActorEditorContextDisplayInfo ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [FActorEditorContextClientDisplayInfo](API\Editor\UnrealEd\FActorEditorContextClientDisplay-) & OutDiplayInfo ) const
[]
ULevelEditorSubsystem::GetActorEditorContextWidget
/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
LevelEditor
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetActorEditorContextWidget ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld ) const
[]
ULevelEditorSubsystem::GetAllowsCinematicControl
/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
LevelEditor
bool GetAllowsCinematicControl ( [FName](API\Runtime\Core\UObject\FName) ViewportConfigKey )
[]
ULevelEditorSubsystem::GetCurrentLevel
/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
Get the current level used by the world editor. The current level
LevelEditor
[ULevel](API\Runtime\Engine\Engine\ULevel) * GetCurrentLevel()
[]
ULevelEditorSubsystem::GetLevelEditorModeManager
/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
Gets the global level editor mode manager, if we have one. The mode manager is not created in commandlet environments, because modes inherently imply user interactions.
LevelEditor
[FEditorModeTools](API\Editor\UnrealEd\FEditorModeTools) * GetLevelEditorModeManager()
[]
ULevelEditorSubsystem::GetOnActorEditorContextClientChanged
/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
LevelEditor
virtual FOnActorEditorContextClientChanged & GetOnActorEditorContextClientChanged()
[]
ULevelEditorSubsystem::GetPilotLevelActor
/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
LevelEditor
[AActor](API\Runtime\Engine\GameFramework\AActor) * GetPilotLevelActor ( [FName](API\Runtime\Core\UObject\FName) ViewportConfigKey )
[]
ULevelEditorSubsystem::GetSelectionSet
/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
Get the selection set for the current world, you can use this to track and create changes to the level editor's selection
LevelEditor
[UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * GetSelectionSet()
[]
ULevelEditorSubsystem::GetViewportConfigKeys
/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
LevelEditor
[TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetViewportConfigKeys()
[]
ULevelEditorSubsystem::Initialize
/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
Implement this for initialization of instances of the system
LevelEditor
virtual void Initialize ( [FSubsystemCollectionBase](API\Runtime\Engine\Subsystems\FSubsystemCollectionBase) & Collection )
[]
ULevelEditorSubsystem::IsInPlayInEditor
/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
LevelEditor
bool IsInPlayInEditor() const
[]
ULevelEditorSubsystem::LoadLevel
/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
Close the current Persistent Level (without saving it). Loads the specified level. True if the operation succeeds.
LevelEditor
bool LoadLevel ( const [FString](API\Runtime\Core\Containers\FString) & AssetPath )
[]
ULevelEditorSubsystem::NewLevel
/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
Close the current Persistent Level (without saving it). Create a new blank Level and save it. Load the new created level. Editor Scripting | Level True if the operation succeeds.
LevelEditor
bool NewLevel ( const [FString](API\Runtime\Core\Containers\FString) & AssetPath )
[]
ULevelEditorSubsystem::NewLevelFromTemplate
/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
Close the current Persistent Level (without saving it). Create a new Level base on another level and save it. Load the new created level. True if the operation succeeds.
LevelEditor
bool NewLevelFromTemplate ( const [FString](API\Runtime\Core\Containers\FString) & AssetPath, const [FString](API\Runtime\Core\Containers\FString) & TemplateAssetPath )
[]
ULevelEditorSubsystem::OnExecuteActorEditorContextAction
/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
LevelEditor
virtual void OnExecuteActorEditorContextAction ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const EActorEditorContextAction & InType, class [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )
[]
ULevelEditorSubsystem::PilotLevelActor
/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
LevelEditor
void PilotLevelActor ( const [FToolMenuContext](API\Developer\ToolMenus\FToolMenuContext) & InContext )
[]
ULevelEditorSubsystem::PilotLevelActor
/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
LevelEditor
void PilotLevelActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorToPilot, [FName](API\Runtime\Core\UObject\FName) ViewportConfigKey )
[]
ULevelEditorSubsystem::SaveAllDirtyLevels
/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
Saves all Level currently loaded by the World Editor. True if the operation succeeds.
LevelEditor
bool SaveAllDirtyLevels()
[]
ULevelEditorSubsystem::SaveCurrentLevel
/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
Saves the specified Level. Must already be saved at lease once to have a valid path. True if the operation succeeds.
LevelEditor
bool SaveCurrentLevel()
[]
ULevelEditorSubsystem::SetAllowsCinematicControl
/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
LevelEditor
void SetAllowsCinematicControl ( bool bAllow, [FName](API\Runtime\Core\UObject\FName) ViewportConfigKey )
[]
ULevelEditorSubsystem::SetCurrentLevelByName
/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
Set the current level used by the world editor. If more than one level shares the same name, the first one encounter of that level name will be used. True if the operation succeeds.
LevelEditor
bool SetCurrentLevelByName ( [FName](API\Runtime\Core\UObject\FName) LevelName )
[]
ULevelEditorSubsystem
/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
ULevelEditorSubsystemSubsystem for exposing Level Editor related functionality to scripts
LevelEditor
class ULevelEditorSubsystem : public [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem), public [IActorEditorContextClient](API\Editor\UnrealEd\IActorEditorContextClient)
[ { "type": "FOnLevelEditorE...", "name": "OnEditorCameraMoved", "description": "Expose EditorCameraMoved to blueprints" }, { "type": "FOnLevelEditorM...", "name": "OnMapChanged", "description": "Expose MapChanged to blueprints." }, { "type": "FOnLevelEditorM...", "name": "OnMa...
ULevelViewportToolBarContext::GetLevelViewportClient
/Engine/Source/Editor/LevelEditor/Public/LevelEditorMenuContext.h
LevelEditor
[FLevelEditorViewportClient](API\Editor\UnrealEd\FLevelEditorViewportClient) * GetLevelViewportClient()
[]
ULevelViewportToolBarContext
/Engine/Source/Editor/LevelEditor/Public/LevelEditorMenuContext.h
LevelEditor
class ULevelViewportToolBarContext : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "TWeakPtr< SLeve...", "name": "LevelViewportToolBarWidget", "description": "" }, { "type": "TWeakPtr< const...", "name": "LevelViewportToolBarWidgetConst", "description": "" } ]
UQuickActionMenuContext
/Engine/Source/Editor/LevelEditor/Public/LevelEditorMenuContext.h
LevelEditor
class UQuickActionMenuContext : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "TObjectPtr< con...", "name": "CurrentSelection", "description": "" } ]