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 |
|---|---|---|---|---|---|
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": ""
}
] |
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