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IPinnedCommandList::HasAnyCommands
/Engine/Source/Editor/PinnedCommandList/Public/IPinnedCommandList.h
true if any commands are assigned
PinnedCommandList
bool HasAnyCommands() const
[]
IPinnedCommandList::RegisterCustomWidget
/Engine/Source/Editor/PinnedCommandList/Public/IPinnedCommandList.h
Register a custom widget. This allows the widget to be dynamically reconstructed according to the persisted commands.
PinnedCommandList
void RegisterCustomWidget ( [FOnGenerateCustomWidget](API\Editor\PinnedCommandList\IPinnedCommandList\FOnGenerateCustomWidget) InOnGenerateCustomWidget, [FName](API\Runtime\Core\UObject\FName) InCustomWidgetIdentifier, [TAttribute](API\Runtime\Core\Misc\TAttribute)< [FText](API\Runtime\Core\Internationalization\FText) ...
[]
IPinnedCommandList::RemoveAllCommands
/Engine/Source/Editor/PinnedCommandList/Public/IPinnedCommandList.h
Removes all commands in the list
PinnedCommandList
void RemoveAllCommands()
[]
IPinnedCommandList::RemoveCommand
/Engine/Source/Editor/PinnedCommandList/Public/IPinnedCommandList.h
Remove a command from the pinned list.
PinnedCommandList
void RemoveCommand ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< const [FUICommandInfo](API\Runtime\Slate\Framework\Commands\FUICommandInfo) > & InUICommandInfo )
[]
IPinnedCommandList::RemoveCustomWidget
/Engine/Source/Editor/PinnedCommandList/Public/IPinnedCommandList.h
Remove a custom widget from the pinned list
PinnedCommandList
void RemoveCustomWidget ( [FName](API\Runtime\Core\UObject\FName) InCustomWidgetIdentifier )
[]
IPinnedCommandList::SetStyle
/Engine/Source/Editor/PinnedCommandList/Public/IPinnedCommandList.h
Set a menu style to use when building command widgets.
PinnedCommandList
void SetStyle ( const [ISlateStyle](API\Runtime\SlateCore\Styling\ISlateStyle) * InStyleSet, const [FName](API\Runtime\Core\UObject\FName) & InStyleName )
[]
IPinnedCommandList
/Engine/Source/Editor/PinnedCommandList/Public/IPinnedCommandList.h
If usingFUICommandList_Pinnablecustom widget interactions will be automatically forwarded to the pinned commands list, butFUICommandList_Pinnable::OnCustomWidgetInteractiondoesneed to be called when widgets are interacted with to automatically add the custom widget to the pinned commands list.
PinnedCommandList
class IPinnedCommandList : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)
[]
IPinnedCommandListModule::CreatePinnedCommandList
/Engine/Source/Editor/PinnedCommandList/Public/IPinnedCommandListModule.h
Create a pinned commands list widget a new pinned commands widget
PinnedCommandList
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPinnedCommandList](API\Editor\PinnedCommandList\IPinnedCommandList) > CreatePinnedCommandList ( const [FName](API\Runtime\Core\UObject\FName) & InContextName )
[]
IPinnedCommandListModule
/Engine/Source/Editor/PinnedCommandList/Public/IPinnedCommandListModule.h
PinnedCommandList
class IPinnedCommandListModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
[]
FPixelInspectorModule::ActivateCoordinateMode
/Engine/Source/Editor/PixelInspector/Public/PixelInspectorModule.h
PixelInspectorModule
virtual void ActivateCoordinateMode()
[]
FPixelInspectorModule::CreatePixelInspectorRequest
/Engine/Source/Editor/PixelInspector/Public/PixelInspectorModule.h
PixelInspectorModule
virtual void CreatePixelInspectorRequest ( FVector2D InspectViewportUV, int32 ViewportUniqueId, [FSceneInterface](API\Runtime\Engine\FSceneInterface) * SceneInterface, bool bInGameViewMode, float InPreExposure )
[]
FPixelInspectorModule::CreatePixelInspectorWidget
/Engine/Source/Editor/PixelInspector/Public/PixelInspectorModule.h
Creates the HLOD Outliner widget
PixelInspectorModule
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreatePixelInspectorWidget()
[]
FPixelInspectorModule::GetCoordinatePosition
/Engine/Source/Editor/PixelInspector/Public/PixelInspectorModule.h
PixelInspectorModule
virtual void GetCoordinatePosition ( FIntPoint & InspectViewportCoordinate, uint32 & InspectViewportId )
[]
FPixelInspectorModule::GetViewportRealtime
/Engine/Source/Editor/PixelInspector/Public/PixelInspectorModule.h
PixelInspectorModule
virtual bool GetViewportRealtime ( int32 ViewportUid, bool IsCurrentlyRealtime, bool IsMouseInsideViewport )
[]
FPixelInspectorModule::IsPixelInspectorEnable
/Engine/Source/Editor/PixelInspector/Public/PixelInspectorModule.h
PixelInspectorModule
virtual bool IsPixelInspectorEnable()
[]
FPixelInspectorModule::RegisterTabSpawner
/Engine/Source/Editor/PixelInspector/Public/PixelInspectorModule.h
PixelInspectorModule
virtual void RegisterTabSpawner ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FWorkspaceItem](API\Runtime\Slate\Framework\Docking\FWorkspaceItem) > & WorkspaceGroup )
[]
FPixelInspectorModule::ReadBackSync
/Engine/Source/Editor/PixelInspector/Public/PixelInspectorModule.h
PixelInspectorModule
virtual void ReadBackSync()
[]
FPixelInspectorModule::SetCoordinatePosition
/Engine/Source/Editor/PixelInspector/Public/PixelInspectorModule.h
PixelInspectorModule
virtual void SetCoordinatePosition ( FIntPoint & InspectViewportCoordinate, bool ReleaseAllRequest )
[]
FPixelInspectorModule::SetViewportInformation
/Engine/Source/Editor/PixelInspector/Public/PixelInspectorModule.h
PixelInspectorModule
virtual void SetViewportInformation ( int32 ViewportUniqueId, FIntPoint ViewportSize )
[]
FPixelInspectorModule::StartupModule
/Engine/Source/Editor/PixelInspector/Public/PixelInspectorModule.h
Called right after the module DLL has been loaded and the module object has been created
PixelInspectorModule
virtual void StartupModule()
[]
FPixelInspectorModule::ShutdownModule
/Engine/Source/Editor/PixelInspector/Public/PixelInspectorModule.h
Called before the module is unloaded, right before the module object is destroyed.
PixelInspectorModule
virtual void ShutdownModule()
[]
FPixelInspectorModule::UnregisterTabSpawner
/Engine/Source/Editor/PixelInspector/Public/PixelInspectorModule.h
PixelInspectorModule
virtual void UnregisterTabSpawner()
[]
FPixelInspectorModule
/Engine/Source/Editor/PixelInspector/Public/PixelInspectorModule.h
The module holding all of the UI related pieces for pixel inspector
PixelInspectorModule
class FPixelInspectorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
[]
FActorPlacementInfo::operator==
/Engine/Source/Editor/PlacementMode/Public/ActorPlacementInfo.h
PlacementMode
bool operator== ( const [FActorPlacementInfo](API\Editor\PlacementMode\FActorPlacementInfo) & Other ) const
[]
FActorPlacementInfo::operator!=
/Engine/Source/Editor/PlacementMode/Public/ActorPlacementInfo.h
PlacementMode
bool operator!= ( const [FActorPlacementInfo](API\Editor\PlacementMode\FActorPlacementInfo) & Other ) const
[]
FActorPlacementInfo::ToString
/Engine/Source/Editor/PlacementMode/Public/ActorPlacementInfo.h
PlacementMode
[FString](API\Runtime\Core\Containers\FString) ToString() const
[]
FActorPlacementInfo::FActorPlacementInfo
/Engine/Source/Editor/PlacementMode/Public/ActorPlacementInfo.h
PlacementMode
FActorPlacementInfo ( const [FString](API\Runtime\Core\Containers\FString) & String )
[]
FActorPlacementInfo::FActorPlacementInfo
/Engine/Source/Editor/PlacementMode/Public/ActorPlacementInfo.h
PlacementMode
FActorPlacementInfo ( const [FString](API\Runtime\Core\Containers\FString) & InObjectPath, const [FString](API\Runtime\Core\Containers\FString) & InFactory )
[]
FActorPlacementInfo
/Engine/Source/Editor/PlacementMode/Public/ActorPlacementInfo.h
PlacementMode
class FActorPlacementInfo
[ { "type": "FString", "name": "Factory", "description": "" }, { "type": "FString", "name": "ObjectPath", "description": "" } ]
FBuiltInPlacementCategories::AllClasses
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
PlacementMode
static [FName](API\Runtime\Core\UObject\FName) AllClasses()
[]
FBuiltInPlacementCategories::Basic
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
PlacementMode
static [FName](API\Runtime\Core\UObject\FName) Basic()
[]
FBuiltInPlacementCategories::Lights
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
PlacementMode
static [FName](API\Runtime\Core\UObject\FName) Lights()
[]
FBuiltInPlacementCategories::RecentlyPlaced
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
PlacementMode
static [FName](API\Runtime\Core\UObject\FName) RecentlyPlaced()
[]
FBuiltInPlacementCategories::Shapes
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
PlacementMode
static [FName](API\Runtime\Core\UObject\FName) Shapes()
[]
FBuiltInPlacementCategories::Visual
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
PlacementMode
static [FName](API\Runtime\Core\UObject\FName) Visual()
[]
FBuiltInPlacementCategories::Volumes
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
PlacementMode
static [FName](API\Runtime\Core\UObject\FName) Volumes()
[]
FBuiltInPlacementCategories
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
Structure of built-in placement categories. Defined as functions to enable external use without linkage
PlacementMode
struct FBuiltInPlacementCategories
[]
FPlaceableItem::AutoSetDisplayName
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
Deprecated* Use AutoSetNativeAndDisplayName instead
PlacementMode
void AutoSetDisplayName()
[]
FPlaceableItem::AutoSetNativeAndDisplayName
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
Automatically set this item's native and display names from its class or asset
PlacementMode
void AutoSetNativeAndDisplayName()
[]
FPlaceableItem::GetNativeFName
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
Return NativeName as anFName(and cache it)
PlacementMode
[FName](API\Runtime\Core\UObject\FName) GetNativeFName() const
[]
FPlaceableItem::FPlaceableItem
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
Default constructor
PlacementMode
FPlaceableItem()
[]
FPlaceableItem::FPlaceableItem
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
Constructor for any placeable class
PlacementMode
FPlaceableItem ( [UClass](API\Runtime\CoreUObject\UObject\UClass) & InAssetClass, [TOptional](API\Runtime\Core\IO\TOptional)< int32 > InSortOrder )
[]
FPlaceableItem::FPlaceableItem
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
Constructor that takes a specific factory and asset
PlacementMode
FPlaceableItem ( [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * InFactory, const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, [TOptional](API\Runtime\Core\IO\TOptional)< int32 > InSortOrder )
[]
FPlaceableItem::FPlaceableItem
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
Constructor for any placeable class with associated asset data, brush and display name overrides
PlacementMode
FPlaceableItem ( [UClass](API\Runtime\CoreUObject\UObject\UClass) & InAssetClass, const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, [FName](API\Runtime\Core\UObject\FName) InClassThumbnailBrushOverride, [FName](API\Runtime\Core\UObject\FName) InClassIconBrushOverride, [TOptional](API\R...
[]
FPlaceableItem
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
Structure defining a placeable item in the placement mode panel
PlacementMode
struct FPlaceableItem
[ { "type": "FAssetData", "name": "AssetData", "description": "Asset data pertaining to the class" }, { "type": "TOptional<FLin...", "name": "AssetTypeColorOverride", "description": "Optional overridden color tint for the asset" }, { "type": "bool", "name": "bAlwaysUseGenericTh...
FPlacementCategory::operator=
/Engine/Source/Editor/PlacementMode/Public/PlacementModeModule.h
PlacementMode
[FPlacementCategory](API\Editor\PlacementMode\FPlacementCategory) & operator= ( [FPlacementCategory](API\Editor\PlacementMode\FPlacementCategory) && In )
[]
FPlacementCategory::FPlacementCategory
/Engine/Source/Editor/PlacementMode/Public/PlacementModeModule.h
PlacementMode
FPlacementCategory ( const [FPlacementCategoryInfo](API\Editor\PlacementMode\FPlacementCategoryInfo) & SourceInfo )
[]
FPlacementCategory::FPlacementCategory
/Engine/Source/Editor/PlacementMode/Public/PlacementModeModule.h
PlacementMode
FPlacementCategory ( [FPlacementCategory](API\Editor\PlacementMode\FPlacementCategory) && In )
[]
FPlacementCategory
/Engine/Source/Editor/PlacementMode/Public/PlacementModeModule.h
PlacementMode
struct FPlacementCategory : public [FPlacementCategoryInfo](API\Editor\PlacementMode\FPlacementCategoryInfo)
[ { "type": "TMap<FGuid,TS...", "name": "Items", "description": "" } ]
FPlacementCategoryInfo::FPlacementCategoryInfo
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
PlacementMode
FPlacementCategoryInfo ( [FText](API\Runtime\Core\Internationalization\FText) InDisplayName, [FName](API\Runtime\Core\UObject\FName) InHandle, [FString](API\Runtime\Core\Containers\FString) InTag, int32 InSortOrder, bool bInSortable )
[]
FPlacementCategoryInfo::FPlacementCategoryInfo
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
PlacementMode
FPlacementCategoryInfo ( [FText](API\Runtime\Core\Internationalization\FText) InDisplayName, [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) InDisplayIcon, [FName](API\Runtime\Core\UObject\FName) InHandle, [FString](API\Runtime\Core\Containers\FString) InTag, int32 InSortOrder, bool bInSortable )
[]
FPlacementCategoryInfo
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
Struct providing information for a user category of placement objects
PlacementMode
struct FPlacementCategoryInfo
[ { "type": "bool", "name": "bSortable", "description": "Whether the items in this category are automatically sortable by name." }, { "type": "TFunction<TSha...", "name": "CustomGenerator", "description": "Optional generator function used to construct this category's tab content." }, {...
FPlacementModeID::operator=
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
PlacementMode
[FPlacementModeID](API\Editor\PlacementMode\FPlacementModeID) & operator= ( const [FPlacementModeID](API\Editor\PlacementMode\FPlacementModeID) & )
[]
FPlacementModeID::FPlacementModeID
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
PlacementMode
FPlacementModeID&40;&41;
[]
FPlacementModeID::FPlacementModeID
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
PlacementMode
FPlacementModeID ( const [FPlacementModeID](API\Editor\PlacementMode\FPlacementModeID) & )
[]
FPlacementModeID
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
Struct that defines an identifier for a particular placeable item in this module. Only be obtainable throughIPlacementModeModule::RegisterPlaceableItem
PlacementMode
class FPlacementModeID
[]
FPlacementModeModule::AddToRecentlyPlaced
/Engine/Source/Editor/PlacementMode/Public/PlacementModeModule.h
Add the specified assets to the recently placed items list
PlacementMode
virtual void AddToRecentlyPlaced ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & PlacedObjects, [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * FactoryUsed )
[]
FPlacementModeModule::AddToRecentlyPlaced
/Engine/Source/Editor/PlacementMode/Public/PlacementModeModule.h
Add the specified asset to the recently placed items list
PlacementMode
virtual void AddToRecentlyPlaced ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * FactoryUsed )
[]
FPlacementModeModule::CreatePlacementModeBrowser
/Engine/Source/Editor/PlacementMode/Public/PlacementModeModule.h
Creates the placement browser widget
PlacementMode
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreatePlacementModeBrowser ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > ParentTab )
[]
FPlacementModeModule::GetCategoryPermissionList
/Engine/Source/Editor/PlacementMode/Public/PlacementModeModule.h
Placement categories deny list
PlacementMode
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FNamePermissionList](API\Runtime\Core\Misc\FNamePermissionList) > & GetCategoryPermissionList()
[]
FPlacementModeModule::GetFilteredItemsForCategory
/Engine/Source/Editor/PlacementMode/Public/PlacementModeModule.h
Get all items in a given category, system and user filtered, unsorted
PlacementMode
virtual void GetFilteredItemsForCategory ( [FName](API\Runtime\Core\UObject\FName) Category, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FPlaceableItem](API\Editor\PlacementMode\FPlaceableItem) >> & OutItems, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFuncti...
[]
FPlacementModeModule::GetItemsForCategory
/Engine/Source/Editor/PlacementMode/Public/PlacementModeModule.h
Get all items in a given category, system filtered, unsorted
PlacementMode
virtual void GetItemsForCategory ( [FName](API\Runtime\Core\UObject\FName) Category, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FPlaceableItem](API\Editor\PlacementMode\FPlaceableItem) >> & OutItems ) const
[]
FPlacementModeModule::GetRecentlyPlaced
/Engine/Source/Editor/PlacementMode/Public/PlacementModeModule.h
Get a copy of the recently placed items list
PlacementMode
virtual const [TArray](API\Runtime\Core\Containers\TArray)< [FActorPlacementInfo](API\Editor\PlacementMode\FActorPlacementInfo) > & GetRecentlyPlaced() const
[]
FPlacementModeModule::GetRegisteredPlacementCategory
/Engine/Source/Editor/PlacementMode/Public/PlacementModeModule.h
Retrieve an already registered category Ptr to the category's information structure, or nullptr if it does not exit
PlacementMode
virtual const [FPlacementCategoryInfo](API\Editor\PlacementMode\FPlacementCategoryInfo) * GetRegisteredPlacementCategory ( [FName](API\Runtime\Core\UObject\FName) UniqueHandle ) const
[]
FPlacementModeModule::OnAllPlaceableAssetsChanged
/Engine/Source/Editor/PlacementMode/Public/PlacementModeModule.h
PlacementMode
virtual FOnAllPlaceableAssetsChanged & OnAllPlaceableAssetsChanged()
[]
FPlacementModeModule::GetSortedCategories
/Engine/Source/Editor/PlacementMode/Public/PlacementModeModule.h
Get all placement categories that aren't denied, sorted by SortOrder
PlacementMode
virtual void GetSortedCategories ( [TArray](API\Runtime\Core\Containers\TArray)< [FPlacementCategoryInfo](API\Editor\PlacementMode\FPlacementCategoryInfo) > & OutCategories ) const
[]
FPlacementModeModule::OnPlaceableItemFilteringChanged
/Engine/Source/Editor/PlacementMode/Public/PlacementModeModule.h
PlacementMode
virtual FOnPlaceableItemFilteringChanged & OnPlaceableItemFilteringChanged()
[]
FPlacementModeModule::OnPlacementModeCategoryListChanged
/Engine/Source/Editor/PlacementMode/Public/PlacementModeModule.h
PlacementMode
virtual [FOnPlacementModeCategoryListChanged](API\Editor\PlacementMode\IPlacementModeModule\FOnPlacementModeCategoryListChan-) & OnPlacementModeCategoryListChanged()
[]
FPlacementModeModule::OnPlacementModeCategoryRefreshed
/Engine/Source/Editor/PlacementMode/Public/PlacementModeModule.h
PlacementMode
virtual [FOnPlacementModeCategoryRefreshed](API\Editor\PlacementMode\IPlacementModeModule\FOnPlacementModeCategoryRefreshe-) & OnPlacementModeCategoryRefreshed()
[]
FPlacementModeModule::OnRecentlyPlacedChanged
/Engine/Source/Editor/PlacementMode/Public/PlacementModeModule.h
PlacementMode
virtual [FOnRecentlyPlacedChanged](API\Editor\PlacementMode\IPlacementModeModule\FOnRecentlyPlacedChanged) & OnRecentlyPlacedChanged()
[]
FPlacementModeModule::PreUnloadCallback
/Engine/Source/Editor/PlacementMode/Public/PlacementModeModule.h
Called before the module is unloaded, right before the module object is destroyed.
PlacementMode
virtual void PreUnloadCallback()
[]
FPlacementModeModule::RegenerateItemsForCategory
/Engine/Source/Editor/PlacementMode/Public/PlacementModeModule.h
Instruct the category associated with the specified unique handle that it should regenerate its items
PlacementMode
virtual void RegenerateItemsForCategory ( [FName](API\Runtime\Core\UObject\FName) Category )
[]
FPlacementModeModule::RegisterPlaceableItem
/Engine/Source/Editor/PlacementMode/Public/PlacementModeModule.h
Register a new placeable item for the specified category Optional unique identifier for the registered item, or empty on failure (if the category doesn't exist)
PlacementMode
virtual [TOptional](API\Runtime\Core\IO\TOptional)< [FPlacementModeID](API\Editor\PlacementMode\FPlacementModeID) > RegisterPlaceableItem ( [FName](API\Runtime\Core\UObject\FName) CategoryName, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FPlaceableItem](API\Editor\PlacementMode\FPlaceableItem) > & Item ...
[]
FPlacementModeModule::RegisterPlaceableItemFilter
/Engine/Source/Editor/PlacementMode/Public/PlacementModeModule.h
Registers system-level (not user) filtering for placeable items. An item is displayed if at least one of the predicate returns true or if there's none registered. False on failure to register the predicate because one already exists under the specified owner name
PlacementMode
virtual bool RegisterPlaceableItemFilter ( [TPlaceableItemPredicate](API\Editor\PlacementMode\IPlacementModeModule\TPlaceableItemPredicate) Predicate, [FName](API\Runtime\Core\UObject\FName) OwnerName )
[]
FPlacementModeModule::RegisterPlacementCategory
/Engine/Source/Editor/PlacementMode/Public/PlacementModeModule.h
Register a new category of placement items true on success, false on failure (probably if the category's unique handle is already in use)
PlacementMode
virtual bool RegisterPlacementCategory ( const [FPlacementCategoryInfo](API\Editor\PlacementMode\FPlacementCategoryInfo) & Info )
[]
FPlacementModeModule::StartupModule
/Engine/Source/Editor/PlacementMode/Public/PlacementModeModule.h
Called right after the module's DLL has been loaded and the module object has been created
PlacementMode
virtual void StartupModule()
[]
FPlacementModeModule::UnregisterPlaceableItemFilter
/Engine/Source/Editor/PlacementMode/Public/PlacementModeModule.h
Registers system-level (not user) filtering for placeable items. An item is displayed if at least one of the predicate returns true or if there's none registered.
PlacementMode
virtual void UnregisterPlaceableItemFilter ( [FName](API\Runtime\Core\UObject\FName) OwnerName )
[]
FPlacementModeModule::UnregisterPlaceableItem
/Engine/Source/Editor/PlacementMode/Public/PlacementModeModule.h
Unregister a previously registered placeable item
PlacementMode
virtual void UnregisterPlaceableItem ( [FPlacementModeID](API\Editor\PlacementMode\FPlacementModeID) ID )
[]
FPlacementModeModule::UnregisterPlacementCategory
/Engine/Source/Editor/PlacementMode/Public/PlacementModeModule.h
Unregister a previously registered category
PlacementMode
virtual void UnregisterPlacementCategory ( [FName](API\Runtime\Core\UObject\FName) Handle )
[]
FPlacementModeModule::FPlacementModeModule
/Engine/Source/Editor/PlacementMode/Public/PlacementModeModule.h
PlacementMode
FPlacementModeModule()
[]
FPlacementModeModule
/Engine/Source/Editor/PlacementMode/Public/PlacementModeModule.h
PlacementMode
class FPlacementModeModule : public [IPlacementModeModule](API\Editor\PlacementMode\IPlacementModeModule)
[]
IPlacementModeModule::AddToRecentlyPlaced
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
Add the specified assets to the recently placed items list
PlacementMode
void AddToRecentlyPlaced ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & Assets, [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * FactoryUsed )
[]
IPlacementModeModule::AddToRecentlyPlaced
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
Add the specified asset to the recently placed items list
PlacementMode
void AddToRecentlyPlaced ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * FactoryUsed )
[]
IPlacementModeModule::CreatePlacementModeBrowser
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
Creates the placement browser widget
PlacementMode
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreatePlacementModeBrowser ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > ParentTab )
[]
FOnAllPlaceableAssetsChanged
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
PlacementMode
class FOnAllPlaceableAssetsChanged : public TBaseMulticastDelegate_NoParams< void >
[]
FOnPlaceableItemFilteringChanged
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
PlacementMode
class FOnPlaceableItemFilteringChanged : public TBaseMulticastDelegate_NoParams< void >
[]
FOnPlacementModeCategoryListChanged
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
PlacementMode
class FOnPlacementModeCategoryListChanged : public TBaseMulticastDelegate_NoParams< void >
[]
FOnPlacementModeCategoryRefreshed
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
PlacementMode
class FOnPlacementModeCategoryRefreshed : public TBaseMulticastDelegate_OneParam< void, FName >
[]
FOnRecentlyPlacedChanged
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
PlacementMode
class FOnRecentlyPlacedChanged : public TBaseMulticastDelegate_OneParam< void, const TArray< FActorPlacementInfo > & >
[]
IPlacementModeModule::Get
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already. Returns singleton instance, loading the module on demand if needed
PlacementMode
static [IPlacementModeModule](API\Editor\PlacementMode\IPlacementModeModule) & Get()
[]
IPlacementModeModule::GetCategoryPermissionList
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
Placement categories deny list
PlacementMode
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FNamePermissionList](API\Runtime\Core\Misc\FNamePermissionList) > & GetCategoryPermissionList()
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IPlacementModeModule::GetFilteredItemsForCategory
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
Get all items in a given category, system and user filtered, unsorted
PlacementMode
void GetFilteredItemsForCategory ( [FName](API\Runtime\Core\UObject\FName) Category, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FPlaceableItem](API\Editor\PlacementMode\FPlaceableItem) >> & OutItems, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< ...
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IPlacementModeModule::GetItemsForCategory
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
Get all items in a given category, system filtered, unsorted
PlacementMode
void GetItemsForCategory ( [FName](API\Runtime\Core\UObject\FName) Category, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FPlaceableItem](API\Editor\PlacementMode\FPlaceableItem) >> & OutItems ) const
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IPlacementModeModule::GetRecentlyPlaced
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
Get a copy of the recently placed items
PlacementMode
const [TArray](API\Runtime\Core\Containers\TArray)< [FActorPlacementInfo](API\Editor\PlacementMode\FActorPlacementInfo) > & GetRecentlyPlaced() const
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IPlacementModeModule::GetRegisteredPlacementCategory
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
Retrieve an already registered category Ptr to the category's information structure, or nullptr if it does not exit
PlacementMode
const [FPlacementCategoryInfo](API\Editor\PlacementMode\FPlacementCategoryInfo) * GetRegisteredPlacementCategory ( [FName](API\Runtime\Core\UObject\FName) UniqueHandle ) const
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IPlacementModeModule::GetSortedCategories
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
Get all placement categories that aren't denied, sorted by SortOrder
PlacementMode
void GetSortedCategories ( [TArray](API\Runtime\Core\Containers\TArray)< [FPlacementCategoryInfo](API\Editor\PlacementMode\FPlacementCategoryInfo) > & OutCategories ) const
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IPlacementModeModule::IsAvailable
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true. True if the module is loaded and ready to use
PlacementMode
static bool IsAvailable()
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IPlacementModeModule::OnAllPlaceableAssetsChanged
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
PlacementMode
[FOnAllPlaceableAssetsChanged](API\Editor\PlacementMode\IPlacementModeModule\FOnAllPlaceableAssetsChanged) & OnAllPlaceableAssetsChanged()
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IPlacementModeModule::OnPlaceableItemFilteringChanged
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
PlacementMode
[FOnPlaceableItemFilteringChanged](API\Editor\PlacementMode\IPlacementModeModule\FOnPlaceableItemFilteringChanged) & OnPlaceableItemFilteringChanged()
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IPlacementModeModule::OnPlacementModeCategoryListChanged
/Engine/Source/Editor/PlacementMode/Public/IPlacementModeModule.h
PlacementMode
[FOnPlacementModeCategoryListChanged](API\Editor\PlacementMode\IPlacementModeModule\FOnPlacementModeCategoryListChan-) & OnPlacementModeCategoryListChanged()
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