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FPropertyInfo::FPropertyInfo
/Engine/Source/Editor/PropertyEditor/Public/PropertyPath.h
PropertyEditor
FPropertyInfo()
[]
FPropertyInfo::FPropertyInfo
/Engine/Source/Editor/PropertyEditor/Public/PropertyPath.h
PropertyEditor
FPropertyInfo ( [TWeakFieldPtr](API\Runtime\CoreUObject\UObject\TWeakFieldPtr)< [FProperty](API\Runtime\CoreUObject\UObject\FProperty) > InProperty, int32 InArrayIndex )
[]
FPropertyInfo
/Engine/Source/Editor/PropertyEditor/Public/PropertyPath.h
PropertyEditor
struct FPropertyInfo
[ { "type": "int32", "name": "ArrayIndex", "description": "" }, { "type": "TWeakFieldPtr< ...", "name": "Property", "description": "" } ]
FPropertyListenerSettings
/Engine/Source/Editor/PropertyEditor/Public/IPropertyChangeListener.h
PropertyEditor
struct FPropertyListenerSettings
[ { "type": "bool", "name": "bIgnoreArrayProperties", "description": "Whether or not to ignore arrays (not the array elements but the array property itself" }, { "type": "bool", "name": "bIgnoreObjectProperties", "description": "Whether or not to ignore object properties" }, { "typ...
FPropertyPath::AddProperty
/Engine/Source/Editor/PropertyEditor/Public/PropertyPath.h
Add another property to be associated with this path
PropertyEditor
void AddProperty ( const [FPropertyInfo](API\Editor\PropertyEditor\FPropertyInfo) & InProperty )
[]
FPropertyPath::AreEqual
/Engine/Source/Editor/PropertyEditor/Public/PropertyPath.h
PropertyEditor
static bool AreEqual ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FPropertyPath](API\Editor\PropertyEditor\FPropertyPath) > & PathLhs, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FPropertyPath](API\Editor\PropertyEditor\FPropertyPath) > & PathRhs )
[]
FPropertyPath::CreateEmpty
/Engine/Source/Editor/PropertyEditor/Public/PropertyPath.h
PropertyEditor
static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FPropertyPath](API\Editor\PropertyEditor\FPropertyPath) > CreateEmpty()
[]
FPropertyPath::Create
/Engine/Source/Editor/PropertyEditor/Public/PropertyPath.h
PropertyEditor
static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FPropertyPath](API\Editor\PropertyEditor\FPropertyPath) > Create ( const [TWeakFieldPtr](API\Runtime\CoreUObject\UObject\TWeakFieldPtr)< [FProperty](API\Runtime\CoreUObject\UObject\FProperty) > Property )
[]
FPropertyPath::ExtendPath
/Engine/Source/Editor/PropertyEditor/Public/PropertyPath.h
PropertyEditor
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FPropertyPath](API\Editor\PropertyEditor\FPropertyPath) > ExtendPath ( const [FPropertyInfo](API\Editor\PropertyEditor\FPropertyInfo) & NewLeaf ) const
[]
FPropertyPath::ExtendPath
/Engine/Source/Editor/PropertyEditor/Public/PropertyPath.h
PropertyEditor
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FPropertyPath](API\Editor\PropertyEditor\FPropertyPath) > ExtendPath ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FPropertyPath](API\Editor\PropertyEditor\FPropertyPath) > & Extension ) const
[]
FPropertyPath::GetLeafMostProperty
/Engine/Source/Editor/PropertyEditor/Public/PropertyPath.h
PropertyEditor
const [FPropertyInfo](API\Editor\PropertyEditor\FPropertyInfo) & GetLeafMostProperty() const
[]
FPropertyPath::GetNumProperties
/Engine/Source/Editor/PropertyEditor/Public/PropertyPath.h
PropertyEditor
int32 GetNumProperties() const
[]
FPropertyPath::GetPropertyInfo
/Engine/Source/Editor/PropertyEditor/Public/PropertyPath.h
PropertyEditor
const [FPropertyInfo](API\Editor\PropertyEditor\FPropertyInfo) & GetPropertyInfo ( int32 index ) const
[]
FPropertyPath::GetRootProperty
/Engine/Source/Editor/PropertyEditor/Public/PropertyPath.h
PropertyEditor
const [FPropertyInfo](API\Editor\PropertyEditor\FPropertyInfo) & GetRootProperty() const
[]
FPropertyPath::IsValid
/Engine/Source/Editor/PropertyEditor/Public/PropertyPath.h
PropertyEditor
bool IsValid() const
[]
FPropertyPath::ToString
/Engine/Source/Editor/PropertyEditor/Public/PropertyPath.h
PropertyEditor
[FString](API\Runtime\Core\Containers\FString) ToString ( const TCHAR * Separator ) const
[]
FPropertyPath::TrimPath
/Engine/Source/Editor/PropertyEditor/Public/PropertyPath.h
PropertyEditor
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FPropertyPath](API\Editor\PropertyEditor\FPropertyPath) > TrimPath ( const int32 AmountToTrim ) const
[]
FPropertyPath::TrimRoot
/Engine/Source/Editor/PropertyEditor/Public/PropertyPath.h
PropertyEditor
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FPropertyPath](API\Editor\PropertyEditor\FPropertyPath) > TrimRoot ( const int32 AmountToTrim )
[]
FPropertyPath
/Engine/Source/Editor/PropertyEditor/Public/PropertyPath.h
PropertyEditor
class FPropertyPath
[]
FPropertyPermissionList::AddPermissionList
/Engine/Source/Editor/PropertyEditor/Public/PropertyPermissionList.h
Add a set of rules for a specific baseUStructto determine which properties are visible in all details panels
PropertyEditor
void AddPermissionList ( [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UStruct](API\Runtime\CoreUObject\UObject\UStruct) > Struct, const [FNamePermissionList](API\Runtime\Core\Misc\FNamePermissionList) & PermissionList, EPropertyPermissionListRules Rules )
[]
FPropertyPermissionList::AddToAllowList
/Engine/Source/Editor/PropertyEditor/Public/PropertyPermissionList.h
Add a specific property to aUStruct's AllowList
PropertyEditor
void AddToAllowList ( [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UStruct](API\Runtime\CoreUObject\UObject\UStruct) > Struct, const [FName](API\Runtime\Core\UObject\FName) PropertyName, const [FName](API\Runtime\Core\UObject\FName) Owner )
[]
FPropertyPermissionList::AddToAllowList
/Engine/Source/Editor/PropertyEditor/Public/PropertyPermissionList.h
Add a list of properties to aUStruct's AllowList
PropertyEditor
void AddToAllowList ( [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UStruct](API\Runtime\CoreUObject\UObject\UStruct) > Struct, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & PropertyNames, const [FName](API\Runtime\Core\UObject\FName) Owner )
[]
FPropertyPermissionList::AddToDenyList
/Engine/Source/Editor/PropertyEditor/Public/PropertyPermissionList.h
Add a specific property to aUStruct's DenyList
PropertyEditor
void AddToDenyList ( [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UStruct](API\Runtime\CoreUObject\UObject\UStruct) > Struct, const [FName](API\Runtime\Core\UObject\FName) PropertyName, const [FName](API\Runtime\Core\UObject\FName) Owner )
[]
FPropertyPermissionList::ClearCache
/Engine/Source/Editor/PropertyEditor/Public/PropertyPermissionList.h
Clear CachedPropertyPermissionList to cause the PermissionListed property list to be regenerated next time it's queried
PropertyEditor
void ClearCache()
[]
FPropertyPermissionList::ClearPermissionList
/Engine/Source/Editor/PropertyEditor/Public/PropertyPermissionList.h
Remove all rules
PropertyEditor
void ClearPermissionList()
[]
FPropertyPermissionList::DoesPropertyPassFilter
/Engine/Source/Editor/PropertyEditor/Public/PropertyPermissionList.h
Checks if a property passes the PermissionList/DenyList filtering specified by PropertyPermissionLists This should be relatively fast as it maintains a flattened cache of all inherited PermissionLists for everyUStruct(which is generated lazily).
PropertyEditor
bool DoesPropertyPassFilter ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * ObjectStruct, [FName](API\Runtime\Core\UObject\FName) PropertyName ) const
[]
FPropertyPermissionList::GetRawPermissionList
/Engine/Source/Editor/PropertyEditor/Public/PropertyPermissionList.h
Gets a read-only copy of the original, un-flattened PermissionList.
PropertyEditor
const [TMap](API\Runtime\Core\Containers\TMap)< [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UStruct](API\Runtime\CoreUObject\UObject\UStruct) >, [FPropertyPermissionListEntry](API\Editor\PropertyEditor\FPropertyPermissionListEntry) > & GetRawPermissionList() const
[]
FPropertyPermissionList::IsEnabled
/Engine/Source/Editor/PropertyEditor/Public/PropertyPermissionList.h
Controls whether DoesPropertyPassFilter always returns true or performs property-based filtering.
PropertyEditor
bool IsEnabled() const
[]
FPropertyPermissionList::IsSpecificPropertyDenyListed
/Engine/Source/Editor/PropertyEditor/Public/PropertyPermissionList.h
Check whether a property exists on the DenyList for a specific Struct - this will return false if the property is DenyListed on a parent Struct
PropertyEditor
bool IsSpecificPropertyDenyListed ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * ObjectStruct, [FName](API\Runtime\Core\UObject\FName) PropertyName ) const
[]
FPropertyPermissionList::IsSpecificPropertyAllowListed
/Engine/Source/Editor/PropertyEditor/Public/PropertyPermissionList.h
Check whether a property exists on the PermissionList for a specific Struct - this will return false if the property is AllowListed on a parent Struct
PropertyEditor
bool IsSpecificPropertyAllowListed ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * ObjectStruct, [FName](API\Runtime\Core\UObject\FName) PropertyName ) const
[]
FPropertyPermissionList::HasFiltering
/Engine/Source/Editor/PropertyEditor/Public/PropertyPermissionList.h
Checks if the provided struct has any entries in the allow, deny and deny all lists and returns true in that case.
PropertyEditor
bool HasFiltering ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * ObjectStruct ) const
[]
FPropertyPermissionList::RemoveFromAllowList
/Engine/Source/Editor/PropertyEditor/Public/PropertyPermissionList.h
Remove a specific property from aUStruct's AllowList
PropertyEditor
void RemoveFromAllowList ( [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UStruct](API\Runtime\CoreUObject\UObject\UStruct) > Struct, const [FName](API\Runtime\Core\UObject\FName) PropertyName, const [FName](API\Runtime\Core\UObject\FName) Owner )
[]
FPropertyPermissionList::RemoveFromDenyList
/Engine/Source/Editor/PropertyEditor/Public/PropertyPermissionList.h
Remove a specific property from aUStruct's DenyList
PropertyEditor
void RemoveFromDenyList ( [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UStruct](API\Runtime\CoreUObject\UObject\UStruct) > Struct, const [FName](API\Runtime\Core\UObject\FName) PropertyName, const [FName](API\Runtime\Core\UObject\FName) Owner )
[]
FPropertyPermissionList::RemovePermissionList
/Engine/Source/Editor/PropertyEditor/Public/PropertyPermissionList.h
Remove a set of rules for a specific baseUStructto determine which properties are visible in all details panels
PropertyEditor
void RemovePermissionList ( [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UStruct](API\Runtime\CoreUObject\UObject\UStruct) > Struct )
[]
FPropertyPermissionList::SetEnabled
/Engine/Source/Editor/PropertyEditor/Public/PropertyPermissionList.h
Turn on or off the property PermissionList. DoesPropertyPassFilter will always return true if disabled. Optionally the change can be announced through a broadcast, which is typically recommended, but may not be needed if the permission list is only temporary enabled, e.g. during saving.
PropertyEditor
void SetEnabled ( bool bEnable, bool bAnnounce )
[]
FPropertyPermissionList::UnregisterOwner
/Engine/Source/Editor/PropertyEditor/Public/PropertyPermissionList.h
Unregister an owner from all permission lists currently stored
PropertyEditor
void UnregisterOwner ( const [FName](API\Runtime\Core\UObject\FName) Owner )
[]
FPropertyPermissionList::FPropertyPermissionList
/Engine/Source/Editor/PropertyEditor/Public/PropertyPermissionList.h
PropertyEditor
FPropertyPermissionList()
[]
FPropertyPermissionList::~FPropertyPermissionList
/Engine/Source/Editor/PropertyEditor/Public/PropertyPermissionList.h
PropertyEditor
~FPropertyPermissionList()
[]
FPropertyPermissionList
/Engine/Source/Editor/PropertyEditor/Public/PropertyPermissionList.h
PropertyEditor
class FPropertyPermissionList
[ { "type": "bool", "name": "bSuppressUpdateDelegate", "description": "If true, PermissionListUpdatedDelegate will not broadcast when modifying the permission lists" }, { "type": "FSimpleMulticas...", "name": "PermissionListEnabledDelegate", "description": "When the entire PermissionList i...
FPropertyPermissionListEntry
/Engine/Source/Editor/PropertyEditor/Public/PropertyPermissionList.h
PropertyEditor
struct FPropertyPermissionListEntry
[ { "type": "FNamePermission...", "name": "PermissionList", "description": "" }, { "type": "EPropertyPermis...", "name": "Rules", "description": "" } ]
FPropertyRestriction::AddDisabledValue
/Engine/Source/Editor/PropertyEditor/Public/PropertyRestriction.h
PropertyEditor
void AddDisabledValue ( [FString](API\Runtime\Core\Containers\FString) Value )
[]
FPropertyRestriction::AddHiddenValue
/Engine/Source/Editor/PropertyEditor/Public/PropertyRestriction.h
PropertyEditor
void AddHiddenValue ( [FString](API\Runtime\Core\Containers\FString) Value )
[]
FPropertyRestriction::GetDisabledValuesIterator
/Engine/Source/Editor/PropertyEditor/Public/PropertyRestriction.h
PropertyEditor
[TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) >::TConstIterator GetDisabledValuesIterator() const
[]
FPropertyRestriction::GetHiddenValuesIterator
/Engine/Source/Editor/PropertyEditor/Public/PropertyRestriction.h
PropertyEditor
[TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) >::TConstIterator GetHiddenValuesIterator() const
[]
FPropertyRestriction::GetReason
/Engine/Source/Editor/PropertyEditor/Public/PropertyRestriction.h
PropertyEditor
const [FText](API\Runtime\Core\Internationalization\FText) & GetReason() const
[]
FPropertyRestriction::IsValueDisabled
/Engine/Source/Editor/PropertyEditor/Public/PropertyRestriction.h
PropertyEditor
bool IsValueDisabled ( const [FString](API\Runtime\Core\Containers\FString) & Value ) const
[]
FPropertyRestriction::IsValueHidden
/Engine/Source/Editor/PropertyEditor/Public/PropertyRestriction.h
PropertyEditor
bool IsValueHidden ( const [FString](API\Runtime\Core\Containers\FString) & Value ) const
[]
FPropertyRestriction::RemoveAll
/Engine/Source/Editor/PropertyEditor/Public/PropertyRestriction.h
PropertyEditor
void RemoveAll()
[]
FPropertyRestriction::RemoveDisabledValue
/Engine/Source/Editor/PropertyEditor/Public/PropertyRestriction.h
PropertyEditor
void RemoveDisabledValue ( [FString](API\Runtime\Core\Containers\FString) Value )
[]
FPropertyRestriction::FPropertyRestriction
/Engine/Source/Editor/PropertyEditor/Public/PropertyRestriction.h
PropertyEditor
FPropertyRestriction ( const [FText](API\Runtime\Core\Internationalization\FText) & InReason )
[]
FPropertyRestriction::RemoveHiddenValue
/Engine/Source/Editor/PropertyEditor/Public/PropertyRestriction.h
PropertyEditor
void RemoveHiddenValue ( [FString](API\Runtime\Core\Containers\FString) Value )
[]
FPropertyRestriction
/Engine/Source/Editor/PropertyEditor/Public/PropertyRestriction.h
PropertyEditor
class FPropertyRestriction
[]
FPropertyRowExtensionButton
/Engine/Source/Editor/PropertyEditor/Public/PropertyEditorDelegates.h
A property row extension button is displayed at the end of a property row, either inline as a button, or in a dropdown when not all buttons can fit.
PropertyEditor
struct FPropertyRowExtensionButton
[ { "type": "TAttribute<FSl...", "name": "Icon", "description": "The icon to display for the button." }, { "type": "TAttribute<FTe...", "name": "Label", "description": "The label to display for the button when shown in the dropdown." }, { "type": "TAttribute<FTe...", "name": "T...
FPropertyRowGeneratorArgs::FPropertyRowGeneratorArgs
/Engine/Source/Editor/PropertyEditor/Public/IPropertyRowGenerator.h
PropertyEditor
FPropertyRowGeneratorArgs()
[]
FPropertyRowGeneratorArgs
/Engine/Source/Editor/PropertyEditor/Public/IPropertyRowGenerator.h
PropertyEditor
struct FPropertyRowGeneratorArgs
[ { "type": "bool", "name": "bAllowEditingClassDefaultObjects", "description": "Whether the generator should allow editing CDOs." }, { "type": "bool", "name": "bAllowMultipleTopLevelObjects", "description": "Whether the root node should contain multiple objects." }, { "type": "bool...
FPropertySection::AddCategory
/Engine/Source/Editor/PropertyEditor/Public/PropertyEditorModule.h
Add a category to this section.
PropertyEditor
virtual void AddCategory ( [FName](API\Runtime\Core\UObject\FName) CategoryName )
[]
FPropertySection::GetDisplayName
/Engine/Source/Editor/PropertyEditor/Public/PropertyEditorModule.h
Get the display name of this section.
PropertyEditor
virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayName() const
[]
FPropertySection::GetName
/Engine/Source/Editor/PropertyEditor/Public/PropertyEditorModule.h
Get the internal name of this property section.
PropertyEditor
virtual [FName](API\Runtime\Core\UObject\FName) GetName() const
[]
FPropertySection::HasAddedCategory
/Engine/Source/Editor/PropertyEditor/Public/PropertyEditorModule.h
Does this section add the given category?
PropertyEditor
virtual bool HasAddedCategory ( [FName](API\Runtime\Core\UObject\FName) CategoryName ) const
[]
FPropertySection::RemoveCategory
/Engine/Source/Editor/PropertyEditor/Public/PropertyEditorModule.h
Remove a category from this section.
PropertyEditor
virtual void RemoveCategory ( [FName](API\Runtime\Core\UObject\FName) CategoryName )
[]
FPropertySection::HasRemovedCategory
/Engine/Source/Editor/PropertyEditor/Public/PropertyEditorModule.h
Does this section remove the given category?
PropertyEditor
virtual bool HasRemovedCategory ( [FName](API\Runtime\Core\UObject\FName) CategoryName ) const
[]
FPropertySection::FPropertySection
/Engine/Source/Editor/PropertyEditor/Public/PropertyEditorModule.h
PropertyEditor
FPropertySection ( [FName](API\Runtime\Core\UObject\FName) InName, [FText](API\Runtime\Core\Internationalization\FText) InDisplayName )
[]
FPropertySection::FPropertySection
/Engine/Source/Editor/PropertyEditor/Public/PropertyEditorModule.h
PropertyEditor
FPropertySection ( const [FPropertySection](API\Editor\PropertyEditor\FPropertySection) & )
[]
FPropertySection::~FPropertySection
/Engine/Source/Editor/PropertyEditor/Public/PropertyEditorModule.h
PropertyEditor
virtual ~FPropertySection()
[]
FPropertySection
/Engine/Source/Editor/PropertyEditor/Public/PropertyEditorModule.h
A property section is a group of categories with a name, eg. "Rendering" might contain "Materials" and "Lighting". Categories may belong to zero or more sections.
PropertyEditor
class FPropertySection
[]
FPropertyTypeLayoutCallback::GetCustomizationInstance
/Engine/Source/Editor/PropertyEditor/Public/PropertyEditorDelegates.h
PropertyEditor
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyTypeCustomization](API\Editor\PropertyEditor\IPropertyTypeCustomization) > GetCustomizationInstance() const
[]
FPropertyTypeLayoutCallback
/Engine/Source/Editor/PropertyEditor/Public/PropertyEditorDelegates.h
PropertyEditor
struct FPropertyTypeLayoutCallback
[ { "type": "TSharedPtr<IPr...", "name": "PropertyTypeIdentifier", "description": "" }, { "type": "FOnGetPropertyT...", "name": "PropertyTypeLayoutDelegate", "description": "" } ]
FPropertyTypeLayoutCallback::IsValid
/Engine/Source/Editor/PropertyEditor/Public/PropertyEditorDelegates.h
PropertyEditor
bool IsValid() const
[]
FPropertyTypeLayoutCallbackList::Add
/Engine/Source/Editor/PropertyEditor/Public/PropertyEditorDelegates.h
PropertyEditor
void Add ( const [FPropertyTypeLayoutCallback](API\Editor\PropertyEditor\FPropertyTypeLayoutCallback) & NewCallback )
[]
FPropertyTypeLayoutCallbackList::Find
/Engine/Source/Editor/PropertyEditor/Public/PropertyEditorDelegates.h
PropertyEditor
const [FPropertyTypeLayoutCallback](API\Editor\PropertyEditor\FPropertyTypeLayoutCallback) & Find ( const [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) & PropertyHandle ) const
[]
FPropertyTypeLayoutCallbackList::Remove
/Engine/Source/Editor/PropertyEditor/Public/PropertyEditorDelegates.h
PropertyEditor
void Remove ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPropertyTypeIdentifier](API\Editor\PropertyEditor\IPropertyTypeIdentifier) > & InIdentifier )
[]
FPropertyTypeLayoutCallbackList
/Engine/Source/Editor/PropertyEditor/Public/PropertyEditorDelegates.h
PropertyEditor
struct FPropertyTypeLayoutCallbackList
[ { "type": "FPropertyTypeLa...", "name": "BaseCallback", "description": "The base callback is a registered callback with a null identifier" }, { "type": "TArray<FProper...", "name": "IdentifierList", "description": "List of registered callbacks with a non null identifier" } ]
FRegisterCustomClassLayoutParams
/Engine/Source/Editor/PropertyEditor/Public/PropertyEditorModule.h
PropertyEditor
struct FRegisterCustomClassLayoutParams
[ { "type": "TOptional< int3...", "name": "OptionalOrder", "description": "Optional order to register this class layout with." } ]
FResetToDefaultOverride::Create
/Engine/Source/Editor/PropertyEditor/Public/IDetailPropertyRow.h
Creates aFResetToDefaultOverridein which the the reset to default is always visible
PropertyEditor
static [FResetToDefaultOverride](API\Editor\PropertyEditor\FResetToDefaultOverride) Create ( FResetToDefaultHandler InResetToDefaultClicked, const bool InPropagateToChildren )
[]
FResetToDefaultOverride::Create
/Engine/Source/Editor/PropertyEditor/Public/IDetailPropertyRow.h
Create aFResetToDefaultOverridefrom a visibility attribute.
PropertyEditor
static [FResetToDefaultOverride](API\Editor\PropertyEditor\FResetToDefaultOverride) Create ( [TAttribute](API\Runtime\Core\Misc\TAttribute)< bool > InIsResetToDefaultVisible, const bool InPropagateToChildren )
[]
FResetToDefaultOverride::Create
/Engine/Source/Editor/PropertyEditor/Public/IDetailPropertyRow.h
Create aFResetToDefaultOverridefrom a simple delegate.
PropertyEditor
static [FResetToDefaultOverride](API\Editor\PropertyEditor\FResetToDefaultOverride) Create ( FSimpleDelegate InResetToDefaultClicked, const bool InPropagateToChildren )
[]
FResetToDefaultOverride::Create
/Engine/Source/Editor/PropertyEditor/Public/IDetailPropertyRow.h
Creates aFResetToDefaultOverridefrom visibility and click handler callback delegates
PropertyEditor
static [FResetToDefaultOverride](API\Editor\PropertyEditor\FResetToDefaultOverride) Create ( FIsResetToDefaultVisible InIsResetToDefaultVisible, FResetToDefaultHandler InResetToDefaultClicked, const bool InPropagateToChildren )
[]
FResetToDefaultOverride::Create
/Engine/Source/Editor/PropertyEditor/Public/IDetailPropertyRow.h
Create aFResetToDefaultOverridefrom a visibility attribute and a simple delegate.
PropertyEditor
static [FResetToDefaultOverride](API\Editor\PropertyEditor\FResetToDefaultOverride) Create ( [TAttribute](API\Runtime\Core\Misc\TAttribute)< bool > InIsResetToDefaultVisible, FSimpleDelegate InResetToDefaultClicked, const bool InPropagateToChildren )
[]
FResetToDefaultOverride::GetPropertyResetToDefaultDelegate
/Engine/Source/Editor/PropertyEditor/Public/IDetailPropertyRow.h
Get the actual delegate bound to this reset to default handler.
PropertyEditor
FResetToDefaultHandler GetPropertyResetToDefaultDelegate() const
[]
FResetToDefaultOverride::HasResetToDefaultHandler
/Engine/Source/Editor/PropertyEditor/Public/IDetailPropertyRow.h
Does this have a custom reset to default handler?
PropertyEditor
bool HasResetToDefaultHandler() const
[]
FResetToDefaultOverride::Hide
/Engine/Source/Editor/PropertyEditor/Public/IDetailPropertyRow.h
Creates aFResetToDefaultOverridein which reset to default is never visible
PropertyEditor
static [FResetToDefaultOverride](API\Editor\PropertyEditor\FResetToDefaultOverride) Hide ( const bool InPropagateToChildren )
[]
FResetToDefaultOverride::IsResetToDefaultVisible
/Engine/Source/Editor/PropertyEditor/Public/IDetailPropertyRow.h
Called by the UI to show/hide the reset widgets
PropertyEditor
bool IsResetToDefaultVisible ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > Property ) const
[]
FResetToDefaultOverride::OnResetToDefaultClicked
/Engine/Source/Editor/PropertyEditor/Public/IDetailPropertyRow.h
Called by the property editor to actually reset the property to default
PropertyEditor
void OnResetToDefaultClicked ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle ) const
[]
FResetToDefaultOverride::PropagatesToChildren
/Engine/Source/Editor/PropertyEditor/Public/IDetailPropertyRow.h
Called by properties to determine whether this override should set on their children
PropertyEditor
bool PropagatesToChildren() const
[]
FResetToDefaultOverride
/Engine/Source/Editor/PropertyEditor/Public/IDetailPropertyRow.h
Structure describing the delegates needed to override the behavior of reset to default in detail properties
PropertyEditor
class FResetToDefaultOverride
[]
FSectionList::IsDisplayingSections
/Engine/Source/Editor/PropertyEditor/Public/PropertyCustomizationHelpers.h
true if Sections are being displayed
PropertyEditor
bool IsDisplayingSections() const
[]
FSectionList::FSectionList
/Engine/Source/Editor/PropertyEditor/Public/PropertyCustomizationHelpers.h
PropertyEditor
FSectionList ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & InDetailLayoutBuilder, [FSectionListDelegates](API\Editor\PropertyEditor\FSectionListDelegates) & SectionListDelegates, bool bInInitiallyCollapsed, int32 InThumbnailSize, int32 InSectionsLodIndex, [FName](API\Runtime\Core\UObject\FN...
[]
FSectionList
/Engine/Source/Editor/PropertyEditor/Public/PropertyCustomizationHelpers.h
PropertyEditor
class FSectionList : public [IDetailCustomNodeBuilder](API\Editor\PropertyEditor\IDetailCustomNodeBuilder), public [TSharedFromThis< FSectionList >](API\Runtime\Core\Templates\TSharedFromThis)
[]
FSectionListDelegates::FSectionListDelegates
/Engine/Source/Editor/PropertyEditor/Public/PropertyCustomizationHelpers.h
PropertyEditor
FSectionListDelegates()
[]
FSectionListItem::operator==
/Engine/Source/Editor/PropertyEditor/Public/PropertyCustomizationHelpers.h
PropertyEditor
bool operator== ( const [FSectionListItem](API\Editor\PropertyEditor\FSectionListItem) & Other ) const
[]
FSectionListDelegates
/Engine/Source/Editor/PropertyEditor/Public/PropertyCustomizationHelpers.h
PropertyEditor
struct FSectionListDelegates
[ { "type": "FOnCanCopySecti...", "name": "OnCanCopySectionItem", "description": "Delegate called To know if we can copy a section item" }, { "type": "FOnCanCopySecti...", "name": "OnCanCopySectionList", "description": "Delegate called to know if we can copy a section list" }, { "t...
FSectionListItem::operator!=
/Engine/Source/Editor/PropertyEditor/Public/PropertyCustomizationHelpers.h
PropertyEditor
bool operator!= ( const [FSectionListItem](API\Editor\PropertyEditor\FSectionListItem) & Other ) const
[]
FSectionListItem::FSectionListItem
/Engine/Source/Editor/PropertyEditor/Public/PropertyCustomizationHelpers.h
PropertyEditor
FSectionListItem ( int32 InLodIndex, int32 InSectionIndex, [FName](API\Runtime\Core\UObject\FName) InMaterialSlotName, int32 InMaterialSlotIndex, [FName](API\Runtime\Core\UObject\FName) InOriginalMaterialSlotName, const [TMap](API\Runtime\Core\Containers\TMap)< int32, [FName](API\Runtime\Core\UObject\FName) > & InAvail...
[]
FSectionListItem
/Engine/Source/Editor/PropertyEditor/Public/PropertyCustomizationHelpers.h
A Section item in a Section list slot
PropertyEditor
struct FSectionListItem
[ { "type": "TMap< int32,FN...", "name": "AvailableMaterialSlotName", "description": "Available material slot name" }, { "type": "bool", "name": "bIsChunkSection", "description": "" }, { "type": "int32", "name": "DefaultMaterialIndex", "description": "" }, { "type":...
FSinglePropertyParams::FSinglePropertyParams
/Engine/Source/Editor/PropertyEditor/Public/ISinglePropertyView.h
PropertyEditor
FSinglePropertyParams()
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FStructOnScopeStructureDataProvider::GetBaseStructure
/Engine/Source/Editor/PropertyEditor/Public/IStructureDataProvider.h
the most common struct of the instance data. This struct will be used to build the UI for the instances.
PropertyEditor
virtual const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * GetBaseStructure() const
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FSinglePropertyParams
/Engine/Source/Editor/PropertyEditor/Public/ISinglePropertyView.h
Init params for a single property
PropertyEditor
struct FSinglePropertyParams
[ { "type": "bool", "name": "bHideAssetThumbnail", "description": "Whether to hide an asset thumbnail, if available" }, { "type": "FSlateFontInfo", "name": "Font", "description": "Font to use instead of the default property font" }, { "type": "FText", "name": "NameOverride", ...
FStructOnScopeStructureDataProvider::GetInstances
/Engine/Source/Editor/PropertyEditor/Public/IStructureDataProvider.h
instances to edit. Each provided struct should be compatible with base struct.
PropertyEditor
virtual void GetInstances ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStructOnScope](API\Runtime\CoreUObject\UObject\FStructOnScope) >> & OutInstances ) const
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FStructOnScopeStructureDataProvider::IsValid
/Engine/Source/Editor/PropertyEditor/Public/IStructureDataProvider.h
true if we have any data instances.
PropertyEditor
virtual bool IsValid() const
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FStructOnScopeStructureDataProvider::SetStructData
/Engine/Source/Editor/PropertyEditor/Public/IStructureDataProvider.h
PropertyEditor
void SetStructData ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStructOnScope](API\Runtime\CoreUObject\UObject\FStructOnScope) > & InStructData )
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