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
FActorDescTreeItem::HasPinnedStateInfo
/Engine/Source/Editor/SceneOutliner/Public/ActorDescTreeItem.h
Returns true if this item can set its own pinned state
SceneOutliner
virtual bool HasPinnedStateInfo() const
[]
FActorDescTreeItem::HasVisibilityInfo
/Engine/Source/Editor/SceneOutliner/Public/ActorDescTreeItem.h
Returns true if this item can set its own visibility
SceneOutliner
virtual bool HasVisibilityInfo() const
[]
FActorDescTreeItem::IsValid
/Engine/Source/Editor/SceneOutliner/Public/ActorDescTreeItem.h
BeginISceneOutlinerTreeItemImplementation
SceneOutliner
virtual bool IsValid() const
[]
FActorDescTreeItem::ShouldShowPinnedState
/Engine/Source/Editor/SceneOutliner/Public/ActorDescTreeItem.h
Returns true if this item should show pinned state
SceneOutliner
virtual bool ShouldShowPinnedState() const
[]
FActorDescTreeItem::ShouldDisplayInOutliner
/Engine/Source/Editor/SceneOutliner/Public/ActorDescTreeItem.h
SceneOutliner
static bool ShouldDisplayInOutliner ( const [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) * ActorDesc )
[]
FActorDescTreeItem::ShouldShowVisibilityState
/Engine/Source/Editor/SceneOutliner/Public/ActorDescTreeItem.h
Returns true if this item should show its visibility state
SceneOutliner
virtual bool ShouldShowVisibilityState() const
[]
Type
/Engine/Source/Editor/SceneOutliner/Public/ActorDescTreeItem.h
Static type identifier for this tree item class
SceneOutliner
static const [FSceneOutlinerTreeItemType](API\Editor\SceneOutliner\FSceneOutlinerTreeItemType) Type;
[]
FActorDescTreeItem::FActorDescTreeItem
/Engine/Source/Editor/SceneOutliner/Public/ActorDescTreeItem.h
Construct this item from an actor desc
SceneOutliner
FActorDescTreeItem ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InActorGuid, [UActorDescContainer](API\Runtime\Engine\WorldPartition\UActorDescContainer) * InContainer )
[]
FActorDescTreeItem
/Engine/Source/Editor/SceneOutliner/Public/ActorDescTreeItem.h
A tree item that represents an actor in the world
SceneOutliner
struct FActorDescTreeItem : public [IActorBaseTreeItem](API\Editor\SceneOutliner\IActorBaseTreeItem)
[ { "type": "FWorldPartition...", "name": "ActorDescHandle", "description": "The actor desc this tree item is associated with." }, { "type": "FString", "name": "DisplayString", "description": "" }, { "type": "FSceneOutlinerT...", "name": "ID", "description": "Constant ident...
FActorFolderHierarchy::CreateChildren
/Engine/Source/Editor/SceneOutliner/Public/ActorFolderHierarchy.h
Create a linearization of all direct and indirect children of a given item in the hierarchy
SceneOutliner
virtual void CreateChildren ( const FSceneOutlinerTreeItemPtr & Item, [TArray](API\Runtime\Core\Containers\TArray)< FSceneOutlinerTreeItemPtr > & OutChildren ) const
[]
FActorFolderHierarchy::CreateItems
/Engine/Source/Editor/SceneOutliner/Public/ActorFolderHierarchy.h
BeginISceneOutlinerHierarchyImplementation
SceneOutliner
virtual void CreateItems ( [TArray](API\Runtime\Core\Containers\TArray)< FSceneOutlinerTreeItemPtr > & OutItems ) const
[]
FActorFolderHierarchy::FindOrCreateParentItem
/Engine/Source/Editor/SceneOutliner/Public/ActorFolderHierarchy.h
Find or optionally create a parent item for a given tree item
SceneOutliner
virtual FSceneOutlinerTreeItemPtr FindOrCreateParentItem ( const [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) & Item, const [TMap](API\Runtime\Core\Containers\TMap)< [FSceneOutlinerTreeItemID](API\Editor\SceneOutliner\FSceneOutlinerTreeItemID), FSceneOutlinerTreeItemPtr > & Items, bool bCre...
[]
FActorFolderHierarchy::FActorFolderHierarchy
/Engine/Source/Editor/SceneOutliner/Public/ActorFolderHierarchy.h
SceneOutliner
FActorFolderHierarchy ( [ISceneOutlinerMode](API\Editor\SceneOutliner\ISceneOutlinerMode) * InMode, const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > & World, const [FFolder::FRootObject](API\Runtime\Engine\FFolder\FRootObject) & InRootObject )
[]
FActorFolderHierarchy::~FActorFolderHierarchy
/Engine/Source/Editor/SceneOutliner/Public/ActorFolderHierarchy.h
SceneOutliner
virtual ~FActorFolderHierarchy()
[]
FActorFolderHierarchy
/Engine/Source/Editor/SceneOutliner/Public/ActorFolderHierarchy.h
SceneOutliner
class FActorFolderHierarchy : public [ISceneOutlinerHierarchy](API\Editor\SceneOutliner\ISceneOutlinerHierarchy)
[]
FActorFolderPickingMode::CreateHierarchy
/Engine/Source/Editor/SceneOutliner/Public/ActorFolderPickingMode.h
SceneOutliner
virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ISceneOutlinerHierarchy](API\Editor\SceneOutliner\ISceneOutlinerHierarchy) > CreateHierarchy()
[]
FActorFolderPickingMode::CreateViewContent
/Engine/Source/Editor/SceneOutliner/Public/ActorFolderPickingMode.h
Fill the view button menu with content
SceneOutliner
virtual void CreateViewContent ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & MenuBuilder )
[]
FActorFolderPickingMode::OnItemSelectionChanged
/Engine/Source/Editor/SceneOutliner/Public/ActorFolderPickingMode.h
Called by the outliner when an item is selected in the tree. Used to partially synchronize selection
SceneOutliner
virtual void OnItemSelectionChanged ( FSceneOutlinerTreeItemPtr Item, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) SelectionType, const [FSceneOutlinerItemSelection](API\Editor\SceneOutliner\FSceneOutlinerItemSelection) & Selection )
[]
FActorFolderPickingMode::ShouldShowFolders
/Engine/Source/Editor/SceneOutliner/Public/ActorFolderPickingMode.h
Should folders be shown in the outliner
SceneOutliner
virtual bool ShouldShowFolders() const
[]
FActorFolderPickingMode::OnFilterTextCommited
/Engine/Source/Editor/SceneOutliner/Public/ActorFolderPickingMode.h
BeginISceneOutlinerModeImplementation
SceneOutliner
virtual void OnFilterTextCommited ( [FSceneOutlinerItemSelection](API\Editor\SceneOutliner\FSceneOutlinerItemSelection) & Selection, [ETextCommit::Type](API\Runtime\SlateCore\Types\ETextCommit__Type) CommitType )
[]
FActorFolderPickingMode::ShowViewButton
/Engine/Source/Editor/SceneOutliner/Public/ActorFolderPickingMode.h
Does the mode want to display a view button
SceneOutliner
virtual bool ShowViewButton() const
[]
FActorFolderPickingMode::FActorFolderPickingMode
/Engine/Source/Editor/SceneOutliner/Public/ActorFolderPickingMode.h
SceneOutliner
FActorFolderPickingMode ( [SSceneOutliner](API\Editor\SceneOutliner\SSceneOutliner) * InSceneOutliner, FOnSceneOutlinerItemPicked InOnItemPicked, [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > InSpecifiedWorldToDisplay, const [FFolder::FRootObject](API\Runtime\En...
[]
FActorFolderPickingMode::~FActorFolderPickingMode
/Engine/Source/Editor/SceneOutliner/Public/ActorFolderPickingMode.h
SceneOutliner
virtual ~FActorFolderPickingMode()
[]
FActorFolderPickingMode
/Engine/Source/Editor/SceneOutliner/Public/ActorFolderPickingMode.h
SceneOutliner
class FActorFolderPickingMode : public [FActorMode](API\Editor\SceneOutliner\FActorMode)
[ { "type": "FOnSceneOutline...", "name": "OnItemPicked", "description": "Delegate to call when an item is picked" }, { "type": "FFolder::FRootO...", "name": "RootObject", "description": "" } ]
FActorFolderTreeItem::CanChangeChildrenPinnedState
/Engine/Source/Editor/SceneOutliner/Public/ActorFolderTreeItem.h
SceneOutliner
bool CanChangeChildrenPinnedState() const
[]
FActorFolderTreeItem::Delete
/Engine/Source/Editor/SceneOutliner/Public/ActorFolderTreeItem.h
Delete this folder, children will be reparented to provided new parent path
SceneOutliner
virtual void Delete ( const [FFolder](API\Runtime\Engine\FFolder) & InNewParentFolder )
[]
FActorFolderTreeItem::CanInteract
/Engine/Source/Editor/SceneOutliner/Public/ActorFolderTreeItem.h
Check whether it should be possible to interact with this tree item
SceneOutliner
virtual bool CanInteract() const
[]
FActorFolderTreeItem::GenerateLabelWidget
/Engine/Source/Editor/SceneOutliner/Public/ActorFolderTreeItem.h
Generate the label widget for this item
SceneOutliner
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GenerateLabelWidget ( [ISceneOutliner](API\Editor\SceneOutliner\ISceneOutliner) & Outliner, const [STableRow](API\Runtime\Slate\Widgets\Views\STableRow)< FSceneOutlinerTreeItemPtr > & InRow )
[]
FActorFolderTreeItem::GetActorFolder
/Engine/Source/Editor/SceneOutliner/Public/ActorFolderTreeItem.h
SceneOutliner
const [UActorFolder](API\Runtime\Engine\UActorFolder) * GetActorFolder() const
[]
FActorFolderTreeItem::GetFolder
/Engine/Source/Editor/SceneOutliner/Public/ActorFolderTreeItem.h
SceneOutliner
virtual [FFolder](API\Runtime\Engine\FFolder) GetFolder() const
[]
FActorFolderTreeItem::IsValid
/Engine/Source/Editor/SceneOutliner/Public/ActorFolderTreeItem.h
BeginISceneOutlinerTreeItemImplementation
SceneOutliner
virtual bool IsValid() const
[]
FActorFolderTreeItem::MoveTo
/Engine/Source/Editor/SceneOutliner/Public/ActorFolderTreeItem.h
BeginFFolderTreeItemImplementation
SceneOutliner
virtual void MoveTo ( const [FFolder](API\Runtime\Engine\FFolder) & InNewParentFolder )
[]
FActorFolderTreeItem::OnExpansionChanged
/Engine/Source/Editor/SceneOutliner/Public/ActorFolderTreeItem.h
Called when this item is expanded or collapsed
SceneOutliner
virtual void OnExpansionChanged()
[]
FActorFolderTreeItem::SetPath
/Engine/Source/Editor/SceneOutliner/Public/ActorFolderTreeItem.h
SceneOutliner
virtual void SetPath ( const [FName](API\Runtime\Core\UObject\FName) & InNewPath )
[]
FActorFolderTreeItem::ShouldShowPinnedState
/Engine/Source/Editor/SceneOutliner/Public/ActorFolderTreeItem.h
Returns true if this item should show pinned state
SceneOutliner
virtual bool ShouldShowPinnedState() const
[]
FActorFolderTreeItem::ShouldShowVisibilityState
/Engine/Source/Editor/SceneOutliner/Public/ActorFolderTreeItem.h
Returns true if this item should show its visibility state
SceneOutliner
virtual bool ShouldShowVisibilityState() const
[]
Type
/Engine/Source/Editor/SceneOutliner/Public/ActorFolderTreeItem.h
Static type identifier for this tree item class
SceneOutliner
static const [FSceneOutlinerTreeItemType](API\Editor\SceneOutliner\FSceneOutlinerTreeItemType) Type;
[]
FActorFolderTreeItem::FActorFolderTreeItem
/Engine/Source/Editor/SceneOutliner/Public/ActorFolderTreeItem.h
SceneOutliner
FActorFolderTreeItem ( const [FFolder](API\Runtime\Engine\FFolder) & InFolder, const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > & InWorld )
[]
FActorFolderTreeItem
/Engine/Source/Editor/SceneOutliner/Public/ActorFolderTreeItem.h
SceneOutliner
struct FActorFolderTreeItem : public [FFolderTreeItem](API\Editor\SceneOutliner\FFolderTreeItem)
[ { "type": "TWeakObjectPtr<...", "name": "World", "description": "The world which this folder belongs to" } ]
FActorHierarchy::Create
/Engine/Source/Editor/SceneOutliner/Public/ActorHierarchy.h
SceneOutliner
static [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FActorHierarchy](API\Editor\SceneOutliner\FActorHierarchy) > Create ( [ISceneOutlinerMode](API\Editor\SceneOutliner\ISceneOutlinerMode) * Mode, const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > & Wor...
[]
FActorHierarchy::CreateChildren
/Engine/Source/Editor/SceneOutliner/Public/ActorHierarchy.h
Create a linearization of all direct and indirect children of a given item in the hierarchy
SceneOutliner
virtual void CreateChildren ( const FSceneOutlinerTreeItemPtr & Item, [TArray](API\Runtime\Core\Containers\TArray)< FSceneOutlinerTreeItemPtr > & OutChildren ) const
[]
FActorHierarchy::CreateItems
/Engine/Source/Editor/SceneOutliner/Public/ActorHierarchy.h
Create a linearization of all applicable items in the hierarchy
SceneOutliner
virtual void CreateItems ( [TArray](API\Runtime\Core\Containers\TArray)< FSceneOutlinerTreeItemPtr > & OutItems ) const
[]
FActorHierarchy::FindOrCreateParentItem
/Engine/Source/Editor/SceneOutliner/Public/ActorHierarchy.h
Forcibly create a parent item for a given tree item
SceneOutliner
virtual FSceneOutlinerTreeItemPtr FindOrCreateParentItem ( const [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) & Item, const [TMap](API\Runtime\Core\Containers\TMap)< [FSceneOutlinerTreeItemID](API\Editor\SceneOutliner\FSceneOutlinerTreeItemID), FSceneOutlinerTreeItemPtr > & Items, bool bCre...
[]
FActorHierarchy::SetShowingComponents
/Engine/Source/Editor/SceneOutliner/Public/ActorHierarchy.h
SceneOutliner
void SetShowingComponents ( bool bInShowingComponents )
[]
FActorHierarchy::SetShowingEmptyFolders
/Engine/Source/Editor/SceneOutliner/Public/ActorHierarchy.h
SceneOutliner
void SetShowingEmptyFolders ( bool bInShowingEmptyFolders )
[]
FActorHierarchy::SetShowingLevelInstances
/Engine/Source/Editor/SceneOutliner/Public/ActorHierarchy.h
SceneOutliner
void SetShowingLevelInstances ( bool bInShowingLevelInstances )
[]
FActorHierarchy::SetShowingOnlyActorWithValidComponents
/Engine/Source/Editor/SceneOutliner/Public/ActorHierarchy.h
SceneOutliner
void SetShowingOnlyActorWithValidComponents ( bool bInShowingOnlyActorWithValidComponents )
[]
FActorHierarchy::SetShowingUnloadedActors
/Engine/Source/Editor/SceneOutliner/Public/ActorHierarchy.h
SceneOutliner
void SetShowingUnloadedActors ( bool bInShowingUnloadedActors )
[]
FActorHierarchy::~FActorHierarchy
/Engine/Source/Editor/SceneOutliner/Public/ActorHierarchy.h
SceneOutliner
virtual ~FActorHierarchy()
[]
FActorHierarchy
/Engine/Source/Editor/SceneOutliner/Public/ActorHierarchy.h
No constructors are accessible with public or protected access.
SceneOutliner
class FActorHierarchy : public [ISceneOutlinerHierarchy](API\Editor\SceneOutliner\ISceneOutlinerHierarchy)
[]
FActorMode::BuildWorldPickerMenu
/Engine/Source/Editor/SceneOutliner/Public/ActorMode.h
SceneOutliner
void BuildWorldPickerMenu ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & MenuBuilder )
[]
FActorMode::CanInteract
/Engine/Source/Editor/SceneOutliner/Public/ActorMode.h
Check if an item is interactive
SceneOutliner
virtual bool CanInteract ( const [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) & Item ) const
[]
FActorMode::CreateHierarchy
/Engine/Source/Editor/SceneOutliner/Public/ActorMode.h
SceneOutliner
virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ISceneOutlinerHierarchy](API\Editor\SceneOutliner\ISceneOutlinerHierarchy) > CreateHierarchy()
[]
Type
/Engine/Source/Editor/SceneOutliner/Public/ActorMode.h
SceneOutliner
enum Type { World = 0, Level = 10, Folder = 20, Actor = 30, }
[]
EItemSortOrder
/Engine/Source/Editor/SceneOutliner/Public/ActorMode.h
SceneOutliner
struct EItemSortOrder
[]
FActorMode::GetPasteTargetRootObject
/Engine/Source/Editor/SceneOutliner/Public/ActorMode.h
Returns the target root object for a paste operation
SceneOutliner
virtual [FFolder::FRootObject](API\Runtime\Engine\FFolder\FRootObject) GetPasteTargetRootObject() const
[]
FActorMode::GetRootObject
/Engine/Source/Editor/SceneOutliner/Public/ActorMode.h
Returns the root object of this outliner mode
SceneOutliner
virtual [FFolder::FRootObject](API\Runtime\Engine\FFolder\FRootObject) GetRootObject() const
[]
FActorMode::GetTypeSortPriority
/Engine/Source/Editor/SceneOutliner/Public/ActorMode.h
Get the sort priority of an item
SceneOutliner
virtual int32 GetTypeSortPriority ( const [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) & Item ) const
[]
FActorMode::IsActorDisplayable
/Engine/Source/Editor/SceneOutliner/Public/ActorMode.h
SceneOutliner
bool IsActorDisplayable ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor ) const
[]
FActorMode::IsActorDisplayable
/Engine/Source/Editor/SceneOutliner/Public/ActorMode.h
SceneOutliner
static bool IsActorDisplayable ( const [SSceneOutliner](API\Editor\SceneOutliner\SSceneOutliner) * SceneOutliner, const [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )
[]
FActorMode::OnFilterTextChanged
/Engine/Source/Editor/SceneOutliner/Public/ActorMode.h
Called by the outliner when search box text is changed
SceneOutliner
virtual void OnFilterTextChanged ( const [FText](API\Runtime\Core\Internationalization\FText) & InFilterText )
[]
FActorMode::SetAsMostRecentOutliner
/Engine/Source/Editor/SceneOutliner/Public/ActorMode.h
Set the Scene Outliner attached to this mode as the most recently used outliner in the Level Editor
SceneOutliner
void SetAsMostRecentOutliner() const
[]
FActorMode::Rebuild
/Engine/Source/Editor/SceneOutliner/Public/ActorMode.h
Rebuild all mode data
SceneOutliner
virtual void Rebuild()
[]
FActorMode::SynchronizeActorSelection
/Engine/Source/Editor/SceneOutliner/Public/ActorMode.h
SceneOutliner
void SynchronizeActorSelection()
[]
FActorMode::SynchronizeSelection
/Engine/Source/Editor/SceneOutliner/Public/ActorMode.h
Synchronize the mode specific selection with the tree view
SceneOutliner
virtual void SynchronizeSelection()
[]
FActorMode::FActorMode
/Engine/Source/Editor/SceneOutliner/Public/ActorMode.h
SceneOutliner
FActorMode ( const [FActorModeParams](API\Editor\SceneOutliner\FActorModeParams) & Params )
[]
FActorMode::IsActorLevelDisplayable
/Engine/Source/Editor/SceneOutliner/Public/ActorMode.h
SceneOutliner
static bool IsActorLevelDisplayable ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel )
[]
FActorMode::~FActorMode
/Engine/Source/Editor/SceneOutliner/Public/ActorMode.h
SceneOutliner
virtual ~FActorMode()
[]
FActorMode
/Engine/Source/Editor/SceneOutliner/Public/ActorMode.h
SceneOutliner
class FActorMode : public [ISceneOutlinerMode](API\Editor\SceneOutliner\ISceneOutlinerMode)
[ { "type": "bool", "name": "bAlwaysFrameSelection", "description": "Should the outliner scroll to the item on selection" }, { "type": "bool", "name": "bCanInteractWithSelectableActorsOnly", "description": "If True, CanInteract will be restricted to selectable actors only." }, { "t...
FActorModeInteractive::IsInteractive
/Engine/Source/Editor/SceneOutliner/Public/ActorModeInteractive.h
Is the mode interactive
SceneOutliner
virtual bool IsInteractive() const
[]
FActorModeInteractive::FActorModeInteractive
/Engine/Source/Editor/SceneOutliner/Public/ActorModeInteractive.h
SceneOutliner
FActorModeInteractive ( const [FActorModeParams](API\Editor\SceneOutliner\FActorModeParams) & Params )
[]
FActorModeInteractive::~FActorModeInteractive
/Engine/Source/Editor/SceneOutliner/Public/ActorModeInteractive.h
SceneOutliner
virtual ~FActorModeInteractive()
[]
FActorModeInteractive
/Engine/Source/Editor/SceneOutliner/Public/ActorModeInteractive.h
SceneOutliner
class FActorModeInteractive : public [FActorMode](API\Editor\SceneOutliner\FActorMode)
[]
FActorModeParams::FActorModeParams
/Engine/Source/Editor/SceneOutliner/Public/ActorMode.h
SceneOutliner
FActorModeParams()
[]
FActorModeParams::FActorModeParams
/Engine/Source/Editor/SceneOutliner/Public/ActorMode.h
SceneOutliner
FActorModeParams ( [SSceneOutliner](API\Editor\SceneOutliner\SSceneOutliner) * InSceneOutliner, const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > & InSpecifiedWorldToDisplay, bool bInHideComponents, bool bInHideLevelInstanceHierarchy, bool bInHideUnloadedActor...
[]
FActorModeParams
/Engine/Source/Editor/SceneOutliner/Public/ActorMode.h
SceneOutliner
struct FActorModeParams
[ { "type": "bool", "name": "bCanInteractWithSelectableActorsOnly", "description": "" }, { "type": "bool", "name": "bHideActorWithNoComponent", "description": "" }, { "type": "bool", "name": "bHideComponents", "description": "" }, { "type": "bool", "name": "bHid...
FActorPickingMode::CreateViewContent
/Engine/Source/Editor/SceneOutliner/Public/ActorPickingMode.h
Fill the view button menu with content
SceneOutliner
virtual void CreateViewContent ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & MenuBuilder )
[]
FActorPickingMode::OnFilterTextCommited
/Engine/Source/Editor/SceneOutliner/Public/ActorPickingMode.h
Allow the user to commit their selection by pressing enter if it is valid
SceneOutliner
virtual void OnFilterTextCommited ( [FSceneOutlinerItemSelection](API\Editor\SceneOutliner\FSceneOutlinerItemSelection) & Selection, [ETextCommit::Type](API\Runtime\SlateCore\Types\ETextCommit__Type) CommitType )
[]
FActorPickingMode::OnItemSelectionChanged
/Engine/Source/Editor/SceneOutliner/Public/ActorPickingMode.h
Called by the outliner when an item is selected in the tree. Used to partially synchronize selection
SceneOutliner
virtual void OnItemSelectionChanged ( FSceneOutlinerTreeItemPtr Item, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) SelectionType, const [FSceneOutlinerItemSelection](API\Editor\SceneOutliner\FSceneOutlinerItemSelection) & Selection )
[]
FActorPickingMode::ShowViewButton
/Engine/Source/Editor/SceneOutliner/Public/ActorPickingMode.h
Does the mode want to display a view button
SceneOutliner
virtual bool ShowViewButton() const
[]
FActorPickingMode::SynchronizeSelection
/Engine/Source/Editor/SceneOutliner/Public/ActorPickingMode.h
Don't synchronize world selection.
SceneOutliner
virtual void SynchronizeSelection()
[]
FActorPickingMode::FActorPickingMode
/Engine/Source/Editor/SceneOutliner/Public/ActorPickingMode.h
SceneOutliner
FActorPickingMode ( const [FActorModeParams](API\Editor\SceneOutliner\FActorModeParams) & Params, FOnSceneOutlinerItemPicked OnItemPickedDelegate )
[]
FActorPickingMode::~FActorPickingMode
/Engine/Source/Editor/SceneOutliner/Public/ActorPickingMode.h
SceneOutliner
virtual ~FActorPickingMode()
[]
FActorSelector::operator()
/Engine/Source/Editor/SceneOutliner/Public/ActorMode.h
SceneOutliner
bool operator() ( const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) > & Item, [AActor](API\Runtime\Engine\GameFramework\AActor) *& ActorPtrOut ) const
[]
FActorSelector
/Engine/Source/Editor/SceneOutliner/Public/ActorMode.h
Functor which can be used to get actors from a selection including component parents
SceneOutliner
struct FActorSelector
[]
FActorTreeItem::CanInteract
/Engine/Source/Editor/SceneOutliner/Public/ActorTreeItem.h
Check whether it should be possible to interact with this tree item
SceneOutliner
virtual bool CanInteract() const
[]
FActorPickingMode
/Engine/Source/Editor/SceneOutliner/Public/ActorPickingMode.h
SceneOutliner
class FActorPickingMode : public [FActorMode](API\Editor\SceneOutliner\FActorMode)
[]
FFilterPredicate
/Engine/Source/Editor/SceneOutliner/Public/ActorTreeItem.h
SceneOutliner
typedef TBaseDelegate_OneParam< bool, const [AActor](API\Runtime\Engine\GameFramework\AActor) * > FFilterPredicate
[]
FActorTreeItem::Filter
/Engine/Source/Editor/SceneOutliner/Public/ActorTreeItem.h
SceneOutliner
bool Filter ( [FFilterPredicate](API\Editor\SceneOutliner\FActorTreeItem\FFilterPredicate) Pred ) const
[]
FInteractivePredicate
/Engine/Source/Editor/SceneOutliner/Public/ActorTreeItem.h
SceneOutliner
typedef TBaseDelegate_OneParam< bool, const [AActor](API\Runtime\Engine\GameFramework\AActor) * > FInteractivePredicate
[]
FActorTreeItem::GenerateContextMenu
/Engine/Source/Editor/SceneOutliner/Public/ActorTreeItem.h
Generate a context menu for this item. Only called ifonlythis item is selected.
SceneOutliner
virtual void GenerateContextMenu ( [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, [SSceneOutliner](API\Editor\SceneOutliner\SSceneOutliner) & Outliner )
[]
FActorTreeItem::GenerateLabelWidget
/Engine/Source/Editor/SceneOutliner/Public/ActorTreeItem.h
Generate the label widget for this item
SceneOutliner
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GenerateLabelWidget ( [ISceneOutliner](API\Editor\SceneOutliner\ISceneOutliner) & Outliner, const [STableRow](API\Runtime\Slate\Widgets\Views\STableRow)< FSceneOutlinerTreeItemPtr > & InRow )
[]
FActorTreeItem::GetDisplayString
/Engine/Source/Editor/SceneOutliner/Public/ActorTreeItem.h
Get the raw string to display for this tree item - used for sorting
SceneOutliner
virtual [FString](API\Runtime\Core\Containers\FString) GetDisplayString() const
[]
FActorTreeItem::GetGuid
/Engine/Source/Editor/SceneOutliner/Public/ActorTreeItem.h
BeginIActorBaseTreeItemImplementation
SceneOutliner
virtual const [FGuid](API\Runtime\Core\Misc\FGuid) & GetGuid() const
[]
FActorTreeItem::GetID
/Engine/Source/Editor/SceneOutliner/Public/ActorTreeItem.h
Get the ID that represents this tree item. Used to reference this item in a map
SceneOutliner
virtual [FSceneOutlinerTreeItemID](API\Editor\SceneOutliner\FSceneOutlinerTreeItemID) GetID() const
[]
FActorTreeItem::GetInteractiveState
/Engine/Source/Editor/SceneOutliner/Public/ActorTreeItem.h
SceneOutliner
bool GetInteractiveState ( [FInteractivePredicate](API\Editor\SceneOutliner\FActorTreeItem\FInteractivePredicate) Pred ) const
[]
FActorTreeItem::GetPinnedState
/Engine/Source/Editor/SceneOutliner/Public/ActorTreeItem.h
Query the pinned staet of this item. Only called if the item has its own pinned state info
SceneOutliner
virtual bool GetPinnedState() const
[]
FActorTreeItem::GetRootObject
/Engine/Source/Editor/SceneOutliner/Public/ActorTreeItem.h
Get the optional context object root of a tree item.
SceneOutliner
virtual [FFolder::FRootObject](API\Runtime\Engine\FFolder\FRootObject) GetRootObject() const
[]
FActorTreeItem::GetVisibility
/Engine/Source/Editor/SceneOutliner/Public/ActorTreeItem.h
Query this items visibility state. Only called if the item type has visibility info
SceneOutliner
virtual bool GetVisibility() const
[]
FActorTreeItem::HasVisibilityInfo
/Engine/Source/Editor/SceneOutliner/Public/ActorTreeItem.h
Returns true if this item can set its own visibility
SceneOutliner
virtual bool HasVisibilityInfo() const
[]