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 |
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IStaticMeshEditor::GetLastSelectedPrimTransform | /Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h | Fetches the transform of the last primitive to be selected
True, if there was a prim selected | StaticMeshEditor | bool GetLastSelectedPrimTransform ( FTransform & OutTransform ) const | [] |
IStaticMeshEditor::GetNumTriangles | /Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h | Retrieves the number of triangles in the current static mesh or it's forced LOD.
The number of triangles for the specified LOD level. | StaticMeshEditor | int32 GetNumTriangles ( int32 LODLevel ) const | [] |
IStaticMeshEditor::GetNumUVChannels | /Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h | Retrieves the number of UV channels available.
The number of triangles for the specified LOD level. | StaticMeshEditor | int32 GetNumUVChannels ( int32 LODLevel ) const | [] |
IStaticMeshEditor::GetNumVertices | /Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h | Retrieves the number of vertices in the current static mesh or it's forced LOD.
The number of vertices for the specified LOD level. | StaticMeshEditor | int32 GetNumVertices ( int32 LODLevel ) const | [] |
IStaticMeshEditor::GetPrimTransform | /Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h | Gets the transform of the specified primitive
The transform of the specified primitive | StaticMeshEditor | FTransform GetPrimTransform ( const [FPrimData](API\Editor\StaticMeshEditor\IStaticMeshEditor\FPrimData) & InPrimData ) const | [] |
IStaticMeshEditor::GetSelectedEdges | /Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h | Retrieves the selected edge set. | StaticMeshEditor | [TSet](API\Runtime\Core\Containers\TSet)< int32 > & GetSelectedEdges() | [] |
IStaticMeshEditor::GetSelectedSocket | /Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h | Retrieves the currently selected socket from the Socket Manager. | StaticMeshEditor | [UStaticMeshSocket](API\Runtime\Engine\Engine\UStaticMeshSocket) * GetSelectedSocket() const | [] |
IStaticMeshEditor::GetStaticMesh | /Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h | Retrieves the current static mesh displayed in the Static Mesh Editor. | StaticMeshEditor | [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * GetStaticMesh() | [] |
IStaticMeshEditor::GetStaticMeshComponent | /Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h | Retrieves the static mesh component. | StaticMeshEditor | [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * GetStaticMeshComponent() const | [] |
IStaticMeshEditor::GetViewMode | /Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h | Get the active view mode | StaticMeshEditor | EViewModeIndex GetViewMode() const | [] |
IStaticMeshEditor::GetViewportClient | /Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h | Get the Static Mesh Editor's the viewport client | StaticMeshEditor | [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) & GetViewportClient() | [] |
IStaticMeshEditor::HasSelectedPrims | /Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h | Checks to see if any prims are selected | StaticMeshEditor | bool HasSelectedPrims() const | [] |
IStaticMeshEditor::IsPrimValid | /Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h | Checks to see if the prim data is valid compared with the static mesh | StaticMeshEditor | bool IsPrimValid ( const [FPrimData](API\Editor\StaticMeshEditor\IStaticMeshEditor\FPrimData) & InPrimData ) const | [] |
IStaticMeshEditor::IsSelectedPrim | /Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h | Checks to see if the parsed primitive data is selected
True, if the prim is selected | StaticMeshEditor | bool IsSelectedPrim ( const [FPrimData](API\Editor\StaticMeshEditor\IStaticMeshEditor\FPrimData) & InPrimData ) const | [] |
IStaticMeshEditor::OnRegisterTabSpawners | /Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h | StaticMeshEditor | virtual [FRegisterTabSpawnersEvent](API\Editor\StaticMeshEditor\IStaticMeshEditor\FRegisterTabSpawnersEvent) & OnRegisterTabSpawners() | [] | |
IStaticMeshEditor::OnStaticMeshEditorDockingExtentionTabs | /Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h | StaticMeshEditor | [IStaticMeshEditor::FStaticMeshEditorDockingExtentionTabsEvent](API\Editor\StaticMeshEditor\IStaticMeshEditor\FStaticMeshEdito-) TBaseMulticastDelegate_OneParam OnStaticMeshEditorDockingExtentionTabs() | [] | |
IStaticMeshEditor::OnStaticMeshEditorClosed | /Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h | StaticMeshEditor | virtual [FStaticMeshEditorClosedEvent](API\Editor\StaticMeshEditor\IStaticMeshEditor\FStaticMeshEditorClosedEvent) & OnStaticMeshEditorClosed() | [] | |
IStaticMeshEditor::OnUnregisterTabSpawners | /Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h | StaticMeshEditor | virtual [FUnregisterTabSpawnersEvent](API\Editor\StaticMeshEditor\IStaticMeshEditor\FUnregisterTabSpawnersEvent) & OnUnregisterTabSpawners() | [] | |
IStaticMeshEditor::PasteCopiedPrims | /Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h | Paste all the selected primitives from clipboard | StaticMeshEditor | int32 PasteCopiedPrims() | [] |
IStaticMeshEditor::RefreshTool | /Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h | Refreshes everything in the Static Mesh Editor. | StaticMeshEditor | void RefreshTool() | [] |
IStaticMeshEditor::RefreshViewport | /Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h | Refreshes the Static Mesh Editor's viewport. | StaticMeshEditor | void RefreshViewport() | [] |
IStaticMeshEditor::RegisterOnPostUndo | /Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h | Registers a delegate to be called after an Undo operation | StaticMeshEditor | void RegisterOnPostUndo ( const [FOnPostUndo](API\Editor\StaticMeshEditor\IStaticMeshEditor\FOnPostUndo) & Delegate ) | [] |
IStaticMeshEditor::RegisterOnSelectedLODChanged | /Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h | Register callback to be able to be notify when the select LOD is change | StaticMeshEditor | void RegisterOnSelectedLODChanged ( const FOnSelectedLODChanged & Delegate, bool UnregisterOnRefresh ) | [] |
IStaticMeshEditor::RemoveInvalidPrims | /Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h | Removes all invalid primitives from the list | StaticMeshEditor | void RemoveInvalidPrims() | [] |
IStaticMeshEditor::RemoveSelectedPrim | /Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h | Removes primitive information to the selected prims list | StaticMeshEditor | void RemoveSelectedPrim ( const [FPrimData](API\Editor\StaticMeshEditor\IStaticMeshEditor\FPrimData) & InPrimData ) | [] |
IStaticMeshEditor::RequestRenameSelectedSocket | /Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h | Requests to rename selected socket | StaticMeshEditor | void RequestRenameSelectedSocket() | [] |
IStaticMeshEditor::RotateSelectedPrims | /Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h | Rotates the selected primitives by the specified amount | StaticMeshEditor | void RotateSelectedPrims ( const FRotator & InRot ) | [] |
IStaticMeshEditor::ScaleSelectedPrims | /Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h | Scales the selected primitives by the specified amount | StaticMeshEditor | void ScaleSelectedPrims ( const FVector & InScale ) | [] |
IStaticMeshEditor::SetCustomData | /Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h | Store the custom data using the key. Remark: The custom data memory should be clear when the editor is close by the user, this is not persistent data. Currently we use it to store the state of the editor UI to restore it properly when a refresh happen. | StaticMeshEditor | virtual void SetCustomData ( const int32 Key, const int32 CustomData ) | [] |
IStaticMeshEditor::SetPrimTransform | /Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h | Sets the transform of the specified primitive | StaticMeshEditor | void SetPrimTransform ( const [FPrimData](API\Editor\StaticMeshEditor\IStaticMeshEditor\FPrimData) & InPrimData, const FTransform & InPrimTransform ) const | [] |
IStaticMeshEditor::SetSelectedSocket | /Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h | Set the currently selected socket in the Socket Manager. | StaticMeshEditor | void SetSelectedSocket ( [UStaticMeshSocket](API\Runtime\Engine\Engine\UStaticMeshSocket) * InSelectedSocket ) | [] |
IStaticMeshEditor::SetSecondaryToolbarDisplayName | /Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h | Set the display name for the secondary toolbar and its associated menu item | StaticMeshEditor | void SetSecondaryToolbarDisplayName ( [FText](API\Runtime\Core\Internationalization\FText) DisplayName ) | [] |
IStaticMeshEditor::TranslateSelectedPrims | /Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h | Translates the selected primitives by the specified amount | StaticMeshEditor | void TranslateSelectedPrims ( const FVector & InDrag ) | [] |
IStaticMeshEditor::UnregisterOnPostUndo | /Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h | Unregisters a delegate to be called after an Undo operation | StaticMeshEditor | void UnregisterOnPostUndo ( [SWidget](API\Runtime\SlateCore\Widgets\SWidget) * Widget ) | [] |
IStaticMeshEditor::UnRegisterOnSelectedLODChanged | /Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h | Unregister callback to free up the ressources | StaticMeshEditor | void UnRegisterOnSelectedLODChanged ( void * Thing ) | [] |
IStaticMeshEditor | /Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h | Public interface to Static Mesh Editor | StaticMeshEditor | class IStaticMeshEditor : public [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit) | [
{
"type": "IStaticMeshEdit...",
"name": "OnStaticMeshEditorDockingExtentionTabs",
"description": ""
}
] |
IStaticMeshEditorModule::CreateStaticMeshEditor | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorModule.h | Creates a new static mesh editor. | StaticMeshEditor | [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IStaticMeshEditor](API\Editor\StaticMeshEditor\IStaticMeshEditor) > CreateStaticMeshEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor... | [] |
FOnRegisterLayoutExtensions | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorModule.h | StaticMeshEditor | class FOnRegisterLayoutExtensions : public TBaseMulticastDelegate_OneParam< void, FLayoutExtender & > | [] | |
FStaticMeshEditorOpenedEvent | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorModule.h | Delegate to be called when a Material Editor is created, for toolbar, tab, and menu extension | StaticMeshEditor | class FStaticMeshEditorOpenedEvent : public TBaseMulticastDelegate_OneParam< void, TWeakPtr< IStaticMeshEditor > > | [] |
IStaticMeshEditorModule::GetAllStaticMeshEditorToolbarExtenders | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorModule.h | StaticMeshEditor | [TArray](API\Runtime\Core\Containers\TArray)< [FStaticMeshEditorToolbarExtender](API\Editor\StaticMeshEditor\IStaticMeshEditorModule\FStaticMeshEdito-) > & GetAllStaticMeshEditorToolbarExtenders() | [] | |
IStaticMeshEditorModule::GetSecondaryToolBarExtensibilityManager | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorModule.h | StaticMeshEditor | [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExtensibilityManager](API\Editor\UnrealEd\Toolkits\FExtensibilityManager) > GetSecondaryToolBarExtensibilityManager() | [] | |
IStaticMeshEditorModule::OnRegisterLayoutExtensions | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorModule.h | StaticMeshEditor | [FOnRegisterLayoutExtensions](API\Editor\StaticMeshEditor\IStaticMeshEditorModule\FOnRegisterLayoutExtensions) & OnRegisterLayoutExtensions() | [] | |
IStaticMeshEditorModule | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorModule.h | Static mesh editor module interface | StaticMeshEditor | class IStaticMeshEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface), public [IHasMenuExtensibility](API\Editor\UnrealEd\Toolkits\IHasMenuExtensibility), public [IHasToolBarExtensibility](API\Editor\UnrealEd\Toolkits\IHasToolBarExtensibility) | [] |
IStaticMeshEditorModule::OnStaticMeshEditorOpened | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorModule.h | StaticMeshEditor | virtual [FStaticMeshEditorOpenedEvent](API\Editor\StaticMeshEditor\IStaticMeshEditorModule\FStaticMeshEditorOpenedEvent) & OnStaticMeshEditorOpened() | [] | |
UStaticMeshEditorSubsystem::AddSimpleCollisionsWithNotification | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Add simple collisions to a static mesh. This method replicates what is done when invoking menu entries "Collision > Add [...] Simplified Collision" in the Mesh Editor.
An integer indicating the index of the collision newly created. A negative value indicates the addition failed. | StaticMeshEditor | int32 AddSimpleCollisionsWithNotification ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const EScriptCollisionShapeType ShapeType, bool bApplyChanges ) | [] |
UStaticMeshEditorSubsystem::AddSimpleCollisions | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Same as AddSimpleCollisionsWithNotification but changes are automatically applied. | StaticMeshEditor | int32 AddSimpleCollisions ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const EScriptCollisionShapeType ShapeType ) | [] |
FStaticMeshEditorToolbarExtender | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorModule.h | StaticMeshEditor | typedef TBaseDelegate_TwoParams< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) >, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) >, [TSharedRef](API\Runtime\Core\Templates... | [] | |
UStaticMeshEditorSubsystem::AddUVChannel | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Adds an empty UV channel at the end of the existing channels on the given LOD of a StaticMesh.
true if a UV channel was added. | StaticMeshEditor | bool AddUVChannel ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 LODIndex ) | [] |
UStaticMeshEditorSubsystem::BulkSetConvexDecompositionCollisionsWithNotification | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Compute convex collisions for a set of static meshes. Any existing collisions will be removed from the static meshes. This method replicates what is done when invoking menu entry "Collision > Auto Convex Collision" in the Mesh Editor.
A boolean indicating if the addition was successful or not. | StaticMeshEditor | bool BulkSetConvexDecompositionCollisionsWithNotification ( const [TArray](API\Runtime\Core\Containers\TArray)< [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * > & StaticMeshes, int32 HullCount, int32 MaxHullVerts, int32 HullPrecision, bool bApplyChanges ) | [] |
UStaticMeshEditorSubsystem::BulkSetConvexDecompositionCollisions | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Same as SetConvexDecompositionCollisionsWithNotification but changes are automatically applied. | StaticMeshEditor | bool BulkSetConvexDecompositionCollisions ( const [TArray](API\Runtime\Core\Containers\TArray)< [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * > & StaticMeshes, int32 HullCount, int32 MaxHullVerts, int32 HullPrecision ) | [] |
UStaticMeshEditorSubsystem::CreateProxyMeshActor | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Build a proxy mesh actor that can replace a set of mesh actors.
Success of the proxy creation | StaticMeshEditor | bool CreateProxyMeshActor ( const [TArray](API\Runtime\Core\Containers\TArray)< class [AStaticMeshActor](API\Runtime\Engine\Engine\AStaticMeshActor) * > & ActorsToMerge, const [FCreateProxyMeshActorOptions](API\Editor\StaticMeshEditor\FCreateProxyMeshActorOptions) & MergeOptions, class [AStaticMeshActor](API\Runtime\En... | [] |
UStaticMeshEditorSubsystem::EnableSectionCastShadow | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Enables/disables mesh section shadow casting for a specific LOD. | StaticMeshEditor | void EnableSectionCastShadow ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, bool bCastShadow, int32 LODIndex, int32 SectionIndex ) | [] |
UStaticMeshEditorSubsystem::EnableSectionCollision | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Enables/disables mesh section collision for a specific LOD. | StaticMeshEditor | void EnableSectionCollision ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, bool bCollisionEnabled, int32 LODIndex, int32 SectionIndex ) | [] |
UStaticMeshEditorSubsystem::GenerateBoxUVChannel | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Generates box UV mapping in the specified UV channel on the given LOD of a StaticMesh.
true if the UV mapping was generated. | StaticMeshEditor | bool GenerateBoxUVChannel ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 LODIndex, int32 UVChannelIndex, const FVector & Position, const FRotator & Orientation, const FVector & Size ) | [] |
UStaticMeshEditorSubsystem::GenerateCylindricalUVChannel | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Generates cylindrical UV mapping in the specified UV channel on the given LOD of a StaticMesh.
true if the UV mapping was generated. | StaticMeshEditor | bool GenerateCylindricalUVChannel ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 LODIndex, int32 UVChannelIndex, const FVector & Position, const FRotator & Orientation, const FVector2D & Tiling ) | [] |
UStaticMeshEditorSubsystem::GeneratePlanarUVChannel | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Generates planar UV mapping in the specified UV channel on the given LOD of a StaticMesh.
true if the UV mapping was generated. | StaticMeshEditor | bool GeneratePlanarUVChannel ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 LODIndex, int32 UVChannelIndex, const FVector & Position, const FRotator & Orientation, const FVector2D & Tiling ) | [] |
UStaticMeshEditorSubsystem::GetCollisionComplexity | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Get the Collision Trace behavior of a static mesh
the Collision Trace behavior. | StaticMeshEditor | [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< ECollisionTraceFlag > GetCollisionComplexity ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh ) | [] |
UStaticMeshEditorSubsystem::GetConvexCollisionCount | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Get number of convex collisions present on a static mesh.
An integer representing the number of convex collisions on the input static mesh. An negative value indicates that the command could not be executed. See log for explanation. | StaticMeshEditor | int32 GetConvexCollisionCount ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh ) | [] |
UStaticMeshEditorSubsystem::GetLodBuildSettings | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Copy the build options with the specified LOD build settings. | StaticMeshEditor | void GetLodBuildSettings ( const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const int32 LodIndex, [FMeshBuildSettings](API\Runtime\Engine\Engine\FMeshBuildSettings) & OutBuildOptions ) | [] |
UStaticMeshEditorSubsystem::GetLodCount | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Get number of LODs present on a static mesh.
the number of LODs present on the input mesh. An negative value indicates that the command could not be executed. See log for explanation. | StaticMeshEditor | int32 GetLodCount ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh ) | [] |
UStaticMeshEditorSubsystem::GetLODGroup | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Get the LODGroup for the specified static mesh
LODGroup | StaticMeshEditor | [FName](API\Runtime\Core\UObject\FName) GetLODGroup ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh ) | [] |
UStaticMeshEditorSubsystem::GetLODMaterialSlot | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Gets the material slot used for a specific LOD section.
MaterialSlotIndexIndexof the material slot used by the section or INDEX_NONE in case of error. | StaticMeshEditor | int32 GetLODMaterialSlot ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 LODIndex, int32 SectionIndex ) | [] |
UStaticMeshEditorSubsystem::GetLodReductionSettings | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Copy the reduction options with the specified LOD reduction settings. | StaticMeshEditor | void GetLodReductionSettings ( const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const int32 LodIndex, [FMeshReductionSettings](API\Runtime\Engine\Engine\FMeshReductionSettings) & OutReductionOptions ) | [] |
UStaticMeshEditorSubsystem::GetLodScreenSizes | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Get an array of LOD screen sizes for evaluation.
array of LOD screen sizes. | StaticMeshEditor | [TArray](API\Runtime\Core\Containers\TArray)< float > GetLodScreenSizes ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh ) | [] |
UStaticMeshEditorSubsystem::GetNaniteSettings | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Get the Nanite Settings for the meshFMeshNaniteSettingsstruct for the given static mesh | StaticMeshEditor | [FMeshNaniteSettings](API\Runtime\Engine\Engine\FMeshNaniteSettings) GetNaniteSettings ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh ) | [] |
UStaticMeshEditorSubsystem::GetNumberMaterials | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Get number of Materials for a StaticMesh | StaticMeshEditor | int32 GetNumberMaterials ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh ) | [] |
UStaticMeshEditorSubsystem::GetNumberVerts | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Get number of StaticMesh verts for an LOD | StaticMeshEditor | int32 GetNumberVerts ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 LODIndex ) | [] |
UStaticMeshEditorSubsystem::GetSimpleCollisionCount | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Get number of simple collisions present on a static mesh.
An integer representing the number of simple collisions on the input static mesh. An negative value indicates that the command could not be executed. See log for explanation. | StaticMeshEditor | int32 GetSimpleCollisionCount ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh ) | [] |
UStaticMeshEditorSubsystem::GetNumUVChannels | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Returns the number of UV channels for the given LOD of a StaticMesh.
the number of UV channels. | StaticMeshEditor | int32 GetNumUVChannels ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 LODIndex ) | [] |
UStaticMeshEditorSubsystem::HasInstanceVertexColors | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Check whether a static mesh component has vertex colors | StaticMeshEditor | bool HasInstanceVertexColors ( [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * StaticMeshComponent ) | [] |
UStaticMeshEditorSubsystem::HasVertexColors | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Check whether a static mesh has vertex colors | StaticMeshEditor | bool HasVertexColors ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh ) | [] |
UStaticMeshEditorSubsystem::ImportLOD | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Import or re-import a LOD into the specified base mesh. If the LOD do not exist it will import it and add it to the base static mesh. If the LOD already exist it will re-import the specified LOD.
the index of the LOD that was imported or re-imported. Will return INDEX_NONE if anything goes bad. | StaticMeshEditor | int32 ImportLOD ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * BaseStaticMesh, const int32 LODIndex, const [FString](API\Runtime\Core\Containers\FString) & SourceFilename ) | [] |
UStaticMeshEditorSubsystem::InsertUVChannel | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Inserts an empty UV channel at the specified channel index on the given LOD of a StaticMesh.
true if a UV channel was added. | StaticMeshEditor | bool InsertUVChannel ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 LODIndex, int32 UVChannelIndex ) | [] |
UStaticMeshEditorSubsystem::IsSectionCollisionEnabled | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Checks if a specific LOD mesh section has collision.
True if the collision is enabled for the specified LOD of the StaticMesh section. | StaticMeshEditor | bool IsSectionCollisionEnabled ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 LODIndex, int32 SectionIndex ) | [] |
UStaticMeshEditorSubsystem::JoinStaticMeshActors | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Create a new Actor in the level that contains a duplicate of all the Actors Static Meshes Component. The ActorsToJoin need to be in the same Level. This will have a low impact on performance but may help the edition by grouping the meshes under a single Actor.
The new created actor. | StaticMeshEditor | [AActor](API\Runtime\Engine\GameFramework\AActor) * JoinStaticMeshActors ( const [TArray](API\Runtime\Core\Containers\TArray)< class [AStaticMeshActor](API\Runtime\Engine\Engine\AStaticMeshActor) * > & ActorsToJoin, const [FJoinStaticMeshActorsOptions](API\Editor\StaticMeshEditor\FJoinStaticMeshActorsOptions) & JoinOpt... | [] |
UStaticMeshEditorSubsystem::MergeStaticMeshActors | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Merge the meshes into a unique mesh with the provided StaticMeshActors. There are multiple options on how to merge the meshes and their materials. The ActorsToMerge need to be in the same Level. This may have a high impact on performance depending of the MeshMergingSettings options.
if the operation is successful. | StaticMeshEditor | bool MergeStaticMeshActors ( const [TArray](API\Runtime\Core\Containers\TArray)< class [AStaticMeshActor](API\Runtime\Engine\Engine\AStaticMeshActor) * > & ActorsToMerge, const [FMergeStaticMeshActorsOptions](API\Editor\StaticMeshEditor\FMergeStaticMeshActorsOptions) & MergeOptions, class [AStaticMeshActor](API\Runtime... | [] |
UStaticMeshEditorSubsystem::ReimportAllCustomLODs | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Re-import all the custom LODs present in the specified static mesh.
true if re-import all LODs works, false otherwise see log for explanation. | StaticMeshEditor | bool ReimportAllCustomLODs ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh ) | [] |
UStaticMeshEditorSubsystem::RemoveCollisionsWithNotification | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Remove collisions from a static mesh. This method replicates what is done when invoking menu entries "Collision > Remove Collision" in the Mesh Editor.
A boolean indicating if the removal was successful or not. | StaticMeshEditor | bool RemoveCollisionsWithNotification ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, bool bApplyChanges ) | [] |
UStaticMeshEditorSubsystem::RemoveCollisions | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Same as RemoveCollisionsWithNotification but changes are applied. | StaticMeshEditor | bool RemoveCollisions ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh ) | [] |
UStaticMeshEditorSubsystem::RemoveLods | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Remove LODs on a static mesh except LOD 0.
A boolean indicating if the removal was successful, true, or not. | StaticMeshEditor | bool RemoveLods ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh ) | [] |
UStaticMeshEditorSubsystem::RemoveUVChannel | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Removes the UV channel at the specified channel index on the given LOD of a StaticMesh.
true if the UV channel was removed. | StaticMeshEditor | bool RemoveUVChannel ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 LODIndex, int32 UVChannelIndex ) | [] |
UStaticMeshEditorSubsystem::ReplaceMeshComponentsMaterialsOnActors | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Find the references of the material MaterialToReplaced on all the MeshComponents of all the Actors provided and replace it by NewMaterial. | StaticMeshEditor | void ReplaceMeshComponentsMaterialsOnActors ( const [TArray](API\Runtime\Core\Containers\TArray)< class [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors, class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * MaterialToBeReplaced, class [UMaterialInterface](API\Runtime\Engine\Materi... | [] |
UStaticMeshEditorSubsystem::ReplaceMeshComponentsMaterials | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Find the references of the material MaterialToReplaced on all the MeshComponents provided and replace it by NewMaterial. | StaticMeshEditor | void ReplaceMeshComponentsMaterials ( const [TArray](API\Runtime\Core\Containers\TArray)< class [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * > & MeshComponents, class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * MaterialToBeReplaced, class [UMaterialInterface](API\Runtime\... | [] |
UStaticMeshEditorSubsystem::ReplaceMeshComponentsMeshes | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Find the references of the mesh MeshToBeReplaced on all the MeshComponents provided and replace it by NewMesh. The editor should not be in play in editor mode. | StaticMeshEditor | void ReplaceMeshComponentsMeshes ( const [TArray](API\Runtime\Core\Containers\TArray)< class [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * > & MeshComponents, class [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * MeshToBeReplaced, class [UStaticMesh](API\Runtime\Engine\Engine\UStat... | [] |
UStaticMeshEditorSubsystem::ReplaceMeshComponentsMeshesOnActors | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Find the references of the mesh MeshToBeReplaced on all the MeshComponents of all the Actors provided and replace it by NewMesh. | StaticMeshEditor | void ReplaceMeshComponentsMeshesOnActors ( const [TArray](API\Runtime\Core\Containers\TArray)< class [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors, class [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * MeshToBeReplaced, class [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * NewMesh ) | [] |
UStaticMeshEditorSubsystem::SetAllowCPUAccess | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Sets StaticMeshFlag bAllowCPUAccess | StaticMeshEditor | void SetAllowCPUAccess ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, bool bAllowCPUAccess ) | [] |
UStaticMeshEditorSubsystem::SetConvexDecompositionCollisionsWithNotification | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Add a convex collision to a static mesh. Any existing collisions will be removed from the static mesh. This method replicates what is done when invoking menu entry "Collision > Auto Convex Collision" in the Mesh Editor.
A boolean indicating if the addition was successful or not. | StaticMeshEditor | bool SetConvexDecompositionCollisionsWithNotification ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 HullCount, int32 MaxHullVerts, int32 HullPrecision, bool bApplyChanges ) | [] |
UStaticMeshEditorSubsystem::SetConvexDecompositionCollisions | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Same as SetConvexDecompositionCollisionsWithNotification but changes are automatically applied. | StaticMeshEditor | bool SetConvexDecompositionCollisions ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 HullCount, int32 MaxHullVerts, int32 HullPrecision ) | [] |
UStaticMeshEditorSubsystem::SetGenerateLightmapUVs | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Set Generate Lightmap UVs for StaticMesh | StaticMeshEditor | bool SetGenerateLightmapUVs ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, bool bGenerateLightmapUVs ) | [] |
UStaticMeshEditorSubsystem::SetLodBuildSettings | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Set the LOD build options for the specified LOD index. | StaticMeshEditor | void SetLodBuildSettings ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const int32 LodIndex, const [FMeshBuildSettings](API\Runtime\Engine\Engine\FMeshBuildSettings) & BuildOptions ) | [] |
UStaticMeshEditorSubsystem::SetLodFromStaticMesh | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Adds or create a LOD at DestinationLodIndex using the geometry from SourceStaticMesh SourceLodIndex
The index of the LOD that was set. It can be different than DestinationLodIndex if it wasn't a valid index. A negative value indicates that the LOD was not set. See log for explanation. | StaticMeshEditor | int32 SetLodFromStaticMesh ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * DestinationStaticMesh, int32 DestinationLodIndex, [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * SourceStaticMesh, int32 SourceLodIndex, bool bReuseExistingMaterialSlots ) | [] |
UStaticMeshEditorSubsystem::SetLODGroup | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Set the LODGroup for the specified static mesh
Success | StaticMeshEditor | bool SetLODGroup ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, [FName](API\Runtime\Core\UObject\FName) LODGroup, bool bRebuildImmediately ) | [] |
UStaticMeshEditorSubsystem::SetLODMaterialSlot | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Sets the material slot for a specific LOD. | StaticMeshEditor | void SetLODMaterialSlot ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 MaterialSlotIndex, int32 LODIndex, int32 SectionIndex ) | [] |
UStaticMeshEditorSubsystem::SetLodReductionSettings | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Set the LOD reduction for the specified LOD index. | StaticMeshEditor | void SetLodReductionSettings ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const int32 LodIndex, const [FMeshReductionSettings](API\Runtime\Engine\Engine\FMeshReductionSettings) & ReductionOptions ) | [] |
UStaticMeshEditorSubsystem::SetLods | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Same as SetLodsWithNotification but changes are applied. | StaticMeshEditor | int32 SetLods ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const [FStaticMeshReductionOptions](API\Editor\StaticMeshEditor\FStaticMeshReductionOptions) & ReductionOptions ) | [] |
UStaticMeshEditorSubsystem::SetLodScreenSizes | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Set LOD screen sizes.
A boolean indicating if setting the screen sizes was successful. | StaticMeshEditor | bool SetLodScreenSizes ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const [TArray](API\Runtime\Core\Containers\TArray)< float > & ScreenSizes ) | [] |
UStaticMeshEditorSubsystem::SetLodsWithNotification | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Remove then add LODs on a static mesh. The static mesh must have at least LOD 0. The LOD 0 of the static mesh is kept after removal. The build settings of LOD 0 will be applied to all subsequent LODs.
the number of LODs generated on the input mesh. An negative value indicates that the reduction could not be performed. ... | StaticMeshEditor | int32 SetLodsWithNotification ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const [FStaticMeshReductionOptions](API\Editor\StaticMeshEditor\FStaticMeshReductionOptions) & ReductionOptions, bool bApplyChanges ) | [] |
UStaticMeshEditorSubsystem::SetNaniteSettings | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | Get the Nanite Settings for the mesh | StaticMeshEditor | void SetNaniteSettings ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, [FMeshNaniteSettings](API\Runtime\Engine\Engine\FMeshNaniteSettings) NaniteSettings, bool bApplyChanges ) | [] |
UStaticMeshEditorSubsystem::UStaticMeshEditorSubsystem | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | StaticMeshEditor | UStaticMeshEditorSubsystem() | [] | |
UStaticMeshEditorSubsystem | /Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h | UStaticMeshEditorSubsystemSubsystem for exposing static mesh functionality to scripts | StaticMeshEditor | class UStaticMeshEditorSubsystem : public [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem) | [] |
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