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USubobjectDataSubsystem::BeginTransaction
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataSubsystem.h
SubobjectDataInterface
[FScopedTransaction](API\Editor\UnrealEd\FScopedTransaction) * BeginTransaction ( const [TArray](API\Runtime\Core\Containers\TArray)< [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) > & Handles, const [FText](API\Runtime\Core\Internationalization\FText) & Description, [UBlueprint](API\Run...
[]
USubobjectDataSubsystem::CanCopySubobjects
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataSubsystem.h
Returns true if the given array of handles represents subobjects that can be copied.
SubobjectDataInterface
bool CanCopySubobjects ( const [TArray](API\Runtime\Core\Containers\TArray)< [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) > & Handles ) const
[]
USubobjectDataSubsystem::CanPasteSubobjects
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataSubsystem.h
SubobjectDataInterface
bool CanPasteSubobjects ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & RootHandle, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * BPContext ) const
[]
USubobjectDataSubsystem::ChangeSubobjectClass
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataSubsystem.h
Attempts to change the subclass of a native component True if the class change was successful, false otherwise.
SubobjectDataInterface
bool ChangeSubobjectClass ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & Handle, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * NewClass )
[]
USubobjectDataSubsystem::CopySubobjects
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataSubsystem.h
SubobjectDataInterface
void CopySubobjects ( const [TArray](API\Runtime\Core\Containers\TArray)< [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) > & Handles, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * BpContext )
[]
USubobjectDataSubsystem::CreateNewBPComponent
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataSubsystem.h
Creates a new Blueprint component from the specified class type The user will be prompted to pick a new subclass name and a blueprint asset will be created The new class that was created
SubobjectDataInterface
static [UClass](API\Runtime\CoreUObject\UObject\UClass) * CreateNewBPComponent ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > ComponentClass, const [FString](API\Runtime\Core\Containers\FString) & NewClassPath, const [FString](API\Runti...
[]
USubobjectDataSubsystem::CreateNewCPPComponent
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataSubsystem.h
Creates a new C++ component from the specified class type The user will be prompted to pick a new subclass name and code will be recompiled The new class that was created
SubobjectDataInterface
static [UClass](API\Runtime\CoreUObject\UObject\UClass) * CreateNewCPPComponent ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > ComponentClass, const [FString](API\Runtime\Core\Containers\FString) & NewClassPath, const [FString](API\Runt...
[]
USubobjectDataSubsystem::Deinitialize
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataSubsystem.h
Implement this for deinitialization of instances of the system
SubobjectDataInterface
virtual void Deinitialize()
[]
USubobjectDataSubsystem::DeleteSubobject
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataSubsystem.h
Attempts to delete the given subobject from its blueprint context The number of subobjects successfully deleted
SubobjectDataInterface
int32 DeleteSubobject ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & ContextHandle, const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & SubobjectToDelete, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * BPContext )
[]
USubobjectDataSubsystem::DeleteSubobjects
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataSubsystem.h
Attempts to delete the given array of subobjects from their context The number of subobjects successfully deleted
SubobjectDataInterface
int32 DeleteSubobjects ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & ContextHandle, const [TArray](API\Runtime\Core\Containers\TArray)< [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) > & SubobjectsToDelete, [UBlueprint](API\Runtime\Engine\Engine...
[]
USubobjectDataSubsystem::DeleteSubobjects
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataSubsystem.h
Attempts to delete the given array of subobjects from their context The number of subobjects successfully deleted
SubobjectDataInterface
int32 DeleteSubobjects ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & ContextHandle, const [TArray](API\Runtime\Core\Containers\TArray)< [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) > & SubobjectsToDelete, [FSubobjectDataHandle](API\Editor\Subo...
[]
USubobjectDataSubsystem::DetachSubobject
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataSubsystem.h
Remove the child subobject from the owner True if the child was successfully removed.
SubobjectDataInterface
bool DetachSubobject ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & OwnerHandle, const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & ChildToRemove )
[]
USubobjectDataSubsystem::DuplicateSubobjects
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataSubsystem.h
Duplicate the given array of subobjects on the context.
SubobjectDataInterface
void DuplicateSubobjects ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & Context, const [TArray](API\Runtime\Core\Containers\TArray)< [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) > & SubobjectsToDup, [UBlueprint](API\Runtime\Engine\Engine\UBluep...
[]
USubobjectDataSubsystem::FindHandleForObject
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataSubsystem.h
Attempt to find an existing handle for the given object.FSubobjectDataHandleThe subobject handle for the object, Invalid handle if not found.
SubobjectDataInterface
[FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) FindHandleForObject ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & Context, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToFind, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint)...
[]
USubobjectDataSubsystem::FindSceneRootForSubobject
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataSubsystem.h
Find the scene root for a given subobject handle. If this is an actor, then it will return the handle pointing to its DefaultSceneRoot. If this is a component, it will walk the parent chain until it finds the DefaultSceneRoot.
SubobjectDataInterface
[FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) FindSceneRootForSubobject ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & InHandle ) const
[]
USubobjectDataSubsystem::GatherSubobjectData
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataSubsystem.h
Gather all subobjects that the givenUObjectcontext has. Populates an array of handles that will have the given context and all it's subobjects.
SubobjectDataInterface
void GatherSubobjectData ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [TArray](API\Runtime\Core\Containers\TArray)< [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) > & OutArray )
[]
USubobjectDataSubsystem::Get
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataSubsystem.h
Static wrapper for getting this engine subsystem. Will return nullptr if the SubobjectDataInterface module has not been loaded yet.
SubobjectDataInterface
static [USubobjectDataSubsystem](API\Editor\SubobjectDataInterface\USubobjectDataSubsystem) * Get()
[]
USubobjectDataSubsystem::GetActorRootHandle
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataSubsystem.h
Walk the hierarchy up to find theAActorroot for the given handle The handle of the root actor if one exists, FSubobjectDataHandle::InvalidHandle otherwise.
SubobjectDataInterface
static [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) GetActorRootHandle ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & StartingHandle )
[]
USubobjectDataSubsystem::GetSubobjectFactoryManager
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataSubsystem.h
SubobjectDataInterface
[FSubobjectFactoryManager](API\Editor\SubobjectDataInterface\FSubobjectFactoryManager) * GetSubobjectFactoryManager() const
[]
USubobjectDataSubsystem::Initialize
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataSubsystem.h
Implement this for initialization of instances of the system
SubobjectDataInterface
virtual void Initialize ( [FSubsystemCollectionBase](API\Runtime\Engine\Subsystems\FSubsystemCollectionBase) & Collection )
[]
USubobjectDataSubsystem::K2_DeleteSubobjectsFromInstance
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataSubsystem.h
Attempts to delete the given array of subobjects from their context The number of subobjects successfully deleted
SubobjectDataInterface
int32 K2_DeleteSubobjectsFromInstance ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & ContextHandle, const [TArray](API\Runtime\Core\Containers\TArray)< [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) > & SubobjectsToDelete )
[]
USubobjectDataSubsystem::IsValidRename
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataSubsystem.h
Returns true if the given new text is a valid option to rename the subobject with the given handle. Populates the OutErrorMessage if it is not valid. True if the rename is valid
SubobjectDataInterface
bool IsValidRename ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & Handle, const [FText](API\Runtime\Core\Internationalization\FText) & InNewText, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMessage ) const
[]
USubobjectDataSubsystem::K2_DeleteSubobjectFromInstance
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataSubsystem.h
Attempts to delete the given subobject from its context The number of subobjects successfully deleted
SubobjectDataInterface
int32 K2_DeleteSubobjectFromInstance ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & ContextHandle, const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & SubobjectToDelete )
[]
USubobjectDataSubsystem::K2_FindSubobjectDataFromHandle
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataSubsystem.h
Attempt to find the subobject data for a given handle. OutData will only be valid if the function returns true. bool true if the data was found
SubobjectDataInterface
bool K2_FindSubobjectDataFromHandle ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & Handle, [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & OutData ) const
[]
USubobjectDataSubsystem::K2_GatherSubobjectDataForBlueprint
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataSubsystem.h
Gather all subobjects that the given Blueprint context has. Populates an array of handles that will have the given context and all it's subobjects.
SubobjectDataInterface
void K2_GatherSubobjectDataForBlueprint ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Context, [TArray](API\Runtime\Core\Containers\TArray)< [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) > & OutArray )
[]
USubobjectDataSubsystem::K2_GatherSubobjectDataForInstance
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataSubsystem.h
Gather all subobjects that the given actor instance has. Populates an array of handles that will have the given context and all it's subobjects.
SubobjectDataInterface
void K2_GatherSubobjectDataForInstance ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Context, [TArray](API\Runtime\Core\Containers\TArray)< [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) > & OutArray )
[]
USubobjectDataSubsystem::MakeNewSceneRoot
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataSubsystem.h
SubobjectDataInterface
bool MakeNewSceneRoot ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & Context, const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & NewSceneRoot, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * BPContext )
[]
USubobjectDataSubsystem::OnNewSubobjectAdded
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataSubsystem.h
Delegate invoked when a new subobject is successfully added
SubobjectDataInterface
FOnNewSubobjectAdded & OnNewSubobjectAdded()
[]
USubobjectDataSubsystem::PasteSubobjects
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataSubsystem.h
SubobjectDataInterface
void PasteSubobjects ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & PasteToContext, const [TArray](API\Runtime\Core\Containers\TArray)< [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) > & NewParentHandles, [UBlueprint](API\Runtime\Engine\Engine\UB...
[]
USubobjectDataSubsystem::RenameSubobject
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataSubsystem.h
Attempts to rename the given subobject to the new name. True if the rename was successful, false otherwise.
SubobjectDataInterface
bool RenameSubobject ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & Handle, const [FText](API\Runtime\Core\Internationalization\FText) & InNewName )
[]
USubobjectDataSubsystem::RenameSubobjectMemberVariable
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataSubsystem.h
SubobjectDataInterface
static void RenameSubobjectMemberVariable ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * BPContext, const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & InHandle, const [FName](API\Runtime\Core\UObject\FName) NewName )
[]
USubobjectDataSubsystem::ReparentSubobject
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataSubsystem.h
Attempts to reparent the given subobject to the new parent True if the reparent was successful, false otherwise.
SubobjectDataInterface
bool ReparentSubobject ( const [FReparentSubobjectParams](API\Editor\SubobjectDataInterface\FReparentSubobjectParams) & Params, const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & ToReparentHandle )
[]
USubobjectDataSubsystem::ReparentSubobjects
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataSubsystem.h
Attempts to reparent all subobjects in the HandlesToMove array to the new parent handle.
SubobjectDataInterface
bool ReparentSubobjects ( const [FReparentSubobjectParams](API\Editor\SubobjectDataInterface\FReparentSubobjectParams) & Params, const [TArray](API\Runtime\Core\Containers\TArray)< [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) > & HandlesToMove )
[]
USubobjectDataSubsystem
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataSubsystem.h
The Subobject Data Subsystem will produce the reflected subobject data based on a given root object. A root object can be anything, an actor instance clicked on via the level editor, a UBlueprint* by opening an asset, or something piped in from python or other scripting languages.
SubobjectDataInterface
class USubobjectDataSubsystem : public [UEngineSubsystem](API\Runtime\Engine\Subsystems\UEngineSubsystem)
[]
FSubobjectEditorModule
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditorModule.h
SubobjectEditor
class FSubobjectEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
[]
FSubobjectEditorTreeNode::AddChild
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h
Add the given slate node to our child array and set it's parent to us This had no effect on the actual structure of the subobjects this node represents it is purely visual
SubobjectEditor
void AddChild ( FSubobjectEditorTreeNodePtrType AttachToPtr )
[]
FSubobjectEditorTreeNode::ApplyFilteredStateToParent
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h
Used to update the EFilteredState::ChildMatches flag for parent nodes, when this item's filtration state has changed
SubobjectEditor
void ApplyFilteredStateToParent()
[]
FSubobjectEditorTreeNode::CanDelete
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h
SubobjectEditor
bool CanDelete() const
[]
FSubobjectEditorTreeNode::CanRename
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h
SubobjectEditor
bool CanRename() const
[]
FSubobjectEditorTreeNode::CloseOngoingCreateTransaction
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h
SubobjectEditor
void CloseOngoingCreateTransaction()
[]
EFilteredState
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h
SubobjectEditor
enum EFilteredState { FilteredOut = 0x00, MatchesFilter = (1 << 0), ChildMatches = (1 << 1), FilteredInMask = (MatchesFilter | ChildMatches), Unknown = 0xFC, }
[]
FSubobjectEditorTreeNode::FindChild
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h
Attempts to find the given subobject handle in the slate children on this node. Nullptr if none are found.
SubobjectEditor
FSubobjectEditorTreeNodePtrType FindChild ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & InHandle )
[]
FOnRenameRequested
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h
Delegate for when the context menu requests a rename
SubobjectEditor
typedef TBaseDelegate_NoParams< void > FOnRenameRequested
[]
FSubobjectEditorTreeNode::GetChildren
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h
The set of nodes which are parented to this node (read-only).
SubobjectEditor
const [TArray](API\Runtime\Core\Containers\TArray)< FSubobjectEditorTreeNodePtrType > & GetChildren() const
[]
FSubobjectEditorTreeNode::GetComponentTemplate
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h
If this subobject is an actor component, then return its template. Otherwise it will return null
SubobjectEditor
const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * GetComponentTemplate() const
[]
FSubobjectEditorTreeNode::GetDataHandle
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h
Get the subobject handle that this slate node is representing.
SubobjectEditor
[FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) GetDataHandle() const
[]
FSubobjectEditorTreeNode::GetDataSource
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h
Get a pointer to the subobject data that this slate node is representing.
SubobjectEditor
[FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) * GetDataSource() const
[]
FSubobjectEditorTreeNode::CanReparent
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h
SubobjectEditor
bool CanReparent() const
[]
FSubobjectEditorTreeNode::GetDisplayString
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h
Get the display name of this single tree node
SubobjectEditor
[FString](API\Runtime\Core\Containers\FString) GetDisplayString() const
[]
FSubobjectEditorTreeNode::GetObject
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h
SubobjectEditor
const [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetObject ( bool bEvenIfPendingKill ) const
[]
FSubobjectEditorTreeNode::GetOngoingCreateTransaction
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h
SubobjectEditor
void GetOngoingCreateTransaction ( [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FScopedTransaction](API\Editor\UnrealEd\FScopedTransaction) > & OutPtr )
[]
FSubobjectEditorTreeNode::GetParent
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h
Get the slate parent of this single tree node
SubobjectEditor
FSubobjectEditorTreeNodePtrType GetParent() const
[]
FSubobjectEditorTreeNode::GetRenameRequestedDelegate
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h
SubobjectEditor
[FOnRenameRequested](API\Editor\SubobjectEditor\FSubobjectEditorTreeNode\FOnRenameRequested) GetRenameRequestedDelegate()
[]
FSubobjectEditorTreeNode::GetVariableName
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h
SubobjectEditor
[FName](API\Runtime\Core\UObject\FName) GetVariableName() const
[]
FSubobjectEditorTreeNode::HasOngoingTransaction
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h
SubobjectEditor
bool HasOngoingTransaction() const
[]
FSubobjectEditorTreeNode::IsAttachedTo
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h
Returns true if this node is attached to the given slate node.
SubobjectEditor
bool IsAttachedTo ( FSubobjectEditorTreeNodePtrType InNodePtr ) const
[]
FSubobjectEditorTreeNode::IsChildSubtreeNode
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h
SubobjectEditor
bool IsChildSubtreeNode() const
[]
FSubobjectEditorTreeNode::IsComponentNode
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h
SubobjectEditor
bool IsComponentNode() const
[]
FSubobjectEditorTreeNode::IsDirectlyAttachedTo
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h
Whether or not this node is a direct child of the given node.
SubobjectEditor
bool IsDirectlyAttachedTo ( FSubobjectEditorTreeNodePtrType InNodePtr ) const
[]
FSubobjectEditorTreeNode::IsFlaggedForFiltration
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h
Query that determines if this item should be filtered out or not
SubobjectEditor
bool IsFlaggedForFiltration() const
[]
FSubobjectEditorTreeNode::IsNativeComponent
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h
SubobjectEditor
bool IsNativeComponent() const
[]
FSubobjectEditorTreeNode::IsRootActorNode
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h
Returns true if this is the root actor node of the tree.
SubobjectEditor
bool IsRootActorNode() const
[]
FSubobjectEditorTreeNode::IsSeperator
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h
SubobjectEditor
bool IsSeperator() const
[]
FSubobjectEditorTreeNode::IsValid
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h
Returns true if this subobject data handle is valid.
SubobjectEditor
bool IsValid() const
[]
FSubobjectEditorTreeNode::MatchesFilterType
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h
Returns whether the node will match the given type (for filtering)
SubobjectEditor
bool MatchesFilterType ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InFilterType ) const
[]
FSubobjectEditorTreeNode::RefreshFilteredState
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h
Refreshes this item's filtration state. Set bRecursive to 'true' to refresh any child nodes as well
SubobjectEditor
bool RefreshFilteredState ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InFilterType, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InFilterTerms, bool bRecursive )
[]
FSubobjectEditorTreeNode::RefreshCachedChildFilterState
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h
Updates the EFilteredState::ChildMatches flag, based off of children's current state
SubobjectEditor
void RefreshCachedChildFilterState ( bool bUpdateParent )
[]
FSubobjectEditorTreeNode::RemoveChild
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h
Remove the given slate node from our children array.
SubobjectEditor
void RemoveChild ( FSubobjectEditorTreeNodePtrType InChildNodePtr )
[]
FSubobjectEditorTreeNode::SetCachedFilterState
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h
Sets this item's filtration state. Use bUpdateParent to make sure the parent's EFilteredState::ChildMatches flag is properly updated based off the new state
SubobjectEditor
void SetCachedFilterState ( bool bMatchesFilter, bool bUpdateParent )
[]
FSubobjectEditorTreeNode::SetOngoingCreateTransaction
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h
SubobjectEditor
void SetOngoingCreateTransaction ( [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FScopedTransaction](API\Editor\UnrealEd\FScopedTransaction) > InTransaction )
[]
FSubobjectEditorTreeNode::SetRenameRequestedDelegate
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h
Sets up the delegate for a rename operation
SubobjectEditor
void SetRenameRequestedDelegate ( [FOnRenameRequested](API\Editor\SubobjectEditor\FSubobjectEditorTreeNode\FOnRenameRequested) InRenameRequested )
[]
FSubobjectEditorTreeNode::FSubobjectEditorTreeNode
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h
SubobjectEditor
FSubobjectEditorTreeNode ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & DataSource, bool InbIsSeperator )
[]
FSubobjectEditorTreeNode::~FSubobjectEditorTreeNode
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h
SubobjectEditor
~FSubobjectEditorTreeNode()
[]
FSubobjectEditorTreeNode
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h
Wrapper struct that represents access an singe subobject that is used by slate as a layout for columns/rows should look like
SubobjectEditor
class FSubobjectEditorTreeNode : public [TSharedFromThis< FSubobjectEditorTreeNode >](API\Runtime\Core\Templates\TSharedFromThis)
[ { "type": "uint8: 1", "name": "bIsSeperator", "description": "A flag that indicates that this is a separator slate node and has no valid data" }, { "type": "TArray< FSubobj...", "name": "Children", "description": "Any children that this subobject has in the hierarchy, used to collapsed ...
SSubobjectBlueprintEditor::AddNewSubobject
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h
Add a new subobject to the given parent via the subobject data subsystem
SubobjectEditor
virtual [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) AddNewSubobject ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & ParentHandle, [UClass](API\Runtime\CoreUObject\UObject\UClass) * NewClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ...
[]
SSubobjectBlueprintEditor::BuildMenuEventsSection
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h
Fills out an events section in ui.
SubobjectEditor
static void BuildMenuEventsSection ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & Menu, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [UClass](API\Runtime\CoreUObject\UObject\UClass) * SelectedClass, FCanExecuteAction CanExecuteActionDelegate, FGetSelectedObjectsDelegate GetSele...
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SSubobjectBlueprintEditor::BuildSceneRootDropActionMenu
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h
Builds a context menu pop up for dropping a child node onto the scene root node
SubobjectEditor
virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > BuildSceneRootDropActionMenu ( FSubobjectEditorTreeNodePtrType DroppedOntoNodePtr, FSubobjectEditorTreeNodePtrType DroppedNodePtr )
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SSubobjectBlueprintEditor::CanPasteNodes
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h
Pastes previously copied node(s)
SubobjectEditor
virtual bool CanPasteNodes() const
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SSubobjectBlueprintEditor::ClearSelectionOnClick
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h
If true, then the tree widget will clear selection on click.
SubobjectEditor
virtual bool ClearSelectionOnClick() const
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SSubobjectBlueprintEditor::Construct
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h
SubobjectEditor
void Construct ( const [FArguments](API\Editor\SubobjectEditor\SSubobjectBlueprintEditor\FArguments) & InArgs )
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SSubobjectBlueprintEditor::ConstructEvent
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h
Function to construct an event for a node
SubobjectEditor
static void ConstructEvent ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FName](API\Runtime\Core\UObject\FName) EventName, const [FComponentEventConstructionData](API\Editor\Kismet\FComponentEventConstructionData) EventData )
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SSubobjectBlueprintEditor::CopySelectedNodes
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h
SubobjectEditor
virtual void CopySelectedNodes()
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SSubobjectBlueprintEditor::CreateEventsForSelection
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h
Function to create events for the current selection
SubobjectEditor
static void CreateEventsForSelection ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [FName](API\Runtime\Core\UObject\FName) EventName, FGetSelectedObjectsDelegate GetSelectedObjectsDelegate )
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SSubobjectBlueprintEditor::FArguments::AllowEditing
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h
SubobjectEditor
WidgetArgsType & AllowEditing &40; const TAttribute< bool > & InAttribute &41;
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SSubobjectBlueprintEditor::FArguments::HideComponentClassCombo
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h
SubobjectEditor
WidgetArgsType & HideComponentClassCombo &40; const TAttribute< bool > & InAttribute &41;
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SSubobjectBlueprintEditor::FArguments::ObjectContext
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h
SubobjectEditor
WidgetArgsType & ObjectContext &40; const TAttribute< UObject &42; > & InAttribute &41;
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SSubobjectBlueprintEditor::FArguments::OnHighlightPropertyInDetailsView
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h
SubobjectEditor
WidgetArgsType & OnHighlightPropertyInDetailsView &40; const FOnHighlightPropertyInDetailsView & InDelegate &41;
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SSubobjectBlueprintEditor::FArguments::OnItemDoubleClicked
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h
SubobjectEditor
WidgetArgsType & OnItemDoubleClicked &40; const FOnItemDoubleClicked & InDelegate &41;
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SSubobjectBlueprintEditor::FArguments::OnSelectionUpdated
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h
SubobjectEditor
WidgetArgsType & OnSelectionUpdated &40; const FOnSelectionUpdated & InDelegate &41;
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SSubobjectBlueprintEditor::FArguments::PreviewActor
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h
SubobjectEditor
WidgetArgsType & PreviewActor &40; const TAttribute< AActor &42; > & InAttribute &41;
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SSubobjectBlueprintEditor::FArguments::SubobjectClassListFilters
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h
SubobjectEditor
WidgetArgsType & SubobjectClassListFilters &40; TArray< TSharedRef< IClassViewerFilter >> InArg &41;
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WidgetArgsType
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h
SubobjectEditor
typedef FArguments WidgetArgsType
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SSubobjectBlueprintEditor::FArguments::FArguments
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h
SubobjectEditor
FArguments&40;&41;
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FArguments
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h
SubobjectEditor
struct FArguments : public [TSlateBaseNamedArgs< SSubobjectBlueprintEditor >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)
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SSubobjectBlueprintEditor::FindSlateNodeForObject
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h
Attempt to find an existing slate node that matches the given handle.
SubobjectEditor
virtual FSubobjectEditorTreeNodePtrType FindSlateNodeForObject ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, bool bIncludeAttachmentComponents ) const
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FOnHighlightPropertyInDetailsView
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h
SubobjectEditor
typedef TBaseDelegate_OneParam< void, const class [FPropertyPath](API\Editor\PropertyEditor\FPropertyPath) & > FOnHighlightPropertyInDetailsView
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SSubobjectBlueprintEditor::GetActorPreview
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h
Get the current preview actor for this blueprint editor.
SubobjectEditor
[AActor](API\Runtime\Engine\GameFramework\AActor) * GetActorPreview() const
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SSubobjectBlueprintEditor::GetSceneRootNode
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h
SubobjectEditor
virtual FSubobjectEditorTreeNodePtrType GetSceneRootNode() const
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SSubobjectBlueprintEditor::HighlightTreeNode
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h
Highlight a tree node and, optionally, a property with in it
SubobjectEditor
void HighlightTreeNode ( [FName](API\Runtime\Core\UObject\FName) TreeNodeName, const class [FPropertyPath](API\Editor\PropertyEditor\FPropertyPath) & Property )
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SSubobjectBlueprintEditor::OnAttachToDropAction
/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h
SubobjectEditor
virtual void OnAttachToDropAction ( FSubobjectEditorTreeNodePtrType DroppedOn, const [TArray](API\Runtime\Core\Containers\TArray)< FSubobjectEditorTreeNodePtrType > & DroppedNodePtrs )
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