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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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... | [] |
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 ) | [] |
SSubobjectBlueprintEditor::CanPasteNodes | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h | Pastes previously copied node(s) | SubobjectEditor | virtual bool CanPasteNodes() const | [] |
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 | [] |
SSubobjectBlueprintEditor::Construct | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h | SubobjectEditor | void Construct ( const [FArguments](API\Editor\SubobjectEditor\SSubobjectBlueprintEditor\FArguments) & InArgs ) | [] | |
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 ) | [] |
SSubobjectBlueprintEditor::CopySelectedNodes | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h | SubobjectEditor | virtual void CopySelectedNodes() | [] | |
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 ) | [] |
SSubobjectBlueprintEditor::FArguments::AllowEditing | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h | SubobjectEditor | WidgetArgsType & AllowEditing &40; const TAttribute< bool > & InAttribute &41; | [] | |
SSubobjectBlueprintEditor::FArguments::HideComponentClassCombo | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h | SubobjectEditor | WidgetArgsType & HideComponentClassCombo &40; const TAttribute< bool > & InAttribute &41; | [] | |
SSubobjectBlueprintEditor::FArguments::ObjectContext | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h | SubobjectEditor | WidgetArgsType & ObjectContext &40; const TAttribute< UObject &42; > & InAttribute &41; | [] | |
SSubobjectBlueprintEditor::FArguments::OnHighlightPropertyInDetailsView | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h | SubobjectEditor | WidgetArgsType & OnHighlightPropertyInDetailsView &40; const FOnHighlightPropertyInDetailsView & InDelegate &41; | [] | |
SSubobjectBlueprintEditor::FArguments::OnItemDoubleClicked | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h | SubobjectEditor | WidgetArgsType & OnItemDoubleClicked &40; const FOnItemDoubleClicked & InDelegate &41; | [] | |
SSubobjectBlueprintEditor::FArguments::OnSelectionUpdated | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h | SubobjectEditor | WidgetArgsType & OnSelectionUpdated &40; const FOnSelectionUpdated & InDelegate &41; | [] | |
SSubobjectBlueprintEditor::FArguments::PreviewActor | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h | SubobjectEditor | WidgetArgsType & PreviewActor &40; const TAttribute< AActor &42; > & InAttribute &41; | [] | |
SSubobjectBlueprintEditor::FArguments::SubobjectClassListFilters | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h | SubobjectEditor | WidgetArgsType & SubobjectClassListFilters &40; TArray< TSharedRef< IClassViewerFilter >> InArg &41; | [] | |
WidgetArgsType | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h | SubobjectEditor | typedef FArguments WidgetArgsType | [] | |
SSubobjectBlueprintEditor::FArguments::FArguments | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h | SubobjectEditor | FArguments&40;&41; | [] | |
FArguments | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h | SubobjectEditor | struct FArguments : public [TSlateBaseNamedArgs< SSubobjectBlueprintEditor >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs) | [] | |
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 | [] |
FOnHighlightPropertyInDetailsView | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h | SubobjectEditor | typedef TBaseDelegate_OneParam< void, const class [FPropertyPath](API\Editor\PropertyEditor\FPropertyPath) & > FOnHighlightPropertyInDetailsView | [] | |
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 | [] |
SSubobjectBlueprintEditor::GetSceneRootNode | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h | SubobjectEditor | virtual FSubobjectEditorTreeNodePtrType GetSceneRootNode() const | [] | |
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 ) | [] |
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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