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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SSubobjectBlueprintEditor::OnDeleteNodes | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h | SubobjectEditor | virtual void OnDeleteNodes() | [] | |
SSubobjectBlueprintEditor::OnDetachFromDropAction | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h | SubobjectEditor | virtual void OnDetachFromDropAction ( const [TArray](API\Runtime\Core\Containers\TArray)< FSubobjectEditorTreeNodePtrType > & DroppedNodePtrs ) | [] | |
SSubobjectBlueprintEditor::OnDuplicateComponent | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h | SubobjectEditor | virtual void OnDuplicateComponent() | [] | |
SSubobjectBlueprintEditor::OnMakeNewRootDropAction | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h | SubobjectEditor | virtual void OnMakeNewRootDropAction ( FSubobjectEditorTreeNodePtrType DroppedNodePtr ) | [] | |
SSubobjectBlueprintEditor::PasteNodes | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h | SubobjectEditor | virtual void PasteNodes() | [] | |
SSubobjectBlueprintEditor::PopulateContextMenuImpl | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h | Populate the context menu with implementation specific details | SubobjectEditor | virtual void PopulateContextMenuImpl ( [UToolMenu](API\Developer\ToolMenus\UToolMenu) * InMenu, [TArray](API\Runtime\Core\Containers\TArray)< FSubobjectEditorTreeNodePtrType > & InSelectedItems, bool bIsChildActorSubtreeNodeSelected ) | [] |
SSubobjectBlueprintEditor::PostDragDropAction | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h | SubobjectEditor | virtual void PostDragDropAction ( bool bRegenerateTreeNodes ) | [] | |
SSubobjectBlueprintEditor::ShouldModifyBPOnAssetDrop | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h | If true, then the blueprint should be modified on TryHandleAssetDragDropOperation | SubobjectEditor | virtual bool ShouldModifyBPOnAssetDrop() const | [] |
SSubobjectBlueprintEditor::ShowInlineSearchWithButtons | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h | Indicates whether or not the search bar and inline buttons are visible. | SubobjectEditor | virtual bool ShowInlineSearchWithButtons() const | [] |
SSubobjectBlueprintEditor::ViewEvent | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h | Function to view an event for a node | SubobjectEditor | static void ViewEvent ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FName](API\Runtime\Core\UObject\FName) EventName, const [FComponentEventConstructionData](API\Editor\Kismet\FComponentEventConstructionData) EventData ) | [] |
SSubobjectBlueprintEditor | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h | This is the editor for subobjects within the blueprint editor that | SubobjectEditor | class SSubobjectBlueprintEditor : public [SSubobjectEditor](API\Editor\SubobjectEditor\SSubobjectEditor) | [
{
"type": "FOnHighlightPro...",
"name": "OnHighlightPropertyInDetailsView",
"description": "Delegate to invoke when the given property should be highlighted in the details view (e.g. diff)."
},
{
"type": "TAttribute<AAc...",
"name": "PreviewActor",
"description": "Attribute that provides... |
SSubobjectEditor::AddNewSubobject | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Add a new subobject to the given parent via the subobject data subsystem | SubobjectEditor | [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) * AssetOve... | [] |
SSubobjectEditor::BuildSceneRootDropActionMenu | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Builds a context menu popup for dropping a child node onto the scene root node | SubobjectEditor | [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > BuildSceneRootDropActionMenu ( FSubobjectEditorTreeNodePtrType DroppedOntoNodePtr, FSubobjectEditorTreeNodePtrType DroppedNodePtr ) | [] |
SSubobjectEditor::CanCopyNodes | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | SubobjectEditor | bool CanCopyNodes() const | [] | |
SSubobjectEditor::CanCutNodes | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | SubobjectEditor | bool CanCutNodes() const | [] | |
SSubobjectEditor::CanDeleteNodes | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Removes existing selected component nodes from the SCS | SubobjectEditor | virtual bool CanDeleteNodes() const | [] |
SSubobjectEditor::CanDuplicateComponent | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | SubobjectEditor | bool CanDuplicateComponent() const | [] | |
SSubobjectEditor::CanMakeNewRootOnDrag | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | SubobjectEditor | virtual bool CanMakeNewRootOnDrag ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * DraggedFromBlueprint ) const | [] | |
SSubobjectEditor::CanPasteNodes | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Pastes previously copied node(s) | SubobjectEditor | virtual bool CanPasteNodes() const | [] |
SSubobjectEditor::CanRenameComponent | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Checks to see if renaming is allowed on the selected component | SubobjectEditor | bool CanRenameComponent() const | [] |
SSubobjectEditor::ClearSelection | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Clears the current selection | SubobjectEditor | void ClearSelection() | [] |
SSubobjectEditor::ClearSelectionOnClick | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | If true, then the tree widget will clear selection on click. | SubobjectEditor | virtual bool ClearSelectionOnClick() const | [] |
SSubobjectEditor::ConstructTreeWidget | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Constructs the slate drag/drop tree for this subobject editor | SubobjectEditor | virtual void ConstructTreeWidget() | [] |
SSubobjectEditor::CopySelectedNodes | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | SubobjectEditor | void CopySelectedNodes() | [] | |
SSubobjectEditor::CreateCommandList | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Creates a list of commands | SubobjectEditor | virtual void CreateCommandList() | [] |
SSubobjectEditor::CreateContextMenu | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Called to display context menu when right clicking on the widget | SubobjectEditor | [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateContextMenu() | [] |
SSubobjectEditor::CreateMenuBuilder | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | SubobjectEditor | virtual [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) CreateMenuBuilder() | [] | |
SSubobjectEditor::CutSelectedNodes | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | SubobjectEditor | void CutSelectedNodes() | [] | |
SSubobjectEditor::DepthFirstTraversal | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Recursively visits the given node + its children and invokes the given function for each. | SubobjectEditor | void DepthFirstTraversal ( const FSubobjectEditorTreeNodePtrType & InNodePtr, [TSet](API\Runtime\Core\Containers\TSet)< FSubobjectEditorTreeNodePtrType > & OutVisitedNodes, const [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const FSubobjectEditorTreeNodePtrType &)> InFunction ) const | [] |
SSubobjectEditor::DumpTree | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Dumps out the tree view contents to the log (used to assist with debugging widget hierarchy issues) | SubobjectEditor | void DumpTree() | [] |
SSubobjectEditor::FindOrCreateSlateNodeForHandle | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Attempt to find an existing slate node that matches the given handle. | SubobjectEditor | static FSubobjectEditorTreeNodePtrType FindOrCreateSlateNodeForHandle ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & Handle, [TMap](API\Runtime\Core\Containers\TMap)< [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle), FSubobjectEditorTreeNodePtrType... | [] |
SSubobjectEditor::FindSlateNodeForHandle | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Attempt to find an existing slate node that matches the given handle. | SubobjectEditor | FSubobjectEditorTreeNodePtrType FindSlateNodeForHandle ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & Handle, FSubobjectEditorTreeNodePtrType InStartNodePtr ) const | [] |
SSubobjectEditor::FindSlateNodeForObject | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.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 | [] |
SSubobjectEditor::FindSlateNodeForVariableName | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Attempt to find an existing slate node that has a given variable name. | SubobjectEditor | FSubobjectEditorTreeNodePtrType FindSlateNodeForVariableName ( [FName](API\Runtime\Core\UObject\FName) InVariableName ) const | [] |
FOnItemDoubleClicked | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | SubobjectEditor | typedef TBaseDelegate_OneParam< void, const FSubobjectEditorTreeNodePtrType > FOnItemDoubleClicked | [] | |
FOnSelectionUpdated | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | SubobjectEditor | typedef TBaseDelegate_OneParam< void, const [TArray](API\Runtime\Core\Containers\TArray)< FSubobjectEditorTreeNodePtrType > & > FOnSelectionUpdated | [] | |
SSubobjectEditor::GetBlueprint | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Provides access to the Blueprint context that's being edited | SubobjectEditor | [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * GetBlueprint() const | [] |
SSubobjectEditor::GetCollapsedNodes | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Returns the set of expandable nodes that are currently collapsed in the UI | SubobjectEditor | void GetCollapsedNodes ( const FSubobjectEditorTreeNodePtrType & InNodePtr, [TSet](API\Runtime\Core\Containers\TSet)< FSubobjectEditorTreeNodePtrType > & OutCollapsedNodes ) const | [] |
SSubobjectEditor::GetColorTintForIcon | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Get the tint color that any subobject editor icons should use. The default is the foreground color. | SubobjectEditor | virtual [FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) GetColorTintForIcon ( FSubobjectEditorTreeNodePtrType Node ) const | [] |
SSubobjectEditor::GetCommandList | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | SubobjectEditor | [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > GetCommandList() const | [] | |
SSubobjectEditor::GetComponentClassComboButtonVisibility | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | The visibility of the Add Component combo button | SubobjectEditor | virtual [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) GetComponentClassComboButtonVisibility() const | [] |
SSubobjectEditor::GetComponentsFilterBoxVisibility | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | The visibility of the components filter box | SubobjectEditor | [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) GetComponentsFilterBoxVisibility() const | [] |
SSubobjectEditor::GetComponentsTreeVisibility | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | The visibility of the components tree | SubobjectEditor | [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) GetComponentsTreeVisibility() const | [] |
SSubobjectEditor::GetComponentTypeFilterToApply | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Type of component to filter the tree view with or nullptr if there's no filter. | SubobjectEditor | [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > GetComponentTypeFilterToApply() const | [] |
SSubobjectEditor::GetDragDropTree | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | SubobjectEditor | [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SSubobjectEditorDragDropTree](API\Editor\SubobjectEditor\SSubobjectEditorDragDropTree) > GetDragDropTree() const | [] | |
SSubobjectEditor::GetEditBlueprintButtonVisibility | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | The visibility of the Edit Blueprint button (only visible with an actor instance that is created from a blueprint) | SubobjectEditor | virtual [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) GetEditBlueprintButtonVisibility() const | [] |
SSubobjectEditor::GetFilterText | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Callback for the action trees to get the filter text | SubobjectEditor | [FText](API\Runtime\Core\Internationalization\FText) GetFilterText() const | [] |
SSubobjectEditor::GetNumSelectedNodes | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Returns the number of currently selected nodes in the tree | SubobjectEditor | int32 GetNumSelectedNodes() const | [] |
SSubobjectEditor::GetObjectContext | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Pointer to the current object that is represented by the subobject editor | SubobjectEditor | [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetObjectContext() const | [] |
SSubobjectEditor::GetObjectContextHandle | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | SubobjectHandle of the current object that is represented by the subobject editor | SubobjectEditor | [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) GetObjectContextHandle() const | [] |
SSubobjectEditor::GetPromoteToBlueprintButtonVisibility | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | The visibility of the promote to blueprint button (only visible with an actor instance that is not created from a blueprint) | SubobjectEditor | virtual [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) GetPromoteToBlueprintButtonVisibility() const | [] |
SSubobjectEditor::GetRootNodes | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Return an array of the current slate node hierarchy in the tree | SubobjectEditor | const [TArray](API\Runtime\Core\Containers\TArray)< FSubobjectEditorTreeNodePtrType > & GetRootNodes() const | [] |
SSubobjectEditor::GetSceneRootNode | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | SubobjectEditor | virtual FSubobjectEditorTreeNodePtrType GetSceneRootNode() const | [] | |
SSubobjectEditor::GetSelectedHandles | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Get the currently selected handles from the tree sorted in order from parent to child | SubobjectEditor | [TArray](API\Runtime\Core\Containers\TArray)< [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) > GetSelectedHandles() const | [] |
SSubobjectEditor::GetSelectedItemsForContextMenu | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Fills the supplied array with the currently selected objects | SubobjectEditor | void GetSelectedItemsForContextMenu ( [TArray](API\Runtime\Core\Containers\TArray)< [FComponentEventConstructionData](API\Editor\Kismet\FComponentEventConstructionData) > & OutSelectedItems ) const | [] |
SSubobjectEditor::GetSelectedNodes | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Get the currently selected nodes from the tree sorted in order from parent to child | SubobjectEditor | [TArray](API\Runtime\Core\Containers\TArray)< FSubobjectEditorTreeNodePtrType > GetSelectedNodes() const | [] |
SSubobjectEditor::GetToolButtonsBox | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Return the button widgets that can add components or create/edit blueprints | SubobjectEditor | [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetToolButtonsBox() const | [] |
SSubobjectEditor::HandleItemDoubleClicked | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Callback when a component item is double clicked. | SubobjectEditor | void HandleItemDoubleClicked ( FSubobjectEditorTreeNodePtrType InItem ) | [] |
SSubobjectEditor::IsComponentSelected | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Returns true if the specified component is currently selected | SubobjectEditor | bool IsComponentSelected ( const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * PrimComponent ) const | [] |
SSubobjectEditor::IsEditingAllowed | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | SubobjectEditor | virtual bool IsEditingAllowed() const | [] | |
SSubobjectEditor::MakeTableRowWidget | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Widget Callbacks. | SubobjectEditor | [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > MakeTableRowWidget ( FSubobjectEditorTreeNodePtrType InNodePtr, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & OwnerTable ) | [] |
SSubobjectEditor::OnAttachToDropAction | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Handler for attaching a single node to this node | SubobjectEditor | void OnAttachToDropAction ( FSubobjectEditorTreeNodePtrType DroppedOn, FSubobjectEditorTreeNodePtrType DroppedNodePtr ) | [] |
SSubobjectEditor::OnAttachToDropAction | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | SubobjectEditor | void OnAttachToDropAction ( FSubobjectEditorTreeNodePtrType DroppedOn, const [TArray](API\Runtime\Core\Containers\TArray)< FSubobjectEditorTreeNodePtrType > & DroppedNodePtrs ) | [] | |
SSubobjectEditor::OnDeleteNodes | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | SubobjectEditor | void OnDeleteNodes() | [] | |
SSubobjectEditor::OnDetachFromDropAction | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | SubobjectEditor | void OnDetachFromDropAction ( const [TArray](API\Runtime\Core\Containers\TArray)< FSubobjectEditorTreeNodePtrType > & DroppedNodePtrs ) | [] | |
SSubobjectEditor::OnDuplicateComponent | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | SubobjectEditor | void OnDuplicateComponent() | [] | |
SSubobjectEditor::OnFilterTextChanged | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Recursively updates the filtered state for each component item | SubobjectEditor | void OnFilterTextChanged ( const [FText](API\Runtime\Core\Internationalization\FText) & InFilterText ) | [] |
SSubobjectEditor::OnFindReferences | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | SubobjectEditor | void OnFindReferences() | [] | |
SSubobjectEditor::OnGetChildrenForTree | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Used by tree control - get children for a specified subobject node | SubobjectEditor | void OnGetChildrenForTree ( FSubobjectEditorTreeNodePtrType InNodePtr, [TArray](API\Runtime\Core\Containers\TArray)< FSubobjectEditorTreeNodePtrType > & OutChildren ) | [] |
SSubobjectEditor::OnItemScrolledIntoView | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Callback when a component item is scrolled into view | SubobjectEditor | void OnItemScrolledIntoView ( FSubobjectEditorTreeNodePtrType InItem, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > & InWidget ) | [] |
SSubobjectEditor::OnKeyDown | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | SWidgetinterface | SubobjectEditor | virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnKeyDown ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent ) | [] |
SSubobjectEditor::OnMakeNewRootDropAction | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | SubobjectEditor | void OnMakeNewRootDropAction ( FSubobjectEditorTreeNodePtrType DroppedNodePtr ) | [] | |
SSubobjectEditor::OnPostTick | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Called at the end of each frame. | SubobjectEditor | void OnPostTick ( float ) | [] |
SSubobjectEditor::OnOpenBlueprintEditor | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Opens the blueprint editor for the blueprint being viewed by the scseditor | SubobjectEditor | void OnOpenBlueprintEditor ( bool bForceCodeEditing ) const | [] |
SSubobjectEditor::OnPromoteToBlueprintClicked | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Called when the promote to blueprint button is clicked | SubobjectEditor | [FReply](API\Runtime\SlateCore\Input\FReply) OnPromoteToBlueprintClicked() | [] |
SSubobjectEditor::OnRenameComponent | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | SubobjectEditor | void OnRenameComponent() | [] | |
SSubobjectEditor::OnRenameComponent | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | SubobjectEditor | void OnRenameComponent ( [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FScopedTransaction](API\Editor\UnrealEd\FScopedTransaction) > InComponentCreateTransaction ) | [] | |
SSubobjectEditor::OnTreeSelectionChanged | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Called when selection in the tree changes | SubobjectEditor | void OnTreeSelectionChanged ( FSubobjectEditorTreeNodePtrType InSelectedNodePtr, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) SelectInfo ) | [] |
SSubobjectEditor::PasteNodes | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | SubobjectEditor | void PasteNodes() | [] | |
SSubobjectEditor::PerformComboAddClass | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Add a component from the selection in the combo box | SubobjectEditor | [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) PerformComboAddClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > ComponentClass, [EComponentCreateAction::Type](API\Editor\UnrealEd\EComponentCreateAction... | [] |
SSubobjectEditor::PopulateContextMenu | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Populate context menu on the fly | SubobjectEditor | void PopulateContextMenu ( [UToolMenu](API\Developer\ToolMenus\UToolMenu) * InMenu ) | [] |
SSubobjectEditor::PopulateContextMenuImpl | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Populate the context menu with implementation specific details | SubobjectEditor | void PopulateContextMenuImpl ( [UToolMenu](API\Developer\ToolMenus\UToolMenu) * InMenu, [TArray](API\Runtime\Core\Containers\TArray)< FSubobjectEditorTreeNodePtrType > & InSelectedItems, bool bIsChildActorSubtreeNodeSelected ) | [] |
SSubobjectEditor::PostDragDropAction | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | SubobjectEditor | void PostDragDropAction ( bool bRegenerateTreeNodes ) | [] | |
SSubobjectEditor::PromoteToBlueprint | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Converts the current actor instance to a blueprint | SubobjectEditor | void PromoteToBlueprint() const | [] |
SSubobjectEditor::RefreshComponentTypesList | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Refresh the type list presented by the add component button when clicked | SubobjectEditor | void RefreshComponentTypesList() | [] |
SSubobjectEditor::RefreshFilteredState | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Compares the filter bar's text with the item's component name. Use bRecursive to refresh the state of child nodes as well. Returns true if the node is set to be filtered out | SubobjectEditor | bool RefreshFilteredState ( FSubobjectEditorTreeNodePtrType TreeNode, bool bRecursive ) | [] |
SSubobjectEditor::RefreshSelectionDetails | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Forces the details panel to refresh on the same objects | SubobjectEditor | void RefreshSelectionDetails() | [] |
SSubobjectEditor::RegisterContextMenu | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Registers context menu by name for later access | SubobjectEditor | void RegisterContextMenu() | [] |
SSubobjectEditor::RestoreSelectionState | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Restore the previous selection state when updating the tree | SubobjectEditor | virtual void RestoreSelectionState ( [TArray](API\Runtime\Core\Containers\TArray)< FSubobjectEditorTreeNodePtrType > & SelectedTreeNodes, bool bFallBackToVariableName ) | [] |
SSubobjectEditor::SelectNode | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Select the given tree node | SubobjectEditor | void SelectNode ( FSubobjectEditorTreeNodePtrType InNodeToSelect, bool bIsCntrlDown ) | [] |
SSubobjectEditor::SelectNodeFromHandle | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Select the given tree node if there is on that matches the given handle | SubobjectEditor | void SelectNodeFromHandle ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & InHandle, bool bIsCntrlDown ) | [] |
SSubobjectEditor::SelectRoot | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Select the root of the tree | SubobjectEditor | void SelectRoot() | [] |
SSubobjectEditor::SetItemExpansionRecursive | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Handler for recursively expanding/collapsing items | SubobjectEditor | void SetItemExpansionRecursive ( FSubobjectEditorTreeNodePtrType Model, bool bInExpansionState ) | [] |
SSubobjectEditor::SetNodeExpansionState | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Set the expansion state of a node | SubobjectEditor | void SetNodeExpansionState ( FSubobjectEditorTreeNodePtrType InNodeToChange, const bool bIsExpanded ) | [] |
SSubobjectEditor::SetSelectionOverride | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Assigns a selection override delegate to the specified component | SubobjectEditor | void SetSelectionOverride ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * PrimComponent ) const | [] |
SSubobjectEditor::SetUICustomization | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Sets UI customizations of this SCSEditor. | SubobjectEditor | void SetUICustomization ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISCSEditorUICustomization](API\Editor\Kismet\ISCSEditorUICustomization) > InUICustomization ) | [] |
SSubobjectEditor::ShouldModifyBPOnAssetDrop | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | If true, then the blueprint should be modified on TryHandleAssetDragDropOperation | SubobjectEditor | virtual bool ShouldModifyBPOnAssetDrop() const | [] |
SSubobjectEditor::ShowInlineSearchWithButtons | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Indicates whether or not the search bar and inline buttons are visible. | SubobjectEditor | virtual bool ShowInlineSearchWithButtons() const | [] |
SSubobjectEditor::SpawnCreateNewBPComponentWindow | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Spawns a newSWindowgiving the user options for creating a new blueprint component class. The user will be prompted to pick a new subclass name and a blueprint asset will be created
The new class that was created | SubobjectEditor | [UClass](API\Runtime\CoreUObject\UObject\UClass) * SpawnCreateNewBPComponentWindow ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > ComponentClass ) | [] |
SSubobjectEditor::SpawnCreateNewCppComponentWindow | /Engine/Source/Editor/SubobjectEditor/Public/SSubobjectEditor.h | Spawns a newSWindowgiving the user options for creating a new C++ component class. The user will be prompted to pick a new subclass name and code will be recompiled
The new class that was created | SubobjectEditor | [UClass](API\Runtime\CoreUObject\UObject\UClass) * SpawnCreateNewCppComponentWindow ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > ComponentClass ) | [] |
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