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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
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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 )
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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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