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UUMGEditorProjectSettings::UUMGEditorProjectSettings
/Engine/Source/Editor/UMGEditor/Public/UMGEditorProjectSettings.h
UMGEditor
UUMGEditorProjectSettings()
[]
UUMGEditorProjectSettings
/Engine/Source/Editor/UMGEditor/Public/UMGEditorProjectSettings.h
Implements the settings for the UMG Editor Project Settings
UMGEditor
class UUMGEditorProjectSettings : public [UWidgetEditingProjectSettings](API\Editor\UMGEditor\UWidgetEditingProjectSettings)
[]
UWidgetBlueprint::AllowsDynamicBinding
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprint.h
true if the blueprint supports event binding for multicast delegates
UMGEditor
virtual bool AllowsDynamicBinding() const
[]
UWidgetBlueprint::AlwaysCompileOnLoad
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprint.h
UWidgetblueprints are never data only, should always compile on load (data only blueprints cannot declare new variables)
UMGEditor
virtual bool AlwaysCompileOnLoad() const
[]
UWidgetBlueprint::ArePropertyBindingsAllowed
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprint.h
UMGEditor
bool ArePropertyBindingsAllowed() const
[]
UWidgetBlueprint::DetectSlateWidgetLeaks
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprint.h
UMGEditor
bool DetectSlateWidgetLeaks ( class [FDataValidationContext](API\Runtime\CoreUObject\Misc\FDataValidationContext) & Context ) const
[]
UWidgetBlueprint::FindDiffs
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprint.h
Fills in a list of differences between this blueprint and another blueprint. Default blueprints are handled bySBlueprintDiff, this should be overridden for specific blueprint types. True if these blueprints were checked for specific differences, false if they are not comparable
UMGEditor
virtual bool FindDiffs ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * OtherBlueprint, [FDiffResults](API\Runtime\Engine\FDiffResults) & Results ) const
[]
UWidgetBlueprint::GatherDependencies
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprint.h
Collect blueprints that depend on this blueprint.
UMGEditor
virtual void GatherDependencies ( [TSet](API\Runtime\Core\Containers\TSet)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) >> & InDependencies ) const
[]
UWidgetBlueprint::GetAssetRegistryTags
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprint.h
Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects
UMGEditor
virtual void GetAssetRegistryTags ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTags ) const
[]
UWidgetBlueprint::GetBlueprintClass
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprint.h
Gets the class generated when this blueprint is compiled.
UMGEditor
virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetBlueprintClass() const
[]
UWidgetBlueprint::GetCompilerForWidgetBP
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprint.h
UMGEditor
static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) > GetCompilerForWidgetBP ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * BP, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & InMessageLog, const [FKismet...
[]
UWidgetBlueprint::GetInheritedAvailableNamedSlots
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprint.h
Gets any named slots exposed by the parent generated class that can be slotted into by the subclass.
UMGEditor
[TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetInheritedAvailableNamedSlots() const
[]
UWidgetBlueprint::GetRelevantSettings
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprint.h
UMGEditor
virtual [UWidgetEditingProjectSettings](API\Editor\UMGEditor\UWidgetEditingProjectSettings) * GetRelevantSettings()
[]
UWidgetBlueprint::GetRelevantSettings
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprint.h
UMGEditor
virtual const [UWidgetEditingProjectSettings](API\Editor\UMGEditor\UWidgetEditingProjectSettings) * GetRelevantSettings() const
[]
UWidgetBlueprint::GetReparentingRules
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprint.h
UMGEditor
virtual void GetReparentingRules ( [TSet](API\Runtime\Core\Containers\TSet)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & AllowedChildrenOfClasses, [TSet](API\Runtime\Core\Containers\TSet)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & DisallowedChildrenOfClasses ) const
[]
UWidgetBlueprint::GetWidgetTemplatePackage
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprint.h
UMGEditor
[UPackage](API\Runtime\CoreUObject\UObject\UPackage) * GetWidgetTemplatePackage() const
[]
UWidgetBlueprint::HasCircularReferences
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprint.h
UMGEditor
[TValueOrError](API\Runtime\Core\Math\TValueOrError)< void, [UWidget](API\Runtime\UMG\Components\UWidget) * > HasCircularReferences() const
[]
UWidgetBlueprint::IsDataValid
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprint.h
Returns Valid if this object has data validation rules set up for it and the data for this object is valid. Returns Invalid if it does not pass the rules. Returns NotValidated if no rules are set for this object.
UMGEditor
virtual EDataValidationResult IsDataValid ( class [FDataValidationContext](API\Runtime\CoreUObject\Misc\FDataValidationContext) & Context ) const
[]
UWidgetBlueprint::IsWidgetFreeFromCircularReferences
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprint.h
Returns true if the supplied user widget will not create a circular reference when added to this blueprint
UMGEditor
bool IsWidgetFreeFromCircularReferences ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * UserWidget ) const
[]
UWidgetBlueprint::LoadModulesRequiredForCompilation
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprint.h
Blueprint can choose to load specific modules for compilation. Children are expected to call base implementation.
UMGEditor
virtual void LoadModulesRequiredForCompilation()
[]
UWidgetBlueprint::NotifyGraphRenamed
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprint.h
Notify the blueprint when a graph is renamed to allow for additional fixups.
UMGEditor
virtual void NotifyGraphRenamed ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, [FName](API\Runtime\Core\UObject\FName) OldName, [FName](API\Runtime\Core\UObject\FName) NewName )
[]
UWidgetBlueprint::PostDuplicate
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprint.h
Called after duplication & serialization and before PostLoad. Used to e.g. make sureUStaticMesh'sUModelgets copied as well. Note: NOT called on components on actor duplication (alt-drag or copy-paste). Use PostEditImport as well to cover that case.
UMGEditor
virtual void PostDuplicate ( bool bDuplicateForPIE )
[]
UWidgetBlueprint::PostLoad
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprint.h
UObjectinterface
UMGEditor
virtual void PostLoad()
[]
UWidgetBlueprint::PreSave
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprint.h
Deprecated* Use version that takesFObjectPreSaveContextinstead.
UMGEditor
virtual PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid PreSave ( const class [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )
[]
UWidgetBlueprint::PreSave
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprint.h
Objects created from within PreSave will NOT have PreSave called on them!!!
UMGEditor
virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )
[]
UWidgetBlueprint::ReplaceDeprecatedNodes
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprint.h
Checks all nodes in all graphs to see if they should be replaced by other nodes
UMGEditor
virtual void ReplaceDeprecatedNodes()
[]
UWidgetBlueprint::Serialize
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprint.h
Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.
UMGEditor
virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
[]
UWidgetBlueprint::SupportedByDefaultBlueprintFactory
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprint.h
Should the generic blueprint factory work for this blueprint?
UMGEditor
virtual bool SupportedByDefaultBlueprintFactory() const
[]
UWidgetBlueprint::SupportsInputEvents
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprint.h
true if the blueprint supports event binding for input events
UMGEditor
virtual bool SupportsInputEvents() const
[]
UWidgetBlueprint::UpdateTickabilityStats
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprint.h
UMGEditor
void UpdateTickabilityStats ( bool & OutHasLatentActions, bool & OutHasAnimations, bool & OutClassRequiresNativeTick )
[]
UWidgetBlueprint::ValidateGeneratedClass
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprint.h
UMGEditor
static bool ValidateGeneratedClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )
[]
UWidgetBlueprint::UWidgetBlueprint
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprint.h
UMGEditor
UWidgetBlueprint ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UWidgetBlueprint
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprint.h
The widget blueprint enables extendingUUserWidgetthe user extensibleUWidget.
UMGEditor
class UWidgetBlueprint : public [UBaseWidgetBlueprint](API\Editor\UnrealEd\UBaseWidgetBlueprint)
[ { "type": "TArray<TObject...", "name": "Animations", "description": "" }, { "type": "TArray<FDelega...", "name": "Bindings", "description": "" }, { "type": "FString", "name": "PaletteCategory", "description": "Don't directly modify this property to change the palette cate...
UWidgetBlueprintExtension::GetExtension
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprintExtension.h
Get an already-requested extension for an WidgetBlueprint.
UMGEditor
template<typename ExtensionType> static ExtensionType * GetExtension ( const [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * InWidgetBlueprint )
[]
UWidgetBlueprintExtension::ForEachExtension
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprintExtension.h
Iterate over all registered WidgetBlueprintExtensions in an WidgetBlueprint
UMGEditor
template<typename Predicate> static void ForEachExtension ( const [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * InWidgetBlueprint, Predicate Pred )
[]
UWidgetBlueprintExtension::GetExtension
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprintExtension.h
Get an already-requested extension for an WidgetBlueprint.
UMGEditor
static [UWidgetBlueprintExtension](API\Editor\UMGEditor\UWidgetBlueprintExtension) * GetExtension ( const [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * InWidgetBlueprint, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UWidgetBlueprintExtension](API\Editor\UMGEditor\UWidgetBlueprintExtensio...
[]
UWidgetBlueprintExtension::GetExtensions
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprintExtension.h
Get all subsystems currently present on an WidgetBlueprint
UMGEditor
static [TArray](API\Runtime\Core\Containers\TArray)< [UWidgetBlueprintExtension](API\Editor\UMGEditor\UWidgetBlueprintExtension) * > GetExtensions ( const [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * InWidgetBlueprint )
[]
UWidgetBlueprintExtension::GetWidgetBlueprint
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprintExtension.h
Get the WidgetBlueprint that hosts this extension
UMGEditor
[UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * GetWidgetBlueprint() const
[]
UWidgetBlueprintExtension::HandleBeginCompilation
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprintExtension.h
Override point called when a compiler context is created for the WidgetBlueprint
UMGEditor
virtual void HandleBeginCompilation ( [FWidgetBlueprintCompilerContext](API\Editor\UMGEditor\FWidgetBlueprintCompilerContext) & InCreationContext )
[]
UWidgetBlueprintExtension::HandleCleanAndSanitizeClass
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprintExtension.h
UMGEditor
virtual void HandleCleanAndSanitizeClass ( [UWidgetBlueprintGeneratedClass](API\Runtime\UMG\Blueprint\UWidgetBlueprintGeneratedClass) * ClassToClean, [UObject](API\Runtime\CoreUObject\UObject\UObject) * OldCDO )
[]
UWidgetBlueprintExtension::HandleCopyTermDefaultsToDefaultObject
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprintExtension.h
UMGEditor
virtual void HandleCopyTermDefaultsToDefaultObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * DefaultObject )
[]
UWidgetBlueprintExtension::HandleEndCompilation
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprintExtension.h
Override point called when a compiler context is destroyed for the WidgetBlueprint. Can be used to clean up resources.
UMGEditor
virtual void HandleEndCompilation()
[]
UWidgetBlueprintExtension::HandleCreateClassVariablesFromBlueprint
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprintExtension.h
UMGEditor
virtual void HandleCreateClassVariablesFromBlueprint ( const [FWidgetBlueprintCompilerContext::FCreateVariableContext](API\Editor\UMGEditor\FWidgetBlueprintCompilerContext\FCreateVariableContext) & Context )
[]
UWidgetBlueprintExtension::HandleCreateFunctionList
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprintExtension.h
UMGEditor
virtual void HandleCreateFunctionList()
[]
UWidgetBlueprintExtension::HandleFinishCompilingClass
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprintExtension.h
UMGEditor
virtual void HandleFinishCompilingClass ( [UWidgetBlueprintGeneratedClass](API\Runtime\UMG\Blueprint\UWidgetBlueprintGeneratedClass) * Class )
[]
UWidgetBlueprintExtension::HandleValidateGeneratedClass
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprintExtension.h
UMGEditor
virtual bool HandleValidateGeneratedClass ( [UWidgetBlueprintGeneratedClass](API\Runtime\UMG\Blueprint\UWidgetBlueprintGeneratedClass) * Class )
[]
UWidgetBlueprintExtension::RequestExtension
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprintExtension.h
It is illegal to perform this operation once compilation has commenced, use GetExtension instead.
UMGEditor
template<typename ExtensionType> static ExtensionType * RequestExtension ( [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * InWidgetBlueprint )
[]
UWidgetBlueprintExtension::RequestExtension
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprintExtension.h
It is illegal to perform this operation once compilation has commenced, use GetExtension instead.
UMGEditor
static [UWidgetBlueprintExtension](API\Editor\UMGEditor\UWidgetBlueprintExtension) * RequestExtension ( [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * InWidgetBlueprint, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UWidgetBlueprintExtension](API\Editor\UMGEditor\UWidgetBlueprintExtension)...
[]
UWidgetBlueprintExtension
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprintExtension.h
Extension that allows per-system data to be held on the widget blueprint, and per-system logic to be executed during compilation
UMGEditor
class UWidgetBlueprintExtension : public [UBlueprintExtension](API\Runtime\Engine\Blueprint\UBlueprintExtension)
[]
UWidgetBlueprintFactory::ConfigureProperties
/Engine/Source/Editor/UMGEditor/Classes/WidgetBlueprintFactory.h
Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties
UMGEditor
virtual bool ConfigureProperties()
[]
UWidgetBlueprintFactory::FactoryCreateNew
/Engine/Source/Editor/UMGEditor/Classes/WidgetBlueprintFactory.h
Create a new object by class. The new object.
UMGEditor
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject...
[]
UWidgetBlueprintFactory::FactoryCreateNew
/Engine/Source/Editor/UMGEditor/Classes/WidgetBlueprintFactory.h
Create a new object by class. The new object.
UMGEditor
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject...
[]
UWidgetBlueprintFactory::ShouldShowInNewMenu
/Engine/Source/Editor/UMGEditor/Classes/WidgetBlueprintFactory.h
Returns true if this factory should be shown in the New Asset menu (by default calls CanCreateNew).
UMGEditor
virtual bool ShouldShowInNewMenu() const
[]
UWidgetBlueprintFactory::UWidgetBlueprintFactory
/Engine/Source/Editor/UMGEditor/Classes/WidgetBlueprintFactory.h
UMGEditor
UWidgetBlueprintFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UWidgetBlueprintThumbnailRenderer
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprintThumbnailRenderer.h
No destructors are accessible with public or protected access.
UMGEditor
class UWidgetBlueprintThumbnailRenderer : public [UDefaultSizedThumbnailRenderer](API\Editor\UnrealEd\ThumbnailRendering\UDefaultSizedThumbnailRenderer)
[]
UWidgetBlueprintFactory
/Engine/Source/Editor/UMGEditor/Classes/WidgetBlueprintFactory.h
UMGEditor
class UWidgetBlueprintFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
[ { "type": "TEnumAsByte< en...", "name": "BlueprintType", "description": "The type of blueprint that will be created." }, { "type": "TSubclassOf< cl...", "name": "ParentClass", "description": "The parent class of the created blueprint." } ]
UWidgetBlueprintToolMenuContext
/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprintToolMenuContext.h
UMGEditor
class UWidgetBlueprintToolMenuContext : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "TWeakPtr<FWidg...", "name": "WidgetBlueprintEditor", "description": "" } ]
UWidgetCompilerRule::ExecuteRule
/Engine/Source/Editor/UMGEditor/Public/WidgetCompilerRule.h
UMGEditor
virtual void ExecuteRule ( [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * WidgetBlueprint, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )
[]
UWidgetCompilerRule::UWidgetCompilerRule
/Engine/Source/Editor/UMGEditor/Public/WidgetCompilerRule.h
UMGEditor
UWidgetCompilerRule()
[]
UWidgetCompilerRule
/Engine/Source/Editor/UMGEditor/Public/WidgetCompilerRule.h
UMGEditor
class UWidgetCompilerRule : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[]
UWidgetEditingProjectSettings::CompilerOption_AllowBlueprintTick
/Engine/Source/Editor/UMGEditor/Public/WidgetEditingProjectSettings.h
UMGEditor
bool CompilerOption_AllowBlueprintTick ( const class [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * WidgetBlueprint ) const
[]
UWidgetEditingProjectSettings::CompilerOption_AllowBlueprintPaint
/Engine/Source/Editor/UMGEditor/Public/WidgetEditingProjectSettings.h
UMGEditor
bool CompilerOption_AllowBlueprintPaint ( const class [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * WidgetBlueprint ) const
[]
UWidgetEditingProjectSettings::CompilerOption_PropertyBindingRule
/Engine/Source/Editor/UMGEditor/Public/WidgetEditingProjectSettings.h
UMGEditor
EPropertyBindingPermissionLevel CompilerOption_PropertyBindingRule ( const class [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * WidgetBlueprint ) const
[]
UWidgetEditingProjectSettings::CompilerOption_Rules
/Engine/Source/Editor/UMGEditor/Public/WidgetEditingProjectSettings.h
UMGEditor
[TArray](API\Runtime\Core\Containers\TArray)< [UWidgetCompilerRule](API\Editor\UMGEditor\UWidgetCompilerRule) * > CompilerOption_Rules ( const class [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * WidgetBlueprint ) const
[]
UWidgetEditingProjectSettings::GetAllowedPaletteCategories
/Engine/Source/Editor/UMGEditor/Public/WidgetEditingProjectSettings.h
Get the permission list that controls which categories are exposed in config palette filtering
UMGEditor
[FNamePermissionList](API\Runtime\Core\Misc\FNamePermissionList) & GetAllowedPaletteCategories()
[]
UWidgetEditingProjectSettings::GetAllowedPaletteCategories
/Engine/Source/Editor/UMGEditor/Public/WidgetEditingProjectSettings.h
Get the permission list that controls which categories are exposed in config palette filtering
UMGEditor
const [FNamePermissionList](API\Runtime\Core\Misc\FNamePermissionList) & GetAllowedPaletteCategories() const
[]
UWidgetEditingProjectSettings::GetAllowedPaletteWidgets
/Engine/Source/Editor/UMGEditor/Public/WidgetEditingProjectSettings.h
Get the permission list that controls which widgets are exposed in config palette filtering
UMGEditor
[FPathPermissionList](API\Runtime\Core\Misc\FPathPermissionList) & GetAllowedPaletteWidgets()
[]
UWidgetEditingProjectSettings::GetAllowedPaletteWidgets
/Engine/Source/Editor/UMGEditor/Public/WidgetEditingProjectSettings.h
Get the permission list that controls which widgets are exposed in config palette filtering
UMGEditor
const [FPathPermissionList](API\Runtime\Core\Misc\FPathPermissionList) & GetAllowedPaletteWidgets() const
[]
UWidgetEditingProjectSettings::PerformUpgradeStepForVersion
/Engine/Source/Editor/UMGEditor/Public/WidgetEditingProjectSettings.h
UMGEditor
virtual void PerformUpgradeStepForVersion ( int32 ForVersion )
[]
UWidgetEditingProjectSettings::PostInitProperties
/Engine/Source/Editor/UMGEditor/Public/WidgetEditingProjectSettings.h
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.
UMGEditor
virtual void PostInitProperties()
[]
UWidgetEditingProjectSettings::UWidgetEditingProjectSettings
/Engine/Source/Editor/UMGEditor/Public/WidgetEditingProjectSettings.h
UMGEditor
UWidgetEditingProjectSettings()
[]
UWidgetEditingProjectSettings
/Engine/Source/Editor/UMGEditor/Public/WidgetEditingProjectSettings.h
Implements the settings for the UMG Editor Project Settings
UMGEditor
class UWidgetEditingProjectSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)
[ { "type": "FNamePermission...", "name": "AllowedPaletteCategories", "description": "Palette categories to allow all widgets within when using permission list palette filtering" }, { "type": "FPathPermission...", "name": "AllowedPaletteWidgets", "description": "Individual widgets to alway...
UWidgetGraphSchema::BackwardCompatibilityNodeConversion
/Engine/Source/Editor/UMGEditor/Classes/WidgetGraphSchema.h
UMGEditor
virtual void BackwardCompatibilityNodeConversion ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, bool bOnlySafeChanges ) const
[]
UWidgetGraphSchema::UWidgetGraphSchema
/Engine/Source/Editor/UMGEditor/Classes/WidgetGraphSchema.h
UMGEditor
UWidgetGraphSchema ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UWidgetGraphSchema
/Engine/Source/Editor/UMGEditor/Classes/WidgetGraphSchema.h
UMGEditor
class UWidgetGraphSchema : public [UEdGraphSchema_K2](API\Editor\BlueprintGraph\UEdGraphSchema_K2)
[]
UWidgetPaletteFavorites::Add
/Engine/Source/Editor/UMGEditor/Classes/WidgetPaletteFavorites.h
UMGEditor
void Add ( const [FString](API\Runtime\Core\Containers\FString) & InWidgetTemplateName )
[]
UWidgetPaletteFavorites::GetFavorites
/Engine/Source/Editor/UMGEditor/Classes/WidgetPaletteFavorites.h
UMGEditor
[TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetFavorites() const
[]
UWidgetPaletteFavorites::Remove
/Engine/Source/Editor/UMGEditor/Classes/WidgetPaletteFavorites.h
UMGEditor
void Remove ( const [FString](API\Runtime\Core\Containers\FString) & InWidgetTemplateName )
[]
UWidgetPaletteFavorites::UWidgetPaletteFavorites
/Engine/Source/Editor/UMGEditor/Classes/WidgetPaletteFavorites.h
UMGEditor
UWidgetPaletteFavorites ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UWidgetPaletteFavorites
/Engine/Source/Editor/UMGEditor/Classes/WidgetPaletteFavorites.h
UMGEditor
class UWidgetPaletteFavorites : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "FOnFavoritesUpd...", "name": "OnFavoritesUpdated", "description": "Fires after the list of favorites is updated" } ]
IUndoHistoryEditorModule::ExecuteOpenUndoHistory
/Engine/Source/Editor/UndoHistoryEditor/Public/IUndoHistoryEditorModule.h
UndoHistoryEditor
void ExecuteOpenUndoHistory()
[]
IUndoHistoryEditorModule::Get
/Engine/Source/Editor/UndoHistoryEditor/Public/IUndoHistoryEditorModule.h
UndoHistoryEditor
static [IUndoHistoryEditorModule](API\Editor\UndoHistoryEditor\IUndoHistoryEditorModule) & Get()
[]
FOnFavoritesUpdated
/Engine/Source/Editor/UMGEditor/Classes/WidgetPaletteFavorites.h
UMGEditor
typedef TMulticastDelegate_NoParams< void > FOnFavoritesUpdated
[]
IUndoHistoryEditorModule
/Engine/Source/Editor/UndoHistoryEditor/Public/IUndoHistoryEditorModule.h
UndoHistoryEditor
class IUndoHistoryEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
[]
AAnimationThumbnailSkeletalMeshActor::AAnimationThumbnailSkeletalMeshActor
/Engine/Source/Editor/UnrealEd/Public/ThumbnailHelpers.h
UnrealEd
AAnimationThumbnailSkeletalMeshActor ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
AAnimationThumbnailSkeletalMeshActor
/Engine/Source/Editor/UnrealEd/Public/ThumbnailHelpers.h
UnrealEd
class AAnimationThumbnailSkeletalMeshActor : public [ASkeletalMeshActor](API\Runtime\Engine\Animation\ASkeletalMeshActor)
[]
UActorFactory::AlignObjectToSurfaceNormal
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactory.h
Return a quaternion which aligns this actor type to the specified surface normal
UnrealEd
virtual FQuat AlignObjectToSurfaceNormal ( const FVector & InSurfaceNormal, const FQuat & ActorRotation ) const
[]
UActorFactory::BeginPlacement
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactory.h
For example, for instanced static mesh placement, we may want to disable rebuilding the parent component's tree until EndPlacement is called.
UnrealEd
virtual void BeginPlacement ( const [FPlacementOptions](API\Editor\EditorFramework\Subsystems\FPlacementOptions) & InPlacementOptions )
[]
UActorFactory::CanCreateActorFrom
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactory.h
UnrealEd
virtual bool CanCreateActorFrom ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMsg )
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UActorFactory::CanPlaceElementsFromAssetData
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactory.h
Given anFAssetData, determine if this asset factory can place any elements. true if the factory can be used to place elements.
UnrealEd
virtual bool CanPlaceElementsFromAssetData ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData )
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UActorFactory::CreateActor
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactory.h
UnrealEd
[AActor](API\Runtime\Engine\GameFramework\AActor) * CreateActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset, [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, const FTransform & InTransform, const [FActorSpawnParameters](API\Runtime\Engine\Engine\FActorSpawnParameters) & InSpawnParams )
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UActorFactory::CreateActor
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactory.h
Called to actual create an actor with the supplied transform (scale is ignored), using the properties in the ActorFactory
UnrealEd
[AActor](API\Runtime\Engine\GameFramework\AActor) * CreateActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, const FTransform & Transform, EObjectFlags InObjectFlags, const [FName](API\Runtime\Core\UObject\FName) InName )
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UActorFactory::CreateBlueprint
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactory.h
Called to create a blueprint class that can be used to spawn an actor from this factory
UnrealEd
[UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * CreateBlueprint ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Instance, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, const [FName](API\Runtime\Core\UObject\FName) Name, const [FName](API\Runtime\Core\UObject\FName) CallingContext )
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UActorFactory::CreateBrushForVolumeActor
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactory.h
UnrealEd
static void CreateBrushForVolumeActor ( [AVolume](API\Runtime\Engine\GameFramework\AVolume) * NewActor, [UBrushBuilder](API\Runtime\Engine\Engine\UBrushBuilder) * BrushBuilder )
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UActorFactory::EndPlacement
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactory.h
For example, for instanced static mesh placement, we'd rebuild the parent component's tree here.
UnrealEd
virtual void EndPlacement ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > InPlacedElements, const [FPlacementOptions](API\Editor\EditorFramework\Subsystems\FPlacementOptions) & InPlacementOptions )
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UActorFactory::FactorySettingsObjectForPlacement
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactory.h
Returns the settings object which this factory will use to customize placement settings, based on the given placement information.
UnrealEd
virtual [UInstancedPlacemenClientSettings](API\Runtime\Engine\Instances\UInstancedPlacemenClientSettings) * FactorySettingsObjectForPlacement ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, const [FPlacementOptions](API\Editor\EditorFramework\Subsystems\FPlacementOptions) & InPlace...
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UActorFactory::GetAssetDataFromElementHandle
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactory.h
Given anFTypedElementHandle, attempt to resolve the handle to theFAssetDatawhich may have placed it. TheFAssetDatamay be a wrapped type, like a static mesh component component inside a static mesh actor. theFAssetDatawhich corresponds to the placedFTypedElementHandle. The returnedFAssetDatamay be invalid.
UnrealEd
virtual [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) GetAssetDataFromElementHandle ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InHandle )
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UActorFactory::GetAssetFromActorInstance
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactory.h
Given an instance of an actor, find the wrapped asset object which can be used to create a validFAssetData. Returns nullptr if the given ActorInstance is not valid for this factory. Override this function if the factory actor is a different class than the asset data's class which this factory operates on. For example, ...
UnrealEd
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetAssetFromActorInstance ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorInstance )
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UActorFactory::GetDefaultActor
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactory.h
Initialize NewActorClass if necessary, and return default actor for that class.
UnrealEd
virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetDefaultActor ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData )
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UActorFactory::GetDefaultActorClass
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactory.h
Initialize NewActorClass if necessary, and return that class.
UnrealEd
virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetDefaultActorClass ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData )
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