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 |
|---|---|---|---|---|---|
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 ) | [] | |
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 ) | [] |
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 ) | [] | |
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 ) | [] |
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 ) | [] |
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 ) | [] | |
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 ) | [] |
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... | [] |
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 ) | [] |
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 ) | [] |
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 ) | [] |
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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