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 |
|---|---|---|---|---|---|
UActorFactoryPlayerStart | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryPlayerStart.h | UnrealEd | class UActorFactoryPlayerStart : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) | [] | |
UActorFactoryPlayerStart::UActorFactoryPlayerStart | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryPlayerStart.h | UnrealEd | UActorFactoryPlayerStart ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UActorFactoryPointLight::PostSpawnActor | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryPointLight.h | Subclasses may implement this to modify the actor after it has been spawned IMPORTANT: If you override this, you should usually also overridePostCreateBlueprint()! | UnrealEd | virtual void PostSpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * NewActor ) | [] |
UActorFactoryPointLight::UActorFactoryPointLight | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryPointLight.h | UnrealEd | UActorFactoryPointLight ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UActorFactoryPointLight | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryPointLight.h | UnrealEd | class UActorFactoryPointLight : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) | [] | |
UActorFactoryRectLight::PostSpawnActor | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryRectLight.h | Subclasses may implement this to modify the actor after it has been spawned IMPORTANT: If you override this, you should usually also overridePostCreateBlueprint()! | UnrealEd | virtual void PostSpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * NewActor ) | [] |
UActorFactoryRectLight::UActorFactoryRectLight | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryRectLight.h | UnrealEd | UActorFactoryRectLight ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UActorFactoryPlaneReflectionCapture::UActorFactoryPlaneReflectionCapture | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryPlaneReflectionCapture.h | UnrealEd | UActorFactoryPlaneReflectionCapture ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UActorFactoryRectLight | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryRectLight.h | UnrealEd | class UActorFactoryRectLight : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) | [] | |
UActorFactoryRuntimeVirtualTextureVolume::PostSpawnActor | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryRuntimeVirtualTextureVolume.h | Subclasses may implement this to modify the actor after it has been spawned IMPORTANT: If you override this, you should usually also overridePostCreateBlueprint()! | UnrealEd | virtual void PostSpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * NewActor ) | [] |
UActorFactoryRuntimeVirtualTextureVolume::UActorFactoryRuntimeVirtualTextureVolume | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryRuntimeVirtualTextureVolume.h | UnrealEd | UActorFactoryRuntimeVirtualTextureVolume ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UActorFactoryRuntimeVirtualTextureVolume | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryRuntimeVirtualTextureVolume.h | Actor factory forARuntimeVirtualTextureVolume | UnrealEd | class UActorFactoryRuntimeVirtualTextureVolume : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) | [] |
UActorFactorySkeletalMesh::AlignObjectToSurfaceNormal | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactorySkeletalMesh.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 | [] |
UActorFactorySkeletalMesh::CanCreateActorFrom | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactorySkeletalMesh.h | UnrealEd | virtual bool CanCreateActorFrom ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMsg ) | [] | |
GetSkeletalMeshDelegates | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactorySkeletalMesh.h | UnrealEd | static [TMap](API\Runtime\Core\Containers\TMap)< [UClass](API\Runtime\CoreUObject\UObject\UClass) *, FGetSkeletalMeshFromAssetDelegate > GetSkeletalMeshDelegates; | [] | |
UActorFactorySkeletalMesh::GetSkeletalMeshFromAsset | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactorySkeletalMesh.h | UnrealEd | virtual [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * GetSkeletalMeshFromAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) | [] | |
UActorFactorySkeletalMesh::PostCreateBlueprint | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactorySkeletalMesh.h | Override this in derived factory classes if needed. This is called after a blueprint is created by this factory to update the blueprint's CDO properties with state from the asset for this factory. IMPORTANT: If you override this, you should usually also overridePostSpawnActor()! | UnrealEd | virtual void PostCreateBlueprint ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * CDO ) | [] |
PostSkeletalMeshActorSpawnedDelegates | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactorySkeletalMesh.h | UnrealEd | static [TMap](API\Runtime\Core\Containers\TMap)< [UClass](API\Runtime\CoreUObject\UObject\UClass) *, FPostSkeletalMeshActorSpawnedDelegate > PostSkeletalMeshActorSpawnedDelegates; | [] | |
UActorFactorySkeletalMesh::RegisterDelegatesForAssetClass | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactorySkeletalMesh.h | Adds support for customizing the actor spawning given a set of delegates. | UnrealEd | static void RegisterDelegatesForAssetClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InAssetClass, FGetSkeletalMeshFromAssetDelegate GetSkeletalMeshFromAssetDelegate, FPostSkeletalMeshActorSpawnedDelegate PostSkeletalMeshActorSpawnedDelegate ) | [] |
UActorFactorySkeletalMesh::PostSpawnActor | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactorySkeletalMesh.h | Subclasses may implement this to modify the actor after it has been spawned IMPORTANT: If you override this, you should usually also overridePostCreateBlueprint()! | UnrealEd | virtual void PostSpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * NewActor ) | [] |
UActorFactorySkeletalMesh::UnregisterDelegatesForAssetClass | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactorySkeletalMesh.h | Removes the registered customization for actor spawning | UnrealEd | static void UnregisterDelegatesForAssetClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InAssetClass ) | [] |
UActorFactorySkeletalMesh::UActorFactorySkeletalMesh | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactorySkeletalMesh.h | UnrealEd | UActorFactorySkeletalMesh ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UActorFactorySkeletalMesh | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactorySkeletalMesh.h | UnrealEd | class UActorFactorySkeletalMesh : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) | [
{
"type": "UClass*",
"name": "ClassUsedForDelegate",
"description": ""
}
] | |
UActorFactorySkyAtmosphere::UActorFactorySkyAtmosphere | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactorySkyAtmosphere.h | UnrealEd | UActorFactorySkyAtmosphere ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UActorFactorySkyAtmosphere | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactorySkyAtmosphere.h | UnrealEd | class UActorFactorySkyAtmosphere : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) | [] | |
UActorFactorySkyLight::UActorFactorySkyLight | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactorySkyLight.h | UnrealEd | UActorFactorySkyLight ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UActorFactorySkyLight | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactorySkyLight.h | UnrealEd | class UActorFactorySkyLight : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) | [] | |
UActorFactorySphereReflectionCapture::UActorFactorySphereReflectionCapture | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactorySphereReflectionCapture.h | UnrealEd | UActorFactorySphereReflectionCapture ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UActorFactorySphereReflectionCapture | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactorySphereReflectionCapture.h | UnrealEd | class UActorFactorySphereReflectionCapture : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) | [] | |
UActorFactorySphereVolume::CanCreateActorFrom | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactorySphereVolume.h | UnrealEd | virtual bool CanCreateActorFrom ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMsg ) | [] | |
UActorFactorySphereVolume::PostSpawnActor | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactorySphereVolume.h | Subclasses may implement this to modify the actor after it has been spawned IMPORTANT: If you override this, you should usually also overridePostCreateBlueprint()! | UnrealEd | virtual void PostSpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * NewActor ) | [] |
UActorFactorySphereVolume::UActorFactorySphereVolume | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactorySphereVolume.h | UnrealEd | UActorFactorySphereVolume ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UActorFactorySphereVolume | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactorySphereVolume.h | UnrealEd | class UActorFactorySphereVolume : public [UActorFactoryVolume](API\Editor\UnrealEd\ActorFactories\UActorFactoryVolume) | [] | |
UActorFactorySpotLight::PostSpawnActor | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactorySpotLight.h | Subclasses may implement this to modify the actor after it has been spawned IMPORTANT: If you override this, you should usually also overridePostCreateBlueprint()! | UnrealEd | virtual void PostSpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * NewActor ) | [] |
UActorFactorySpotLight::UActorFactorySpotLight | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactorySpotLight.h | UnrealEd | UActorFactorySpotLight ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UActorFactorySpotLight | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactorySpotLight.h | UnrealEd | class UActorFactorySpotLight : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) | [] | |
UActorFactoryStaticMesh::AlignObjectToSurfaceNormal | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryStaticMesh.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 | [] |
UActorFactoryStaticMesh::CanCreateActorFrom | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryStaticMesh.h | UnrealEd | virtual bool CanCreateActorFrom ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMsg ) | [] | |
UActorFactoryStaticMesh::GetAssetFromActorInstance | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryStaticMesh.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 ) | [] |
UActorFactoryStaticMesh::PostCreateBlueprint | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryStaticMesh.h | Override this in derived factory classes if needed. This is called after a blueprint is created by this factory to update the blueprint's CDO properties with state from the asset for this factory. IMPORTANT: If you override this, you should usually also overridePostSpawnActor()! | UnrealEd | virtual void PostCreateBlueprint ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * CDO ) | [] |
UActorFactoryStaticMesh::UActorFactoryStaticMesh | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryStaticMesh.h | UnrealEd | UActorFactoryStaticMesh ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UActorFactoryStaticMesh::PostSpawnActor | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryStaticMesh.h | Subclasses may implement this to modify the actor after it has been spawned IMPORTANT: If you override this, you should usually also overridePostCreateBlueprint()! | UnrealEd | virtual void PostSpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * NewActor ) | [] |
UActorFactoryStaticMesh | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryStaticMesh.h | UnrealEd | class UActorFactoryStaticMesh : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) | [] | |
UActorFactoryTargetPoint::UActorFactoryTargetPoint | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryTargetPoint.h | UnrealEd | UActorFactoryTargetPoint ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UActorFactoryTargetPoint | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryTargetPoint.h | UnrealEd | class UActorFactoryTargetPoint : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) | [] | |
UActorFactoryTextRender::UActorFactoryTextRender | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryTextRender.h | UnrealEd | UActorFactoryTextRender ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UActorFactoryTextRender | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryTextRender.h | UnrealEd | class UActorFactoryTextRender : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) | [] | |
UActorFactoryTriggerBox::UActorFactoryTriggerBox | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryTriggerBox.h | UnrealEd | UActorFactoryTriggerBox ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UActorFactoryTriggerBox | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryTriggerBox.h | UnrealEd | class UActorFactoryTriggerBox : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) | [] | |
UActorFactoryTriggerCapsule::UActorFactoryTriggerCapsule | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryTriggerCapsule.h | UnrealEd | UActorFactoryTriggerCapsule ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UActorFactoryTriggerCapsule | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryTriggerCapsule.h | UnrealEd | class UActorFactoryTriggerCapsule : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) | [] | |
UActorFactoryTriggerSphere::UActorFactoryTriggerSphere | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryTriggerSphere.h | UnrealEd | UActorFactoryTriggerSphere ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UActorFactoryTriggerSphere | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryTriggerSphere.h | UnrealEd | class UActorFactoryTriggerSphere : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) | [] | |
UActorFactoryVectorFieldVolume::CanCreateActorFrom | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryVectorFieldVolume.h | UnrealEd | virtual bool CanCreateActorFrom ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMsg ) | [] | |
UActorFactoryVectorFieldVolume::PostSpawnActor | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryVectorFieldVolume.h | Subclasses may implement this to modify the actor after it has been spawned IMPORTANT: If you override this, you should usually also overridePostCreateBlueprint()! | UnrealEd | virtual void PostSpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * NewActor ) | [] |
UActorFactoryVectorFieldVolume::UActorFactoryVectorFieldVolume | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryVectorFieldVolume.h | UnrealEd | UActorFactoryVectorFieldVolume ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UActorFactoryVolume::CanCreateActorFrom | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryVolume.h | UnrealEd | virtual bool CanCreateActorFrom ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMsg ) | [] | |
UActorFactoryVolume | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryVolume.h | UnrealEd | class UActorFactoryVolume : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) | [] | |
UActorFactoryVolumetricCloud::UActorFactoryVolumetricCloud | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryVolumetricCloud.h | UnrealEd | UActorFactoryVolumetricCloud ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UActorFactoryVolumetricCloud | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryVolumetricCloud.h | UnrealEd | class UActorFactoryVolumetricCloud : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) | [] | |
AHierarchicalLODVolume::AppliesToHLODLevel | /Engine/Source/Editor/UnrealEd/Public/HierarchicalLODVolume.h | UnrealEd | bool AppliesToHLODLevel ( int32 LODIdx ) const | [] | |
AHierarchicalLODVolume::IsActorIncluded | /Engine/Source/Editor/UnrealEd/Public/HierarchicalLODVolume.h | UnrealEd | bool IsActorIncluded ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor ) const | [] | |
UActorFactoryVectorFieldVolume | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryVectorFieldVolume.h | UnrealEd | class UActorFactoryVectorFieldVolume : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) | [] | |
AHierarchicalLODVolume::IsLevelBoundsRelevant | /Engine/Source/Editor/UnrealEd/Public/HierarchicalLODVolume.h | Indicates whether this actor should participate in level bounds calculations | UnrealEd | virtual bool IsLevelBoundsRelevant() const | [] |
AHierarchicalLODVolume::IsEditorOnly | /Engine/Source/Editor/UnrealEd/Public/HierarchicalLODVolume.h | Called during saving to determine if the object is forced to be editor only or not
true if this object should never be loaded outside the editor | UnrealEd | virtual bool IsEditorOnly() const | [] |
AHierarchicalLODVolume::NeedsLoadForClient | /Engine/Source/Editor/UnrealEd/Public/HierarchicalLODVolume.h | Called during saving to determine the load flags to save with the object. If false, this object will be discarded on clients
true if this object should be loaded on clients | UnrealEd | virtual bool NeedsLoadForClient() const | [] |
AHierarchicalLODVolume::NeedsLoadForServer | /Engine/Source/Editor/UnrealEd/Public/HierarchicalLODVolume.h | Called during saving to determine the load flags to save with the object. If false, this object will be discarded on servers
true if this object should be loaded on servers | UnrealEd | virtual bool NeedsLoadForServer() const | [] |
AHierarchicalLODVolume::AHierarchicalLODVolume | /Engine/Source/Editor/UnrealEd/Public/HierarchicalLODVolume.h | UnrealEd | AHierarchicalLODVolume ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
AHierarchicalLODVolume | /Engine/Source/Editor/UnrealEd/Public/HierarchicalLODVolume.h | An invisible volume used to manually define/create an HLOD cluster. | UnrealEd | class AHierarchicalLODVolume : public [AVolume](API\Runtime\Engine\GameFramework\AVolume) | [
{
"type": "TArray< int32 >",
"name": "ApplyOnlyToSpecificHLODLevels",
"description": "If set, this volume will only be applied to HLOD levels contained in the array."
},
{
"type": "bool",
"name": "bIncludeOverlappingActors",
"description": "When set this volume will incorporate actors wh... |
UAnalyticsPrivacySettings::GetAdditionalInfoUrl | /Engine/Source/Editor/UnrealEd/Classes/Analytics/AnalyticsPrivacySettings.h | UnrealEd | virtual [FString](API\Runtime\Core\Containers\FString) GetAdditionalInfoUrl() const | [] | |
UAnalyticsPrivacySettings::GetAdditionalInfoUrlLabel | /Engine/Source/Editor/UnrealEd/Classes/Analytics/AnalyticsPrivacySettings.h | UnrealEd | virtual [FText](API\Runtime\Core\Internationalization\FText) GetAdditionalInfoUrlLabel() const | [] | |
UAnalyticsPrivacySettings::GetFalseStateDescription | /Engine/Source/Editor/UnrealEd/Classes/Analytics/AnalyticsPrivacySettings.h | UnrealEd | virtual [FText](API\Runtime\Core\Internationalization\FText) GetFalseStateDescription() const | [] | |
UAnalyticsPrivacySettings::GetFalseStateLabel | /Engine/Source/Editor/UnrealEd/Classes/Analytics/AnalyticsPrivacySettings.h | UnrealEd | virtual [FText](API\Runtime\Core\Internationalization\FText) GetFalseStateLabel() const | [] | |
UAnalyticsPrivacySettings::GetFalseStateTooltip | /Engine/Source/Editor/UnrealEd/Classes/Analytics/AnalyticsPrivacySettings.h | UnrealEd | virtual [FText](API\Runtime\Core\Internationalization\FText) GetFalseStateTooltip() const | [] | |
UAnalyticsPrivacySettings::GetToggleCategoryAndPropertyNames | /Engine/Source/Editor/UnrealEd/Classes/Analytics/AnalyticsPrivacySettings.h | UnrealEd | virtual void GetToggleCategoryAndPropertyNames ( [FName](API\Runtime\Core\UObject\FName) & OutCategory, [FName](API\Runtime\Core\UObject\FName) & OutProperty ) const | [] | |
UAnalyticsPrivacySettings::GetTrueStateDescription | /Engine/Source/Editor/UnrealEd/Classes/Analytics/AnalyticsPrivacySettings.h | UnrealEd | virtual [FText](API\Runtime\Core\Internationalization\FText) GetTrueStateDescription() const | [] | |
UAnalyticsPrivacySettings::GetTrueStateLabel | /Engine/Source/Editor/UnrealEd/Classes/Analytics/AnalyticsPrivacySettings.h | UnrealEd | virtual [FText](API\Runtime\Core\Internationalization\FText) GetTrueStateLabel() const | [] | |
UAnalyticsPrivacySettings::GetTrueStateTooltip | /Engine/Source/Editor/UnrealEd/Classes/Analytics/AnalyticsPrivacySettings.h | UnrealEd | virtual [FText](API\Runtime\Core\Internationalization\FText) GetTrueStateTooltip() const | [] | |
UAnalyticsPrivacySettings::OnSendFullUsageDataChanged | /Engine/Source/Editor/UnrealEd/Classes/Analytics/AnalyticsPrivacySettings.h | UnrealEd | void OnSendFullUsageDataChanged() | [] | |
UAnalyticsPrivacySettings::PostEditChangeProperty | /Engine/Source/Editor/UnrealEd/Classes/Analytics/AnalyticsPrivacySettings.h | Called when a property on this object has been modified externally | UnrealEd | virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent ) | [] |
UAnalyticsPrivacySettings::UAnalyticsPrivacySettings | /Engine/Source/Editor/UnrealEd/Classes/Analytics/AnalyticsPrivacySettings.h | UnrealEd | UAnalyticsPrivacySettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UAnalyticsPrivacySettings | /Engine/Source/Editor/UnrealEd/Classes/Analytics/AnalyticsPrivacySettings.h | A configuration class that holds information for the user's privacy settings. Supplied so that the editor 'remembers' the last setup the user had. | UnrealEd | class UAnalyticsPrivacySettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IImportantToggleSettingInterface](API\Runtime\Engine\Engine\IImportantToggleSettingInterface) | [
{
"type": "bool",
"name": "bSendUsageData",
"description": "Determines whether the editor sends usage information to Epic Games in order to improve Unreal Engine."
},
{
"type": "bool",
"name": "bSuppressIndustryPopup",
"description": "Determines whether the editor asks for your industry ... |
UCrashReportsPrivacySettings::GetAdditionalInfoUrlLabel | /Engine/Source/Editor/UnrealEd/Classes/Analytics/CrashReportsPrivacySettings.h | UnrealEd | virtual [FText](API\Runtime\Core\Internationalization\FText) GetAdditionalInfoUrlLabel() const | [] | |
UCrashReportsPrivacySettings::GetAdditionalInfoUrl | /Engine/Source/Editor/UnrealEd/Classes/Analytics/CrashReportsPrivacySettings.h | UnrealEd | virtual [FString](API\Runtime\Core\Containers\FString) GetAdditionalInfoUrl() const | [] | |
UCrashReportsPrivacySettings::GetFalseStateDescription | /Engine/Source/Editor/UnrealEd/Classes/Analytics/CrashReportsPrivacySettings.h | UnrealEd | virtual [FText](API\Runtime\Core\Internationalization\FText) GetFalseStateDescription() const | [] | |
UCrashReportsPrivacySettings::GetFalseStateTooltip | /Engine/Source/Editor/UnrealEd/Classes/Analytics/CrashReportsPrivacySettings.h | UnrealEd | virtual [FText](API\Runtime\Core\Internationalization\FText) GetFalseStateTooltip() const | [] | |
UCrashReportsPrivacySettings::GetFalseStateLabel | /Engine/Source/Editor/UnrealEd/Classes/Analytics/CrashReportsPrivacySettings.h | UnrealEd | virtual [FText](API\Runtime\Core\Internationalization\FText) GetFalseStateLabel() const | [] | |
UCrashReportsPrivacySettings::GetToggleCategoryAndPropertyNames | /Engine/Source/Editor/UnrealEd/Classes/Analytics/CrashReportsPrivacySettings.h | UnrealEd | virtual void GetToggleCategoryAndPropertyNames ( [FName](API\Runtime\Core\UObject\FName) & OutCategory, [FName](API\Runtime\Core\UObject\FName) & OutProperty ) const | [] | |
UCrashReportsPrivacySettings::GetTrueStateDescription | /Engine/Source/Editor/UnrealEd/Classes/Analytics/CrashReportsPrivacySettings.h | UnrealEd | virtual [FText](API\Runtime\Core\Internationalization\FText) GetTrueStateDescription() const | [] | |
UCrashReportsPrivacySettings::GetTrueStateLabel | /Engine/Source/Editor/UnrealEd/Classes/Analytics/CrashReportsPrivacySettings.h | UnrealEd | virtual [FText](API\Runtime\Core\Internationalization\FText) GetTrueStateLabel() const | [] | |
UCrashReportsPrivacySettings::GetTrueStateTooltip | /Engine/Source/Editor/UnrealEd/Classes/Analytics/CrashReportsPrivacySettings.h | UnrealEd | virtual [FText](API\Runtime\Core\Internationalization\FText) GetTrueStateTooltip() const | [] | |
UCrashReportsPrivacySettings::PostEditChangeProperty | /Engine/Source/Editor/UnrealEd/Classes/Analytics/CrashReportsPrivacySettings.h | Called when a property on this object has been modified externally | UnrealEd | virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent ) | [] |
UCrashReportsPrivacySettings::UCrashReportsPrivacySettings | /Engine/Source/Editor/UnrealEd/Classes/Analytics/CrashReportsPrivacySettings.h | UnrealEd | UCrashReportsPrivacySettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UCrashReportsPrivacySettings | /Engine/Source/Editor/UnrealEd/Classes/Analytics/CrashReportsPrivacySettings.h | A configuration class that holds information for the user's privacy settings. Supplied so that the editor 'remembers' the last setup the user had. | UnrealEd | class UCrashReportsPrivacySettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IImportantToggleSettingInterface](API\Runtime\Engine\Engine\IImportantToggleSettingInterface) | [
{
"type": "bool",
"name": "bSendUnattendedBugReports",
"description": "Determines whether the editor automatically sends some bug reports Epic Games in order to improve Unreal Engine."
}
] |
EPersonaTurnTableMode::Type | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Different modes for Persona's Turn Table. | UnrealEd | namespace EPersonaTurnTableMode { enum Type { Stopped, Playing, Paused, } } | [] |
FDebugSkelMeshDynamicData::FDebugSkelMeshDynamicData | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | UnrealEd | FDebugSkelMeshDynamicData ( [UDebugSkelMeshComponent](API\Editor\UnrealEd\Animation\UDebugSkelMeshComponent) * InComponent ) | [] | |
FDebugSkelMeshDynamicData | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | UnrealEd | class FDebugSkelMeshDynamicData | [
{
"type": "bool",
"name": "bDrawBinormals",
"description": ""
},
{
"type": "bool",
"name": "bDrawClothPaintPreview",
"description": ""
},
{
"type": "bool",
"name": "bDrawMesh",
"description": ""
},
{
"type": "bool",
"name": "bDrawNormals",
"description": "... | |
FDebugSkelMeshSceneProxy::GetAllocatedSize | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | UnrealEd | SIZE_T GetAllocatedSize() const | [] | |
FDebugSkelMeshSceneProxy::GetDynamicMeshElements | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Gathers the primitive's dynamic mesh elements. This will only be called if GetViewRelevance declares dynamic relevance. This is called from the rendering thread for each set of views that might be rendered. Game thread state like UObjects must have their properties mirrored on the proxy to avoid race conditions. The re... | UnrealEd | virtual void GetDynamicMeshElements ( const [TArray](API\Runtime\Core\Containers\TArray)< const [FSceneView](API\Runtime\Engine\FSceneView) * > & Views, const [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & ViewFamily, uint32 VisibilityMap, [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & C... | [] |
FDebugSkelMeshSceneProxy::GetMemoryFootprint | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Every derived class should override these functions | UnrealEd | virtual uint32 GetMemoryFootprint() const | [] |
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