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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
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UCrashReportsPrivacySettings::GetTrueStateDescription
/Engine/Source/Editor/UnrealEd/Classes/Analytics/CrashReportsPrivacySettings.h
UnrealEd
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTrueStateDescription() const
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UCrashReportsPrivacySettings::GetTrueStateLabel
/Engine/Source/Editor/UnrealEd/Classes/Analytics/CrashReportsPrivacySettings.h
UnrealEd
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTrueStateLabel() const
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UCrashReportsPrivacySettings::GetTrueStateTooltip
/Engine/Source/Editor/UnrealEd/Classes/Analytics/CrashReportsPrivacySettings.h
UnrealEd
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTrueStateTooltip() const
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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 )
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UCrashReportsPrivacySettings::UCrashReportsPrivacySettings
/Engine/Source/Editor/UnrealEd/Classes/Analytics/CrashReportsPrivacySettings.h
UnrealEd
UCrashReportsPrivacySettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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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, } }
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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
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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...
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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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