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UEditorAnimSegment::ApplyChangesToMontage
/Engine/Source/Editor/UnrealEd/Classes/Animation/EditorAnimSegment.h
UnrealEd
virtual bool ApplyChangesToMontage()
[]
UEditorAnimCurveBoneLinks
/Engine/Source/Editor/UnrealEd/Classes/Animation/EditorAnimCurveBoneLinks.h
UnrealEd
class UEditorAnimCurveBoneLinks : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "TWeakObjectPtr<...", "name": "AnimCurveMetaData", "description": "" }, { "type": "TArray<FBoneRe...", "name": "ConnectedBones", "description": "" }, { "type": "FName", "name": "CurveName", "description": "" }, { "type": "uint8", "name": "MaxLOD", ...
UEditorAnimSegment::InitAnimSegment
/Engine/Source/Editor/UnrealEd/Classes/Animation/EditorAnimSegment.h
UnrealEd
virtual void InitAnimSegment ( int32 AnimSlotIndex, int32 AnimSegmentIndex )
[]
UEditorAnimSegment::PropertyChangeRequiresRebuild
/Engine/Source/Editor/UnrealEd/Classes/Animation/EditorAnimSegment.h
UnrealEd
virtual bool PropertyChangeRequiresRebuild ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UEditorAnimSegment::PostEditChangeProperty
/Engine/Source/Editor/UnrealEd/Classes/Animation/EditorAnimSegment.h
Called when a property on this object has been modified externally
UnrealEd
virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UEditorAnimSegment::UEditorAnimSegment
/Engine/Source/Editor/UnrealEd/Classes/Animation/EditorAnimSegment.h
UnrealEd
UEditorAnimSegment ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UEditorAnimSegment
/Engine/Source/Editor/UnrealEd/Classes/Animation/EditorAnimSegment.h
UnrealEd
class UEditorAnimSegment : public [UEditorAnimBaseObj](API\Editor\UnrealEd\Animation\UEditorAnimBaseObj)
[ { "type": "FAnimSegment", "name": "AnimSegment", "description": "Default blend in time." }, { "type": "int", "name": "AnimSegmentIndex", "description": "" }, { "type": "int", "name": "AnimSlotIndex", "description": "" } ]
UEditorCompositeSection::ApplyChangesToMontage
/Engine/Source/Editor/UnrealEd/Classes/Animation/EditorCompositeSection.h
UnrealEd
virtual bool ApplyChangesToMontage()
[]
UEditorCompositeSection::InitSection
/Engine/Source/Editor/UnrealEd/Classes/Animation/EditorCompositeSection.h
UnrealEd
virtual void InitSection ( int32 SectionIndex )
[]
UEditorCompositeSection::UEditorCompositeSection
/Engine/Source/Editor/UnrealEd/Classes/Animation/EditorCompositeSection.h
UnrealEd
UEditorCompositeSection ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UEditorCompositeSection
/Engine/Source/Editor/UnrealEd/Classes/Animation/EditorCompositeSection.h
Abstract base class of animation composite base This contains Composite Section data and some necessary interface to make this work
UnrealEd
class UEditorCompositeSection : public [UEditorAnimBaseObj](API\Editor\UnrealEd\Animation\UEditorAnimBaseObj)
[ { "type": "FCompositeSecti...", "name": "CompositeSection", "description": "Default blend in time." }, { "type": "int32", "name": "SectionIndex", "description": "" } ]
UEditorNotifyObject::ApplyChangesToMontage
/Engine/Source/Editor/UnrealEd/Classes/Animation/EditorNotifyObject.h
Copy changes made to the event object back to the montage asset
UnrealEd
virtual bool ApplyChangesToMontage()
[]
UEditorNotifyObject::InitialiseNotify
/Engine/Source/Editor/UnrealEd/Classes/Animation/EditorNotifyObject.h
Set up the editor object
UnrealEd
virtual void InitialiseNotify ( const [FAnimNotifyEvent](API\Runtime\Engine\Animation\FAnimNotifyEvent) & InNotify )
[]
UEditorNotifyObject
/Engine/Source/Editor/UnrealEd/Classes/Animation/EditorNotifyObject.h
Proxy object for displaying notifies in the details panel with event data included alongsideUAnimNotify
UnrealEd
class UEditorNotifyObject : public [UEditorAnimBaseObj](API\Editor\UnrealEd\Animation\UEditorAnimBaseObj)
[ { "type": "FAnimNotifyEven...", "name": "Event", "description": "The notify event to modify" } ]
UEditorNotifyObject::UEditorNotifyObject
/Engine/Source/Editor/UnrealEd/Classes/Animation/EditorNotifyObject.h
UnrealEd
UEditorNotifyObject ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UEditorParentPlayerListObj::AddOverridableNode
/Engine/Source/Editor/UnrealEd/Classes/Animation/EditorParentPlayerListObj.h
Adds an overridable node to the possible override list.
UnrealEd
[FAnimParentNodeAssetOverride](API\Runtime\Engine\Animation\FAnimParentNodeAssetOverride) & AddOverridableNode ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * Node )
[]
UEditorParentPlayerListObj::ApplyOverrideToBlueprint
/Engine/Source/Editor/UnrealEd/Classes/Animation/EditorParentPlayerListObj.h
Pushes an override into the blueprint we're editing.
UnrealEd
void ApplyOverrideToBlueprint ( [FAnimParentNodeAssetOverride](API\Runtime\Engine\Animation\FAnimParentNodeAssetOverride) & Override )
[]
UEditorParentPlayerListObj::GetBlueprint
/Engine/Source/Editor/UnrealEd/Classes/Animation/EditorParentPlayerListObj.h
Get the current blueprint.
UnrealEd
const [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * GetBlueprint() const
[]
UEditorParentPlayerListObj::GetVisualNodeFromGuid
/Engine/Source/Editor/UnrealEd/Classes/Animation/EditorParentPlayerListObj.h
Gets a pointer to a U-node from the stored GUID for that node.
UnrealEd
[UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * GetVisualNodeFromGuid ( [FGuid](API\Runtime\Core\Misc\FGuid) InGuid ) const
[]
UEditorParentPlayerListObj::UEditorParentPlayerListObj
/Engine/Source/Editor/UnrealEd/Classes/Animation/EditorParentPlayerListObj.h
UnrealEd
UEditorParentPlayerListObj ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UEditorParentPlayerListObj::InitialiseFromBlueprint
/Engine/Source/Editor/UnrealEd/Classes/Animation/EditorParentPlayerListObj.h
UnrealEd
void InitialiseFromBlueprint ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * Blueprint )
[]
UEditorParentPlayerListObj
/Engine/Source/Editor/UnrealEd/Classes/Animation/EditorParentPlayerListObj.h
UnrealEd
class UEditorParentPlayerListObj : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "TArray<FAnimPa...", "name": "Overrides", "description": "List of possible overrides to display." } ]
UEditorSkeletonNotifyObj::UEditorSkeletonNotifyObj
/Engine/Source/Editor/UnrealEd/Classes/Animation/EditorSkeletonNotifyObj.h
UnrealEd
UEditorSkeletonNotifyObj ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
AnimationEditorUtils::CreateAnimationAsset
/Engine/Source/Editor/UnrealEd/Public/AnimationEditorUtils.h
Template version of simple creating animation asset
UnrealEd
namespace AnimationEditorUtils { template<class T> T * AnimationEditorUtils::CreateAnimationAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * SkeletonOrSkeletalMesh, const [FString](API\Runtime\Core\Containers\FString) & AssetPath, const [FString](API\Runtime\Core\Containers\FString) & InPrefix ) }
[]
AnimationEditorUtils::ExecuteNewAnimAsset
/Engine/Source/Editor/UnrealEd/Public/AnimationEditorUtils.h
UnrealEd
namespace AnimationEditorUtils { template<typename TFactory, typename T> void AnimationEditorUtils::ExecuteNewAnimAsset ( [TArray](API\Runtime\Core\Containers\TArray)< [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) >> SkeletonsOrSkeletalMeshes, const...
[]
AssetMarshalDefs::FormatName
/Engine/Source/Editor/UnrealEd/Public/AssetSelection.h
UnrealEd
static const TCHAR * FormatName()
[]
AssetDelimiter
/Engine/Source/Editor/UnrealEd/Public/AssetSelection.h
UnrealEd
static const TCHAR AssetDelimiter = TEXT('|');
[]
NameTypeDelimiter
/Engine/Source/Editor/UnrealEd/Public/AssetSelection.h
UnrealEd
static const TCHAR NameTypeDelimiter = TEXT(' ');
[]
AssetMarshalDefs
/Engine/Source/Editor/UnrealEd/Public/AssetSelection.h
UnrealEd
struct AssetMarshalDefs
[]
AssetUtil::GetObject
/Engine/Source/Editor/UnrealEd/Public/AssetSelection.h
Given an asset name, finds the object for the asset
UnrealEd
namespace AssetUtil { [UObject](API\Runtime\CoreUObject\UObject\UObject) * AssetUtil::GetObject ( const [FString](API\Runtime\Core\Containers\FString) & AssetName ) }
[]
AssetUtil::GetObjects
/Engine/Source/Editor/UnrealEd/Public/AssetSelection.h
Given an array of asset names, loads the assets into an array of objects
UnrealEd
namespace AssetUtil { [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > AssetUtil::GetObjects ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & AssetNames, bool * bAllWereLoaded ) }
[]
FAssetSourceFilenameCache::ExtractAssetImportInfo
/Engine/Source/Editor/UnrealEd/Public/AutoReimport/AssetSourceFilenameCache.h
Helper functions to extract asset import information from asset registry tags
UnrealEd
static [TOptional](API\Runtime\Core\IO\TOptional)< [FAssetImportInfo](API\Runtime\Engine\EditorFramework\FAssetImportInfo) > ExtractAssetImportInfo ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData )
[]
UEditorSkeletonNotifyObj
/Engine/Source/Editor/UnrealEd/Classes/Animation/EditorSkeletonNotifyObj.h
UnrealEd
class UEditorSkeletonNotifyObj : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "TWeakPtr<IEdit...", "name": "EditableSkeleton", "description": "Current skeleton to try to grab objects from" }, { "type": "FName", "name": "Name", "description": "The name of the notify we represent" } ]
FAssetRenamedEvent
/Engine/Source/Editor/UnrealEd/Public/AutoReimport/AssetSourceFilenameCache.h
Event for when an asset has been renamed, and has been updated in our source file cache
UnrealEd
class FAssetRenamedEvent : public TBaseMulticastDelegate_TwoParams< void, const FAssetData &, const FString & >
[]
FAssetSourceFilenameCache::Get
/Engine/Source/Editor/UnrealEd/Public/AutoReimport/AssetSourceFilenameCache.h
Singleton access
UnrealEd
static [FAssetSourceFilenameCache](API\Editor\UnrealEd\AutoReimport\FAssetSourceFilenameCache) & Get()
[]
FAssetSourceFilenameCache::GetAssetsPertainingToFile
/Engine/Source/Editor/UnrealEd/Public/AutoReimport/AssetSourceFilenameCache.h
Retrieve a list of assets that were imported from the specified filename
UnrealEd
[TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > GetAssetsPertainingToFile ( const [IAssetRegistry](API\Runtime\AssetRegistry\AssetRegistry\IAssetRegistry) & Registry, const [FString](API\Runtime\Core\Containers\FString) & AbsoluteFilename ) const
[]
FAssetSourceFilenameCache::OnAssetRenamed
/Engine/Source/Editor/UnrealEd/Public/AutoReimport/AssetSourceFilenameCache.h
UnrealEd
[FAssetRenamedEvent](API\Editor\UnrealEd\AutoReimport\FAssetSourceFilenameCache\FAssetRenamedEvent) & OnAssetRenamed()
[]
FAssetSourceFilenameCache::Shutdown
/Engine/Source/Editor/UnrealEd/Public/AutoReimport/AssetSourceFilenameCache.h
Shutdown this instance of the cache
UnrealEd
void Shutdown()
[]
FAssetSourceFilenameCache::FAssetSourceFilenameCache
/Engine/Source/Editor/UnrealEd/Public/AutoReimport/AssetSourceFilenameCache.h
UnrealEd
FAssetSourceFilenameCache()
[]
FAssetSourceFilenameCache
/Engine/Source/Editor/UnrealEd/Public/AutoReimport/AssetSourceFilenameCache.h
Class responsible for maintaing a cache of clean source file names (bla.txt) to asset data
UnrealEd
class FAssetSourceFilenameCache
[]
FPathAndMountPoint::FPathAndMountPoint
/Engine/Source/Editor/UnrealEd/Public/AutoReimport/AutoReimportManager.h
UnrealEd
FPathAndMountPoint()
[]
FPathAndMountPoint::FPathAndMountPoint
/Engine/Source/Editor/UnrealEd/Public/AutoReimport/AutoReimportManager.h
UnrealEd
FPathAndMountPoint ( [FString](API\Runtime\Core\Containers\FString) InPath, [FString](API\Runtime\Core\Containers\FString) InMountPoint )
[]
UAutoReimportManager::GetMonitoredDirectories
/Engine/Source/Editor/UnrealEd/Public/AutoReimport/AutoReimportManager.h
Get a list of absolute directories that we are monitoring
UnrealEd
[TArray](API\Runtime\Core\Containers\TArray)< [FPathAndMountPoint](API\Editor\UnrealEd\AutoReimport\FPathAndMountPoint) > GetMonitoredDirectories() const
[]
UAutoReimportManager::IgnoreDeletedFile
/Engine/Source/Editor/UnrealEd/Public/AutoReimport/AutoReimportManager.h
UnrealEd
void IgnoreDeletedFile ( const [FString](API\Runtime\Core\Containers\FString) & Filename )
[]
FPathAndMountPoint
/Engine/Source/Editor/UnrealEd/Public/AutoReimport/AutoReimportManager.h
Struct representing a path on disk, and its virtual mount point
UnrealEd
struct FPathAndMountPoint
[ { "type": "FString", "name": "MountPoint", "description": "The mount point, if any to which this directory relates" }, { "type": "FString", "name": "Path", "description": "The directory on disk. Absolute." } ]
UAutoReimportManager::IgnoreFileModification
/Engine/Source/Editor/UnrealEd/Public/AutoReimport/AutoReimportManager.h
UnrealEd
void IgnoreFileModification ( const [FString](API\Runtime\Core\Containers\FString) & Filename )
[]
UAutoReimportManager::IgnoreMovedFile
/Engine/Source/Editor/UnrealEd/Public/AutoReimport/AutoReimportManager.h
UnrealEd
void IgnoreMovedFile ( const [FString](API\Runtime\Core\Containers\FString) & SrcFilename, const [FString](API\Runtime\Core\Containers\FString) & DstFilename )
[]
UAutoReimportManager::IgnoreNewFile
/Engine/Source/Editor/UnrealEd/Public/AutoReimport/AutoReimportManager.h
Report an external change to the manager, such that a subsequent equal change reported by the os be ignored
UnrealEd
void IgnoreNewFile ( const [FString](API\Runtime\Core\Containers\FString) & Filename )
[]
UAutoReimportManager::UAutoReimportManager
/Engine/Source/Editor/UnrealEd/Public/AutoReimport/AutoReimportManager.h
UnrealEd
UAutoReimportManager ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAutoReimportManager::Initialize
/Engine/Source/Editor/UnrealEd/Public/AutoReimport/AutoReimportManager.h
Initialize during engine startup
UnrealEd
void Initialize()
[]
UAutoReimportManager::~UAutoReimportManager
/Engine/Source/Editor/UnrealEd/Public/AutoReimport/AutoReimportManager.h
UnrealEd
~UAutoReimportManager()
[]
UAutoReimportManager
/Engine/Source/Editor/UnrealEd/Public/AutoReimport/AutoReimportManager.h
Deals with auto reimporting of objects when the objects file on disk is modified
UnrealEd
class UAutoReimportManager : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[]
FBookmarkScoped::~FBookmarkScoped
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/BookmarkScoped.h
Destructor; restore all viewports
UnrealEd
~FBookmarkScoped()
[]
FBookmarkScoped::FBookmarkScoped
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/BookmarkScoped.h
Constructor; bookmark all viewports
UnrealEd
FBookmarkScoped()
[]
FBookmarkScoped
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/BookmarkScoped.h
Provides a way to temporarily bookmark and restore all viewports This allows camera locations and rotations to be preserved across a map reload
UnrealEd
class FBookmarkScoped
[]
FBookmarkSingleViewportActions::JumpToBookmark
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/BookmarkSingleViewportActions.h
Called to jump to the given bookmark.
UnrealEd
virtual void JumpToBookmark ( [UBookmarkBase](API\Runtime\Engine\Engine\UBookmarkBase) * Bookmark, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< struct [FBookmarkBaseJumpToSettings](API\Runtime\Engine\Engine\FBookmarkBaseJumpToSettings) > InSettings, [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewp...
[]
FBookmarkSingleViewportActions
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/BookmarkSingleViewportActions.h
A bookmark action which jumps a single viewport to a single bookmark
UnrealEd
class FBookmarkSingleViewportActions : public [FBookMarkTypeActions](API\Editor\UnrealEd\Bookmarks\FBookMarkTypeActions)
[]
FBookMarkTypeActions::InitFromViewport
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/BookMarkTypeActions.h
Called to initialize the given bookmark from the given Viewport.
UnrealEd
virtual void InitFromViewport ( [UBookmarkBase](API\Runtime\Engine\Engine\UBookmarkBase) * InBookmark, [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) & InViewportClient )
[]
FBookMarkTypeActions::ApplyBookmarkToViewportClient
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/BookMarkTypeActions.h
UnrealEd
void ApplyBookmarkToViewportClient ( [UBookMark](API\Runtime\Engine\Engine\UBookMark) * InBookmark, [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient )
[]
FBookMarkTypeActions::GetBookmarkClass
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/BookMarkTypeActions.h
Gets the class of bookmarks with which these actions can be used. Must match exactly with the desired bookmark class.
UnrealEd
virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UBookmarkBase](API\Runtime\Engine\Engine\UBookmarkBase) > GetBookmarkClass()
[]
FBookMarkTypeActions::JumpToBookmark
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/BookMarkTypeActions.h
Called to jump to the given bookmark.
UnrealEd
virtual void JumpToBookmark ( [UBookmarkBase](API\Runtime\Engine\Engine\UBookmarkBase) * Bookmark, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< struct [FBookmarkBaseJumpToSettings](API\Runtime\Engine\Engine\FBookmarkBaseJumpToSettings) > InSettings, [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewp...
[]
FBookMarkTypeActions
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/BookMarkTypeActions.h
UnrealEd
class FBookMarkTypeActions : public [IBookmarkTypeActions](API\Editor\UnrealEd\Bookmarks\IBookmarkTypeActions)
[]
FBookmarkUI::GetClearCommandName
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/BookmarkUI.h
UnrealEd
static [FName](API\Runtime\Core\UObject\FName) GetClearCommandName ( const int32 BookmarkIndex )
[]
FBookmarkUI::GetClearLabel
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/BookmarkUI.h
UnrealEd
static [FText](API\Runtime\Core\Internationalization\FText) GetClearLabel ( const int32 BookmarkIndex )
[]
FBookmarkUI::GetClearTooltip
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/BookmarkUI.h
UnrealEd
static [FText](API\Runtime\Core\Internationalization\FText) GetClearTooltip ( const int32 BookmarkIndex )
[]
FBookmarkUI::GetDefaultIcon
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/BookmarkUI.h
UnrealEd
static [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetDefaultIcon()
[]
FBookmarkUI::GetJumpToLabel
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/BookmarkUI.h
UnrealEd
static [FText](API\Runtime\Core\Internationalization\FText) GetJumpToLabel ( const int32 BookmarkIndex )
[]
FBookmarkUI::GetJumpToCommandName
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/BookmarkUI.h
UnrealEd
static [FName](API\Runtime\Core\UObject\FName) GetJumpToCommandName ( const int32 BookmarkIndex )
[]
FBookmarkUI::GetJumpToTooltip
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/BookmarkUI.h
UnrealEd
static [FText](API\Runtime\Core\Internationalization\FText) GetJumpToTooltip ( const int32 BookmarkIndex )
[]
FBookmarkUI::GetPlainLabel
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/BookmarkUI.h
UnrealEd
static [FText](API\Runtime\Core\Internationalization\FText) GetPlainLabel ( const int32 BookmarkIndex )
[]
FBookmarkUI::GetSetLabel
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/BookmarkUI.h
UnrealEd
static [FText](API\Runtime\Core\Internationalization\FText) GetSetLabel ( const int32 BookmarkIndex )
[]
FBookmarkUI::GetSetCommandName
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/BookmarkUI.h
UnrealEd
static [FName](API\Runtime\Core\UObject\FName) GetSetCommandName ( const int32 BookmarkIndex )
[]
FBookmarkUI::GetSetTooltip
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/BookmarkUI.h
UnrealEd
static [FText](API\Runtime\Core\Internationalization\FText) GetSetTooltip ( const int32 BookmarkIndex )
[]
FBookmarkUI
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/BookmarkUI.h
UnrealEd
struct FBookmarkUI
[]
IBookmarkTypeActions::GetBookmarkClass
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/IBookmarkTypeActions.h
Gets the class of bookmarks with which these actions can be used. Must match exactly with the desired bookmark class.
UnrealEd
[TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UBookmarkBase](API\Runtime\Engine\Engine\UBookmarkBase) > GetBookmarkClass()
[]
IBookmarkTypeActions::InitFromViewport
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/IBookmarkTypeActions.h
Called to initialize the given bookmark from the given Viewport.
UnrealEd
void InitFromViewport ( class [UBookmarkBase](API\Runtime\Engine\Engine\UBookmarkBase) * InBookmark, class [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) & InViewportClient )
[]
IBookmarkTypeActions::JumpToBookmark
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/IBookmarkTypeActions.h
Called to jump to the given bookmark.
UnrealEd
void JumpToBookmark ( class [UBookmarkBase](API\Runtime\Engine\Engine\UBookmarkBase) * Bookmark, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< struct [FBookmarkBaseJumpToSettings](API\Runtime\Engine\Engine\FBookmarkBaseJumpToSettings) > InSettings, class [FEditorViewportClient](API\Editor\UnrealEd\FEditorV...
[]
IBookmarkTypeActions::~IBookmarkTypeActions
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/IBookmarkTypeActions.h
UnrealEd
virtual ~IBookmarkTypeActions()
[]
IBookmarkTypeActions
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/IBookmarkTypeActions.h
Actions that can be applied to or completed with bookmarks. Must be registered, seeIBookmarkTypeTools.
UnrealEd
class IBookmarkTypeActions
[]
IBookmarkTypeTools::CheckBookmark
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/IBookmarkTypeTools.h
Checks to see if a bookmark exists at a given index
UnrealEd
const bool CheckBookmark ( const uint32 InIndex, const class [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient ) const
[]
IBookmarkTypeTools::ClearAllBookmarks
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/IBookmarkTypeTools.h
Clears all book marks
UnrealEd
void ClearAllBookmarks ( class [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient ) const
[]
IBookmarkTypeTools::ClearBookmark
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/IBookmarkTypeTools.h
Clears a bookmark from the list.
UnrealEd
void ClearBookmark ( const uint32 InIndex, class [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient ) const
[]
IBookmarkTypeTools::CompactBookmarks
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/IBookmarkTypeTools.h
Compacts the available bookmarks into mapped spaces. Does nothing if all mapped spaces are already filled, or if no bookmarks exist that are not mapped.
UnrealEd
void CompactBookmarks ( class [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient ) const
[]
IBookmarkTypeTools::CreateOrSetBookmark
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/IBookmarkTypeTools.h
Sets the specified bookmark based on the given viewport, allocating it if necessary.
UnrealEd
void CreateOrSetBookmark ( const uint32 InIndex, class [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient ) const
[]
IBookmarkTypeTools::Get
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/IBookmarkTypeTools.h
UnrealEd
static [IBookmarkTypeTools](API\Editor\UnrealEd\Bookmarks\IBookmarkTypeTools) & Get()
[]
IBookmarkTypeTools::GetBookmarkClass
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/IBookmarkTypeTools.h
Gets the currently configured Bookmark class.
UnrealEd
const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UBookmarkBase](API\Runtime\Engine\Engine\UBookmarkBase) > GetBookmarkClass ( const class [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient ) const
[]
IBookmarkTypeTools::GetMaxNumberOfBookmarks
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/IBookmarkTypeTools.h
Gets the current maximum number of bookmarks allowed.
UnrealEd
const uint32 GetMaxNumberOfBookmarks ( const class [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient ) const
[]
IBookmarkTypeTools::JumpToBookmark
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/IBookmarkTypeTools.h
Jumps to a bookmark from the list.
UnrealEd
void JumpToBookmark ( const uint32 InIndex, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< struct [FBookmarkBaseJumpToSettings](API\Runtime\Engine\Engine\FBookmarkBaseJumpToSettings) > InSettings, class [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient ) const
[]
IBookmarkTypeTools::RegisterBookmarkTypeActions
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/IBookmarkTypeTools.h
Registers the given Bookmark Type Actions so they can be used by the editor.
UnrealEd
void RegisterBookmarkTypeActions ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IBookmarkTypeActions](API\Editor\UnrealEd\Bookmarks\IBookmarkTypeActions) > & InActions )
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IBookmarkTypeTools::UnregisterBookmarkTypeActions
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/IBookmarkTypeTools.h
Unregisters the given Bookmark Type Actions so they are no longer considered by the editor.
UnrealEd
void UnregisterBookmarkTypeActions ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IBookmarkTypeActions](API\Editor\UnrealEd\Bookmarks\IBookmarkTypeActions) > & InActions )
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IBookmarkTypeTools::UpgradeBookmarks
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/IBookmarkTypeTools.h
Upgrades all bookmarks, ensuring they are of appropriate class. Note, this is currently not used.
UnrealEd
void UpgradeBookmarks ( class [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, class [AWorldSettings](API\Runtime\Engine\GameFramework\AWorldSettings) * InWorldSettings ) const
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IBookmarkTypeTools::~IBookmarkTypeTools
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/IBookmarkTypeTools.h
UnrealEd
virtual ~IBookmarkTypeTools()
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IBookmarkTypeTools
/Engine/Source/Editor/UnrealEd/Public/Bookmarks/IBookmarkTypeTools.h
Provides convenience methods for interacting with Bookmarks.
UnrealEd
class IBookmarkTypeTools : public [FNoncopyable](API\Runtime\Core\Templates\FNoncopyable)
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UConeBuilder::Build
/Engine/Source/Editor/UnrealEd/Classes/Builders/ConeBuilder.h
Builds the brush shape for the specifiedABrushor the builder brush if Brush is nullptr. true if the brush shape was updated.
UnrealEd
virtual bool Build ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [ABrush](API\Runtime\Engine\Engine\ABrush) * InBrush )
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UConeBuilder::BuildCone
/Engine/Source/Editor/UnrealEd/Classes/Builders/ConeBuilder.h
UnrealEd
virtual void BuildCone ( int32 Direction, bool InAlignToSide, int32 InSides, float InZ, float Radius, [FName](API\Runtime\Core\UObject\FName) Item )
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UConeBuilder::PostEditChangeProperty
/Engine/Source/Editor/UnrealEd/Classes/Builders/ConeBuilder.h
UObjectinterface
UnrealEd
virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
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UConeBuilder::UConeBuilder
/Engine/Source/Editor/UnrealEd/Classes/Builders/ConeBuilder.h
UnrealEd
UConeBuilder ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UConeBuilder
/Engine/Source/Editor/UnrealEd/Classes/Builders/ConeBuilder.h
UnrealEd
class UConeBuilder : public [UEditorBrushBuilder](API\Editor\UnrealEd\Builders\UEditorBrushBuilder)
[ { "type": "uint32: 1", "name": "AlignToSide", "description": "Whether to align the brush to a face" }, { "type": "float", "name": "CapZ", "description": "Distance from base to the tip of inner cone (when hollow)" }, { "type": "FName", "name": "GroupName", "description": "...
UCubeBuilder::Build
/Engine/Source/Editor/UnrealEd/Classes/Builders/CubeBuilder.h
Builds the brush shape for the specifiedABrushor the builder brush if Brush is nullptr. true if the brush shape was updated.
UnrealEd
virtual bool Build ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [ABrush](API\Runtime\Engine\Engine\ABrush) * InBrush )
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UCubeBuilder::BuildCube
/Engine/Source/Editor/UnrealEd/Classes/Builders/CubeBuilder.h
UnrealEd
virtual void BuildCube ( int32 Direction, float dx, float dy, float dz, bool _tessellated )
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