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UCookOnTheFlyServer::HasExceededMaxMemory
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
Deprecated*UCookOnTheFlyServernow uses a more complicated private GC scheme; HasExceededMaxMemory is no longer used and returns false
UnrealEd
bool HasExceededMaxMemory()
[]
UCookOnTheFlyServer::HasRemainingWork
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
Return whether the tick needs to take any action for the current session. If not, the session is done. Used for external managers of the cooker to know when to tick it.
UnrealEd
bool HasRemainingWork() const
[]
UCookOnTheFlyServer::Initialize
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
Initialize *this so that either CookOnTheFly or CookByTheBook can be started and ticked
UnrealEd
void Initialize ( [ECookMode::Type](API\Editor\UnrealEd\CookOnTheSide\ECookMode__Type) DesiredCookMode, ECookInitializationFlags InCookInitializationFlags, const [FString](API\Runtime\Core\Containers\FString) & OutputDirectoryOverride )
[]
UCookOnTheFlyServer::IsCookByTheBookMode
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
Is the local CookOnTheFlyServer initialized to run CookByTheBook (find all required packages and cook them)?
UnrealEd
bool IsCookByTheBookMode() const
[]
UCookOnTheFlyServer::IsCookByTheBookRunning
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
Is the local CookOnTheFlyServer in a cook session in CookByTheBook Mode?
UnrealEd
bool IsCookByTheBookRunning() const
[]
UCookOnTheFlyServer::IsCookingDLC
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
Is the local CookOnTheFlyServer cooking a DLC plugin rather than a Project+Engine+EmbeddedPlugins?
UnrealEd
bool IsCookingDLC() const
[]
UCookOnTheFlyServer::IsCookingInEditor
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
Is the local CookOnTheFlyServer running in the editor?
UnrealEd
bool IsCookingInEditor() const
[]
UCookOnTheFlyServer::IsCookOnTheFlyMode
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
Is the local CookOnTheFlyServer initialized to run CookOnTheFly (accept connections from game executables, cook what they ask for)?
UnrealEd
bool IsCookOnTheFlyMode() const
[]
UCookOnTheFlyServer::IsDirectorCookByTheBook
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
Is the CookDirector (local CookOnTheFlyServer for SPCook or MPDirector, or the remote MPDirector for a CookWorker) initialized to run CookByTheBook?
UnrealEd
bool IsDirectorCookByTheBook() const
[]
UCookOnTheFlyServer::IsDirectorCookOnTheFly
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
Is the CookDirector (local CookOnTheFlyServer for SPCook or MPDirector, or the remote MPDirector for a CookWorker) initialized to run CookOnTheFly?
UnrealEd
bool IsDirectorCookOnTheFly() const
[]
UCookOnTheFlyServer::IsInSession
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
Is the local CookOnTheFlyServer in a cook session in any CookMode? Used to restrict operations when cooking and reduce cputime when not cooking.
UnrealEd
bool IsInSession() const
[]
UCookOnTheFlyServer::IsRealtimeMode
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
Is the local CookOnTheFlyServer initialized to run in real time mode (respects the timeslice), (e.g. in Editor)?
UnrealEd
bool IsRealtimeMode() const
[]
UCookOnTheFlyServer::IsTickable
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object is ready to be ticked. This is required for example for allUObjectderived classes as they might be loaded async and therefore won't be ready immediately. true if object is ready to be ticked, false otherwise.
UnrealEd
virtual bool IsTickable() const
[]
UCookOnTheFlyServer::IsUsingZenStore
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
Is the local CookOnTheFlyServer using ZenStore (cooked packages are stored in Zen's Cache storage rather than as loose files on disk)?
UnrealEd
bool IsUsingZenStore() const
[]
UCookOnTheFlyServer::IsUsingShaderCodeLibrary
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
Is the local CookOnTheFlyServer in a mode that uses ShaderCodeLibraries rather than storing shaders in the Packages that use them?
UnrealEd
bool IsUsingShaderCodeLibrary() const
[]
UCookOnTheFlyServer::IsCookWorkerMode
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
Is the local CookOnTheFlyServer initialized to run as a CookWorker (connect to a Director cooker cooking CBTB or COTF, cook what it assigns to us)?
UnrealEd
bool IsCookWorkerMode() const
[]
UCookOnTheFlyServer::LogCookWorkerStats
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
Log stats for the CookWorker; this is called before the connection to the director is terminated.
UnrealEd
void LogCookWorkerStats()
[]
UCookOnTheFlyServer::MarkPackageDirtyForCookerFromSchedulerThread
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
Helper function for MarkPackageDirtyForCooker. Executes the MarkPackageDirtyForCooker operations that are only safe to execute from the scheduler's designated point for handling external requests.
UnrealEd
void MarkPackageDirtyForCookerFromSchedulerThread ( const [FName](API\Runtime\Core\UObject\FName) & PackageName )
[]
UCookOnTheFlyServer::MarkPackageDirtyForCooker
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
Marks a package as dirty for cook causes package to be recooked on next request (and all dependent packages which are currently cooked)
UnrealEd
void MarkPackageDirtyForCooker ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package, bool bAllowInSession )
[]
UCookOnTheFlyServer::NumConnections
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
UnrealEd
uint32 NumConnections() const
[]
UCookOnTheFlyServer::MaybeMarkPackageAsAlreadyLoaded
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
MaybeMarkPackageAsAlreadyLoaded Mark the package as already loaded if we have already cooked the package for all requested target platforms this hints to the objects on load that we don't need to load all our bulk data
UnrealEd
void MaybeMarkPackageAsAlreadyLoaded ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package )
[]
UCookOnTheFlyServer::OnCookByTheBookFinished
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
UnrealEd
static [FOnCookByTheBookFinished](API\Editor\UnrealEd\CookOnTheSide\UCookOnTheFlyServer\FOnCookByTheBookFinished) & OnCookByTheBookFinished()
[]
UCookOnTheFlyServer::OnCookByTheBookStarted
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
UnrealEd
static [FOnCookByTheBookStarted](API\Editor\UnrealEd\CookOnTheSide\UCookOnTheFlyServer\FOnCookByTheBookStarted) & OnCookByTheBookStarted()
[]
UCookOnTheFlyServer::OnObjectModified
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
Callbacks from editor
UnrealEd
void OnObjectModified ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectMoving )
[]
UCookOnTheFlyServer::OnObjectPropertyChanged
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
UnrealEd
void OnObjectPropertyChanged ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectBeingModified, [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UCookOnTheFlyServer::OnObjectSaved
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
UnrealEd
void OnObjectSaved ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectSaved, [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )
[]
UCookOnTheFlyServer::OnObjectUpdated
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
UnrealEd
void OnObjectUpdated ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )
[]
UCookOnTheFlyServer::PostGarbageCollect
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
UnrealEd
void PostGarbageCollect()
[]
UCookOnTheFlyServer::PostLoadPackageFixup
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
Execute class-specific special case cook postloads and reference discovery on a given package.
UnrealEd
void PostLoadPackageFixup ( UE::Cook::FPackageData & PackageData, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package )
[]
UCookOnTheFlyServer::PreGarbageCollect
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
Callbacks fromUObjectglobals.
UnrealEd
void PreGarbageCollect()
[]
UCookOnTheFlyServer::QueueCancelCookByTheBook
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
Queue a cook by the book cancel (can be called from any thread)
UnrealEd
void QueueCancelCookByTheBook()
[]
UCookOnTheFlyServer::PrintDetailedCookStats
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
Print detailed stats from the cook.
UnrealEd
void PrintDetailedCookStats()
[]
UCookOnTheFlyServer::RecompileChangedShaders
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
Recompile any global shader changes if any are detected then clear the cooked platform data so that they can be rebuilt return true if shaders were recompiled
UnrealEd
bool RecompileChangedShaders ( const [TArray](API\Runtime\Core\Containers\TArray)< const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * > & TargetPlatforms )
[]
UCookOnTheFlyServer::RequestPackage
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
RequestPackage to be cooked This function can only be called while the cooker is in cook by the book mode
UnrealEd
bool RequestPackage ( const [FName](API\Runtime\Core\UObject\FName) & StandardPackageFName, const bool bForceFrontOfQueue )
[]
UCookOnTheFlyServer::RequestPackage
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
RequestPackage to be cooked
UnrealEd
bool RequestPackage ( const [FName](API\Runtime\Core\UObject\FName) & StandardFileName, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) *const > & TargetPlatforms, const bool bForceFrontOfQueue )
[]
UCookOnTheFlyServer::ResetCook
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
Clear platforms' explored flags for all PackageDatas and optionally clear the cookresult flags.
UnrealEd
void ResetCook ( TConstArrayView< TPair< const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) *, bool >> TargetPlatforms )
[]
UCookOnTheFlyServer::RunCookList
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
Log a list of all of the transitively requested packages.
UnrealEd
void RunCookList ( ECookListOptions CookListOptions )
[]
UCookOnTheFlyServer::SetGarbageCollectType
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
UnrealEd
void SetGarbageCollectType ( uint32 ResultFlagsFromTick )
[]
UCookOnTheFlyServer::ShouldVerifyEDLCookInfo
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
Return whether EDLCookInfo verification has NOT been rendered useless by settings such as CookFilter.
UnrealEd
bool ShouldVerifyEDLCookInfo() const
[]
UCookOnTheFlyServer::ShutdownCookAsCookWorker
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
Terminate the CookWorker session
UnrealEd
void ShutdownCookAsCookWorker()
[]
UCookOnTheFlyServer::ShutdownCookOnTheFly
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
Shutdown *this from running in CookOnTheFly mode
UnrealEd
void ShutdownCookOnTheFly()
[]
UCookOnTheFlyServer::StartCookByTheBook
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
Start a cook by the book session Cook on the fly can't run at the same time as cook by the book
UnrealEd
void StartCookByTheBook ( const [FCookByTheBookStartupOptions](API\Editor\UnrealEd\CookOnTheSide\UCookOnTheFlyServer\FCookByTheBookSt-) & CookByTheBookStartupOptions )
[]
UCookOnTheFlyServer::StartCookOnTheFly
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
Initialize cook on the fly server true on success, false otherwise.
UnrealEd
bool StartCookOnTheFly ( [FCookOnTheFlyStartupOptions](API\Editor\UnrealEd\CookOnTheSide\UCookOnTheFlyServer\FCookOnTheFlyStartupOptions) InCookOnTheFlyOptions )
[]
UCookOnTheFlyServer::StopAndClearCookedData
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
Force stop whatever pending cook requests are going on and clear all the cooked data Note CookOnTheFly clients may not be able to recover from this if they are waiting on a cook request to complete
UnrealEd
void StopAndClearCookedData()
[]
UCookOnTheFlyServer::Tick
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
Pure virtual that must be overloaded by the inheriting class. It will be called from within LevelTick.cpp after ticking all actors or from the rendering thread (depending on bIsRenderingThreadObject)
UnrealEd
virtual void Tick ( float DeltaTime )
[]
UCookOnTheFlyServer::TickCookByTheBook
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
Tick CBTB until it finishes or needs to yield. Should only be called when in CookByTheBook Mode.
UnrealEd
uint32 TickCookByTheBook ( const float TimeSlice, ECookTickFlags TickFlags )
[]
UCookOnTheFlyServer::TickCookOnTheFly
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
Tick COTF until it finishes or needs to yield. Should only be called when in CookOnTheFly Mode.
UnrealEd
uint32 TickCookOnTheFly ( const float TimeSlice, ECookTickFlags TickFlags )
[]
UCookOnTheFlyServer::TickCookWorker
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
Tick CookWorker until it finishes or needs to yield. Should only be called when in CookWorker Mode.
UnrealEd
uint32 TickCookWorker()
[]
UCookOnTheFlyServer::TickRequestManager
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
UnrealEd
void TickRequestManager()
[]
UCookOnTheFlyServer::TryInitializeCookWorker
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
Connect to the CookDirector host, Initialize this UCOTFS, and start the CookWorker session
UnrealEd
bool TryInitializeCookWorker()
[]
UCookOnTheFlyServer::WaitForRequests
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
UnrealEd
void WaitForRequests ( int TimeoutMs )
[]
UCookOnTheFlyServer::~UCookOnTheFlyServer
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
UnrealEd
virtual ~UCookOnTheFlyServer()
[]
UCookOnTheFlyServer
/Engine/Source/Editor/UnrealEd/Classes/CookOnTheSide/CookOnTheFlyServer.h
No constructors are accessible with public or protected access.
UnrealEd
class UCookOnTheFlyServer : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [FTickableEditorObject](API\Editor\UnrealEd\FTickableEditorObject), public [FExec](API\Runtime\Core\Misc\FExec), public [UE::Cook::ICookInfo](API\Runtime\CoreUObject\UObject\ICookInfo)
[]
FArchiveGenerateReferenceGraph::operator<<
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgReferenceTree.h
This operator can be implemented by sub-classes that wish to serializeUObjectinstances. This instance.
UnrealEd
virtual [FArchive](API\Runtime\Core\Serialization\FArchive) & operator<< ( [UObject](API\Runtime\CoreUObject\UObject\UObject) *& Value )
[]
FArchiveGenerateReferenceGraph::FArchiveGenerateReferenceGraph
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgReferenceTree.h
UnrealEd
FArchiveGenerateReferenceGraph ( FReferenceGraph & OutGraph )
[]
FArchiveGenerateReferenceGraph
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgReferenceTree.h
An archive for creating a reference graph of all UObjects
UnrealEd
class FArchiveGenerateReferenceGraph : public [FArchiveUObject](API\Runtime\CoreUObject\Serialization\FArchiveUObject)
[]
EResult
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgMoveAssets.h
Custom result types
UnrealEd
enum EResult { Cancel = 0, OK, OKToAll, }
[]
FDlgMoveAsset::GetNewName
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgMoveAssets.h
Accesses the NewName value
UnrealEd
[FString](API\Runtime\Core\Containers\FString) GetNewName() const
[]
FDlgMoveAsset::GetNewGroup
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgMoveAssets.h
Accesses the NewGroup value
UnrealEd
[FString](API\Runtime\Core\Containers\FString) GetNewGroup() const
[]
FDlgMoveAsset::GetNewPackage
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgMoveAssets.h
Accesses the NewPackage value
UnrealEd
[FString](API\Runtime\Core\Containers\FString) GetNewPackage() const
[]
FDlgMoveAsset::ShowModal
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgMoveAssets.h
returns User response in EResult form.
UnrealEd
[EResult](API\Editor\UnrealEd\Dialogs\FDlgMoveAsset\EResult) ShowModal()
[]
FDlgMoveAsset::FDlgMoveAsset
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgMoveAssets.h
Constructs A move Asset Dialog
UnrealEd
FDlgMoveAsset ( bool bInLegacyOrMapPackage, const [FString](API\Runtime\Core\Containers\FString) & InPackage, const [FString](API\Runtime\Core\Containers\FString) & InGroup, const [FString](API\Runtime\Core\Containers\FString) & InName, const [FText](API\Runtime\Core\Internationalization\FText) & InTitle )
[]
FDlgMoveAsset
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgMoveAssets.h
Wrapper class for SDlgMoveAsset. This class creates and launches the dialog then awaits the Result to return to the user.
UnrealEd
class FDlgMoveAsset
[]
EResult
/Engine/Source/Editor/UnrealEd/Public/Dialogs/Dialogs.h
UnrealEd
enum EResult { Folder, Contents, Cancel, }
[]
FDragDropConfirmation::OpenDialog
/Engine/Source/Editor/UnrealEd/Public/Dialogs/Dialogs.h
UnrealEd
static [EResult](API\Editor\UnrealEd\Dialogs\FDragDropConfirmation\EResult) OpenDialog ( const [FString](API\Runtime\Core\Containers\FString) & ConfirmationTitle, const [FString](API\Runtime\Core\Containers\FString) & Message, const [FString](API\Runtime\Core\Containers\FString) & FolderOption, const [FString](API\Runt...
[]
FDragDropConfirmation
/Engine/Source/Editor/UnrealEd/Public/Dialogs/Dialogs.h
UnrealEd
class FDragDropConfirmation
[]
FReferenceGraphNode::GetObjectToDisplay
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgReferenceTree.h
Returns the object that should be displayed on the graph
UnrealEd
[UObject](API\Runtime\CoreUObject\UObject\UObject) * GetObjectToDisplay ( bool bShowScriptReferences )
[]
FReferenceGraphNode::FReferenceGraphNode
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgReferenceTree.h
UnrealEd
FReferenceGraphNode ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )
[]
FReferenceGraphNode
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgReferenceTree.h
A struct representing a node in the reference graph
UnrealEd
struct FReferenceGraphNode
[ { "type": "bool", "name": "bVisited", "description": "If the node has been visited while populating the reference tree." }, { "type": "TSet<FReferenc...", "name": "Links", "description": "Links from this nodes object. Each link represents a reference to the object." }, { "type": ...
EResult
/Engine/Source/Editor/UnrealEd/Public/Dialogs/Dialogs.h
Custom return type used by ShowModal
UnrealEd
enum EResult { Suppressed = -1, Cancel = 0, Confirm = 1, }
[]
FSuppressableWarningDialog::FSetupInfo::FSetupInfo
/Engine/Source/Editor/UnrealEd/Public/Dialogs/Dialogs.h
Constructs a warning dialog setup object, used to initialize a warning dialog.
UnrealEd
FSetupInfo &40; const FText & InMessage, const FText & InTitle, const FString & InIniSettingName, const FString & InIniSettingFileName &41;
[]
FSetupInfo
/Engine/Source/Editor/UnrealEd/Public/Dialogs/Dialogs.h
User must provide confirm text, and cancel text (if using cancel button)
UnrealEd
struct FSetupInfo
[ { "type": "bool", "name": "bDefaultToSuppressInTheFuture", "description": "If true the suppress checkbox defaults to true" }, { "type": "FText", "name": "CancelText", "description": "Text used on the button which will returnFSuppressableWarningDialog::Cancel" }, { "type": "FText"...
FSuppressableWarningDialog::ShowModal
/Engine/Source/Editor/UnrealEd/Public/Dialogs/Dialogs.h
Launches warning window, returns user response or suppressed
UnrealEd
[EResult](API\Editor\UnrealEd\Dialogs\FSuppressableWarningDialog\EResult) ShowModal() const
[]
FSuppressableWarningDialog::FSuppressableWarningDialog
/Engine/Source/Editor/UnrealEd/Public/Dialogs/Dialogs.h
ConstructsFSuppressableWarningDialog
UnrealEd
FSuppressableWarningDialog ( const [FSuppressableWarningDialog::FSetupInfo](API\Editor\UnrealEd\Dialogs\FSuppressableWarningDialog\FSetupInfo) & Info )
[]
FSuppressableWarningDialog
/Engine/Source/Editor/UnrealEd/Public/Dialogs/Dialogs.h
A Dialog that displays a warning message to the user and provides the option to not display it in the future
UnrealEd
class FSuppressableWarningDialog
[]
SBuildProgressWidget::BuildElapsedTimeText
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SBuildProgress.h
Assembles the text containing the elapsed build time.
UnrealEd
[FText](API\Runtime\Core\Internationalization\FText) BuildElapsedTimeText() const
[]
SBuildProgressWidget::Construct
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SBuildProgress.h
UnrealEd
void Construct ( const [FArguments](API\Editor\UnrealEd\Dialogs\SBuildProgressWidget\FArguments) & InArgs )
[]
EBuildIssueType
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SBuildProgress.h
The various issues that can occur.
UnrealEd
enum EBuildIssueType { BUILDISSUE_CriticalError, BUILDISSUE_Error, BUILDISSUE_Warning, }
[]
WidgetArgsType
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SBuildProgress.h
UnrealEd
typedef FArguments WidgetArgsType
[]
SBuildProgressWidget::FArguments::FArguments
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SBuildProgress.h
UnrealEd
FArguments&40;&41;
[]
FArguments
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SBuildProgress.h
UnrealEd
struct FArguments : public [TSlateBaseNamedArgs< SBuildProgressWidget >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)
[]
EBuildType
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SBuildProgress.h
The type of build that is occurring.
UnrealEd
enum EBuildType { BUILDTYPE_Unknown, BUILDTYPE_Geometry, BUILDTYPE_Lighting, BUILDTYPE_Paths, BUILDTYPE_HLODs, BUILDTYPE_Minimap, BUILDTYPE_LandscapeSplineMeshes, BUILDTYPE_TextureStreaming, BUILDTYPE_VirtualTexture, BUILDTYPE_AllLandscape, }
[]
SBuildProgressWidget::MarkBuildStartTime
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SBuildProgress.h
Records the application time in seconds; used in display of elapsed build time.
UnrealEd
void MarkBuildStartTime()
[]
SBuildProgressWidget::OnGetBuildTimeText
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SBuildProgress.h
UnrealEd
[FText](API\Runtime\Core\Internationalization\FText) OnGetBuildTimeText() const
[]
SBuildProgressWidget::OnGetProgressFraction
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SBuildProgress.h
UnrealEd
[TOptional](API\Runtime\Core\IO\TOptional)< float > OnGetProgressFraction() const
[]
SBuildProgressWidget::OnGetProgressText
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SBuildProgress.h
Progress Control Callbacks
UnrealEd
[FText](API\Runtime\Core\Internationalization\FText) OnGetProgressText() const
[]
SBuildProgressWidget::SetBuildProgressPercent
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SBuildProgress.h
Sets the build progress bar percentage.
UnrealEd
void SetBuildProgressPercent ( int32 InProgressNumerator, int32 InProgressDenominator )
[]
SBuildProgressWidget::SetBuildStatusText
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SBuildProgress.h
Sets the text that describes what part of the build we are currently on.
UnrealEd
void SetBuildStatusText ( const [FText](API\Runtime\Core\Internationalization\FText) & StatusText )
[]
SBuildProgressWidget::SetBuildType
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SBuildProgress.h
Sets the current build type.
UnrealEd
void SetBuildType ( [EBuildType](API\Editor\UnrealEd\Dialogs\SBuildProgressWidget\EBuildType) InBuildType )
[]
SBuildProgressWidget::UpdateProgressText
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SBuildProgress.h
UnrealEd
void UpdateProgressText()
[]
SBuildProgressWidget::UpdateTime
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SBuildProgress.h
Updates the label displaying the current time.
UnrealEd
void UpdateTime()
[]
SBuildProgressWidget::SBuildProgressWidget
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SBuildProgress.h
UnrealEd
SBuildProgressWidget()
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SBuildProgressWidget::~SBuildProgressWidget
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SBuildProgress.h
UnrealEd
~SBuildProgressWidget()
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SBuildProgressWidget
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SBuildProgress.h
UnrealEd
class SBuildProgressWidget : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)
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SDeleteAssetsDialog::Construct
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SDeleteAssetsDialog.h
Construct aSContentReference.
UnrealEd
void Construct ( const [FArguments](API\Editor\UnrealEd\Dialogs\SDeleteAssetsDialog\FArguments) & InArgs, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FAssetDeleteModel](API\Editor\UnrealEd\FAssetDeleteModel) > InDeleteModel )
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SDeleteAssetsDialog::FArguments::ParentWindow
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SDeleteAssetsDialog.h
The parent window hosting this dialog.
UnrealEd
WidgetArgsType & ParentWindow &40; TSharedPtr< SWindow > InArg &41;
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SDeleteAssetsDialog::FArguments::Style
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SDeleteAssetsDialog.h
The style of the content reference widget (optional)
UnrealEd
WidgetArgsType & Style &40; FName InArg &41;
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WidgetArgsType
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SDeleteAssetsDialog.h
UnrealEd
typedef FArguments WidgetArgsType
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SDeleteAssetsDialog::FArguments::WidthOverride
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SDeleteAssetsDialog.h
When specified, the path box will request this fixed size.
UnrealEd
WidgetArgsType & WidthOverride &40; const TAttribute< FOptionalSize > & InAttribute &41;
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SDeleteAssetsDialog::FArguments::FArguments
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SDeleteAssetsDialog.h
UnrealEd
FArguments&40;&41;
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