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FArguments
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SDeleteAssetsDialog.h
UnrealEd
struct FArguments : public [TSlateBaseNamedArgs< SDeleteAssetsDialog >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)
[]
SDeleteAssetsDialog::OnKeyDown
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SDeleteAssetsDialog.h
Called after a key is pressed when this widget has focus (this event bubbles if not handled) Returns whether the event was handled, along with other possible actions
UnrealEd
virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnKeyDown ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent )
[]
SDeleteAssetsDialog::~SDeleteAssetsDialog
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SDeleteAssetsDialog.h
UnrealEd
virtual ~SDeleteAssetsDialog()
[]
SDeleteAssetsDialog
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SDeleteAssetsDialog.h
The dialog that appears to help users through the deletion process in the editor. It helps them find references to assets being deleted and gives them options on how to best handle cleaning up those remaining references.
UnrealEd
class SDeleteAssetsDialog : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)
[]
SDlgPickAssetPath::Construct
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgPickAssetPath.h
UnrealEd
void Construct ( const [FArguments](API\Editor\UnrealEd\Dialogs\SDlgPickAssetPath\FArguments) & InArgs )
[]
SDlgPickAssetPath::FArguments::AllowReadOnlyFolders
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgPickAssetPath.h
If true, read only folders will be displayed
UnrealEd
WidgetArgsType & AllowReadOnlyFolders &40; bool InArg &41;
[]
SDlgPickAssetPath::FArguments::DefaultAssetPath
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgPickAssetPath.h
UnrealEd
WidgetArgsType & DefaultAssetPath &40; FText InArg &41;
[]
SDlgPickAssetPath::FArguments::Title
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgPickAssetPath.h
UnrealEd
WidgetArgsType & Title &40; FText InArg &41;
[]
WidgetArgsType
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgPickAssetPath.h
UnrealEd
typedef FArguments WidgetArgsType
[]
SDlgPickAssetPath::FArguments::FArguments
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgPickAssetPath.h
UnrealEd
FArguments&40;&41;
[]
FArguments
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgPickAssetPath.h
UnrealEd
struct FArguments : public [TSlateBaseNamedArgs< SDlgPickAssetPath >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)
[]
SDlgPickAssetPath::GetAssetName
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgPickAssetPath.h
Gets the resulting asset name
UnrealEd
const [FText](API\Runtime\Core\Internationalization\FText) & GetAssetName()
[]
SDlgPickAssetPath::GetAssetPath
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgPickAssetPath.h
Gets the resulting asset path
UnrealEd
const [FText](API\Runtime\Core\Internationalization\FText) & GetAssetPath()
[]
SDlgPickAssetPath::GetFullAssetPath
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgPickAssetPath.h
Gets the resulting full asset path (path+'/'+name)
UnrealEd
[FText](API\Runtime\Core\Internationalization\FText) GetFullAssetPath()
[]
SDlgPickAssetPath::OnButtonClick
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgPickAssetPath.h
UnrealEd
[FReply](API\Runtime\SlateCore\Input\FReply) OnButtonClick ( [EAppReturnType::Type](API\Runtime\Core\GenericPlatform\EAppReturnType__Type) ButtonID )
[]
SDlgPickAssetPath::OnNameChange
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgPickAssetPath.h
UnrealEd
void OnNameChange ( const [FText](API\Runtime\Core\Internationalization\FText) & NewName, [ETextCommit::Type](API\Runtime\SlateCore\Types\ETextCommit__Type) CommitInfo )
[]
SDlgPickAssetPath::OnPathChange
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgPickAssetPath.h
UnrealEd
void OnPathChange ( const [FString](API\Runtime\Core\Containers\FString) & NewPath )
[]
SDlgPickAssetPath::ShowModal
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgPickAssetPath.h
Displays the dialog in a blocking fashion
UnrealEd
[EAppReturnType::Type](API\Runtime\Core\GenericPlatform\EAppReturnType__Type) ShowModal()
[]
SDlgPickAssetPath::ValidatePackage
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgPickAssetPath.h
Ensures supplied package name information is valid
UnrealEd
bool ValidatePackage()
[]
SDlgPickAssetPath::SDlgPickAssetPath
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgPickAssetPath.h
UnrealEd
SDlgPickAssetPath()
[]
SDlgPickAssetPath
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgPickAssetPath.h
UnrealEd
class SDlgPickAssetPath : public [SWindow](API\Runtime\SlateCore\Widgets\SWindow)
[ { "type": "FText", "name": "AssetName", "description": "" }, { "type": "FText", "name": "AssetPath", "description": "" }, { "type": "bool", "name": "bAllowReadOnlyFolders", "description": "If true, read only folders will be displayed" }, { "type": "EAppReturnType:...
SDlgPickPath::Construct
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgPickPath.h
UnrealEd
void Construct ( const [FArguments](API\Editor\UnrealEd\Dialogs\SDlgPickPath\FArguments) & InArgs )
[]
SDlgPickPath::FArguments::DefaultPath
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgPickPath.h
UnrealEd
WidgetArgsType & DefaultPath &40; FText InArg &41;
[]
SDlgPickPath::FArguments::AllowReadOnlyFolders
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgPickPath.h
If true, read only folders will be displayed
UnrealEd
WidgetArgsType & AllowReadOnlyFolders &40; bool InArg &41;
[]
SDlgPickPath::FArguments::Title
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgPickPath.h
UnrealEd
WidgetArgsType & Title &40; FText InArg &41;
[]
SDlgPickPath::FArguments::FArguments
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgPickPath.h
UnrealEd
FArguments&40;&41;
[]
WidgetArgsType
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgPickPath.h
UnrealEd
typedef FArguments WidgetArgsType
[]
FArguments
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgPickPath.h
UnrealEd
struct FArguments : public [TSlateBaseNamedArgs< SDlgPickPath >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)
[]
SDlgPickPath::GetPath
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgPickPath.h
Gets the resulting asset path
UnrealEd
const [FText](API\Runtime\Core\Internationalization\FText) & GetPath()
[]
SDlgPickPath::OnButtonClick
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgPickPath.h
UnrealEd
[FReply](API\Runtime\SlateCore\Input\FReply) OnButtonClick ( [EAppReturnType::Type](API\Runtime\Core\GenericPlatform\EAppReturnType__Type) ButtonID )
[]
SDlgPickPath::OnPathChange
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgPickPath.h
UnrealEd
void OnPathChange ( const [FString](API\Runtime\Core\Containers\FString) & NewPath )
[]
SDlgPickPath::ShowModal
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgPickPath.h
Displays the dialog in a blocking fashion
UnrealEd
[EAppReturnType::Type](API\Runtime\Core\GenericPlatform\EAppReturnType__Type) ShowModal()
[]
SDlgPickPath::ValidatePath
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgPickPath.h
Ensures supplied package name information is valid
UnrealEd
bool ValidatePath()
[]
SDlgPickPath::SDlgPickPath
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgPickPath.h
UnrealEd
SDlgPickPath()
[]
SDlgPickPath
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgPickPath.h
UnrealEd
class SDlgPickPath : public [SWindow](API\Runtime\SlateCore\Widgets\SWindow)
[ { "type": "bool", "name": "bAllowReadOnlyFolders", "description": "If true, read only folders will be displayed" }, { "type": "FText", "name": "Path", "description": "" }, { "type": "EAppReturnType:...", "name": "UserResponse", "description": "" } ]
SGenericDialogWidget::Construct
/Engine/Source/Editor/UnrealEd/Public/Dialogs/Dialogs.h
UnrealEd
void Construct ( const [FArguments](API\Editor\UnrealEd\Dialogs\SGenericDialogWidget\FArguments) & InArgs )
[]
SGenericDialogWidget::FArguments::ScrollBoxMaxHeight
/Engine/Source/Editor/UnrealEd/Public/Dialogs/Dialogs.h
Max height for the scroll box (default: 300f)
UnrealEd
WidgetArgsType & ScrollBoxMaxHeight &40; int32 InArg &41;
[]
SGenericDialogWidget::FArguments::SLATE_DEFAULT_SLOT
/Engine/Source/Editor/UnrealEd/Public/Dialogs/Dialogs.h
Content for the dialog Called when the OK button is pressed
UnrealEd
SLATE_DEFAULT_SLOT &40; FArguments, Content &41; const
[]
SGenericDialogWidget::FArguments::UseScrollBox
/Engine/Source/Editor/UnrealEd/Public/Dialogs/Dialogs.h
Should this dialog use a scroll box for over-sized content? (default: true)
UnrealEd
WidgetArgsType & UseScrollBox &40; bool InArg &41;
[]
WidgetArgsType
/Engine/Source/Editor/UnrealEd/Public/Dialogs/Dialogs.h
UnrealEd
typedef FArguments WidgetArgsType
[]
FArguments
/Engine/Source/Editor/UnrealEd/Public/Dialogs/Dialogs.h
UnrealEd
struct FArguments : public [TSlateBaseNamedArgs< SGenericDialogWidget >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)
[]
SGenericDialogWidget::FArguments::FArguments
/Engine/Source/Editor/UnrealEd/Public/Dialogs/Dialogs.h
UnrealEd
FArguments&40;&41;
[]
SGenericDialogWidget::OpenDialog
/Engine/Source/Editor/UnrealEd/Public/Dialogs/Dialogs.h
UnrealEd
static void OpenDialog ( const [FText](API\Runtime\Core\Internationalization\FText) & InDialogTitle, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & DisplayContent, const [FArguments](API\Editor\UnrealEd\Dialogs\SGenericDialogWidget\FArguments) & InArgs, b...
[]
SGenericDialogWidget::SetWindow
/Engine/Source/Editor/UnrealEd/Public/Dialogs/Dialogs.h
Sets the window of this dialog.
UnrealEd
void SetWindow ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > InWindow )
[]
SGenericDialogWidget
/Engine/Source/Editor/UnrealEd/Public/Dialogs/Dialogs.h
UnrealEd
class SGenericDialogWidget : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)
[]
SOutputLogDialog::ComputeDesiredSize
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SOutputLogDialog.h
Compute the desired size for this dialog
UnrealEd
virtual FVector2D ComputeDesiredSize ( float LayoutScaleMultiplier ) const
[]
SOutputLogDialog::Construct
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SOutputLogDialog.h
Constructs the dialog
UnrealEd
void Construct ( const [FArguments](API\Editor\UnrealEd\Dialogs\SOutputLogDialog\FArguments) & InArgs )
[]
SOutputLogDialog::CopyMessageToClipboard
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SOutputLogDialog.h
Copies the message text to the clipboard.
UnrealEd
void CopyMessageToClipboard()
[]
SOutputLogDialog::FArguments::Buttons
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SOutputLogDialog.h
UnrealEd
WidgetArgsType & Buttons &40; const TAttribute< TArray< FText > > & InAttribute &41;
[]
SOutputLogDialog::FArguments::Footer
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SOutputLogDialog.h
UnrealEd
WidgetArgsType & Footer &40; const TAttribute< FText > & InAttribute &41;
[]
SOutputLogDialog::FArguments::Header
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SOutputLogDialog.h
UnrealEd
WidgetArgsType & Header &40; const TAttribute< FText > & InAttribute &41;
[]
SOutputLogDialog::FArguments::Log
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SOutputLogDialog.h
UnrealEd
WidgetArgsType & Log &40; const TAttribute< FText > & InAttribute &41;
[]
SOutputLogDialog::FArguments::ParentWindow
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SOutputLogDialog.h
UnrealEd
WidgetArgsType & ParentWindow &40; const TAttribute< TSharedPtr< SWindow > > & InAttribute &41;
[]
WidgetArgsType
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SOutputLogDialog.h
UnrealEd
typedef FArguments WidgetArgsType
[]
SOutputLogDialog::FArguments::FArguments
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SOutputLogDialog.h
UnrealEd
FArguments&40;&41;
[]
SOutputLogDialog::OnKeyDown
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SOutputLogDialog.h
Override behavior when a key is pressed
UnrealEd
virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnKeyDown ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent )
[]
FArguments
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SOutputLogDialog.h
UnrealEd
struct FArguments : public [TSlateBaseNamedArgs< SOutputLogDialog >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)
[]
SOutputLogDialog::Open
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SOutputLogDialog.h
Displays the modal dialog box
UnrealEd
static void Open ( const [FText](API\Runtime\Core\Internationalization\FText) & InTitle, const [FText](API\Runtime\Core\Internationalization\FText) & InHeader, const [FText](API\Runtime\Core\Internationalization\FText) & InLog, const [FText](API\Runtime\Core\Internationalization\FText) & InFooter )
[]
SOutputLogDialog::Open
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SOutputLogDialog.h
Displays the modal dialog box with a custom set of buttons
UnrealEd
static int32 Open ( const [FText](API\Runtime\Core\Internationalization\FText) & InTitle, const [FText](API\Runtime\Core\Internationalization\FText) & InHeader, const [FText](API\Runtime\Core\Internationalization\FText) & InLog, const [FText](API\Runtime\Core\Internationalization\FText) & InFooter, const [TArray](API\R...
[]
SOutputLogDialog::SupportsKeyboardFocus
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SOutputLogDialog.h
Override the base method to allow for keyboard focus
UnrealEd
virtual bool SupportsKeyboardFocus() const
[]
SOutputLogDialog
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SOutputLogDialog.h
UnrealEd
class SOutputLogDialog : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)
[]
SPrivateAssetsDialog::Construct
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SPrivateAssetsDialog.h
UnrealEd
void Construct ( const [FArguments](API\Editor\UnrealEd\Dialogs\SPrivateAssetsDialog\FArguments) & InArgs, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FAssetPrivatizeModel](API\Editor\UnrealEd\FAssetPrivatizeModel) > InPrivatizeModel )
[]
SPrivateAssetsDialog::FArguments::ParentWindow
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SPrivateAssetsDialog.h
The parent window hosting this dialog.
UnrealEd
WidgetArgsType & ParentWindow &40; const TAttribute< TSharedPtr< SWindow > > & InAttribute &41;
[]
WidgetArgsType
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SPrivateAssetsDialog.h
UnrealEd
typedef FArguments WidgetArgsType
[]
SPrivateAssetsDialog::FArguments::FArguments
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SPrivateAssetsDialog.h
UnrealEd
FArguments&40;&41;
[]
FArguments
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SPrivateAssetsDialog.h
UnrealEd
struct FArguments : public [TSlateBaseNamedArgs< SPrivateAssetsDialog >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)
[]
SPrivateAssetsDialog::OnKeyDown
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SPrivateAssetsDialog.h
Called after a key is pressed when this widget has focus (this event bubbles if not handled) Returns whether the event was handled, along with other possible actions
UnrealEd
virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnKeyDown ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent )
[]
SPrivateAssetsDialog::~SPrivateAssetsDialog
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SPrivateAssetsDialog.h
UnrealEd
virtual ~SPrivateAssetsDialog()
[]
SPrivateAssetsDialog
/Engine/Source/Editor/UnrealEd/Public/Dialogs/SPrivateAssetsDialog.h
The dialog that appears to help users through the process of marking assets private in the editor. It helps them find references to assets being marked private and notifies them of which references would become illegal and be nulled out.
UnrealEd
class SPrivateAssetsDialog : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)
[]
SReferenceTree::Construct
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgReferenceTree.h
UnrealEd
void Construct ( const [FArguments](API\Editor\UnrealEd\Dialogs\SReferenceTree\FArguments) & InArgs )
[]
SReferenceTree::FArguments::Object
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgReferenceTree.h
UnrealEd
WidgetArgsType & Object &40; UObject &42; InArg &41;
[]
WidgetArgsType
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgReferenceTree.h
UnrealEd
typedef FArguments WidgetArgsType
[]
SReferenceTree::FArguments::FArguments
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgReferenceTree.h
UnrealEd
FArguments&40;&41;
[]
FArguments
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgReferenceTree.h
UnrealEd
struct FArguments : public [TSlateBaseNamedArgs< SReferenceTree >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)
[]
SReferenceTree::OpenDialog
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgReferenceTree.h
UnrealEd
static void OpenDialog ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )
[]
SingletonInstance
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgReferenceTree.h
UnrealEd
static [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > SingletonInstance;
[]
SReferenceTree
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgReferenceTree.h
UnrealEd
class SReferenceTree : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)
[]
SReferenceTree::~SReferenceTree
/Engine/Source/Editor/UnrealEd/Public/Dialogs/DlgReferenceTree.h
UnrealEd
~SReferenceTree()
[]
DiffTreeView::CreateTreeView
/Engine/Source/Editor/UnrealEd/Public/DiffUtils.h
UnrealEd
namespace DiffTreeView { [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STreeView](API\Editor\UnrealEd\STreeView)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FBlueprintDifferenceTreeEntry](API\Editor\UnrealEd\FBlueprintDifferenceTreeEntry) > > > DiffTreeView::CreateTreeView ( [TArray](API\Runtime\Core...
[]
DiffTreeView::CurrentDifference
/Engine/Source/Editor/UnrealEd/Public/DiffUtils.h
UnrealEd
namespace DiffTreeView { int32 DiffTreeView::CurrentDifference ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STreeView](API\Editor\UnrealEd\STreeView)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FBlueprintDifferenceTreeEntry](API\Editor\UnrealEd\FBlueprintDifferenceTreeEntry) > > > TreeView, const ...
[]
DiffTreeView::HasNextDifference
/Engine/Source/Editor/UnrealEd/Public/DiffUtils.h
UnrealEd
namespace DiffTreeView { bool DiffTreeView::HasNextDifference ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STreeView](API\Editor\UnrealEd\STreeView)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FBlueprintDifferenceTreeEntry](API\Editor\UnrealEd\FBlueprintDifferenceTreeEntry) > > > TreeView, const [...
[]
DiffTreeView::HasPrevDifference
/Engine/Source/Editor/UnrealEd/Public/DiffUtils.h
UnrealEd
namespace DiffTreeView { bool DiffTreeView::HasPrevDifference ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STreeView](API\Editor\UnrealEd\STreeView)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FBlueprintDifferenceTreeEntry](API\Editor\UnrealEd\FBlueprintDifferenceTreeEntry) > > > TreeView, const [...
[]
DiffTreeView::HighlightNextDifference
/Engine/Source/Editor/UnrealEd/Public/DiffUtils.h
UnrealEd
namespace DiffTreeView { void DiffTreeView::HighlightNextDifference ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STreeView](API\Editor\UnrealEd\STreeView)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FBlueprintDifferenceTreeEntry](API\Editor\UnrealEd\FBlueprintDifferenceTreeEntry) > > > TreeView, c...
[]
DiffTreeView::HighlightPrevDifference
/Engine/Source/Editor/UnrealEd/Public/DiffUtils.h
UnrealEd
namespace DiffTreeView { void DiffTreeView::HighlightPrevDifference ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STreeView](API\Editor\UnrealEd\STreeView)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FBlueprintDifferenceTreeEntry](API\Editor\UnrealEd\FBlueprintDifferenceTreeEntry) > > > TreeView, c...
[]
DiffUtils::CompareUnrelatedObjects
/Engine/Source/Editor/UnrealEd/Public/DiffUtils.h
UnrealEd
namespace DiffUtils { void DiffUtils::CompareUnrelatedObjects ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * A, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * B, [TArray](API\Runtime\Core\Containers\TArray)< [FSingleObjectDiffEntry](API\Editor\UnrealEd\FSingleObjectDiffEntry) > & OutDifferingP...
[]
DiffUtils::CompareUnrelatedSCS
/Engine/Source/Editor/UnrealEd/Public/DiffUtils.h
UnrealEd
namespace DiffUtils { void DiffUtils::CompareUnrelatedSCS ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Old, const [TArray](API\Runtime\Core\Containers\TArray)< [FSCSResolvedIdentifier](API\Editor\UnrealEd\FSCSResolvedIdentifier) > & OldHierarchy, const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) ...
[]
DiffUtils::CompareUnrelatedStructs
/Engine/Source/Editor/UnrealEd/Public/DiffUtils.h
Deprecated* DiffUtils now requires root objects so that object topology can be meaningfully compared.
UnrealEd
namespace DiffUtils { void DiffUtils::CompareUnrelatedStructs ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * StructA, const void * A, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * StructB, const void * B, [TArray](API\Runtime\Core\Containers\TArray)< [FSingleObjectDiffEntry](API\Editor\Unreal...
[]
DiffUtils::CompareUnrelatedStructs
/Engine/Source/Editor/UnrealEd/Public/DiffUtils.h
UnrealEd
namespace DiffUtils { void DiffUtils::CompareUnrelatedStructs ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * StructA, const void * A, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * OwningOuterA, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * StructB, const void * B, const [UObject]...
[]
DiffUtils::GetCDO
/Engine/Source/Editor/UnrealEd/Public/DiffUtils.h
UnrealEd
namespace DiffUtils { const [UObject](API\Runtime\CoreUObject\UObject\UObject) * DiffUtils::GetCDO ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * ForBlueprint ) }
[]
DiffUtils::Identical
/Engine/Source/Editor/UnrealEd/Public/DiffUtils.h
Deprecated* DiffUtils now requires root objects so that object topology can be meaningfully compared.
UnrealEd
namespace DiffUtils { bool DiffUtils::Identical ( const [FResolvedProperty](API\Editor\UnrealEd\FResolvedProperty) & AProp, const [FResolvedProperty](API\Editor\UnrealEd\FResolvedProperty) & BProp, const [FPropertySoftPath](API\Editor\UnrealEd\FPropertySoftPath) & RootPath, [TArray](API\Runtime\Core\Containers\TArray)<...
[]
DiffUtils::GetVisiblePropertiesInOrderDeclared
/Engine/Source/Editor/UnrealEd/Public/DiffUtils.h
UnrealEd
namespace DiffUtils { [TArray](API\Runtime\Core\Containers\TArray)< [FPropertySoftPath](API\Editor\UnrealEd\FPropertySoftPath) > DiffUtils::GetVisiblePropertiesInOrderDeclared ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * ForStruct, const [FPropertySoftPath](API\Editor\UnrealEd\FPropertySoftPath) & Scope...
[]
DiffUtils::Identical
/Engine/Source/Editor/UnrealEd/Public/DiffUtils.h
DiffUtils now requires root objects so that object topology can be meaningfully compared.DiffUtils::Identicalworks similar toFProperty::Identicalexcept when aUObjectis found, that is in OwningOuter*, it's compared by topology instead. This allows sub-objects to diff correctly.
UnrealEd
namespace DiffUtils { bool DiffUtils::Identical ( const [FResolvedProperty](API\Editor\UnrealEd\FResolvedProperty) & AProp, const [FResolvedProperty](API\Editor\UnrealEd\FResolvedProperty) & BProp, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * OwningOuterA, const [UObject](API\Runtime\CoreUObject\UObject\U...
[]
DiffUtils::Identical
/Engine/Source/Editor/UnrealEd/Public/DiffUtils.h
Deprecated* DiffUtils now requires root objects so that object topology can be meaningfully compared.
UnrealEd
namespace DiffUtils { bool DiffUtils::Identical ( const [FResolvedProperty](API\Editor\UnrealEd\FResolvedProperty) & AProp, const [FResolvedProperty](API\Editor\UnrealEd\FResolvedProperty) & BProp, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * OwningOuterA, const [UObject](API\Runtime\CoreUObject\UObject\U...
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DiffUtils::LoadPackageForDiff
/Engine/Source/Editor/UnrealEd/Public/DiffUtils.h
UnrealEd
namespace DiffUtils { [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * DiffUtils::LoadPackageForDiff ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISourceControlRevision](API\Developer\SourceControl\ISourceControlRevision) > Revision ) }
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DiffUtils::LoadPackageForDiff
/Engine/Source/Editor/UnrealEd/Public/DiffUtils.h
UnrealEd
namespace DiffUtils { [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * DiffUtils::LoadPackageForDiff ( const [FPackagePath](API\Runtime\CoreUObject\Misc\FPackagePath) & InTempPackagePath, const [FPackagePath](API\Runtime\CoreUObject\Misc\FPackagePath) & InOriginalPackagePath ) }
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DiffUtils::ResolveAll
/Engine/Source/Editor/UnrealEd/Public/DiffUtils.h
UnrealEd
namespace DiffUtils { [TArray](API\Runtime\Core\Containers\TArray)< [FPropertyPath](API\Editor\PropertyEditor\FPropertyPath) > DiffUtils::ResolveAll ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const [TArray](API\Runtime\Core\Containers\TArray)< [FPropertySoftPath](API\Editor\UnrealEd\FPropertyS...
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DiffUtils::ResolveAll
/Engine/Source/Editor/UnrealEd/Public/DiffUtils.h
UnrealEd
namespace DiffUtils { [TArray](API\Runtime\Core\Containers\TArray)< [FPropertyPath](API\Editor\PropertyEditor\FPropertyPath) > DiffUtils::ResolveAll ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const [TArray](API\Runtime\Core\Containers\TArray)< [FSingleObjectDiffEntry](API\Editor\UnrealEd\FSing...
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DiffViewUtils::Box
/Engine/Source/Editor/UnrealEd/Public/DiffUtils.h
UnrealEd
namespace DiffViewUtils { [SHorizontalBox::FSlot::FSlotArguments](API\Runtime\SlateCore\Widgets\SHorizontalBox\FSlot\FSlotArguments) DiffViewUtils::Box ( bool bIsPresent, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Color ) }
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DiffViewUtils::Conflicting
/Engine/Source/Editor/UnrealEd/Public/DiffUtils.h
UnrealEd
namespace DiffViewUtils { [FLinearColor](API\Runtime\Core\Math\FLinearColor) DiffViewUtils::Conflicting() }
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DiffViewUtils::Differs
/Engine/Source/Editor/UnrealEd/Public/DiffUtils.h
UnrealEd
namespace DiffViewUtils { [FLinearColor](API\Runtime\Core\Math\FLinearColor) DiffViewUtils::Differs() }
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