className stringlengths 1 167 | headerPath stringlengths 14 166 | description stringlengths 0 1.62k | module stringlengths 0 76 | code stringlengths 0 11.4k | variables listlengths 0 395 |
|---|---|---|---|---|---|
AGroupActor::AddSelectedActorsToSelectedGroup | /Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.h | Adds selected ungrouped actors to a selected group. Does nothing if more than one group is selected. | UnrealEd | static void AddSelectedActorsToSelectedGroup() | [] |
AGroupActor::CenterGroupLocation | /Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.h | Sets this group's location to the center point based on current location of its children. | UnrealEd | void CenterGroupLocation() | [] |
AGroupActor::ClearAndRemove | /Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.h | Detaches all children (actors and subgroups) from this group and then removes it. | UnrealEd | void ClearAndRemove() | [] |
AGroupActor::Contains | /Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.h | True if the group contains the given actor. | UnrealEd | bool Contains ( [AActor](API\Runtime\Engine\GameFramework\AActor) & InActor ) const | [] |
AGroupActor::DrawBracketsForGroups | /Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.h | Draw brackets around all selected groups | UnrealEd | static void DrawBracketsForGroups ( class [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, [FViewport](API\Runtime\Engine\FViewport) * Viewport, bool bMustBeSelected ) | [] |
AGroupActor::FixupGroupActor | /Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.h | UnrealEd | static void FixupGroupActor() | [] | |
AGroupActor::ForEachActorInGroup | /Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.h | Enumerate all actors and subgroups for this group (includes this). | UnrealEd | void ForEachActorInGroup ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([AActor](API\Runtime\Engine\GameFramework\AActor) *, [AGroupActor](API\Editor\UnrealEd\Editor\AGroupActor) *)> InCallback ) | [] |
AGroupActor::ForEachMovableActorInGroup | /Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.h | Enumerate all actors and subgroups for this group that should be moved alongside this actor (includes this). | UnrealEd | void ForEachMovableActorInGroup ( const [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * InSelectionSet, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([AActor](API\Runtime\Engine\GameFramework\AActor) *, [AGroupActor](API\Editor\UnrealEd\E... | [] |
AGroupActor::GetActorNum | /Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.h | The number of actors in the group. | UnrealEd | int32 GetActorNum() const | [] |
AGroupActor::GetActorBounds | /Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.h | Returns the bounding box of all components that make up this Actor (excluding ChildActorComponents). | UnrealEd | virtual void GetActorBounds ( bool bOnlyCollidingComponents, FVector & Origin, FVector & BoxExtent, bool bIncludeFromChildActors ) const | [] |
AGroupActor::GetAllChildren | /Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.h | UnrealEd | void GetAllChildren ( [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutChildren, bool bRecurse ) const | [] | |
AGroupActor::GetGroupActors | /Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.h | UnrealEd | void GetGroupActors ( [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutGroupActors, bool bRecurse ) const | [] | |
AGroupActor::GetParentForActor | /Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.h | Returns the direct parent for the actor or null if one is not found.
The direct parent for the given actor. Returns null if no group has this actor as a child. | UnrealEd | static [AGroupActor](API\Editor\UnrealEd\Editor\AGroupActor) * GetParentForActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor ) | [] |
AGroupActor::GetRootForActor | /Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.h | Returns the highest found root for the given actor or null if one is not found. Qualifications of root can be specified via optional parameters.
The topmost group actor for this actor. Returns null if none exists using the given conditions. | UnrealEd | static [AGroupActor](API\Editor\UnrealEd\Editor\AGroupActor) * GetRootForActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, bool bMustBeLocked, bool bMustBeSelected, bool bMustBeUnlocked, bool bMustBeUnselected ) | [] |
AGroupActor::GetStreamingBounds | /Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.h | GetActorBounds() | UnrealEd | virtual FBox GetStreamingBounds() const | [] |
AGroupActor::GetSubGroups | /Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.h | UnrealEd | void GetSubGroups ( [TArray](API\Runtime\Core\Containers\TArray)< [AGroupActor](API\Editor\UnrealEd\Editor\AGroupActor) * > & OutSubGroups, bool bRecurse ) const | [] | |
AGroupActor::HasSelectedActors | /Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.h | True if the group contains any selected actors. | UnrealEd | bool HasSelectedActors ( bool bDeepSearch ) const | [] |
AGroupActor::GroupApplyDelta | /Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.h | Apply given deltas to all actors and subgroups for this group. | UnrealEd | void GroupApplyDelta ( const FVector & InDrag, const FRotator & InRot, const FVector & InScale ) | [] |
AGroupActor::IsEditorOnly | /Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.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 | [] |
AGroupActor::IsLocked | /Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.h | Group's locked state | UnrealEd | bool IsLocked() const | [] |
AGroupActor::IsSelected | /Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.h | UnrealEd | virtual bool IsSelected() const | [] | |
AGroupActor::Lock | /Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.h | Lock this group and all subgroups. | UnrealEd | void Lock() | [] |
AGroupActor::LockSelectedGroups | /Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.h | Locks the lowest selected groups in the current selection. | UnrealEd | static void LockSelectedGroups() | [] |
AGroupActor::NumActiveGroups | /Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.h | Query to find how many active groups are currently in the editor.
Number of active groups currently in the editor. | UnrealEd | static const int32 NumActiveGroups ( bool bSelected, bool bDeepSearch ) | [] |
AGroupActor::PostActorCreated | /Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.h | Called when an actor is done spawning into the world (fromUWorld::SpawnActor), both in the editor and during gameplay For actors with a root component, the location and rotation will have already been set. This is called before calling construction scripts, but after native components have been created | UnrealEd | virtual void PostActorCreated() | [] |
AGroupActor::PostEditChangeProperty | /Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.h | Called when a property on this object has been modified externally | UnrealEd | virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent ) | [] |
AGroupActor::PostEditUndo | /Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.h | Called after applying a transaction to the object. Default implementation simply calls PostEditChange. | UnrealEd | virtual void PostEditUndo() | [] |
AGroupActor::PostLoad | /Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.h | Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread. | UnrealEd | virtual void PostLoad() | [] |
AGroupActor::Remove | /Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.h | Removes the given actor from this group. If the group has no actors after this transaction, the group itself is removed. | UnrealEd | void Remove ( [AActor](API\Runtime\Engine\GameFramework\AActor) & InActor ) | [] |
AGroupActor::RemoveSubGroupsFromArray | /Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.h | Changes the given array to remove any existing subgroups | UnrealEd | static void RemoveSubGroupsFromArray ( [TArray](API\Runtime\Core\Containers\TArray)< [AGroupActor](API\Editor\UnrealEd\Editor\AGroupActor) * > & GroupArray ) | [] |
AGroupActor::SelectedGroupNeedsFixup | /Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.h | UnrealEd | static bool SelectedGroupNeedsFixup() | [] | |
AGroupActor::SelectGroupsInSelection | /Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.h | Reselects any valid groups based on current editor selection | UnrealEd | static void SelectGroupsInSelection() | [] |
AGroupActor::SetIsTemporarilyHiddenInEditor | /Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.h | Explicitly sets whether or not this actor is hidden in the editor for the duration of the current editor session | UnrealEd | virtual void SetIsTemporarilyHiddenInEditor ( bool bIsHidden ) | [] |
AGroupActor::ToggleGroupMode | /Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.h | Toggle group mode | UnrealEd | static void ToggleGroupMode() | [] |
AGroupActor::Unlock | /Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.h | Unlock this group | UnrealEd | void Unlock() | [] |
AGroupActor::UnlockSelectedGroups | /Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.h | Unlocks the highest locked parent groups for actors in the current selection. | UnrealEd | static void UnlockSelectedGroups() | [] |
AGroupActor::AGroupActor | /Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.h | UnrealEd | AGroupActor ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
AGroupActor | /Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.h | UnrealEd | class AGroupActor : public [AActor](API\Runtime\Engine\GameFramework\AActor) | [
{
"type": "uint32: 1",
"name": "bLocked",
"description": ""
},
{
"type": "TArray<TObject...",
"name": "GroupActors",
"description": ""
},
{
"type": "TArray<TObject...",
"name": "SubGroups",
"description": ""
}
] | |
APropertyEditorTestActor | /Engine/Source/Editor/UnrealEd/Classes/Editor/PropertyEditorTestObject.h | UnrealEd | class APropertyEditorTestActor : public [AActor](API\Runtime\Engine\GameFramework\AActor) | [] | |
FActorLabelUtilities::SetActorLabelUnique | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Assigns a new label to an actor. If the name exists it will be appended with a number to make it unique. Actor labels are only available in development builds. | UnrealEd | static void SetActorLabelUnique ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, const [FString](API\Runtime\Core\Containers\FString) & NewActorLabel, const [FCachedActorLabels](API\Editor\UnrealEd\Editor\FCachedActorLabels) * InExistingActorLabels ) | [] |
FActorLabelUtilities::RenameExistingActor | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Does an explicit actor rename. In addition to changing the label this will also fix any soft references pointing to it | UnrealEd | static void RenameExistingActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, const [FString](API\Runtime\Core\Containers\FString) & NewActorLabel, bool bMakeUnique ) | [] |
FActorLabelUtilities | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | No constructors are accessible with public or protected access. | UnrealEd | struct FActorLabelUtilities | [] |
FActorLabelUtilities::SplitActorLabel | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Given a label, attempts to split this into its alpha/numeric parts.
true if the label ends with a number. | UnrealEd | static bool SplitActorLabel ( [FString](API\Runtime\Core\Containers\FString) & InOutLabel, int32 & OutIdx ) | [] |
FAssetReferenceFilterContext | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Struct used in filtering allowed references between assets. Passes context about the referencers to game-level filters | UnrealEd | struct FAssetReferenceFilterContext | [
{
"type": "TArray<FAssetD...",
"name": "ReferencingAssets",
"description": ""
}
] |
FCachedActorLabels::Add | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Add a new label to this set | UnrealEd | void Add ( const [FString](API\Runtime\Core\Containers\FString) & InLabel ) | [] |
FCachedActorLabels::Contains | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Check if the specified label exists | UnrealEd | bool Contains ( const [FString](API\Runtime\Core\Containers\FString) & InLabel ) const | [] |
FCachedActorLabels::Populate | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Populate the set of actor names | UnrealEd | void Populate ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [TSet](API\Runtime\Core\Containers\TSet)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & IgnoredActors ) | [] |
FCachedActorLabels::Remove | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Remove a label from this set | UnrealEd | void Remove ( const [FString](API\Runtime\Core\Containers\FString) & InLabel ) | [] |
FCachedActorLabels::FCachedActorLabels | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Default constructor - does not populate the array | UnrealEd | FCachedActorLabels() | [] |
FCachedActorLabels::FCachedActorLabels | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Constructor that populates the set of actor names | UnrealEd | FCachedActorLabels ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [TSet](API\Runtime\Core\Containers\TSet)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & IgnoredActors ) | [] |
FCachedActorLabels | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | A cache of actor labels | UnrealEd | struct FCachedActorLabels | [] |
FClassMoveInfo::FClassMoveInfo | /Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h | UnrealEd | FClassMoveInfo() | [] | |
FClassMoveInfo | /Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h | Used during asset renaming/duplication to specify class-specific package/group targets. | UnrealEd | struct FClassMoveInfo | [
{
"type": "uint32: 1",
"name": "bActive",
"description": "If true, this info is applied when moving/duplicating assets."
},
{
"type": "FString",
"name": "ClassName",
"description": "The type of asset this MoveInfo applies to."
},
{
"type": "FString",
"name": "GroupName",
... |
FCopySelectedInfo::CanPerformQuickCopy | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Can a quick copy be formed based on the selection information | UnrealEd | bool CanPerformQuickCopy() const | [] |
FCopySelectedInfo::FCopySelectedInfo | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Do not cache this info, it is only valid after a call to CanCopySelectedActorsToClipboard has been made, and becomes redundant when the current selection changes. Used to determine whether a copy can be performed based on the current selection state | UnrealEd | FCopySelectedInfo() | [] |
FCopySelectedInfo | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | struct FCopySelectedInfo | [
{
"type": "bool",
"name": "bAllActorsInSameLevel",
"description": "If we have selected actors, are they within the same level"
},
{
"type": "bool",
"name": "bHasSelectedActors",
"description": "Does the current selection contain actors"
},
{
"type": "bool",
"name": "bHasSelec... | |
FIniStringValue | /Engine/Source/Editor/UnrealEd/Classes/Editor/AssetGuideline.h | Helper struct for setting string console ini values. | UnrealEd | struct FIniStringValue | [
{
"type": "FString",
"name": "Filename",
"description": "From .ini, relative to {PROJECT}. Ex: /Config/DefaultEngine.ini"
},
{
"type": "FString",
"name": "Key",
"description": "From .ini. Ex: r.GPUSkin.Support16BitBoneIndex"
},
{
"type": "FString",
"name": "Section",
"des... |
FLightmassBooleanParameterValue::FLightmassBooleanParameterValue | /Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdTypes.h | UnrealEd | FLightmassBooleanParameterValue() | [] | |
FLightmassBooleanParameterValue | /Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdTypes.h | Boolean parameter value | UnrealEd | struct FLightmassBooleanParameterValue : public [FLightmassParameterValue](API\Editor\UnrealEd\Editor\FLightmassParameterValue) | [
{
"type": "uint32: 1",
"name": "ParameterValue",
"description": "The boolean value to override the parent value with"
}
] |
FLightmassParameterizedMaterialSettings::FLightmassParameterizedMaterialSettings | /Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdTypes.h | UnrealEd | FLightmassParameterizedMaterialSettings() | [] | |
FLightmassParameterizedMaterialSettings | /Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdTypes.h | Structure for 'parameterized' Lightmass settings | UnrealEd | struct FLightmassParameterizedMaterialSettings | [
{
"type": "FLightmassBoole...",
"name": "CastShadowAsMasked",
"description": "If true, forces translucency to cast static shadows as if the material were masked."
},
{
"type": "FLightmassScala...",
"name": "DiffuseBoost",
"description": "Scales the diffuse contribution of this material t... |
FLightmassParameterValue::FLightmassParameterValue | /Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdTypes.h | UnrealEd | FLightmassParameterValue() | [] | |
FLightmassParameterValue | /Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdTypes.h | This will hold all of our enums and types and such that we need to use in multiple files where the enum can't be mapped to a specific file.Base LightmassParameterValue class | UnrealEd | struct FLightmassParameterValue | [
{
"type": "uint32: 1",
"name": "bOverride",
"description": "If true, override the given parameter with the given settings"
}
] |
FLightmassScalarParameterValue::FLightmassScalarParameterValue | /Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdTypes.h | UnrealEd | FLightmassScalarParameterValue() | [] | |
FLightmassScalarParameterValue::FLightmassScalarParameterValue | /Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdTypes.h | UnrealEd | FLightmassScalarParameterValue ( float InParameterValue ) | [] | |
FPreviewPlatformInfo::GetEffectivePreviewFeatureLevel | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Returns the preview feature level if active, or GMaxRHIFeatureLevel otherwise | UnrealEd | [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) GetEffectivePreviewFeatureLevel() const | [] |
FLightmassScalarParameterValue | /Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdTypes.h | Scalar parameter value | UnrealEd | struct FLightmassScalarParameterValue : public [FLightmassParameterValue](API\Editor\UnrealEd\Editor\FLightmassParameterValue) | [
{
"type": "float",
"name": "ParameterValue",
"description": "The scalar value to override the parent value with"
}
] |
FPreviewPlatformInfo::GetEffectivePreviewPlatformName | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Return platform name like "Android", or NAME_None if none is set or the preview feature level is not active | UnrealEd | [FName](API\Runtime\Core\UObject\FName) GetEffectivePreviewPlatformName() const | [] |
FPreviewPlatformInfo::Matches | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Checks if two FPreviewPlatformInfos are for the same preview platform. Note, this does NOT compare the bPreviewFeatureLevelActive flag | UnrealEd | bool Matches ( const [FPreviewPlatformInfo](API\Editor\UnrealEd\Editor\FPreviewPlatformInfo) & Other ) const | [] |
FPreviewPlatformInfo::FPreviewPlatformInfo | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | FPreviewPlatformInfo() | [] | |
FPreviewPlatformInfo::FPreviewPlatformInfo | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | FPreviewPlatformInfo ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, EShaderPlatform InShaderPlatform, [FName](API\Runtime\Core\UObject\FName) InPreviewPlatformName, [FName](API\Runtime\Core\UObject\FName) InPreviewShaderFormatName, [FName](API\Runtime\Core\UObject\FName) InDeviceProf... | [] | |
FPreviewPlatformInfo | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | struct FPreviewPlatformInfo | [
{
"type": "bool",
"name": "bPreviewFeatureLevelActive",
"description": "Is feature level preview currently active"
},
{
"type": "FName",
"name": "DeviceProfileName",
"description": "The device profile to preview."
},
{
"type": "ERHIFeatureLeve...",
"name": "PreviewFeatureLeve... | |
FPropertyEditorTestBasicStruct::FPropertyEditorTestBasicStruct | /Engine/Source/Editor/UnrealEd/Classes/Editor/PropertyEditorTestObject.h | UnrealEd | FPropertyEditorTestBasicStruct() | [] | |
FPropertyEditorTestBasicStruct | /Engine/Source/Editor/UnrealEd/Classes/Editor/PropertyEditorTestObject.h | This structs properties should be pushed out to categories inside its parent category unless it is in an array | UnrealEd | struct FPropertyEditorTestBasicStruct | [
{
"type": "float",
"name": "FloatPropertyInsideAStruct",
"description": ""
},
{
"type": "FPropertyEditor...",
"name": "InnerStruct",
"description": ""
},
{
"type": "int32",
"name": "IntPropertyInsideAStruct",
"description": ""
},
{
"type": "TObjectPtr<UOb...",
... |
FPropertyEditorTestEditCondition | /Engine/Source/Editor/UnrealEd/Classes/Editor/PropertyEditorTestObject.h | UnrealEd | struct FPropertyEditorTestEditCondition | [
{
"type": "int32",
"name": "EnabledAndVisibleWhenOne",
"description": ""
},
{
"type": "ETestEnumFlags",
"name": "Flags",
"description": ""
},
{
"type": "int32",
"name": "HasInlineEditCondition",
"description": ""
},
{
"type": "bool",
"name": "InlineEditConditi... | |
FPropertyEditorTestInstancedStruct | /Engine/Source/Editor/UnrealEd/Classes/Editor/PropertyEditorTestObject.h | UnrealEd | struct FPropertyEditorTestInstancedStruct | [
{
"type": "TObjectPtr<UPr...",
"name": "Object",
"description": ""
}
] | |
FPropertyEditorTestSubStruct::FPropertyEditorTestSubStruct | /Engine/Source/Editor/UnrealEd/Classes/Editor/PropertyEditorTestObject.h | UnrealEd | FPropertyEditorTestSubStruct() | [] | |
FPropertyEditorTestSubStruct | /Engine/Source/Editor/UnrealEd/Classes/Editor/PropertyEditorTestObject.h | UnrealEd | struct FPropertyEditorTestSubStruct | [
{
"type": "FLinearColor",
"name": "CustomizedStructInsideUncustomizedStruct",
"description": ""
},
{
"type": "FSoftObjectPath",
"name": "CustomizedStructInsideUncustomizedStruct2",
"description": ""
},
{
"type": "int32",
"name": "FirstProperty",
"description": ""
},
{... | |
FPropertyEditTestTextStruct | /Engine/Source/Editor/UnrealEd/Classes/Editor/PropertyEditorTestObject.h | UnrealEd | struct FPropertyEditTestTextStruct | [
{
"type": "FText",
"name": "NormalProperty",
"description": ""
}
] | |
FResultMessage | /Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdTypes.h | Simple Return struct for supplying success or failure with an optional error message | UnrealEd | struct FResultMessage | [
{
"type": "bool",
"name": "bSuccess",
"description": ""
},
{
"type": "FString",
"name": "ErrorMessage",
"description": ""
}
] |
FSelectionStateOfLevel | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Represents the current selection state of a level (its selected actors and components) from a given point in a time, in a way that can be safely restored later even if the level is reloaded | UnrealEd | struct FSelectionStateOfLevel | [
{
"type": "TArray<FString...",
"name": "SelectedActors",
"description": "Path names of all the selected actors"
},
{
"type": "TArray<FString...",
"name": "SelectedComponents",
"description": "Path names of all the selected components"
}
] |
FTemplateMapInfo::FTemplateMapInfo | /Engine/Source/Editor/UnrealEd/Classes/Editor/TemplateMapInfo.h | UnrealEd | FTemplateMapInfo() | [] | |
FTemplateMapInfo | /Engine/Source/Editor/UnrealEd/Classes/Editor/TemplateMapInfo.h | Used by new level dialog. | UnrealEd | struct FTemplateMapInfo | [
{
"type": "FString",
"name": "Category",
"description": "Optional category used for sorting"
},
{
"type": "FText",
"name": "DisplayName",
"description": "Optional display name override for this map template"
},
{
"type": "FSoftObjectPath",
"name": "Map",
"description": "T... |
FTestSparseClassDataStorage | /Engine/Source/Editor/UnrealEd/Classes/Editor/PropertyEditorTestObject.h | UnrealEd | struct FTestSparseClassDataStorage | [
{
"type": "TMap< int, int ...",
"name": "Map",
"description": ""
}
] | |
FTransaction::AddReferencedObjects | /Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h | Used by GC to collect referenced objects. | UnrealEd | void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector ) | [] |
FTransaction::Apply | /Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h | Enacts the transaction. | UnrealEd | virtual void Apply() | [] |
FTransaction::BeginOperation | /Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h | BeginOperation should be called when a transaction or undo/redo starts | UnrealEd | virtual void BeginOperation() | [] |
FTransaction::ContainsObject | /Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h | Does the transaction know that the object is being modified. | UnrealEd | virtual bool ContainsObject ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const | [] |
FTransaction::ContainsPieObjects | /Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h | True if this record contains a reference to a pie object | UnrealEd | virtual bool ContainsPieObjects() const | [] |
FTransaction::DataSize | /Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h | UnrealEd | SIZE_T DataSize() const | [] | |
FTransaction::DumpObjectMap | /Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h | Outputs the contents of the ObjectMap to the specified output device. | UnrealEd | void DumpObjectMap ( [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar ) const | [] |
FTransaction::EndOperation | /Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h | EndOperation should be called when a transaction is finalized or canceled or undo/redo ends | UnrealEd | virtual void EndOperation() | [] |
FTransaction::FChangedObjectValue::FChangedObjectValue | /Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h | UnrealEd | FChangedObjectValue&40;&41; | [] | |
FTransaction::FChangedObjectValue::FChangedObjectValue | /Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h | UnrealEd | FChangedObjectValue &40; const int32 InRecordIndex, const TSharedPtr< ITransactionObjectAnnotation > & InAnnotation, const TSharedPtr< ITransactionObjectAnnotation > & InAnnotationSnapshot &41; | [] | |
FChangedObjectValue | /Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h | UnrealEd | struct FChangedObjectValue | [
{
"type": "TSharedPtr<ITr...",
"name": "Annotation",
"description": ""
},
{
"type": "TSharedPtr<ITr...",
"name": "AnnotationSnapshot",
"description": ""
},
{
"type": "int32",
"name": "RecordIndex",
"description": ""
}
] | |
FTransaction::Finalize | /Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h | Finalize the transaction (try and work out what's changed). | UnrealEd | virtual void Finalize() | [] |
FTransaction::FObjectRecord::AddReferencedObjects | /Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h | Used by GC to collect referenced objects. | UnrealEd | void AddReferencedObjects &40; FReferenceCollector & Collector &41; | [] |
FTransaction::FObjectRecord::ContainsPieObject | /Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h | True if this record contains a reference to a pie object | UnrealEd | bool ContainsPieObject&40;&41; const | [] |
FTransaction::FObjectRecord::Finalize | /Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h | UnrealEd | void Finalize &40; FTransaction &42; Owner, UE::Transaction::DiffUtil::FDiffableObjectArchetypeCache & ArchetypeCache, TSharedPtr< ITransactionObjectAnnotation > & OutFinalizedObjectAnnotation &41; | [] | |
FTransaction::FObjectRecord::FReader::FReader | /Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h | UnrealEd | FReader &40; FTransaction &42; InOwner, const FSerializedObject & InSerializedObject, bool bWantBinarySerialization &41; | [] |
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