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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()
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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;
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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
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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;
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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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