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
FReader
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
FReader(FTransaction* InOwner,constFSerializedObject& InSerializedObject,bool bWantBinarySerialization)
UnrealEd
class FReader : public UE::Transaction::FSerializedObjectDataReader
[]
EPendingKillChange
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
UnrealEd
enum EPendingKillChange { None, DeadToAlive, AliveToDead, }
[]
FTransaction::FObjectRecord::FSerializedObject::Reset
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
UnrealEd
void Reset&40;&41;
[]
FTransaction::FObjectRecord::FSerializedObject::SetObject
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
UnrealEd
void SetObject &40; const UObject &42; InObject &41;
[]
FTransaction::FObjectRecord::FSerializedObject::Swap
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
UnrealEd
void Swap &40; FSerializedObject & Other &41;
[]
FSerializedObject
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
UnrealEd
struct FSerializedObject : public [UE::Transaction::FSerializedObject](API\Runtime\Engine\FSerializedObject)
[ { "type": "TSharedPtr<ITr...", "name": "ObjectAnnotation", "description": "Annotation data for the object stored externally" }, { "type": "FTransactionObj...", "name": "ObjectId", "description": "ID of the object when it was serialized" }, { "type": "EPendingKillCha...", "nam...
FTransaction::FObjectRecord::FWriter::FWriter
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
UnrealEd
FWriter &40; FSerializedObject & InSerializedObject, bool bWantBinarySerialization &41;
[]
FWriter
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
FWriter(FSerializedObject& InSerializedObject,bool bWantBinarySerialization)
UnrealEd
class FWriter : public UE::Transaction::FSerializedObjectDataWriter
[]
FTransaction::FObjectRecord::GetDiffableObject
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
UnrealEd
UE::Transaction::FDiffableObject GetDiffableObject &40; TArrayView< const FProperty &42; > PropertiesToSerialize, UE::Transaction::DiffUtil::EGetDiffableObjectMode ObjectSerializationMode &41; const
[]
FTransaction::FObjectRecord::HasChanges
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
true if the record has a delta change or a custom change
UnrealEd
bool HasChanges&40;&41; const
[]
FTransaction::FObjectRecord::HasExpired
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
true if the record has a custom change and the change has expired
UnrealEd
bool HasExpired&40;&41; const
[]
FTransaction::FObjectRecord::Load
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
UnrealEd
void Load &40; FTransaction &42; Owner &41;
[]
FTransaction::FObjectRecord::Restore
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
UnrealEd
void Restore &40; FTransaction &42; Owner &41;
[]
FTransaction::FObjectRecord::Save
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
UnrealEd
void Save &40; FTransaction &42; Owner &41;
[]
FTransaction::FObjectRecord::SerializeContents
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Functions.
UnrealEd
void SerializeContents &40; FArchive & Ar, int32 InOper &41; const
[]
FTransaction::FObjectRecord::SerializeObject
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
UnrealEd
void SerializeObject &40; FArchive & Ar &41; const
[]
FTransaction::FObjectRecord::Snapshot
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
UnrealEd
void Snapshot &40; FTransaction &42; Owner, UE::Transaction::DiffUtil::FDiffableObjectArchetypeCache & ArchetypeCache, TArrayView< const FProperty &42; > Properties &41;
[]
FTransaction::FObjectRecord::FObjectRecord
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Constructors.
UnrealEd
FObjectRecord&40;&41;
[]
FTransaction::FObjectRecord::FObjectRecord
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Non-copyable.
UnrealEd
FObjectRecord &40; const FObjectRecord & &41;
[]
FTransaction::FObjectRecord::FObjectRecord
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
UnrealEd
FObjectRecord &40; FTransaction &42; Owner, UObject &42; InObject, TUniquePtr< FChange > InCustomChange, FScriptArray &42; InArray, int32 InIndex, int32 InCount, int32 InOper, int32 InElementSize, uint32 InElementAlignment, STRUCT_DC InDefaultConstructor, STRUCT_AR InSerializer, STRUCT_DTOR InDestructor &41;
[]
FObjectRecord
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Record of an object.
UnrealEd
class FObjectRecord
[ { "type": "TArray< constF...", "name": "AllPropertiesSnapshot", "description": "The combined list of properties that have been passed any Snapshot call for this object (always empty once finalized)" }, { "type": "FScriptArray&#...", "name": "Array", "description": "Array: If an array obj...
FObjectRecords
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
UnrealEd
struct FObjectRecords
[ { "type": "TArray<FObject...", "name": "Records", "description": "" }, { "type": "int32", "name": "SaveCount", "description": "" } ]
FPackageRecord
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
UnrealEd
struct FPackageRecord
[ { "type": "bool", "name": "bWasDirty", "description": "The cached dirty state of this package, to be restored on undo/redo as long as the DirtyFenceCount still matches" }, { "type": "int32", "name": "DirtyFenceCount", "description": "The fence count used to determine if the cached dirty ...
FTransaction::GenerateDiff
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Create a map that holds information about objects of a given transaction.
UnrealEd
[FTransactionDiff](API\Runtime\CoreUObject\Misc\FTransactionDiff) GenerateDiff() const
[]
FTransaction::GetContext
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Gets the full context for the transaction.
UnrealEd
virtual [FTransactionContext](API\Runtime\Core\Misc\FTransactionContext) GetContext() const
[]
FTransaction::GetDescription
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Returns the description of each contained Object Record
UnrealEd
[FText](API\Runtime\Core\Internationalization\FText) GetDescription() const
[]
FTransaction::GetId
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Returns the unique identifier for this transaction, used to track it during its lifetime
UnrealEd
[FGuid](API\Runtime\Core\Misc\FGuid) GetId() const
[]
FTransaction::GetOperationId
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Returns the unique identifier for the active operation on this transaction (if any)
UnrealEd
[FGuid](API\Runtime\Core\Misc\FGuid) GetOperationId() const
[]
FTransaction::GetPrimaryObject
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
UnrealEd
const [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetPrimaryObject() const
[]
FTransaction::GetRecordCount
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
UnrealEd
int32 GetRecordCount() const
[]
FTransaction::GetTitle
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Returns the descriptive text for the transaction
UnrealEd
[FText](API\Runtime\Core\Internationalization\FText) GetTitle() const
[]
FTransaction::GetTransactionObjects
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Get all the objects that are part of this transaction.
UnrealEd
void GetTransactionObjects ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & Objects ) const
[]
FTransaction::GetTransactionType
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Returns a unique string to serve as a type ID for the FTranscationBase-derived type.
UnrealEd
virtual const TCHAR * GetTransactionType() const
[]
FTransaction::HasExpired
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
true if the transaction contains custom changes and all the changes have expired
UnrealEd
virtual bool HasExpired() const
[]
FTransaction::IsObjectTransacting
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Checks if a specific object is in the transaction currently underway
UnrealEd
bool IsObjectTransacting ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const
[]
FTransaction::IsTransient
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Report if a transaction should be put in the undo buffer. A transaction will be transient if it contains PIE objects or result in a no-op. If this returns true the transaction won't be put in the transaction buffer. true if the transaction is transient.
UnrealEd
virtual bool IsTransient() const
[]
FTransaction::SaveArray
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
SaveObject
UnrealEd
virtual void SaveArray ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FScriptArray](API\Runtime\Core\Containers\FScriptArray) * Array, int32 Index, int32 Count, int32 Oper, int32 ElementSize, uint32 ElementAlignment, STRUCT_DC DefaultConstructor, STRUCT_AR Serializer, STRUCT_DTOR Destructor )
[]
FTransaction::SaveObject
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
SaveArray
UnrealEd
virtual void SaveObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )
[]
FTransaction::SetPrimaryObject
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Sets the transaction's primary object.
UnrealEd
virtual void SetPrimaryObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )
[]
FTransaction::SnapshotObject
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Snapshots aUObjectwithin the transaction.
UnrealEd
virtual void SnapshotObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > Properties )
[]
FTransaction::StoreUndo
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Stores a command that can be used to undo a change to the specified object. This may be called multiple times in the same transaction to stack up changes that will be rolled back in reverse order. No copy of the object itself is stored.
UnrealEd
virtual void StoreUndo ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FChange](API\Runtime\Core\Misc\FChange) > CustomChange )
[]
FTransaction::FTransaction
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Non-copyable.
UnrealEd
FTransaction &40; const FTransaction & &41;
[]
FTransaction::FTransaction
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Constructor.
UnrealEd
FTransaction ( const TCHAR * InContext, const [FText](API\Runtime\Core\Internationalization\FText) & InTitle, bool bInFlip )
[]
FTransaction::~FTransaction
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
UnrealEd
virtual ~FTransaction()
[]
FTransaction
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
warning:UObject::Serializeimplicitly assumes that class properties do not change in between transaction resets.
UnrealEd
class FTransaction : public [ITransaction](API\Runtime\Core\Misc\ITransaction)
[ { "type": "bool", "name": "bFlip", "description": "If true, on apply flip the direction of iteration over object records." }, { "type": "TMap<UObject&...", "name": "ChangedObjects", "description": "Objects that will be changed directly by the transaction, empty when not transacting" },...
IAssetReferenceFilter::PassesFilter
/Engine/Source/Editor/UnrealEd/Classes/Editor/AssetReferenceFilter.h
Filter function to pass/fail an asset. Called in some situations that are performance-sensitive so is expected to be fast.
UnrealEd
bool PassesFilter ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [FText](API\Runtime\Core\Internationalization\FText) * OutOptionalFailureReason ) const
[]
IAssetReferenceFilter::~IAssetReferenceFilter
/Engine/Source/Editor/UnrealEd/Classes/Editor/AssetReferenceFilter.h
UnrealEd
virtual ~IAssetReferenceFilter()
[]
IAssetReferenceFilter
/Engine/Source/Editor/UnrealEd/Classes/Editor/AssetReferenceFilter.h
Used in filtering allowed references between assets. Implement a subclass of this and return it in OnMakeAssetReferenceFilter
UnrealEd
class IAssetReferenceFilter
[]
SListView::AddReferencedObjects
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Lists and Trees serialize items that they observe because they rely on the property that holding a reference means it will not be garbage collected.
UnrealEd
virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )
[]
SListView::AsWidget
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
a shared reference to the widgets; required for forwarding focus.
UnrealEd
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > AsWidget()
[]
SListView::CancelScrollIntoView
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Cancels a previous request to scroll an item into view (cancels navigation requests as well).
UnrealEd
void CancelScrollIntoView()
[]
SListView::ClearHighlightedItems
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Empty the highlighted item set.
UnrealEd
void ClearHighlightedItems()
[]
SListView::ClearItemsSource
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
void ClearItemsSource()
[]
SListView::ClearSelection
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Empty the selection set.
UnrealEd
void ClearSelection()
[]
SListView::Construct
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Construct this widget
UnrealEd
void Construct ( const typename [SListView](API\Editor\UnrealEd\Editor\SListView)< ItemType >::[FArguments](API\Editor\UnrealEd\Editor\SListView\FArguments) & InArgs )
[]
SListView::CreateAccessibleWidget
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< FSlateAccessibleWidget > CreateAccessibleWidget()
[]
SListView::FArguments::ClearSelectionOnClick
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
WidgetArgsType & ClearSelectionOnClick &40; bool InArg &41;
[]
SListView::FArguments::AllowOverscroll
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
WidgetArgsType & AllowOverscroll &40; EAllowOverscroll InArg &41;
[]
SListView::FArguments::ConsumeMouseWheel
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
WidgetArgsType & ConsumeMouseWheel &40; EConsumeMouseWheel InArg &41;
[]
SListView::FArguments::EnableAnimatedScrolling
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
WidgetArgsType & EnableAnimatedScrolling &40; bool InArg &41;
[]
SListView::FArguments::ExternalScrollbar
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
WidgetArgsType & ExternalScrollbar &40; TSharedPtr< SScrollBar > InArg &41;
[]
SListView::FArguments::FixedLineScrollOffset
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
WidgetArgsType & FixedLineScrollOffset &40; TOptional< double > InArg &41;
[]
SListView::FArguments::HandleDirectionalNavigation
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
WidgetArgsType & HandleDirectionalNavigation &40; bool InArg &41;
[]
SListView::FArguments::HandleGamepadEvents
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
WidgetArgsType & HandleGamepadEvents &40; bool InArg &41;
[]
SListView::FArguments::HeaderRow
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
WidgetArgsType & HeaderRow &40; TSharedPtr< SHeaderRow > InArg &41;
[]
SListView::FArguments::HandleSpacebarSelection
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
WidgetArgsType & HandleSpacebarSelection &40; bool InArg &41;
[]
SListView::FArguments::IsFocusable
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
WidgetArgsType & IsFocusable &40; const TAttribute< bool > & InAttribute &41;
[]
SListView::FArguments::ItemHeight
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
WidgetArgsType & ItemHeight &40; const TAttribute< float > & InAttribute &41;
[]
SListView::FArguments::ListItemsSource
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
WidgetArgsType & ListItemsSource &40; const TArray< ItemType > &42; InArg &41;
[]
SListView::FArguments::ListItemsSource
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
WidgetArgsType & ListItemsSource &40; ::UE::Slate::Containers::TObservableArray< ItemType > &42; InArg &41;
[]
SListView::FArguments::ListItemsSource
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
WidgetArgsType & ListItemsSource &40; TSharedPtr<::UE::Slate::Containers::TObservableArray< ItemType >> InArg &41;
[]
SListView::FArguments::ListItemsSource
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
WidgetArgsType & ListItemsSource &40; TSharedRef<::UE::Slate::Containers::TObservableArray< ItemType >> InArg &41;
[]
SListView::FArguments::ListViewStyle
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
WidgetArgsType & ListViewStyle &40; const FTableViewStyle &42; InArg &41;
[]
SListView::FArguments::MakeListItemsSource
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
TUniquePtr<::UE::Slate::ItemsSource::IItemsSource< ItemType > > MakeListItemsSource &40; TSharedRef< STableViewBase > InWidget &41; const
[]
SListView::FArguments::MaxPinnedItems
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
WidgetArgsType & MaxPinnedItems &40; const TAttribute< int32 > & InAttribute &41;
[]
SListView::FArguments::NavigationScrollOffset
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
WidgetArgsType & NavigationScrollOffset &40; float InArg &41;
[]
SListView::FArguments::OnContextMenuOpening
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
WidgetArgsType & OnContextMenuOpening &40; const FOnContextMenuOpening & InDelegate &41;
[]
SListView::FArguments::OnEnteredBadState
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
WidgetArgsType & OnEnteredBadState &40; const FOnTableViewBadState & InDelegate &41;
[]
SListView::FArguments::OnEntryInitialized
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
WidgetArgsType & OnEntryInitialized &40; const FOnEntryInitialized & InDelegate &41;
[]
SListView::FArguments::OnFinishedScrolling
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
WidgetArgsType & OnFinishedScrolling &40; const FOnFinishedScrolling & InDelegate &41;
[]
SListView::FArguments::OnGeneratePinnedRow
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
WidgetArgsType & OnGeneratePinnedRow &40; const FOnGenerateRow & InDelegate &41;
[]
SListView::FArguments::OnGenerateRow
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
WidgetArgsType & OnGenerateRow &40; const FOnGenerateRow & InDelegate &41;
[]
SListView::FArguments::OnIsSelectableOrNavigable
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
WidgetArgsType & OnIsSelectableOrNavigable &40; const FIsSelectableOrNavigable & InDelegate &41;
[]
SListView::FArguments::OnItemScrolledIntoView
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
WidgetArgsType & OnItemScrolledIntoView &40; const FOnItemScrolledIntoView & InDelegate &41;
[]
SListView::FArguments::OnItemToString_Debug
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Assign this to get more diagnostics from the list view.
UnrealEd
WidgetArgsType & OnItemToString_Debug &40; const FOnItemToString_Debug & InDelegate &41;
[]
SListView::FArguments::OnKeyDownHandler
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Callback delegate to have first chance handling of the OnKeyDown event
UnrealEd
WidgetArgsType & OnKeyDownHandler &40; const FOnKeyDown & InDelegate &41;
[]
SListView::FArguments::OnListViewScrolled
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
WidgetArgsType & OnListViewScrolled &40; const FOnTableViewScrolled & InDelegate &41;
[]
SListView::FArguments::OnMouseButtonClick
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
WidgetArgsType & OnMouseButtonClick &40; const FOnMouseButtonClick & InDelegate &41;
[]
SListView::FArguments::OnMouseButtonDoubleClick
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
WidgetArgsType & OnMouseButtonDoubleClick &40; const FOnMouseButtonDoubleClick & InDelegate &41;
[]
SListView::FArguments::OnRowReleased
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
WidgetArgsType & OnRowReleased &40; const FOnWidgetToBeRemoved & InDelegate &41;
[]
SListView::FArguments::OnSelectionChanged
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
WidgetArgsType & OnSelectionChanged &40; const FOnSelectionChanged & InDelegate &41;
[]
SListView::FArguments::Orientation
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
WidgetArgsType & Orientation &40; EOrientation InArg &41;
[]
SListView::FArguments::PreventThrottling
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
WidgetArgsType & PreventThrottling &40; bool InArg &41;
[]
SListView::FArguments::ReturnFocusToSelection
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
WidgetArgsType & ReturnFocusToSelection &40; bool InArg &41;
[]
SListView::FArguments::ScrollbarDragFocusCause
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
WidgetArgsType & ScrollbarDragFocusCause &40; EFocusCause InArg &41;
[]
SListView::FArguments::ScrollBarStyle
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
WidgetArgsType & ScrollBarStyle &40; const FScrollBarStyle &42; InArg &41;
[]
SListView::FArguments::ScrollbarVisibility
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
WidgetArgsType & ScrollbarVisibility &40; const TAttribute< EVisibility > & InAttribute &41;
[]
SListView::FArguments::SelectionMode
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
WidgetArgsType & SelectionMode &40; const TAttribute< ESelectionMode::Type > & InAttribute &41;
[]
SListView::FArguments::WheelScrollMultiplier
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
WidgetArgsType & WheelScrollMultiplier &40; float InArg &41;
[]
WidgetArgsType
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
typedef FArguments WidgetArgsType
[]