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UAssetGuideline::AreAssetGuidelinesEnabled
/Engine/Source/Editor/UnrealEd/Classes/Editor/AssetGuideline.h
UnrealEd
static bool AreAssetGuidelinesEnabled()
[]
bAssetGuidelinesEnabled
/Engine/Source/Editor/UnrealEd/Classes/Editor/AssetGuideline.h
UnrealEd
static bool bAssetGuidelinesEnabled = true;
[]
UAssetGuideline::BeginDestroy
/Engine/Source/Editor/UnrealEd/Classes/Editor/AssetGuideline.h
Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.
UnrealEd
virtual void BeginDestroy()
[]
UAssetGuideline::EnableAssetGuidelines
/Engine/Source/Editor/UnrealEd/Classes/Editor/AssetGuideline.h
EndUObjectinterface
UnrealEd
static void EnableAssetGuidelines ( bool isEnabled )
[]
UAssetGuideline::IsPostLoadThreadSafe
/Engine/Source/Editor/UnrealEd/Classes/Editor/AssetGuideline.h
BeginUObjectinterface
UnrealEd
virtual bool IsPostLoadThreadSafe() const
[]
UAssetGuideline::PostLoad
/Engine/Source/Editor/UnrealEd/Classes/Editor/AssetGuideline.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()
[]
UAssetGuideline
/Engine/Source/Editor/UnrealEd/Classes/Editor/AssetGuideline.h
This class intentionally does not acceptFTextarguments. The project using your bundled asset would need to have your localization tables, and we currently do not support text table referencing.
UnrealEd
class UAssetGuideline : public [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData)
[ { "type": "FName", "name": "GuidelineName", "description": "Name of this guideline, we will only check once per unique guideline name." }, { "type": "TArray<FString...", "name": "Plugins", "description": "Plugins to check for on load" }, { "type": "TArray<FIniStr...", "name":...
UBlueprintPropertyContainerTestObject
/Engine/Source/Editor/UnrealEd/Classes/Editor/PropertyEditorTestObject.h
UnrealEd
class UBlueprintPropertyContainerTestObject : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "TArray<TObject...", "name": "Array", "description": "" } ]
UBlueprintPropertyTestObject
/Engine/Source/Editor/UnrealEd/Classes/Editor/PropertyEditorTestObject.h
UnrealEd
class UBlueprintPropertyTestObject : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "TObjectPtr<USo...", "name": "ObjectA", "description": "" }, { "type": "TObjectPtr<USo...", "name": "ObjectB", "description": "" }, { "type": "int32", "name": "ShouldBeHidden", "description": "" }, { "type": "int32", "name": "ShouldBeVisible", "d...
UDEPRECATED_TemplateMapMetadata::UDEPRECATED_TemplateMapMetadata
/Engine/Source/Editor/UnrealEd/Classes/Editor/TemplateMapMetadata.h
UnrealEd
UDEPRECATED_TemplateMapMetadata ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UDEPRECATED_TemplateMapMetadata
/Engine/Source/Editor/UnrealEd/Classes/Editor/TemplateMapMetadata.h
UnrealEd
class UDEPRECATED_TemplateMapMetadata : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[]
UEditorEngine::AddActor
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Adds an actor to the world at the specified location. A pointer to the newly added actor, or NULL if add failed.
UnrealEd
virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * AddActor ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, const FTransform & Transform, bool bSilent, EObjectFlags ObjectFlags, bool bSelectActor )
[]
UEditorEngine::AddExportTextActors
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Adds actors to the world at the specified location using export text. A pointer to the newly added actor, or NULL if add failed.
UnrealEd
virtual [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > AddExportTextActors ( const [FString](API\Runtime\Core\Containers\FString) & ExportText, bool bSilent, EObjectFlags ObjectFlags )
[]
UEditorEngine::AddLevelViewportClients
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Add a viewport client.Indexto the new item
UnrealEd
int32 AddLevelViewportClients ( [FLevelEditorViewportClient](API\Editor\UnrealEd\FLevelEditorViewportClient) * ViewportClient )
[]
UEditorEngine::AddPackagesToDefaultChangelist
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Adds provided package to a default changelist
UnrealEd
void AddPackagesToDefaultChangelist ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InPackageNames )
[]
UEditorEngine::AddPendingLateJoinClient
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Does the actual late join process. Don't call this directly, useRequestLateJoin()which will defer it to the next frame.
UnrealEd
void AddPendingLateJoinClient()
[]
UEditorEngine::AddReferencedObjects
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
static void AddReferencedObjects ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InThis, [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )
[]
UEditorEngine::AddViewportClients
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Add a viewport client.Indexto the new item
UnrealEd
int32 AddViewportClients ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient )
[]
UEditorEngine::AnalyzeLevel
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Level management.
UnrealEd
void AnalyzeLevel ( [ULevel](API\Runtime\Engine\Engine\ULevel) * Level, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )
[]
UEditorEngine::ApplyDeltaToActor
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
void ApplyDeltaToActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, bool bDelta, const FVector * InTranslation, const FRotator * InRotation, const FVector * InScaling, bool bAltDown, bool bShiftDown, bool bControlDown ) const
[]
UEditorEngine::ApplyDeltaToComponent
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
void ApplyDeltaToComponent ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * InComponent, bool bDelta, const FVector * InTranslation, const FRotator * InRotation, const FVector * InScaling, const FVector & PivotLocation ) const
[]
UEditorEngine::AreAllWindowsHidden
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
true if all windows are hidden (including minimized)
UnrealEd
bool AreAllWindowsHidden() const
[]
UEditorEngine::AreAnySelectedActorsInLevelScript
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
See if any selected actors are referenced in level script
UnrealEd
bool AreAnySelectedActorsInLevelScript()
[]
UEditorEngine::AutomationLoadMap
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Load a map for automation testing
UnrealEd
void AutomationLoadMap ( const [FString](API\Runtime\Core\Containers\FString) & MapName, bool bForceReload, [FString](API\Runtime\Core\Containers\FString) * OutError )
[]
UEditorEngine::AutoMergeStaticMeshes
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Auto merge all staticmeshes that are able to be merged
UnrealEd
void AutoMergeStaticMeshes()
[]
UEditorEngine::BeginTransaction
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
int32 BeginTransaction ( const [FText](API\Runtime\Core\Internationalization\FText) & Description )
[]
UEditorEngine::BeginTransaction
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
virtual int32 BeginTransaction ( const TCHAR * TransactionContext, const [FText](API\Runtime\Core\Internationalization\FText) & Description, [UObject](API\Runtime\CoreUObject\UObject\UObject) * PrimaryObject )
[]
UEditorEngine::BroadcastActorsMoved
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Called when actors have been translated, rotated, or scaled by the editor
UnrealEd
void BroadcastActorsMoved ( [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors ) const
[]
UEditorEngine::BroadcastBeginObjectMovement
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Called before an actor or component is about to be translated, rotated, or scaled by the editor
UnrealEd
void BroadcastBeginObjectMovement ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & Object ) const
[]
UEditorEngine::BroadcastBlueprintCompiled
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Broadcasts that a blueprint just finished compiling. THIS SHOULD NOT BE PUBLIC
UnrealEd
void BroadcastBlueprintCompiled()
[]
UEditorEngine::BroadcastBeginCameraMovement
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Called before the camera viewed through the viewport is moved by the editor
UnrealEd
void BroadcastBeginCameraMovement ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & Object ) const
[]
UEditorEngine::BroadcastBlueprintPreCompile
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Broadcasts that a Blueprint is about to be compiled
UnrealEd
void BroadcastBlueprintPreCompile ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * BlueprintToCompile )
[]
UEditorEngine::BroadcastBlueprintReinstanced
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Broadcasts that a blueprint just finished being reinstanced. THIS SHOULD NOT BE PUBLIC
UnrealEd
void BroadcastBlueprintReinstanced()
[]
UEditorEngine::BroadcastClassPackageLoadedOrUnloaded
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Broadcasts that a class package was just loaded or unloaded. THIS SHOULD NOT BE PUBLIC
UnrealEd
void BroadcastClassPackageLoadedOrUnloaded()
[]
UEditorEngine::BroadcastEndCameraMovement
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Called when the camera viewed through the viewport has been moved by the editor
UnrealEd
void BroadcastEndCameraMovement ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & Object ) const
[]
UEditorEngine::BroadcastEndObjectMovement
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Called when an actor or component has been translated, rotated, or scaled by the editor
UnrealEd
void BroadcastEndObjectMovement ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & Object ) const
[]
UEditorEngine::BroadcastHLODActorAdded
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Called by internal engine systems after a HLOD Actor is added to a cluster
UnrealEd
void BroadcastHLODActorAdded ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const [AActor](API\Runtime\Engine\GameFramework\AActor) * ParentActor )
[]
UEditorEngine::BroadcastHLODActorMarkedDirty
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Called by internal engine systems after a HLOD Actor is marked dirty
UnrealEd
void BroadcastHLODActorMarkedDirty ( class [ALODActor](API\Runtime\Engine\Engine\ALODActor) * InActor )
[]
UEditorEngine::BroadcastHLODActorMoved
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Called by internal engine systems after a HLOD Actor is moved between clusters
UnrealEd
void BroadcastHLODActorMoved ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const [AActor](API\Runtime\Engine\GameFramework\AActor) * ParentActor )
[]
UEditorEngine::BroadcastHLODActorRemovedFromCluster
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Called by internal engine systems after an Actor is removed from a cluster
UnrealEd
void BroadcastHLODActorRemovedFromCluster ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const [AActor](API\Runtime\Engine\GameFramework\AActor) * ParentActor )
[]
UEditorEngine::BroadcastHLODLevelsArrayChanged
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Called by internal engine systems after a HLOD Actor is marked dirty
UnrealEd
void BroadcastHLODLevelsArrayChanged()
[]
UEditorEngine::BroadcastHLODMeshBuild
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Called by internal engine systems after a HLOD Actor's mesh is build
UnrealEd
void BroadcastHLODMeshBuild ( const class [ALODActor](API\Runtime\Engine\Engine\ALODActor) * InActor )
[]
UEditorEngine::BroadcastHLODTransitionScreenSizeChanged
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Called by internal engine systems after a HLOD Actor is marked dirty
UnrealEd
void BroadcastHLODTransitionScreenSizeChanged()
[]
UEditorEngine::BroadcastObjectReimported
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Broadcasts that an object has been reimported. THIS SHOULD NOT BE PUBLIC
UnrealEd
void BroadcastObjectReimported ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )
[]
UEditorEngine::BroadcastSelectUnloadedActors
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
void BroadcastSelectUnloadedActors ( const [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > & ActorGuids ) const
[]
UEditorEngine::bspBrushCSG
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Performs any CSG operation between the brush and the world. 0 if nothing happened, 1 if the operation was error-free, or 1+N if N CSG errors occurred.
UnrealEd
virtual int32 bspBrushCSG ( [ABrush](API\Runtime\Engine\Engine\ABrush) * Actor, [UModel](API\Runtime\Engine\UModel) * Model, uint32 PolyFlags, EBrushType BrushType, ECsgOper CSGOper, bool bBuildBounds, bool bMergePolys, bool bReplaceNULLMaterialRefs, bool bShowProgressBar )
[]
UEditorEngine::bspBuildFPolys
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Build EdPoly list from a model's Bsp. Not transactional.
UnrealEd
virtual void bspBuildFPolys ( [UModel](API\Runtime\Engine\UModel) * Model, bool SurfLinks, int32 iNode, [TArray](API\Runtime\Core\Containers\TArray)< [FPoly](API\Runtime\Engine\Engine\FPoly) > * DestArray )
[]
UEditorEngine::bspCleanup
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Clean up all nodes after a CSG operation. Resets temporary bit flags and unlinks empty leaves. Removes zero-vertex nodes which have nonzero-vertex coplanars.
UnrealEd
virtual void bspCleanup ( [UModel](API\Runtime\Engine\UModel) * Model )
[]
UEditorEngine::BSPIntersectionHelper
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Helper method for executing the de/intersect CSG operation
UnrealEd
void BSPIntersectionHelper ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, ECsgOper Operation )
[]
UEditorEngine::bspMergeCoplanars
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
virtual void bspMergeCoplanars ( [UModel](API\Runtime\Engine\UModel) * Model, bool RemapLinks, bool MergeDisparateTextures )
[]
UEditorEngine::bspNodeToFPoly
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Convert a Bsp node to an EdPoly. Returns number of vertices in Bsp node.
UnrealEd
virtual int32 bspNodeToFPoly ( [UModel](API\Runtime\Engine\UModel) * Model, int32 iNode, [FPoly](API\Runtime\Engine\Engine\FPoly) * EdPoly )
[]
UEditorEngine::bspOptGeom
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Optimize a level's Bsp, eliminating T-joints where possible, and building side links. This does not always do a 100% perfect job, mainly due to imperfect levels, however it should never fail or return incorrect results.
UnrealEd
virtual void bspOptGeom ( [UModel](API\Runtime\Engine\UModel) * Model )
[]
UEditorEngine::bspRepartition
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Bsp virtuals from Bsp.cpp.
UnrealEd
virtual void bspRepartition ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, int32 iNode )
[]
UEditorEngine::BuildLighting
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Builds lighting information depending on passed in options.
UnrealEd
void BuildLighting ( const class [FLightingBuildOptions](API\Runtime\Engine\FLightingBuildOptions) & Options )
[]
UEditorEngine::BuildPlayWorldURL
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Builds a URL for game spawned by the editor (not including map name!). The URL for the game
UnrealEd
virtual [FString](API\Runtime\Core\Containers\FString) BuildPlayWorldURL ( const TCHAR * MapName, bool bSpectatorMode, [FString](API\Runtime\Core\Containers\FString) AdditionalURLOptions )
[]
UEditorEngine::BuildReflectionCaptures
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Update any outstanding reflection captures
UnrealEd
void BuildReflectionCaptures ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )
[]
UEditorEngine::CancelCookByTheBookInEditor
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Cancels the current cook by the book in editor
UnrealEd
virtual void CancelCookByTheBookInEditor()
[]
UEditorEngine::CancelPlayingViaLauncher
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Cancel playing via the Launcher
UnrealEd
void CancelPlayingViaLauncher()
[]
UEditorEngine::CancelPlayUsingLauncher
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
if the physical device is not authorized to be launched to, we need to pop an error instead of trying to launch
UnrealEd
void CancelPlayUsingLauncher()
[]
UEditorEngine::CancelRequestPlaySession
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Cancel request to start a play session
UnrealEd
void CancelRequestPlaySession()
[]
UEditorEngine::CancelTransaction
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
virtual void CancelTransaction ( int32 Index )
[]
UEditorEngine::CanCookByTheBookInEditor
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Can the editor do cook by the book in the editor process space
UnrealEd
virtual bool CanCookByTheBookInEditor ( const [FString](API\Runtime\Core\Containers\FString) & PlatformName ) const
[]
UEditorEngine::CanCookOnTheFlyInEditor
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Can the editor act as a cook on the fly server
UnrealEd
virtual bool CanCookOnTheFlyInEditor ( const [FString](API\Runtime\Core\Containers\FString) & PlatformName ) const
[]
UEditorEngine::CanCopySelectedActorsToClipboard
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Checks to see whether it's possible to perform a copy operation on the selected actors. true if it's possible to do a copy operation based on the selection
UnrealEd
bool CanCopySelectedActorsToClipboard ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [FCopySelectedInfo](API\Editor\UnrealEd\Editor\FCopySelectedInfo) * OutCopySelected )
[]
UEditorEngine::CanParentActors
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Checks the validity of parenting one actor to another true if the parenting action is valid and will succeed, false if invalid.
UnrealEd
bool CanParentActors ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * ParentActor, const [AActor](API\Runtime\Engine\GameFramework\AActor) * ChildActor, [FText](API\Runtime\Core\Internationalization\FText) * ReasonText )
[]
UEditorEngine::CanPasteSelectedActorsFromClipboard
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Checks to see whether it's possible to perform a paste operation. true if it's possible to do a Paste operation
UnrealEd
bool CanPasteSelectedActorsFromClipboard ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )
[]
UEditorEngine::CanPlayEditorSound
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Returns true if currently able to play a sound and if the user has sounds enabled.
UnrealEd
bool CanPlayEditorSound() const
[]
UEditorEngine::CanSelectActor
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
virtual bool CanSelectActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, bool bInSelected, bool bSelectEvenIfHidden, bool bWarnIfLevelLocked ) const
[]
UEditorEngine::CanSyncActorLevelsToContentBrowser
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Checks if the selected objects have levels which can be browsed to true if any of the selected objects contains something that can be browsed to
UnrealEd
bool CanSyncActorLevelsToContentBrowser()
[]
UEditorEngine::CanSyncToContentBrowser
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Checks if the slected objects contain something to browse to true if any of the selected objects contains something that can be browsed to
UnrealEd
bool CanSyncToContentBrowser()
[]
UEditorEngine::CanTransact
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
virtual bool CanTransact()
[]
UEditorEngine::CheckForPlayerStart
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Checks for any player starts and returns the first one found. The first player start location found.
UnrealEd
[APlayerStart](API\Runtime\Engine\GameFramework\APlayerStart) * CheckForPlayerStart()
[]
UEditorEngine::Cleanse
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
General functions. Cleans up after major events like e.g. map changes.
UnrealEd
virtual void Cleanse ( bool ClearSelection, bool Redraw, const [FText](API\Runtime\Core\Internationalization\FText) & TransReset, bool bTransReset )
[]
UEditorEngine::CleanupPhysicsSceneThatWasInitializedForSave
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
void CleanupPhysicsSceneThatWasInitializedForSave ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, bool bForceInitialized )
[]
UEditorEngine::CleanupPIEOnlineSessions
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Destroy any online subsystems generated by PIE
UnrealEd
void CleanupPIEOnlineSessions ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > OnlineIdentifiers )
[]
UEditorEngine::ClearPreviewComponents
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Clean up any world specific editor components so they can be GC correctly
UnrealEd
void ClearPreviewComponents()
[]
UEditorEngine::CloseEditedWorldAssets
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Close all the edit windows for assets that are owned by the world being closed
UnrealEd
void CloseEditedWorldAssets ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )
[]
UEditorEngine::CloseEditor
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Closes the main editor frame.
UnrealEd
virtual void CloseEditor()
[]
UEditorEngine::CloseEntryPopupWindow
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Closes the popup created for GenericTextEntryModal or GenericTextEntryModeless
UnrealEd
void CloseEntryPopupWindow()
[]
UEditorEngine::CommandIsDeprecated
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
bool CommandIsDeprecated ( const TCHAR * CommandStr, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )
[]
UEditorEngine::ConvertActors
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Sets up for a potentially deferred ConvertActors call, based on if any brushes are being converted to a static mesh. If one (or more) are being converted, the user will need to put in a package before the process continues.
UnrealEd
void ConvertActors ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorsToConvert, [UClass](API\Runtime\CoreUObject\UObject\UClass) * ConvertToClass, const [TSet](API\Runtime\Core\Containers\TSet)< [FString](API\Runtime\Core\Containers\FString) > & Componen...
[]
UEditorEngine::ConvertActorsFromClass
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Called to convert actors of one class type to another
UnrealEd
void ConvertActorsFromClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * FromClass, [UClass](API\Runtime\CoreUObject\UObject\UClass) * ToClass )
[]
UEditorEngine::ConvertBrushesToStaticMesh
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Converts passed in brushes into a single static mesh actor. Note: This replaces all the brushes with a single actor. This actor will not be attached to anything unless a single brush was converted. Returns the newly created actor with the newly created static mesh.
UnrealEd
[AActor](API\Runtime\Engine\GameFramework\AActor) * ConvertBrushesToStaticMesh ( const [FString](API\Runtime\Core\Containers\FString) & InStaticMeshPackageName, [TArray](API\Runtime\Core\Containers\TArray)< [ABrush](API\Runtime\Engine\Engine\ABrush) * > & InBrushesToConvert, const FVector & InPivotLocation )
[]
UEditorEngine::ConvertLightActors
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Converts passed in light actors into new actors of another type. Note: This replaces the old actor with the new actor. Most properties of the old actor that can be copied are copied to the new actor during this process. Properties that can be copied are ones found in a common superclass between the actor to convert and...
UnrealEd
void ConvertLightActors ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ConvertToClass )
[]
UEditorEngine::CreateInnerProcessPIEGameInstance
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Creates an GameInstance with the given settings. A window is created if this isn't a server.
UnrealEd
virtual [UGameInstance](API\Runtime\Engine\Engine\UGameInstance) * CreateInnerProcessPIEGameInstance ( [FRequestPlaySessionParams](API\Editor\UnrealEd\FRequestPlaySessionParams) & InParams, const [FGameInstancePIEParameters](API\Runtime\Engine\Engine\FGameInstancePIEParameters) & InPIEParameters, int32 InPIEInstanceInd...
[]
UEditorEngine::ConvertSelectedBrushesToVolumes
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Function to convert selected brushes into volumes of the provided class.
UnrealEd
void ConvertSelectedBrushesToVolumes ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * VolumeClass )
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UEditorEngine::CreateNewMapForEditing
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Prompts the user to save the current map if necessary, then creates a new (blank) map.
UnrealEd
void CreateNewMapForEditing ( bool bPromptUserToSave, bool bIsPartitionedWorld )
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UEditorEngine::CreateNewPlayInEditorInstance
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Creates a new Play in Editor instance (which may be in a new process if not running under one process. This reads the current session state to start the next instance needed.
UnrealEd
virtual void CreateNewPlayInEditorInstance ( [FRequestPlaySessionParams](API\Editor\UnrealEd\FRequestPlaySessionParams) & InRequestParams, const bool bInDedicatedInstance, const EPlayNetMode InNetMode )
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UEditorEngine::CreatePIEWorldByDuplication
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
This should only ever be called for a EditorEngine.
UnrealEd
virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * CreatePIEWorldByDuplication ( [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & Context, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [FString](API\Runtime\Core\Containers\FString) & PlayWorldMapName )
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UEditorEngine::CreatePIEWorldFromEntry
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Creates a pie world from the default entry map, used by clients that connect to a PIE server
UnrealEd
[UWorld](API\Runtime\Engine\Engine\UWorld) * CreatePIEWorldFromEntry ( [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & WorldContext, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [FString](API\Runtime\Core\Containers\FString) & PlayWorldMapName )
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UEditorEngine::CreateTrans
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
virtual [UTransactor](API\Editor\UnrealEd\Editor\UTransactor) * CreateTrans()
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UEditorEngine::csgRebuild
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Rebuild the level's Bsp from the level's CSG brushes.
UnrealEd
virtual void csgRebuild ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )
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UEditorEngine::CyclePreviewMesh
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Changes the preview mesh to the next one.
UnrealEd
void CyclePreviewMesh()
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UEditorEngine::DeselectAllSurfaces
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Deselect all surfaces.
UnrealEd
virtual void DeselectAllSurfaces()
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UEditorEngine::CopySelectedActorsToClipboard
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Copies selected actors to the clipboard. Supports copying actors from multiple levels. NOTE: Doesn't support copying prefab instance actors!
UnrealEd
void CopySelectedActorsToClipboard ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const bool bShouldCut, const bool bIsMove, bool bWarnAboutReferences, [FString](API\Runtime\Core\Containers\FString) * DestinationData )
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UEditorEngine::DeselectLevelInLevelBrowser
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Deselects the currently selected actor(s) levels in the level browser
UnrealEd
void DeselectLevelInLevelBrowser()
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UEditorEngine::DetachSelectedActors
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Detaches selected actors from there parents true if a detachment occurred
UnrealEd
bool DetachSelectedActors()
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UEditorEngine::DisableDeltaModification
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Disable actor/component modification during delta movement.
UnrealEd
void DisableDeltaModification ( bool bDisable )
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UEditorEngine::DisableRealtimeViewports
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Disables any realtime viewports that are currently viewing the level. This will not disable things like preview viewports in Cascade, etc. Typically called before running the game.
UnrealEd
void DisableRealtimeViewports()
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UEditorEngine::DoConvertActors
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Converts passed in actors into new actors of the specified type. Note: This replaces the old actors with brand new actors while attempting to preserve as many properties as possible. Properties of the actors components are also attempted to be copied for any component names supplied in the third parameter. If a compone...
UnrealEd
void DoConvertActors ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorsToConvert, [UClass](API\Runtime\CoreUObject\UObject\UClass) * ConvertToClass, const [TSet](API\Runtime\Core\Containers\TSet)< [FString](API\Runtime\Core\Containers\FString) > & Compon...
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