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
UEditorEngine::edactCopySelected
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Copy selected actors to the clipboard.
UnrealEd
virtual void edactCopySelected ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [FString](API\Runtime\Core\Containers\FString) * DestinationData )
[]
UEditorEngine::edactDuplicateSelected
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Duplicates selected actors.
UnrealEd
virtual void edactDuplicateSelected ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, bool bOffsetLocations )
[]
UEditorEngine::edactDeleteSelected
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Deletes all selected actors true unless the delete operation was aborted.
UnrealEd
virtual bool edactDeleteSelected ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, bool bVerifyDeletionCanHappen, bool bWarnAboutReferences, bool bWarnAboutSoftReferences )
[]
UEditorEngine::edactPasteSelected
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Paste selected actors from the clipboard.
UnrealEd
virtual void edactPasteSelected ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, bool bDuplicate, bool bOffsetLocations, bool bWarnIfHidden, const [FString](API\Runtime\Core\Containers\FString) * SourceData )
[]
UEditorEngine::EditObject
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Opens the objects specialized editor (Same as double clicking on the item in the content browser)
UnrealEd
void EditObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToEdit )
[]
UEditorEngine::EditorAddModalWindow
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Convenience method for adding a Slate modal window that is parented to the main frame (if it exists) This function does not return until the modal window is closed.
UnrealEd
void EditorAddModalWindow ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > InModalWindow ) const
[]
UEditorEngine::EditorUpdateComponents
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Updates all components in the current level's scene.
UnrealEd
void EditorUpdateComponents()
[]
Type
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
enum Type { DontDisplayResults, DisplayResults, NotifyOfResults, }
[]
EMapRebuildType
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
enum EMapRebuildType { MRT_Current = 0, MRT_AllVisible = 1, MRT_AllDirtyForLighting = 2, }
[]
EMapCheckNotification
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
struct EMapCheckNotification
[]
EMousePositionType
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Used for generating status bar text
UnrealEd
enum EMousePositionType { MP_None, MP_WorldspacePosition, MP_Translate, MP_Rotate, MP_Scale, MP_CameraSpeed, MP_NoChange, }
[]
UEditorEngine::EnableWorldSwitchCallbacks
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Call to enable/disable callbacks for PIE world switching when PIE starts/stops
UnrealEd
void EnableWorldSwitchCallbacks ( bool bEnable )
[]
UEditorEngine::EndPlayMap
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Kills the Play From Here session
UnrealEd
virtual void EndPlayMap()
[]
UEditorEngine::EndPlayOnLocalPc
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Ends the current play on local pc session.
UnrealEd
virtual void EndPlayOnLocalPc()
[]
UEditorEngine::EndTransaction
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
virtual int32 EndTransaction()
[]
UEditorEngine::ExecFile
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Executes each line of text in a file sequentially, as if each were a separate command
UnrealEd
void ExecFile ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const TCHAR * InFilename, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )
[]
UEditorEngine::Exec_Brush
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
bool Exec_Brush ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )
[]
UEditorEngine::Exec_Camera
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
bool Exec_Camera ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )
[]
UEditorEngine::Exec_Editor
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Implementation of Exec that is only called in editor
UnrealEd
virtual bool Exec_Editor ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )
[]
UEditorEngine::Exec_Obj
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
bool Exec_Obj ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )
[]
UEditorEngine::Exec_Particle
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
bool Exec_Particle ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )
[]
UEditorEngine::Exec_Poly
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
bool Exec_Poly ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )
[]
UEditorEngine::Exec_StaticMesh
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Process an incoming network message meant for the editor server.
UnrealEd
bool Exec_StaticMesh ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )
[]
UEditorEngine::Exec_Transaction
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
bool Exec_Transaction ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )
[]
UEditorEngine::ExportMap
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Exports the current map to the specified filename.
UnrealEd
void ExportMap ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const TCHAR * InFilename, bool bExportSelectedActorsOnly )
[]
FBlueprintCompiledEvent
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Called when a Blueprint compile is completed.
UnrealEd
class FBlueprintCompiledEvent : public TBaseMulticastDelegate_NoParams< void >
[]
FBlueprintPreCompileEvent
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Called prior to a Blueprint compile
UnrealEd
class FBlueprintPreCompileEvent : public TBaseMulticastDelegate_OneParam< void, UBlueprint * >
[]
FBlueprintReinstanced
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Called by the blueprint compiler after a blueprint has been compiled and all instances replaced, but prior to garbage collection.
UnrealEd
class FBlueprintReinstanced : public TBaseMulticastDelegate_NoParams< void >
[]
FExecParticleInvoked
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Called when the editor has been asked to perform an exec command on particle systems.
UnrealEd
class FExecParticleInvoked : public TBaseMulticastDelegate_OneParam< void, const TCHAR * >
[]
FClassPackageLoadedOrUnloadedEvent
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Called when a package with data-driven classes becomes loaded or unloaded
UnrealEd
class FClassPackageLoadedOrUnloadedEvent : public TBaseMulticastDelegate_NoParams< void >
[]
FHLODActorAddedEvent
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Editor-only event triggered when a HLOD Actor is added to a cluster
UnrealEd
class FHLODActorAddedEvent : public TBaseMulticastDelegate_TwoParams< void, const AActor *, const AActor * >
[]
FHLODActorMarkedDirtyEvent
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Editor-only event triggered when a HLOD Actor is marked dirty
UnrealEd
class FHLODActorMarkedDirtyEvent : public TBaseMulticastDelegate_OneParam< void, class ALODActor * >
[]
FHLODActorMovedEvent
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Editor-only event triggered when a HLOD Actor is moved between clusters
UnrealEd
class FHLODActorMovedEvent : public TBaseMulticastDelegate_TwoParams< void, const AActor *, const AActor * >
[]
FHLODActorRemovedFromClusterEvent
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
class FHLODActorRemovedFromClusterEvent : public TBaseMulticastDelegate_TwoParams< void, const AActor *, const AActor * >
[]
FHLODLevelsArrayChangedEvent
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Editor-only event triggered when a HLOD level is added or removed
UnrealEd
class FHLODLevelsArrayChangedEvent : public TBaseMulticastDelegate_NoParams< void >
[]
FHLODMeshBuildEvent
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Editor-only event triggered when a HLOD Actor's mesh is build
UnrealEd
class FHLODMeshBuildEvent : public TBaseMulticastDelegate_OneParam< void, const class ALODActor * >
[]
FHLODTransitionScreenSizeChangedEvent
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Editor-only event triggered when a HLOD Actor is marked dirty
UnrealEd
class FHLODTransitionScreenSizeChangedEvent : public TBaseMulticastDelegate_NoParams< void >
[]
UEditorEngine::FindActorFactoryByClass
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Looks for an actor factory spawned from the specified class. A pointer to the factory to use. NULL if no factories support this class.
UnrealEd
[UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * FindActorFactoryByClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass ) const
[]
UEditorEngine::FindActorFactoryByClassForActorClass
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Looks for an actor factory spawned from the specified class, for the specifiedUClassfor an actor. A pointer to the factory to use. NULL if no factories support this class.
UnrealEd
[UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * FindActorFactoryByClassForActorClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InFactoryClass, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InActorClass )
[]
UEditorEngine::FindActorFactoryForActorClass
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Looks for an appropriate actor factory for the specifiedUClass. A pointer to the factory to use. NULL if no factories support this class.
UnrealEd
[UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * FindActorFactoryForActorClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )
[]
UEditorEngine::FindBrushBuilder
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Finds a brush builder of the provided class. If it doesnt exist one will be created The found or created brush builder
UnrealEd
[UBrushBuilder](API\Runtime\Engine\Engine\UBrushBuilder) * FindBrushBuilder ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * BrushBuilderClass )
[]
UEditorEngine::FindSelectedActorsInLevelScript
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Finds all references to the currently selected actors, and reports results in a find message log
UnrealEd
void FindSelectedActorsInLevelScript()
[]
UEditorEngine::FinishAllSnaps
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
virtual void FinishAllSnaps()
[]
UEditorEngine::FinishDestroy
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Because properties are destroyed here,Super::FinishDestroy()should always be called at the end of your child class'sFinishDestroy()method, rather than at the beginning.
UnrealEd
virtual void FinishDestroy()
[]
UEditorEngine::FlagModifyAllSelectedSurfacesInLevels
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Utility method call ModifySelectedSurfs for each level model in the worlds level list.
UnrealEd
void FlagModifyAllSelectedSurfacesInLevels ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )
[]
FLauncherCachedInfo
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
struct FLauncherCachedInfo
[ { "type": "bool", "name": "bPlayUsingLauncherBuild", "description": "" }, { "type": "bool", "name": "bPlayUsingLauncherHasCode", "description": "" }, { "type": "FString", "name": "PlayUsingLauncherDeviceName", "description": "" } ]
FObjectReimported
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Called when an object is reimported.
UnrealEd
class FObjectReimported : public TBaseMulticastDelegate_OneParam< void, UObject * >
[]
FObjectsReplacedEvent
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Called when UObjects have been replaced to allow others a chance to fix their references.
UnrealEd
typedef [FCoreUObjectDelegates::FOnObjectsReplaced](API\Runtime\CoreUObject\UObject\FCoreUObjectDelegates\FOnObjectsReplaced) FObjectsReplacedEvent
[]
UEditorEngine::FocusNextPIEWorld
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
virtual void FocusNextPIEWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * CurrentPieWorld, bool previous )
[]
FOnActorsMoved
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Editor-only event triggered after actors are moved, rotated or scaled by an editor system
UnrealEd
class FOnActorsMoved : public TBaseMulticastDelegate_OneParam< void, TArray< AActor * > & >
[]
FOnBeginTransformCamera
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Editor-only event triggered before the camera viewed through the viewport is moved by an editor system
UnrealEd
class FOnBeginTransformCamera : public TBaseMulticastDelegate_OneParam< void, UObject & >
[]
FOnBeginTransformObject
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Editor-only event triggered before an actor or component is moved, rotated or scaled by an editor system
UnrealEd
class FOnBeginTransformObject : public TBaseMulticastDelegate_OneParam< void, UObject & >
[]
FOnCreateLevelEditorDragDropHandler
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
typedef TBaseDelegate_NoParams< [ULevelEditorDragDropHandler](API\Editor\UnrealEd\ULevelEditorDragDropHandler) * > FOnCreateLevelEditorDragDropHandler
[]
FOnEndTransformCamera
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Editor-only event triggered after the camera viewed through the viewport has been moved by an editor system
UnrealEd
class FOnEndTransformCamera : public TBaseMulticastDelegate_OneParam< void, UObject & >
[]
FOnEndTransformObject
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Editor-only event triggered after actor or component has moved, rotated or scaled by an editor system
UnrealEd
class FOnEndTransformObject : public TBaseMulticastDelegate_OneParam< void, UObject & >
[]
FOnMakeAssetReferenceFilter
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Returns a filter to restruct what assets show up in asset pickers based on what the selection is used for (i.e. what will reference the assets)
UnrealEd
typedef TBaseDelegate_OneParam< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IAssetReferenceFilter](API\Editor\UnrealEd\Editor\IAssetReferenceFilter) >, const [FAssetReferenceFilterContext](API\Editor\UnrealEd\Editor\FAssetReferenceFilterContext) & > FOnMakeAssetReferenceFilter
[]
FPlayOnPCInfo
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
This chunk is used for Play In New Process.
UnrealEd
struct FPlayOnPCInfo
[ { "type": "FProcHandle", "name": "ProcessHandle", "description": "" } ]
FPIEInstanceWindowSwitch
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
typedef TBaseDelegate_NoParams< void > FPIEInstanceWindowSwitch
[]
FPostBugItGoCalled
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
A delegate that is called when the bugitgo command is used.
UnrealEd
typedef TMulticastDelegate_TwoParams< void, const FVector &Loc, const FRotator &Rot > FPostBugItGoCalled
[]
FPreviewFeatureLevelChanged
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
A delegate that is called when the preview feature level changes. Primarily used to switch a viewport's feature level.
UnrealEd
typedef TMulticastDelegate_OneParam< void, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) > FPreviewFeatureLevelChanged
[]
FPreviewPlatformChanged
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
A delegate that is called when the preview platform changes.
UnrealEd
typedef TMulticastDelegate_NoParams< void > FPreviewPlatformChanged
[]
FProjectExternalContentInterfaceGetter
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Delegate to override theIProjectExternalContentInterface
UnrealEd
typedef TBaseDelegate_NoParams< [IProjectExternalContentInterface](API\Editor\UnrealEd\IProjectExternalContentInterface) * > FProjectExternalContentInterfaceGetter
[]
FSelectCommand
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Delegate definition for the execute function that follows
UnrealEd
typedef TBaseDelegate_OneParam< void, [UModel](API\Runtime\Engine\UModel) * > FSelectCommand
[]
FSelectInWorldCommand
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
typedef TBaseDelegate_TwoParams< void, [UWorld](API\Runtime\Engine\Engine\UWorld) *, [UModel](API\Runtime\Engine\UModel) * > FSelectInWorldCommand
[]
FShouldDisableCPUThrottling
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
An array of delegates that can force disable throttling cpu usage if any of them return false.
UnrealEd
typedef TBaseDelegate_NoParams< bool > FShouldDisableCPUThrottling
[]
FSelectUnloadedActorsEvent
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Called to allow selection of unloaded actors
UnrealEd
class FSelectUnloadedActorsEvent : public TBaseMulticastDelegate_OneParam< void, const TArray< FGuid > & >
[]
FViewportClientListChangedEvent
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Called when the viewport clients list changed
UnrealEd
class FViewportClientListChangedEvent : public TBaseMulticastDelegate_NoParams< void >
[]
UEditorEngine::Game_Map_Check
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Game-specific function called by Map_Check BEFORE iterating over all actors.
UnrealEd
virtual bool Game_Map_Check ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, bool bCheckDeprecatedOnly )
[]
UEditorEngine::Game_Map_Check_Actor
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Game-specific function called per-actor by Map_Check
UnrealEd
virtual bool Game_Map_Check_Actor ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, bool bCheckDeprecatedOnly, [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )
[]
UEditorEngine::GeneratePIEViewportWindow
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Creates a SPIEViewport for the specified instance. This is used for Play in New Window, but not for instances that live in the level editor viewport.
UnrealEd
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class SPIEViewport > GeneratePIEViewportWindow ( const [FRequestPlaySessionParams](API\Editor\UnrealEd\FRequestPlaySessionParams) & InSessionParams, int32 InViewportIndex, const [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & InWorldContext, EPlayNetMode I...
[]
UEditorEngine::GetActiveShaderPlatform
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Return the current active shader platform in the editor
UnrealEd
EShaderPlatform GetActiveShaderPlatform() const
[]
UEditorEngine::GetActiveFeatureLevelPreviewType
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Return the active feature level. This will be the chosen Settings->Preview Rendering Level if the Preview Mode button is highlighted or SM5 if the Preview Mode button has been clicked and isn't highlighted.
UnrealEd
[ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) GetActiveFeatureLevelPreviewType() const
[]
UEditorEngine::GetActiveViewport
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Retrieves the active viewport from the editor. The currently active viewport.
UnrealEd
[FViewport](API\Runtime\Engine\FViewport) * GetActiveViewport()
[]
UEditorEngine::GetActorGroupingUtils
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Returns the actor grouping utility class that performs all grouping related tasks This will create the class instance if it doesn't exist.
UnrealEd
[UActorGroupingUtils](API\Editor\UnrealEd\UActorGroupingUtils) * GetActorGroupingUtils()
[]
UEditorEngine::GetAllViewportClients
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
List of all viewport clients
UnrealEd
const [TArray](API\Runtime\Core\Containers\TArray)< class [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * > & GetAllViewportClients()
[]
UEditorEngine::GetAllViewportClients
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
const [TArray](API\Runtime\Core\Containers\TArray)< class [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * > & GetAllViewportClients() const
[]
UEditorEngine::GetAssetsToSyncToContentBrowser
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Gets all assets which can be synced to in content browser for current selection
UnrealEd
void GetAssetsToSyncToContentBrowser ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, bool bAllowBrowseToAssetOverride )
[]
UEditorEngine::GetContentBrowserSelectionClasses
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Function to return unique list of the classes of the assets currently selected in content browser (loaded/not loaded)
UnrealEd
void GetContentBrowserSelectionClasses ( [TArray](API\Runtime\Core\Containers\TArray)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & Selection ) const
[]
UEditorEngine::GetContentBrowserSelections
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Function to return list of assets currently selected in the content browser
UnrealEd
void GetContentBrowserSelections ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Selections ) const
[]
UEditorEngine::GetCurrentIntervalGridArray
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Access the array of grid interval options
UnrealEd
const [TArray](API\Runtime\Core\Containers\TArray)< float > & GetCurrentIntervalGridArray() const
[]
UEditorEngine::GetCurrentPositionGridArray
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Accesses the array of snap grid position options
UnrealEd
const [TArray](API\Runtime\Core\Containers\TArray)< float > & GetCurrentPositionGridArray() const
[]
UEditorEngine::GetCurrentRotationGridArray
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Accesses the array of snap grid rotation options
UnrealEd
const [TArray](API\Runtime\Core\Containers\TArray)< float > & GetCurrentRotationGridArray() const
[]
UEditorEngine::GetDefaultWorldFeatureLevel
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
The feature used to create new worlds, by default. Overridden for feature level preview in the editor
UnrealEd
virtual [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) GetDefaultWorldFeatureLevel() const
[]
UEditorEngine::GetEditorSubsystem
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Get a Subsystem of specified type
UnrealEd
template<typename TSubsystemClass> TSubsystemClass * GetEditorSubsystem() const
[]
UEditorEngine::GetEditorSubsystemArray
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Do not hold onto this Array reference unless you are sure the lifetime is less than that ofUGameInstance
UnrealEd
template<typename TSubsystemClass> const [TArray](API\Runtime\Core\Containers\TArray)< TSubsystemClass * > & GetEditorSubsystemArray() const
[]
UEditorEngine::GetEditorSubsystemBase
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Get a Subsystem of specified type
UnrealEd
[UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem) * GetEditorSubsystemBase ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem) > SubsystemClass ) const
[]
UEditorEngine::GetEditorWorldContext
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Returns the WorldContext for the editor world. For now, there will always be exactly 1 of these in the editor.
UnrealEd
[FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & GetEditorWorldContext ( bool bEnsureIsGWorld )
[]
UEditorEngine::GetEditorWorldExtensionsManager
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Returns the Editors world manager instance.
UnrealEd
[UEditorWorldExtensionManager](API\Editor\UnrealEd\UEditorWorldExtensionManager) * GetEditorWorldExtensionsManager()
[]
UEditorEngine::GetFirstSelectedClass
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
The first selected class (either aUClasstype itself, or theUClassgenerated by a blueprint), or null if there are no class or blueprint types selected
UnrealEd
const [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetFirstSelectedClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) *const RequiredParentClass ) const
[]
UEditorEngine::GetFoliageTypesInWorld
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Returns list of all foliage types used in the world List of all foliage types used in the world
UnrealEd
[TArray](API\Runtime\Core\Containers\TArray)< [UFoliageType](API\Runtime\Foliage\UFoliageType) * > GetFoliageTypesInWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )
[]
UEditorEngine::GetFriendlyName
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Gets the user-friendly, localized (if exists) name of a property the friendly name for the property. localized first, then metadata, then the property's name.
UnrealEd
static [FString](API\Runtime\Core\Containers\FString) GetFriendlyName ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property, [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * OwnerStruct )
[]
UEditorEngine::GetGameSceneViewport
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Gets the scene viewport for a viewport client
UnrealEd
[FSceneViewport](API\Runtime\Engine\Slate\FSceneViewport) * GetGameSceneViewport ( [UGameViewportClient](API\Runtime\Engine\Engine\UGameViewportClient) * ViewportClient ) const
[]
UEditorEngine::GetGridInterval
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
float GetGridInterval()
[]
UEditorEngine::GetGridLocationOffset
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Get the location offset applied by the grid based on the grid size and active viewport.
UnrealEd
FVector GetGridLocationOffset ( bool bUniformOffset ) const
[]
UEditorEngine::GetGridSize
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
float GetGridSize() const
[]
UEditorEngine::GetLevelEditorDragDropHandler
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
[ULevelEditorDragDropHandler](API\Editor\UnrealEd\ULevelEditorDragDropHandler) * GetLevelEditorDragDropHandler() const
[]
UEditorEngine::GetLevelViewportClients
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
List of level editor viewport clients for level specific actions
UnrealEd
const [TArray](API\Runtime\Core\Containers\TArray)< class [FLevelEditorViewportClient](API\Editor\UnrealEd\FLevelEditorViewportClient) * > & GetLevelViewportClients()
[]
UEditorEngine::GetLevelsToSyncToContentBrowser
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Gets all levels which can be synced to in content browser for current selection
UnrealEd
void GetLevelsToSyncToContentBrowser ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & Objects )
[]
UEditorEngine::GetLevelViewportClients
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
const [TArray](API\Runtime\Core\Containers\TArray)< class [FLevelEditorViewportClient](API\Editor\UnrealEd\FLevelEditorViewportClient) * > & GetLevelViewportClients() const
[]
UEditorEngine::GetMapBuildCancelled
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Returns whether or not the map build in progressed was canceled by the user.
UnrealEd
virtual bool GetMapBuildCancelled() const
[]