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 | [] |
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