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 |
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UEditorEngine::GetMaxTickRate | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Get tick rate limitor. | UnrealEd | virtual float GetMaxTickRate ( float DeltaTime, bool bAllowFrameRateSmoothing ) const | [] |
UEditorEngine::GetNextPIEViewport | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | virtual [UGameViewportClient](API\Runtime\Engine\Engine\UGameViewportClient) * GetNextPIEViewport ( [UGameViewportClient](API\Runtime\Engine\Engine\UGameViewportClient) * CurrentViewport ) | [] | |
UEditorEngine::GetObjectsToSyncToContentBrowser | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Gets all objects which can be synced to in content browser for current selection | UnrealEd | void GetObjectsToSyncToContentBrowser ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & Objects, bool bAllowBrowseToAssetOverride ) | [] |
UEditorEngine::GetPackageList | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | virtual void GetPackageList ( [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > * InPackages, [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass ) | [] | |
UEditorEngine::GetPIEViewport | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Retrieves the PIE viewport from the editor.
The PIE viewport. NULL if there is no PIE viewport active. | UnrealEd | [FViewport](API\Runtime\Engine\FViewport) * GetPIEViewport() | [] |
UEditorEngine::GetPIEWorldContext | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Returns the WorldContext for the PIE world, by default will get the first one which will be the server or simulate instance. You need to iterate the context list if you want all the pie world contexts. | UnrealEd | [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) * GetPIEWorldContext ( int32 WorldPIEInstance ) | [] |
UEditorEngine::GetPivotLocation | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Pivot handling. | UnrealEd | virtual FVector GetPivotLocation() | [] |
UEditorEngine::GetPlayInEditorSessionInfo | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Returns information about the currently active Play In Editor session. Unset if there is no active PIE session. | UnrealEd | const [TOptional](API\Runtime\Core\IO\TOptional)< [FPlayInEditorSessionInfo](API\Editor\UnrealEd\FPlayInEditorSessionInfo) > GetPlayInEditorSessionInfo() const | [] |
UEditorEngine::GetPlayOnTargetPlatformName | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Returns the last device that was used via the Launcher. | UnrealEd | [FString](API\Runtime\Core\Containers\FString) GetPlayOnTargetPlatformName() const | [] |
UEditorEngine::GetPlaySessionRequest | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Returns the currently set PlaySessionRequest (if any). Unset if there is no session queued or has already been started (seeGetPlayInEditorSessionInfo()) | UnrealEd | const [TOptional](API\Runtime\Core\IO\TOptional)< [FRequestPlaySessionParams](API\Editor\UnrealEd\FRequestPlaySessionParams) > GetPlaySessionRequest() const | [] |
UEditorEngine::GetPreviewAudioComponent | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Returns the preview audio component | UnrealEd | [UAudioComponent](API\Runtime\Engine\Components\UAudioComponent) * GetPreviewAudioComponent() | [] |
UEditorEngine::GetPreviewPlatformName | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Return the ini platform name the current preview platform, or false if there is no preview platform. | UnrealEd | virtual bool GetPreviewPlatformName ( [FName](API\Runtime\Core\UObject\FName) & PlatformName ) const | [] |
UEditorEngine::GetProjectExternalContentInterface | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | the returned pointer cannot be null | UnrealEd | [IProjectExternalContentInterface](API\Editor\UnrealEd\IProjectExternalContentInterface) * GetProjectExternalContentInterface() | [] |
UEditorEngine::GetPropertyColorationColor | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Computes a color to use for property coloration for the given object.
true if a color was successfully set on OutColor, false otherwise. | UnrealEd | virtual bool GetPropertyColorationColor ( class [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FColor](API\Runtime\Core\Math\FColor) & OutColor ) | [] |
UEditorEngine::GetPropertyColorationTarget | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Accessor for current property-based coloration settings. | UnrealEd | virtual void GetPropertyColorationTarget ( [FString](API\Runtime\Core\Containers\FString) & OutPropertyValue, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) *& OutProperty, [UClass](API\Runtime\CoreUObject\UObject\UClass) *& OutCommonBaseClass, [FEditPropertyChain](API\Runtime\CoreUObject\UObject\FEditPropertyC... | [] |
UEditorEngine::GetRealTimeAudioVolume | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Access user setting for audio level. Fractional volume 0.0->1.0 | UnrealEd | float GetRealTimeAudioVolume() const | [] |
UEditorEngine::GetReferencedAssetsForEditorSelection | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Queries for a list of assets that are referenced by the current editor selection (actors, surfaces, etc.) | UnrealEd | void GetReferencedAssetsForEditorSelection ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & Objects, const bool bIgnoreOtherAssetsIfBPReferenced ) | [] |
UEditorEngine::GetRotGridSize | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | FRotator GetRotGridSize() | [] | |
UEditorEngine::GetScaleGridSize | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | float GetScaleGridSize() | [] | |
UEditorEngine::GetScratchRenderTarget | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Returns pointer to a temporary render target. If it has not already been created, does so here. | UnrealEd | [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * GetScratchRenderTarget ( const uint32 MinSize ) | [] |
UEditorEngine::GetSelectedActorCount | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Returns the number of currently selected actors. | UnrealEd | int32 GetSelectedActorCount() const | [] |
UEditorEngine::GetSelectedActorIterator | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Returns anFSelectionIteratorthat iterates over the set of selected actors. | UnrealEd | [FSelectionIterator](API\Editor\UnrealEd\FSelectionIterator) GetSelectedActorIterator() const | [] |
UEditorEngine::GetSelectedActors | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Returns the set of selected actors. | UnrealEd | [USelection](API\Editor\UnrealEd\USelection) * GetSelectedActors() const | [] |
UEditorEngine::GetSelectedComponentCount | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Returns the number of currently selected components. | UnrealEd | int32 GetSelectedComponentCount() const | [] |
UEditorEngine::GetSelectedComponentIterator | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Returns anFSelectionIteratorthat iterates over the set of selected components. | UnrealEd | [FSelectionIterator](API\Editor\UnrealEd\FSelectionIterator) GetSelectedComponentIterator() const | [] |
UEditorEngine::GetSelectedComponents | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | the set of selected components. | UnrealEd | [USelection](API\Editor\UnrealEd\USelection) * GetSelectedComponents() const | [] |
UEditorEngine::GetSelectedEditableComponentIterator | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | [FSelectedEditableComponentIterator](API\Editor\UnrealEd\FSelectedEditableComponentIterat-) GetSelectedEditableComponentIterator() const | [] | |
UEditorEngine::GetSelectedObjects | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | the set of selected non-actor objects. | UnrealEd | [USelection](API\Editor\UnrealEd\USelection) * GetSelectedObjects() const | [] |
UEditorEngine::GetSelectedSet | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | the appropriate selection set for the specified object class. | UnrealEd | [USelection](API\Editor\UnrealEd\USelection) * GetSelectedSet ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class ) const | [] |
UEditorEngine::GetSelectionStateOfLevel | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Get the selection state of the current level (its actors and components) so that it might be restored later. | UnrealEd | void GetSelectionStateOfLevel ( [FSelectionStateOfLevel](API\Editor\UnrealEd\Editor\FSelectionStateOfLevel) & OutSelectionStateOfLevel ) const | [] |
UEditorEngine::GetSimulateInEditorViewTransform | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Fills level viewport client transform used in simulation mode
true if function succeeded, false if failed | UnrealEd | bool GetSimulateInEditorViewTransform ( FTransform & OutViewTransform ) const | [] |
UEditorEngine::GetSoftReferencedAssetsForEditorSelection | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Queries for a list of assets that are soft referenced by the current editor selection (actors, surfaces, etc.) | UnrealEd | void GetSoftReferencedAssetsForEditorSelection ( [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > & SoftObjects ) | [] |
UEditorEngine::GetTimerManager | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Returns the Editors timer manager instance. | UnrealEd | [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FTimerManager](API\Runtime\Engine\FTimerManager) > GetTimerManager() | [] |
UEditorEngine::GetTransactionName | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | [FText](API\Runtime\Core\Internationalization\FText) GetTransactionName() const | [] | |
UEditorEngine::GetWindowSizeAndPositionForInstanceIndex | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Returns the stored position at that index. | UnrealEd | void GetWindowSizeAndPositionForInstanceIndex ( [ULevelEditorPlaySettings](API\Editor\UnrealEd\Settings\ULevelEditorPlaySettings) & InEditorPlaySettings, const int32 InInstanceIndex, const [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & InWorldContext, FIntPoint & OutSize, FIntPoint & OutPosition ) | [] |
UEditorEngine::GiveFocusToLastClientPIEViewport | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Gives focus to the server or first PIE client viewport | UnrealEd | void GiveFocusToLastClientPIEViewport() | [] |
UEditorEngine::GridSizeDecrement | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Decreased the positional snap grid setting (will not decrease passed the minimum value) | UnrealEd | void GridSizeDecrement() | [] |
UEditorEngine::GridSizeIncrement | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Increase the positional snap grid setting (will not increase passed the maximum value) | UnrealEd | void GridSizeIncrement() | [] |
UEditorEngine::HandleAutoMergeStaticMeshCommand | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | bool HandleAutoMergeStaticMeshCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar ) | [] | |
UEditorEngine::HandleAddSelectedCommand | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | bool HandleAddSelectedCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar ) | [] | |
UEditorEngine::HandleBrowseToDefaultMapFailure | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Attempts to gracefully handle a failure to travel to the default map. | UnrealEd | virtual void HandleBrowseToDefaultMapFailure ( [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & Context, const [FString](API\Runtime\Core\Containers\FString) & TextURL, const [FString](API\Runtime\Core\Containers\FString) & Error ) | [] |
UEditorEngine::HandleBugItCommand | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | bool HandleBugItCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar ) | [] | |
UEditorEngine::HandleBugItGoCommand | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | bool HandleBugItGoCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar ) | [] | |
UEditorEngine::HandleCallbackCommand | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Exec command handlers | UnrealEd | bool HandleCallbackCommand ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar ) | [] |
UEditorEngine::HandleBuildMaterialTextureStreamingData | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | bool HandleBuildMaterialTextureStreamingData ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar ) | [] | |
UEditorEngine::HandlecheckSoundsCommand | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | bool HandlecheckSoundsCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar ) | [] | |
UEditorEngine::HandleCleanBSPMaterialCommand | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | bool HandleCleanBSPMaterialCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld ) | [] | |
UEditorEngine::HandleDeleteCommand | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | bool HandleDeleteCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld ) | [] | |
UEditorEngine::HandleDumpPublicCommand | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | bool HandleDumpPublicCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar ) | [] | |
UEditorEngine::HandleFixupBadAnimNotifiersCommand | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | bool HandleFixupBadAnimNotifiersCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar ) | [] | |
UEditorEngine::HandleJumpToCommand | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | bool HandleJumpToCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar ) | [] | |
UEditorEngine::HandleLaunchCanceled | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | void HandleLaunchCanceled ( double TotalTime, bool bHasCode, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SNotificationItem](API\Runtime\Slate\Widgets\Notifications\SNotificationItem) > NotificationItemPtr ) | [] | |
UEditorEngine::HandleLaunchCompleted | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | void HandleLaunchCompleted ( bool Succeeded, double TotalTime, int32 ErrorCode, bool bHasCode, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SNotificationItem](API\Runtime\Slate\Widgets\Notifications\SNotificationItem) > NotificationItemPtr ) | [] | |
UEditorEngine::HandleLightmassDebugCommand | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | bool HandleLightmassDebugCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar ) | [] | |
UEditorEngine::HandleLightmassDebugMaterialCommand | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | bool HandleLightmassDebugMaterialCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar ) | [] | |
UEditorEngine::HandleLightmassDebugPaddingCommand | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | bool HandleLightmassDebugPaddingCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar ) | [] | |
UEditorEngine::HandleLightmassImmediateImportCommand | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | bool HandleLightmassImmediateImportCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar ) | [] | |
UEditorEngine::HandleLightmassImmediateProcessCommand | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | bool HandleLightmassImmediateProcessCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar ) | [] | |
UEditorEngine::HandleLightmassPaddingCommand | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | bool HandleLightmassPaddingCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar ) | [] | |
UEditorEngine::HandleLightmassProfileCommand | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | bool HandleLightmassProfileCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar ) | [] | |
UEditorEngine::HandleLightmassSortCommand | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | bool HandleLightmassSortCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar ) | [] | |
UEditorEngine::HandleLightmassStatsCommand | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | bool HandleLightmassStatsCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar ) | [] | |
UEditorEngine::HandleListMapPackageDependenciesCommand | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | bool HandleListMapPackageDependenciesCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar ) | [] | |
UEditorEngine::HandleMapCommand | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | bool HandleMapCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld ) | [] | |
UEditorEngine::HandleNetworkFailure | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Notification of network error messages, allows the engine to handle the failure | UnrealEd | virtual void HandleNetworkFailure ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * NetDriver, [ENetworkFailure::Type](API\Runtime\NetCore\Net\Core\Connection\ENetworkFailure__Type) FailureType, const [FString](API\Runtime\Core\Containers\FString) & ErrorString ) | [] |
UEditorEngine::HandleObjectTransacted | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Callback for object changes during undo/redo. | UnrealEd | void HandleObjectTransacted ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, const class [FTransactionObjectEvent](API\Runtime\CoreUObject\Misc\FTransactionObjectEvent) & InTransactionObjectEvent ) | [] |
UEditorEngine::HandleOpenAsset | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Handle requests from slate application to open assets. | UnrealEd | bool HandleOpenAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) | [] |
UEditorEngine::HandleRebuildVolumesCommand | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | bool HandleRebuildVolumesCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld ) | [] | |
UEditorEngine::HandleRemoveArchtypeFlagCommand | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | bool HandleRemoveArchtypeFlagCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar ) | [] | |
UEditorEngine::HandleSelectCommand | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | bool HandleSelectCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld ) | [] | |
UEditorEngine::HandleSelectNameCommand | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | bool HandleSelectNameCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld ) | [] | |
UEditorEngine::HandleSetDetailModeCommand | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | bool HandleSetDetailModeCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar ) | [] | |
UEditorEngine::HandleStageCompleted | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | void HandleStageCompleted ( const [FString](API\Runtime\Core\Containers\FString) & InStage, double StageTime, bool bHasCode, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SNotificationItem](API\Runtime\Slate\Widgets\Notifications\SNotificationItem) > NotificationItemPtr ) | [] | |
UEditorEngine::HandleSetDetailModeViewCommand | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | bool HandleSetDetailModeViewCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld ) | [] | |
UEditorEngine::HandleStageStarted | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Launch on callbacks | UnrealEd | void HandleStageStarted ( const [FString](API\Runtime\Core\Containers\FString) & InStage, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SNotificationItem](API\Runtime\Slate\Widgets\Notifications\SNotificationItem) > NotificationItemPtr ) | [] |
UEditorEngine::HandleStartMovieCaptureCommand | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | bool HandleStartMovieCaptureCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar ) | [] | |
UEditorEngine::HandleSwarmDistributionCommand | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | bool HandleSwarmDistributionCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar ) | [] | |
UEditorEngine::HandleTagSoundsCommand | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | bool HandleTagSoundsCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar ) | [] | |
UEditorEngine::HandleTestPropsCommand | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | bool HandleTestPropsCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar ) | [] | |
UEditorEngine::HasLockedActors | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | true if there are selected locked actors | UnrealEd | bool HasLockedActors() | [] |
UEditorEngine::HandleToggleSocketGModeCommand | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | bool HandleToggleSocketGModeCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar ) | [] | |
UEditorEngine::ImportFbxAnimation | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Open a Fbx file with the given name, and import each sequence with the supplied Skeleton. This is only possible if each track expected in the Skeleton is found in the target file. If not the case, a warning is given and import is aborted. If Skeleton is empty (ie. TrackBoneNames is empty) then we use this Fbx file to f... | UnrealEd | static [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * ImportFbxAnimation ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, class [UFbxAnimSequenceImportData](API\Editor\UnrealEd\Factories\UFbxAnimSequenceImportData) * ImportData,... | [] |
UEditorEngine::Init | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Initialize the game engine. | UnrealEd | virtual void Init ( [IEngineLoop](API\Runtime\Engine\IEngineLoop) * InEngineLoop ) | [] |
UEditorEngine::InitBuilderBrush | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Constructs a default cube builder brush, this function MUST be called at the AFTERUEditorEngine::Initin order to guarantee builder brush and other required subsystems exist. | UnrealEd | void InitBuilderBrush ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld ) | [] |
UEditorEngine::InitEditor | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Initializes the Editor. | UnrealEd | void InitEditor ( [IEngineLoop](API\Runtime\Engine\IEngineLoop) * InEngineLoop ) | [] |
UEditorEngine::InitializeObjectReferences | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Loads all Engine object references from their corresponding config entries. | UnrealEd | virtual void InitializeObjectReferences() | [] |
UEditorEngine::InitializePhysicsSceneForSaveIfNecessary | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | virtual bool InitializePhysicsSceneForSaveIfNecessary ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, bool & bOutForceInitialized ) | [] | |
UEditorEngine::InitializePortal | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Initialize Portal RPC. | UnrealEd | void InitializePortal() | [] |
UEditorEngine::InvalidateAllViewportsAndHitProxies | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Invalidates all editor viewports and hit proxies, used when global changes like Undo/Redo may have invalidated state everywhere | UnrealEd | void InvalidateAllViewportsAndHitProxies() | [] |
UEditorEngine::InvalidateChildViewports | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Deprecated* InvalidateChildViewports is deprecated | UnrealEd | void InvalidateChildViewports ( [FSceneViewStateInterface](API\Runtime\Engine\FSceneViewStateInterface) * InParentView, bool bInvalidateHitProxies ) | [] |
UEditorEngine::IsAnyViewportRealtime | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Checks to see if any viewport is set to update in realtime. | UnrealEd | bool IsAnyViewportRealtime() | [] |
UEditorEngine::IsDeltaModificationEnabled | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Test whether actor/component modification during delta movement is currently enabled? | UnrealEd | bool IsDeltaModificationEnabled() const | [] |
UEditorEngine::IsCookByTheBookInEditorFinished | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Checks if the cook by the book is finished | UnrealEd | virtual bool IsCookByTheBookInEditorFinished() const | [] |
UEditorEngine::IsEditorShaderPlatformEmulated | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Utility function that can determine whether some input world is using materials who's shaders are emulated in the editor | UnrealEd | bool IsEditorShaderPlatformEmulated ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World ) | [] |
UEditorEngine::IsFeatureLevelPreviewActive | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Return whether the feature level preview enabled via Settings->Preview Rendering Level is currently active/displaying. | UnrealEd | bool IsFeatureLevelPreviewActive() const | [] |
UEditorEngine::IsGridSizePowerOfTwo | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | bool IsGridSizePowerOfTwo() const | [] | |
UEditorEngine::IsHMDTrackingAllowed | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Query to tell if the editor is currently in a mode where it wants XR HMD tracking to be used (like in the VR editor or VR PIE preview). | UnrealEd | bool IsHMDTrackingAllowed() const | [] |
UEditorEngine::IsFeatureLevelPreviewEnabled | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Return whether the feature level preview is enabled for use via the user accessing Settings->Preview Rendering Level. | UnrealEd | bool IsFeatureLevelPreviewEnabled() const | [] |
UEditorEngine::IsLightingBuildCurrentlyExporting | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | bool IsLightingBuildCurrentlyExporting() const | [] | |
UEditorEngine::IsLightingBuildCurrentlyRunning | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | Checks to see if the asynchronous lighting build is running or not | UnrealEd | bool IsLightingBuildCurrentlyRunning() const | [] |
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