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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
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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 )
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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
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UEditorEngine::IsGridSizePowerOfTwo
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
bool IsGridSizePowerOfTwo() const
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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
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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
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UEditorEngine::IsLightingBuildCurrentlyExporting
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
bool IsLightingBuildCurrentlyExporting() const
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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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