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UEditorEngine::IsLoginPIESuccessful
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Allow for game specific override to determine if login should be treated as successful for pass-through handling instead
UnrealEd
virtual bool IsLoginPIESuccessful ( int32 LocalUserNum, bool bWasSuccessful, const [FString](API\Runtime\Core\Containers\FString) & ErrorString, const [FPieLoginStruct](API\Editor\UnrealEd\FPieLoginStruct) & DataStruct )
[]
UEditorEngine::IsObjectInTransactionBuffer
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
bool IsObjectInTransactionBuffer ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const
[]
UEditorEngine::IsPackageOKToSave
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Checks if a provided package is valid to be saved. For startup packages, it asks user for confirmation. true if the provided package is valid to be saved
UnrealEd
virtual bool IsPackageOKToSave ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * InPackage, const [FString](API\Runtime\Core\Containers\FString) & InFilename, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) * Error )
[]
UEditorEngine::IsOfflineShaderCompilerAvailable
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Utility function that checks if, for the current shader platform used by the editor, there's an available offline shader compiler
UnrealEd
bool IsOfflineShaderCompilerAvailable ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )
[]
UEditorEngine::IsPackageValidForAutoAdding
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Checks if a provided package is valid to be auto-added to a default changelist based on several specifications (and if the user has elected to enable the feature). Only brand-new packages will be allowed. true if the provided package is valid to be auto-added to a default source control changelist
UnrealEd
bool IsPackageValidForAutoAdding ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * InPackage, const [FString](API\Runtime\Core\Containers\FString) & InFilename )
[]
UEditorEngine::IsPlayingOnLocalPCSession
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Are we playing on a local PC session?
UnrealEd
bool IsPlayingOnLocalPCSession() const
[]
UEditorEngine::IsPlayingViaLauncher
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Are we playing via the Launcher?
UnrealEd
bool IsPlayingViaLauncher() const
[]
UEditorEngine::IsPlayingSessionInEditor
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Returns true if we are currently either PIE/SIE in the editor, false if we are not (even if we would start next tick). SeeIsPlaySessionInProgress()
UnrealEd
bool IsPlayingSessionInEditor() const
[]
UEditorEngine::IsPlayingWithOnlinePIE
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
true if there are active PIE instances logged into an online platform
UnrealEd
bool IsPlayingWithOnlinePIE() const
[]
UEditorEngine::IsPlaySessionInProgress
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Returns true if Playing in Editor, Simulating in Editor, or are either of these queued to start on the next tick.
UnrealEd
bool IsPlaySessionInProgress() const
[]
UEditorEngine::IsPropertyColorationColorFeatureActivated
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
true if property coloration color has a valid implementation
UnrealEd
virtual bool IsPropertyColorationColorFeatureActivated() const
[]
UEditorEngine::IsPlaySessionRequestQueued
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Returns true if we are going to start PIE/SIE on the next tick, false if we are not (or if we are already in progress). SeeIsPlaySessionInProgress()
UnrealEd
bool IsPlaySessionRequestQueued() const
[]
UEditorEngine::IsSettingUpPlayWorld
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Mostly done to check if PIE is being set up, go GWorld is going to change, and it's not reallythe_G_WorldNOTE: hope this goes away once PIE and regular game triggering are not that separate code paths
UnrealEd
virtual bool IsSettingUpPlayWorld() const
[]
UEditorEngine::IsSimulateInEditorInProgress
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Returns true if we are currently Simulating in Editor, or are going to start Simulating in Editor on the next tick.
UnrealEd
bool IsSimulateInEditorInProgress() const
[]
UEditorEngine::IsSimulateInEditorQueued
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Returns true if we are going to start Simulating in Editor on the next tick, false if we are not (or we are already simulating). SeeIsSimulateInEditorInProgress()
UnrealEd
bool IsSimulateInEditorQueued() const
[]
UEditorEngine::IsTimerManagerValid
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Returns true if the editors timer manager is valid (may not be during early startup);
UnrealEd
bool IsTimerManagerValid()
[]
UEditorEngine::IsSimulatingInEditor
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Returns true if we are currently Simulating in Editor, false if we are not (even if we would next tick). SeeIsSimulateInEditorInProgress()
UnrealEd
bool IsSimulatingInEditor() const
[]
UEditorEngine::IsTransactionActive
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
bool IsTransactionActive() const
[]
UEditorEngine::IsWorldSettingsSelected
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Returns True is a world info Actor is selected
UnrealEd
bool IsWorldSettingsSelected()
[]
UEditorEngine::IsVRPreviewActive
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Returns true if the user has queued a Play in Editor (in VR Mode) or one is currently running.
UnrealEd
bool IsVRPreviewActive() const
[]
UEditorEngine::LaunchNewProcess
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Launch a new process with settings pulled from the specified parameters.
UnrealEd
virtual void LaunchNewProcess ( const [FRequestPlaySessionParams](API\Editor\UnrealEd\FRequestPlaySessionParams) & InParams, const int32 InInstanceNum, EPlayNetMode NetMode, bool bIsDedicatedServer )
[]
UEditorEngine::IsRealTimeAudioMuted
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Access user setting for audio mute.
UnrealEd
bool IsRealTimeAudioMuted() const
[]
UEditorEngine::LoadAndSelectAssets
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Ensures the assets specified are loaded and adds them to the global selection set
UnrealEd
void LoadAndSelectAssets ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, [UClass](API\Runtime\CoreUObject\UObject\UClass) * TypeOfAsset )
[]
UEditorEngine::LoadEditorFeatureLevel
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Function pair used to save and restore the global feature level
UnrealEd
void LoadEditorFeatureLevel()
[]
UEditorEngine::LoadMapListFromIni
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Load the list of maps from the given section of the Editor.ini file Supports sections contains other sections - but DOES NOT HANDLE CIRCULAR REFERENCES!!!
UnrealEd
void LoadMapListFromIni ( const [FString](API\Runtime\Core\Containers\FString) & InSectionName, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutMapList )
[]
UEditorEngine::MakeAssetReferenceFilter
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IAssetReferenceFilter](API\Editor\UnrealEd\Editor\IAssetReferenceFilter) > MakeAssetReferenceFilter ( const [FAssetReferenceFilterContext](API\Editor\UnrealEd\Editor\FAssetReferenceFilterContext) & Context )
[]
UEditorEngine::mapBrushPut
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Replace all selected brushes with the current Brush.
UnrealEd
virtual void mapBrushPut()
[]
UEditorEngine::MapSelectFlags
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
virtual void MapSelectFlags ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, uint32 Flags )
[]
UEditorEngine::MapBrushGet
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Put the first selected brush into the current Brush.
UnrealEd
virtual void MapBrushGet ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )
[]
UEditorEngine::MapSelectOperation
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Map brush selection virtuals from EditorCsg.cpp.
UnrealEd
virtual void MapSelectOperation ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, EBrushType BrushType )
[]
UEditorEngine::mapSendToFirst
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Send all selected brushes in a level to the front of the hierarchy.
UnrealEd
virtual void mapSendToFirst ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )
[]
UEditorEngine::mapSendToLast
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Send all selected brushes in a level to the back of the hierarchy.
UnrealEd
virtual void mapSendToLast ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )
[]
UEditorEngine::mapSendToSwap
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Swaps position in the actor list for the first two selected actors in the current level
UnrealEd
virtual void mapSendToSwap ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )
[]
UEditorEngine::MoveActorInFrontOfCamera
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Moves an actor in front of a camera specified by the camera's origin and direction. The distance the actor is in front of the camera depends on the actors bounding cylinder or a default value if no bounding cylinder exists.
UnrealEd
void MoveActorInFrontOfCamera ( [AActor](API\Runtime\Engine\GameFramework\AActor) & InActor, const FVector & InCameraOrigin, const FVector & InCameraDirection )
[]
UEditorEngine::MapSetBrush
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
virtual void MapSetBrush ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, EMapSetBrushFlags PropertiesMask, uint16 BrushColor, [FName](API\Runtime\Core\UObject\FName) Group, uint32 SetPolyFlags, uint32 ClearPolyFlags, uint32 BrushType, int32 DrawType )
[]
UEditorEngine::MoveViewportCamerasToActor
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Moves all viewport cameras to the target actor.
UnrealEd
void MoveViewportCamerasToActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) & Actor, bool bActiveViewportOnly )
[]
UEditorEngine::MoveViewportCamerasToActor
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Moves all viewport cameras to focus on the provided array of actors.
UnrealEd
void MoveViewportCamerasToActor ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors, bool bActiveViewportOnly )
[]
UEditorEngine::MoveViewportCamerasToActor
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Moves all viewport cameras to focus on the provided array of actors.
UnrealEd
void MoveViewportCamerasToActor ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors, const [TArray](API\Runtime\Core\Containers\TArray)< [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * > & Components, bool bActiveViewportOnly )
[]
UEditorEngine::MoveViewportCamerasToBox
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Moves all viewport cameras to focus on the provided bounding box.
UnrealEd
void MoveViewportCamerasToBox ( const FBox & BoundingBox, bool bActiveViewportOnly, float DrawDebugBoxTimeInSeconds ) const
[]
UEditorEngine::MoveViewportCamerasToElement
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Moves all viewport cameras to focus on the provided set of elements.
UnrealEd
void MoveViewportCamerasToElement ( const [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * SelectionSet, bool bActiveViewportOnly ) const
[]
UEditorEngine::MoveViewportCamerasToComponent
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Moves all viewport cameras to focus on the provided component.
UnrealEd
void MoveViewportCamerasToComponent ( const [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * Component, bool bActiveViewportOnly )
[]
UEditorEngine::NewMap
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Clears out the current map, if any, and creates a new blank map. Pointer to the map that was created.
UnrealEd
[UWorld](API\Runtime\Engine\Engine\UWorld) * NewMap ( bool bIsPartitionedWorld )
[]
UEditorEngine::MuteRealTimeAudio
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Set user setting for audio mute.
UnrealEd
void MuteRealTimeAudio ( bool bMute )
[]
UEditorEngine::NoteSelectionChange
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
virtual void NoteSelectionChange ( bool bNotify )
[]
UEditorEngine::NoteActorMovement
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
virtual void NoteActorMovement()
[]
UEditorEngine::NotifyToolsOfObjectReplacement
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
virtual void NotifyToolsOfObjectReplacement ( const [TMap](API\Runtime\Core\Containers\TMap)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OldToNewInstanceMap )
[]
UEditorEngine::OnActorsMoved
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
[FOnActorsMoved](API\Editor\UnrealEd\Editor\UEditorEngine\FOnActorsMoved) & OnActorsMoved()
[]
UEditorEngine::OnAllPIEInstancesStarted
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Called when all PIE instances have been successfully logged in
UnrealEd
virtual void OnAllPIEInstancesStarted()
[]
UEditorEngine::OnBeginCameraMovement
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
[FOnBeginTransformCamera](API\Editor\UnrealEd\Editor\UEditorEngine\FOnBeginTransformCamera) & OnBeginCameraMovement()
[]
UEditorEngine::OnBeginObjectMovement
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
[FOnBeginTransformObject](API\Editor\UnrealEd\Editor\UEditorEngine\FOnBeginTransformObject) & OnBeginObjectMovement()
[]
UEditorEngine::OnBlueprintCompiled
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
[FBlueprintCompiledEvent](API\Editor\UnrealEd\Editor\UEditorEngine\FBlueprintCompiledEvent) & OnBlueprintCompiled()
[]
UEditorEngine::OnBlueprintPreCompile
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
[FBlueprintPreCompileEvent](API\Editor\UnrealEd\Editor\UEditorEngine\FBlueprintPreCompileEvent) & OnBlueprintPreCompile()
[]
UEditorEngine::OnBlueprintReinstanced
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
[FBlueprintReinstanced](API\Editor\UnrealEd\Editor\UEditorEngine\FBlueprintReinstanced) & OnBlueprintReinstanced()
[]
UEditorEngine::OnClassPackageLoadedOrUnloaded
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
[FClassPackageLoadedOrUnloadedEvent](API\Editor\UnrealEd\Editor\UEditorEngine\FClassPackageLoadedOrUnloadedEve-) & OnClassPackageLoadedOrUnloaded()
[]
UEditorEngine::OnCreateLevelEditorDragDropHandler
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
[FOnCreateLevelEditorDragDropHandler](API\Editor\UnrealEd\Editor\UEditorEngine\FOnCreateLevelEditorDragDropHand-) & OnCreateLevelEditorDragDropHandler()
[]
UEditorEngine::OnEndCameraMovement
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
[FOnEndTransformCamera](API\Editor\UnrealEd\Editor\UEditorEngine\FOnEndTransformCamera) & OnEndCameraMovement()
[]
UEditorEngine::OnEndObjectMovement
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
[FOnEndTransformObject](API\Editor\UnrealEd\Editor\UEditorEngine\FOnEndTransformObject) & OnEndObjectMovement()
[]
UEditorEngine::OnExecParticleInvoked
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
[FExecParticleInvoked](API\Editor\UnrealEd\Editor\UEditorEngine\FExecParticleInvoked) & OnExecParticleInvoked()
[]
UEditorEngine::OnHLODActorAdded
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
[FHLODActorAddedEvent](API\Editor\UnrealEd\Editor\UEditorEngine\FHLODActorAddedEvent) & OnHLODActorAdded()
[]
UEditorEngine::OnHLODActorMarkedDirty
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Deprecated* This function is no longer used.
UnrealEd
[FHLODActorMarkedDirtyEvent](API\Editor\UnrealEd\Editor\UEditorEngine\FHLODActorMarkedDirtyEvent) & OnHLODActorMarkedDirty()
[]
UEditorEngine::OnHLODActorMoved
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
[FHLODActorMovedEvent](API\Editor\UnrealEd\Editor\UEditorEngine\FHLODActorMovedEvent) & OnHLODActorMoved()
[]
UEditorEngine::OnHLODLevelsArrayChanged
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
[FHLODLevelsArrayChangedEvent](API\Editor\UnrealEd\Editor\UEditorEngine\FHLODLevelsArrayChangedEvent) & OnHLODLevelsArrayChanged()
[]
UEditorEngine::OnHLODActorRemovedFromCluster
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
[FHLODActorRemovedFromClusterEvent](API\Editor\UnrealEd\Editor\UEditorEngine\FHLODActorRemovedFromClusterEven-) & OnHLODActorRemovedFromCluster()
[]
UEditorEngine::OnHLODMeshBuild
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
[FHLODMeshBuildEvent](API\Editor\UnrealEd\Editor\UEditorEngine\FHLODMeshBuildEvent) & OnHLODMeshBuild()
[]
UEditorEngine::OnLevelViewportClientListChanged
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Called when the level editor viewport clients list changed
UnrealEd
[FViewportClientListChangedEvent](API\Editor\UnrealEd\Editor\UEditorEngine\FViewportClientListChangedEvent) & OnLevelViewportClientListChanged()
[]
UEditorEngine::OnHLODTransitionScreenSizeChanged
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
[FHLODTransitionScreenSizeChangedEvent](API\Editor\UnrealEd\Editor\UEditorEngine\FHLODTransitionScreenSizeChanged-) & OnHLODTransitionScreenSizeChanged()
[]
UEditorEngine::OnMakeAssetReferenceFilter
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
[FOnMakeAssetReferenceFilter](API\Editor\UnrealEd\Editor\UEditorEngine\FOnMakeAssetReferenceFilter) & OnMakeAssetReferenceFilter()
[]
UEditorEngine::OnLoginPIEComplete_Deferred
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Above function but called a frame later, to stop PIE login from happening from a network callback
UnrealEd
virtual void OnLoginPIEComplete_Deferred ( int32 LocalUserNum, bool bWasSuccessful, [FString](API\Runtime\Core\Containers\FString) ErrorString, [FPieLoginStruct](API\Editor\UnrealEd\FPieLoginStruct) DataStruct )
[]
UEditorEngine::OnModalMessageDialog
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Displays a modal message dialog Returns the result of the modal message box
UnrealEd
[EAppReturnType::Type](API\Runtime\Core\GenericPlatform\EAppReturnType__Type) OnModalMessageDialog ( EAppMsgCategory InMessageCategory, [EAppMsgType::Type](API\Runtime\Core\GenericPlatform\EAppMsgType__Type) InMessage, const [FText](API\Runtime\Core\Internationalization\FText) & InText, const [FText](API\Runtime\Core\I...
[]
UEditorEngine::OnObjectReimported
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Deprecated* Use the ImportSubsystem instead. GEditor->GetEditorSubsystem()
UnrealEd
[FObjectReimported](API\Editor\UnrealEd\Editor\UEditorEngine\FObjectReimported) & OnObjectReimported()
[]
UEditorEngine::OnLoginPIEComplete
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Delegate called as each PIE instance login is complete, continues creating the PIE world for a single instance
UnrealEd
virtual void OnLoginPIEComplete ( int32 LocalUserNum, bool bWasSuccessful, const [FString](API\Runtime\Core\Containers\FString) & ErrorString, [FPieLoginStruct](API\Editor\UnrealEd\FPieLoginStruct) DataStruct )
[]
UEditorEngine::OnObjectsReplaced
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Deprecated* Use FCoreUObjectDelegates::OnObjectsReplaced instead.
UnrealEd
[FObjectsReplacedEvent](API\Editor\UnrealEd\Editor\UEditorEngine\FObjectsReplacedEvent) & OnObjectsReplaced()
[]
UEditorEngine::OnPostBugItGoCalled
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Return the delegate that is called when the bugitgo command is called
UnrealEd
[FPostBugItGoCalled](API\Editor\UnrealEd\Editor\UEditorEngine\FPostBugItGoCalled) & OnPostBugItGoCalled()
[]
UEditorEngine::OnPostSaveWorld
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Invoked after aUWorldis saved to update editor systems
UnrealEd
virtual void OnPostSaveWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FObjectPostSaveContext](API\Runtime\CoreUObject\UObject\FObjectPostSaveContext) ObjectSaveContext )
[]
UEditorEngine::OnPreSaveWorld
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Invoked before aUWorldis saved to update editor systems
UnrealEd
virtual void OnPreSaveWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) ObjectSaveContext )
[]
UEditorEngine::OnPreviewFeatureLevelChanged
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Return the delegate that is called when the preview feature level changes
UnrealEd
[FPreviewFeatureLevelChanged](API\Editor\UnrealEd\Editor\UEditorEngine\FPreviewFeatureLevelChanged) & OnPreviewFeatureLevelChanged()
[]
UEditorEngine::OnPreviewPlatformChanged
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Return the delegate that is called when the preview platform changes
UnrealEd
[FPreviewPlatformChanged](API\Editor\UnrealEd\Editor\UEditorEngine\FPreviewPlatformChanged) & OnPreviewPlatformChanged()
[]
UEditorEngine::OnSceneMaterialsModified
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
This function should be called to notify the editor that new materials were added to our scene or some materials were modified
UnrealEd
void OnSceneMaterialsModified()
[]
UEditorEngine::OnScriptExecutionEnd
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Callback when script execution starts, might switch world
UnrealEd
void OnScriptExecutionEnd ( const struct [FBlueprintContextTracker](API\Runtime\CoreUObject\UObject\FBlueprintContextTracker) & ContextTracker )
[]
UEditorEngine::OnScriptExecutionStart
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Callback when script execution starts, might switch world
UnrealEd
void OnScriptExecutionStart ( const struct [FBlueprintContextTracker](API\Runtime\CoreUObject\UObject\FBlueprintContextTracker) & ContextTracker, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject, const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * ContextFunction )
[]
UEditorEngine::OnSelectUnloadedActorsEvent
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
[FSelectUnloadedActorsEvent](API\Editor\UnrealEd\Editor\UEditorEngine\FSelectUnloadedActorsEvent) & OnSelectUnloadedActorsEvent()
[]
UEditorEngine::OnShouldLoadOnTop
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Returns whether an object should replace an exisiting one or not Returns whether the objects should replace the already existing ones.
UnrealEd
bool OnShouldLoadOnTop ( const [FString](API\Runtime\Core\Containers\FString) & Filename )
[]
UEditorEngine::OnSwitchWorldForSlatePieWindow
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Hack to switch worlds for the PIE window before and after a slate event The ID of the world to restore later or -1 if no world to restore
UnrealEd
int32 OnSwitchWorldForSlatePieWindow ( int32 WorldID, int32 WorldPIEInstance )
[]
UEditorEngine::OnSwitchWorldsForPIE
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Called via a delegate to toggle between the editor and pie world
UnrealEd
void OnSwitchWorldsForPIE ( bool bSwitchToPieWorld, [UWorld](API\Runtime\Engine\Engine\UWorld) * OverrideWorld )
[]
UEditorEngine::OnSwitchWorldsForPIEInstance
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Called to switch to a specific PIE instance, where -1 means the editor world
UnrealEd
void OnSwitchWorldsForPIEInstance ( int32 WorldPIEInstance )
[]
UEditorEngine::OnViewportClientListChanged
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
[FViewportClientListChangedEvent](API\Editor\UnrealEd\Editor\UEditorEngine\FViewportClientListChangedEvent) & OnViewportClientListChanged()
[]
UEditorEngine::OnViewportCloseRequested
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Handler for when viewport close request is made.
UnrealEd
void OnViewportCloseRequested ( [FViewport](API\Runtime\Engine\FViewport) * InViewport )
[]
UEditorEngine::PackageIsAMapFile
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Check whether the specified package file is a map true if the package is not a map file
UnrealEd
bool PackageIsAMapFile ( const TCHAR * PackageFilename, [FText](API\Runtime\Core\Internationalization\FText) & OutNotMapReason )
[]
UEditorEngine::ParentActors
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Parents one actor to another Check the validity of this call withCanParentActors().
UnrealEd
void ParentActors ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ParentActor, [AActor](API\Runtime\Engine\GameFramework\AActor) * ChildActor, const [FName](API\Runtime\Core\UObject\FName) SocketName, [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * Component )
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UEditorEngine::ParseMapSectionIni
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Check the InCmdParams for "MAPINISECTION=". If found, fill in OutMapList with the proper map names.
UnrealEd
void ParseMapSectionIni ( const TCHAR * InCmdParams, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutMapList )
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UEditorEngine::PlayEditorSound
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Plays an editor sound (if the user has sounds enabled.)
UnrealEd
void PlayEditorSound ( [USoundBase](API\Runtime\Engine\Sound\USoundBase) * InSound )
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UEditorEngine::PlayEditorSound
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Plays an editor sound, loading the sound on demand if necessary (if the user has sounds enabled.) The reference to the sound asset is not retained.
UnrealEd
void PlayEditorSound ( const [FString](API\Runtime\Core\Containers\FString) & SoundAssetName )
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UEditorEngine::PlayMap
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Makes a request to start a play from editor session (in editor or on a remote platform)
UnrealEd
virtual void PlayMap ( const FVector * StartLocation, const FRotator * StartRotation, int32 DestinationConsole, int32 InPlayInViewportIndex, bool bUseMobilePreview )
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UEditorEngine::PlaySessionPaused
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Called when the debugger has paused the active PIE or SIE session
UnrealEd
void PlaySessionPaused()
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UEditorEngine::PlayPreviewSound
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Plays a preview of a specified sound or node
UnrealEd
[UAudioComponent](API\Runtime\Engine\Components\UAudioComponent) * PlayPreviewSound ( [USoundBase](API\Runtime\Engine\Sound\USoundBase) * Sound, [USoundNode](API\Runtime\Engine\Sound\USoundNode) * SoundNode )
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UEditorEngine::PasteSelectedActorsFromClipboard
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Pastes selected actors from the clipboard. NOTE: Doesn't support pasting prefab instance actors!
UnrealEd
void PasteSelectedActorsFromClipboard ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const [FText](API\Runtime\Core\Internationalization\FText) & TransDescription, const EPasteTo PasteTo )
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UEditorEngine::PlaySessionResumed
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Called when the debugger has resumed the active PIE or SIE session
UnrealEd
void PlaySessionResumed()
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UEditorEngine::PlaySessionSingleStepped
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Called when the debugger has single-stepped the active PIE or SIE session
UnrealEd
void PlaySessionSingleStepped()
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UEditorEngine::polyFindBrush
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
returns true if poly not available
UnrealEd
static bool polyFindBrush ( [UModel](API\Runtime\Engine\UModel) * InModel, int32 iSurf, [FPoly](API\Runtime\Engine\Engine\FPoly) & Poly )
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UEditorEngine::polyFindMaster
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Deprecated* polyFindMaster is deprecated; please use polyFindBrush instead
UnrealEd
virtual bool polyFindMaster ( [UModel](API\Runtime\Engine\UModel) * InModel, int32 iSurf, [FPoly](API\Runtime\Engine\Engine\FPoly) & Poly )
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