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::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 ) | [] |
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 ) | [] |
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 ) | [] |
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 ) | [] |
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 ) | [] |
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() | [] |
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 ) | [] |
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 ) | [] |
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() | [] |
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() | [] |
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 ) | [] |
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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