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UEditorEngine::polyGetOuterEdgeList
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Takes a list of polygons and returns a list of the outside edges (edges which are not shared by other polys in the list).
UnrealEd
virtual void polyGetOuterEdgeList ( [TArray](API\Runtime\Core\Containers\TArray)< [FPoly](API\Runtime\Engine\Engine\FPoly) > * InPolyList, [TArray](API\Runtime\Core\Containers\TArray)< [FEdge](API\Runtime\Core\Math\FEdge) > * InEdgeList )
[]
UEditorEngine::polyIntersectSet
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
virtual void polyIntersectSet ( [UModel](API\Runtime\Engine\UModel) * Model )
[]
UEditorEngine::polyMemorizeSet
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
virtual void polyMemorizeSet ( [UModel](API\Runtime\Engine\UModel) * Model )
[]
UEditorEngine::polySelectAdjacentFloors
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
virtual void polySelectAdjacentFloors ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [UModel](API\Runtime\Engine\UModel) * Model )
[]
UEditorEngine::polyRememberSet
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
virtual void polyRememberSet ( [UModel](API\Runtime\Engine\UModel) * Model )
[]
UEditorEngine::polySelectAdjacents
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
virtual void polySelectAdjacents ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [UModel](API\Runtime\Engine\UModel) * Model )
[]
UEditorEngine::polySelectAdjacentSlants
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
virtual void polySelectAdjacentSlants ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [UModel](API\Runtime\Engine\UModel) * Model )
[]
UEditorEngine::polyGetLinkedPolys
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Populates a list with all polys that are linked to the specified poly. The resulting list includes the original poly.
UnrealEd
virtual void polyGetLinkedPolys ( [ABrush](API\Runtime\Engine\Engine\ABrush) * InBrush, [FPoly](API\Runtime\Engine\Engine\FPoly) * InPoly, [TArray](API\Runtime\Core\Containers\TArray)< [FPoly](API\Runtime\Engine\Engine\FPoly) > * InPolyList )
[]
UEditorEngine::polySelectAdjacentWalls
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
virtual void polySelectAdjacentWalls ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [UModel](API\Runtime\Engine\UModel) * Model )
[]
UEditorEngine::polySelectAll
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Bsp Poly selection virtuals from EditorCsg.cpp.
UnrealEd
virtual void polySelectAll ( [UModel](API\Runtime\Engine\UModel) * Model )
[]
UEditorEngine::polySelectCoplanars
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
virtual void polySelectCoplanars ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [UModel](API\Runtime\Engine\UModel) * Model )
[]
UEditorEngine::polySelectMatchingBrush
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
virtual void polySelectMatchingBrush ( [UModel](API\Runtime\Engine\UModel) * Model )
[]
UEditorEngine::polySelectMatchingGroups
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
virtual void polySelectMatchingGroups ( [UModel](API\Runtime\Engine\UModel) * Model )
[]
UEditorEngine::polySelectMatchingItems
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
virtual void polySelectMatchingItems ( [UModel](API\Runtime\Engine\UModel) * Model )
[]
UEditorEngine::polySelectMatchingMaterial
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Selects surfaces whose material matches that of any selected surfaces.
UnrealEd
virtual void polySelectMatchingMaterial ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, bool bCurrentLevelOnly )
[]
UEditorEngine::polySelectMatchingResolution
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Selects surfaces whose lightmap resolution matches that of any selected surfaces.
UnrealEd
virtual void polySelectMatchingResolution ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, bool bCurrentLevelOnly )
[]
UEditorEngine::polySelectReverse
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
virtual void polySelectReverse ( [UModel](API\Runtime\Engine\UModel) * Model )
[]
UEditorEngine::polySelectZone
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
virtual void polySelectZone ( [UModel](API\Runtime\Engine\UModel) * Model )
[]
UEditorEngine::polySetAndClearPolyFlags
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Sets and clears all Bsp node flags. Affects all nodes, even ones that don't really exist.
UnrealEd
virtual void polySetAndClearPolyFlags ( [UModel](API\Runtime\Engine\UModel) * Model, uint32 SetBits, uint32 ClearBits, bool SelectedOnly, bool UpdateBrush )
[]
UEditorEngine::polyTexPan
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Pan textures on selected polys. Doesn't do transaction tracking.
UnrealEd
virtual void polyTexPan ( [UModel](API\Runtime\Engine\UModel) * Model, int32 PanU, int32 PanV, int32 Absolute )
[]
UEditorEngine::polySplitOverlappingEdges
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Takes a list of polygons and creates a new list of polys which have no overlapping edges. It splits edges as necessary to achieve this.
UnrealEd
virtual void polySplitOverlappingEdges ( [TArray](API\Runtime\Core\Containers\TArray)< [FPoly](API\Runtime\Engine\Engine\FPoly) > * InPolyList, [TArray](API\Runtime\Core\Containers\TArray)< [FPoly](API\Runtime\Engine\Engine\FPoly) > * InResult )
[]
UEditorEngine::polyTexScale
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Scale textures on selected polys. Doesn't do transaction tracking.
UnrealEd
virtual void polyTexScale ( [UModel](API\Runtime\Engine\UModel) * Model, float UU, float UV, float VU, float VV, bool Absolute )
[]
UEditorEngine::polyUnionSet
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
virtual void polyUnionSet ( [UModel](API\Runtime\Engine\UModel) * Model )
[]
UEditorEngine::polyUpdateBrush
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Doesn't do any transaction tracking.
UnrealEd
static void polyUpdateBrush ( [UModel](API\Runtime\Engine\UModel) * Model, int32 iSurf, bool bUpdateTexCoords, bool bOnlyRefreshSurfaceMaterials )
[]
UEditorEngine::polyUpdateMaster
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Deprecated* polyUpdateMaster is deprecated; please use polyUpdateBrush instead
UnrealEd
virtual void polyUpdateMaster ( [UModel](API\Runtime\Engine\UModel) * Model, int32 iSurf, bool bUpdateTexCoords, bool bOnlyRefreshSurfaceMaterials )
[]
UEditorEngine::polyXorSet
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
virtual void polyXorSet ( [UModel](API\Runtime\Engine\UModel) * Model )
[]
UEditorEngine::PostCreatePIEWorld
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
virtual void PostCreatePIEWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )
[]
UEditorEngine::PostEditChangeProperty
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Called when a property on this object has been modified externally
UnrealEd
virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UEditorEngine::PreCreatePIEInstances
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Called before creating PIE instance(s).
UnrealEd
virtual [FGameInstancePIEResult](API\Runtime\Engine\Engine\FGameInstancePIEResult) PreCreatePIEInstances ( const bool bAnyBlueprintErrors, const bool bStartInSpectatorMode, const float PIEStartTime, const bool bSupportsOnlinePIE, int32 & InNumOnlinePIEInstances )
[]
UEditorEngine::PreCreatePIEServerInstance
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Called before creating a PIE server instance.
UnrealEd
virtual [FGameInstancePIEResult](API\Runtime\Engine\Engine\FGameInstancePIEResult) PreCreatePIEServerInstance ( const bool bAnyBlueprintErrors, const bool bStartInSpectatorMode, const float PIEStartTime, const bool bSupportsOnlinePIE, int32 & InNumOnlinePIEInstances )
[]
UEditorEngine::PreExit
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Called at shutdown, just before the exit purge.
UnrealEd
virtual void PreExit()
[]
UEditorEngine::ProcessToggleFreezeCommand
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Handles freezing/unfreezing of rendering
UnrealEd
virtual void ProcessToggleFreezeCommand ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )
[]
UEditorEngine::ProcessToggleFreezeStreamingCommand
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Handles frezing/unfreezing of streaming
UnrealEd
virtual void ProcessToggleFreezeStreamingCommand ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )
[]
UEditorEngine::ProcessDebuggerCommands
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Called when game client received input key
UnrealEd
bool ProcessDebuggerCommands ( const [FKey](API\Runtime\InputCore\FKey) InKey, const [FModifierKeysState](API\Runtime\ApplicationCore\GenericPlatform\FModifierKeysState) ModifierKeyState, EInputEvent EventType )
[]
UEditorEngine::RebuildAlteredBSP
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Rebuilds levels containing currently selected brushes and should be invoked after a brush has been modified
UnrealEd
void RebuildAlteredBSP()
[]
UEditorEngine::RebuildLevel
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Quickly rebuilds a single level (no bounds build, visibility testing or Bsp tree optimization).
UnrealEd
void RebuildLevel ( [ULevel](API\Runtime\Engine\Engine\ULevel) & Level )
[]
UEditorEngine::RebuildMap
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Rebuilds the map.
UnrealEd
void RebuildMap ( [UWorld](API\Runtime\Engine\Engine\UWorld) * RebuildMap, [EMapRebuildType](API\Editor\UnrealEd\Editor\UEditorEngine\EMapRebuildType) RebuildType )
[]
UEditorEngine::RebuildModelFromBrushes
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Builds up a model from a given set of brushes. Used by BspConversionTool to build brushes before converting them to static meshes.
UnrealEd
void RebuildModelFromBrushes ( [TArray](API\Runtime\Core\Containers\TArray)< [ABrush](API\Runtime\Engine\Engine\ABrush) * > & BrushesToBuild, [UModel](API\Runtime\Engine\UModel) * Model )
[]
UEditorEngine::RebuildModelFromBrushes
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Builds up a model from a set of brushes. Used by RebuildLevel.
UnrealEd
void RebuildModelFromBrushes ( [UModel](API\Runtime\Engine\UModel) * Model, bool bSelectedBrushesOnly, bool bTreatMovableBrushesAsStatic )
[]
UEditorEngine::RebuildStaticNavigableGeometry
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Turns all navigable static geometry ofULevelinto polygon soup stored in passed Level (ULevel::StaticNavigableGeometry)
UnrealEd
virtual void RebuildStaticNavigableGeometry ( [ULevel](API\Runtime\Engine\Engine\ULevel) * Level )
[]
UEditorEngine::RedrawAllViewports
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Redraws all editor viewport clients.
UnrealEd
void RedrawAllViewports ( bool bInvalidateHitProxies )
[]
UEditorEngine::RedoTransaction
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
bool RedoTransaction()
[]
UEditorEngine::RegisterForUndo
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Register a client tool to receive undo events
UnrealEd
void RegisterForUndo ( class [FEditorUndoClient](API\Editor\UnrealEd\FEditorUndoClient) * UndoClient )
[]
UEditorEngine::ReimportFbxAnimation
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Reimport animation using SourceFilePath and SourceFileStamp
UnrealEd
static bool ReimportFbxAnimation ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence, class [UFbxAnimSequenceImportData](API\Editor\UnrealEd\Factories\UFbxAnimSequenceImportData) * ImportData, const TCHAR * InFilename, bool & bOutI...
[]
UEditorEngine::RemoveLevelViewportClients
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Remove a level editor viewport client
UnrealEd
void RemoveLevelViewportClients ( [FLevelEditorViewportClient](API\Editor\UnrealEd\FLevelEditorViewportClient) * ViewportClient )
[]
UEditorEngine::RemovePerspectiveViewRotation
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Remove the roll, pitch and/or yaw from the perspective viewports' cameras.
UnrealEd
void RemovePerspectiveViewRotation ( bool Roll, bool Pitch, bool Yaw )
[]
UEditorEngine::RemoveViewportClients
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Remove a viewport client
UnrealEd
void RemoveViewportClients ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient )
[]
UEditorEngine::RemoveViewportsRealtimeOverride
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Deprecated* To remove realtime overrides, please now provide a system name to make sure you remove the correct override.
UnrealEd
void RemoveViewportsRealtimeOverride()
[]
UEditorEngine::RemoveViewportsRealtimeOverride
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Removes the current realtime override. If there was another realtime override set it will restore that override
UnrealEd
void RemoveViewportsRealtimeOverride ( [FText](API\Runtime\Core\Internationalization\FText) SystemDisplayName )
[]
UEditorEngine::RenameObject
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Object management.
UnrealEd
virtual void RenameObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [UObject](API\Runtime\CoreUObject\UObject\UObject) * NewOuter, const TCHAR * NewName, ERenameFlags Flags )
[]
UEditorEngine::ReplaceActors
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Replaces specified Actors with the same number of a different kind of Actor using the specified factory to spawn the new Actors note that only Location, Rotation, Drawscale, Drawscale3D, Tag, and Group are copied from the old Actors
UnrealEd
void ReplaceActors ( [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * Factory, const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorsToReplace, [TArray](API\Ru...
[]
UEditorEngine::ReplaceSelectedActors
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Replaces the selected Actors with the same number of a different kind of Actor using the specified factory to spawn the new Actors note that only Location, Rotation, Drawscale, Drawscale3D, Tag, and Group are copied from the old Actors
UnrealEd
void ReplaceSelectedActors ( [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * Factory, const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, bool bCopySourceProperties )
[]
UEditorEngine::RequestLateJoin
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Request to create a new PIE window and join the currently running PIE session. Deferred until the next tick.
UnrealEd
void RequestLateJoin()
[]
UEditorEngine::RequestEndPlayMap
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Request that the current PIE/SIE session should end. This should be used to end the game if its not safe to directly call EndPlayMap in your stack frame
UnrealEd
void RequestEndPlayMap()
[]
UEditorEngine::RequestPlaySession
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Request a play session (Play in Editor, Play in New Process, Launcher) with the configured parameters. SeeFRequestPlaySessionParamsfor more details.
UnrealEd
void RequestPlaySession ( const [FRequestPlaySessionParams](API\Editor\UnrealEd\FRequestPlaySessionParams) & InParams )
[]
UEditorEngine::RedrawLevelEditingViewports
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Redraws all level editing viewport clients.
UnrealEd
virtual void RedrawLevelEditingViewports ( bool bInvalidateHitProxies )
[]
UEditorEngine::RequestToggleBetweenPIEandSIE
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Makes a request to start a play from a Slate editor session
UnrealEd
void RequestToggleBetweenPIEandSIE()
[]
UEditorEngine::ResetAllSelectionSets
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
each set is independent and a selected actor might not be in the object selection set.
UnrealEd
void ResetAllSelectionSets()
[]
UEditorEngine::ResetPIEAudioSetting
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
virtual void ResetPIEAudioSetting ( [UWorld](API\Runtime\Engine\Engine\UWorld) * CurrentPieWorld )
[]
UEditorEngine::ResetPivot
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
virtual void ResetPivot()
[]
UEditorEngine::ResetPreviewAudioComponent
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Returns an audio component linked to the current scene that it is safe to play a sound on
UnrealEd
[UAudioComponent](API\Runtime\Engine\Components\UAudioComponent) * ResetPreviewAudioComponent ( [USoundBase](API\Runtime\Engine\Sound\USoundBase) * Sound, [USoundNode](API\Runtime\Engine\Sound\USoundNode) * SoundNode )
[]
UEditorEngine::ResetTransaction
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
void ResetTransaction ( const [FText](API\Runtime\Core\Internationalization\FText) & Reason )
[]
UEditorEngine::RestoreRealtimeViewports
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Restores any realtime viewports that have been disabled by DisableRealtimeViewports. This won't disable viewporst that were realtime when DisableRealtimeViewports has been called and got latter toggled to be realtime.
UnrealEd
void RestoreRealtimeViewports()
[]
UEditorEngine::RotGridSizeDecrement
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Decreased the rotational snap grid setting (will not decrease passed the minimum value)
UnrealEd
void RotGridSizeDecrement()
[]
UEditorEngine::RotGridSizeIncrement
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Increase the rotational snap grid setting (will not increase passed the maximum value)
UnrealEd
void RotGridSizeIncrement()
[]
UEditorEngine::SafeExec
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Execute a command that is safe for rebuilds.
UnrealEd
virtual bool SafeExec ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )
[]
UEditorEngine::RunDeferredMarkForAddFiles
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Will run a batch mark for add source control operation for files recently saved if source control is enabled
UnrealEd
void RunDeferredMarkForAddFiles ( bool )
[]
UEditorEngine::SaveEditorFeatureLevel
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
void SaveEditorFeatureLevel()
[]
UEditorEngine::Save
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
The editor wrapper forUPackage::Save. Auto-adds files to source control when necessary
UnrealEd
[FSavePackageResultStruct](API\Runtime\CoreUObject\UObject\FSavePackageResultStruct) Save ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * InOuter, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset, const TCHAR * Filename, const [FSavePackageArgs](API\Runtime\CoreUObject\UObject\FSavePackageArgs) & S...
[]
UEditorEngine::SaveMapsForPlaySession
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Asks the player to save dirty maps, if this fails it will return false.
UnrealEd
bool SaveMapsForPlaySession()
[]
UEditorEngine::SavePackage
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
The editor wrapper forUPackage::SavePackage. Auto-adds files to source control when necessary
UnrealEd
bool SavePackage ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * InOuter, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset, const TCHAR * Filename, const [FSavePackageArgs](API\Runtime\CoreUObject\UObject\FSavePackageArgs) & SaveArgs )
[]
UEditorEngine::SelectActor
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Selection.
UnrealEd
virtual void SelectActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, bool bInSelected, bool bNotify, bool bSelectEvenIfHidden, bool bForceRefresh )
[]
UEditorEngine::SelectAllActorsWithClass
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Selects all actors with the same class as the current selection
UnrealEd
void SelectAllActorsWithClass ( bool bArchetype )
[]
UEditorEngine::SelectBSPSurf
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Selects or deselects a BSP surface in the persistent level'sUModel. Does nothing if GEdSelectionLock is true.
UnrealEd
virtual void SelectBSPSurf ( [UModel](API\Runtime\Engine\UModel) * InModel, int32 iSurf, bool bSelected, bool bNoteSelectionChange )
[]
UEditorEngine::SelectByPropertyColoration
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Selects actors that match the property coloration settings.
UnrealEd
void SelectByPropertyColoration ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )
[]
UEditorEngine::SelectComponent
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
virtual void SelectComponent ( class [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, bool bInSelected, bool bNotify, bool bSelectEvenIfHidden )
[]
UEditorEngine::SelectGroup
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
virtual void SelectGroup ( class [AGroupActor](API\Editor\UnrealEd\Editor\AGroupActor) * InGroupActor, bool bForceSelection, bool bInSelected, bool bNotify )
[]
UEditorEngine::SelectLevelInLevelBrowser
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Selects the currently selected actor(s) levels in the level browser
UnrealEd
void SelectLevelInLevelBrowser ( bool bDeselectOthers )
[]
UEditorEngine::SelectNamedActor
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
A pointer to the named actor or NULL if not found.
UnrealEd
[AActor](API\Runtime\Engine\GameFramework\AActor) * SelectNamedActor ( const TCHAR * TargetActorName )
[]
UEditorEngine::SetGridSize
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Sets the selected positional snap grid setting
UnrealEd
void SetGridSize ( int32 InIndex )
[]
UEditorEngine::SelectNone
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Deselect all actors. Does nothing if GEdSelectionLock is true.
UnrealEd
virtual void SelectNone ( bool bNoteSelectionChange, bool bDeselectBSPSurfs, bool WarnAboutManyActors )
[]
UEditorEngine::SetMapBuildCancelled
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Sets the flag that states whether or not the map build was canceled.
UnrealEd
virtual void SetMapBuildCancelled ( bool InCancelled )
[]
UEditorEngine::SetPIEInstanceWindowSwitchDelegate
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Sets the delegate for when the focused PIE window is changed
UnrealEd
void SetPIEInstanceWindowSwitchDelegate ( [FPIEInstanceWindowSwitch](API\Editor\UnrealEd\Editor\UEditorEngine\FPIEInstanceWindowSwitch) PIEInstanceWindowSwitchDelegate )
[]
UEditorEngine::SetPIEWorldsPaused
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Pause or unpause all PIE worlds. Returns true if successful
UnrealEd
bool SetPIEWorldsPaused ( bool Paused )
[]
UEditorEngine::SetPivot
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Sets the editor's pivot location, and optionally the pre-pivots of actors.
UnrealEd
virtual void SetPivot ( FVector NewPivot, bool bSnapPivotToGrid, bool bIgnoreAxis, bool bAssignPivot )
[]
UEditorEngine::SetPreviewMeshMode
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Changes the state of preview mesh mode to on or off.
UnrealEd
void SetPreviewMeshMode ( bool bState )
[]
UEditorEngine::SetPreviewPlatform
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Call this function to change the feature level and to override the material quality platform of the editor and PIE worlds
UnrealEd
void SetPreviewPlatform ( const [FPreviewPlatformInfo](API\Editor\UnrealEd\Editor\FPreviewPlatformInfo) & NewPreviewPlatform, bool bSaveSettings )
[]
UEditorEngine::SetPropertyColorationTarget
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Sets property value and property chain to be used for property-based coloration.
UnrealEd
virtual void SetPropertyColorationTarget ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const [FString](API\Runtime\Core\Containers\FString) & PropertyValue, class [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property, class [UClass](API\Runtime\CoreUObject\UObject\UClass) * CommonBaseClass, class ...
[]
UEditorEngine::SetRealTimeAudioVolume
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Set user setting for audio mute. Fractional volume 0.0->1.0
UnrealEd
void SetRealTimeAudioVolume ( float VolumeLevel )
[]
UEditorEngine::SetSelectionStateOfLevel
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Restore the selection state of the current level (its actors and components) from a previous state.
UnrealEd
void SetSelectionStateOfLevel ( const [FSelectionStateOfLevel](API\Editor\UnrealEd\Editor\FSelectionStateOfLevel) & InSelectionStateOfLevel )
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UEditorEngine::SetRotGridSize
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Sets the selected Rotational snap grid setting
UnrealEd
void SetRotGridSize ( int32 InIndex, enum ERotationGridMode InGridMode )
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UEditorEngine::SetScaleGridSize
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
void SetScaleGridSize ( int32 InIndex )
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UEditorEngine::SetViewportsRealtimeOverride
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Overrides the realtime state all viewports until RemoveViewportsRealtimeOverride is called. The state of this override is not preserved between editor sessions.
UnrealEd
void SetViewportsRealtimeOverride ( bool bShouldBeRealtime, [FText](API\Runtime\Core\Internationalization\FText) SystemDisplayName )
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UEditorEngine::ShouldAbortActorDeletion
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Checks the state of the selected actors and notifies the user of any potentially unknown destructive actions which may occur as the result of deleting the selected actors. In some cases, displays a prompt to the user to allow the user to choose whether to abort the deletion. false to allow the selected actors to be del...
UnrealEd
virtual bool ShouldAbortActorDeletion() const
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UEditorEngine::ShouldAbortBecauseOfPIEWorld
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
If a PIE world exists, give the user the option to terminate it. true if a PIE session exists and the user refused to end it, false otherwise.
UnrealEd
bool ShouldAbortBecauseOfPIEWorld()
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UEditorEngine::ShouldAbortBecauseOfUnsavedWorld
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
If an unsaved world exists that would be lost in a map transition, give the user the option to cancel a map load. true if an unsaved world exists and the user refused to continue, false otherwise.
UnrealEd
bool ShouldAbortBecauseOfUnsavedWorld()
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UEditorEngine::ShouldDrawBrushWireframe
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Allows the editor to accept or reject the drawing of wire frame brush shapes based on mode and tool.
UnrealEd
virtual bool ShouldDrawBrushWireframe ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )
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UEditorEngine::ShouldEndPlayMap
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
true if there is an end play map request queued
UnrealEd
bool ShouldEndPlayMap() const
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UEditorEngine::ShouldThrottleCPUUsage
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
true to throttle CPU usage based on current state (usually editor minimized or not in foreground)
UnrealEd
virtual bool ShouldThrottleCPUUsage() const
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UEditorEngine::SnapElementTo
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Snaps an element in a direction. Optionally will align with the trace normal. Whether or not the actor was moved.
UnrealEd
bool SnapElementTo ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const bool InAlign, const bool InUseLineTrace, const bool InUseBounds, const bool InUsePivot, const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTy...
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