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::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 ) | [] |
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 ) | [] |
UEditorEngine::SetScaleGridSize | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | UnrealEd | void SetScaleGridSize ( int32 InIndex ) | [] | |
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 ) | [] |
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 | [] |
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() | [] |
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() | [] |
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 ) | [] |
UEditorEngine::ShouldEndPlayMap | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h | true if there is an end play map request queued | UnrealEd | bool ShouldEndPlayMap() const | [] |
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 | [] |
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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