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UEditorEngine::SnapViewTo
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Snaps the view of the camera to that of the provided element.
UnrealEd
void SnapViewTo ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )
[]
UEditorEngine::SpawnPlayFromHereStart
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Spawns a PlayFromHere playerstart in the given world if there is a location set to spawn in. true if spawn succeeded, false if failed. Returns true even if no object was spawned (due to location not being set).
UnrealEd
bool SpawnPlayFromHereStart ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [AActor](API\Runtime\Engine\GameFramework\AActor) *& PlayerStartPIE )
[]
UEditorEngine::SpawnPlayFromHereStart
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Spawns a PlayFromHere playerstart in the given world true if spawn succeeded, false if failed
UnrealEd
bool SpawnPlayFromHereStart ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [AActor](API\Runtime\Engine\GameFramework\AActor) *& PlayerStartPIE, const FVector & StartLocation, const FRotator & StartRotation )
[]
UEditorEngine::StartCookByTheBookInEditor
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Start cook by the book in the editor process space
UnrealEd
virtual void StartCookByTheBookInEditor ( const [TArray](API\Runtime\Core\Containers\TArray)< [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * > & TargetPlatforms, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & CookMaps, const [TArray](...
[]
UEditorEngine::StartPlayInEditorSession
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Start a Play in Editor session with the given parameters. Called by StartQueuedPlaySessionRequestImpl based on request settings.
UnrealEd
virtual void StartPlayInEditorSession ( [FRequestPlaySessionParams](API\Editor\UnrealEd\FRequestPlaySessionParams) & InRequestParams )
[]
UEditorEngine::StartPlayInNewProcessSession
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Start a Play in New Process session with the given parameters. Called by StartQueuedPlaySessionRequestImpl based on request settings.
UnrealEd
virtual void StartPlayInNewProcessSession ( [FRequestPlaySessionParams](API\Editor\UnrealEd\FRequestPlaySessionParams) & InRequestParams )
[]
UEditorEngine::StartPlayUsingLauncherSession
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Start a Launcher session with the given parameters. Called by StartQueuedPlaySessionRequestImpl based on request settings.
UnrealEd
virtual void StartPlayUsingLauncherSession ( [FRequestPlaySessionParams](API\Editor\UnrealEd\FRequestPlaySessionParams) & InRequestParams )
[]
UEditorEngine::StartQueuedPlaySessionRequest
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Kicks off a "Request Play Session" request if there is one set. This should not be called mid-transaction.
UnrealEd
void StartQueuedPlaySessionRequest()
[]
UEditorEngine::StartQueuedPlaySessionRequestImpl
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Start the queued Play Session Request. After this is called the queued play session request will be cleared.
UnrealEd
virtual void StartQueuedPlaySessionRequestImpl()
[]
UEditorEngine::StoreWindowSizeAndPositionForInstanceIndex
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Stores the position of the window for that instance index. Doesn't save it to the CDO until the play session ends.
UnrealEd
void StoreWindowSizeAndPositionForInstanceIndex ( const int32 InInstanceIndex, const FIntPoint & InSize, const FIntPoint & InPosition )
[]
UEditorEngine::SupportsOnlinePIE
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
This chunk is for Play in Editor. true if the editor is able to launch PIE with online platform support
UnrealEd
bool SupportsOnlinePIE() const
[]
UEditorEngine::SyncActorLevelsToContentBrowser
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Syncs the selected actors' levels to the content browser
UnrealEd
void SyncActorLevelsToContentBrowser()
[]
UEditorEngine::SyncBrowserToObject
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Synchronizes the content or generic browser's selected object to the one specified.
UnrealEd
void SyncBrowserToObject ( const struct [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetToSync, bool bFocusContentBrowser )
[]
UEditorEngine::SyncBrowserToObjects
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Synchronizes the content or generic browser's selected objects to the collection specified.
UnrealEd
void SyncBrowserToObjects ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjectsToSync, bool bFocusContentBrowser )
[]
UEditorEngine::SyncBrowserToObjects
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Synchronizes the content or generic browser's selected objects to the collection specified.
UnrealEd
void SyncBrowserToObjects ( const [TArray](API\Runtime\Core\Containers\TArray)< struct [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & InAssetsToSync, bool bFocusContentBrowser )
[]
UEditorEngine::SyncBrowserToObject
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Synchronizes the content or generic browser's selected object to the one specified.
UnrealEd
void SyncBrowserToObject ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToSync, bool bFocusContentBrowser )
[]
UEditorEngine::SyncToContentBrowser
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Syncs the selected actors objects to the content browser
UnrealEd
void SyncToContentBrowser ( bool bAllowOverrideMetadata )
[]
UEditorEngine::TakeHighResScreenShots
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Triggers a high res screen shot for current editor viewports.
UnrealEd
virtual void TakeHighResScreenShots()
[]
UEditorEngine::TeardownPlaySession
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Destroy the current play session and perform miscellaneous cleanup
UnrealEd
virtual void TeardownPlaySession ( [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & PieWorldContext )
[]
UEditorEngine::ToggleBetweenPIEandSIE
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Toggles PIE to SIE or vice-versa
UnrealEd
void ToggleBetweenPIEandSIE ( bool bNewSession )
[]
UEditorEngine::Tick
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Update everything.
UnrealEd
virtual void Tick ( float DeltaSeconds, bool bIdleMode )
[]
UEditorEngine::ToggleFeatureLevelPreview
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Toggle the feature level preview
UnrealEd
void ToggleFeatureLevelPreview()
[]
UEditorEngine::ToggleSelectedActorMovementLock
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Toggles the movement lock on selected actors so they may or may not be moved with the transform widgets
UnrealEd
void ToggleSelectedActorMovementLock()
[]
UEditorEngine::TransferEditorSelectionToPlayInstances
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Backs up the current editor selection and then clears it. Optionally reselects the instances in the Play world.
UnrealEd
void TransferEditorSelectionToPlayInstances ( const bool bInSelectInstances )
[]
UEditorEngine::UndoTransaction
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
bool UndoTransaction ( bool bCanRedo )
[]
UEditorEngine::UnregisterForUndo
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Unregister a client from receiving undo events
UnrealEd
void UnregisterForUndo ( class [FEditorUndoClient](API\Editor\UnrealEd\FEditorUndoClient) * UndoEditor )
[]
UEditorEngine::UpdateBuildLighting
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Updates the asynchronous static light building
UnrealEd
void UpdateBuildLighting()
[]
UEditorEngine::UpdateSingleViewportClient
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Updates a single viewport
UnrealEd
bool UpdateSingleViewportClient ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, const bool bInAllowNonRealtimeViewportToDraw, bool bLinkedOrthoMovement )
[]
UEditorEngine::UpdatePreviewMesh
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Updates the position of the preview mesh in the level.
UnrealEd
void UpdatePreviewMesh()
[]
UEditorEngine::UseActorFactory
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Uses the supplied factory to create an actor at the clicked location and adds to level. A pointer to the new actor, or NULL on fail.
UnrealEd
[AActor](API\Runtime\Engine\GameFramework\AActor) * UseActorFactory ( [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * Factory, const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, const FTransform * ActorLocation, EObjectFlags ObjectFlags )
[]
UEditorEngine::UseActorFactoryOnCurrentSelection
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Uses the supplied factory to create an actor at the clicked location and adds to level. A pointer to the new actor, or NULL on fail.
UnrealEd
[AActor](API\Runtime\Engine\GameFramework\AActor) * UseActorFactoryOnCurrentSelection ( [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * Factory, const FTransform * InActorTransform, EObjectFlags ObjectFlags )
[]
UEditorEngine::UsePercentageBasedScaling
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
True if percentage based scaling is enabled
UnrealEd
bool UsePercentageBasedScaling() const
[]
UEditorEngine::WarnAboutHiddenLevels
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Warns the user of any hidden levels, and prompts them with a Yes/No dialog for whether they wish to continue with the operation. No dialog is presented if all levels are visible. The return value is true if no levels are hidden or the user selects "Yes", or false if the user selects "No". false if the user selects "No"...
UnrealEd
bool WarnAboutHiddenLevels ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, bool bIncludePersistentLvl ) const
[]
UEditorEngine::WarnIfLightingBuildIsCurrentlyRunning
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Checks if asynchronous lighting is building, if so, it throws a warning notification and returns true
UnrealEd
bool WarnIfLightingBuildIsCurrentlyRunning()
[]
UEditorEngine::WorldIsPIEInNewViewport
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
virtual bool WorldIsPIEInNewViewport ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )
[]
UEditorEngine::UEditorEngine
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
UnrealEd
UEditorEngine ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UEditorPerformanceSettings::PostEditChangeProperty
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerformanceSettings.h
UObjectinterface
UnrealEd
virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UEditorPerformanceSettings::PostInitProperties
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerformanceSettings.h
UObjectinterface
UnrealEd
virtual void PostInitProperties()
[]
UEditorEngine
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Engine that drives the Editor. Separate fromUGameEnginebecause it may have much different functionality than desired for an instance of a game itself.
UnrealEd
class UEditorEngine : public [UEngine](API\Runtime\Engine\Engine\UEngine)
[ { "type": "TArray<TObject...", "name": "ActorFactories", "description": "Array of actor factories created at editor startup and used by context menu etc." }, { "type": "TObjectPtr< cla...", "name": "ActorGroupingUtils", "description": "" }, { "type": "FSoftClassPath", "name":...
UEditorPerProjectUserSettings::OnUserSettingChanged
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h
UnrealEd
[FUserSettingChangedEvent](API\Editor\UnrealEd\Editor\UEditorPerProjectUserSettings\FUserSettingChangedEvent) & OnUserSettingChanged()
[]
UEditorPerformanceSettings
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerformanceSettings.h
UnrealEd
class UEditorPerformanceSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)
[ { "type": "uint32: 1", "name": "bDisableRealtimeViewportsInRemoteSessions", "description": "Disables realtime viewports by default when connected via a remote session" }, { "type": "uint32: 1", "name": "bEnableScalabilityWarningIndicator", "description": "When enabled, a warning will a...
UEditorPerProjectUserSettings::PostEditChangeProperty
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h
Called when a property on this object has been modified externally
UnrealEd
virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UEditorPerProjectUserSettings::PostInitProperties
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.
UnrealEd
virtual void PostInitProperties()
[]
UEditorPerformanceSettings::UEditorPerformanceSettings
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerformanceSettings.h
UnrealEd
UEditorPerformanceSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
FUserSettingChangedEvent
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h
Delegate for when a user setting has changed
UnrealEd
class FUserSettingChangedEvent : public TBaseMulticastDelegate_OneParam< void, FName >
[]
UEditorPerProjectUserSettings::UEditorPerProjectUserSettings
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h
UnrealEd
UEditorPerProjectUserSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UEditorPerProjectUserSettings
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h
UnrealEd
class UEditorPerProjectUserSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "int32", "name": "AssetViewerProfileIndex", "description": "Per project user settings for which asset viewer profile should be used." }, { "type": "FString", "name": "AssetViewerProfileName", "description": "" }, { "type": "uint32: 1", "name": "bAllowSelectTransluce...
UFirstDerivedPropertyEditorTestObject
/Engine/Source/Editor/UnrealEd/Classes/Editor/PropertyEditorTestObject.h
UnrealEd
class UFirstDerivedPropertyEditorTestObject : public [UPropertyEditorTestInstancedObject](API\Editor\UnrealEd\Editor\UPropertyEditorTestInstancedObje-)
[]
UHideCategoriesBase
/Engine/Source/Editor/UnrealEd/Classes/Editor/PropertyEditorTestObject.h
UnrealEd
class UHideCategoriesBase : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "int32", "name": "HiddenInBase", "description": "" } ]
UPropertyEditorRowGeneratorTest::GenerateWidget
/Engine/Source/Editor/UnrealEd/Classes/Editor/PropertyEditorTestObject.h
UnrealEd
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GenerateWidget()
[]
UPropertyEditorRowGeneratorTest
/Engine/Source/Editor/UnrealEd/Classes/Editor/PropertyEditorTestObject.h
UnrealEd
class UPropertyEditorRowGeneratorTest : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[]
UPropertyEditorTestInstancedObject
/Engine/Source/Editor/UnrealEd/Classes/Editor/PropertyEditorTestObject.h
UnrealEd
class UPropertyEditorTestInstancedObject : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[]
UPropertyEditorTestObject
/Engine/Source/Editor/UnrealEd/Classes/Editor/PropertyEditorTestObject.h
UnrealEd
class UPropertyEditorTestObject : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[]
USecondDerivedPropertyEditorTestObject
/Engine/Source/Editor/UnrealEd/Classes/Editor/PropertyEditorTestObject.h
UnrealEd
class USecondDerivedPropertyEditorTestObject : public [UPropertyEditorTestInstancedObject](API\Editor\UnrealEd\Editor\UPropertyEditorTestInstancedObje-)
[]
UShowCategoriesTest
/Engine/Source/Editor/UnrealEd/Classes/Editor/PropertyEditorTestObject.h
UnrealEd
class UShowCategoriesTest : public [UHideCategoriesBase](API\Editor\UnrealEd\Editor\UHideCategoriesBase)
[ { "type": "int32", "name": "InDerived", "description": "" } ]
UTestSparseClassData
/Engine/Source/Editor/UnrealEd/Classes/Editor/PropertyEditorTestObject.h
UnrealEd
class UTestSparseClassData : public [UTestSparseClassDataBase](API\Editor\UnrealEd\Editor\UTestSparseClassDataBase)
[]
UTestSparseClassDataBase
/Engine/Source/Editor/UnrealEd/Classes/Editor/PropertyEditorTestObject.h
UnrealEd
class UTestSparseClassDataBase : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[]
UTransactor::Begin
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Begins a new undo transaction. An undo transaction is defined as all actions which take place when the user selects "undo" a single time. If there is already an active transaction in progress, increments that transaction's action counter instead of beginning a new transaction. Number of active actions whenBegin()was ca...
UnrealEd
virtual int32 Begin ( const TCHAR * SessionContext, const [FText](API\Runtime\Core\Internationalization\FText) & Description )
[]
UTransactor::Cancel
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Cancels the current transaction, no longer capture actions to be placed in the undo buffer.
UnrealEd
virtual void Cancel ( int32 StartIndex )
[]
UTransactor::CanRedo
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Determines whether the redo option should be selectable. true if the "Redo" option should be selectable.
UnrealEd
virtual bool CanRedo ( [FText](API\Runtime\Core\Internationalization\FText) * Text )
[]
UTransactor::CanUndo
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Determines whether the undo option should be selectable. true if the "Undo" option should be selectable.
UnrealEd
virtual bool CanUndo ( [FText](API\Runtime\Core\Internationalization\FText) * Text )
[]
UTransactor::ClearUndoBarriers
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Clears all undo barriers.
UnrealEd
virtual void ClearUndoBarriers()
[]
UTransactor::ContainsPieObjects
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
True if this record contains a reference to a pie object
UnrealEd
virtual bool ContainsPieObjects() const
[]
UTransactor::DisableObjectSerialization
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Disables the transaction buffer from serializing the set of objects it references. true if the transaction buffer is able to serialize object references.
UnrealEd
virtual bool DisableObjectSerialization()
[]
UTransactor::EnableObjectSerialization
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Enables the transaction buffer to serialize the set of objects it references. true if the transaction buffer is able to serialize object references.
UnrealEd
virtual bool EnableObjectSerialization()
[]
UTransactor::End
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Attempts to close an undo transaction. Only successful if the transaction's action counter is 1. Number of active actions whenEnd()was called; a value of 1 indicates that the transaction was successfully closed
UnrealEd
virtual int32 End()
[]
UTransactor::FindTransactionIndex
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Gets the transaction queue index from its TransactionId. The queue index or INDEX_NONE if not found.
UnrealEd
virtual int32 FindTransactionIndex ( const [FGuid](API\Runtime\Core\Misc\FGuid) & TransactionId ) const
[]
UTransactor::GetCurrentUndoBarrier
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Gets the current undo barrier's position in transaction queue
UnrealEd
virtual int32 GetCurrentUndoBarrier() const
[]
UTransactor::GetQueueLength
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Gets the current length of the transaction queue. Queue length.
UnrealEd
virtual int32 GetQueueLength() const
[]
UTransactor::GetRedoContext
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Returns the description of the redo action that will be performed next. This is the text that is shown next to the "Redo" item in the menu. text describing the next redo transaction
UnrealEd
virtual [FTransactionContext](API\Runtime\Core\Misc\FTransactionContext) GetRedoContext()
[]
UTransactor::GetTransaction
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Gets the transaction at the specified queue index. A read-only pointer to the transaction, or NULL if it does not exist.
UnrealEd
virtual const [FTransaction](API\Editor\UnrealEd\Editor\FTransaction) * GetTransaction ( int32 QueueIndex ) const
[]
UTransactor::GetUndoContext
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Returns the description of the undo action that will be performed next. This is the text that is shown next to the "Undo" item in the menu. text describing the next undo transaction
UnrealEd
virtual [FTransactionContext](API\Runtime\Core\Misc\FTransactionContext) GetUndoContext ( bool bCheckWhetherUndoPossible )
[]
UTransactor::GetUndoCount
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Gets the number of transactions that were undone and can be redone. Undo count.
UnrealEd
virtual int32 GetUndoCount() const
[]
UTransactor::GetUndoSize
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Determines the amount of data currently stored by the transaction buffer. number of bytes stored in the undo buffer
UnrealEd
virtual SIZE_T GetUndoSize() const
[]
UTransactor::IsActive
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Returns whether there are any active actions; i.e. whether actions are currently being captured into the undo buffer.
UnrealEd
virtual bool IsActive()
[]
UTransactor::IsObjectInTransactionBuffer
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Checks if a specific object is referenced by the transaction buffer
UnrealEd
virtual bool IsObjectInTransactionBuffer ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const
[]
UTransactor::IsObjectInTransationBuffer
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Checks if a specific object is referenced by the transaction buffer
UnrealEd
virtual bool IsObjectInTransationBuffer ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const
[]
UTransactor::IsObjectSerializationEnabled
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Wrapper for checking if the transaction buffer is allowed to serialize object references.
UnrealEd
virtual bool IsObjectSerializationEnabled()
[]
UTransactor::IsObjectTransacting
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Checks if a specific object is in the transaction currently underway
UnrealEd
virtual bool IsObjectTransacting ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const
[]
UTransactor::Redo
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Executes an redo transaction, redoing all actions contained by that transaction. true if the transaction was successfully redone
UnrealEd
virtual bool Redo()
[]
UTransactor::RemoveUndoBarrier
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Removes the last set undo barrier from the transaction buffer.
UnrealEd
virtual void RemoveUndoBarrier()
[]
UTransactor::Reset
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Resets the entire undo buffer; deletes all undo transactions.
UnrealEd
virtual void Reset ( const [FText](API\Runtime\Core\Internationalization\FText) & Reason )
[]
UTransactor::SetPrimaryUndoObject
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Set passed object as the primary context object for transactions
UnrealEd
virtual void SetPrimaryUndoObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )
[]
UTransactor::SetUndoBarrier
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Sets an undo barrier at the current point in the transaction buffer. Undoing beyond this point will not be allowed until the barrier is removed.
UnrealEd
virtual void SetUndoBarrier()
[]
UTransactor::Undo
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
Executes an undo transaction, undoing all actions contained by that transaction. true if the transaction was successfully undone
UnrealEd
virtual bool Undo ( bool bCanRedo )
[]
UTransactor::UTransactor
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
UnrealEd
UTransactor ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UTransBuffer::BeginInternal
/Engine/Source/Editor/UnrealEd/Classes/Editor/TransBuffer.h
Implementation of the begin function. Used to create a specific transaction type
UnrealEd
template<typename TTransaction> int32 BeginInternal ( const TCHAR * SessionContext, const [FText](API\Runtime\Core\Internationalization\FText) & Description )
[]
UTransactor
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h
UnrealEd
class UTransactor : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[]
UTransBuffer::AddReferencedObjects
/Engine/Source/Editor/UnrealEd/Classes/Editor/TransBuffer.h
UnrealEd
static void AddReferencedObjects ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InThis, [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )
[]
UTransBuffer::Begin
/Engine/Source/Editor/UnrealEd/Classes/Editor/TransBuffer.h
Begins a new undo transaction. An undo transaction is defined as all actions which take place when the user selects "undo" a single time. If there is already an active transaction in progress, increments that transaction's action counter instead of beginning a new transaction. Number of active actions whenBegin()was ca...
UnrealEd
virtual int32 Begin ( const TCHAR * SessionContext, const [FText](API\Runtime\Core\Internationalization\FText) & Description )
[]
UTransBuffer::Cancel
/Engine/Source/Editor/UnrealEd/Classes/Editor/TransBuffer.h
Cancels the current transaction, no longer capture actions to be placed in the undo buffer.
UnrealEd
virtual void Cancel ( int32 StartIndex )
[]
UTransBuffer::CanRedo
/Engine/Source/Editor/UnrealEd/Classes/Editor/TransBuffer.h
Determines whether the redo option should be selectable. true if the "Redo" option should be selectable.
UnrealEd
virtual bool CanRedo ( [FText](API\Runtime\Core\Internationalization\FText) * Text )
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UTransBuffer::CanUndo
/Engine/Source/Editor/UnrealEd/Classes/Editor/TransBuffer.h
Determines whether the undo option should be selectable. true if the "Undo" option should be selectable.
UnrealEd
virtual bool CanUndo ( [FText](API\Runtime\Core\Internationalization\FText) * Text )
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UTransBuffer::CheckState
/Engine/Source/Editor/UnrealEd/Classes/Editor/TransBuffer.h
Validates the state of the transaction buffer.
UnrealEd
void CheckState() const
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UTransBuffer::ClearUndoBarriers
/Engine/Source/Editor/UnrealEd/Classes/Editor/TransBuffer.h
Clears all undo barriers.
UnrealEd
virtual void ClearUndoBarriers()
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UTransBuffer::ContainsPieObjects
/Engine/Source/Editor/UnrealEd/Classes/Editor/TransBuffer.h
True if this record contains a reference to a pie object
UnrealEd
virtual bool ContainsPieObjects() const
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UTransBuffer::DisableObjectSerialization
/Engine/Source/Editor/UnrealEd/Classes/Editor/TransBuffer.h
Disables the transaction buffer from serializing the set of objects it references. true if the transaction buffer is able to serialize object references.
UnrealEd
virtual bool DisableObjectSerialization()
[]
UTransBuffer::EnableObjectSerialization
/Engine/Source/Editor/UnrealEd/Classes/Editor/TransBuffer.h
Enables the transaction buffer to serialize the set of objects it references. true if the transaction buffer is able to serialize object references.
UnrealEd
virtual bool EnableObjectSerialization()
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UTransBuffer::End
/Engine/Source/Editor/UnrealEd/Classes/Editor/TransBuffer.h
Attempts to close an undo transaction. Only successful if the transaction's action counter is 1. Number of active actions whenEnd()was called; a value of 1 indicates that the transaction was successfully closed
UnrealEd
virtual int32 End()
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UTransBuffer::FindTransactionIndex
/Engine/Source/Editor/UnrealEd/Classes/Editor/TransBuffer.h
Gets the transaction queue index from its TransactionId. The queue index or INDEX_NONE if not found.
UnrealEd
virtual int32 FindTransactionIndex ( const [FGuid](API\Runtime\Core\Misc\FGuid) & TransactionId ) const
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