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UUnrealEdEngine::GeneratePackageThumbnailsIfRequired
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Generate the package thumbails if they are needed.
UnrealEd
[UPackage](API\Runtime\CoreUObject\UObject\UPackage) * GeneratePackageThumbnailsIfRequired ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & ThumbNamesToUnload )
[]
UUnrealEdEngine::GetDesiredAttachmentState
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Returns the configuration of attachment that would result from calling AttachSelectedActors at this point in time
UnrealEd
[AActor](API\Runtime\Engine\GameFramework\AActor) * GetDesiredAttachmentState ( [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutNewChildren )
[]
UUnrealEdEngine::GetNumDirtyPackagesThatNeedCheckout
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Returns the number of dirty packages that require checkout.
UnrealEd
int32 GetNumDirtyPackagesThatNeedCheckout() const
[]
UUnrealEdEngine::GetMapBuildCancelled
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Returns whether or not the map build in progressed was canceled by the user.
UnrealEd
virtual bool GetMapBuildCancelled() const
[]
UUnrealEdEngine::GetPackageAutoSaver
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
The package auto-saver instance used by the editor
UnrealEd
[IPackageAutoSaver](API\Editor\UnrealEd\IPackageAutoSaver) & GetPackageAutoSaver() const
[]
UUnrealEdEngine::GetPivotLocation
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Pivot handling.
UnrealEd
virtual FVector GetPivotLocation()
[]
UUnrealEdEngine::GetPackageList
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
UnrealEd
virtual void GetPackageList ( [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > * InPackages, [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )
[]
UUnrealEdEngine::GetProjectDefaultMapTemplates
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Gets the project default map templates without any runtime overrides
UnrealEd
const [TArray](API\Runtime\Core\Containers\TArray)< [FTemplateMapInfo](API\Editor\UnrealEd\Editor\FTemplateMapInfo) > & GetProjectDefaultMapTemplates() const
[]
UUnrealEdEngine::GetSortedVolumeClasses
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Puts all of theAVolumeclasses into the passed in array and sorts them by class name.
UnrealEd
static void GetSortedVolumeClasses ( [TArray](API\Runtime\Core\Containers\TArray)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > * VolumeClasses )
[]
UUnrealEdEngine::GetSpriteCategoryIndex
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Get the index of the provided sprite categoryIndexof the provided sprite category, if possible; INDEX_NONE otherwise
UnrealEd
virtual int32 GetSpriteCategoryIndex ( const [FName](API\Runtime\Core\UObject\FName) & InSpriteCategory )
[]
UUnrealEdEngine::GetTemplateMapInfos
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Gets the canonical list of map templates that should be visible in new level picker. This function calls OnGetTemplateMapInfos to allow runtime override of the default maps
UnrealEd
const [TArray](API\Runtime\Core\Containers\TArray)< [FTemplateMapInfo](API\Editor\UnrealEd\Editor\FTemplateMapInfo) > & GetTemplateMapInfos() const
[]
UUnrealEdEngine::GetThumbnailManager
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Returns the thumbnail manager and creates it if missing
UnrealEd
[UThumbnailManager](API\Editor\UnrealEd\ThumbnailRendering\UThumbnailManager) * GetThumbnailManager()
[]
UUnrealEdEngine::GetUnrealEdOptions
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Returns the global instance of the editor options class.
UnrealEd
[UUnrealEdOptions](API\Editor\UnrealEd\Preferences\UUnrealEdOptions) * GetUnrealEdOptions()
[]
UUnrealEdEngine::HandleBuildLightingCommand
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
UnrealEd
bool HandleBuildLightingCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )
[]
UUnrealEdEngine::HandleBuildPathsCommand
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
UnrealEd
bool HandleBuildPathsCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )
[]
UUnrealEdEngine::HandleDisallowExportCommand
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
UnrealEd
bool HandleDisallowExportCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )
[]
UUnrealEdEngine::HandleDisasmScriptCommand
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
UnrealEd
bool HandleDisasmScriptCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )
[]
UUnrealEdEngine::HandleDumpBPClassesCommand
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
UnrealEd
bool HandleDumpBPClassesCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )
[]
UUnrealEdEngine::HandleDumpSelectionCommand
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
UnrealEd
bool HandleDumpSelectionCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )
[]
UUnrealEdEngine::HandleFindOutdateInstancesCommand
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
UnrealEd
bool HandleFindOutdateInstancesCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )
[]
UUnrealEdEngine::HandleModalTestCommand
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
UnrealEd
bool HandleModalTestCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )
[]
UUnrealEdEngine::HandleRecreateLandscapeCollisionCommand
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
UnrealEd
bool HandleRecreateLandscapeCollisionCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )
[]
UUnrealEdEngine::HandleRemoveLandscapeXYOffsetsCommand
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
UnrealEd
bool HandleRemoveLandscapeXYOffsetsCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )
[]
UUnrealEdEngine::HasMountWritePermissionForPackage
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Return if we have write permission under the mount point this packages lives in.
UnrealEd
bool HasMountWritePermissionForPackage ( const [FString](API\Runtime\Core\Containers\FString) & PackageName )
[]
UUnrealEdEngine::HasMountWritePersmissionForPackage
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Deprecated* Use HasMountWritePermissionForPackage instead
UnrealEd
bool HasMountWritePersmissionForPackage ( const [FString](API\Runtime\Core\Containers\FString) & PackageName )
[]
UUnrealEdEngine::Init
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Initialize the game engine.
UnrealEd
virtual void Init ( [IEngineLoop](API\Runtime\Engine\IEngineLoop) * InEngineLoop )
[]
UUnrealEdEngine::IsAutosaving
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
true if the engine is autosaving a package
UnrealEd
virtual bool IsAutosaving() const
[]
UUnrealEdEngine::IsComponentSelected
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
UnrealEd
bool IsComponentSelected ( const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * PrimComponent )
[]
UUnrealEdEngine::IsCookByTheBookInEditorFinished
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Checks if the cook by the book is finished
UnrealEd
virtual bool IsCookByTheBookInEditorFinished() const
[]
UUnrealEdEngine::IsPivotMovedIndependently
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Return whether the pivot has been moved independently or not
UnrealEd
bool IsPivotMovedIndependently() const
[]
UUnrealEdEngine::IsTemplateMap
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Checks whether the specified map is a template map. true if the map is a template map, false otherwise.
UnrealEd
bool IsTemplateMap ( const [FString](API\Runtime\Core\Containers\FString) & MapName ) const
[]
UUnrealEdEngine::IsUserInteracting
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Returns true if the user is currently interacting with a viewport.
UnrealEd
bool IsUserInteracting()
[]
UUnrealEdEngine::MakeBSPMapVisible
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Go through a map of BSP and make only the requested objects visible.
UnrealEd
virtual void MakeBSPMapVisible ( const [TMap](API\Runtime\Core\Containers\TMap)< [AActor](API\Runtime\Engine\GameFramework\AActor) *, [TArray](API\Runtime\Core\Containers\TArray)< int32 >> & InBSPMap, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )
[]
UUnrealEdEngine::HandleDumpModelGUIDCommand
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Exec command handlers
UnrealEd
bool HandleDumpModelGUIDCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )
[]
UUnrealEdEngine::MakeSelectedActorsLevelCurrent
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
If all selected actors belong to the same level, that level is made the current level.
UnrealEd
void MakeSelectedActorsLevelCurrent()
[]
UUnrealEdEngine::MakeSortedSpriteInfo
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Builds a list of sprite categories for use in menus
UnrealEd
static void MakeSortedSpriteInfo ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FSpriteCategoryInfo](API\Runtime\Engine\Components\FSpriteCategoryInfo) > & OutSortedSpriteInfo )
[]
UUnrealEdEngine::NoteActorMovement
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
UnrealEd
virtual void NoteActorMovement()
[]
UUnrealEdEngine::NoteSelectionChange
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
UnrealEd
virtual void NoteSelectionChange ( bool bNotify )
[]
UUnrealEdEngine::NotifyPostChange
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
UnrealEd
virtual void NotifyPostChange ( const [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyThatChanged )
[]
UUnrealEdEngine::NotifyPreChange
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
UnrealEd
virtual void NotifyPreChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )
[]
UUnrealEdEngine::OnColorPickerChanged
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Called by color picker change event
UnrealEd
void OnColorPickerChanged()
[]
UUnrealEdEngine::OnEditorElementSelectionChanged
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Called when the element selection set associated with the global editor selection changes
UnrealEd
void OnEditorElementSelectionChanged ( const [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * SelectionSet )
[]
UUnrealEdEngine::OnEditorSelectionChanged
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Called when global editor selection changes
UnrealEd
void OnEditorSelectionChanged ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * SelectionThatChanged )
[]
UUnrealEdEngine::OnGetTemplateMapInfos
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
UnrealEd
[FGetTemplateMapInfos](API\Editor\UnrealEd\Editor\UUnrealEdEngine\FGetTemplateMapInfos) & OnGetTemplateMapInfos()
[]
UUnrealEdEngine::OnHISMTreeBuilt
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Called when a HISM tree has finished building
UnrealEd
void OnHISMTreeBuilt ( [UHierarchicalInstancedStaticMeshComponent](API\Runtime\Engine\Components\UHierarchicalInstancedStaticMesh-) * Component, bool bWasAsyncBuild )
[]
UUnrealEdEngine::OnlyLoadEditorVisibleLevelsInPIE
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
true if only editor-visible levels should be loaded in Play-In-Editor sessions
UnrealEd
virtual bool OnlyLoadEditorVisibleLevelsInPIE() const
[]
UUnrealEdEngine::OnPackageDirtyStateUpdated
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Called when a package has has its dirty state updated
UnrealEd
void OnPackageDirtyStateUpdated ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Pkg )
[]
UUnrealEdEngine::OnPackagesCheckedOut
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Called when a package is automatically checked out from source control
UnrealEd
void OnPackagesCheckedOut ( const [FSourceControlOperationRef](API\Developer\SourceControl\FSourceControlOperationRef) & SourceControlOp, [ECommandResult::Type](API\Developer\SourceControl\ECommandResult__Type) ResultType, [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObje...
[]
UUnrealEdEngine::OnPostGarbageCollect
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Caled by FCoreDelegate::PostGarbageCollect
UnrealEd
void OnPostGarbageCollect()
[]
UUnrealEdEngine::OnPreWindowsMessage
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Called by the viewport client before a windows message is processed
UnrealEd
void OnPreWindowsMessage ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, uint32 Message )
[]
UUnrealEdEngine::OnPostWindowsMessage
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Called by the viewport client after a windows message is processed
UnrealEd
void OnPostWindowsMessage ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, uint32 Message )
[]
UUnrealEdEngine::OnSourceControlStateUpdated
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Called when a package's source control state is updated
UnrealEd
void OnSourceControlStateUpdated ( const [FSourceControlOperationRef](API\Developer\SourceControl\FSourceControlOperationRef) & SourceControlOp, [ECommandResult::Type](API\Developer\SourceControl\ECommandResult__Type) ResultType, [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TW...
[]
UUnrealEdEngine::OnEditorElementSelectionPtrChanged
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Called when the element selection set pointer set on the global editor selection changes
UnrealEd
void OnEditorElementSelectionPtrChanged ( [USelection](API\Editor\UnrealEd\USelection) * Selection, [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * OldSelectionSet, [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSel...
[]
UUnrealEdEngine::OpenSceneStatsWindow
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Shows the SceneStatsWindow, creating it first if it hasn't been initialized.
UnrealEd
void OpenSceneStatsWindow()
[]
UUnrealEdEngine::OpenTextureStatsWindow
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Shows the TextureStatsWindow, creating it first if it hasn't been initialized.
UnrealEd
void OpenTextureStatsWindow()
[]
UUnrealEdEngine::PasteActors
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Paste the actors from the clipboard.
UnrealEd
virtual void PasteActors ( [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutPastedActors, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const FVector & LocationOffset, bool bDuplicate, bool bWarnIfHidden, const [FString](API\Runtime\Core\Containers\FString...
[]
UUnrealEdEngine::PasteComponents
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Paste the components from the clipboard.
UnrealEd
virtual void PasteComponents ( [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & OutPastedComponents, [AActor](API\Runtime\Engine\GameFramework\AActor) * TargetActor, const bool bWarnIfHidden, const [FString](API\Runtime\Core\Containers\FString) * Sourc...
[]
UUnrealEdEngine::PreExit
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Called at shutdown, just before the exit purge.
UnrealEd
virtual void PreExit()
[]
UUnrealEdEngine::PostActorSelectionChanged
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Called whenever the actor selection has changed to invalidate any cached state
UnrealEd
void PostActorSelectionChanged()
[]
UUnrealEdEngine::PreferToStreamLevelsInPIE
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
true if level streaming should prefer to stream levels from disk instead of duplicating them from editor world
UnrealEd
virtual bool PreferToStreamLevelsInPIE() const
[]
UUnrealEdEngine::PromptToCheckoutModifiedPackages
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Prompts the user with a modal checkout dialog to checkout packages from source control. This should only be called by the auto prompt to checkout package notification system. For a general checkout packages routine useFEditorFileUtils::PromptToCheckoutPackages
UnrealEd
void PromptToCheckoutModifiedPackages ( bool bPromptAll )
[]
UUnrealEdEngine::RedrawLevelEditingViewports
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Redraws all level editing viewport clients.
UnrealEd
virtual void RedrawLevelEditingViewports ( bool bInvalidateHitProxies )
[]
UUnrealEdEngine::RebuildTemplateMapData
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
UnrealEd
void RebuildTemplateMapData()
[]
UUnrealEdEngine::RegisterComponentVisualizer
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Register a function to draw extra information when a particular component is selected
UnrealEd
void RegisterComponentVisualizer ( [FName](API\Runtime\Core\UObject\FName) ComponentClassName, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FComponentVisualizer](API\Editor\UnrealEd\FComponentVisualizer) > Visualizer )
[]
UUnrealEdEngine::ReplaceActor
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Replaces the specified actor with a new actor of the specified class. The new actor will be selected if the current actor was selected. The new actor.
UnrealEd
virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * ReplaceActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * CurrentActor, [UClass](API\Runtime\CoreUObject\UObject\UClass) * NewActorClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Archetype, bool bNoteSelectionChange )
[]
UUnrealEdEngine::SelectActor
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Selection.
UnrealEd
virtual void SelectActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, bool bInSelected, bool bNotify, bool bSelectEvenIfHidden, bool bForceRefresh )
[]
UUnrealEdEngine::ResetPivot
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
UnrealEd
virtual void ResetPivot()
[]
UUnrealEdEngine::SelectBSPSurf
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.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 )
[]
UUnrealEdEngine::SelectComponent
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
UnrealEd
virtual void SelectComponent ( class [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, bool bInSelected, bool bNotify, bool bSelectEvenIfHidden )
[]
UUnrealEdEngine::SelectGroup
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
UnrealEd
virtual void SelectGroup ( [AGroupActor](API\Editor\UnrealEd\Editor\AGroupActor) * InGroupActor, bool bForceSelection, bool bInSelected, bool bNotify )
[]
UUnrealEdEngine::SelectNone
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Deselect all actors. Does nothing if GEdSelectionLock is true.
UnrealEd
virtual void SelectNone ( bool bNoteSelectionChange, bool bDeselectBSPSurfs, bool WarnAboutManyActors )
[]
UUnrealEdEngine::Serialize
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.
UnrealEd
virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
[]
UUnrealEdEngine::SetCurrentClass
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
UnrealEd
void SetCurrentClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )
[]
UUnrealEdEngine::SetMapBuildCancelled
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Sets the flag that states whether or not the map build was canceled.
UnrealEd
virtual void SetMapBuildCancelled ( bool InCancelled )
[]
UUnrealEdEngine::SetPivot
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.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 )
[]
UUnrealEdEngine::SetPivotMovedIndependently
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Set whether the pivot has been moved independently or not
UnrealEd
void SetPivotMovedIndependently ( bool bMovedIndependently )
[]
UUnrealEdEngine::ShouldAbortActorDeletion
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.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
[]
UUnrealEdEngine::ShouldAbortActorDeletion
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Should the deletion of the given actors be outright aborted?
UnrealEd
virtual bool ShouldAbortActorDeletion ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & InActorsToDelete, [FText](API\Runtime\Core\Internationalization\FText) * OutReason ) const
[]
UUnrealEdEngine::ShouldAbortComponentDeletion
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Should the deletion of the given components be outright aborted?
UnrealEd
virtual bool ShouldAbortComponentDeletion ( const [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & InComponentsToDelete, [FText](API\Runtime\Core\Internationalization\FText) * OutReason ) const
[]
UUnrealEdEngine::ShowActorProperties
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Hook replacements.
UnrealEd
void ShowActorProperties()
[]
UUnrealEdEngine::ShowLightingStaticMeshInfoWindow
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Shows the LightingStaticMeshInfoWindow, creating it first if it hasn't been initialized.
UnrealEd
void ShowLightingStaticMeshInfoWindow()
[]
UUnrealEdEngine::ShowPackageNotification
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Displays a toast notification or warning when a package is dirtied, indicating that it needs checking out (or that it cannot be checked out)
UnrealEd
void ShowPackageNotification()
[]
UUnrealEdEngine::StartCookByTheBookInEditor
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.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](...
[]
UUnrealEdEngine::TakeHighResScreenShots
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Triggers a high res screen shot for current editor viewports.
UnrealEd
virtual void TakeHighResScreenShots()
[]
UUnrealEdEngine::Tick
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Update everything.
UnrealEd
virtual void Tick ( float DeltaSeconds, bool bIdleMode )
[]
UUnrealEdEngine::UnregisterComponentVisualizer
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Unregister component visualizer function
UnrealEd
void UnregisterComponentVisualizer ( [FName](API\Runtime\Core\UObject\FName) ComponentClassName )
[]
UUnrealEdEngine::UpdateFloatingPropertyWindowsFromActorList
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Updates the property windows to show the data of the supplied ActorList
UnrealEd
void UpdateFloatingPropertyWindowsFromActorList ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorList, bool bForceRefresh )
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UUnrealEdEngine::UpdateFloatingPropertyWindows
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Updates the property windows of selected actors
UnrealEd
void UpdateFloatingPropertyWindows ( bool bForceRefresh, bool bNotifyActorSelectionChanged )
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UUnrealEdEngine::UpdatePivotLocationForSelection
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Called to reset the editor's pivot (widget) location using the currently selected objects. Usually called when the selection changes.
UnrealEd
void UpdatePivotLocationForSelection ( bool bOnChange )
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UUnrealEdEngine::UpdateVolumeActorVisibility
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Updates the volume actor visibility for all viewports based on the passed in volume class
UnrealEd
void UpdateVolumeActorVisibility ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InVolumeActorClass, [FLevelEditorViewportClient](API\Editor\UnrealEd\FLevelEditorViewportClient) * InViewport )
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UUnrealEdEngine::WarnIfDestinationLevelIsHidden
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
Checks the destination level visibility and warns the user if they are trying to paste to a hidden level, offering the option to cancel the operation or unhide the level that is hidden
UnrealEd
bool WarnIfDestinationLevelIsHidden ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld ) const
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UUnrealEdEngine::~UUnrealEdEngine
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
UnrealEd
~UUnrealEdEngine()
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UUnrealEdEngine
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h
UnrealEd
class UUnrealEdEngine : public [UEditorEngine](API\Editor\UnrealEd\Editor\UEditorEngine), public [FNotifyHook](API\Runtime\CoreUObject\Misc\FNotifyHook)
[ { "type": "TArray<TObject...", "name": "AnimationCompressionAlgorithms", "description": "Global list of instanced animation compression algorithms." }, { "type": "TObjectPtr< cla...", "name": "AutoReimportManager", "description": "Manager responsible for configuring auto reimport" }, ...
UUnrealEdTypes::UUnrealEdTypes
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdTypes.h
UnrealEd
UUnrealEdTypes ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UUnrealEdTypes
/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdTypes.h
UnrealEd
class UUnrealEdTypes : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
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EditorActorSelectionDefs::MaxActorsToSelectBeforeWarning
/Engine/Source/Editor/UnrealEd/Public/EditorComponents.h
The maximum number of actors we should select before a performance warning message is displayed to the user
UnrealEd
namespace EditorActorSelectionDefs { static const int32 EditorActorSelectionDefs::MaxActorsToSelectBeforeWarning = 5000; }
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EditorAnimUtils::DuplicateAssets
/Engine/Source/Editor/UnrealEd/Public/EditorAnimUtils.h
Duplicates the supplied AssetsToDuplicate and returns a map of original asset to duplicate. Templated wrapper that calls DuplicateAssetInternal.TMapof original animation to duplicate
UnrealEd
namespace EditorAnimUtils { template<class AssetType> [TMap](API\Runtime\Core\Containers\TMap)< AssetType *, AssetType * > EditorAnimUtils::DuplicateAssets ( const [TArray](API\Runtime\Core\Containers\TArray)< AssetType * > & AssetsToDuplicate, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * DestinationPackage, ...
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EditorAnimUtils::GetAssetsFromProperties
/Engine/Source/Editor/UnrealEd/Public/EditorAnimUtils.h
UnrealEd
namespace EditorAnimUtils { template<class AssetType> void EditorAnimUtils::GetAssetsFromProperties ( [TArray](API\Runtime\Core\Containers\TArray)< [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > InProperties, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Scope, [TArray](API\Runtime\Core\Containers\TA...
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EditorScriptingHelpers::CheckIfInEditorAndPIE
/Engine/Source/Editor/UnrealEd/Public/EditorScriptingHelpers.h
Check if the editor is in a valid state to run a command.
UnrealEd
namespace EditorScriptingHelpers { bool EditorScriptingHelpers::CheckIfInEditorAndPIE() }
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EditorScriptingHelpers::ConvertAnyPathToLongPackagePath
/Engine/Source/Editor/UnrealEd/Public/EditorScriptingHelpers.h
From "AssetClass'/Game/Folder/MyAsset.MyAsset', "AssetClass /Game/Folder/MyAsset.MyAsset, "/Game/Folder/MyAsset.MyAsset", "/Game/Folder/", "/Game/Folder" "/Game/Folder/MyAsset.MyAsset:InnerAsset.2ndInnerAsset" and convert to "/Game/Folder"
UnrealEd
namespace EditorScriptingHelpers { [FString](API\Runtime\Core\Containers\FString) EditorScriptingHelpers::ConvertAnyPathToLongPackagePath ( const [FString](API\Runtime\Core\Containers\FString) & AnyPath, [FString](API\Runtime\Core\Containers\FString) & OutFailureReason ) }
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