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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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 ) | [] |
UUnrealEdEngine::UpdateFloatingPropertyWindows | /Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h | Updates the property windows of selected actors | UnrealEd | void UpdateFloatingPropertyWindows ( bool bForceRefresh, bool bNotifyActorSelectionChanged ) | [] |
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 ) | [] |
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 ) | [] |
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 | [] |
UUnrealEdEngine::~UUnrealEdEngine | /Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h | UnrealEd | ~UUnrealEdEngine() | [] | |
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 ) | [] | |
UUnrealEdTypes | /Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdTypes.h | UnrealEd | class UUnrealEdTypes : public [UObject](API\Runtime\CoreUObject\UObject\UObject) | [] | |
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; } | [] |
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, ... | [] |
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... | [] | |
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() } | [] |
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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