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 |
|---|---|---|---|---|---|
EditorScriptingHelpers::ConvertAnyPathToObjectPath | /Engine/Source/Editor/UnrealEd/Public/EditorScriptingHelpers.h | Object name is inferred from package name when missing | UnrealEd | namespace EditorScriptingHelpers { [FString](API\Runtime\Core\Containers\FString) EditorScriptingHelpers::ConvertAnyPathToObjectPath ( const [FString](API\Runtime\Core\Containers\FString) & AssetPath, [FString](API\Runtime\Core\Containers\FString) & OutFailureReason ) } | [] |
EditorScriptingHelpers::ConvertAnyPathToSubObjectPath | /Engine/Source/Editor/UnrealEd/Public/EditorScriptingHelpers.h | Object name is inferred from package name when missing | UnrealEd | namespace EditorScriptingHelpers { [FString](API\Runtime\Core\Containers\FString) EditorScriptingHelpers::ConvertAnyPathToSubObjectPath ( const [FString](API\Runtime\Core\Containers\FString) & AssetPath, [FString](API\Runtime\Core\Containers\FString) & OutFailureReason ) } | [] |
EditorScriptingHelpers::HasValidRoot | /Engine/Source/Editor/UnrealEd/Public/EditorScriptingHelpers.h | Check if the Path have a valid root | UnrealEd | namespace EditorScriptingHelpers { bool EditorScriptingHelpers::HasValidRoot ( const [FString](API\Runtime\Core\Containers\FString) & ObjectPath ) } | [] |
EditorScriptingHelpers::IsAValidPath | /Engine/Source/Editor/UnrealEd/Public/EditorScriptingHelpers.h | Check if the Path is a valid ContentBrowser Path | UnrealEd | namespace EditorScriptingHelpers { bool EditorScriptingHelpers::IsAValidPath ( const [FString](API\Runtime\Core\Containers\FString) & Path, const TCHAR * InvalidChar, [FString](API\Runtime\Core\Containers\FString) & OutFailureReason ) } | [] |
EditorScriptingHelpers::IsAValidPathForCreateNewAsset | /Engine/Source/Editor/UnrealEd/Public/EditorScriptingHelpers.h | Check if the AssetPath can be used to create a new asset | UnrealEd | namespace EditorScriptingHelpers { bool EditorScriptingHelpers::IsAValidPathForCreateNewAsset ( const [FString](API\Runtime\Core\Containers\FString) & ObjectPath, [FString](API\Runtime\Core\Containers\FString) & OutFailureReason ) } | [] |
EditorUtilities::ECopyOptions::Type | /Engine/Source/Editor/UnrealEd/Public/Editor.h | Options for CopyActorProperties | UnrealEd | namespace EditorUtilities { namespace ECopyOptions { enum Type { Default = 0, PreviewOnly = 1 << 0, CallPostEditChangeProperty = 1 << 1, CallPostEditMove = 1 << 2, OnlyCopyEditOrInterpProperties = 1 << 3, PropagateChangesToArchetypeInstances = 1 << 4, FilterBlueprintReadOnly = 1 << 5, SkipInstanceOnlyProperties = 1 << ... | [] |
EditorViewportConfigurationNames::TwoPanesHoriz | /Engine/Source/Editor/UnrealEd/Public/AssetEditorViewportLayout.h | UnrealEd | namespace EditorViewportConfigurationNames { static const [FName](API\Runtime\Core\UObject\FName) EditorViewportConfigurationNames::TwoPanesHoriz ( "TwoPanesHoriz" ) } | [] | |
EditorViewportConfigurationNames::TwoPanesVert | /Engine/Source/Editor/UnrealEd/Public/AssetEditorViewportLayout.h | UnrealEd | namespace EditorViewportConfigurationNames { static const [FName](API\Runtime\Core\UObject\FName) EditorViewportConfigurationNames::TwoPanesVert ( "TwoPanesVert" ) } | [] | |
EditorViewportConfigurationNames::FourPanes2x2 | /Engine/Source/Editor/UnrealEd/Public/AssetEditorViewportLayout.h | UnrealEd | namespace EditorViewportConfigurationNames { static const [FName](API\Runtime\Core\UObject\FName) EditorViewportConfigurationNames::FourPanes2x2 ( "FourPanes2x2" ) } | [] | |
EditorViewportConfigurationNames::OnePane | /Engine/Source/Editor/UnrealEd/Public/AssetEditorViewportLayout.h | UnrealEd | namespace EditorViewportConfigurationNames { static const [FName](API\Runtime\Core\UObject\FName) EditorViewportConfigurationNames::OnePane ( "OnePane" ) } | [] | |
EditorViewportConfigurationNames::ThreePanesLeft | /Engine/Source/Editor/UnrealEd/Public/AssetEditorViewportLayout.h | UnrealEd | namespace EditorViewportConfigurationNames { static const [FName](API\Runtime\Core\UObject\FName) EditorViewportConfigurationNames::ThreePanesLeft ( "ThreePanesLeft" ) } | [] | |
EditorViewportConfigurationNames::ThreePanesRight | /Engine/Source/Editor/UnrealEd/Public/AssetEditorViewportLayout.h | UnrealEd | namespace EditorViewportConfigurationNames { static const [FName](API\Runtime\Core\UObject\FName) EditorViewportConfigurationNames::ThreePanesRight ( "ThreePanesRight" ) } | [] | |
EditorViewportConfigurationNames::ThreePanesTop | /Engine/Source/Editor/UnrealEd/Public/AssetEditorViewportLayout.h | UnrealEd | namespace EditorViewportConfigurationNames { static const [FName](API\Runtime\Core\UObject\FName) EditorViewportConfigurationNames::ThreePanesTop ( "ThreePanesTop" ) } | [] | |
EditorViewportConfigurationNames::ThreePanesBottom | /Engine/Source/Editor/UnrealEd/Public/AssetEditorViewportLayout.h | UnrealEd | namespace EditorViewportConfigurationNames { static const [FName](API\Runtime\Core\UObject\FName) EditorViewportConfigurationNames::ThreePanesBottom ( "ThreePanesBottom" ) } | [] | |
EditorViewportConfigurationNames::FourPanesLeft | /Engine/Source/Editor/UnrealEd/Public/AssetEditorViewportLayout.h | UnrealEd | namespace EditorViewportConfigurationNames { static const [FName](API\Runtime\Core\UObject\FName) EditorViewportConfigurationNames::FourPanesLeft ( "FourPanesLeft" ) } | [] | |
EditorViewportConfigurationNames::FourPanesRight | /Engine/Source/Editor/UnrealEd/Public/AssetEditorViewportLayout.h | UnrealEd | namespace EditorViewportConfigurationNames { static const [FName](API\Runtime\Core\UObject\FName) EditorViewportConfigurationNames::FourPanesRight ( "FourPanesRight" ) } | [] | |
EditorViewportConfigurationNames::FourPanesTop | /Engine/Source/Editor/UnrealEd/Public/AssetEditorViewportLayout.h | UnrealEd | namespace EditorViewportConfigurationNames { static const [FName](API\Runtime\Core\UObject\FName) EditorViewportConfigurationNames::FourPanesTop ( "FourPanesTop" ) } | [] | |
EditorViewportConfigurationNames::FourPanesBottom | /Engine/Source/Editor/UnrealEd/Public/AssetEditorViewportLayout.h | UnrealEd | namespace EditorViewportConfigurationNames { static const [FName](API\Runtime\Core\UObject\FName) EditorViewportConfigurationNames::FourPanesBottom ( "FourPanesBottom" ) } | [] | |
EditorViewportDefs::DefaultPerspectiveViewLocation | /Engine/Source/Editor/UnrealEd/Public/Viewports.h | Default camera position for level editor perspective viewports | UnrealEd | namespace EditorViewportDefs { const FVector EditorViewportDefs::DefaultPerspectiveViewLocation ( 0. 0f, 1024. 0f, 512. 0f ) } | [] |
EditorViewportDefs::DefaultPerspectiveViewRotation | /Engine/Source/Editor/UnrealEd/Public/Viewports.h | Default camera orientation for level editor perspective viewports | UnrealEd | namespace EditorViewportDefs { const FRotator EditorViewportDefs::DefaultPerspectiveViewRotation ( -15. 0f, -90. 0f, 0 ) } | [] |
EditorViewportDefs::DefaultPerspectiveFOVAngle | /Engine/Source/Editor/UnrealEd/Public/Viewports.h | Default camera field of view angle for level editor perspective viewports | UnrealEd | namespace EditorViewportDefs { const float EditorViewportDefs::DefaultPerspectiveFOVAngle ( 90. 0f ) } | [] |
EDragTool::Type | /Engine/Source/Editor/UnrealEd/Public/EditorViewportClient.h | UnrealEd | namespace EDragTool { enum Type { BoxSelect, FrustumSelect, Measure, ViewportChange, } } | [] | |
ELastDirectory::Type | /Engine/Source/Editor/UnrealEd/Public/EditorDirectories.h | The different directory identifiers | UnrealEd | namespace ELastDirectory { enum Type { UNR, BRUSH, FBX, FBX_ANIM, GENERIC_IMPORT, GENERIC_EXPORT, GENERIC_OPEN, GENERIC_SAVE, MESH_IMPORT_EXPORT, WORLD_ROOT, LEVEL, PROJECT, NEW_ASSET, MAX, } } | [] |
FActorElementEditorViewportInteractionCustomization::ApplyDeltaToActor | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementEditorViewportInteractionCustomization.h | UnrealEd | static void ApplyDeltaToActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const bool InIsDelta, const FVector * InDeltaTranslationPtr, const FRotator * InDeltaRotationPtr, const FVector * InDeltaScalePtr, const FVector & InPivotLocation, const [FInputDeviceState](API\Runtime\InteractiveToolsFramework... | [] | |
FActorElementEditorViewportInteractionCustomization::GetFocusBounds | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementEditorViewportInteractionCustomization.h | UnrealEd | virtual bool GetFocusBounds ( const [TTypedElement](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElement)< [ITypedElementWorldInterface](API\Runtime\Engine\Elements\Interfaces\ITypedElementWorldInterface) > & InElementWorldHandle, FBoxSphereBounds & OutBounds ) | [] | |
FActorElementEditorViewportInteractionCustomization::GizmoManipulationDeltaUpdate | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementEditorViewportInteractionCustomization.h | UnrealEd | virtual void GizmoManipulationDeltaUpdate ( const [TTypedElement](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElement)< [ITypedElementWorldInterface](API\Runtime\Engine\Elements\Interfaces\ITypedElementWorldInterface) > & InElementWorldHandle, const [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE... | [] | |
FActorElementEditorViewportInteractionCustomization::GizmoManipulationStarted | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementEditorViewportInteractionCustomization.h | UnrealEd | virtual void GizmoManipulationStarted ( const [TTypedElement](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElement)< [ITypedElementWorldInterface](API\Runtime\Engine\Elements\Interfaces\ITypedElementWorldInterface) > & InElementWorldHandle, const [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Wi... | [] | |
FActorElementEditorViewportInteractionCustomization::GizmoManipulationStopped | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementEditorViewportInteractionCustomization.h | UnrealEd | virtual void GizmoManipulationStopped ( const [TTypedElement](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElement)< [ITypedElementWorldInterface](API\Runtime\Engine\Elements\Interfaces\ITypedElementWorldInterface) > & InElementWorldHandle, const [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Wi... | [] | |
FActorElementEditorViewportInteractionCustomization::MirrorElement | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementEditorViewportInteractionCustomization.h | UnrealEd | virtual void MirrorElement ( const [TTypedElement](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElement)< [ITypedElementWorldInterface](API\Runtime\Engine\Elements\Interfaces\ITypedElementWorldInterface) > & InElementWorldHandle, const FVector & InMirrorScale, const FVector & InPivotLocation ) | [] | |
FActorElementEditorViewportInteractionCustomization | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementEditorViewportInteractionCustomization.h | UnrealEd | class FActorElementEditorViewportInteractionCustomization : public [FTypedElementViewportInteractionCustomization](API\Editor\EditorFramework\Elements\Framework\FTypedElementVie-) | [] | |
FActorElementEditorPasteImporter::GetImportedElements | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementEditorCopyAndPaste.h | UnrealEd | virtual [TArray](API\Runtime\Core\Containers\TArray)< [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > GetImportedElements() | [] | |
FActorElementEditorPasteImporter::Import | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementEditorCopyAndPaste.h | UnrealEd | virtual void Import ( [FContext](API\Runtime\Engine\Elements\Interfaces\FWorldElementPasteImporter\FContext) & Context ) | [] | |
FActorElementEditorPasteImporter | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementEditorCopyAndPaste.h | UnrealEd | struct FActorElementEditorPasteImporter : public [FWorldElementPasteImporter](API\Runtime\Engine\Elements\Interfaces\FWorldElementPasteImporter) | [] | |
UActorElementDetailsInterface::GetDetailsObject | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementDetailsInterface.h | ITypedElementDetailsObjectfor more details aboutthisproxy instance. | UnrealEd | virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ITypedElementDetailsObject](API\Editor\EditorFramework\Elements\Interfaces\ITypedElementDetailsObject) > GetDetailsObject ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle ) | [] |
UActorElementDetailsInterface | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementDetailsInterface.h | UnrealEd | class UActorElementDetailsInterface : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [ITypedElementDetailsInterface](API\Editor\EditorFramework\Elements\Interfaces\ITypedElementDetailsInterface) | [] | |
UActorElementEditorAssetDataInterface::GetAllReferencedAssetDatas | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementEditorAssetDataInterface.h | Returns any asset datas for content objects referenced by handle. If the given handle itself has valid asset data, it should be returned as the last element of the array.
An array of valid asset datas. | UnrealEd | virtual [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > GetAllReferencedAssetDatas ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle ) | [] |
UActorElementEditorAssetDataInterface | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementEditorAssetDataInterface.h | UnrealEd | class UActorElementEditorAssetDataInterface : public [UActorElementAssetDataInterface](API\Runtime\Engine\Elements\Actor\UActorElementAssetDataInterface) | [] | |
UActorElementEditorSelectionInterface::CreateTransactedElementImpl | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementEditorSelectionInterface.h | The instance returned from this function must have either SetElement or SetElementType called on it prior to being used. | UnrealEd | virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ITypedElementTransactedElement](API\Runtime\TypedElementRuntime\Elements\Interfaces\ITypedElementTra-) > CreateTransactedElementImpl() | [] |
UActorElementEditorSelectionInterface::DeselectElement | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementEditorSelectionInterface.h | Attempt to deselect the given element.
True if the selection was changed, false otherwise. | UnrealEd | virtual bool DeselectElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const FTypedElementListPtr & InSelectionSet, const [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) & ... | [] |
UActorElementEditorSelectionInterface::IsActorSelected | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementEditorSelectionInterface.h | UnrealEd | static bool IsActorSelected ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, FTypedElementListConstRef InSelectionSet, const [FTypedElementIsSelectedOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementIsS-) & InSelectionOptions ) | [] | |
UActorElementEditorSelectionInterface::IsElementSelected | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementEditorSelectionInterface.h | Test to see whether the given element is currently considered selected. | UnrealEd | virtual bool IsElementSelected ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const FTypedElementListConstPtr & SelectionSetPtr, const [FTypedElementIsSelectedOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementIsS-) & InS... | [] |
UActorElementEditorSelectionInterface::SelectElement | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementEditorSelectionInterface.h | Attempt to select the given element.
True if the selection was changed, false otherwise. | UnrealEd | virtual bool SelectElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const FTypedElementListPtr & InSelectionSet, const [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) & In... | [] |
UActorElementEditorSelectionInterface::ShouldPreventTransactions | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementEditorSelectionInterface.h | Test to see whether the given element prevents the selection set state from being transacted for undo/redo (eg, if the element belongs to a PIE instance). | UnrealEd | virtual bool ShouldPreventTransactions ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle ) | [] |
UActorElementEditorSelectionInterface | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementEditorSelectionInterface.h | UnrealEd | class UActorElementEditorSelectionInterface : public [UActorElementSelectionInterface](API\Runtime\Engine\Elements\Actor\UActorElementSelectionInterface) | [] | |
UActorElementEditorWorldInterface::CanCopyElement | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementEditorWorldInterface.h | UnrealEd | virtual bool CanCopyElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle ) | [] | |
UActorElementEditorWorldInterface::CanDeleteElement | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementEditorWorldInterface.h | Can the given element be deleted? | UnrealEd | virtual bool CanDeleteElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle ) | [] |
UActorElementEditorWorldInterface::CanDuplicateElement | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementEditorWorldInterface.h | Can the given element be duplicated? | UnrealEd | virtual bool CanDuplicateElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle ) | [] |
UActorElementEditorWorldInterface::CopyElements | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementEditorWorldInterface.h | If you want to copy an array of elements that are potentially different types, you probably want to use the higher-levelUTypedElementCommonActions::CopyNormalizedElementsfunction instead. | UnrealEd | virtual void CopyElements ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > InElementHandles, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Out ) | [] |
UActorElementEditorWorldInterface::DeleteElements | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementEditorWorldInterface.h | If you want to delete an array of elements that are potentially different types, you probably want to use the higher-levelUTypedElementCommonActions::DeleteNormalizedElementsfunction instead. | UnrealEd | virtual bool DeleteElements ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > InElementHandles, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\... | [] |
UActorElementEditorWorldInterface::DuplicateElements | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementEditorWorldInterface.h | If you want to duplicate an array of elements that are potentially different types, you probably want to use the higher-levelUTypedElementCommonActions::DuplicateNormalizedElementsfunction instead. | UnrealEd | virtual void DuplicateElements ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > InElementHandles, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const FVector & InLocationOffset, [TArray](API\Runtime\Co... | [] |
UActorElementEditorWorldInterface::GetPasteImporter | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementEditorWorldInterface.h | UnrealEd | virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FWorldElementPasteImporter](API\Runtime\Engine\Elements\Interfaces\FWorldElementPasteImporter) > GetPasteImporter() | [] | |
UActorElementEditorWorldInterface::GetPivotOffset | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementEditorWorldInterface.h | Get the local space offset of this element that should be added to its pivot location, if any. | UnrealEd | virtual bool GetPivotOffset ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, FVector & OutPivotOffset ) | [] |
UActorElementEditorWorldInterface::GetSelectionElementsFromSelectionFunction | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementEditorWorldInterface.h | UnrealEd | virtual [TArray](API\Runtime\Core\Containers\TArray)< [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > GetSelectionElementsFromSelectionFunction ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, con... | [] | |
UActorElementEditorWorldInterface::IsElementInBox | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementEditorWorldInterface.h | Return true if the element is in the Box Note: This should only be use for editor tools since it doesn't use the physics system and the performance would probably be to slow for a runtime application. | UnrealEd | virtual bool IsElementInBox ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & Handle, const FBox & InBox, bool bMustEncompassEntireElement ) | [] |
UActorElementEditorWorldInterface::IsElementInConvexVolume | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementEditorWorldInterface.h | Return true if the element is in the volume Note: This should only be use for editor tools since it doesn't use the physics system and the performance would probably be to slow for a runtime application. | UnrealEd | virtual bool IsElementInConvexVolume ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & Handle, const [FConvexVolume](API\Runtime\Engine\FConvexVolume) & InVolume, bool bMustEncompassEntireElement ) | [] |
UActorElementEditorWorldInterface::NotifyMovementEnded | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementEditorWorldInterface.h | Notify that this element is done being moved. | UnrealEd | virtual void NotifyMovementEnded ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle ) | [] |
UActorElementEditorWorldInterface::NotifyMovementOngoing | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementEditorWorldInterface.h | Notify that this element is currently being moved. | UnrealEd | virtual void NotifyMovementOngoing ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle ) | [] |
UActorElementEditorWorldInterface::NotifyMovementStarted | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementEditorWorldInterface.h | Notify that this element is about to be moved. | UnrealEd | virtual void NotifyMovementStarted ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle ) | [] |
UActorElementEditorWorldInterface::SetPivotOffset | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementEditorWorldInterface.h | Attempt to set the local space offset of this element that should be added to its pivot location. | UnrealEd | virtual bool SetPivotOffset ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const FVector & InPivotOffset ) | [] |
UActorElementEditorWorldInterface | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementEditorWorldInterface.h | UnrealEd | class UActorElementEditorWorldInterface : public [UActorElementWorldInterface](API\Runtime\Engine\Elements\Actor\UActorElementWorldInterface) | [] | |
UActorElementsCopy | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementEditorCopyAndPaste.h | UnrealEd | class UActorElementsCopy : public [UObject](API\Runtime\CoreUObject\UObject\UObject) | [
{
"type": "TArray<TObject...",
"name": "ActorsToCopy",
"description": ""
}
] | |
UActorElementsExporterT3D::ExportText | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementEditorCopyAndPaste.h | UnrealEd | virtual bool ExportText ( const [FExportObjectInnerContext](API\Runtime\Engine\FExportObjectInnerContext) * Context, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const TCHAR * Type, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Out, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * W... | [] | |
UActorElementsExporterT3D::UActorElementsExporterT3D | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementEditorCopyAndPaste.h | UnrealEd | UActorElementsExporterT3D ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UActorElementsExporterT3D | /Engine/Source/Editor/UnrealEd/Public/Elements/Actor/ActorElementEditorCopyAndPaste.h | UnrealEd | class UActorElementsExporterT3D : public [UExporter](API\Runtime\Engine\Exporters\UExporter) | [] | |
FComponentElementEditorViewportInteractionCustomization::ApplyDeltaToComponent | /Engine/Source/Editor/UnrealEd/Public/Elements/Component/ComponentElementEditorViewportInteractionCustomization.h | UnrealEd | static void ApplyDeltaToComponent ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * InComponent, const bool InIsDelta, const FVector * InDeltaTranslationPtr, const FRotator * InDeltaRotationPtr, const FVector * InDeltaScalePtr, const FVector & InPivotLocation, const [FInputDeviceState](API\Runtime\In... | [] | |
FComponentElementEditorViewportInteractionCustomization::GetFocusBounds | /Engine/Source/Editor/UnrealEd/Public/Elements/Component/ComponentElementEditorViewportInteractionCustomization.h | UnrealEd | virtual bool GetFocusBounds ( const [TTypedElement](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElement)< [ITypedElementWorldInterface](API\Runtime\Engine\Elements\Interfaces\ITypedElementWorldInterface) > & InElementWorldHandle, FBoxSphereBounds & OutBounds ) | [] | |
FComponentElementEditorViewportInteractionCustomization::GetGizmoPivotLocation | /Engine/Source/Editor/UnrealEd/Public/Elements/Component/ComponentElementEditorViewportInteractionCustomization.h | UnrealEd | virtual bool GetGizmoPivotLocation ( const [TTypedElement](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElement)< [ITypedElementWorldInterface](API\Runtime\Engine\Elements\Interfaces\ITypedElementWorldInterface) > & InElementWorldHandle, const [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widge... | [] | |
FComponentElementEditorViewportInteractionCustomization | /Engine/Source/Editor/UnrealEd/Public/Elements/Component/ComponentElementEditorViewportInteractionCustomization.h | UnrealEd | class FComponentElementEditorViewportInteractionCustomization : public [FTypedElementViewportInteractionCustomization](API\Editor\EditorFramework\Elements\Framework\FTypedElementVie-) | [] | |
FComponentElementEditorViewportInteractionCustomization::GizmoManipulationDeltaUpdate | /Engine/Source/Editor/UnrealEd/Public/Elements/Component/ComponentElementEditorViewportInteractionCustomization.h | UnrealEd | virtual void GizmoManipulationDeltaUpdate ( const [TTypedElement](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElement)< [ITypedElementWorldInterface](API\Runtime\Engine\Elements\Interfaces\ITypedElementWorldInterface) > & InElementWorldHandle, const [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE... | [] | |
FComponentElementEditorPasteImporter::GetImportedElements | /Engine/Source/Editor/UnrealEd/Public/Elements/Component/ComponentElementEditorCopyAndPaste.h | UnrealEd | virtual [TArray](API\Runtime\Core\Containers\TArray)< [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > GetImportedElements() | [] | |
FComponentElementEditorPasteImporter::Import | /Engine/Source/Editor/UnrealEd/Public/Elements/Component/ComponentElementEditorCopyAndPaste.h | UnrealEd | virtual void Import ( [FContext](API\Runtime\Engine\Elements\Interfaces\FWorldElementPasteImporter\FContext) & Context ) | [] | |
FComponentElementEditorPasteImporter | /Engine/Source/Editor/UnrealEd/Public/Elements/Component/ComponentElementEditorCopyAndPaste.h | UnrealEd | struct FComponentElementEditorPasteImporter : public [FWorldElementPasteImporter](API\Runtime\Engine\Elements\Interfaces\FWorldElementPasteImporter) | [] | |
UComponentElementDetailsInterface::GetDetailsObject | /Engine/Source/Editor/UnrealEd/Public/Elements/Component/ComponentElementDetailsInterface.h | ITypedElementDetailsObjectfor more details aboutthisproxy instance. | UnrealEd | virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ITypedElementDetailsObject](API\Editor\EditorFramework\Elements\Interfaces\ITypedElementDetailsObject) > GetDetailsObject ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle ) | [] |
UComponentElementDetailsInterface::IsTopLevelElement | /Engine/Source/Editor/UnrealEd/Public/Elements/Component/ComponentElementDetailsInterface.h | Is the given element considered "top-level" for editing? ie) Should it be edited simply from being part of the main selection set for a level? | UnrealEd | virtual bool IsTopLevelElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle ) | [] |
UComponentElementDetailsInterface | /Engine/Source/Editor/UnrealEd/Public/Elements/Component/ComponentElementDetailsInterface.h | UnrealEd | class UComponentElementDetailsInterface : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [ITypedElementDetailsInterface](API\Editor\EditorFramework\Elements\Interfaces\ITypedElementDetailsInterface) | [] | |
UComponentElementEditorSelectionInterface::CreateTransactedElementImpl | /Engine/Source/Editor/UnrealEd/Public/Elements/Component/ComponentElementEditorSelectionInterface.h | The instance returned from this function must have either SetElement or SetElementType called on it prior to being used. | UnrealEd | virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ITypedElementTransactedElement](API\Runtime\TypedElementRuntime\Elements\Interfaces\ITypedElementTra-) > CreateTransactedElementImpl() | [] |
UComponentElementEditorSelectionInterface::IsComponentSelected | /Engine/Source/Editor/UnrealEd/Public/Elements/Component/ComponentElementEditorSelectionInterface.h | UnrealEd | static bool IsComponentSelected ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent, FTypedElementListConstRef InSelectionSet, const [FTypedElementIsSelectedOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementIsS-) & InSelectionOptions ) | [] | |
UComponentElementEditorSelectionInterface::IsElementSelected | /Engine/Source/Editor/UnrealEd/Public/Elements/Component/ComponentElementEditorSelectionInterface.h | Test to see whether the given element is currently considered selected. | UnrealEd | virtual bool IsElementSelected ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const FTypedElementListConstPtr & SelectionSetPtr, const [FTypedElementIsSelectedOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementIsS-) & InS... | [] |
UComponentElementEditorSelectionInterface::ShouldPreventTransactions | /Engine/Source/Editor/UnrealEd/Public/Elements/Component/ComponentElementEditorSelectionInterface.h | Test to see whether the given element prevents the selection set state from being transacted for undo/redo (eg, if the element belongs to a PIE instance). | UnrealEd | virtual bool ShouldPreventTransactions ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle ) | [] |
UComponentElementEditorSelectionInterface | /Engine/Source/Editor/UnrealEd/Public/Elements/Component/ComponentElementEditorSelectionInterface.h | UnrealEd | class UComponentElementEditorSelectionInterface : public [UComponentElementSelectionInterface](API\Runtime\Engine\Elements\Component\UComponentElementSelectionInterf-) | [] | |
UComponentElementEditorWorldInterface::CanCopyElement | /Engine/Source/Editor/UnrealEd/Public/Elements/Component/ComponentElementEditorWorldInterface.h | UnrealEd | virtual bool CanCopyElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle ) | [] | |
UComponentElementEditorWorldInterface::CanDeleteElement | /Engine/Source/Editor/UnrealEd/Public/Elements/Component/ComponentElementEditorWorldInterface.h | Can the given element be deleted? | UnrealEd | virtual bool CanDeleteElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle ) | [] |
UComponentElementEditorWorldInterface::CanDuplicateElement | /Engine/Source/Editor/UnrealEd/Public/Elements/Component/ComponentElementEditorWorldInterface.h | Can the given element be duplicated? | UnrealEd | virtual bool CanDuplicateElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle ) | [] |
UComponentElementEditorWorldInterface::DeleteElements | /Engine/Source/Editor/UnrealEd/Public/Elements/Component/ComponentElementEditorWorldInterface.h | If you want to delete an array of elements that are potentially different types, you probably want to use the higher-levelUTypedElementCommonActions::DeleteNormalizedElementsfunction instead. | UnrealEd | virtual bool DeleteElements ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > InElementHandles, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\... | [] |
UComponentElementEditorWorldInterface::CopyElements | /Engine/Source/Editor/UnrealEd/Public/Elements/Component/ComponentElementEditorWorldInterface.h | If you want to copy an array of elements that are potentially different types, you probably want to use the higher-levelUTypedElementCommonActions::CopyNormalizedElementsfunction instead. | UnrealEd | virtual void CopyElements ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > InElementHandles, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Out ) | [] |
UComponentElementEditorWorldInterface::DuplicateElements | /Engine/Source/Editor/UnrealEd/Public/Elements/Component/ComponentElementEditorWorldInterface.h | If you want to duplicate an array of elements that are potentially different types, you probably want to use the higher-levelUTypedElementCommonActions::DuplicateNormalizedElementsfunction instead. | UnrealEd | virtual void DuplicateElements ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > InElementHandles, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const FVector & InLocationOffset, [TArray](API\Runtime\Co... | [] |
UComponentElementEditorWorldInterface::GetPasteImporter | /Engine/Source/Editor/UnrealEd/Public/Elements/Component/ComponentElementEditorWorldInterface.h | UnrealEd | virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FWorldElementPasteImporter](API\Runtime\Engine\Elements\Interfaces\FWorldElementPasteImporter) > GetPasteImporter() | [] | |
UComponentElementEditorWorldInterface::GetSelectionElementsFromSelectionFunction | /Engine/Source/Editor/UnrealEd/Public/Elements/Component/ComponentElementEditorWorldInterface.h | UnrealEd | virtual [TArray](API\Runtime\Core\Containers\TArray)< [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > GetSelectionElementsFromSelectionFunction ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, con... | [] | |
UComponentElementEditorWorldInterface::IsElementInBox | /Engine/Source/Editor/UnrealEd/Public/Elements/Component/ComponentElementEditorWorldInterface.h | Return true if the element is in the Box Note: This should only be use for editor tools since it doesn't use the physics system and the performance would probably be to slow for a runtime application. | UnrealEd | virtual bool IsElementInBox ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & Handle, const FBox & InBox, bool bMustEncompassEntireElement ) | [] |
UComponentElementEditorWorldInterface::IsElementInConvexVolume | /Engine/Source/Editor/UnrealEd/Public/Elements/Component/ComponentElementEditorWorldInterface.h | Return true if the element is in the volume Note: This should only be use for editor tools since it doesn't use the physics system and the performance would probably be to slow for a runtime application. | UnrealEd | virtual bool IsElementInConvexVolume ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & Handle, const [FConvexVolume](API\Runtime\Engine\FConvexVolume) & InVolume, bool bMustEncompassEntireElement ) | [] |
UComponentElementEditorWorldInterface::NotifyMovementOngoing | /Engine/Source/Editor/UnrealEd/Public/Elements/Component/ComponentElementEditorWorldInterface.h | Notify that this element is currently being moved. | UnrealEd | virtual void NotifyMovementOngoing ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle ) | [] |
UComponentElementEditorWorldInterface::NotifyMovementEnded | /Engine/Source/Editor/UnrealEd/Public/Elements/Component/ComponentElementEditorWorldInterface.h | Notify that this element is done being moved. | UnrealEd | virtual void NotifyMovementEnded ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle ) | [] |
UComponentElementEditorWorldInterface::NotifyMovementStarted | /Engine/Source/Editor/UnrealEd/Public/Elements/Component/ComponentElementEditorWorldInterface.h | Notify that this element is about to be moved. | UnrealEd | virtual void NotifyMovementStarted ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle ) | [] |
UComponentElementEditorWorldInterface | /Engine/Source/Editor/UnrealEd/Public/Elements/Component/ComponentElementEditorWorldInterface.h | UnrealEd | class UComponentElementEditorWorldInterface : public [UComponentElementWorldInterface](API\Runtime\Engine\Elements\Component\UComponentElementWorldInterface) | [] | |
UComponentElementsCopy | /Engine/Source/Editor/UnrealEd/Public/Elements/Component/ComponentElementEditorCopyAndPaste.h | UnrealEd | class UComponentElementsCopy : public [UObject](API\Runtime\CoreUObject\UObject\UObject) | [
{
"type": "TArray<TObject...",
"name": "ComponentsToCopy",
"description": ""
}
] | |
UComponentElementsExporterT3D::ExportText | /Engine/Source/Editor/UnrealEd/Public/Elements/Component/ComponentElementEditorCopyAndPaste.h | UnrealEd | virtual bool ExportText ( const [FExportObjectInnerContext](API\Runtime\Engine\FExportObjectInnerContext) * Context, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const TCHAR * Type, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Out, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * W... | [] | |
UComponentElementsExporterT3D::UComponentElementsExporterT3D | /Engine/Source/Editor/UnrealEd/Public/Elements/Component/ComponentElementEditorCopyAndPaste.h | UnrealEd | UComponentElementsExporterT3D ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UComponentElementsExporterT3D | /Engine/Source/Editor/UnrealEd/Public/Elements/Component/ComponentElementEditorCopyAndPaste.h | UnrealEd | class UComponentElementsExporterT3D : public [UExporter](API\Runtime\Engine\Exporters\UExporter) | [] | |
UObjectElementDetailsInterface::GetDetailsObject | /Engine/Source/Editor/UnrealEd/Public/Elements/Object/ObjectElementDetailsInterface.h | ITypedElementDetailsObjectfor more details aboutthisproxy instance. | UnrealEd | virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ITypedElementDetailsObject](API\Editor\EditorFramework\Elements\Interfaces\ITypedElementDetailsObject) > GetDetailsObject ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle ) | [] |
UObjectElementDetailsInterface | /Engine/Source/Editor/UnrealEd/Public/Elements/Object/ObjectElementDetailsInterface.h | UnrealEd | class UObjectElementDetailsInterface : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [ITypedElementDetailsInterface](API\Editor\EditorFramework\Elements\Interfaces\ITypedElementDetailsInterface) | [] |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.