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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 )
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FComponentElementEditorPasteImporter
/Engine/Source/Editor/UnrealEd/Public/Elements/Component/ComponentElementEditorCopyAndPaste.h
UnrealEd
struct FComponentElementEditorPasteImporter : public [FWorldElementPasteImporter](API\Runtime\Engine\Elements\Interfaces\FWorldElementPasteImporter)
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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 )
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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 )
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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)
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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()
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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 )
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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...
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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 )
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UComponentElementEditorSelectionInterface
/Engine/Source/Editor/UnrealEd/Public/Elements/Component/ComponentElementEditorSelectionInterface.h
UnrealEd
class UComponentElementEditorSelectionInterface : public [UComponentElementSelectionInterface](API\Runtime\Engine\Elements\Component\UComponentElementSelectionInterf-)
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UComponentElementEditorWorldInterface::CanCopyElement
/Engine/Source/Editor/UnrealEd/Public/Elements/Component/ComponentElementEditorWorldInterface.h
UnrealEd
virtual bool CanCopyElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )
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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 )
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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 )
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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\...
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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 )
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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...
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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()
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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...
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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 )
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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 )
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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 )
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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 )
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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 )
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UComponentElementEditorWorldInterface
/Engine/Source/Editor/UnrealEd/Public/Elements/Component/ComponentElementEditorWorldInterface.h
UnrealEd
class UComponentElementEditorWorldInterface : public [UComponentElementWorldInterface](API\Runtime\Engine\Elements\Component\UComponentElementWorldInterface)
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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...
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UComponentElementsExporterT3D::UComponentElementsExporterT3D
/Engine/Source/Editor/UnrealEd/Public/Elements/Component/ComponentElementEditorCopyAndPaste.h
UnrealEd
UComponentElementsExporterT3D ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UComponentElementsExporterT3D
/Engine/Source/Editor/UnrealEd/Public/Elements/Component/ComponentElementEditorCopyAndPaste.h
UnrealEd
class UComponentElementsExporterT3D : public [UExporter](API\Runtime\Engine\Exporters\UExporter)
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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 )
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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)
[]