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UObjectElementEditorSelectionInterface::CreateTransactedElementImpl
/Engine/Source/Editor/UnrealEd/Public/Elements/Object/ObjectElementEditorSelectionInterface.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()
[]
UObjectElementEditorSelectionInterface::ShouldObjectPreventTransactions
/Engine/Source/Editor/UnrealEd/Public/Elements/Object/ObjectElementEditorSelectionInterface.h
UnrealEd
static bool ShouldObjectPreventTransactions ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )
[]
UObjectElementEditorSelectionInterface
/Engine/Source/Editor/UnrealEd/Public/Elements/Object/ObjectElementEditorSelectionInterface.h
UnrealEd
class UObjectElementEditorSelectionInterface : public [UObjectElementSelectionInterface](API\Runtime\Engine\Elements\Object\UObjectElementSelectionInterface)
[]
UObjectElementEditorSelectionInterface::ShouldPreventTransactions
/Engine/Source/Editor/UnrealEd/Public/Elements/Object/ObjectElementEditorSelectionInterface.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 )
[]
USMInstanceElementEditorSelectionInterface::CreateTransactedElementImpl
/Engine/Source/Editor/UnrealEd/Public/Elements/SMInstance/SMInstanceElementEditorSelectionInterface.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()
[]
USMInstanceElementEditorSelectionInterface::DeselectElement
/Engine/Source/Editor/UnrealEd/Public/Elements/SMInstance/SMInstanceElementEditorSelectionInterface.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) & ...
[]
USMInstanceElementEditorSelectionInterface::IsElementSelected
/Engine/Source/Editor/UnrealEd/Public/Elements/SMInstance/SMInstanceElementEditorSelectionInterface.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...
[]
USMInstanceElementEditorSelectionInterface::SelectElement
/Engine/Source/Editor/UnrealEd/Public/Elements/SMInstance/SMInstanceElementEditorSelectionInterface.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...
[]
USMInstanceElementEditorSelectionInterface
/Engine/Source/Editor/UnrealEd/Public/Elements/SMInstance/SMInstanceElementEditorSelectionInterface.h
UnrealEd
class USMInstanceElementEditorSelectionInterface : public [USMInstanceElementSelectionInterface](API\Runtime\Engine\Elements\SMInstance\USMInstanceElementSelectionInter-)
[]
USMInstanceElementEditorSelectionInterface::ShouldPreventTransactions
/Engine/Source/Editor/UnrealEd/Public/Elements/SMInstance/SMInstanceElementEditorSelectionInterface.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 )
[]
USMInstanceElementDetailsInterface::GetDetailsObject
/Engine/Source/Editor/UnrealEd/Public/Elements/SMInstance/SMInstanceElementDetailsInterface.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 )
[]
USMInstanceElementDetailsInterface
/Engine/Source/Editor/UnrealEd/Public/Elements/SMInstance/SMInstanceElementDetailsInterface.h
UnrealEd
class USMInstanceElementDetailsInterface : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [ITypedElementDetailsInterface](API\Editor\EditorFramework\Elements\Interfaces\ITypedElementDetailsInterface)
[]
USMInstanceElementEditorWorldInterface::CanDeleteElement
/Engine/Source/Editor/UnrealEd/Public/Elements/SMInstance/SMInstanceElementEditorWorldInterface.h
Can the given element be deleted?
UnrealEd
virtual bool CanDeleteElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )
[]
USMInstanceElementEditorWorldInterface::CanDuplicateElement
/Engine/Source/Editor/UnrealEd/Public/Elements/SMInstance/SMInstanceElementEditorWorldInterface.h
Can the given element be duplicated?
UnrealEd
virtual bool CanDuplicateElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )
[]
USMInstanceElementEditorWorldInterface::CanPromoteElement
/Engine/Source/Editor/UnrealEd/Public/Elements/SMInstance/SMInstanceElementEditorWorldInterface.h
Can the element be promoted Generally available when the element is lighter representation of another element. Like promoting a static mesh instance from an instanced static static component to a static actor for example.
UnrealEd
virtual bool CanPromoteElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )
[]
USMInstanceElementEditorWorldInterface::DeleteElement
/Engine/Source/Editor/UnrealEd/Public/Elements/SMInstance/SMInstanceElementEditorWorldInterface.h
Default version calls DeleteElements with a single element.
UnrealEd
virtual bool DeleteElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * InSelect...
[]
USMInstanceElementEditorWorldInterface::DeleteElements
/Engine/Source/Editor/UnrealEd/Public/Elements/SMInstance/SMInstanceElementEditorWorldInterface.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\...
[]
USMInstanceElementEditorWorldInterface::DuplicateElements
/Engine/Source/Editor/UnrealEd/Public/Elements/SMInstance/SMInstanceElementEditorWorldInterface.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...
[]
USMInstanceElementEditorWorldInterface::DuplicateElement
/Engine/Source/Editor/UnrealEd/Public/Elements/SMInstance/SMInstanceElementEditorWorldInterface.h
Default version calls DuplicateElements with a single element.
UnrealEd
virtual [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) DuplicateElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const FVector & InLoca...
[]
USMInstanceElementEditorWorldInterface::IsElementInBox
/Engine/Source/Editor/UnrealEd/Public/Elements/SMInstance/SMInstanceElementEditorWorldInterface.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 )
[]
USMInstanceElementEditorWorldInterface::IsElementInConvexVolume
/Engine/Source/Editor/UnrealEd/Public/Elements/SMInstance/SMInstanceElementEditorWorldInterface.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 )
[]
USMInstanceElementEditorWorldInterface::PromoteElement
/Engine/Source/Editor/UnrealEd/Public/Elements/SMInstance/SMInstanceElementEditorWorldInterface.h
Promote a element when possible Generally available when the element is lighter representation of another element. Like promoting a static mesh instance from an instanced static static component to a static actor for example.
UnrealEd
virtual [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) PromoteElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, [UWorld](API\Runtime\Engine\Engine\UWorld) * OverrideWorld )
[]
USMInstanceElementEditorWorldInterface
/Engine/Source/Editor/UnrealEd/Public/Elements/SMInstance/SMInstanceElementEditorWorldInterface.h
UnrealEd
class USMInstanceElementEditorWorldInterface : public [USMInstanceElementWorldInterface](API\Runtime\Engine\Elements\SMInstance\USMInstanceElementWorldInterface)
[]
EPropertyDiffType::Type
/Engine/Source/Editor/UnrealEd/Public/DiffUtils.h
UnrealEd
namespace EPropertyDiffType { enum Type { Invalid, PropertyAddedToA, PropertyAddedToB, PropertyValueChanged, } }
[]
EReimportResult::Type
/Engine/Source/Editor/UnrealEd/Public/EditorReimportHandler.h
The various results we can receive from an object re-import
UnrealEd
namespace EReimportResult { enum Type { Failed, Succeeded, Cancelled, } }
[]
EThumbnailLabel::Type
/Engine/Source/Editor/UnrealEd/Public/AssetThumbnail.h
UnrealEd
namespace EThumbnailLabel { enum Type { ClassName, AssetName, NoLabel, } }
[]
ETreeDiffType::Type
/Engine/Source/Editor/UnrealEd/Public/DiffUtils.h
UnrealEd
namespace ETreeDiffType { enum Type { NODE_ADDED, NODE_REMOVED, NODE_TYPE_CHANGED, NODE_PROPERTY_CHANGED, NODE_MOVED, } }
[]
UAnimSeqExportOption::ResetToDefault
/Engine/Source/Editor/UnrealEd/Classes/Exporters/AnimSeqExportOption.h
UnrealEd
void ResetToDefault()
[]
UAnimSeqExportOption::UAnimSeqExportOption
/Engine/Source/Editor/UnrealEd/Classes/Exporters/AnimSeqExportOption.h
UnrealEd
UAnimSeqExportOption ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimSeqExportOption
/Engine/Source/Editor/UnrealEd/Classes/Exporters/AnimSeqExportOption.h
Import data and options used when export an animation sequence
UnrealEd
class UAnimSeqExportOption : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "bool", "name": "bEvaluateAllSkeletalMeshComponents", "description": "If true we evaluate all other skeletal mesh components under the same actor, this may be needed for example, to get physics to get baked" }, { "type": "bool", "name": "bExportAttributeCurves", "description": ...
UAnimSequenceExporterFBX::UAnimSequenceExporterFBX
/Engine/Source/Editor/UnrealEd/Classes/Exporters/AnimSequenceExporterFBX.h
UnrealEd
UAnimSequenceExporterFBX ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimSequenceExporterFBX::ExportBinary
/Engine/Source/Editor/UnrealEd/Classes/Exporters/AnimSequenceExporterFBX.h
Export object to binary False
UnrealEd
virtual bool ExportBinary ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const TCHAR * Type, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, int32 FileIndex, uint32 PortFlags )
[]
UAnimSequenceExporterFBX
/Engine/Source/Editor/UnrealEd/Classes/Exporters/AnimSequenceExporterFBX.h
AnimSequenceExporterFBX.
UnrealEd
class UAnimSequenceExporterFBX : public [UExporterFBX](API\Editor\UnrealEd\Exporters\UExporterFBX)
[]
UExporterFBX::GetAutomatedExportOptionsFbx
/Engine/Source/Editor/UnrealEd/Classes/Exporters/ExporterFbx.h
UnrealEd
[UFbxExportOption](API\Editor\UnrealEd\Exporters\UFbxExportOption) * GetAutomatedExportOptionsFbx()
[]
UExporterFBX
/Engine/Source/Editor/UnrealEd/Classes/Exporters/ExporterFbx.h
UnrealEd
class UExporterFBX : public [UExporter](API\Runtime\Engine\Exporters\UExporter)
[]
UExportTextContainer::UExportTextContainer
/Engine/Source/Editor/UnrealEd/Classes/Exporters/ExportTextContainer.h
UnrealEd
UExportTextContainer ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UExportTextContainer
/Engine/Source/Editor/UnrealEd/Classes/Exporters/ExportTextContainer.h
UnrealEd
class UExportTextContainer : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "FString", "name": "ExportText", "description": "ExportText representation of one or more objects" } ]
UFbxExportOption::LoadOptions
/Engine/Source/Editor/UnrealEd/Classes/Exporters/FbxExportOption.h
Load UI settings from ini file
UnrealEd
virtual void LoadOptions()
[]
UFbxExportOption::SaveOptions
/Engine/Source/Editor/UnrealEd/Classes/Exporters/FbxExportOption.h
Save UI settings to ini file
UnrealEd
virtual void SaveOptions()
[]
UFbxExportOption::ResetToDefault
/Engine/Source/Editor/UnrealEd/Classes/Exporters/FbxExportOption.h
Set all theFPropertyto the CDO value
UnrealEd
void ResetToDefault()
[]
UFbxExportOption::UFbxExportOption
/Engine/Source/Editor/UnrealEd/Classes/Exporters/FbxExportOption.h
UnrealEd
UFbxExportOption ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UFbxExportOption
/Engine/Source/Editor/UnrealEd/Classes/Exporters/FbxExportOption.h
UnrealEd
class UFbxExportOption : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "uint32: 1", "name": "bASCII", "description": "If enabled, save as ascii instead of binary" }, { "type": "uint32: 1", "name": "bExportLocalTime", "description": "If enabled, export sequencer animation in its local time, relative to its sequence." }, { "type": "uint32:...
ULevelExporterFBX::ExportBinary
/Engine/Source/Editor/UnrealEd/Classes/Exporters/LevelExporterFBX.h
Export object to binary False
UnrealEd
virtual bool ExportBinary ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const TCHAR * Type, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, int32 FileIndex, uint32 PortFlags )
[]
ULevelExporterFBX::ULevelExporterFBX
/Engine/Source/Editor/UnrealEd/Classes/Exporters/LevelExporterFBX.h
UnrealEd
ULevelExporterFBX ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
ULevelExporterFBX
/Engine/Source/Editor/UnrealEd/Classes/Exporters/LevelExporterFBX.h
LevelExporterFBX.
UnrealEd
class ULevelExporterFBX : public [UExporterFBX](API\Editor\UnrealEd\Exporters\UExporterFBX)
[]
ULevelExporterLOD::ExportText
/Engine/Source/Editor/UnrealEd/Classes/Exporters/LevelExporterLOD.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) & Ar, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Wa...
[]
ULevelExporterLOD::ULevelExporterLOD
/Engine/Source/Editor/UnrealEd/Classes/Exporters/LevelExporterLOD.h
UnrealEd
ULevelExporterLOD ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
ULevelExporterLOD
/Engine/Source/Editor/UnrealEd/Classes/Exporters/LevelExporterLOD.h
UnrealEd
class ULevelExporterLOD : public [UExporter](API\Runtime\Engine\Exporters\UExporter)
[]
ULevelExporterOBJ::ExportText
/Engine/Source/Editor/UnrealEd/Classes/Exporters/LevelExporterOBJ.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) & Ar, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Wa...
[]
ULevelExporterOBJ::ULevelExporterOBJ
/Engine/Source/Editor/UnrealEd/Classes/Exporters/LevelExporterOBJ.h
UnrealEd
ULevelExporterOBJ ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
ULevelExporterOBJ
/Engine/Source/Editor/UnrealEd/Classes/Exporters/LevelExporterOBJ.h
UnrealEd
class ULevelExporterOBJ : public [UExporter](API\Runtime\Engine\Exporters\UExporter)
[]
ULevelExporterSTL::ExportText
/Engine/Source/Editor/UnrealEd/Classes/Exporters/LevelExporterSTL.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) & Ar, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Wa...
[]
ULevelExporterSTL::ULevelExporterSTL
/Engine/Source/Editor/UnrealEd/Classes/Exporters/LevelExporterSTL.h
UnrealEd
ULevelExporterSTL ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
ULevelExporterSTL
/Engine/Source/Editor/UnrealEd/Classes/Exporters/LevelExporterSTL.h
UnrealEd
class ULevelExporterSTL : public [UExporter](API\Runtime\Engine\Exporters\UExporter)
[]
ULevelExporterT3D::ExportComponentExtra
/Engine/Source/Editor/UnrealEd/Classes/Exporters/LevelExporterT3D.h
Allows the Exporter to export any extra information it would like about each instanced object. This occurs immediately after the component is exported.
UnrealEd
virtual void ExportComponentExtra ( const [FExportObjectInnerContext](API\Runtime\Engine\FExportObjectInnerContext) * Context, const [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & Components, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar,...
[]
ULevelExporterT3D::ExportPackageInners
/Engine/Source/Editor/UnrealEd/Classes/Exporters/LevelExporterT3D.h
Export Package Inner
UnrealEd
virtual void ExportPackageInners ( [FExportPackageParams](API\Runtime\Engine\Exporters\UExporter\FExportPackageParams) & ExpPackageParams )
[]
ULevelExporterT3D::ExportPackageObject
/Engine/Source/Editor/UnrealEd/Classes/Exporters/LevelExporterT3D.h
Export Package Object
UnrealEd
virtual void ExportPackageObject ( [FExportPackageParams](API\Runtime\Engine\Exporters\UExporter\FExportPackageParams) & ExpPackageParams )
[]
ULevelExporterT3D::ExportText
/Engine/Source/Editor/UnrealEd/Classes/Exporters/LevelExporterT3D.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) & Ar, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Wa...
[]
ULevelExporterT3D::ULevelExporterT3D
/Engine/Source/Editor/UnrealEd/Classes/Exporters/LevelExporterT3D.h
UnrealEd
ULevelExporterT3D ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
ULevelExporterT3D
/Engine/Source/Editor/UnrealEd/Classes/Exporters/LevelExporterT3D.h
UnrealEd
class ULevelExporterT3D : public [UExporter](API\Runtime\Engine\Exporters\UExporter)
[]
UModelExporterT3D::ExportText
/Engine/Source/Editor/UnrealEd/Classes/Exporters/ModelExporterT3D.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) & Ar, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Wa...
[]
UModelExporterT3D::UModelExporterT3D
/Engine/Source/Editor/UnrealEd/Classes/Exporters/ModelExporterT3D.h
UnrealEd
UModelExporterT3D ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UModelExporterT3D
/Engine/Source/Editor/UnrealEd/Classes/Exporters/ModelExporterT3D.h
UnrealEd
class UModelExporterT3D : public [UExporter](API\Runtime\Engine\Exporters\UExporter)
[]
UObjectExporterT3D::ExportText
/Engine/Source/Editor/UnrealEd/Classes/Exporters/ObjectExporterT3D.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) & Ar, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Wa...
[]
UObjectExporterT3D::UObjectExporterT3D
/Engine/Source/Editor/UnrealEd/Classes/Exporters/ObjectExporterT3D.h
UnrealEd
UObjectExporterT3D ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UObjectExporterT3D
/Engine/Source/Editor/UnrealEd/Classes/Exporters/ObjectExporterT3D.h
UnrealEd
class UObjectExporterT3D : public [UExporter](API\Runtime\Engine\Exporters\UExporter)
[]
UPolysExporterOBJ::UPolysExporterOBJ
/Engine/Source/Editor/UnrealEd/Classes/Exporters/PolysExporterOBJ.h
UnrealEd
UPolysExporterOBJ ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UPolysExporterOBJ::ExportText
/Engine/Source/Editor/UnrealEd/Classes/Exporters/PolysExporterOBJ.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) & Ar, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Wa...
[]
UPolysExporterOBJ
/Engine/Source/Editor/UnrealEd/Classes/Exporters/PolysExporterOBJ.h
UnrealEd
class UPolysExporterOBJ : public [UExporter](API\Runtime\Engine\Exporters\UExporter)
[]
UPolysExporterT3D::ExportText
/Engine/Source/Editor/UnrealEd/Classes/Exporters/PolysExporterT3D.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) & Ar, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Wa...
[]
UPolysExporterT3D::UPolysExporterT3D
/Engine/Source/Editor/UnrealEd/Classes/Exporters/PolysExporterT3D.h
UnrealEd
UPolysExporterT3D ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UPolysExporterT3D
/Engine/Source/Editor/UnrealEd/Classes/Exporters/PolysExporterT3D.h
UnrealEd
class UPolysExporterT3D : public [UExporter](API\Runtime\Engine\Exporters\UExporter)
[]
URenderTargetCubeExporterHDR::URenderTargetCubeExporterHDR
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureCubeExporterHDR.h
UnrealEd
URenderTargetCubeExporterHDR ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
URenderTargetCubeExporterHDR
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureCubeExporterHDR.h
UnrealEd
class URenderTargetCubeExporterHDR : public [UTextureCubeExporterHDR](API\Editor\UnrealEd\Exporters\UTextureCubeExporterHDR)
[]
URenderTargetExporterEXR::ExportBinary
/Engine/Source/Editor/UnrealEd/Classes/Exporters/RenderTargetExporterHDR.h
Export object to binary False
UnrealEd
virtual bool ExportBinary ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const TCHAR * Type, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, int32 FileIndex, uint32 PortFlags )
[]
URenderTargetExporterEXR::SupportsObject
/Engine/Source/Editor/UnrealEd/Classes/Exporters/RenderTargetExporterHDR.h
Returns whether this exporter supports the specific object.
UnrealEd
virtual bool SupportsObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const
[]
URenderTargetExporterEXR::URenderTargetExporterEXR
/Engine/Source/Editor/UnrealEd/Classes/Exporters/RenderTargetExporterHDR.h
UnrealEd
URenderTargetExporterEXR ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
URenderTargetExporterEXR
/Engine/Source/Editor/UnrealEd/Classes/Exporters/RenderTargetExporterHDR.h
UnrealEd
class URenderTargetExporterEXR : public [UExporter](API\Runtime\Engine\Exporters\UExporter)
[]
URenderTargetExporterPNG::SupportsObject
/Engine/Source/Editor/UnrealEd/Classes/Exporters/RenderTargetExporterHDR.h
Returns whether this exporter supports the specific object.
UnrealEd
virtual bool SupportsObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const
[]
URenderTargetExporterPNG::URenderTargetExporterPNG
/Engine/Source/Editor/UnrealEd/Classes/Exporters/RenderTargetExporterHDR.h
UnrealEd
URenderTargetExporterPNG ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
URenderTargetExporterPNG::ExportBinary
/Engine/Source/Editor/UnrealEd/Classes/Exporters/RenderTargetExporterHDR.h
Export object to binary False
UnrealEd
virtual bool ExportBinary ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const TCHAR * Type, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, int32 FileIndex, uint32 PortFlags )
[]
USequenceExporterT3D::ExportText
/Engine/Source/Editor/UnrealEd/Classes/Exporters/SequenceExporterT3D.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) & Ar, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Wa...
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URenderTargetExporterPNG
/Engine/Source/Editor/UnrealEd/Classes/Exporters/RenderTargetExporterHDR.h
Note : URenderTargetExporterHDR deleted export to HDR is discouraged, use PNG or EXR
UnrealEd
class URenderTargetExporterPNG : public [UExporter](API\Runtime\Engine\Exporters\UExporter)
[]
USequenceExporterT3D::USequenceExporterT3D
/Engine/Source/Editor/UnrealEd/Classes/Exporters/SequenceExporterT3D.h
UnrealEd
USequenceExporterT3D ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
USequenceExporterT3D
/Engine/Source/Editor/UnrealEd/Classes/Exporters/SequenceExporterT3D.h
UnrealEd
class USequenceExporterT3D : public [UExporter](API\Runtime\Engine\Exporters\UExporter)
[]
USkeletalMeshExporterFBX::USkeletalMeshExporterFBX
/Engine/Source/Editor/UnrealEd/Classes/Exporters/SkeletalMeshExporterFBX.h
UnrealEd
USkeletalMeshExporterFBX ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
USkeletalMeshExporterFBX::ExportBinary
/Engine/Source/Editor/UnrealEd/Classes/Exporters/SkeletalMeshExporterFBX.h
Export object to binary False
UnrealEd
virtual bool ExportBinary ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const TCHAR * Type, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, int32 FileIndex, uint32 PortFlags )
[]
USkeletalMeshExporterFBX
/Engine/Source/Editor/UnrealEd/Classes/Exporters/SkeletalMeshExporterFBX.h
SkeletalMeshExporterFBX.
UnrealEd
class USkeletalMeshExporterFBX : public [UExporterFBX](API\Editor\UnrealEd\Exporters\UExporterFBX)
[]
USoundExporterOGG::ExportBinary
/Engine/Source/Editor/UnrealEd/Classes/Exporters/SoundExporterOGG.h
Export object to binary False
UnrealEd
virtual bool ExportBinary ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const TCHAR * Type, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, int32 FileIndex, uint32 PortFlags )
[]
USoundExporterOGG::USoundExporterOGG
/Engine/Source/Editor/UnrealEd/Classes/Exporters/SoundExporterOGG.h
UnrealEd
USoundExporterOGG ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
USoundExporterOGG
/Engine/Source/Editor/UnrealEd/Classes/Exporters/SoundExporterOGG.h
UnrealEd
class USoundExporterOGG : public [UExporter](API\Runtime\Engine\Exporters\UExporter)
[]
USoundExporterWAV::ExportBinary
/Engine/Source/Editor/UnrealEd/Classes/Exporters/SoundExporterWAV.h
Export object to binary False
UnrealEd
virtual bool ExportBinary ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const TCHAR * Type, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, int32 FileIndex, uint32 PortFlags )
[]
USoundExporterWAV::USoundExporterWAV
/Engine/Source/Editor/UnrealEd/Classes/Exporters/SoundExporterWAV.h
UnrealEd
USoundExporterWAV ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
USoundExporterWAV::SupportsObject
/Engine/Source/Editor/UnrealEd/Classes/Exporters/SoundExporterWAV.h
Returns whether this exporter supports the specific object.
UnrealEd
virtual bool SupportsObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const
[]
USoundExporterWAV
/Engine/Source/Editor/UnrealEd/Classes/Exporters/SoundExporterWAV.h
UnrealEd
class USoundExporterWAV : public [UExporter](API\Runtime\Engine\Exporters\UExporter)
[]
USoundSurroundExporterWAV::ExportBinary
/Engine/Source/Editor/UnrealEd/Classes/Exporters/SoundSurroundExporterWAV.h
Export object to binary False
UnrealEd
virtual bool ExportBinary ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const TCHAR * Type, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, int32 FileIndex, uint32 PortFlags )
[]
USoundSurroundExporterWAV::GetFileCount
/Engine/Source/Editor/UnrealEd/Classes/Exporters/SoundSurroundExporterWAV.h
Number of binary files to export for this object. Should be 1 in the vast majority of cases. Noted exception would be multichannel sounds which have upto 8 raw waves stored within them.
UnrealEd
virtual int32 GetFileCount ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const
[]
USoundSurroundExporterWAV::GetUniqueFilename
/Engine/Source/Editor/UnrealEd/Classes/Exporters/SoundSurroundExporterWAV.h
UnrealEd
virtual [FString](API\Runtime\Core\Containers\FString) GetUniqueFilename ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const TCHAR * Filename, int32 FileIndex, int32 FileCount ) const
[]
USoundSurroundExporterWAV::SupportsObject
/Engine/Source/Editor/UnrealEd/Classes/Exporters/SoundSurroundExporterWAV.h
Returns whether this exporter supports the specific object.
UnrealEd
virtual bool SupportsObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const
[]
USoundExporterOGG::SupportsObject
/Engine/Source/Editor/UnrealEd/Classes/Exporters/SoundExporterOGG.h
Returns whether this exporter supports the specific object.
UnrealEd
virtual bool SupportsObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const
[]