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USoundSurroundExporterWAV::USoundSurroundExporterWAV
/Engine/Source/Editor/UnrealEd/Classes/Exporters/SoundSurroundExporterWAV.h
UnrealEd
USoundSurroundExporterWAV ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
USoundSurroundExporterWAV
/Engine/Source/Editor/UnrealEd/Classes/Exporters/SoundSurroundExporterWAV.h
SoundSurroundExporterWAV.
UnrealEd
class USoundSurroundExporterWAV : public [UExporter](API\Runtime\Engine\Exporters\UExporter)
[]
UStaticMeshExporterFBX::UStaticMeshExporterFBX
/Engine/Source/Editor/UnrealEd/Classes/Exporters/StaticMeshExporterFBX.h
UnrealEd
UStaticMeshExporterFBX ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UStaticMeshExporterFBX::ExportBinary
/Engine/Source/Editor/UnrealEd/Classes/Exporters/StaticMeshExporterFBX.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 )
[]
UStaticMeshExporterFBX
/Engine/Source/Editor/UnrealEd/Classes/Exporters/StaticMeshExporterFBX.h
StaticMeshExporterFBX.
UnrealEd
class UStaticMeshExporterFBX : public [UExporterFBX](API\Editor\UnrealEd\Exporters\UExporterFBX)
[]
UStaticMeshExporterOBJ::ExportText
/Engine/Source/Editor/UnrealEd/Classes/Exporters/StaticMeshExporterOBJ.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...
[]
UStaticMeshExporterOBJ::UStaticMeshExporterOBJ
/Engine/Source/Editor/UnrealEd/Classes/Exporters/StaticMeshExporterOBJ.h
UnrealEd
UStaticMeshExporterOBJ ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UStaticMeshExporterOBJ
/Engine/Source/Editor/UnrealEd/Classes/Exporters/StaticMeshExporterOBJ.h
UnrealEd
class UStaticMeshExporterOBJ : public [UExporter](API\Runtime\Engine\Exporters\UExporter)
[]
UTextBufferExporterTXT::ExportText
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextBufferExporterTXT.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...
[]
UTextBufferExporterTXT::UTextBufferExporterTXT
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextBufferExporterTXT.h
UnrealEd
UTextBufferExporterTXT ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UTextBufferExporterTXT
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextBufferExporterTXT.h
UnrealEd
class UTextBufferExporterTXT : public [UExporter](API\Runtime\Engine\Exporters\UExporter)
[]
UTextureCubeExporterHDR::ExportBinary
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureCubeExporterHDR.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 )
[]
UTextureCubeExporterHDR::UTextureCubeExporterHDR
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureCubeExporterHDR.h
UnrealEd
UTextureCubeExporterHDR ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UTextureExporterBMP::SupportsTexture
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterBMP.h
Derived class exporter must implement :
UnrealEd
virtual bool SupportsTexture ( [UTexture](API\Runtime\Engine\Engine\UTexture) * Texture ) const
[]
UTextureCubeExporterHDR
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureCubeExporterHDR.h
TextureCubeExporterHDR.
UnrealEd
class UTextureCubeExporterHDR : public [UExporter](API\Runtime\Engine\Exporters\UExporter)
[]
UTextureExporterBMP::UTextureExporterBMP
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterBMP.h
UnrealEd
UTextureExporterBMP ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UTextureExporterBMP
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterBMP.h
TextureExporterBMP.
UnrealEd
class UTextureExporterBMP : public [UTextureExporterGeneric](API\Editor\UnrealEd\Exporters\UTextureExporterGeneric)
[]
UTextureExporterDDS::ExportBinary
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterDDS.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 )
[]
UTextureExporterDDS::SupportsObject
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterDDS.h
Returns whether this exporter supports the specific object.
UnrealEd
virtual bool SupportsObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const
[]
UTextureExporterDDS::SupportsTexture
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterDDS.h
Should not get called :
UnrealEd
virtual bool SupportsTexture ( [UTexture](API\Runtime\Engine\Engine\UTexture) * Texture ) const
[]
UTextureExporterDDS::UTextureExporterDDS
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterDDS.h
UnrealEd
UTextureExporterDDS ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UTextureExporterEXR::SupportsTexture
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterEXR.h
Derived class exporter must implement :
UnrealEd
virtual bool SupportsTexture ( [UTexture](API\Runtime\Engine\Engine\UTexture) * Texture ) const
[]
UTextureExporterDDS
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterDDS.h
TextureExporterDDS.
UnrealEd
class UTextureExporterDDS : public [UTextureExporterGeneric](API\Editor\UnrealEd\Exporters\UTextureExporterGeneric)
[]
UTextureExporterEXR::UTextureExporterEXR
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterEXR.h
UnrealEd
UTextureExporterEXR ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UTextureExporterEXR
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterEXR.h
TextureExporterEXR.
UnrealEd
class UTextureExporterEXR : public [UTextureExporterGeneric](API\Editor\UnrealEd\Exporters\UTextureExporterGeneric)
[]
UTextureExporterGeneric::ExportBinary
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterGeneric.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 )
[]
UTextureExporterGeneric::GetExportTexture
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterGeneric.h
UnrealEd
[UTexture](API\Runtime\Engine\Engine\UTexture) * GetExportTexture ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const
[]
UTextureExporterGeneric::GetFileCount
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterGeneric.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
[]
UTextureExporterGeneric::GetUniqueFilename
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterGeneric.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
[]
UTextureExporterGeneric::SupportsObject
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterGeneric.h
Returns whether this exporter supports the specific object.
UnrealEd
virtual bool SupportsObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const
[]
UTextureExporterGeneric::SupportsTexture
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterGeneric.h
Derived class exporter must implement :
UnrealEd
virtual bool SupportsTexture ( [UTexture](API\Runtime\Engine\Engine\UTexture) * Texture ) const
[]
UTextureExporterGeneric::UTextureExporterGeneric
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterGeneric.h
UnrealEd
UTextureExporterGeneric ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UTextureExporterGeneric
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterGeneric.h
TextureExporterGeneric.
UnrealEd
class UTextureExporterGeneric : public [UExporter](API\Runtime\Engine\Exporters\UExporter)
[]
UTextureExporterHDR::SupportsTexture
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterHDR.h
Derived class exporter must implement :
UnrealEd
virtual bool SupportsTexture ( [UTexture](API\Runtime\Engine\Engine\UTexture) * Texture ) const
[]
UTextureExporterHDR::UTextureExporterHDR
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterHDR.h
UnrealEd
UTextureExporterHDR ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UTextureExporterHDR
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterHDR.h
TextureExporterHDR.
UnrealEd
class UTextureExporterHDR : public [UTextureExporterGeneric](API\Editor\UnrealEd\Exporters\UTextureExporterGeneric)
[]
UTextureExporterJPEG::ExportBinary
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterPNG.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 )
[]
UTextureExporterJPEG::UTextureExporterJPEG
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterPNG.h
UnrealEd
UTextureExporterJPEG ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UTextureExporterJPEG::SupportsObject
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterPNG.h
Returns whether this exporter supports the specific object.
UnrealEd
virtual bool SupportsObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const
[]
UTextureExporterJPEG
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterPNG.h
JPEG is notUTextureExporterGenericJPEG exporter writes stored JPEG bits in TextureSource compressed payloads
UnrealEd
class UTextureExporterJPEG : public [UExporter](API\Runtime\Engine\Exporters\UExporter)
[]
UTextureExporterPCX::ExportBinary
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterPCX.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 )
[]
UTextureExporterPCX::UTextureExporterPCX
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterPCX.h
UnrealEd
UTextureExporterPCX ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UTextureExporterPCX::SupportsObject
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterPCX.h
Returns whether this exporter supports the specific object.
UnrealEd
virtual bool SupportsObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const
[]
UTextureExporterPCX
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterPCX.h
TextureExporterPCX.
UnrealEd
class UTextureExporterPCX : public [UExporter](API\Runtime\Engine\Exporters\UExporter)
[]
UTextureExporterPNG::SupportsTexture
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterPNG.h
Derived class exporter must implement :
UnrealEd
virtual bool SupportsTexture ( [UTexture](API\Runtime\Engine\Engine\UTexture) * Texture ) const
[]
UTextureExporterPNG::UTextureExporterPNG
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterPNG.h
UnrealEd
UTextureExporterPNG ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UTextureExporterPNG
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterPNG.h
TextureExporterPNG.
UnrealEd
class UTextureExporterPNG : public [UTextureExporterGeneric](API\Editor\UnrealEd\Exporters\UTextureExporterGeneric)
[]
UTextureExporterTGA::SupportsTexture
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterTGA.h
Derived class exporter must implement :
UnrealEd
virtual bool SupportsTexture ( [UTexture](API\Runtime\Engine\Engine\UTexture) * Texture ) const
[]
UTextureExporterTGA::UTextureExporterTGA
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterTGA.h
UnrealEd
UTextureExporterTGA ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UTextureExporterTGA
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterTGA.h
TextureExporterTGA.
UnrealEd
class UTextureExporterTGA : public [UTextureExporterGeneric](API\Editor\UnrealEd\Exporters\UTextureExporterGeneric)
[]
UVectorFieldExporter
/Engine/Source/Editor/UnrealEd/Classes/Exporters/VectorFieldExporter.h
No constructors are accessible with public or protected access.
UnrealEd
class UVectorFieldExporter : public [UExporter](API\Runtime\Engine\Exporters\UExporter)
[]
UVirtualTextureBuilderExporterBMP::UVirtualTextureBuilderExporterBMP
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterBMP.h
UnrealEd
UVirtualTextureBuilderExporterBMP ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UVirtualTextureBuilderExporterBMP
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterBMP.h
UnrealEd
class UVirtualTextureBuilderExporterBMP : public [UTextureExporterBMP](API\Editor\UnrealEd\Exporters\UTextureExporterBMP)
[]
UVirtualTextureBuilderExporterDDS::UVirtualTextureBuilderExporterDDS
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterDDS.h
UnrealEd
UVirtualTextureBuilderExporterDDS ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UVirtualTextureBuilderExporterDDS
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterDDS.h
UnrealEd
class UVirtualTextureBuilderExporterDDS : public [UTextureExporterDDS](API\Editor\UnrealEd\Exporters\UTextureExporterDDS)
[]
UVirtualTextureBuilderExporterEXR::UVirtualTextureBuilderExporterEXR
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterEXR.h
UnrealEd
UVirtualTextureBuilderExporterEXR ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UVirtualTextureBuilderExporterEXR
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterEXR.h
UnrealEd
class UVirtualTextureBuilderExporterEXR : public [UTextureExporterEXR](API\Editor\UnrealEd\Exporters\UTextureExporterEXR)
[]
UVirtualTextureBuilderExporterHDR::UVirtualTextureBuilderExporterHDR
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterHDR.h
UnrealEd
UVirtualTextureBuilderExporterHDR ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UVirtualTextureBuilderExporterHDR
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterHDR.h
UnrealEd
class UVirtualTextureBuilderExporterHDR : public [UTextureExporterHDR](API\Editor\UnrealEd\Exporters\UTextureExporterHDR)
[]
UVirtualTextureBuilderExporterPNG
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterPNG.h
UnrealEd
class UVirtualTextureBuilderExporterPNG : public [UTextureExporterPNG](API\Editor\UnrealEd\Exporters\UTextureExporterPNG)
[]
UVirtualTextureBuilderExporterPNG::UVirtualTextureBuilderExporterPNG
/Engine/Source/Editor/UnrealEd/Classes/Exporters/TextureExporterPNG.h
UnrealEd
UVirtualTextureBuilderExporterPNG ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
FActionMenuContent::FActionMenuContent
/Engine/Source/Editor/UnrealEd/Public/GraphEditor.h
UnrealEd
FActionMenuContent()
[]
FActionMenuContent::FActionMenuContent
/Engine/Source/Editor/UnrealEd/Public/GraphEditor.h
UnrealEd
FActionMenuContent ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > InContent, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > InWidgetToFocus )
[]
FActionMenuContent
/Engine/Source/Editor/UnrealEd/Public/GraphEditor.h
Struct used to return info about action menu
UnrealEd
struct FActionMenuContent
[ { "type": "TSharedRef<SWi...", "name": "Content", "description": "" }, { "type": "FOnGraphContent...", "name": "OnMenuDismissed", "description": "" }, { "type": "TSharedPtr<SWi...", "name": "WidgetToFocus", "description": "" } ]
FActorEditorContextClientDisplayInfo::FActorEditorContextClientDisplayInfo
/Engine/Source/Editor/UnrealEd/Public/IActorEditorContextClient.h
UnrealEd
FActorEditorContextClientDisplayInfo()
[]
FActorEditorContextClientDisplayInfo
/Engine/Source/Editor/UnrealEd/Public/IActorEditorContextClient.h
UnrealEd
struct FActorEditorContextClientDisplayInfo
[ { "type": "constFSlateBru...", "name": "Brush", "description": "" }, { "type": "FString", "name": "Title", "description": "" } ]
FActorFactoryAssetProxy::AddActorForAsset
/Engine/Source/Editor/UnrealEd/Public/AssetSelection.h
Places an actor instance using the factory appropriate for the type of asset the actor that was created by the factory, or NULL if there aren't any factories for this asset (or the actor couldn't be created for some other reason)
UnrealEd
static [AActor](API\Runtime\Engine\GameFramework\AActor) * AddActorForAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * AssetObj, bool SelectActor, EObjectFlags ObjectFlags, [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * FactoryToUse, const [FName](API\Runtime\Core\UObject\FName) Name )
[]
FActorFactoryAssetProxy::AddActorFromSelection
/Engine/Source/Editor/UnrealEd/Public/AssetSelection.h
Places an actor instance using the factory appropriate for the type of asset using the current object selection as the asset the actor that was created by the factory, or NULL if there aren't any factories for this asset (or the actor couldn't be created for some other reason)
UnrealEd
static [AActor](API\Runtime\Engine\GameFramework\AActor) * AddActorFromSelection ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ActorClass, const FVector * ActorLocation, bool SelectActor, EObjectFlags ObjectFlags, [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * ActorFactory, const [FName](API...
[]
FActorFactoryAssetProxy::FMenuItem::FMenuItem
/Engine/Source/Editor/UnrealEd/Public/AssetSelection.h
UnrealEd
FMenuItem &40; UActorFactory &42; InFactoryToUse, const FAssetData & InAssetData &41;
[]
FActorFactoryAssetProxy::ApplyMaterialToActor
/Engine/Source/Editor/UnrealEd/Public/AssetSelection.h
Attempts to apply the material to the specified actor. true if the material was successfully applied to the actor
UnrealEd
static bool ApplyMaterialToActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * TargetActor, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * MaterialToApply, int32 OptionalMaterialSlot )
[]
FMenuItem
/Engine/Source/Editor/UnrealEd/Public/AssetSelection.h
Information about an add actor menu item
UnrealEd
struct FMenuItem
[ { "type": "FAssetData", "name": "AssetData", "description": "The asset data to use with the factory" }, { "type": "UActorFactory&...", "name": "FactoryToUse", "description": "Actor factory used to spawn the actor when the menu item is clicked" } ]
FActorFactoryAssetProxy::GetFactoryForAsset
/Engine/Source/Editor/UnrealEd/Public/AssetSelection.h
Find the appropriate actor factory for an asset by type. the factory that is responsible for creating actors for the specified asset type.
UnrealEd
static [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * GetFactoryForAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & DropData, bool bRequireValidObject )
[]
FActorFactoryAssetProxy::GenerateActorFactoryMenuItems
/Engine/Source/Editor/UnrealEd/Public/AssetSelection.h
Builds a list of strings for populating the actor factory context menu items. This menu is shown when the user right-clicks in a level viewport.
UnrealEd
static void GenerateActorFactoryMenuItems ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [TArray](API\Runtime\Core\Containers\TArray)< [FMenuItem](API\Editor\UnrealEd\FActorFactoryAssetProxy\FMenuItem) > * OutMenuItems, bool ExcludeStandAloneFactories )
[]
FActorFactoryAssetProxy::GetFactoryForAssetObject
/Engine/Source/Editor/UnrealEd/Public/AssetSelection.h
Find the appropriate actor factory for an asset. The factory that is responsible for creating actors for the specified asset
UnrealEd
static [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * GetFactoryForAssetObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * AssetObj )
[]
FActorFactoryAssetProxy::IsActorValidForMaterialApplication
/Engine/Source/Editor/UnrealEd/Public/AssetSelection.h
Determines if the provided actor is capable of having a material applied to it. true if the actor is valid for material application; false otherwise
UnrealEd
static bool IsActorValidForMaterialApplication ( [AActor](API\Runtime\Engine\GameFramework\AActor) * TargetActor )
[]
FActorFolderProps::FActorFolderProps
/Engine/Source/Editor/UnrealEd/Public/WorldFolders.h
UnrealEd
FActorFolderProps()
[]
FActorFactoryAssetProxy
/Engine/Source/Editor/UnrealEd/Public/AssetSelection.h
No constructors are accessible with public or protected access.
UnrealEd
class FActorFactoryAssetProxy
[]
FActorFolderProps
/Engine/Source/Editor/UnrealEd/Public/WorldFolders.h
UnrealEd
struct FActorFolderProps
[ { "type": "bool", "name": "bIsExpanded", "description": "" } ]
FActorFolders::AddReferencedObjects
/Engine/Source/Editor/UnrealEd/Public/EditorActorFolders.h
Pure virtual that must be overloaded by the inheriting class. Use this method to serialize any UObjects contained that you wish to keep around.
UnrealEd
virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )
[]
FActorFolders::CanResetContext
/Engine/Source/Editor/UnrealEd/Public/EditorActorFolders.h
UnrealEd
virtual bool CanResetContext ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld ) const
[]
FActorFolders::CreateFolder
/Engine/Source/Editor/UnrealEd/Public/EditorActorFolders.h
Create a new folder in the specified world, of the specified path
UnrealEd
bool CreateFolder ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, const [FFolder](API\Runtime\Engine\FFolder) & InFolder )
[]
FActorFolders::ContainsFolder
/Engine/Source/Editor/UnrealEd/Public/EditorActorFolders.h
Return if folder exists
UnrealEd
bool ContainsFolder ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, const [FFolder](API\Runtime\Engine\FFolder) & InFolder )
[]
FActorFolders::CreateFolder
/Engine/Source/Editor/UnrealEd/Public/EditorActorFolders.h
Deprecated* CreateFolder usingFNamehas been deprecated. Please use new interface usingFFolder.
UnrealEd
void CreateFolder ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, [FName](API\Runtime\Core\UObject\FName) Path )
[]
FActorFolders::CreateFolderContainingSelection
/Engine/Source/Editor/UnrealEd/Public/EditorActorFolders.h
Same as CreateFolder, but moves the current actor selection into the new folder as well
UnrealEd
void CreateFolderContainingSelection ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, const [FFolder](API\Runtime\Engine\FFolder) & InFolder )
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FActorFolders::CreateFolderContainingSelection
/Engine/Source/Editor/UnrealEd/Public/EditorActorFolders.h
Deprecated* CreateFolderContainingSelection usingFNamehas been deprecated. Please use new interface usingFFolder.
UnrealEd
void CreateFolderContainingSelection ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, [FName](API\Runtime\Core\UObject\FName) Path )
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FActorFolders::DeleteFolder
/Engine/Source/Editor/UnrealEd/Public/EditorActorFolders.h
Deprecated* DeleteFolder usingFNamehas been deprecated. Please use new interface usingFFolder.
UnrealEd
void DeleteFolder ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, [FName](API\Runtime\Core\UObject\FName) FolderToDelete )
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FActorFolders::DeleteFolder
/Engine/Source/Editor/UnrealEd/Public/EditorActorFolders.h
Delete the specified folder in the world
UnrealEd
void DeleteFolder ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, const [FFolder](API\Runtime\Engine\FFolder) & InFolderToDelete )
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FActorFolders::ForEachActorDescInFolders
/Engine/Source/Editor/UnrealEd/Public/EditorActorFolders.h
Apply an operation to each actor desc in the given list of folders.
UnrealEd
static void ForEachActorDescInFolders ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & InPaths, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [FWorldPartitionActorDesc](API\Runtime\Engine\World...
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FActorFolders::ForEachActorInFolders
/Engine/Source/Editor/UnrealEd/Public/EditorActorFolders.h
Apply an operation to each actor in the given list of folders. Will stop when operation returns false.
UnrealEd
static void ForEachActorInFolders ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InPaths, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([AActor](API\Runtime\Engine\GameFramework\AActor) *)> Ope...
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FActorFolders::ForEachActorInFolders
/Engine/Source/Editor/UnrealEd/Public/EditorActorFolders.h
Apply an operation to each actor in the given list of folders. Will stop when operation returns false.
UnrealEd
static void ForEachActorInFolders ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & InPaths, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([AActor](API\Runtime\Engine\GameFramework\AActor) *)> Operati...
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FActorFolders::ForEachFolder
/Engine/Source/Editor/UnrealEd/Public/EditorActorFolders.h
Iterate on all folders of a world and pass it to the provided operation.
UnrealEd
void ForEachFolder ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [FFolder](API\Runtime\Engine\FFolder) &)> Operation )
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FActorFolders::ForEachFolderWithRootObject
/Engine/Source/Editor/UnrealEd/Public/EditorActorFolders.h
Iterate on all world's folders with the given root object and pass it to the provided operation.
UnrealEd
void ForEachFolderWithRootObject ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, const [FFolder::FRootObject](API\Runtime\Engine\FFolder\FRootObject) & InFolderRootObject, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [FFolder](API\Runtime\Engine\FFolder) &)> Operation )
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FActorFolders::Get
/Engine/Source/Editor/UnrealEd/Public/EditorActorFolders.h
Singleton access
UnrealEd
static [FActorFolders](API\Editor\UnrealEd\FActorFolders) & Get()
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FActorFolders::GetActorDescFolder
/Engine/Source/Editor/UnrealEd/Public/EditorActorFolders.h
UnrealEd
static [FFolder](API\Runtime\Engine\FFolder) GetActorDescFolder ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, const [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) * InActorDesc )
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FActorFolders::GetActorEditorContextDisplayInfo
/Engine/Source/Editor/UnrealEd/Public/EditorActorFolders.h
UnrealEd
virtual bool GetActorEditorContextDisplayInfo ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [FActorEditorContextClientDisplayInfo](API\Editor\UnrealEd\FActorEditorContextClientDisplay-) & OutDiplayInfo ) const
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FActorFolders::GetActorEditorContextFolder
/Engine/Source/Editor/UnrealEd/Public/EditorActorFolders.h
UnrealEd
[FFolder](API\Runtime\Engine\FFolder) GetActorEditorContextFolder ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, bool bMustMatchCurrentLevel ) const
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FActorFolders::GetActorEditorContextWidget
/Engine/Source/Editor/UnrealEd/Public/EditorActorFolders.h
UnrealEd
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetActorEditorContextWidget ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld ) const
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FActorFolders::GetActorsFromFolders
/Engine/Source/Editor/UnrealEd/Public/EditorActorFolders.h
Get an array of actors from a list of folders
UnrealEd
static void GetActorsFromFolders ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InPaths, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutActors, const [FFolde...
[]
FActorFolders::GetActorsFromFolders
/Engine/Source/Editor/UnrealEd/Public/EditorActorFolders.h
Get an array of actors from a list of folders
UnrealEd
static void GetActorsFromFolders ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & InPaths, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutActors, const [FFolder::F...
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FActorFolders::GetDefaultFolderForSelection
/Engine/Source/Editor/UnrealEd/Public/EditorActorFolders.h
Get a new default folder name that would apply to the current selection
UnrealEd
[FFolder](API\Runtime\Engine\FFolder) GetDefaultFolderForSelection ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, [TArray](API\Runtime\Core\Containers\TArray)< [FFolder](API\Runtime\Engine\FFolder) > * InSelectedFolders )
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