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UVectorFieldStaticFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/VectorFieldStaticFactory.h
UnrealEd
class UVectorFieldStaticFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
[]
UVolumeTextureFactory::ConfigureProperties
/Engine/Source/Editor/UnrealEd/Classes/Factories/VolumeTextureFactory.h
Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties
UnrealEd
virtual bool ConfigureProperties()
[]
UVolumeTextureFactory::FactoryCreateNew
/Engine/Source/Editor/UnrealEd/Classes/Factories/VolumeTextureFactory.h
Create a new object by class. The new object.
UnrealEd
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject...
[]
UVolumeTextureFactory::GetDisplayName
/Engine/Source/Editor/UnrealEd/Classes/Factories/VolumeTextureFactory.h
Returns the name of the factory for menus
UnrealEd
virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayName() const
[]
UVolumeTextureFactory::UVolumeTextureFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/VolumeTextureFactory.h
UnrealEd
UVolumeTextureFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UVolumeTextureFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/VolumeTextureFactory.h
Factory for creating volume texture
UnrealEd
class UVolumeTextureFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
[ { "type": "TObjectPtr< cla...", "name": "InitialTexture", "description": "An initial texture to assign to the newly created volume texture" } ]
UWorldFactory::ConfigureProperties
/Engine/Source/Editor/UnrealEd/Classes/Factories/WorldFactory.h
Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties
UnrealEd
virtual bool ConfigureProperties()
[]
UWorldFactory::FactoryCreateNew
/Engine/Source/Editor/UnrealEd/Classes/Factories/WorldFactory.h
Create a new object by class. The new object.
UnrealEd
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject...
[]
UWorldFactory::GetToolTip
/Engine/Source/Editor/UnrealEd/Classes/Factories/WorldFactory.h
Returns the tooltip text description of this factory
UnrealEd
virtual [FText](API\Runtime\Core\Internationalization\FText) GetToolTip() const
[]
UWorldFactory::GetToolTipDocumentationExcerpt
/Engine/Source/Editor/UnrealEd/Classes/Factories/WorldFactory.h
Returns the documentation excerpt that should be use for the rich tool tip for this factory
UnrealEd
virtual [FString](API\Runtime\Core\Containers\FString) GetToolTipDocumentationExcerpt() const
[]
UWorldFactory::GetToolTipDocumentationPage
/Engine/Source/Editor/UnrealEd/Classes/Factories/WorldFactory.h
Returns the documentation page that should be use for the rich tool tip for this factory
UnrealEd
virtual [FString](API\Runtime\Core\Containers\FString) GetToolTipDocumentationPage() const
[]
UWorldFactory::UWorldFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/WorldFactory.h
UnrealEd
UWorldFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UWorldFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/WorldFactory.h
UnrealEd
class UWorldFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
[ { "type": "bool", "name": "bCreateWorldPartition", "description": "" }, { "type": "bool", "name": "bInformEngineOfWorld", "description": "" }, { "type": "ERHIFeatureLeve...", "name": "FeatureLevel", "description": "" }, { "type": "TEnumAsByte<EW...", "name": "...
FActorPlacementFolder::GetFolder
/Engine/Source/Editor/UnrealEd/Public/WorldFolders.h
UnrealEd
[FFolder](API\Runtime\Engine\FFolder) GetFolder() const
[]
FActorPlacementFolder::operator=
/Engine/Source/Editor/UnrealEd/Public/WorldFolders.h
UnrealEd
[FActorPlacementFolder](API\Editor\UnrealEd\FActorPlacementFolder) & operator= ( const [FFolder](API\Runtime\Engine\FFolder) & InOtherFolder )
[]
FActorPlacementFolder::Reset
/Engine/Source/Editor/UnrealEd/Public/WorldFolders.h
UnrealEd
void Reset()
[]
FActorPlacementFolder
/Engine/Source/Editor/UnrealEd/Public/WorldFolders.h
UnrealEd
struct FActorPlacementFolder
[ { "type": "FGuid", "name": "ActorFolderGuid", "description": "" }, { "type": "FName", "name": "Path", "description": "" }, { "type": "TWeakObjectPtr<...", "name": "RootObjectPtr", "description": "" } ]
FAnimationCompressionSelectionDialogConfig::FAnimationCompressionSelectionDialogConfig
/Engine/Source/Editor/UnrealEd/Public/AnimationEditorUtils.h
UnrealEd
FAnimationCompressionSelectionDialogConfig()
[]
FAnimationCompressionSelectionDialogConfig
/Engine/Source/Editor/UnrealEd/Public/AnimationEditorUtils.h
A struct containing the settings to control theSAnimationCompressionSelectionDialogcreation.
UnrealEd
struct FAnimationCompressionSelectionDialogConfig
[ { "type": "UAnimBoneCompre...", "name": "DefaultSelectedAsset", "description": "" }, { "type": "FText", "name": "DialogTitleOverride", "description": "" }, { "type": "FVector2D", "name": "WindowSizeOverride", "description": "" } ]
FAnimationRetargetContext::AddRemappedAsset
/Engine/Source/Editor/UnrealEd/Public/EditorAnimUtils.h
UnrealEd
void AddRemappedAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * OriginalAsset, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * NewAsset )
[]
FAnimationRetargetContext::DuplicateAssetsToRetarget
/Engine/Source/Editor/UnrealEd/Public/EditorAnimUtils.h
Duplicates the assets stored for retargetting, populating maps of original assets to new asset
UnrealEd
void DuplicateAssetsToRetarget ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * DestinationPackage, const [FNameDuplicationRule](API\Editor\UnrealEd\FNameDuplicationRule) * NameRule )
[]
FAnimationRetargetContext::GetAllDuplicates
/Engine/Source/Editor/UnrealEd/Public/EditorAnimUtils.h
Return all duplicates
UnrealEd
[TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > GetAllDuplicates() const
[]
FAnimationRetargetContext::GetDuplicate
/Engine/Source/Editor/UnrealEd/Public/EditorAnimUtils.h
Returns the duplicate of the supplied object if there is one, otherwise NULL
UnrealEd
[UObject](API\Runtime\CoreUObject\UObject\UObject) * GetDuplicate ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * OriginalObject ) const
[]
FAnimationRetargetContext::GetSingleTargetObject
/Engine/Source/Editor/UnrealEd/Public/EditorAnimUtils.h
Returns theUObjectthat was chosen to retarget if there was only one in the first place
UnrealEd
[UObject](API\Runtime\CoreUObject\UObject\UObject) * GetSingleTargetObject() const
[]
FAnimationRetargetContext::HasAssetsToRetarget
/Engine/Source/Editor/UnrealEd/Public/EditorAnimUtils.h
Were we supplied anything that we can retarget
UnrealEd
bool HasAssetsToRetarget() const
[]
FAnimationRetargetContext::HasDuplicates
/Engine/Source/Editor/UnrealEd/Public/EditorAnimUtils.h
Did we duplicate any assets
UnrealEd
bool HasDuplicates() const
[]
FAnimationRetargetContext::RetargetAnimations
/Engine/Source/Editor/UnrealEd/Public/EditorAnimUtils.h
Retarget the contained assets
UnrealEd
void RetargetAnimations ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * OldSkeleton, [USkeleton](API\Runtime\Engine\Animation\USkeleton) * NewSkeleton )
[]
FAnimationRetargetContext::FAnimationRetargetContext
/Engine/Source/Editor/UnrealEd/Public/EditorAnimUtils.h
UnrealEd
FAnimationRetargetContext ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & AssetsToRetarget, bool bRetargetReferredAssets, bool bInConvertAnimationDataInComponentSpaces, const [FNameDuplicationRule](API\Editor\UnrealEd\FNameDuplicationRule) & NameR...
[]
FAnimationRetargetContext::FAnimationRetargetContext
/Engine/Source/Editor/UnrealEd/Public/EditorAnimUtils.h
UnrealEd
FAnimationRetargetContext ( [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) >> AssetsToRetarget, bool bRetargetReferredAssets, bool bInConvertAnimationDataInComponentSpaces, const [FNameDuplicationRule](API\Edito...
[]
FAnimationRetargetContext
/Engine/Source/Editor/UnrealEd/Public/EditorAnimUtils.h
UnrealEd
class FAnimationRetargetContext
[]
FAnimationSequenceThumbnailScene::CleanupComponentChildren
/Engine/Source/Editor/UnrealEd/Public/ThumbnailHelpers.h
Clean up the children of this component.
UnrealEd
void CleanupComponentChildren ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * Component )
[]
FAnimationSequenceThumbnailScene::GetViewMatrixParameters
/Engine/Source/Editor/UnrealEd/Public/ThumbnailHelpers.h
FThumbnailPreviewSceneimplementation.
UnrealEd
virtual void GetViewMatrixParameters ( const float InFOVDegrees, FVector & OutOrigin, float & OutOrbitPitch, float & OutOrbitYaw, float & OutOrbitZoom ) const
[]
FAnimationSequenceThumbnailScene::SetAnimation
/Engine/Source/Editor/UnrealEd/Public/ThumbnailHelpers.h
Sets the animation to use in the nextCreateView()
UnrealEd
bool SetAnimation ( class [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimation )
[]
FAnimationSequenceThumbnailScene::FAnimationSequenceThumbnailScene
/Engine/Source/Editor/UnrealEd/Public/ThumbnailHelpers.h
Constructor
UnrealEd
FAnimationSequenceThumbnailScene()
[]
FAnimationSequenceThumbnailScene
/Engine/Source/Editor/UnrealEd/Public/ThumbnailHelpers.h
UnrealEd
class FAnimationSequenceThumbnailScene : public [FThumbnailPreviewScene](API\Editor\UnrealEd\FThumbnailPreviewScene)
[]
FAnimBlueprintThumbnailScene::CleanupComponentChildren
/Engine/Source/Editor/UnrealEd/Public/ThumbnailHelpers.h
Clean up the children of this component.
UnrealEd
void CleanupComponentChildren ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * Component )
[]
FAnimBlueprintThumbnailScene::GetViewMatrixParameters
/Engine/Source/Editor/UnrealEd/Public/ThumbnailHelpers.h
FThumbnailPreviewSceneimplementation.
UnrealEd
virtual void GetViewMatrixParameters ( const float InFOVDegrees, FVector & OutOrigin, float & OutOrbitPitch, float & OutOrbitYaw, float & OutOrbitZoom ) const
[]
FAnimBlueprintThumbnailScene::SetAnimBlueprint
/Engine/Source/Editor/UnrealEd/Public/ThumbnailHelpers.h
Sets the animation blueprint to use in the nextCreateView()
UnrealEd
bool SetAnimBlueprint ( class [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InBlueprint )
[]
FAnimBlueprintThumbnailScene::FAnimBlueprintThumbnailScene
/Engine/Source/Editor/UnrealEd/Public/ThumbnailHelpers.h
Constructor
UnrealEd
FAnimBlueprintThumbnailScene()
[]
FAnimBlueprintThumbnailScene
/Engine/Source/Editor/UnrealEd/Public/ThumbnailHelpers.h
UnrealEd
class FAnimBlueprintThumbnailScene : public [FThumbnailPreviewScene](API\Editor\UnrealEd\FThumbnailPreviewScene)
[]
FArchiveTopLevelReferenceCollector::IsAnIgnoreClass
/Engine/Source/Editor/UnrealEd/Public/ObjectTools.h
true if the specified object is an 'IgnoreClasses' type.
UnrealEd
bool IsAnIgnoreClass ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const
[]
FArchiveTopLevelReferenceCollector::IsInIgnoreOuter
/Engine/Source/Editor/UnrealEd/Public/ObjectTools.h
true if the specified object is not a subobject of one of the IngoreOuters.
UnrealEd
bool IsInIgnoreOuter ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const
[]
FArchiveTopLevelReferenceCollector::ShouldSearchForAssets
/Engine/Source/Editor/UnrealEd/Public/ObjectTools.h
true if the specified objects should be serialized to determine asset references.
UnrealEd
bool ShouldSearchForAssets ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const
[]
FArchiveTopLevelReferenceCollector::FArchiveTopLevelReferenceCollector
/Engine/Source/Editor/UnrealEd/Public/ObjectTools.h
FArchiveTopLevelReferenceCollectorconstructor
UnrealEd
FArchiveTopLevelReferenceCollector ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > * InObjectArray, const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InIgnoreOuters, const [TArray](API\Runtime\Core\Containe...
[]
FArchiveTopLevelReferenceCollector
/Engine/Source/Editor/UnrealEd/Public/ObjectTools.h
An archive for collecting object references that are top-level objects.
UnrealEd
class FArchiveTopLevelReferenceCollector : public [FArchiveUObject](API\Runtime\CoreUObject\Serialization\FArchiveUObject)
[]
FAssetDeleteModel::AddObjectToDelete
/Engine/Source/Editor/UnrealEd/Public/AssetDeleteModel.h
Add an object to the list of pending deleted assets, this will invalidate the scanning state.
UnrealEd
void AddObjectToDelete ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )
[]
FAssetDeleteModel::CanDelete
/Engine/Source/Editor/UnrealEd/Public/AssetDeleteModel.h
Returns true if it is valid to delete the current objects with no problems.
UnrealEd
bool CanDelete() const
[]
FAssetDeleteModel::CanForceDelete
/Engine/Source/Editor/UnrealEd/Public/AssetDeleteModel.h
Returns true if it is valid to force the delete of the current assets.
UnrealEd
bool CanForceDelete() const
[]
FAssetDeleteModel::CanReplaceReferences
/Engine/Source/Editor/UnrealEd/Public/AssetDeleteModel.h
Returns true if it's valid to replace the references of the pending deleted objects.
UnrealEd
bool CanReplaceReferences() const
[]
FAssetDeleteModel::CanReplaceReferencesWith
/Engine/Source/Editor/UnrealEd/Public/AssetDeleteModel.h
Returns true if it is valid to force the delete of the current assets with the provided asset.
UnrealEd
bool CanReplaceReferencesWith ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData ) const
[]
FAssetDeleteModel::DeleteSourceContentFiles
/Engine/Source/Editor/UnrealEd/Public/AssetDeleteModel.h
Deletes any source content files referenced by the assets
UnrealEd
void DeleteSourceContentFiles()
[]
FAssetDeleteModel::DoDelete
/Engine/Source/Editor/UnrealEd/Public/AssetDeleteModel.h
Performs the delete if it's possible.
UnrealEd
bool DoDelete()
[]
FAssetDeleteModel::DoForceDelete
/Engine/Source/Editor/UnrealEd/Public/AssetDeleteModel.h
Performs a force delete on the pending deleted assets if possible.
UnrealEd
bool DoForceDelete()
[]
FAssetDeleteModel::DoReplaceReferences
/Engine/Source/Editor/UnrealEd/Public/AssetDeleteModel.h
Performs the replace references action if possible with the provided asset.
UnrealEd
bool DoReplaceReferences ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & ReplaceReferencesWith )
[]
EState
/Engine/Source/Editor/UnrealEd/Public/AssetDeleteModel.h
States used to manage the async deletion process.
UnrealEd
enum EState { Waiting = 0, StartScanning, Scanning, UpdateActions, Finished, }
[]
FOnStateChanged
/Engine/Source/Editor/UnrealEd/Public/AssetDeleteModel.h
Fires whenever the state changes.
UnrealEd
class FOnStateChanged : public TBaseMulticastDelegate_OneParam< void, EState >
[]
FAssetDeleteModel::GetAssetReferences
/Engine/Source/Editor/UnrealEd/Public/AssetDeleteModel.h
Gets the packages of the assets on disk that reference the pending deleted objects; won't be accurate until the scanning process completes.
UnrealEd
const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & GetAssetReferences() const
[]
FAssetDeleteModel::GetDeletedObjectCount
/Engine/Source/Editor/UnrealEd/Public/AssetDeleteModel.h
Gets the number of objects successfully deleted.
UnrealEd
int32 GetDeletedObjectCount() const
[]
FAssetDeleteModel::GetPendingDeletedAssets
/Engine/Source/Editor/UnrealEd/Public/AssetDeleteModel.h
Returns the pending deleted assets.
UnrealEd
const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FPendingDelete](API\Editor\UnrealEd\FPendingDelete) > > * GetPendingDeletedAssets() const
[]
FAssetDeleteModel::GetPendingDeletedSourceFileCounts
/Engine/Source/Editor/UnrealEd/Public/AssetDeleteModel.h
Returns a map of currently discovered source content files, and the number of times they are referenced by non-deleted assets
UnrealEd
const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), int32 > & GetPendingDeletedSourceFileCounts() const
[]
FAssetDeleteModel::GetProgress
/Engine/Source/Editor/UnrealEd/Public/AssetDeleteModel.h
Gets the 0..1 progress of the scanning.
UnrealEd
float GetProgress() const
[]
FAssetDeleteModel::GetProgressText
/Engine/Source/Editor/UnrealEd/Public/AssetDeleteModel.h
Gets the current text to display for the current progress of the scanning.
UnrealEd
[FText](API\Runtime\Core\Internationalization\FText) GetProgressText() const
[]
FAssetDeleteModel::GetState
/Engine/Source/Editor/UnrealEd/Public/AssetDeleteModel.h
Returns the current state of the deletion process
UnrealEd
[EState](API\Editor\UnrealEd\FAssetDeleteModel\EState) GetState() const
[]
FAssetDeleteModel::GoToNextReferenceInLevel
/Engine/Source/Editor/UnrealEd/Public/AssetDeleteModel.h
Goes to the next actor in the loaded level if it is available
UnrealEd
bool GoToNextReferenceInLevel() const
[]
FAssetDeleteModel::HasAnySourceContentFilesToDelete
/Engine/Source/Editor/UnrealEd/Public/AssetDeleteModel.h
Check whether we have any source files residing under monitored, mounted paths to delete
UnrealEd
bool HasAnySourceContentFilesToDelete() const
[]
FAssetDeleteModel::IsAnythingReferencedInMemoryByNonUndo
/Engine/Source/Editor/UnrealEd/Public/AssetDeleteModel.h
Is any of the pending deleted assets being referenced in memory.
UnrealEd
bool IsAnythingReferencedInMemoryByNonUndo() const
[]
FAssetDeleteModel::IsAnythingReferencedInMemoryByUndo
/Engine/Source/Editor/UnrealEd/Public/AssetDeleteModel.h
Is any of the pending deleted assets being referenced in the undo stack.
UnrealEd
bool IsAnythingReferencedInMemoryByUndo() const
[]
FAssetDeleteModel::IsAssetInPendingDeletes
/Engine/Source/Editor/UnrealEd/Public/AssetDeleteModel.h
Returns true if the package is one of the pending deleted assets.
UnrealEd
bool IsAssetInPendingDeletes ( const [FName](API\Runtime\Core\UObject\FName) & PackageName ) const
[]
FAssetDeleteModel::IsObjectInPendingDeletes
/Engine/Source/Editor/UnrealEd/Public/AssetDeleteModel.h
Returns true if the object is one of the pending deleted assets.
UnrealEd
bool IsObjectInPendingDeletes ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject ) const
[]
FAssetDeleteModel::OnStateChanged
/Engine/Source/Editor/UnrealEd/Public/AssetDeleteModel.h
UnrealEd
[FOnStateChanged](API\Editor\UnrealEd\FAssetDeleteModel\FOnStateChanged) & OnStateChanged()
[]
FAssetDeleteModel::Tick
/Engine/Source/Editor/UnrealEd/Public/AssetDeleteModel.h
Ticks the delete model which does a little work before returning so that we don't completely block when deleting a lot of things.
UnrealEd
void Tick ( const float InDeltaTime )
[]
FAssetDeleteModel::FAssetDeleteModel
/Engine/Source/Editor/UnrealEd/Public/AssetDeleteModel.h
Constructor
UnrealEd
FAssetDeleteModel ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjectsToDelete )
[]
FAssetDeleteModel::~FAssetDeleteModel
/Engine/Source/Editor/UnrealEd/Public/AssetDeleteModel.h
Destructor
UnrealEd
~FAssetDeleteModel()
[]
FAssetDeleteModel
/Engine/Source/Editor/UnrealEd/Public/AssetDeleteModel.h
The model behind a delete operation, which is an asynchronous process because of all the checks that must be performed against the GC for UObjects, and looking up references for assets through the asset registry.
UnrealEd
class FAssetDeleteModel
[]
FAssetEditorModeManager::GetPreviewScene
/Engine/Source/Editor/UnrealEd/Public/AssetEditorModeManager.h
UnrealEd
[FPreviewScene](API\Runtime\Engine\FPreviewScene) * GetPreviewScene() const
[]
FAssetEditorModeManager::GetSelectedActors
/Engine/Source/Editor/UnrealEd/Public/AssetEditorModeManager.h
Returns the set of selected actors.
UnrealEd
virtual [USelection](API\Editor\UnrealEd\USelection) * GetSelectedActors() const
[]
FAssetEditorModeManager::GetSelectedComponents
/Engine/Source/Editor/UnrealEd/Public/AssetEditorModeManager.h
Returns the set of selected components.
UnrealEd
virtual [USelection](API\Editor\UnrealEd\USelection) * GetSelectedComponents() const
[]
FAssetEditorModeManager::GetSelectedObjects
/Engine/Source/Editor/UnrealEd/Public/AssetEditorModeManager.h
the set of selected non-actor objects.
UnrealEd
virtual [USelection](API\Editor\UnrealEd\USelection) * GetSelectedObjects() const
[]
FAssetEditorModeManager::GetWorld
/Engine/Source/Editor/UnrealEd/Public/AssetEditorModeManager.h
Returns the world that is being edited by this mode manager
UnrealEd
virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const
[]
FAssetEditorModeManager::SetPreviewScene
/Engine/Source/Editor/UnrealEd/Public/AssetEditorModeManager.h
UnrealEd
virtual void SetPreviewScene ( [FPreviewScene](API\Runtime\Engine\FPreviewScene) * NewPreviewScene )
[]
FAssetEditorModeManager::FAssetEditorModeManager
/Engine/Source/Editor/UnrealEd/Public/AssetEditorModeManager.h
UnrealEd
FAssetEditorModeManager()
[]
FAssetEditorModeManager::~FAssetEditorModeManager
/Engine/Source/Editor/UnrealEd/Public/AssetEditorModeManager.h
UnrealEd
virtual ~FAssetEditorModeManager()
[]
FAssetEditorModeManager
/Engine/Source/Editor/UnrealEd/Public/AssetEditorModeManager.h
UnrealEd
class FAssetEditorModeManager : public [FEditorModeTools](API\Editor\UnrealEd\FEditorModeTools)
[ { "type": "USelection*...", "name": "ActorSet", "description": "" }, { "type": "USelection*...", "name": "ComponentSet", "description": "" }, { "type": "USelection*...", "name": "ObjectSet", "description": "" }, { "type": "FPreviewScene&...", "name": "PreviewS...
FAssetEditorViewportConstructionArgs::FAssetEditorViewportConstructionArgs
/Engine/Source/Editor/UnrealEd/Public/AssetEditorViewportLayout.h
UnrealEd
FAssetEditorViewportConstructionArgs()
[]
FAssetEditorViewportConstructionArgs
/Engine/Source/Editor/UnrealEd/Public/AssetEditorViewportLayout.h
Arguments for constructing a viewport
UnrealEd
struct FAssetEditorViewportConstructionArgs
[ { "type": "bool", "name": "bRealtime", "description": "Whether the viewport should default to realtime" }, { "type": "FName", "name": "ConfigKey", "description": "A config key for loading/saving settings for the viewport" }, { "type": "TAttribute< boo...", "name": "IsEnabled"...
FAssetEditorViewportLayout::BuildViewportLayout
/Engine/Source/Editor/UnrealEd/Public/AssetEditorViewportLayout.h
Builds a viewport layout and returns the widget containing the layout
UnrealEd
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > BuildViewportLayout ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > InParentDockTab, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdit...
[]
FAssetEditorViewportLayout::FactoryPaneConfigurationFromTypeName
/Engine/Source/Editor/UnrealEd/Public/AssetEditorViewportLayout.h
UnrealEd
virtual void FactoryPaneConfigurationFromTypeName ( const [FName](API\Runtime\Core\UObject\FName) & InLayoutConfigTypeName )
[]
FAssetEditorViewportLayout::FactoryViewport
/Engine/Source/Editor/UnrealEd/Public/AssetEditorViewportLayout.h
Create an instance of a custom viewport from the specified viewport type name
UnrealEd
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > FactoryViewport ( [FName](API\Runtime\Core\UObject\FName) InTypeName, const [FAssetEditorViewportConstructionArgs](API\Editor\UnrealEd\FAssetEditorViewportConstruction-) & ConstructionArgs )
[]
FAssetEditorViewportLayout::GetActivePaneConfigurationTypeName
/Engine/Source/Editor/UnrealEd/Public/AssetEditorViewportLayout.h
UnrealEd
virtual const [FName](API\Runtime\Core\UObject\FName) GetActivePaneConfigurationTypeName() const
[]
FAssetEditorViewportLayout::GetParentTabContent
/Engine/Source/Editor/UnrealEd/Public/AssetEditorViewportLayout.h
Returns the parent tab content object
UnrealEd
[TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FEditorViewportTabContent](API\Editor\UnrealEd\FEditorViewportTabContent) > GetParentTabContent() const
[]
FAssetEditorViewportLayout::GetStatId
/Engine/Source/Editor/UnrealEd/Public/AssetEditorViewportLayout.h
Return the stat id to use for this tickable
UnrealEd
virtual [TStatId](API\Runtime\Core\Stats\TStatId) GetStatId() const
[]
FAssetEditorViewportLayout::IsTickable
/Engine/Source/Editor/UnrealEd/Public/AssetEditorViewportLayout.h
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object is ready to be ticked. This is required for example for allUObjectderived classes as they might be loaded async and therefore won't be ready immediately. true if object is ready to be ticked, false otherwise.
UnrealEd
virtual bool IsTickable() const
[]
FAssetEditorViewportLayout::LoadConfig
/Engine/Source/Editor/UnrealEd/Public/AssetEditorViewportLayout.h
UnrealEd
virtual void LoadConfig ( const [FString](API\Runtime\Core\Containers\FString) & LayoutString )
[]
FAssetEditorViewportLayout::MakeViewportLayout
/Engine/Source/Editor/UnrealEd/Public/AssetEditorViewportLayout.h
Sets up the layout based on the specific layout configuration implementation. The base widget representing the layout. This is commonly a splitter.
UnrealEd
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeViewportLayout ( const [FString](API\Runtime\Core\Containers\FString) & LayoutString )
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FAssetEditorViewportLayout::OnGetNonMaximizedVisibility
/Engine/Source/Editor/UnrealEd/Public/AssetEditorViewportLayout.h
Delegate called to get the visibility of the non-maximized viewports The non-maximized viewports are not visible if there is a maximized viewport on top of them
UnrealEd
virtual [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) OnGetNonMaximizedVisibility() const
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FAssetEditorViewportLayout::SaveConfig
/Engine/Source/Editor/UnrealEd/Public/AssetEditorViewportLayout.h
UnrealEd
virtual void SaveConfig ( const [FString](API\Runtime\Core\Containers\FString) & LayoutString ) const
[]
FAssetEditorViewportLayout::Tick
/Engine/Source/Editor/UnrealEd/Public/AssetEditorViewportLayout.h
FTickableEditorObjectinterface
UnrealEd
virtual void Tick ( float DeltaTime )
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FAssetEditorViewportLayout::FAssetEditorViewportLayout
/Engine/Source/Editor/UnrealEd/Public/AssetEditorViewportLayout.h
Constructor
UnrealEd
FAssetEditorViewportLayout()
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FAssetEditorViewportLayout::~FAssetEditorViewportLayout
/Engine/Source/Editor/UnrealEd/Public/AssetEditorViewportLayout.h
Destructor
UnrealEd
virtual ~FAssetEditorViewportLayout()
[]
FAssetEditorViewportLayout
/Engine/Source/Editor/UnrealEd/Public/AssetEditorViewportLayout.h
Base class for viewport layout configurations Handles maximizing and restoring well as visibility of specific viewports.
UnrealEd
class FAssetEditorViewportLayout : public [TSharedFromThis< FAssetEditorViewportLayout >](API\Runtime\Core\Templates\TSharedFromThis), public [FEditorViewportLayout](API\Editor\EditorFramework\FEditorViewportLayout), public [FTickableEditorObject](API\Editor\UnrealEd\FTickableEditorObject)
[ { "type": "TSharedPtr<FAs...", "name": "LayoutConfiguration", "description": "" }, { "type": "TWeakPtr<SDock...", "name": "ParentTab", "description": "The parent tab where this layout resides" }, { "type": "TWeakPtr<FEdit...", "name": "ParentTabContent", "description": "T...