className stringlengths 1 167 | headerPath stringlengths 14 166 | description stringlengths 0 1.62k | module stringlengths 0 76 | code stringlengths 0 11.4k | variables listlengths 0 395 |
|---|---|---|---|---|---|
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 ) | [] |
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 | [] |
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 ) | [] |
FAssetEditorViewportLayout::FAssetEditorViewportLayout | /Engine/Source/Editor/UnrealEd/Public/AssetEditorViewportLayout.h | Constructor | UnrealEd | FAssetEditorViewportLayout() | [] |
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... |
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