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 |
|---|---|---|---|---|---|
FAssetEditorViewportPaneLayout::GetLayoutTypeName | /Engine/Source/Editor/UnrealEd/Public/AssetEditorViewportLayout.h | Returns the typename of this layout Generally one of EditorViewportConfigurationNames | UnrealEd | const [FName](API\Runtime\Core\UObject\FName) & GetLayoutTypeName() const | [] |
FAssetEditorViewportPaneLayout::LoadConfig | /Engine/Source/Editor/UnrealEd/Public/AssetEditorViewportLayout.h | UnrealEd | void LoadConfig ( const [FString](API\Runtime\Core\Containers\FString) & LayoutString, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(const [FString](API\Runtime\Core\Containers\FString) &, const [FName](API\Runtime\Core\UObject\FName))> LoadAdditionalLayoutInfoCallback ) | [] | |
FAssetEditorViewportPaneLayout::GetTypeSpecificLayoutString | /Engine/Source/Editor/UnrealEd/Public/AssetEditorViewportLayout.h | UnrealEd | [FString](API\Runtime\Core\Containers\FString) GetTypeSpecificLayoutString ( const [FString](API\Runtime\Core\Containers\FString) & LayoutString ) const | [] | |
FAssetEditorViewportPaneLayout::LoadLayoutString | /Engine/Source/Editor/UnrealEd/Public/AssetEditorViewportLayout.h | UnrealEd | virtual void LoadLayoutString ( const [FString](API\Runtime\Core\Containers\FString) & LayoutString ) | [] | |
FAssetEditorViewportPaneLayout::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 | [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeViewportLayout ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FAssetEditorViewportLayout](API\Editor\UnrealEd\FAssetEditorViewportLayout) > InParentLayout, const [FString](API\Runtime\Core\Containers\FSt... | [] |
FAssetEditorViewportPaneLayout::ReplaceWidget | /Engine/Source/Editor/UnrealEd/Public/AssetEditorViewportLayout.h | UnrealEd | void ReplaceWidget ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > OriginalWidget, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > ReplacementWidget ) | [] | |
FAssetEditorViewportPaneLayout::SaveConfig | /Engine/Source/Editor/UnrealEd/Public/AssetEditorViewportLayout.h | UnrealEd | void SaveConfig ( const [FString](API\Runtime\Core\Containers\FString) & LayoutString, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(const [FString](API\Runtime\Core\Containers\FString) &)> SaveAdditionalLayoutInfoCallback ) const | [] | |
FAssetEditorViewportPaneLayout::SaveLayoutString | /Engine/Source/Editor/UnrealEd/Public/AssetEditorViewportLayout.h | UnrealEd | virtual void SaveLayoutString ( const [FString](API\Runtime\Core\Containers\FString) & LayoutString ) const | [] | |
FAssetEditorViewportPaneLayout::~FAssetEditorViewportPaneLayout | /Engine/Source/Editor/UnrealEd/Public/AssetEditorViewportLayout.h | UnrealEd | virtual ~FAssetEditorViewportPaneLayout() | [] | |
FAssetEditorViewportPaneLayout | /Engine/Source/Editor/UnrealEd/Public/AssetEditorViewportLayout.h | UnrealEd | class FAssetEditorViewportPaneLayout | [
{
"type": "FName",
"name": "PerspectiveViewportConfigKey",
"description": ""
}
] | |
FAssetImportResultRef | /Engine/Source/Editor/UnrealEd/Public/EditorReimportHandler.h | UnrealEd | typedef [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FImportResult](API\Runtime\InterchangeEngine\FImportResult), ESPMode::ThreadSafe > FAssetImportResultRef | [] | |
FAssetNotifications::SkeletonNeedsToBeSaved | /Engine/Source/Editor/UnrealEd/Public/AssetNotifications.h | Inform about change in skeleton asset that requires saving | UnrealEd | static void SkeletonNeedsToBeSaved ( const class [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton ) | [] |
FAssetNotifications::CannotEditCookedAsset | /Engine/Source/Editor/UnrealEd/Public/AssetNotifications.h | UnrealEd | static void CannotEditCookedAsset ( const class [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) | [] | |
FAssetNotifications | /Engine/Source/Editor/UnrealEd/Public/AssetNotifications.h | UnrealEd | class FAssetNotifications | [] | |
FAssetPrivatizeModel::CanForcePrivatize | /Engine/Source/Editor/UnrealEd/Public/AssetPrivatizeModel.h | Returns true if we can't cleanly mark the pending objects as private (there are illegal references detected) | UnrealEd | bool CanForcePrivatize() | [] |
FAssetPrivatizeModel::AddObjectToPrivatize | /Engine/Source/Editor/UnrealEd/Public/AssetPrivatizeModel.h | Add an object to the list of pending private assets, this will invalidate the scanning state | UnrealEd | void AddObjectToPrivatize ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * InOwningPackage ) | [] |
FAssetPrivatizeModel::CanPrivatize | /Engine/Source/Editor/UnrealEd/Public/AssetPrivatizeModel.h | Returns true if it is valid to mark private the pending objects with no problems (there are no illegal references detected) | UnrealEd | bool CanPrivatize() | [] |
FAssetPrivatizeModel::DoForcePrivatize | /Engine/Source/Editor/UnrealEd/Public/AssetPrivatizeModel.h | Marks the pending private objects as private and nulls out all detected illegal references | UnrealEd | bool DoForcePrivatize() | [] |
FOnStateChanged | /Engine/Source/Editor/UnrealEd/Public/AssetPrivatizeModel.h | Fires whenever the state changes | UnrealEd | class FOnStateChanged : public TBaseMulticastDelegate_OneParam< void, EState > | [] |
FAssetPrivatizeModel::DoPrivatize | /Engine/Source/Editor/UnrealEd/Public/AssetPrivatizeModel.h | Performs the privatization action if possible | UnrealEd | bool DoPrivatize() | [] |
EState | /Engine/Source/Editor/UnrealEd/Public/AssetPrivatizeModel.h | UnrealEd | enum EState { Waiting = 0, StartScanning, Scanning, Finished, } | [] | |
FAssetPrivatizeModel::GetIllegalAssetReferences | /Engine/Source/Editor/UnrealEd/Public/AssetPrivatizeModel.h | Gets the packages of the assets on disk that would illegally reference the pending private objects if they were made private; won't be accurate until the scanning process completes. | UnrealEd | const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & GetIllegalAssetReferences() const | [] |
FAssetPrivatizeModel::GetObjectsPrivatizedCount | /Engine/Source/Editor/UnrealEd/Public/AssetPrivatizeModel.h | Gets the number of objects successfully made private | UnrealEd | int32 GetObjectsPrivatizedCount() const | [] |
FAssetPrivatizeModel::GetPendingPrivateAssets | /Engine/Source/Editor/UnrealEd/Public/AssetPrivatizeModel.h | Returns the pending private assets | UnrealEd | const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FPendingPrivateAsset](API\Editor\UnrealEd\FPendingPrivateAsset) > > * GetPendingPrivateAssets() const | [] |
FAssetPrivatizeModel::GetProgress | /Engine/Source/Editor/UnrealEd/Public/AssetPrivatizeModel.h | Gets the 0..1 progress of the scan | UnrealEd | float GetProgress() const | [] |
FAssetPrivatizeModel::GetProgressText | /Engine/Source/Editor/UnrealEd/Public/AssetPrivatizeModel.h | Gets the current text to display for the current progress of the scan | UnrealEd | [FText](API\Runtime\Core\Internationalization\FText) GetProgressText() const | [] |
FAssetPrivatizeModel::GetState | /Engine/Source/Editor/UnrealEd/Public/AssetPrivatizeModel.h | Returns the current state of the scanning process | UnrealEd | [EState](API\Editor\UnrealEd\FAssetPrivatizeModel\EState) GetState() | [] |
FAssetPrivatizeModel::IsAnythingReferencedInMemoryByNonUndo | /Engine/Source/Editor/UnrealEd/Public/AssetPrivatizeModel.h | Are any of the pending assets being referenced in memory. | UnrealEd | bool IsAnythingReferencedInMemoryByNonUndo() const | [] |
FAssetPrivatizeModel::IsAnythingReferencedInMemoryByUndo | /Engine/Source/Editor/UnrealEd/Public/AssetPrivatizeModel.h | Are any of the pending assets being referenced in the undo stack. | UnrealEd | bool IsAnythingReferencedInMemoryByUndo() const | [] |
FAssetPrivatizeModel::OnStateChanged | /Engine/Source/Editor/UnrealEd/Public/AssetPrivatizeModel.h | UnrealEd | [FOnStateChanged](API\Editor\UnrealEd\FAssetPrivatizeModel\FOnStateChanged) & OnStateChanged() | [] | |
FAssetPrivatizeModel::Tick | /Engine/Source/Editor/UnrealEd/Public/AssetPrivatizeModel.h | Ticks the privatize model which does a timeslice of work before returning | UnrealEd | void Tick ( const float InDeltaTime ) | [] |
FAssetPrivatizeModel::FAssetPrivatizeModel | /Engine/Source/Editor/UnrealEd/Public/AssetPrivatizeModel.h | UnrealEd | FAssetPrivatizeModel ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjectsToPrivatize ) | [] | |
FAssetPrivatizeModel | /Engine/Source/Editor/UnrealEd/Public/AssetPrivatizeModel.h | UnrealEd | class FAssetPrivatizeModel | [] | |
FOnAssetDataChanged | /Engine/Source/Editor/UnrealEd/Public/AssetThumbnail.h | UnrealEd | class FOnAssetDataChanged : public TBaseMulticastDelegate_NoParams< void > | [] | |
FAssetThumbnail::GetAsset | /Engine/Source/Editor/UnrealEd/Public/AssetThumbnail.h | The object we are rendering the thumbnail for | UnrealEd | [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetAsset() const | [] |
FAssetThumbnail::GetAssetData | /Engine/Source/Editor/UnrealEd/Public/AssetThumbnail.h | The asset data for the object we are rendering the thumbnail for | UnrealEd | const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & GetAssetData() const | [] |
FAssetThumbnail::GetSize | /Engine/Source/Editor/UnrealEd/Public/AssetThumbnail.h | Returns the size of the viewport
The size of the viewport (thumbnail size) | UnrealEd | virtual FIntPoint GetSize() const | [] |
FAssetThumbnail::GetViewportRenderTargetTexture | /Engine/Source/Editor/UnrealEd/Public/AssetThumbnail.h | Returns a slate texture used to draw the rendered viewport in Slate.
The texture used to display the viewports content | UnrealEd | virtual [FSlateShaderResource](API\Runtime\SlateCore\Textures\FSlateShaderResource) * GetViewportRenderTargetTexture() const | [] |
FAssetThumbnail::MakeThumbnailWidget | /Engine/Source/Editor/UnrealEd/Public/AssetThumbnail.h | A slate widget representing this thumbnail | UnrealEd | [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeThumbnailWidget ( const [FAssetThumbnailConfig](API\Editor\UnrealEd\FAssetThumbnailConfig) & InConfig ) | [] |
FAssetThumbnail::OnAssetDataChanged | /Engine/Source/Editor/UnrealEd/Public/AssetThumbnail.h | UnrealEd | [FOnAssetDataChanged](API\Editor\UnrealEd\FAssetThumbnail\FOnAssetDataChanged) & OnAssetDataChanged() | [] | |
FAssetThumbnail::RefreshThumbnail | /Engine/Source/Editor/UnrealEd/Public/AssetThumbnail.h | Re-renders this thumbnail | UnrealEd | void RefreshThumbnail() | [] |
FAssetThumbnail::SetAsset | /Engine/Source/Editor/UnrealEd/Public/AssetThumbnail.h | Sets the asset to render the thumnail for | UnrealEd | void SetAsset ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset ) | [] |
FAssetThumbnail::RequiresVsync | /Engine/Source/Editor/UnrealEd/Public/AssetThumbnail.h | Returns true if the viewport should be vsynced. | UnrealEd | virtual bool RequiresVsync() const | [] |
FAssetThumbnail::SetAsset | /Engine/Source/Editor/UnrealEd/Public/AssetThumbnail.h | Sets the asset to render the thumnail for | UnrealEd | void SetAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData ) | [] |
FAssetThumbnail::SetRealTime | /Engine/Source/Editor/UnrealEd/Public/AssetThumbnail.h | Updates if this thumbnail should be realtime rendered via the pool | UnrealEd | void SetRealTime ( bool bRealTime ) | [] |
FAssetThumbnail::FAssetThumbnail | /Engine/Source/Editor/UnrealEd/Public/AssetThumbnail.h | UnrealEd | FAssetThumbnail ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset, uint32 InWidth, uint32 InHeight, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FAssetThumbnailPool](API\Editor\UnrealEd\FAssetThumbnailPool) > & InThumbnailPool ) | [] | |
FAssetThumbnail::FAssetThumbnail | /Engine/Source/Editor/UnrealEd/Public/AssetThumbnail.h | UnrealEd | FAssetThumbnail ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAsset, uint32 InWidth, uint32 InHeight, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FAssetThumbnailPool](API\Editor\UnrealEd\FAssetThumbnailPool) > & InThumbnailPool ) | [] | |
FAssetThumbnailConfig | /Engine/Source/Editor/UnrealEd/Public/AssetThumbnail.h | A struct containing details about how the asset thumbnail should behave | UnrealEd | struct FAssetThumbnailConfig | [
{
"type": "TOptional<FLin...",
"name": "AssetTypeColorOverride",
"description": ""
},
{
"type": "bool",
"name": "bAllowAssetSpecificThumbnailOverlay",
"description": ""
},
{
"type": "bool",
"name": "bAllowFadeIn",
"description": ""
},
{
"type": "bool",
"name":... |
FAssetThumbnail::~FAssetThumbnail | /Engine/Source/Editor/UnrealEd/Public/AssetThumbnail.h | UnrealEd | ~FAssetThumbnail() | [] | |
FAssetThumbnail | /Engine/Source/Editor/UnrealEd/Public/AssetThumbnail.h | Interface for rendering a thumbnail in a slate viewport | UnrealEd | class FAssetThumbnail : public [ISlateViewport](API\Runtime\SlateCore\Rendering\ISlateViewport), public [TSharedFromThis< FAssetThumbnail >](API\Runtime\Core\Templates\TSharedFromThis) | [] |
FAssetThumbnailConfig::FAssetThumbnailConfig | /Engine/Source/Editor/UnrealEd/Public/AssetThumbnail.h | UnrealEd | FAssetThumbnailConfig() | [] | |
FAssetThumbnailPool::AccessTexture | /Engine/Source/Editor/UnrealEd/Public/AssetThumbnail.h | Accesses the texture for an object. If a thumbnail was recently rendered this function simply returns the thumbnail. If it was not, it requests a new one be generated No assumptions should be made about whether or not it was rendered
The thumbnail for the asset or NULL if one could not be produced | UnrealEd | [FSlateTexture2DRHIRef](API\Runtime\Engine\Slate\FSlateTexture2DRHIRef) * AccessTexture ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, uint32 Width, uint32 Height ) | [] |
FAssetThumbnailPool::AddReferencer | /Engine/Source/Editor/UnrealEd/Public/AssetThumbnail.h | Adds a referencer to keep textures around as long as they are needed | UnrealEd | void AddReferencer ( const [FAssetThumbnail](API\Editor\UnrealEd\FAssetThumbnail) & AssetThumbnail ) | [] |
CustomThumbnailTagName | /Engine/Source/Editor/UnrealEd/Public/AssetThumbnail.h | UnrealEd | static [FName](API\Runtime\Core\UObject\FName) CustomThumbnailTagName = "CustomThumbnail"; | [] | |
FThumbnailRendered | /Engine/Source/Editor/UnrealEd/Public/AssetThumbnail.h | Register/Unregister a callback for when thumbnails are rendered | UnrealEd | class FThumbnailRendered : public TBaseMulticastDelegate_OneParam< void, const FAssetData & > | [] |
FAssetThumbnailPool::GetStatId | /Engine/Source/Editor/UnrealEd/Public/AssetThumbnail.h | Return the stat id to use for this tickable | UnrealEd | virtual [TStatId](API\Runtime\Core\Stats\TStatId) GetStatId() const | [] |
FThumbnailRenderFailed | /Engine/Source/Editor/UnrealEd/Public/AssetThumbnail.h | Register/Unregister a callback for when thumbnails fail to render | UnrealEd | class FThumbnailRenderFailed : public TBaseMulticastDelegate_OneParam< void, const FAssetData & > | [] |
FAssetThumbnailPool::IsInRenderStack | /Engine/Source/Editor/UnrealEd/Public/AssetThumbnail.h | Returns true if the thumbnail for the specified asset in the specified size is in the stack of thumbnails to render | UnrealEd | bool IsInRenderStack ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FAssetThumbnail](API\Editor\UnrealEd\FAssetThumbnail) > & Thumbnail ) const | [] |
FAssetThumbnailPool::IsRendered | /Engine/Source/Editor/UnrealEd/Public/AssetThumbnail.h | Returns true if the thumbnail for the specified asset in the specified size has been rendered | UnrealEd | bool IsRendered ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FAssetThumbnail](API\Editor\UnrealEd\FAssetThumbnail) > & Thumbnail ) const | [] |
FAssetThumbnailPool::IsTickable | /Engine/Source/Editor/UnrealEd/Public/AssetThumbnail.h | Checks if any new thumbnails are queued | UnrealEd | virtual bool IsTickable() const | [] |
FAssetThumbnailPool::OnThumbnailRendered | /Engine/Source/Editor/UnrealEd/Public/AssetThumbnail.h | UnrealEd | [FThumbnailRendered](API\Editor\UnrealEd\FAssetThumbnailPool\FThumbnailRendered) & OnThumbnailRendered() | [] | |
FAssetThumbnailPool::OnThumbnailRenderFailed | /Engine/Source/Editor/UnrealEd/Public/AssetThumbnail.h | UnrealEd | [FThumbnailRenderFailed](API\Editor\UnrealEd\FAssetThumbnailPool\FThumbnailRenderFailed) & OnThumbnailRenderFailed() | [] | |
FAssetThumbnailPool::PrioritizeThumbnails | /Engine/Source/Editor/UnrealEd/Public/AssetThumbnail.h | Brings all items in ThumbnailsToPrioritize to the front of the render stack if they are actually in the stack | UnrealEd | void PrioritizeThumbnails ( const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FAssetThumbnail](API\Editor\UnrealEd\FAssetThumbnail) > > & ThumbnailsToPrioritize, uint32 Width, uint32 Height ) | [] |
FAssetThumbnailPool::RefreshThumbnail | /Engine/Source/Editor/UnrealEd/Public/AssetThumbnail.h | Re-renders the specified thumbnail | UnrealEd | void RefreshThumbnail ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FAssetThumbnail](API\Editor\UnrealEd\FAssetThumbnail) > & ThumbnailToRefresh ) | [] |
FAssetThumbnailPool::RemoveReferencer | /Engine/Source/Editor/UnrealEd/Public/AssetThumbnail.h | Removes a referencer to clean up textures that are no longer needed | UnrealEd | void RemoveReferencer ( const [FAssetThumbnail](API\Editor\UnrealEd\FAssetThumbnail) & AssetThumbnail ) | [] |
FAssetThumbnailPool::SetRealTimeThumbnail | /Engine/Source/Editor/UnrealEd/Public/AssetThumbnail.h | Enables/disables realtime thumbnail behavior | UnrealEd | void SetRealTimeThumbnail ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FAssetThumbnail](API\Editor\UnrealEd\FAssetThumbnail) > & Thumbnail, bool bRealTimeThumbnail ) | [] |
FAssetThumbnailPool::Tick | /Engine/Source/Editor/UnrealEd/Public/AssetThumbnail.h | Ticks the pool, rendering new thumbnails as needed | UnrealEd | virtual void Tick ( float DeltaTime ) | [] |
FAssetThumbnailPool::FAssetThumbnailPool | /Engine/Source/Editor/UnrealEd/Public/AssetThumbnail.h | Constructor | UnrealEd | FAssetThumbnailPool ( uint32 InNumInPool, double InMaxFrameTimeAllowance, uint32 InMaxRealTimeThumbnailsPerFrame ) | [] |
FAssetThumbnailPool::~FAssetThumbnailPool | /Engine/Source/Editor/UnrealEd/Public/AssetThumbnail.h | Destructor to free all remaining resources | UnrealEd | ~FAssetThumbnailPool() | [] |
FAssetThumbnailPool | /Engine/Source/Editor/UnrealEd/Public/AssetThumbnail.h | Utility class for keeping track of, rendering, and recycling thumbnails rendered in Slate | UnrealEd | class FAssetThumbnailPool : public [FTickableEditorObject](API\Editor\UnrealEd\FTickableEditorObject) | [] |
FBatchedElementTexture2DPreviewParameters::BindShaders | /Engine/Source/Editor/UnrealEd/Public/Texture2DPreview.h | Binds vertex and pixel shaders for this element | UnrealEd | virtual void BindShaders ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, [FGraphicsPipelineStateInitializer](API\Runtime\RHI\FGraphicsPipelineStateInitialize-) & GraphicsPSOInit, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, const FMatrix & InTransform, const float ... | [] |
FBatchedElementTexture2DPreviewParameters::FBatchedElementTexture2DPreviewParameters | /Engine/Source/Editor/UnrealEd/Public/Texture2DPreview.h | UnrealEd | FBatchedElementTexture2DPreviewParameters ( float InMipLevel, float InLayerIndex, float InSliceIndex, bool bInIsNormalMap, bool bInIsSingleChannel, bool bInIsSingleVTPhysicalSpace, bool bInIsVirtualTexture, bool bInIsTextureArray, bool bInUsePointSampling ) | [] | |
FBatchedElementTexture2DPreviewParameters | /Engine/Source/Editor/UnrealEd/Public/Texture2DPreview.h | Batched element parameters for previewing 2d textures. | UnrealEd | class FBatchedElementTexture2DPreviewParameters : public [FBatchedElementParameters](API\Runtime\Engine\FBatchedElementParameters) | [] |
FBatchedElementVolumeTexturePreviewParameters::BindShaders | /Engine/Source/Editor/UnrealEd/Public/VolumeTexturePreview.h | Binds vertex and pixel shaders for this element | UnrealEd | virtual void BindShaders ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, [FGraphicsPipelineStateInitializer](API\Runtime\RHI\FGraphicsPipelineStateInitialize-) & GraphicsPSOInit, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, const FMatrix & InTransform, const float ... | [] |
FBatchedElementVolumeTexturePreviewParameters::FBatchedElementVolumeTexturePreviewParameters | /Engine/Source/Editor/UnrealEd/Public/VolumeTexturePreview.h | UnrealEd | FBatchedElementVolumeTexturePreviewParameters ( bool InViewModeAsDepthSlices, int32 InSizeZ, float InMipLevel, float InOpacity, bool InShowSlices, const FRotator & InTraceOrientation, bool bInUsePointSampling ) | [] | |
FBatchedElementVolumeTexturePreviewParameters | /Engine/Source/Editor/UnrealEd/Public/VolumeTexturePreview.h | Batched element parameters for previewing 2d textures. | UnrealEd | class FBatchedElementVolumeTexturePreviewParameters : public [FBatchedElementParameters](API\Runtime\Engine\FBatchedElementParameters) | [] |
FBindingChainElement::FBindingChainElement | /Engine/Source/Editor/UnrealEd/Public/IPropertyAccessEditor.h | UnrealEd | FBindingChainElement ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * InFunction ) | [] | |
FBindingChainElement::FBindingChainElement | /Engine/Source/Editor/UnrealEd/Public/IPropertyAccessEditor.h | UnrealEd | FBindingChainElement ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty, int32 InArrayIndex ) | [] | |
FBindingChainElement | /Engine/Source/Editor/UnrealEd/Public/IPropertyAccessEditor.h | An element in a binding chain | UnrealEd | struct FBindingChainElement | [
{
"type": "int32",
"name": "ArrayIndex",
"description": "Optional array index if this element refers to an array"
},
{
"type": "FFieldVariant",
"name": "Field",
"description": "Field that this this chain element refers to"
}
] |
FBindingContextStruct::FBindingContextStruct | /Engine/Source/Editor/UnrealEd/Public/IPropertyAccessEditor.h | UnrealEd | FBindingContextStruct() | [] | |
FBindingContextStruct::FBindingContextStruct | /Engine/Source/Editor/UnrealEd/Public/IPropertyAccessEditor.h | UnrealEd | FBindingContextStruct ( [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InStruct, const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * InIcon, const [FText](API\Runtime\Core\Internationalization\FText) & InDisplayText, const [FText](API\Runtime\Core\Internationalization\FText) & InTooltipText, const [F... | [] | |
FBindingContextStruct | /Engine/Source/Editor/UnrealEd/Public/IPropertyAccessEditor.h | Binding context struct allow to describe information for a struct to bind to using the binding widget. An array of structs is passed to the widget to describe the context in which the binding exists. When the widget selectes a property from binding context struct array, the firstFBindingChainElement's index correlates ... | UnrealEd | struct FBindingContextStruct | [
{
"type": "FText",
"name": "DisplayText",
"description": "Text to display for this item in the popup. If left empty, struct's display text will be used."
},
{
"type": "constFSlateBru...",
"name": "Icon",
"description": "Icon to display in the popup menu."
},
{
"type": "FText",
... |
FBlendSpaceThumbnailScene::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 ) | [] |
FBlendSpaceThumbnailScene::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 | [] |
FBlendSpaceThumbnailScene::SetBlendSpace | /Engine/Source/Editor/UnrealEd/Public/ThumbnailHelpers.h | Sets the animation to use in the nextCreateView() | UnrealEd | bool SetBlendSpace ( class [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) * InBlendSpace ) | [] |
FBlendSpaceThumbnailScene::FBlendSpaceThumbnailScene | /Engine/Source/Editor/UnrealEd/Public/ThumbnailHelpers.h | Constructor | UnrealEd | FBlendSpaceThumbnailScene() | [] |
FBlendSpaceThumbnailScene | /Engine/Source/Editor/UnrealEd/Public/ThumbnailHelpers.h | UnrealEd | class FBlendSpaceThumbnailScene : public [FThumbnailPreviewScene](API\Editor\UnrealEd\FThumbnailPreviewScene) | [] | |
FBlueprintDifferenceTreeEntry::CreateCategoryEntry | /Engine/Source/Editor/UnrealEd/Public/DiffUtils.h | Create category message for the diff UI | UnrealEd | static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FBlueprintDifferenceTreeEntry](API\Editor\UnrealEd\FBlueprintDifferenceTreeEntry) > CreateCategoryEntry ( const [FText](API\Runtime\Core\Internationalization\FText) & LabelText, const [FText](API\Runtime\Core\Internationalization\FText) & ToolTipText, FOnDiff... | [] |
FBlueprintDifferenceTreeEntry::CreateCategoryEntryForMerge | /Engine/Source/Editor/UnrealEd/Public/DiffUtils.h | Create category message for the merge UI | UnrealEd | static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FBlueprintDifferenceTreeEntry](API\Editor\UnrealEd\FBlueprintDifferenceTreeEntry) > CreateCategoryEntryForMerge ( const [FText](API\Runtime\Core\Internationalization\FText) & LabelText, const [FText](API\Runtime\Core\Internationalization\FText) & ToolTipText,... | [] |
FBlueprintDifferenceTreeEntry::NoDifferencesEntry | /Engine/Source/Editor/UnrealEd/Public/DiffUtils.h | Displays message to user saying there are no differences | UnrealEd | static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FBlueprintDifferenceTreeEntry](API\Editor\UnrealEd\FBlueprintDifferenceTreeEntry) > NoDifferencesEntry() | [] |
FBlueprintDifferenceTreeEntry::UnknownDifferencesEntry | /Engine/Source/Editor/UnrealEd/Public/DiffUtils.h | Displays message to user warning that there may be undetected differences | UnrealEd | static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FBlueprintDifferenceTreeEntry](API\Editor\UnrealEd\FBlueprintDifferenceTreeEntry) > UnknownDifferencesEntry() | [] |
FBlueprintDifferenceTreeEntry::FBlueprintDifferenceTreeEntry | /Engine/Source/Editor/UnrealEd/Public/DiffUtils.h | UnrealEd | FBlueprintDifferenceTreeEntry ( FOnDiffEntryFocused InOnFocus, FGenerateDiffEntryWidget InGenerateWidget, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FBlueprintDifferenceTreeEntry](API\Editor\UnrealEd\FBlueprintDifferenceTreeEntry) > > InChildren ) | [] | |
FBlueprintDifferenceTreeEntry::~FBlueprintDifferenceTreeEntry | /Engine/Source/Editor/UnrealEd/Public/DiffUtils.h | UnrealEd | virtual ~FBlueprintDifferenceTreeEntry() | [] | |
FBlueprintThumbnailScene::BlueprintChanged | /Engine/Source/Editor/UnrealEd/Public/ThumbnailHelpers.h | Refreshes components for the specified blueprint | UnrealEd | void BlueprintChanged ( class [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint ) | [] |
FBlueprintDifferenceTreeEntry | /Engine/Source/Editor/UnrealEd/Public/DiffUtils.h | UnrealEd | class FBlueprintDifferenceTreeEntry | [
{
"type": "TArray<TShared...",
"name": "Children",
"description": ""
},
{
"type": "FGenerateDiffEn...",
"name": "GenerateWidget",
"description": ""
},
{
"type": "FOnDiffEntryFoc...",
"name": "OnFocus",
"description": ""
}
] | |
FBlueprintThumbnailScene::SetBlueprint | /Engine/Source/Editor/UnrealEd/Public/ThumbnailHelpers.h | Sets the static mesh to use in the nextCreateView() | UnrealEd | void SetBlueprint ( class [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint ) | [] |
FBlueprintThumbnailScene::GetSceneThumbnailInfo | /Engine/Source/Editor/UnrealEd/Public/ThumbnailHelpers.h | Get the scene thumbnail info to use for the object currently being rendered | UnrealEd | virtual [USceneThumbnailInfo](API\Editor\UnrealEd\ThumbnailRendering\USceneThumbnailInfo) * GetSceneThumbnailInfo ( const float TargetDistance ) const | [] |
FBlueprintThumbnailScene::FBlueprintThumbnailScene | /Engine/Source/Editor/UnrealEd/Public/ThumbnailHelpers.h | Constructor/Destructor | UnrealEd | FBlueprintThumbnailScene() | [] |
FBlueprintThumbnailScene | /Engine/Source/Editor/UnrealEd/Public/ThumbnailHelpers.h | UnrealEd | class FBlueprintThumbnailScene : public [FClassActorThumbnailScene](API\Editor\UnrealEd\FClassActorThumbnailScene) | [] | |
FBoneTrackPair::FBoneTrackPair | /Engine/Source/Editor/UnrealEd/Public/SSkeletonWidget.h | UnrealEd | FBoneTrackPair ( [FName](API\Runtime\Core\UObject\FName) InBone1, [FName](API\Runtime\Core\UObject\FName) InBone2 ) | [] |
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