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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...
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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,...
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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()
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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()
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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 )
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FBlueprintDifferenceTreeEntry::~FBlueprintDifferenceTreeEntry
/Engine/Source/Editor/UnrealEd/Public/DiffUtils.h
UnrealEd
virtual ~FBlueprintDifferenceTreeEntry()
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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 )
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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 )
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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
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FBlueprintThumbnailScene::FBlueprintThumbnailScene
/Engine/Source/Editor/UnrealEd/Public/ThumbnailHelpers.h
Constructor/Destructor
UnrealEd
FBlueprintThumbnailScene()
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FBlueprintThumbnailScene
/Engine/Source/Editor/UnrealEd/Public/ThumbnailHelpers.h
UnrealEd
class FBlueprintThumbnailScene : public [FClassActorThumbnailScene](API\Editor\UnrealEd\FClassActorThumbnailScene)
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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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