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 |
|---|---|---|---|---|---|
FBoneTrackPair | /Engine/Source/Editor/UnrealEd/Public/SSkeletonWidget.h | UnrealEd | struct FBoneTrackPair | [
{
"type": "FName",
"name": "Bone1",
"description": ""
},
{
"type": "FName",
"name": "Bone2",
"description": ""
}
] | |
FBspSurfIdx::FBspSurfIdx | /Engine/Source/Editor/UnrealEd/Public/TexAlignTools.h | UnrealEd | FBspSurfIdx() | [] | |
FBspSurfIdx::FBspSurfIdx | /Engine/Source/Editor/UnrealEd/Public/TexAlignTools.h | UnrealEd | FBspSurfIdx ( [FBspSurf](API\Runtime\Engine\FBspSurf) * InSurf, int32 InIdx ) | [] | |
FBspSurfIdx | /Engine/Source/Editor/UnrealEd/Public/TexAlignTools.h | UnrealEd | class FBspSurfIdx | [
{
"type": "int32",
"name": "Idx",
"description": ""
},
{
"type": "FBspSurf*",
"name": "Surf",
"description": ""
}
] | |
BuildAIPaths | /Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h | Build all AI paths | UnrealEd | static const [FName](API\Runtime\Core\UObject\FName) BuildAIPaths; | [] |
BuildAll | /Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h | Build everything | UnrealEd | static const [FName](API\Runtime\Core\UObject\FName) BuildAll; | [] |
BuildAllLandscape | /Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h | Build All Landscape Data | UnrealEd | static const [FName](API\Runtime\Core\UObject\FName) BuildAllLandscape; | [] |
BuildAllOnlySelectedPaths | /Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h | Build everything except for paths only build selected | UnrealEd | static const [FName](API\Runtime\Core\UObject\FName) BuildAllOnlySelectedPaths; | [] |
BuildAllSubmit | /Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h | Build everything and submit to source control | UnrealEd | static const [FName](API\Runtime\Core\UObject\FName) BuildAllSubmit; | [] |
BuildGeometry | /Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h | Build all geometry | UnrealEd | static const [FName](API\Runtime\Core\UObject\FName) BuildGeometry; | [] |
BuildLandscapeSplineMeshes | /Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h | Build landscape spline meshes | UnrealEd | static const [FName](API\Runtime\Core\UObject\FName) BuildLandscapeSplineMeshes; | [] |
BuildHierarchicalLOD | /Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h | Build HLODs | UnrealEd | static const [FName](API\Runtime\Core\UObject\FName) BuildHierarchicalLOD; | [] |
BuildLighting | /Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h | Build lighting | UnrealEd | static const [FName](API\Runtime\Core\UObject\FName) BuildLighting; | [] |
BuildMinimap | /Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h | Build minimap | UnrealEd | static const [FName](API\Runtime\Core\UObject\FName) BuildMinimap; | [] |
BuildSelectedAIPaths | /Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h | Build only selected AI paths | UnrealEd | static const [FName](API\Runtime\Core\UObject\FName) BuildSelectedAIPaths; | [] |
BuildTextureStreaming | /Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h | Build texture streaming | UnrealEd | static const [FName](API\Runtime\Core\UObject\FName) BuildTextureStreaming; | [] |
BuildVirtualTexture | /Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h | Build virtual textures | UnrealEd | static const [FName](API\Runtime\Core\UObject\FName) BuildVirtualTexture; | [] |
BuildVisibleGeometry | /Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h | Build only visible geometry | UnrealEd | static const [FName](API\Runtime\Core\UObject\FName) BuildVisibleGeometry; | [] |
FBuildOptions | /Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h | Names of the built-in editor build types. | UnrealEd | struct FBuildOptions | [] |
FbxAnimUtils::ExtractAttributeCurves | /Engine/Source/Editor/UnrealEd/Public/FbxAnimUtils.h | Helper function that extracts custom attribute curves from a specified Fbx node, omiting attributes directly applied to the bones. | UnrealEd | namespace FbxAnimUtils { void FbxAnimUtils::ExtractAttributeCurves ( fbxsdk::FbxNode * InNode, bool bInDoNotImportCurveWithZero, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(fbxsdk::FbxAnimCurve *, const [FString](API\Runtime\Core\Containers\FString) &)> ImportFunction ) } | [] |
FbxAnimUtils::ShouldImportCurve | /Engine/Source/Editor/UnrealEd/Public/FbxAnimUtils.h | Helper function used to check whether we should import the specified curve. | UnrealEd | namespace FbxAnimUtils { bool FbxAnimUtils::ShouldImportCurve ( fbxsdk::FbxAnimCurve * Curve, bool bDoNotImportWithZeroValues ) } | [] |
FBXImportOptions::both | /Engine/Source/Editor/UnrealEd/Public/FbxImporter.h | This allow to add a prefix to the material name when unreal material get created. This prefix can just modify the name of the asset for materials (i.e. TEXT("Mat")) This prefix can modify the package path for materials (i.e. TEXT("/Materials/")). /** | UnrealEd | *Or both ( i.e. TEXT ) | [] |
FBXImportOptions::ResetForReimportAnimation | /Engine/Source/Editor/UnrealEd/Public/FbxImporter.h | UnrealEd | void ResetForReimportAnimation() | [] | |
FBXImportOptions::ResetOptions | /Engine/Source/Editor/UnrealEd/Public/FbxImporter.h | UnrealEd | static void ResetOptions ( [FBXImportOptions](API\Editor\UnrealEd\FBXImportOptions) * OptionsToReset ) | [] | |
FBXImportOptions::ShouldImportTangents | /Engine/Source/Editor/UnrealEd/Public/FbxImporter.h | UnrealEd | bool ShouldImportTangents() const | [] | |
FBXImportOptions::ShouldImportNormals | /Engine/Source/Editor/UnrealEd/Public/FbxImporter.h | UnrealEd | bool ShouldImportNormals() const | [] | |
FBXImportOptions | /Engine/Source/Editor/UnrealEd/Public/FbxImporter.h | UnrealEd | struct FBXImportOptions | [
{
"type": "EFBXAnimationLe...",
"name": "AnimationLengthImportType",
"description": ""
},
{
"type": "FString",
"name": "AnimationName",
"description": ""
},
{
"type": "FIntPoint",
"name": "AnimationRange",
"description": ""
},
{
"type": "bool",
"name": "bAddCu... | |
FbxMeshInfo | /Engine/Source/Editor/UnrealEd/Public/FbxImporter.h | UnrealEd | struct FbxMeshInfo | [
{
"type": "bool",
"name": "bIsSkelMesh",
"description": ""
},
{
"type": "bool",
"name": "bTriangulated",
"description": ""
},
{
"type": "int32",
"name": "FaceNum",
"description": ""
},
{
"type": "FString",
"name": "LODGroup",
"description": ""
},
{
... | |
FbxNodeInfo | /Engine/Source/Editor/UnrealEd/Public/FbxImporter.h | Node use to store the scene hierarchy transform will be relative to the parent. | UnrealEd | struct FbxNodeInfo | [
{
"type": "FString",
"name": "AttributeName",
"description": ""
},
{
"type": "FString",
"name": "AttributeType",
"description": ""
},
{
"type": "uint64",
"name": "AttributeUniqueId",
"description": ""
},
{
"type": "FString",
"name": "ObjectName",
"descript... |
FbxSceneInfo::Reset | /Engine/Source/Editor/UnrealEd/Public/FbxImporter.h | UnrealEd | void Reset() | [] | |
FbxSceneInfo | /Engine/Source/Editor/UnrealEd/Public/FbxImporter.h | UnrealEd | struct FbxSceneInfo | [
{
"type": "bool",
"name": "bHasAnimation",
"description": "True if it has animation"
},
{
"type": "bool",
"name": "bHasAnimationOnSkeletalMesh",
"description": ""
},
{
"type": "double",
"name": "FrameRate",
"description": ""
},
{
"type": "TArray<FbxNode...",
"... | |
FCachedComponentVisualizer::FCachedComponentVisualizer | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h | UnrealEd | FCachedComponentVisualizer ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FComponentVisualizer](API\Editor\UnrealEd\FComponentVisualizer) > & InVisualizer ) | [] | |
FCachedComponentVisualizer | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h | UnrealEd | struct FCachedComponentVisualizer | [
{
"type": "FComponentPrope...",
"name": "ComponentPropertyPath",
"description": ""
},
{
"type": "TSharedPtr<FCo...",
"name": "Visualizer",
"description": ""
}
] | |
FCameraControllerConfig::FCameraControllerConfig | /Engine/Source/Editor/UnrealEd/Public/CameraController.h | Constructor | UnrealEd | FCameraControllerConfig() | [] |
FCameraControllerConfig | /Engine/Source/Editor/UnrealEd/Public/CameraController.h | Configuration data for the camera controller object | UnrealEd | class FCameraControllerConfig | [
{
"type": "bool",
"name": "bEnableFOVRecoil",
"description": "FOV zooming configurationTrue if FOV should snap back when flight controls are released"
},
{
"type": "bool",
"name": "bForceRotationalPhysics",
"description": "Allows xbox controller to temporarily force rotational physics on... |
FCameraControllerUserImpulseData::FCameraControllerUserImpulseData | /Engine/Source/Editor/UnrealEd/Public/CameraController.h | Constructor | UnrealEd | FCameraControllerUserImpulseData() | [] |
FCameraControllerUserImpulseData | /Engine/Source/Editor/UnrealEd/Public/CameraController.h | Wrapper structure for all of the various user input parameters for camera movement | UnrealEd | class FCameraControllerUserImpulseData | [
{
"type": "float",
"name": "MoveForwardBackwardImpulse",
"description": "Scalar user input for moving forwards (positive) or backwards (negative)"
},
{
"type": "float",
"name": "MoveRightLeftImpulse",
"description": "Scalar user input for moving right (positive) or left (negative)"
},
... |
FCanDeleteAssetResult::Get | /Engine/Source/Editor/UnrealEd/Public/Editor.h | UnrealEd | bool Get() const | [] | |
FCanDeleteAssetResult::Set | /Engine/Source/Editor/UnrealEd/Public/Editor.h | UnrealEd | void Set ( const bool InValue ) | [] | |
FCanDeleteAssetResult::FCanDeleteAssetResult | /Engine/Source/Editor/UnrealEd/Public/Editor.h | UnrealEd | FCanDeleteAssetResult ( const [FCanDeleteAssetResult](API\Editor\UnrealEd\FCanDeleteAssetResult) & ) | [] | |
FCanDeleteAssetResult::FCanDeleteAssetResult | /Engine/Source/Editor/UnrealEd/Public/Editor.h | UnrealEd | FCanDeleteAssetResult() | [] | |
FCanDeleteAssetResult::FCanDeleteAssetResult | /Engine/Source/Editor/UnrealEd/Public/Editor.h | UnrealEd | FCanDeleteAssetResult ( [FCanDeleteAssetResult](API\Editor\UnrealEd\FCanDeleteAssetResult) && ) | [] | |
FCanDeleteAssetResult | /Engine/Source/Editor/UnrealEd/Public/Editor.h | Helper struct for the FOnAssetsCanDelete delegate | UnrealEd | struct FCanDeleteAssetResult | [] |
FCanLoadMap::Get | /Engine/Source/Editor/UnrealEd/Public/Editor.h | UnrealEd | bool Get() const | [] | |
FCanLoadMap::SetFalse | /Engine/Source/Editor/UnrealEd/Public/Editor.h | UnrealEd | void SetFalse() | [] | |
FCanLoadMap::FCanLoadMap | /Engine/Source/Editor/UnrealEd/Public/Editor.h | UnrealEd | FCanLoadMap() | [] | |
FCanLoadMap::FCanLoadMap | /Engine/Source/Editor/UnrealEd/Public/Editor.h | UnrealEd | FCanLoadMap ( const [FCanLoadMap](API\Editor\UnrealEd\FCanLoadMap) & ) | [] | |
FCanLoadMap | /Engine/Source/Editor/UnrealEd/Public/Editor.h | Helper struct for the FOnLoadMap delegate | UnrealEd | struct FCanLoadMap | [] |
FCanLoadMap::FCanLoadMap | /Engine/Source/Editor/UnrealEd/Public/Editor.h | UnrealEd | FCanLoadMap ( [FCanLoadMap](API\Editor\UnrealEd\FCanLoadMap) && ) | [] | |
FChangeTransactor::AddTransactionChange | /Engine/Source/Editor/UnrealEd/Public/ChangeTransactor.h | Inserts aFChangeinstance into the compound change data | UnrealEd | template<typename T, typename... TArgs> void AddTransactionChange ( TArgs &&... Args ) | [] |
FChangeTransactor::CanTransactChanges | /Engine/Source/Editor/UnrealEd/Public/ChangeTransactor.h | UnrealEd | static bool CanTransactChanges() | [] | |
FChangeTransactor::IsTransactionPending | /Engine/Source/Editor/UnrealEd/Public/ChangeTransactor.h | Whether or not a transaction is currently pending | UnrealEd | bool IsTransactionPending() | [] |
FChangeTransactor::CloseTransaction | /Engine/Source/Editor/UnrealEd/Public/ChangeTransactor.h | Closes the currently pending transaction, inserting aFCompoundChangeobject, containing anyFChange's transacted during the transaction, into GUndo alongside of the currently targetedUObjectinstance | UnrealEd | void CloseTransaction() | [] |
FChangeTransactor::OpenTransaction | /Engine/Source/Editor/UnrealEd/Public/ChangeTransactor.h | Opens a new transaction with the provided description | UnrealEd | void OpenTransaction ( const [FText](API\Runtime\Core\Internationalization\FText) & TransactionDescription ) | [] |
FChangeTransactor::SetTransactionObject | /Engine/Source/Editor/UnrealEd/Public/ChangeTransactor.h | Set theUObjectinstance for which to transactFChange's | UnrealEd | void SetTransactionObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InTransactionObject ) | [] |
FChangeTransactor::FChangeTransactor | /Engine/Source/Editor/UnrealEd/Public/ChangeTransactor.h | UnrealEd | FChangeTransactor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InTransactionObject ) | [] | |
FChangeTransactor::FChangeTransactor | /Engine/Source/Editor/UnrealEd/Public/ChangeTransactor.h | UnrealEd | FChangeTransactor() | [] | |
FChangeTransactor::~FChangeTransactor | /Engine/Source/Editor/UnrealEd/Public/ChangeTransactor.h | UnrealEd | ~FChangeTransactor() | [] | |
FChangeTransactor | /Engine/Source/Editor/UnrealEd/Public/ChangeTransactor.h | Helper structure used for insertingFChangebased undo/redo operations inside of the GUndo (ITransaction) instance. The operations are targeted a specificUObject, which is used as the 'transactional' object. The transactions themselves are initiated using the ITransactor API using GEngine as the instance. | UnrealEd | struct FChangeTransactor | [] |
FCinematicExporter::CloseDocument | /Engine/Source/Editor/UnrealEd/Public/CinematicExporter.h | Closes the file, releasing its memory. | UnrealEd | void CloseDocument() | [] |
FCinematicExporter::CreateDocument | /Engine/Source/Editor/UnrealEd/Public/CinematicExporter.h | Creates and readies an empty document for export. | UnrealEd | void CreateDocument() | [] |
FCinematicExporter::ExportBrush | /Engine/Source/Editor/UnrealEd/Public/CinematicExporter.h | Exports the mesh and the actor information for a brush actor. | UnrealEd | void ExportBrush ( [ABrush](API\Runtime\Engine\Engine\ABrush) * Actor, [UModel](API\Runtime\Engine\UModel) * Model, bool bConvertToStaticMesh, [INodeNameAdapter](API\Editor\UnrealEd\INodeNameAdapter) & NodeNameAdapter ) | [] |
FCinematicExporter::ExportCamera | /Engine/Source/Editor/UnrealEd/Public/CinematicExporter.h | Exports the camera-specific information for a camera actor. | UnrealEd | void ExportCamera ( [ACameraActor](API\Runtime\Engine\Camera\ACameraActor) * Actor, bool bExportComponents, [INodeNameAdapter](API\Editor\UnrealEd\INodeNameAdapter) & NodeNameAdapter ) | [] |
FCinematicExporter::ExportLevelMesh | /Engine/Source/Editor/UnrealEd/Public/CinematicExporter.h | Exports the basic scene information to a file. | UnrealEd | void ExportLevelMesh ( [ULevel](API\Runtime\Engine\Engine\ULevel) * Level, bool bSelectedOnly, [INodeNameAdapter](API\Editor\UnrealEd\INodeNameAdapter) & NodeNameAdapter, bool bSaveAnimSeq ) | [] |
FCinematicExporter::ExportLight | /Engine/Source/Editor/UnrealEd/Public/CinematicExporter.h | Exports the light-specific information for a light actor. | UnrealEd | void ExportLight ( [ALight](API\Runtime\Engine\Engine\ALight) * Actor, [INodeNameAdapter](API\Editor\UnrealEd\INodeNameAdapter) & NodeNameAdapter ) | [] |
FCinematicExporter::FillExportOptions | /Engine/Source/Editor/UnrealEd/Public/CinematicExporter.h | The function is saving the dialog state in a user ini file and reload it from there. It is not changing the CDO. | UnrealEd | void FillExportOptions ( bool bBatchMode, bool bShowOptionDialog, const [FString](API\Runtime\Core\Containers\FString) & FullPath, bool & OutOperationCanceled, bool & bOutExportAll ) | [] |
FCinematicExporter::SetKeepHierarchy | /Engine/Source/Editor/UnrealEd/Public/CinematicExporter.h | UnrealEd | void SetKeepHierarchy ( bool bInKeepHierarchy ) | [] | |
FCinematicExporter::SetTransformBaking | /Engine/Source/Editor/UnrealEd/Public/CinematicExporter.h | UnrealEd | void SetTransformBaking ( bool bBakeTransforms ) | [] | |
FCinematicExporter::WriteToFile | /Engine/Source/Editor/UnrealEd/Public/CinematicExporter.h | Writes the file to disk and releases it. | UnrealEd | void WriteToFile ( const TCHAR * Filename ) | [] |
FCinematicExporter::~FCinematicExporter | /Engine/Source/Editor/UnrealEd/Public/CinematicExporter.h | UnrealEd | virtual ~FCinematicExporter() | [] | |
FCinematicExporter | /Engine/Source/Editor/UnrealEd/Public/CinematicExporter.h | Base cinematic exporter class. Except for CImporter, consider the other classes as private. | UnrealEd | class FCinematicExporter | [
{
"type": "bool",
"name": "bBakeKeys",
"description": "When true, a key will exported per frame at the set frames-per-second (FPS)."
},
{
"type": "bool",
"name": "bKeepHierarchy",
"description": "When true, we'll export with hierarchical relation of attachment with relative transform"
... |
FClassActorThumbnailScene::GetPreviewActorBounds | /Engine/Source/Editor/UnrealEd/Public/ThumbnailHelpers.h | UnrealEd | FBoxSphereBounds GetPreviewActorBounds() const | [] | |
FClassActorThumbnailScene::GetSceneThumbnailInfo | /Engine/Source/Editor/UnrealEd/Public/ThumbnailHelpers.h | Get the scene thumbnail info to use for the object currently being rendered | UnrealEd | [USceneThumbnailInfo](API\Editor\UnrealEd\ThumbnailRendering\USceneThumbnailInfo) * GetSceneThumbnailInfo ( const float TargetDistance ) const | [] |
FClassActorThumbnailScene::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 | [] |
FClassActorThumbnailScene::IsValidComponentForVisualization | /Engine/Source/Editor/UnrealEd/Public/ThumbnailHelpers.h | Returns true if this component can be visualized | UnrealEd | static bool IsValidComponentForVisualization ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component ) | [] |
FCinematicExporter::ExportStaticMesh | /Engine/Source/Editor/UnrealEd/Public/CinematicExporter.h | Exports the mesh and the actor information for a static mesh actor. | UnrealEd | void ExportStaticMesh ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * StaticMeshComponent, [INodeNameAdapter](API\Editor\UnrealEd\INodeNameAdapter) & NodeNameAdapter ) | [] |
FClassActorThumbnailScene::SpawnPreviewActor | /Engine/Source/Editor/UnrealEd/Public/ThumbnailHelpers.h | Sets the object (class or blueprint) used in the nextCreateView() | UnrealEd | void SpawnPreviewActor ( class [UClass](API\Runtime\CoreUObject\UObject\UClass) * Obj ) | [] |
FClassActorThumbnailScene::FClassActorThumbnailScene | /Engine/Source/Editor/UnrealEd/Public/ThumbnailHelpers.h | UnrealEd | FClassActorThumbnailScene() | [] | |
FClassActorThumbnailScene | /Engine/Source/Editor/UnrealEd/Public/ThumbnailHelpers.h | UnrealEd | class FClassActorThumbnailScene : public [FThumbnailPreviewScene](API\Editor\UnrealEd\FThumbnailPreviewScene) | [] | |
FClassIconFinder::FindIconForActor | /Engine/Source/Editor/UnrealEd/Public/ClassIconFinder.h | Find the small icon to use for the supplied actor | UnrealEd | static const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * FindIconForActor ( const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [AActor](API\Runtime\Engine\GameFramework\AActor) > & InActor ) | [] |
FClassIconFinder::FindIconForActors | /Engine/Source/Editor/UnrealEd/Public/ClassIconFinder.h | Find the best fitting small icon to use for the supplied actor array | UnrealEd | static const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * FindIconForActors ( const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > > & InActors, [UClass](API\Runtime\CoreUObject\UObject\UClass) *&... | [] |
FClassIconFinder::FindThumbnailForClass | /Engine/Source/Editor/UnrealEd/Public/ClassIconFinder.h | Find the large thumbnail name to use for the supplied class | UnrealEd | static const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * FindThumbnailForClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, const [FName](API\Runtime\Core\UObject\FName) & InDefaultName ) | [] |
FClassIconFinder::FindSlateIconForActor | /Engine/Source/Editor/UnrealEd/Public/ClassIconFinder.h | Find the small icon to use for the supplied actor | UnrealEd | static [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) FindSlateIconForActor ( const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [AActor](API\Runtime\Engine\GameFramework\AActor) > & InActor ) | [] |
FClassIconFinder::GetIconClassForAssetData | /Engine/Source/Editor/UnrealEd/Public/ClassIconFinder.h | Utility function to convert an asset into the most suitable class possible for use by the icon finder | UnrealEd | static const [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetIconClassForAssetData ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, bool * bOutIsClassType ) | [] |
FClassIconFinder::GetIconClassForBlueprint | /Engine/Source/Editor/UnrealEd/Public/ClassIconFinder.h | Utility function to convert a Blueprint into the most suitable class possible for use by the icon finder | UnrealEd | static const [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetIconClassForBlueprint ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint ) | [] |
FClassIconFinder | /Engine/Source/Editor/UnrealEd/Public/ClassIconFinder.h | UnrealEd | class FClassIconFinder | [] | |
FClassThumbnailScene::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 | [] |
FClassThumbnailScene::SetClass | /Engine/Source/Editor/UnrealEd/Public/ThumbnailHelpers.h | Sets the class use in the nextCreateView() | UnrealEd | void SetClass ( class [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class ) | [] |
FClassThumbnailScene::FClassThumbnailScene | /Engine/Source/Editor/UnrealEd/Public/ThumbnailHelpers.h | Constructor/Destructor | UnrealEd | FClassThumbnailScene() | [] |
FClassThumbnailScene | /Engine/Source/Editor/UnrealEd/Public/ThumbnailHelpers.h | UnrealEd | class FClassThumbnailScene : public [FClassActorThumbnailScene](API\Editor\UnrealEd\FClassActorThumbnailScene) | [] | |
EValue | /Engine/Source/Editor/UnrealEd/Public/EditorCategoryUtils.h | UnrealEd | enum EValue { AI, Animation, Audio, Development, Effects, Gameplay, Input, Math, Networking, Pawn, Physics, Rendering, Transformation, Utilities, FlowControl, UserInterface, AnimNotify, BranchPoint, String, Text, Name, Enum, Struct, Macro, Delegates, Class, Variables, } | [] | |
FCommonEditorCategory | /Engine/Source/Editor/UnrealEd/Public/EditorCategoryUtils.h | This gives users the ability to reference shared categories across the engine, but gives us the freedom to easily remap them as needed (also gives us the ability to easily localize these categories). Games can override these default mappings with theRegisterCategoryKey()function. | UnrealEd | struct FCommonEditorCategory | [] |
FCompiledPropertyAccessHandle::GetBatchId | /Engine/Source/Editor/UnrealEd/Public/IPropertyAccessCompiler.h | Get the index of the batch. | UnrealEd | int32 GetBatchId() const | [] |
FCompiledPropertyAccessHandle::GetId | /Engine/Source/Editor/UnrealEd/Public/IPropertyAccessCompiler.h | Get the index into the batch. | UnrealEd | int32 GetId() const | [] |
FCompiledPropertyAccessHandle::IsValid | /Engine/Source/Editor/UnrealEd/Public/IPropertyAccessCompiler.h | Check this handle for validity. | UnrealEd | bool IsValid() const | [] |
FCompiledPropertyAccessHandle::FCompiledPropertyAccessHandle | /Engine/Source/Editor/UnrealEd/Public/IPropertyAccessCompiler.h | UnrealEd | FCompiledPropertyAccessHandle() | [] | |
FCompiledPropertyAccessHandle::FCompiledPropertyAccessHandle | /Engine/Source/Editor/UnrealEd/Public/IPropertyAccessCompiler.h | UnrealEd | FCompiledPropertyAccessHandle &40; int32 InId, int32 InBatchId &41; | [] | |
FCompiledPropertyAccessHandle | /Engine/Source/Editor/UnrealEd/Public/IPropertyAccessCompiler.h | Handle used to describe property accesses that have been compiled. | UnrealEd | struct FCompiledPropertyAccessHandle | [] |
AssetToBrokerMap | /Engine/Source/Editor/UnrealEd/Public/ComponentAssetBroker.h | Map from asset type to theprimarybroker for that type. | UnrealEd | static [TMap](API\Runtime\Core\Containers\TMap)< [UClass](API\Runtime\CoreUObject\UObject\UClass) *, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IComponentAssetBroker](API\Editor\UnrealEd\IComponentAssetBroker) > > > AssetToBrokerMap; | [] |
AssetToComponentClassMap | /Engine/Source/Editor/UnrealEd/Public/ComponentAssetBroker.h | Map from an asset class to all component classes that can use it The first one in the array is the 'primary' | UnrealEd | static [TMap](API\Runtime\Core\Containers\TMap)< [UClass](API\Runtime\CoreUObject\UObject\UClass) *, FComponentClassList > AssetToComponentClassMap; | [] |
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