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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;
[]