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 |
|---|---|---|---|---|---|
FComponentAssetBrokerage::AssignAssetToComponent | /Engine/Source/Editor/UnrealEd/Public/ComponentAssetBroker.h | Assign the assigned asset to the supplied component | UnrealEd | static bool AssignAssetToComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset ) | [] |
bShutSystemDown | /Engine/Source/Editor/UnrealEd/Public/ComponentAssetBroker.h | UnrealEd | static bool bShutSystemDown = false; | [] | |
bInitializedBuiltinMap | /Engine/Source/Editor/UnrealEd/Public/ComponentAssetBroker.h | UnrealEd | static bool bInitializedBuiltinMap = false; | [] | |
ComponentToBrokerMap | /Engine/Source/Editor/UnrealEd/Public/ComponentAssetBroker.h | Map from component type to the broker for that type. | UnrealEd | static [TMap](API\Runtime\Core\Containers\TMap)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) >, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IComponentAssetBroker](API\Editor\UnrealEd\IComponentAssetBroker) > > ComponentToBroker... | [] |
FComponentAssetBrokerage::FindBrokerByAssetType | /Engine/Source/Editor/UnrealEd/Public/ComponentAssetBroker.h | Try to find theprimarybroker for the specified asset type | UnrealEd | static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IComponentAssetBroker](API\Editor\UnrealEd\IComponentAssetBroker) > FindBrokerByAssetType ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InAssetClass ) | [] |
FComponentAssetBrokerage::FindBrokerByComponentType | /Engine/Source/Editor/UnrealEd/Public/ComponentAssetBroker.h | Try to find the broker for the specified component type | UnrealEd | static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IComponentAssetBroker](API\Editor\UnrealEd\IComponentAssetBroker) > FindBrokerByComponentType ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > InComponentClass ) | [] |
FComponentAssetBrokerage::GetAssetFromComponent | /Engine/Source/Editor/UnrealEd/Public/ComponentAssetBroker.h | Get the currently assigned asset from the component | UnrealEd | static [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetAssetFromComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent ) | [] |
FComponentAssetBrokerage::GetComponentsForAsset | /Engine/Source/Editor/UnrealEd/Public/ComponentAssetBroker.h | Find set of components that support this asset | UnrealEd | static [TArray](API\Runtime\Core\Containers\TArray)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > > GetComponentsForAsset ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset ) | [] |
FComponentAssetBrokerage::GetPrimaryComponentForAsset | /Engine/Source/Editor/UnrealEd/Public/ComponentAssetBroker.h | Get the primary component for this asset | UnrealEd | static [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > GetPrimaryComponentForAsset ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InAssetClass ) | [] |
FComponentAssetBrokerage::GetSupportedAssets | /Engine/Source/Editor/UnrealEd/Public/ComponentAssetBroker.h | Get the currently supported assets, optionally filtered by the supplied component class | UnrealEd | static [TArray](API\Runtime\Core\Containers\TArray)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > GetSupportedAssets ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InFilterComponentClass ) | [] |
FComponentAssetBrokerage::PRIVATE_ShutdownBrokerage | /Engine/Source/Editor/UnrealEd/Public/ComponentAssetBroker.h | Shut down the brokerage; should only be called by the editor during shutdown | UnrealEd | static void PRIVATE_ShutdownBrokerage() | [] |
FComponentAssetBrokerage::RegisterAssetToComponentMapping | /Engine/Source/Editor/UnrealEd/Public/ComponentAssetBroker.h | Register a component class for a specified asset class | UnrealEd | static void RegisterAssetToComponentMapping ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InAssetClass, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > InComponentClass, bool bSetAsPrimary ) | [] |
FComponentAssetBrokerage::RegisterBroker | /Engine/Source/Editor/UnrealEd/Public/ComponentAssetBroker.h | Register a component class for a specified asset class | UnrealEd | static void RegisterBroker ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IComponentAssetBroker](API\Editor\UnrealEd\IComponentAssetBroker) > Broker, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > InComponentClass, bool bSetAsPri... | [] |
FComponentAssetBrokerage::SupportsAssets | /Engine/Source/Editor/UnrealEd/Public/ComponentAssetBroker.h | See if this component supports assets of any type | UnrealEd | static bool SupportsAssets ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent ) | [] |
FComponentAssetBrokerage::UnregisterAssetToComponentMapping | /Engine/Source/Editor/UnrealEd/Public/ComponentAssetBroker.h | Unregister a component type for a specified asset class | UnrealEd | static void UnregisterAssetToComponentMapping ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InAssetClass, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > InComponentClass ) | [] |
FComponentAssetBrokerage | /Engine/Source/Editor/UnrealEd/Public/ComponentAssetBroker.h | No constructors are accessible with public or protected access. | UnrealEd | class FComponentAssetBrokerage | [] |
FComponentAssetBrokerage::UnregisterBroker | /Engine/Source/Editor/UnrealEd/Public/ComponentAssetBroker.h | Unregister a component type for a specified asset class | UnrealEd | static void UnregisterBroker ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IComponentAssetBroker](API\Editor\UnrealEd\IComponentAssetBroker) > Broker ) | [] |
FComponentClassComboEntry::AddReferencedObjects | /Engine/Source/Editor/UnrealEd/Public/SComponentClassCombo.h | UnrealEd | void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector ) | [] | |
FComponentClassComboEntry::GetAssetOverride | /Engine/Source/Editor/UnrealEd/Public/SComponentClassCombo.h | UnrealEd | [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetAssetOverride() | [] | |
FComponentClassComboEntry::GetClassDisplayName | /Engine/Source/Editor/UnrealEd/Public/SComponentClassCombo.h | UnrealEd | [FString](API\Runtime\Core\Containers\FString) GetClassDisplayName() const | [] | |
FComponentClassComboEntry::GetClassName | /Engine/Source/Editor/UnrealEd/Public/SComponentClassCombo.h | UnrealEd | [FString](API\Runtime\Core\Containers\FString) GetClassName() const | [] | |
FComponentClassComboEntry::GetComponentClass | /Engine/Source/Editor/UnrealEd/Public/SComponentClassCombo.h | UnrealEd | [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > GetComponentClass() const | [] | |
FComponentClassComboEntry::GetComponentCreateAction | /Engine/Source/Editor/UnrealEd/Public/SComponentClassCombo.h | UnrealEd | [EComponentCreateAction::Type](API\Editor\UnrealEd\EComponentCreateAction__Type) GetComponentCreateAction() const | [] | |
FComponentClassComboEntry::GetComponentPath | /Engine/Source/Editor/UnrealEd/Public/SComponentClassCombo.h | UnrealEd | [FString](API\Runtime\Core\Containers\FString) GetComponentPath() const | [] | |
FComponentClassComboEntry::GetComponentNameOverride | /Engine/Source/Editor/UnrealEd/Public/SComponentClassCombo.h | UnrealEd | const [FString](API\Runtime\Core\Containers\FString) & GetComponentNameOverride() const | [] | |
FComponentClassComboEntry::GetHeadingText | /Engine/Source/Editor/UnrealEd/Public/SComponentClassCombo.h | UnrealEd | const [FString](API\Runtime\Core\Containers\FString) & GetHeadingText() const | [] | |
FComponentClassComboEntry::GetIconClass | /Engine/Source/Editor/UnrealEd/Public/SComponentClassCombo.h | UnrealEd | const [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetIconClass() const | [] | |
FComponentClassComboEntry::GetIconOverrideBrushName | /Engine/Source/Editor/UnrealEd/Public/SComponentClassCombo.h | UnrealEd | [FName](API\Runtime\Core\UObject\FName) GetIconOverrideBrushName() const | [] | |
FComponentClassComboEntry::GetOnSubobjectCreated | /Engine/Source/Editor/UnrealEd/Public/SComponentClassCombo.h | UnrealEd | FOnSubobjectCreated & GetOnSubobjectCreated() | [] | |
FComponentClassComboEntry::GetSortPriority | /Engine/Source/Editor/UnrealEd/Public/SComponentClassCombo.h | UnrealEd | int32 GetSortPriority() const | [] | |
FComponentClassComboEntry::GetUnloadedBlueprintData | /Engine/Source/Editor/UnrealEd/Public/SComponentClassCombo.h | If the component type is not loaded, this stores data that can be used for class filtering. | UnrealEd | [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IUnloadedBlueprintData](API\Editor\ClassViewer\IUnloadedBlueprintData) > GetUnloadedBlueprintData() const | [] |
FComponentClassComboEntry::IsClass | /Engine/Source/Editor/UnrealEd/Public/SComponentClassCombo.h | UnrealEd | bool IsClass() const | [] | |
FComponentClassComboEntry::IsHeading | /Engine/Source/Editor/UnrealEd/Public/SComponentClassCombo.h | UnrealEd | bool IsHeading() const | [] | |
FComponentClassComboEntry::IsIncludedInFilter | /Engine/Source/Editor/UnrealEd/Public/SComponentClassCombo.h | UnrealEd | bool IsIncludedInFilter() const | [] | |
FComponentClassComboEntry::IsSeparator | /Engine/Source/Editor/UnrealEd/Public/SComponentClassCombo.h | UnrealEd | bool IsSeparator() const | [] | |
FComponentClassComboEntry::SetUnloadedBlueprintData | /Engine/Source/Editor/UnrealEd/Public/SComponentClassCombo.h | Can optionally be called to set unloaded component type data to assist with class filtering. | UnrealEd | void SetUnloadedBlueprintData ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IUnloadedBlueprintData](API\Editor\ClassViewer\IUnloadedBlueprintData) > InUnloadedBlueprintData ) | [] |
FComponentClassComboEntry::FComponentClassComboEntry | /Engine/Source/Editor/UnrealEd/Public/SComponentClassCombo.h | UnrealEd | FComponentClassComboEntry() | [] | |
FComponentClassComboEntry::FComponentClassComboEntry | /Engine/Source/Editor/UnrealEd/Public/SComponentClassCombo.h | UnrealEd | FComponentClassComboEntry ( const [FString](API\Runtime\Core\Containers\FString) & InHeadingText ) | [] | |
FComponentClassComboEntry::FComponentClassComboEntry | /Engine/Source/Editor/UnrealEd/Public/SComponentClassCombo.h | UnrealEd | FComponentClassComboEntry ( const [FString](API\Runtime\Core\Containers\FString) & InHeadingText, const [FString](API\Runtime\Core\Containers\FString) & InComponentName, [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) InComponentPath, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InI... | [] | |
FComponentClassComboEntry::FComponentClassComboEntry | /Engine/Source/Editor/UnrealEd/Public/SComponentClassCombo.h | UnrealEd | FComponentClassComboEntry ( const [FString](API\Runtime\Core\Containers\FString) & InHeadingText, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > InComponentClass, bool InIncludedInFilter, [EComponentCreateAction::Type](API\Editor\UnrealEd... | [] | |
FComponentClassComboEntry | /Engine/Source/Editor/UnrealEd/Public/SComponentClassCombo.h | UnrealEd | class FComponentClassComboEntry : public [TSharedFromThis< FComponentClassComboEntry >](API\Runtime\Core\Templates\TSharedFromThis) | [] | |
FComponentEntryCustomizationArgs::FComponentEntryCustomizationArgs | /Engine/Source/Editor/UnrealEd/Public/SComponentClassCombo.h | UnrealEd | FComponentEntryCustomizationArgs() | [] | |
FComponentEntryCustomizationArgs | /Engine/Source/Editor/UnrealEd/Public/SComponentClassCombo.h | UnrealEd | struct FComponentEntryCustomizationArgs | [
{
"type": "TWeakObjectPtr<...",
"name": "AssetOverride",
"description": "Specific asset to use instead of the selected asset in the content browser"
},
{
"type": "FString",
"name": "ComponentNameOverride",
"description": "Custom name to display"
},
{
"type": "FName",
"name": ... | |
FComponentPropertyPath::GetComponent | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h | Gets a pointer to the component, or nullptr if it is not valid | UnrealEd | [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * GetComponent() const | [] |
FComponentPropertyPath::GetParentOwningActor | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h | Gets the parent owning actor for the component, or nullptr if it is not valid | UnrealEd | [AActor](API\Runtime\Engine\GameFramework\AActor) * GetParentOwningActor() const | [] |
FComponentPropertyPath::IsValid | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h | Determines whether the property path is valid or not | UnrealEd | bool IsValid() const | [] |
FComponentPropertyPath::operator== | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h | UnrealEd | bool operator== ( const [FComponentPropertyPath](API\Editor\UnrealEd\FComponentPropertyPath) & InRHS ) const | [] | |
FComponentPropertyPath::operator!= | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h | UnrealEd | bool operator!= ( const [FComponentPropertyPath](API\Editor\UnrealEd\FComponentPropertyPath) & InRHS ) const | [] | |
FComponentPropertyPath::Reset | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h | Resets the property path | UnrealEd | void Reset() | [] |
FComponentPropertyPath::FComponentPropertyPath | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h | UnrealEd | FComponentPropertyPath() | [] | |
FComponentPropertyPath::FComponentPropertyPath | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h | UnrealEd | FComponentPropertyPath ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component ) | [] | |
FComponentPropertyPath | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h | Describes a chain of properties from the parent actor of a given component, to the component itself. | UnrealEd | struct FComponentPropertyPath | [] |
FComponentTypeEntry | /Engine/Source/Editor/UnrealEd/Public/ComponentTypeRegistry.h | UnrealEd | struct FComponentTypeEntry | [
{
"type": "FString",
"name": "ComponentAssetName",
"description": "Name of the component, corresponds to asset name for blueprint components"
},
{
"type": "TObjectPtr< cla...",
"name": "ComponentClass",
"description": "Optional pointer to theUClass, will be nullptr for blueprint componen... | |
FComponentTypeRegistry::FindClassEntryForObjectPath | /Engine/Source/Editor/UnrealEd/Public/ComponentTypeRegistry.h | Attempts to locate the class entry corresponding to the given object path. | UnrealEd | FComponentClassComboEntryPtr FindClassEntryForObjectPath ( [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) InObjectPath ) const | [] |
FComponentTypeRegistry::GetOnComponentTypeListChanged | /Engine/Source/Editor/UnrealEd/Public/ComponentTypeRegistry.h | UnrealEd | FOnComponentTypeListChanged & GetOnComponentTypeListChanged() | [] | |
FComponentTypeRegistry::Get | /Engine/Source/Editor/UnrealEd/Public/ComponentTypeRegistry.h | UnrealEd | static [FComponentTypeRegistry](API\Editor\UnrealEd\FComponentTypeRegistry) & Get() | [] | |
FComponentTypeRegistry::Invalidate | /Engine/Source/Editor/UnrealEd/Public/ComponentTypeRegistry.h | Schedules a full update of the component type registry on the next frame | UnrealEd | void Invalidate() | [] |
FComponentTypeRegistry::InvalidateClass | /Engine/Source/Editor/UnrealEd/Public/ComponentTypeRegistry.h | Called when a specific class has been updated and should force the component type registry to update as well | UnrealEd | void InvalidateClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > ClassToUpdate ) | [] |
FComponentTypeRegistry::SubscribeToComponentList | /Engine/Source/Editor/UnrealEd/Public/ComponentTypeRegistry.h | Called when the user changes the text in the search box. Pointer that will be set to the (globally shared) component type list
Deleate that can be used to handle change notifications. change notifications are raised when entries are added or removed from the component type list | UnrealEd | FOnComponentTypeListChanged & SubscribeToComponentList ( [TArray](API\Runtime\Core\Containers\TArray)< FComponentClassComboEntryPtr > *& OutComponentList ) | [] |
FComponentTypeRegistry::SubscribeToComponentList | /Engine/Source/Editor/UnrealEd/Public/ComponentTypeRegistry.h | Called when the user changes the text in the search box. Pointer that will be set to the (globally shared) component type list
Deleate that can be used to handle change notifications. change notifications are raised when entries are added or removed from the component type list | UnrealEd | FOnComponentTypeListChanged & SubscribeToComponentList ( const [TArray](API\Runtime\Core\Containers\TArray)< [FComponentTypeEntry](API\Editor\UnrealEd\FComponentTypeEntry) > *& OutComponentList ) | [] |
FComponentTypeRegistry | /Engine/Source/Editor/UnrealEd/Public/ComponentTypeRegistry.h | No destructors are accessible with public or protected access. | UnrealEd | struct FComponentTypeRegistry | [] |
FComponentVisualizer::DrawVisualization | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h | Draw visualization for the supplied component | UnrealEd | virtual void DrawVisualization ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) | [] |
FComponentVisualizer::DrawVisualizationHUD | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h | Draw HUD on viewport for the supplied component | UnrealEd | virtual void DrawVisualizationHUD ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, const [FViewport](API\Runtime\Engine\FViewport) * Viewport, const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas ) | [] |
FComponentVisualizer::EndEditing | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h | UnrealEd | virtual void EndEditing() | [] | |
FPropertyNameAndIndex | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h | So deprecated code expecting this as an inner class still works. | UnrealEd | typedef ::[FPropertyNameAndIndex](API\Editor\UnrealEd\FComponentVisualizer\FPropertyNameAndIndex) FPropertyNameAndIndex | [] |
FComponentVisualizer::GenerateContextMenu | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h | UnrealEd | virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GenerateContextMenu() const | [] | |
FComponentVisualizer::GetComponentFromPropertyName | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h | Get a component pointer from the property name | UnrealEd | static [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * GetComponentFromPropertyName ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * CompOwner, const [FPropertyNameAndIndex](API\Editor\UnrealEd\FComponentVisualizer\FPropertyNameAndIndex) & Property ) | [] |
FComponentVisualizer::GetComponentPropertyName | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h | Find the name of the property that points to this component | UnrealEd | static [FPropertyNameAndIndex](API\Editor\UnrealEd\FComponentVisualizer\FPropertyNameAndIndex) GetComponentPropertyName ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component ) | [] |
FComponentVisualizer::GetCustomInputCoordinateSystem | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h | UnrealEd | virtual bool GetCustomInputCoordinateSystem ( const [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, FMatrix & OutMatrix ) const | [] | |
FComponentVisualizer::GetWidgetLocation | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h | UnrealEd | virtual bool GetWidgetLocation ( const [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, FVector & OutLocation ) const | [] | |
FComponentVisualizer::GetEditedComponent | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h | Get currently edited component, this is needed to reset the active visualizer after undo/redo | UnrealEd | virtual [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * GetEditedComponent() const | [] |
FComponentVisualizer::HandleBoxSelect | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h | Handle box select input | UnrealEd | virtual bool HandleBoxSelect ( const FBox & InBox, [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport ) | [] |
FComponentVisualizer::HandleFrustumSelect | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h | Handle frustum select input | UnrealEd | virtual bool HandleFrustumSelect ( const [FConvexVolume](API\Runtime\Engine\FConvexVolume) & InFrustum, [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport ) | [] |
FComponentVisualizer::HandleInputDelta | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h | UnrealEd | virtual bool HandleInputDelta ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport, FVector & DeltaTranslate, FRotator & DeltaRotate, FVector & DeltaScale ) | [] | |
FComponentVisualizer::HandleInputKey | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h | UnrealEd | virtual bool HandleInputKey ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FKey](API\Runtime\InputCore\FKey) Key, EInputEvent Event ) | [] | |
FComponentVisualizer::HandleModifiedClick | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h | Handle click modified by Alt, Ctrl and/or Shift. The input HitProxy may not be on this component. | UnrealEd | virtual bool HandleModifiedClick ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [HHitProxy](API\Runtime\Engine\HHitProxy) * HitProxy, const [FViewportClick](API\Editor\UnrealEd\FViewportClick) & Click ) | [] |
FComponentVisualizer::HandleSnapTo | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h | Pass snap input to active visualizer | UnrealEd | virtual bool HandleSnapTo ( const bool bInAlign, const bool bInUseLineTrace, const bool bInUseBounds, const bool bInUsePivot, [AActor](API\Runtime\Engine\GameFramework\AActor) * InDestination ) | [] |
FComponentVisualizer::HasFocusOnSelectionBoundingBox | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h | Return whether focus on selection should focus on bounding box defined by active visualizer | UnrealEd | virtual bool HasFocusOnSelectionBoundingBox ( FBox & OutBoundingBox ) | [] |
FComponentVisualizer::IsVisualizingArchetype | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h | UnrealEd | virtual bool IsVisualizingArchetype() const | [] | |
FComponentVisualizer::NotifyPropertiesModified | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h | Notify that many component properties have been modified | UnrealEd | static void NotifyPropertiesModified ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, const [TArray](API\Runtime\Core\Containers\TArray)< [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > & Properties, [EPropertyChangeType::Type](API\Runtime\CoreUObject\UObject\Type) PropertyChan... | [] |
FComponentVisualizer::NotifyPropertyModified | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h | Notify that a component property has been modified | UnrealEd | static void NotifyPropertyModified ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property, [EPropertyChangeType::Type](API\Runtime\CoreUObject\UObject\Type) PropertyChangeType ) | [] |
FComponentVisualizer::OnRegister | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h | UnrealEd | virtual void OnRegister() | [] | |
FComponentVisualizer::ShouldShowForSelectedSubcomponents | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h | Show this visualizer if the component is directly is selected | UnrealEd | virtual bool ShouldShowForSelectedSubcomponents ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component ) | [] |
FComponentVisualizer::ShowWhenSelected | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h | Only show this visualizer if the actor is selected | UnrealEd | virtual bool ShowWhenSelected() | [] |
FComponentVisualizer::TrackingStarted | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h | Gets called when the mouse tracking has started (dragging behavior) | UnrealEd | virtual void TrackingStarted ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient ) | [] |
FComponentVisualizer::TrackingStopped | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h | Gets called when the mouse tracking has stopped (dragging behavior) | UnrealEd | virtual void TrackingStopped ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, bool bInDidMove ) | [] |
FComponentVisualizer::VisProxyHandleClick | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h | UnrealEd | virtual bool VisProxyHandleClick ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [HComponentVisProxy](API\Editor\UnrealEd\HComponentVisProxy) * VisProxy, const [FViewportClick](API\Editor\UnrealEd\FViewportClick) & Click ) | [] | |
FComponentVisualizer::FComponentVisualizer | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h | UnrealEd | FComponentVisualizer() | [] | |
FComponentVisualizer::~FComponentVisualizer | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h | UnrealEd | virtual ~FComponentVisualizer() | [] | |
FComponentVisualizer | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h | Base class for a component visualizer, that draw editor information for a particular component class | UnrealEd | class FComponentVisualizer : public [TSharedFromThis< FComponentVisualizer >](API\Runtime\Core\Templates\TSharedFromThis) | [] |
FComponentVisualizerManager::ClearActiveComponentVis | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizerManager.h | Clear active component visualizer | UnrealEd | void ClearActiveComponentVis() | [] |
FComponentVisualizerManager::GenerateContextMenuForComponentVis | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizerManager.h | Generate context menu for the component visualizer | UnrealEd | [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GenerateContextMenuForComponentVis() const | [] |
FComponentVisualizerManager::GetCustomInputCoordinateSystem | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizerManager.h | Get custom widget coordinate system from active visualizer | UnrealEd | bool GetCustomInputCoordinateSystem ( const [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, FMatrix & OutMatrix ) const | [] |
FComponentVisualizerManager::GetWidgetLocation | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizerManager.h | Get widget location from active visualizer | UnrealEd | bool GetWidgetLocation ( const [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, FVector & OutLocation ) const | [] |
FComponentVisualizerManager::HandleClick | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizerManager.h | Handle a click on the specified editor viewport client | UnrealEd | bool HandleClick ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [HHitProxy](API\Runtime\Engine\HHitProxy) * HitProxy, const [FViewportClick](API\Editor\UnrealEd\FViewportClick) & Click ) | [] |
FComponentVisualizerManager::HandleFrustumSelect | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizerManager.h | Pass frustum select input to active visualizer | UnrealEd | bool HandleFrustumSelect ( const [FConvexVolume](API\Runtime\Engine\FConvexVolume) & InFrustum, [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport ) const | [] |
FComponentVisualizerManager::HandleInputDelta | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizerManager.h | Pass delta input to active visualizer | UnrealEd | bool HandleInputDelta ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport, FVector & InDrag, FRotator & InRot, FVector & InScale ) const | [] |
FComponentVisualizerManager::HandleInputKey | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizerManager.h | Pass key input to active visualizer | UnrealEd | bool HandleInputKey ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FKey](API\Runtime\InputCore\FKey) Key, EInputEvent Event ) const | [] |
FComponentVisualizerManager::HandleProxyForComponentVis | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizerManager.h | Activate a component visualizer given a clicked proxy | UnrealEd | bool HandleProxyForComponentVis ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [HHitProxy](API\Runtime\Engine\HHitProxy) * HitProxy, const [FViewportClick](API\Editor\UnrealEd\FViewportClick) & Click ) | [] |
FComponentVisualizerManager::HandleSnapTo | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizerManager.h | Pass snap input to active visualizer | UnrealEd | bool HandleSnapTo ( const bool bInAlign, const bool bInUseLineTrace, const bool bInUseBounds, const bool bInUsePivot, [AActor](API\Runtime\Engine\GameFramework\AActor) * InDestination ) | [] |
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