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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()
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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
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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
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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
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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 )
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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
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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
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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
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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 )
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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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