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 |
|---|---|---|---|---|---|
FComponentVisualizerManager::HasFocusOnSelectionBoundingBox | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizerManager.h | Return whether focus on selection should focus on bounding box defined by active visualizer | UnrealEd | bool HasFocusOnSelectionBoundingBox ( FBox & OutBoundingBox ) const | [] |
FComponentVisualizerManager::IsActive | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizerManager.h | Returns whether there is currently an active visualizer | UnrealEd | bool IsActive() const | [] |
FComponentVisualizerManager::IsVisualizingArchetype | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizerManager.h | Returns whether the component being visualized is an archetype or not | UnrealEd | bool IsVisualizingArchetype() const | [] |
FComponentVisualizerManager::SetActiveComponentVis | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizerManager.h | Activate a component visualizer given the specific visualizer | UnrealEd | bool SetActiveComponentVis ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FComponentVisualizer](API\Editor\UnrealEd\FComponentVisualizer) > & InVisualizer ) | [] |
FComponentVisualizerManager::TrackingStarted | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizerManager.h | Gets called when the mouse tracking has started (dragging behavior) | UnrealEd | void TrackingStarted ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient ) | [] |
FComponentVisualizerManager::TrackingStopped | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizerManager.h | Gets called when the mouse tracking has stopped (dragging behavior) | UnrealEd | void TrackingStopped ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, bool bInDidMove ) | [] |
FComponentVisualizerManager::FComponentVisualizerManager | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizerManager.h | UnrealEd | FComponentVisualizerManager() | [] | |
FComponentVisualizerManager::~FComponentVisualizerManager | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizerManager.h | UnrealEd | virtual ~FComponentVisualizerManager() | [] | |
FComponentVisualizerManager | /Engine/Source/Editor/UnrealEd/Public/ComponentVisualizerManager.h | Class that managed active component visualizer and routes input to it | UnrealEd | class FComponentVisualizerManager | [] |
FConsolidateToolWindow::AddConsolidationObjects | /Engine/Source/Editor/UnrealEd/Public/ConsolidateWindow.h | Attempt to add the provided objects to the consolidation panel; Only adds objects which are compatible with objects already existing within the panel, if any | UnrealEd | static void AddConsolidationObjects ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, [UObject](API\Runtime\CoreUObject\UObject\UObject) * SelectedItem ) | [] |
FConsolidateToolWindow::DetermineAssetCompatibility | /Engine/Source/Editor/UnrealEd/Public/ConsolidateWindow.h | Determine the compatibility of the passed in objects with the objects already present in the consolidation panel
true if all of the passed in objects are compatible, false otherwise | UnrealEd | static bool DetermineAssetCompatibility ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InProposedObjects, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OutCompatibleObjects ) | [] |
WidgetInstance | /Engine/Source/Editor/UnrealEd/Public/ConsolidateWindow.h | A pointer to an existing instance of our Widget (if any) | UnrealEd | static [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< SConsolidateToolWidget > WidgetInstance; | [] |
FConsolidateToolWindow | /Engine/Source/Editor/UnrealEd/Public/ConsolidateWindow.h | UnrealEd | class FConsolidateToolWindow | [] | |
FConsolidationResults::AddReferencedObjects | /Engine/Source/Editor/UnrealEd/Public/ObjectTools.h | FGCObjectinterface; Serialize any object references | UnrealEd | virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector ) | [] |
FConsolidationResults::GetReferencerName | /Engine/Source/Editor/UnrealEd/Public/ObjectTools.h | Overload this method to report a name for your referencer | UnrealEd | virtual [FString](API\Runtime\Core\Containers\FString) GetReferencerName() const | [] |
FContentHelper::AssignSetContent | /Engine/Source/Editor/UnrealEd/Public/PackageHelperFunctions.h | Sets the contents of a Tag or Collection to be the InAssetList. Assets not mentioned in the list will be untagged. | UnrealEd | template<class AssetSetPolicy> bool AssignSetContent ( [FName](API\Runtime\Core\UObject\FName) InSetName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) InType, const [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath)... | [] |
FContentHelper::ClearAssetSet | /Engine/Source/Editor/UnrealEd/Public/PackageHelperFunctions.h | Clears the content of a Tag or Collection | UnrealEd | template<class AssetSetPolicy> bool ClearAssetSet ( [FName](API\Runtime\Core\UObject\FName) InSetName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) InSetType ) | [] |
FContentHelper::ClearCollection | /Engine/Source/Editor/UnrealEd/Public/PackageHelperFunctions.h | Clear the given collection
bool true if successful, false if failed | UnrealEd | bool ClearCollection ( [FName](API\Runtime\Core\UObject\FName) InCollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) InType ) | [] |
FContentHelper::CreateAssetSet | /Engine/Source/Editor/UnrealEd/Public/PackageHelperFunctions.h | Creates a new collection | UnrealEd | template<class AssetSetPolicy> bool CreateAssetSet ( [FName](API\Runtime\Core\UObject\FName) InSetName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) InSetType ) | [] |
FContentHelper::CreateCollection | /Engine/Source/Editor/UnrealEd/Public/PackageHelperFunctions.h | Create a new tag
bool true if successful, false if failed | UnrealEd | bool CreateCollection ( [FName](API\Runtime\Core\UObject\FName) CollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) InType ) | [] |
FContentHelper::Initialize | /Engine/Source/Editor/UnrealEd/Public/PackageHelperFunctions.h | Initialize the Collection helper
bool true if successful, false if failed | UnrealEd | bool Initialize() | [] |
FConsolidationResults | /Engine/Source/Editor/UnrealEd/Public/ObjectTools.h | Helper struct to detail the results of a consolidation operation | UnrealEd | struct FConsolidationResults : public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject) | [
{
"type": "TArray<TObject...",
"name": "DirtiedPackages",
"description": "Packages dirtied by a consolidation operation"
},
{
"type": "TArray<TObject...",
"name": "FailedConsolidationObjs",
"description": "Objects which failed consolidation (partially consolidated)"
},
{
"type": ... |
FContentHelper::QueryAssetsInCollection | /Engine/Source/Editor/UnrealEd/Public/PackageHelperFunctions.h | Retrieve the assets contained in the given collection.
True if collection was created successfully | UnrealEd | bool QueryAssetsInCollection ( [FName](API\Runtime\Core\UObject\FName) InCollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) InType, [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > & OutAssetPaths ) | [] |
FContentHelper::QueryAssetsInCollection | /Engine/Source/Editor/UnrealEd/Public/PackageHelperFunctions.h | Deprecated* FNames containing full asset paths are deprecated. UseFSoftObjectPathinstead. | UnrealEd | bool QueryAssetsInCollection ( [FName](API\Runtime\Core\UObject\FName) InCollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) InType, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutAssetPathNames ) | [] |
FContentHelper::QuerySetContent | /Engine/Source/Editor/UnrealEd/Public/PackageHelperFunctions.h | Get the list of all assets in the specified Collection or Tag | UnrealEd | template<class AssetSetPolicy> bool QuerySetContent ( [FName](API\Runtime\Core\UObject\FName) InCollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) InType, [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath)... | [] |
FContentHelper::SetCollection | /Engine/Source/Editor/UnrealEd/Public/PackageHelperFunctions.h | Fill the given collection with the given list of assets
bool true if successful, false if not. | UnrealEd | bool SetCollection ( [FName](API\Runtime\Core\UObject\FName) InCollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) InType, const [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > & InAssetList ) | [] |
FContentHelper::Shutdown | /Engine/Source/Editor/UnrealEd/Public/PackageHelperFunctions.h | Shutdown the collection helper | UnrealEd | void Shutdown() | [] |
FContentHelper::UpdateCollection | /Engine/Source/Editor/UnrealEd/Public/PackageHelperFunctions.h | Update the given collection with the lists of adds/removes
bool true if successful, false if not. | UnrealEd | bool UpdateCollection ( [FName](API\Runtime\Core\UObject\FName) InCollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) InType, const [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > & InAddList, const [T... | [] |
FContentHelper::UpdateSetContent | /Engine/Source/Editor/UnrealEd/Public/PackageHelperFunctions.h | Add and remove assets for the specified Tag or Connection. Assets from InAddList are added; assets from InRemoveList are removed. | UnrealEd | template<class AssetSetPolicy> bool UpdateSetContent ( [FName](API\Runtime\Core\UObject\FName) InSetName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) InType, const [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath)... | [] |
FContentHelper::FContentHelper | /Engine/Source/Editor/UnrealEd/Public/PackageHelperFunctions.h | UnrealEd | FContentHelper() | [] | |
FContentHelper::~FContentHelper | /Engine/Source/Editor/UnrealEd/Public/PackageHelperFunctions.h | UnrealEd | ~FContentHelper() | [] | |
FContentHelper | /Engine/Source/Editor/UnrealEd/Public/PackageHelperFunctions.h | Collection helper Used to create and update ContentBrowser collections | UnrealEd | class FContentHelper | [
{
"type": "bool",
"name": "bInitialized",
"description": ""
}
] |
FConvexDecompositionNotificationState | /Engine/Source/Editor/UnrealEd/Public/ConvexDecompositionNotification.h | To make the convex decomposition notification appear, you simply set 'IsActive' to true and assign the current status message in 'Status'. Use the 'GConvexDecompositionNotificationState' pointer to get access to the global notification state. | UnrealEd | class FConvexDecompositionNotificationState | [
{
"type": "bool",
"name": "IsActive",
"description": ""
},
{
"type": "FString",
"name": "Status",
"description": ""
}
] |
FCopyOptions::FCopyOptions | /Engine/Source/Editor/UnrealEd/Public/Editor.h | Implicit construction for an options enumeration | UnrealEd | FCopyOptions ( const [ECopyOptions::Type](API\Editor\UnrealEd\EditorUtilities__ECopyOptions__T-) InFlags ) | [] |
FCopyOptions::CanCopyProperty | /Engine/Source/Editor/UnrealEd/Public/Editor.h | Check whether we can copy the specified property | UnrealEd | bool CanCopyProperty ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) & Property, [UObject](API\Runtime\CoreUObject\UObject\UObject) & Object ) const | [] |
FCopyOptions | /Engine/Source/Editor/UnrealEd/Public/Editor.h | Copy options structure for CopyActorProperties | UnrealEd | struct FCopyOptions | [
{
"type": "ECopyOptions::T...",
"name": "Flags",
"description": "User-specified flags for the copy"
},
{
"type": "TFunction< bool...",
"name": "PropertyFilter",
"description": "User-specified custom property filter predicate"
}
] |
FCurveTableEditorUtils::BroadcastPostChange | /Engine/Source/Editor/UnrealEd/Public/CurveTableEditorUtils.h | UnrealEd | static void BroadcastPostChange ( [UCurveTable](API\Runtime\Engine\Engine\UCurveTable) * DataTable, [ECurveTableChangeInfo](API\Editor\UnrealEd\FCurveTableEditorUtils\ECurveTableChangeInfo) Info ) | [] | |
FCurveTableEditorUtils::BroadcastPreChange | /Engine/Source/Editor/UnrealEd/Public/CurveTableEditorUtils.h | UnrealEd | static void BroadcastPreChange ( [UCurveTable](API\Runtime\Engine\Engine\UCurveTable) * DataTable, [ECurveTableChangeInfo](API\Editor\UnrealEd\FCurveTableEditorUtils\ECurveTableChangeInfo) Info ) | [] | |
ECurveTableChangeInfo | /Engine/Source/Editor/UnrealEd/Public/CurveTableEditorUtils.h | UnrealEd | enum ECurveTableChangeInfo { RowData, RowList, } | [] | |
ERowMoveDirection | /Engine/Source/Editor/UnrealEd/Public/CurveTableEditorUtils.h | UnrealEd | enum ERowMoveDirection { Up, Down, } | [] | |
FCurveTableEditorUtils::FCurveTableEditorManager::Get | /Engine/Source/Editor/UnrealEd/Public/CurveTableEditorUtils.h | UnrealEd | static FCurveTableEditorManager & Get&40;&41; | [] | |
FCurveTableEditorUtils::FCurveTableEditorManager::ListenerType::SelectionChange | /Engine/Source/Editor/UnrealEd/Public/CurveTableEditorUtils.h | UnrealEd | virtual void SelectionChange &40; const UCurveTable &42; CurveTable, FName RowName &41; | [] | |
ListenerType | /Engine/Source/Editor/UnrealEd/Public/CurveTableEditorUtils.h | SelectionChange(
constUCurveTable* CurveTable,FNameRowName) | UnrealEd | class ListenerType : public InnerListenerType< FCurveTableEditorManager > | [] |
FCurveTableEditorManager | /Engine/Source/Editor/UnrealEd/Public/CurveTableEditorUtils.h | No constructors are accessible with public or protected access. | UnrealEd | class FCurveTableEditorManager : public [FListenerManager< UCurveTable, ECurveTableChangeInfo >](API\Editor\UnrealEd\Kismet2\FListenerManager) | [] |
INotifyOnCurveTableChanged | /Engine/Source/Editor/UnrealEd/Public/CurveTableEditorUtils.h | UnrealEd | typedef [FCurveTableEditorManager::ListenerType](API\Editor\UnrealEd\FCurveTableEditorUtils\FCurveTableEditorManager\ListenerType) INotifyOnCurveTableChanged | [] | |
FCurveTableEditorUtils | /Engine/Source/Editor/UnrealEd/Public/CurveTableEditorUtils.h | UnrealEd | struct FCurveTableEditorUtils | [] | |
FCurveViewModel::FCurveViewModel | /Engine/Source/Editor/UnrealEd/Public/SCurveEditor.h | UnrealEd | FCurveViewModel ( FRichCurveEditInfo InCurveInfo, [FLinearColor](API\Runtime\Core\Math\FLinearColor) InColor, bool bInIsLocked ) | [] | |
FCurveViewModel | /Engine/Source/Editor/UnrealEd/Public/SCurveEditor.h | Represents UI state for a curve displayed in the curve editor. | UnrealEd | class FCurveViewModel | [
{
"type": "bool",
"name": "bIsLocked",
"description": "Whether or not the curve is locked from editing."
},
{
"type": "bool",
"name": "bIsSelected",
"description": "Whether or not the curve is selected."
},
{
"type": "bool",
"name": "bIsVisible",
"description": "Whether o... |
FCustomizableTextObjectFactory::CanCreateClass | /Engine/Source/Editor/UnrealEd/Public/Factories.h | Return true if the an object of type ObjectClass is allowed to be created; If false is returned, the object and subobjects will be ignored. | UnrealEd | virtual bool CanCreateClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ObjectClass, bool & bOmitSubObjs ) const | [] |
FCustomizableTextObjectFactory::CanCreateObject | /Engine/Source/Editor/UnrealEd/Public/Factories.h | Return true if the an object of type ObjectClass is allowed to be created with a given name under the provided parent; If false is returned, the object and subobjects will be ignored. | UnrealEd | virtual bool CanCreateObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [UClass](API\Runtime\CoreUObject\UObject\UClass) * ObjectClass, const [FName](API\Runtime\Core\UObject\FName) & InDesiredName ) const | [] |
FCustomizableTextObjectFactory::CanCreateObjectsFromText | /Engine/Source/Editor/UnrealEd/Public/Factories.h | Determine if it is possible to create objects from the specified TextBuffer | UnrealEd | bool CanCreateObjectsFromText ( const [FString](API\Runtime\Core\Containers\FString) & TextBuffer ) const | [] |
FCustomizableTextObjectFactory::ClearObjectNameUsage | /Engine/Source/Editor/UnrealEd/Public/Factories.h | Util to ensure that InName is a valid name for a new object within InParent. Will rename any existing object within InParent if it is called InName. | UnrealEd | static void ClearObjectNameUsage ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName ) | [] |
FCustomizableTextObjectFactory::GetParentForNewObject | /Engine/Source/Editor/UnrealEd/Public/Factories.h | Allow child class to override new object parent (only called when parent supplied to ProcessBuffer is NULL | UnrealEd | virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetParentForNewObject ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * ObjClass ) | [] |
FCustomizableTextObjectFactory::PostProcessConstructedObjects | /Engine/Source/Editor/UnrealEd/Public/Factories.h | Post handling of constructed objects by the factory | UnrealEd | virtual void PostProcessConstructedObjects() | [] |
FCustomizableTextObjectFactory::ProcessBuffer | /Engine/Source/Editor/UnrealEd/Public/Factories.h | Parse a text buffer and factories objects from it, subject to the restrictions imposed byCanCreateClass() | UnrealEd | void ProcessBuffer ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, EObjectFlags Flags, const [FString](API\Runtime\Core\Containers\FString) & TextBuffer ) | [] |
FCustomizableTextObjectFactory::ProcessBuffer | /Engine/Source/Editor/UnrealEd/Public/Factories.h | UnrealEd | void ProcessBuffer ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, EObjectFlags Flags, const TCHAR * TextBuffer ) | [] | |
FCustomizableTextObjectFactory::ProcessConstructedObject | /Engine/Source/Editor/UnrealEd/Public/Factories.h | This is called on each created object after PreEditChange and the property text is imported, but before PostEditChange | UnrealEd | virtual void ProcessConstructedObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * CreatedObject ) | [] |
FCustomizableTextObjectFactory::ProcessUnidentifiedLine | /Engine/Source/Editor/UnrealEd/Public/Factories.h | If we cant do anything with the line ourselves hand off to child class | UnrealEd | virtual void ProcessUnidentifiedLine ( const [FString](API\Runtime\Core\Containers\FString) & StrLine ) | [] |
FCustomizableTextObjectFactory::UpdateObjectName | /Engine/Source/Editor/UnrealEd/Public/Factories.h | Provide the opportunity to change the name during import | UnrealEd | virtual void UpdateObjectName ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ObjectClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) & InOutObjName ) | [] |
FCustomizableTextObjectFactory::FCustomizableTextObjectFactory | /Engine/Source/Editor/UnrealEd/Public/Factories.h | Constructor for the factory; takes a context for emitting warnings such as GWarn | UnrealEd | FCustomizableTextObjectFactory ( [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * InWarningContext ) | [] |
FCustomizableTextObjectFactory::~FCustomizableTextObjectFactory | /Engine/Source/Editor/UnrealEd/Public/Factories.h | UnrealEd | virtual ~FCustomizableTextObjectFactory() | [] | |
FCustomizableTextObjectFactory | /Engine/Source/Editor/UnrealEd/Public/Factories.h | This class is a simple customizable object factory driven from a text buffer. Subclasses need to implement CanCreateClass and ProcessConstructedObject. | UnrealEd | class FCustomizableTextObjectFactory | [
{
"type": "FObjectInstanci...",
"name": "InstanceGraph",
"description": ""
},
{
"type": "FFeedbackContex...",
"name": "WarningContext",
"description": ""
}
] |
FDataTableEditorColumnHeaderData | /Engine/Source/Editor/UnrealEd/Public/DataTableEditorUtils.h | UnrealEd | struct FDataTableEditorColumnHeaderData | [
{
"type": "FName",
"name": "ColumnId",
"description": "Unique ID used to identify this column"
},
{
"type": "float",
"name": "DesiredColumnWidth",
"description": "The calculated width of this column taking into account the cell data for each row"
},
{
"type": "FText",
"name":... | |
FDataTableEditorRowListViewData | /Engine/Source/Editor/UnrealEd/Public/DataTableEditorUtils.h | UnrealEd | struct FDataTableEditorRowListViewData | [
{
"type": "TArray<FText>",
"name": "CellData",
"description": "Array corresponding to each cell in this row"
},
{
"type": "float",
"name": "DesiredRowHeight",
"description": "The calculated height of this row taking into account the cell data for each column"
},
{
"type": "FText"... | |
FDataTableEditorUtils::AddRow | /Engine/Source/Editor/UnrealEd/Public/DataTableEditorUtils.h | UnrealEd | static uint8 * AddRow ( [UDataTable](API\Runtime\Engine\Engine\UDataTable) * DataTable, [FName](API\Runtime\Core\UObject\FName) RowName ) | [] | |
FDataTableEditorUtils::AddSearchForReferencesContextMenu | /Engine/Source/Editor/UnrealEd/Public/DataTableEditorUtils.h | Add a UI action for search for references, useful for customizations | UnrealEd | static void AddSearchForReferencesContextMenu ( class [FDetailWidgetRow](API\Editor\PropertyEditor\FDetailWidgetRow) & RowNameDetailWidget, FExecuteAction SearchForReferencesAction ) | [] |
FDataTableEditorUtils::AddRowAboveOrBelowSelection | /Engine/Source/Editor/UnrealEd/Public/DataTableEditorUtils.h | UnrealEd | static uint8 * AddRowAboveOrBelowSelection ( [UDataTable](API\Runtime\Engine\Engine\UDataTable) * DataTable, const [FName](API\Runtime\Core\UObject\FName) & RowName, const [FName](API\Runtime\Core\UObject\FName) & NewRowName, ERowInsertionPosition InsertPosition ) | [] | |
FDataTableEditorUtils::BroadcastPostChange | /Engine/Source/Editor/UnrealEd/Public/DataTableEditorUtils.h | UnrealEd | static void BroadcastPostChange ( [UDataTable](API\Runtime\Engine\Engine\UDataTable) * DataTable, [EDataTableChangeInfo](API\Editor\UnrealEd\FDataTableEditorUtils\EDataTableChangeInfo) Info ) | [] | |
FDataTableEditorUtils::BroadcastPreChange | /Engine/Source/Editor/UnrealEd/Public/DataTableEditorUtils.h | UnrealEd | static void BroadcastPreChange ( [UDataTable](API\Runtime\Engine\Engine\UDataTable) * DataTable, [EDataTableChangeInfo](API\Editor\UnrealEd\FDataTableEditorUtils\EDataTableChangeInfo) Info ) | [] | |
FDataTableEditorUtils::CacheDataForEditing | /Engine/Source/Editor/UnrealEd/Public/DataTableEditorUtils.h | Generic version that works with any datatable-like structure | UnrealEd | static void CacheDataForEditing ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * RowStruct, const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), uint8 * > & RowMap, [TArray](API\Runtime\Core\Containers\TArray)< FDataTableEditorColumnHeaderDataPtr > & OutAvaila... | [] |
FDataTableEditorUtils::CacheDataTableForEditing | /Engine/Source/Editor/UnrealEd/Public/DataTableEditorUtils.h | Reads a data table and parses out editable copies of rows and columns | UnrealEd | static void CacheDataTableForEditing ( const [UDataTable](API\Runtime\Engine\Engine\UDataTable) * DataTable, [TArray](API\Runtime\Core\Containers\TArray)< FDataTableEditorColumnHeaderDataPtr > & OutAvailableColumns, [TArray](API\Runtime\Core\Containers\TArray)< FDataTableEditorRowListViewDataPtr > & OutAvailableRows ) | [] |
FDataTableEditorUtils::DiffersFromDefault | /Engine/Source/Editor/UnrealEd/Public/DataTableEditorUtils.h | UnrealEd | static bool DiffersFromDefault ( [UDataTable](API\Runtime\Engine\Engine\UDataTable) * DataTable, [FName](API\Runtime\Core\UObject\FName) RowName ) | [] | |
FDataTableEditorUtils::DuplicateRow | /Engine/Source/Editor/UnrealEd/Public/DataTableEditorUtils.h | UnrealEd | static uint8 * DuplicateRow ( [UDataTable](API\Runtime\Engine\Engine\UDataTable) * DataTable, [FName](API\Runtime\Core\UObject\FName) SourceRowName, [FName](API\Runtime\Core\UObject\FName) RowName ) | [] | |
EDataTableChangeInfo | /Engine/Source/Editor/UnrealEd/Public/DataTableEditorUtils.h | UnrealEd | enum EDataTableChangeInfo { RowData, RowList, } | [] | |
ERowMoveDirection | /Engine/Source/Editor/UnrealEd/Public/DataTableEditorUtils.h | UnrealEd | enum ERowMoveDirection { Up, Down, } | [] | |
FDataTableEditorUtils::FDataTableEditorManager::Get | /Engine/Source/Editor/UnrealEd/Public/DataTableEditorUtils.h | UnrealEd | static FDataTableEditorManager & Get&40;&41; | [] | |
FDataTableEditorUtils::FDataTableEditorManager::ListenerType::SelectionChange | /Engine/Source/Editor/UnrealEd/Public/DataTableEditorUtils.h | UnrealEd | virtual void SelectionChange &40; const UDataTable &42; DataTable, FName RowName &41; | [] | |
ListenerType | /Engine/Source/Editor/UnrealEd/Public/DataTableEditorUtils.h | UnrealEd | class ListenerType : public InnerListenerType< FDataTableEditorManager > | [] | |
FDataTableEditorManager | /Engine/Source/Editor/UnrealEd/Public/DataTableEditorUtils.h | No constructors are accessible with public or protected access. | UnrealEd | class FDataTableEditorManager : public [FListenerManager< UDataTable, EDataTableChangeInfo >](API\Editor\UnrealEd\Kismet2\FListenerManager) | [] |
FOnDataTableStructSelected | /Engine/Source/Editor/UnrealEd/Public/DataTableEditorUtils.h | Delegate called when a data table struct is selected | UnrealEd | typedef TBaseDelegate_OneParam< void, [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * > FOnDataTableStructSelected | [] |
FDataTableEditorUtils::GetPossibleStructAssetData | /Engine/Source/Editor/UnrealEd/Public/DataTableEditorUtils.h | Fills in an array with all possible DataTable structs, unloaded and loaded | UnrealEd | static void GetPossibleStructAssetData ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & StructAssets ) | [] |
FDataTableEditorUtils::GetHandleShortDescription | /Engine/Source/Editor/UnrealEd/Public/DataTableEditorUtils.h | Short description for a data or curve handle | UnrealEd | static [FText](API\Runtime\Core\Internationalization\FText) GetHandleShortDescription ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * TableAsset, [FName](API\Runtime\Core\UObject\FName) RowName ) | [] |
FDataTableEditorUtils::GetPossibleStructs | /Engine/Source/Editor/UnrealEd/Public/DataTableEditorUtils.h | Returns all script structs that can be used as a data table row. This only includes loaded ones | UnrealEd | static [TArray](API\Runtime\Core\Containers\TArray)< [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * > GetPossibleStructs() | [] |
FDataTableEditorUtils::GetRowTypeInfoTooltipText | /Engine/Source/Editor/UnrealEd/Public/DataTableEditorUtils.h | Tooltip text for the data table row type | UnrealEd | static [FText](API\Runtime\Core\Internationalization\FText) GetRowTypeInfoTooltipText ( FDataTableEditorColumnHeaderDataPtr ColumnHeaderDataPtr ) | [] |
FDataTableEditorUtils::GetRowTypeTooltipDocExcerptName | /Engine/Source/Editor/UnrealEd/Public/DataTableEditorUtils.h | Doc excerpt name for the data table row type | UnrealEd | static [FString](API\Runtime\Core\Containers\FString) GetRowTypeTooltipDocExcerptName ( FDataTableEditorColumnHeaderDataPtr ColumnHeaderDataPtr ) | [] |
INotifyOnDataTableChanged | /Engine/Source/Editor/UnrealEd/Public/DataTableEditorUtils.h | UnrealEd | typedef [FDataTableEditorManager::ListenerType](API\Editor\UnrealEd\FDataTableEditorUtils\FDataTableEditorManager\ListenerType) INotifyOnDataTableChanged | [] | |
FDataTableEditorUtils::IsValidTableStruct | /Engine/Source/Editor/UnrealEd/Public/DataTableEditorUtils.h | Utility function which verifies that the specified struct type is viable for data tables | UnrealEd | static bool IsValidTableStruct ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * Struct ) | [] |
FDataTableEditorUtils::MakeRowStructureComboBox | /Engine/Source/Editor/UnrealEd/Public/DataTableEditorUtils.h | Creates a combo box that allows selecting from the list of possible row structures | UnrealEd | static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeRowStructureComboBox ( [FOnDataTableStructSelected](API\Editor\UnrealEd\FDataTableEditorUtils\FOnDataTableStructSelected) OnSelected ) | [] |
FDataTableEditorUtils::MoveRow | /Engine/Source/Editor/UnrealEd/Public/DataTableEditorUtils.h | UnrealEd | static bool MoveRow ( [UDataTable](API\Runtime\Engine\Engine\UDataTable) * DataTable, [FName](API\Runtime\Core\UObject\FName) RowName, [ERowMoveDirection](API\Editor\UnrealEd\FDataTableEditorUtils\ERowMoveDirection) Direction, int32 NumRowsToMoveBy ) | [] | |
FDataTableEditorUtils::RemoveRow | /Engine/Source/Editor/UnrealEd/Public/DataTableEditorUtils.h | UnrealEd | static bool RemoveRow ( [UDataTable](API\Runtime\Engine\Engine\UDataTable) * DataTable, [FName](API\Runtime\Core\UObject\FName) Name ) | [] | |
FDataTableEditorUtils::RenameRow | /Engine/Source/Editor/UnrealEd/Public/DataTableEditorUtils.h | UnrealEd | static bool RenameRow ( [UDataTable](API\Runtime\Engine\Engine\UDataTable) * DataTable, [FName](API\Runtime\Core\UObject\FName) OldName, [FName](API\Runtime\Core\UObject\FName) NewName ) | [] | |
FDataTableEditorUtils::ResetToDefault | /Engine/Source/Editor/UnrealEd/Public/DataTableEditorUtils.h | UnrealEd | static bool ResetToDefault ( [UDataTable](API\Runtime\Engine\Engine\UDataTable) * DataTable, [FName](API\Runtime\Core\UObject\FName) RowName ) | [] | |
FDataTableEditorUtils::SelectRow | /Engine/Source/Editor/UnrealEd/Public/DataTableEditorUtils.h | UnrealEd | static bool SelectRow ( const [UDataTable](API\Runtime\Engine\Engine\UDataTable) * DataTable, [FName](API\Runtime\Core\UObject\FName) RowName ) | [] | |
VariableTypesTooltipDocLink | /Engine/Source/Editor/UnrealEd/Public/DataTableEditorUtils.h | Link to variable type doc | UnrealEd | static const [FString](API\Runtime\Core\Containers\FString) VariableTypesTooltipDocLink = TEXT("Shared/Editor/Blueprint/VariableTypes"); | [] |
FDataTableEditorUtils | /Engine/Source/Editor/UnrealEd/Public/DataTableEditorUtils.h | UnrealEd | struct FDataTableEditorUtils | [] | |
FDebugToolExec::EditObject | /Engine/Source/Editor/UnrealEd/Public/DebugToolExec.h | Brings up a property window to edit the passed in object. | UnrealEd | void EditObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, bool bShouldShowNonEditable ) | [] |
FDebugToolExec::Exec_Editor | /Engine/Source/Editor/UnrealEd/Public/DebugToolExec.h | Exec handler, parsing the passed in command | UnrealEd | virtual bool Exec_Editor ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar ) | [] |
FDebugToolExec | /Engine/Source/Editor/UnrealEd/Public/DebugToolExec.h | This class servers as an interface to debugging tools like "EDITOBJECT" which can be invoked by console commands which are parsed by the exec function. | UnrealEd | class FDebugToolExec : public [FExec](API\Runtime\Core\Misc\FExec) | [] |
FDeselectedActorsEvent::~FDeselectedActorsEvent | /Engine/Source/Editor/UnrealEd/Public/Selection.h | UnrealEd | ~FDeselectedActorsEvent() | [] | |
FDeselectedActorsEvent | /Engine/Source/Editor/UnrealEd/Public/Selection.h | UnrealEd | class FDeselectedActorsEvent | [] |
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