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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
[]