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VisualNodeFactories
/Engine/Source/Editor/UnrealEd/Public/EdGraphUtilities.h
UnrealEd
static [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGraphPanelNodeFactory](API\Editor\UnrealEd\FGraphPanelNodeFactory) > > VisualNodeFactories;
[]
VisualPinFactories
/Engine/Source/Editor/UnrealEd/Public/EdGraphUtilities.h
UnrealEd
static [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGraphPanelPinFactory](API\Editor\UnrealEd\FGraphPanelPinFactory) > > VisualPinFactories;
[]
FEdGraphUtilities
/Engine/Source/Editor/UnrealEd/Public/EdGraphUtilities.h
No constructors are accessible with public or protected access.
UnrealEd
class FEdGraphUtilities
[]
FEditorAnalytics::ReportBuildRequirementsFailure
/Engine/Source/Editor/UnrealEd/Public/EditorAnalytics.h
Reports an event to the analytics system of a build requirements failure
UnrealEd
static void ReportBuildRequirementsFailure ( [FString](API\Runtime\Core\Containers\FString) EventName, [FString](API\Runtime\Core\Containers\FString) PlatformName, bool bHasCode, int32 Requirements )
[]
FEditorAnalytics::ReportEvent
/Engine/Source/Editor/UnrealEd/Public/EditorAnalytics.h
Reports an event to the analytics system if it is enabled
UnrealEd
static void ReportEvent ( [FString](API\Runtime\Core\Containers\FString) EventName, [FString](API\Runtime\Core\Containers\FString) PlatformName, bool bHasCode )
[]
FEditorAnalytics::ReportEvent
/Engine/Source/Editor/UnrealEd/Public/EditorAnalytics.h
Reports an event to the analytics system if it is enabled with some extra parameters
UnrealEd
static void ReportEvent ( [FString](API\Runtime\Core\Containers\FString) EventName, [FString](API\Runtime\Core\Containers\FString) PlatformName, bool bHasCode, const [TArray](API\Runtime\Core\Containers\TArray)< [FAnalyticsEventAttribute](API\Runtime\Analytics\FAnalyticsEventAttribute) > & ExtraParams )
[]
FEditorAnalytics::ReportEvent
/Engine/Source/Editor/UnrealEd/Public/EditorAnalytics.h
Reports an event to the analytics system if it is enabled with some extra parameters with an error code
UnrealEd
static void ReportEvent ( [FString](API\Runtime\Core\Containers\FString) EventName, [FString](API\Runtime\Core\Containers\FString) PlatformName, bool bHasCode, int32 ErrorCode, [TArray](API\Runtime\Core\Containers\TArray)< [FAnalyticsEventAttribute](API\Runtime\Analytics\FAnalyticsEventAttribute) > & ExtraParams )
[]
FEditorAnalytics::ShouldElevateMessageThroughDialog
/Engine/Source/Editor/UnrealEd/Public/EditorAnalytics.h
Determine whether the error code should cause the reporter to display the message in a dialog.
UnrealEd
static bool ShouldElevateMessageThroughDialog ( const int32 ErrorCode )
[]
FEditorAnalytics::TranslateErrorCode
/Engine/Source/Editor/UnrealEd/Public/EditorAnalytics.h
Translates the error code to something human readable
UnrealEd
static [FString](API\Runtime\Core\Containers\FString) TranslateErrorCode ( int32 ErrorCode )
[]
FEditorAnalytics
/Engine/Source/Editor/UnrealEd/Public/EditorAnalytics.h
UnrealEd
class FEditorAnalytics
[]
FEditorBuildUtils::AsyncBuildCompleted
/Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h
Call this when an async custom build step has completed (successfully or not).
UnrealEd
static void AsyncBuildCompleted()
[]
bBuildingNavigationFromUserRequest
/Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h
Static variable to cache data about user request. navigation builder works in a background and we have to cache this information
UnrealEd
static bool bBuildingNavigationFromUserRequest = false;
[]
CustomBuildTypes
/Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h
Map of custom build types registered with us.
UnrealEd
static [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), FCustomBuildType > CustomBuildTypes;
[]
EAutomatedBuildBehavior
/Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h
Enumeration representing automated build behavior in the event of an error
UnrealEd
enum EAutomatedBuildBehavior { ABB_PromptOnError, ABB_FailOnError, ABB_ProceedOnError, }
[]
FEditorBuildUtils::EditorAutomatedBuildAndSubmit
/Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h
Start an automated build of all current maps in the editor. Upon successful conclusion of the build, the newly built maps will be submitted to source control. true if the build/submission process executed successfully; false if it did not
UnrealEd
static bool EditorAutomatedBuildAndSubmit ( const [FEditorAutomatedBuildSettings](API\Editor\UnrealEd\FEditorBuildUtils\FEditorAutomatedBuildSettings) & BuildSettings, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMessages )
[]
FEditorBuildUtils::EditorBuild
/Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h
Perform an editor build with behavior dependent upon the specified id true if the build completed successfully; false if it did not (or was manually canceled)
UnrealEd
static bool EditorBuild ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [FName](API\Runtime\Core\UObject\FName) Id, const bool bAllowLightingDialog )
[]
FEditorBuildUtils::EditorBuildAllLandscape
/Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h
Perform an editor build for All Landscape Data
UnrealEd
static void EditorBuildAllLandscape ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )
[]
FEditorBuildUtils::EditorBuildMaterialTextureStreamingData
/Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h
Similar to EditorBuildTextureStreaming, but attempts to rebuild TextureStreamingData for all materials in loaded package(s). true if any packages were dirtied in the process.
UnrealEd
static bool EditorBuildMaterialTextureStreamingData ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package )
[]
FEditorBuildUtils::EditorBuildTextureStreaming
/Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h
Perform an editor build for texture streaming true if the build completed successfully; false if it did not (or was manually canceled)
UnrealEd
static bool EditorBuildTextureStreaming ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, EViewModeIndex SelectedViewMode )
[]
FEditorBuildUtils::EditorBuildVirtualTexture
/Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h
Perform an editor build for virtual textures true if the build completed successfully; false if it did not (or was manually canceled)
UnrealEd
static bool EditorBuildVirtualTexture ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )
[]
FEditorBuildUtils::EditorCanBuild
/Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h
Validate if the editor build matching the specified id can be executed. true if the build can be executed for the provided world
UnrealEd
static bool EditorCanBuild ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [FName](API\Runtime\Core\UObject\FName) Id )
[]
FEditorBuildUtils::FEditorAutomatedBuildSettings::FEditorAutomatedBuildSettings
/Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h
Constructor
UnrealEd
FEditorAutomatedBuildSettings&40;&41;
[]
FEditorAutomatedBuildSettings
/Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h
Helper struct to specify settings for an automated editor build
UnrealEd
struct FEditorAutomatedBuildSettings
[ { "type": "bool", "name": "bAutoAddNewFiles", "description": "If true, built map files not already in the source control depot will be added" }, { "type": "bool", "name": "bCheckInPackages", "description": "If true, the editor will check in all checked out packages" }, { "type": ...
FEditorBuildUtils::GetBuildTypes
/Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h
Fills `RegisteredBuildTypes_ with the names of all build types registered by 'RegisterCustomBuildType'.
UnrealEd
static void GetBuildTypes ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & RegisteredBuildTypes )
[]
FEditorBuildUtils::GetBuildTypesLocalizedLabels
/Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h
Fills provided arrays with localized menu entry and section labels.
UnrealEd
static void GetBuildTypesLocalizedLabels ( [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & RegisteredBuildTypesEntryLabels, [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & RegisteredBuildTypesSectionLabels )
[]
InProgressBuildId
/Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h
Set to a valid build type if an async build is in progress.
UnrealEd
static [FName](API\Runtime\Core\UObject\FName) InProgressBuildId;
[]
FEditorBuildUtils::IsBuildCurrentlyRunning
/Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h
Is there currently an (async) build in progress?
UnrealEd
static bool IsBuildCurrentlyRunning()
[]
FEditorBuildUtils::IsBuildingNavigationFromUserRequest
/Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h
Check if navigation build was was triggered from editor as user request true if the build was triggered as user request; false if it did not
UnrealEd
static bool IsBuildingNavigationFromUserRequest()
[]
FEditorBuildUtils::PathBuildingFinished
/Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h
Call it to notify that navigation builder finished building
UnrealEd
static void PathBuildingFinished()
[]
FEditorBuildUtils::RegisterCustomBuildType
/Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h
Register a custom build type. Register a custom build type.
UnrealEd
static void RegisterCustomBuildType ( const [FName](API\Runtime\Core\UObject\FName) Id, const FDoEditorBuildDelegate & DoBuild, const [FName](API\Runtime\Core\UObject\FName) BuildAllExtensionPoint, const [FText](API\Runtime\Core\Internationalization\FText) & MenuEntryLabel, const [FText](API\Runtime\Core\Internationali...
[]
FEditorBuildUtils::RegisterCustomBuildType
/Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h
Register a custom build type. Register a custom build type.
UnrealEd
static void RegisterCustomBuildType ( const [FName](API\Runtime\Core\UObject\FName) Id, const FCanDoEditorBuildDelegate & CanDoBuild, const FDoEditorBuildDelegate & DoBuild, const [FName](API\Runtime\Core\UObject\FName) BuildAllExtensionPoint, const [FText](API\Runtime\Core\Internationalization\FText) & MenuEntryLabel,...
[]
FEditorBuildUtils::RunWorldPartitionBuilder
/Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h
Runs another instance of the current executable with the provided command line arguments. On success the current level will be unloaded. Using `MapToLoad_ allows to reload that specific level to reflect the changes. True if process completed without returning any error code.
UnrealEd
static bool RunWorldPartitionBuilder ( const [FString](API\Runtime\Core\Containers\FString) & MapToLoad, const [FText](API\Runtime\Core\Internationalization\FText) & ProgressText, const [FText](API\Runtime\Core\Internationalization\FText) & CancelledText, const [FText](API\Runtime\Core\Internationalization\FText) & Fai...
[]
FEditorBuildUtils::UpdateTextureStreamingMaterialBindings
/Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h
Update every used material texture binding (seeFMaterialTextureInfo::TextureIndex)
UnrealEd
static void UpdateTextureStreamingMaterialBindings ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )
[]
FEditorBuildUtils::UnregisterCustomBuildType
/Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h
Unregister a custom build type.
UnrealEd
static void UnregisterCustomBuildType ( [FName](API\Runtime\Core\UObject\FName) Id )
[]
FEditorBuildUtils
/Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h
No destructors are accessible with public or protected access.
UnrealEd
class FEditorBuildUtils
[]
FEditorCameraController::AccessConfig
/Engine/Source/Editor/UnrealEd/Public/CameraController.h
Access the configuration for this camera. Making changes is allowed.
UnrealEd
[FCameraControllerConfig](API\Editor\UnrealEd\FCameraControllerConfig) & AccessConfig()
[]
FEditorCameraController::GetConfig
/Engine/Source/Editor/UnrealEd/Public/CameraController.h
Returns the configuration of this camera controller
UnrealEd
[FCameraControllerConfig](API\Editor\UnrealEd\FCameraControllerConfig) & GetConfig()
[]
FEditorCameraController::IsRotating
/Engine/Source/Editor/UnrealEd/Public/CameraController.h
True if this camera currently has rotational velocity True if this camera currently has rotational velocity.
UnrealEd
bool IsRotating() const
[]
FEditorCameraController::ResetVelocity
/Engine/Source/Editor/UnrealEd/Public/CameraController.h
Reset the different camera velocity.
UnrealEd
void ResetVelocity()
[]
FEditorCameraController::SetConfig
/Engine/Source/Editor/UnrealEd/Public/CameraController.h
Sets the configuration for this camera controller
UnrealEd
void SetConfig ( const [FCameraControllerConfig](API\Editor\UnrealEd\FCameraControllerConfig) & InConfig )
[]
FEditorCameraController::UpdateSimulation
/Engine/Source/Editor/UnrealEd/Public/CameraController.h
Updates the position and orientation of the camera as well as other state (like velocity.) Should be called every frame.
UnrealEd
virtual void UpdateSimulation ( const [FCameraControllerUserImpulseData](API\Editor\UnrealEd\FCameraControllerUserImpulseData) & UserImpulseData, const float DeltaTime, const bool bAllowRecoilIfNoImpulse, const float MovementSpeedScale, FVector & InOutCameraPosition, FVector & InOutCameraEuler, float & InOutCameraFOV )
[]
FEditorCameraController::FEditorCameraController
/Engine/Source/Editor/UnrealEd/Public/CameraController.h
Constructor
UnrealEd
FEditorCameraController()
[]
FEditorCameraController::~FEditorCameraController
/Engine/Source/Editor/UnrealEd/Public/CameraController.h
UnrealEd
virtual ~FEditorCameraController()
[]
FEditorCameraController
/Engine/Source/Editor/UnrealEd/Public/CameraController.h
An interactive camera movement system. Supports simple physics-based animation.
UnrealEd
class FEditorCameraController
[]
FEditorCategoryUtils::BuildCategoryString
/Engine/Source/Editor/UnrealEd/Public/EditorCategoryUtils.h
Utility function that concatenates the supplied sub-category with one that matches the root category id. A concatenated text string, with the two categories separated by a pipe, '|', character.
UnrealEd
namespace FEditorCategoryUtils { [FText](API\Runtime\Core\Internationalization\FText) FEditorCategoryUtils::BuildCategoryString ( const [FCommonEditorCategory::EValue](API\Editor\UnrealEd\FCommonEditorCategory\EValue) RootCategory, const [FText](API\Runtime\Core\Internationalization\FText) & SubCategory ) }
[]
FEditorCategoryUtils::GetCategoryDisplayString
/Engine/Source/Editor/UnrealEd/Public/EditorCategoryUtils.h
Expands any keys found in the category string (any terms found in square brackets), and sanitizes the name (spacing individual words, etc.). A concatenated text string, with the two categories separated by a pipe, '|', character.
UnrealEd
namespace FEditorCategoryUtils { [FText](API\Runtime\Core\Internationalization\FText) FEditorCategoryUtils::GetCategoryDisplayString ( const [FText](API\Runtime\Core\Internationalization\FText) & UnsanitizedCategory ) }
[]
FEditorCategoryUtils::GetCategoryDisplayString
/Engine/Source/Editor/UnrealEd/Public/EditorCategoryUtils.h
Expands any keys found in the category string (any terms found in square brackets), and sanitizes the name (spacing individual words, etc.). A concatenated string, with the two categories separated by a pipe, '|', character.
UnrealEd
namespace FEditorCategoryUtils { [FString](API\Runtime\Core\Containers\FString) FEditorCategoryUtils::GetCategoryDisplayString ( const [FString](API\Runtime\Core\Containers\FString) & UnsanitizedCategory ) }
[]
FEditorCategoryUtils::GetCategoryTooltipInfo
/Engine/Source/Editor/UnrealEd/Public/EditorCategoryUtils.h
Returns tooltip information for the specified category
UnrealEd
namespace FEditorCategoryUtils { void FEditorCategoryUtils::GetCategoryTooltipInfo ( const [FString](API\Runtime\Core\Containers\FString) & Category, [FText](API\Runtime\Core\Internationalization\FText) & Tooltip, [FString](API\Runtime\Core\Containers\FString) & DocLink, [FString](API\Runtime\Core\Containers\FString) &...
[]
FEditorCategoryUtils::GetClassShowCategories
/Engine/Source/Editor/UnrealEd/Public/EditorCategoryUtils.h
Parses out the class's "ShowCategories" metadata, and returns it segmented and sanitized.
UnrealEd
namespace FEditorCategoryUtils { void FEditorCategoryUtils::GetClassShowCategories ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * Class, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & CategoriesOut ) }
[]
FEditorCategoryUtils::GetClassHideCategories
/Engine/Source/Editor/UnrealEd/Public/EditorCategoryUtils.h
Parses out the class's "HideCategories" metadata, and returns it segmented and sanitized.
UnrealEd
namespace FEditorCategoryUtils { void FEditorCategoryUtils::GetClassHideCategories ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * Class, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & CategoriesOut, bool bHomogenize ) }
[]
FEditorCategoryUtils::GetCommonCategory
/Engine/Source/Editor/UnrealEd/Public/EditorCategoryUtils.h
Retrieves a qualified category path for the desired common category. A text string, (empty if the common category was not registered)
UnrealEd
namespace FEditorCategoryUtils { const [FText](API\Runtime\Core\Internationalization\FText) & FEditorCategoryUtils::GetCommonCategory ( const [FCommonEditorCategory::EValue](API\Editor\UnrealEd\FCommonEditorCategory\EValue) CategoryId ) }
[]
FEditorCategoryUtils::GetHiddenCategories
/Engine/Source/Editor/UnrealEd/Public/EditorCategoryUtils.h
Returns the set of categories that should be hidden, categories that are both explicitly hidden and explicitly shown will not be included in this list (current behavior is that such categories should be shown). This occurs when you show a class that your parent has hidden. The set of categories that should be hidden.
UnrealEd
namespace FEditorCategoryUtils { [TSet](API\Runtime\Core\Containers\TSet)< [FString](API\Runtime\Core\Containers\FString) > FEditorCategoryUtils::GetHiddenCategories ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * Class ) }
[]
FEditorCategoryUtils::IsCategoryHiddenFromClass
/Engine/Source/Editor/UnrealEd/Public/EditorCategoryUtils.h
Checks to see if the category associated with the supplied common category id is hidden from the specified class. True if the common category is hidden, false if not.
UnrealEd
namespace FEditorCategoryUtils { bool FEditorCategoryUtils::IsCategoryHiddenFromClass ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * Class, const [FCommonEditorCategory::EValue](API\Editor\UnrealEd\FCommonEditorCategory\EValue) CategoryId ) }
[]
FEditorCategoryUtils::IsCategoryHiddenFromClass
/Engine/Source/Editor/UnrealEd/Public/EditorCategoryUtils.h
Checks to see if the specified category is hidden from the supplied class. True if the category is hidden, false if not.
UnrealEd
namespace FEditorCategoryUtils { bool FEditorCategoryUtils::IsCategoryHiddenFromClass ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * Class, const [FText](API\Runtime\Core\Internationalization\FText) & Category ) }
[]
FEditorCategoryUtils::IsCategoryHiddenFromClass
/Engine/Source/Editor/UnrealEd/Public/EditorCategoryUtils.h
Checks to see if the specified category is hidden from the supplied class. True if the category is hidden, false if not.
UnrealEd
namespace FEditorCategoryUtils { bool FEditorCategoryUtils::IsCategoryHiddenFromClass ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * Class, const [FString](API\Runtime\Core\Containers\FString) & Category ) }
[]
FEditorCategoryUtils::RegisterCategoryKey
/Engine/Source/Editor/UnrealEd/Public/EditorCategoryUtils.h
In metadata, keys are denoted by braces, like {Utilities} here:
UnrealEd
namespace FEditorCategoryUtils { void FEditorCategoryUtils::RegisterCategoryKey ( const [FString](API\Runtime\Core\Containers\FString) & Key, const [FText](API\Runtime\Core\Internationalization\FText) & Category, const [FText](API\Runtime\Core\Internationalization\FText) & Tooltip ) }
[]
FEditorCategoryUtils::IsCategoryHiddenFromClass
/Engine/Source/Editor/UnrealEd/Public/EditorCategoryUtils.h
Checks to see if the specified category is hidden from the supplied Class, avoids recalculation of ClassHideCategories. Useful when checking the same class over and over again with different categories. True if the category is hidden, false if not.
UnrealEd
namespace FEditorCategoryUtils { bool FEditorCategoryUtils::IsCategoryHiddenFromClass ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & ClassHideCategories, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * Class, const [FString](API\Runtime\Core\Container...
[]
FEditorCategoryUtils::RegisterCategoryKey
/Engine/Source/Editor/UnrealEd/Public/EditorCategoryUtils.h
UnrealEd
namespace FEditorCategoryUtils { void FEditorCategoryUtils::RegisterCategoryKey ( const [FString](API\Runtime\Core\Containers\FString) & Key, const [FText](API\Runtime\Core\Internationalization\FText) & Category, const [FString](API\Runtime\Core\Containers\FString) & DocLink, const [FString](API\Runtime\Core\Containers...
[]
FEditorClassUtils::GetClassFromString
/Engine/Source/Editor/UnrealEd/Public/EditorClassUtils.h
Fetches aUClassfrom the string name of the classUClasspointer if it exists
UnrealEd
namespace FEditorClassUtils { [UClass](API\Runtime\CoreUObject\UObject\UClass) * FEditorClassUtils::GetClassFromString ( const [FString](API\Runtime\Core\Containers\FString) & ClassName ) }
[]
FEditorClassUtils::GetClassPathFromAssetTag
/Engine/Source/Editor/UnrealEd/Public/EditorClassUtils.h
Gets the class path from the asset tag (i.e. GeneratedClassPath tag on blueprints) Class path or None if the asset cannot or doesn't have a class associated with it
UnrealEd
namespace FEditorClassUtils { [FName](API\Runtime\Core\UObject\FName) FEditorClassUtils::GetClassPathFromAssetTag ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData ) }
[]
FEditorClassUtils::GetClassPathFromAsset
/Engine/Source/Editor/UnrealEd/Public/EditorClassUtils.h
Gets the object path of the class associated with the specified asset (i.e. the BlueprintGeneratedClass of a Blueprint asset or the BlueprintGeneratedClass asset itself) Class path or None if the asset cannot or doesn't have a class associated with it
UnrealEd
namespace FEditorClassUtils { [FName](API\Runtime\Core\UObject\FName) FEditorClassUtils::GetClassPathFromAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, bool bGenerateClassPathIfMissing ) }
[]
FEditorClassUtils::GetClassPathNameFromAssetTag
/Engine/Source/Editor/UnrealEd/Public/EditorClassUtils.h
Gets the class path from the asset tag (i.e. GeneratedClassPath tag on blueprints) Class path or None if the asset cannot or doesn't have a class associated with it
UnrealEd
namespace FEditorClassUtils { [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) FEditorClassUtils::GetClassPathNameFromAssetTag ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData ) }
[]
FEditorClassUtils::GetClassPathNameFromAsset
/Engine/Source/Editor/UnrealEd/Public/EditorClassUtils.h
Gets the object path of the class associated with the specified asset (i.e. the BlueprintGeneratedClass of a Blueprint asset or the BlueprintGeneratedClass asset itself) Class path or None if the asset cannot or doesn't have a class associated with it
UnrealEd
namespace FEditorClassUtils { [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) FEditorClassUtils::GetClassPathNameFromAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, bool bGenerateClassPathIfMissing ) }
[]
FEditorClassUtils::GetDocumentationPage
/Engine/Source/Editor/UnrealEd/Public/EditorClassUtils.h
Gets the page that documentation for this class is contained on Path to the documentation page
UnrealEd
namespace FEditorClassUtils { [FString](API\Runtime\Core\Containers\FString) FEditorClassUtils::GetDocumentationPage ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class ) }
[]
FEditorClassUtils::GetDocumentationExcerpt
/Engine/Source/Editor/UnrealEd/Public/EditorClassUtils.h
Gets the excerpt to use for this class Excerpt will be contained on the page returned by GetDocumentationPage Name of the to the documentation excerpt
UnrealEd
namespace FEditorClassUtils { [FString](API\Runtime\Core\Containers\FString) FEditorClassUtils::GetDocumentationExcerpt ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class ) }
[]
FEditorClassUtils::GetDocumentationLink
/Engine/Source/Editor/UnrealEd/Public/EditorClassUtils.h
Returns the link path to the documentation for a given class The path to the documentation for the class
UnrealEd
namespace FEditorClassUtils { [FString](API\Runtime\Core\Containers\FString) FEditorClassUtils::GetDocumentationLink ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, const [FString](API\Runtime\Core\Containers\FString) & OverrideExcerpt ) }
[]
FEditorClassUtils::GetDocumentationLinkFromExcerpt
/Engine/Source/Editor/UnrealEd/Public/EditorClassUtils.h
Return link path from a specified excerpt
UnrealEd
namespace FEditorClassUtils { [FString](API\Runtime\Core\Containers\FString) FEditorClassUtils::GetDocumentationLinkFromExcerpt ( const [FString](API\Runtime\Core\Containers\FString) & DocLink, const [FString](API\Runtime\Core\Containers\FString) DocExcerpt ) }
[]
FEditorClassUtils::GetDocumentationLinkBaseUrl
/Engine/Source/Editor/UnrealEd/Public/EditorClassUtils.h
Returns the ID of the base documentation URL set for this class in its documentation excerpt. The ID of the base URL
UnrealEd
namespace FEditorClassUtils { [FString](API\Runtime\Core\Containers\FString) FEditorClassUtils::GetDocumentationLinkBaseUrl ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, const [FString](API\Runtime\Core\Containers\FString) & OverrideExcerpt ) }
[]
FEditorClassUtils::GetDocumentationLinkBaseUrlFromExcerpt
/Engine/Source/Editor/UnrealEd/Public/EditorClassUtils.h
Returns the ID of the base documentation URL set in the specified excerpt.
UnrealEd
namespace FEditorClassUtils { [FString](API\Runtime\Core\Containers\FString) FEditorClassUtils::GetDocumentationLinkBaseUrlFromExcerpt ( const [FString](API\Runtime\Core\Containers\FString) & DocLink, const [FString](API\Runtime\Core\Containers\FString) DocExcerpt ) }
[]
FEditorClassUtils::GetDocumentationLinkWidget
/Engine/Source/Editor/UnrealEd/Public/EditorClassUtils.h
Creates a link widget to the documentation for a given class Shared pointer to the constructed tooltip
UnrealEd
namespace FEditorClassUtils { [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > FEditorClassUtils::GetDocumentationLinkWidget ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class ) }
[]
FEditorClassUtils::GetDynamicDocumentationLinkWidget
/Engine/Source/Editor/UnrealEd/Public/EditorClassUtils.h
Create a link widget to the documentation for a potentially dynamic link widget.
UnrealEd
namespace FEditorClassUtils { [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > FEditorClassUtils::GetDynamicDocumentationLinkWidget ( const [TAttribute](API\Runtime\Core\Misc\TAttribute)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & ClassAttribute )...
[]
FEditorClassUtils::GetImplementedInterfaceClassPathsFromAsset
/Engine/Source/Editor/UnrealEd/Public/EditorClassUtils.h
Fetches the set of interface class object paths from an asset data entry containing the appropriate asset tag(s).
UnrealEd
namespace FEditorClassUtils { void FEditorClassUtils::GetImplementedInterfaceClassPathsFromAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutClassPaths ) }
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FEditorClassUtils::GetSourceLinkFormatted
/Engine/Source/Editor/UnrealEd/Public/EditorClassUtils.h
Creates an hyperlink to the source code or blueprint for a given class formatted however you need. Example "Edit {0}" (or a spacer if the link is unavailable for some reason) Shared pointer to the constructed widget
UnrealEd
namespace FEditorClassUtils { [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > FEditorClassUtils::GetSourceLinkFormatted ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API...
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FEditorClassUtils::GetSourceLink
/Engine/Source/Editor/UnrealEd/Public/EditorClassUtils.h
Creates an hyperlink to the source code or blueprint for a given class (or a text block/spacer if the link is unavailable for some reason) Shared pointer to the constructed widget
UnrealEd
namespace FEditorClassUtils { [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > FEditorClassUtils::GetSourceLink ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, const [FSourceLinkParams](API\Editor\UnrealEd\FSourceLinkParams) & Params ) }
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FEditorClassUtils::GetTooltip
/Engine/Source/Editor/UnrealEd/Public/EditorClassUtils.h
Gets the tooltip to display for a given class Shared reference to the constructed tooltip
UnrealEd
namespace FEditorClassUtils { [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SToolTip](API\Runtime\Slate\Widgets\SToolTip) > FEditorClassUtils::GetTooltip ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class ) }
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FEditorClassUtils::GetSourceLink
/Engine/Source/Editor/UnrealEd/Public/EditorClassUtils.h
Creates an hyperlink to the source code or blueprint for a given class (or a spacer if the link is unavailable for some reason) Shared pointer to the constructed widget
UnrealEd
namespace FEditorClassUtils { [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > FEditorClassUtils::GetSourceLink ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\...
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FEditorClassUtils::GetTooltip
/Engine/Source/Editor/UnrealEd/Public/EditorClassUtils.h
Gets the tooltip to display for a given class with specified text for the tooltip Shared reference to the constructed tooltip
UnrealEd
namespace FEditorClassUtils { [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SToolTip](API\Runtime\Slate\Widgets\SToolTip) > FEditorClassUtils::GetTooltip ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, const [TAttribute](API\Runtime\Core\Misc\TAttribute)< [FText](API\Runtime\Core\International...
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FEditorClassUtils::IsBlueprintAsset
/Engine/Source/Editor/UnrealEd/Public/EditorClassUtils.h
Returns whether the specified asset is aUBlueprintorUBlueprintGeneratedClass(or any of their derived classes) Whether the specified asset is aUBlueprintorUBlueprintGeneratedClass(or any of their derived classes)
UnrealEd
namespace FEditorClassUtils { bool FEditorClassUtils::IsBlueprintAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, bool * bOutIsBPGC ) }
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FEditorCommandLineUtils::ParseGameProjectPath
/Engine/Source/Editor/UnrealEd/Public/EditorCommandLineUtils.h
Generally, users supply the project path/name as the second argument of the editor command-line, but in some cases (like for the -diff command), we can infer the project from elements elsewhere in the command-line... This function serves as a fallback for determining the launching project path, and does special process...
UnrealEd
static bool ParseGameProjectPath ( const TCHAR * EditorCmdLine, [FString](API\Runtime\Core\Containers\FString) & ProjPathOut, [FString](API\Runtime\Core\Containers\FString) & GameNameOut )
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FEditorCommandLineUtils::ProcessEditorCommands
/Engine/Source/Editor/UnrealEd/Public/EditorCommandLineUtils.h
Parses commands from the supplied command-line and invokes any tools/ settings that we're specified.
UnrealEd
static void ProcessEditorCommands ( const TCHAR * CommandLine )
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FEditorCommandLineUtils
/Engine/Source/Editor/UnrealEd/Public/EditorCommandLineUtils.h
UnrealEd
struct FEditorCommandLineUtils
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FEditorCommonDrawHelper::Draw
/Engine/Source/Editor/UnrealEd/Public/EditorComponents.h
Renders the grid, pivot, and base info.
UnrealEd
virtual void Draw ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )
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FEditorCommonDrawHelper::DrawBaseInfo
/Engine/Source/Editor/UnrealEd/Public/EditorComponents.h
Draw green lines to indicate what the selected actor(s) are based on.
UnrealEd
void DrawBaseInfo ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )
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FEditorCommonDrawHelper::DrawPivot
/Engine/Source/Editor/UnrealEd/Public/EditorComponents.h
Renders the editor's pivot.
UnrealEd
void DrawPivot ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )
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Type
/Engine/Source/Editor/UnrealEd/Public/EditorComponents.h
UnrealEd
enum Type { Major, Minor, }
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EAxisLines
/Engine/Source/Editor/UnrealEd/Public/EditorComponents.h
Types of axis lines we can draw for orthographic views
UnrealEd
struct EAxisLines
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FEditorCommonDrawHelper::FEditorCommonDrawHelper
/Engine/Source/Editor/UnrealEd/Public/EditorComponents.h
UnrealEd
FEditorCommonDrawHelper()
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FEditorCommonDrawHelper::~FEditorCommonDrawHelper
/Engine/Source/Editor/UnrealEd/Public/EditorComponents.h
UnrealEd
virtual ~FEditorCommonDrawHelper()
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FEditorCommonDrawHelper
/Engine/Source/Editor/UnrealEd/Public/EditorComponents.h
Implements some basic functionality used by all editor viewports.
UnrealEd
class FEditorCommonDrawHelper
[ { "type": "float", "name": "AxesLineThickness", "description": "" }, { "type": "FColor", "name": "BaseBoxColor", "description": "" }, { "type": "uint32: 1", "name": "bDrawBaseInfo", "description": "" }, { "type": "uint32: 1", "name": "bDrawGrid", "descript...
ActorPropertiesChange
/Engine/Source/Editor/UnrealEd/Public/Editor.h
Called when properties of an actor have changed
UnrealEd
static FSimpleMulticastDelegate ActorPropertiesChange;
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BeginPIE
/Engine/Source/Editor/UnrealEd/Public/Editor.h
Sent when a PIE session is beginning (but hasn't actually started yet)
UnrealEd
static [FOnPIEEvent](API\Editor\UnrealEd\FEditorDelegates\FOnPIEEvent) BeginPIE;
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BeginStandaloneLocalPlay
/Engine/Source/Editor/UnrealEd/Public/Editor.h
Sent when PC local play session is starting
UnrealEd
static [FOnStandaloneLocalPlayEvent](API\Editor\UnrealEd\FEditorDelegates\FOnStandaloneLocalPlayEvent) BeginStandaloneLocalPlay;
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CancelPIE
/Engine/Source/Editor/UnrealEd/Public/Editor.h
Sent when a PIE session is cancelled
UnrealEd
static FSimpleMulticastDelegate CancelPIE;
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ChangeEditorMode
/Engine/Source/Editor/UnrealEd/Public/Editor.h
Called when the editor mode is changed
UnrealEd
static [FOnModeChanged](API\Editor\UnrealEd\FEditorDelegates\FOnModeChanged) ChangeEditorMode;
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DisplayLoadErrors
/Engine/Source/Editor/UnrealEd/Public/Editor.h
Called when load errors are about to be displayed
UnrealEd
static FSimpleMulticastDelegate DisplayLoadErrors;
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EditorModeExit
/Engine/Source/Editor/UnrealEd/Public/Editor.h
Called when an editor mode is being exited
UnrealEd
static [FOnEditorModeTransitioned](API\Editor\UnrealEd\FEditorDelegates\FOnEditorModeTransitioned) EditorModeExit;
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EditorModeIDEnter
/Engine/Source/Editor/UnrealEd/Public/Editor.h
Called when an editor mode ID is being entered
UnrealEd
static [FOnEditorModeIDTransitioned](API\Editor\UnrealEd\FEditorDelegates\FOnEditorModeIDTransitioned) EditorModeIDEnter;
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EditorModeEnter
/Engine/Source/Editor/UnrealEd/Public/Editor.h
Called when an editor mode is being entered
UnrealEd
static [FOnEditorModeTransitioned](API\Editor\UnrealEd\FEditorDelegates\FOnEditorModeTransitioned) EditorModeEnter;
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EditorModeIDExit
/Engine/Source/Editor/UnrealEd/Public/Editor.h
Called when an editor mode ID is being exited
UnrealEd
static [FOnEditorModeIDTransitioned](API\Editor\UnrealEd\FEditorDelegates\FOnEditorModeIDTransitioned) EditorModeIDExit;
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EndPIE
/Engine/Source/Editor/UnrealEd/Public/Editor.h
Sent when a PIE session is ending
UnrealEd
static [FOnPIEEvent](API\Editor\UnrealEd\FEditorDelegates\FOnPIEEvent) EndPIE;
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