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 |
|---|---|---|---|---|---|
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 ) } | [] |
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... | [] |
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 ) } | [] |
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 ) } | [] |
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\... | [] |
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... | [] |
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 ) } | [] |
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 ) | [] |
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 ) | [] |
FEditorCommandLineUtils | /Engine/Source/Editor/UnrealEd/Public/EditorCommandLineUtils.h | UnrealEd | struct FEditorCommandLineUtils | [] | |
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 ) | [] |
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 ) | [] |
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 ) | [] |
Type | /Engine/Source/Editor/UnrealEd/Public/EditorComponents.h | UnrealEd | enum Type { Major, Minor, } | [] | |
EAxisLines | /Engine/Source/Editor/UnrealEd/Public/EditorComponents.h | Types of axis lines we can draw for orthographic views | UnrealEd | struct EAxisLines | [] |
FEditorCommonDrawHelper::FEditorCommonDrawHelper | /Engine/Source/Editor/UnrealEd/Public/EditorComponents.h | UnrealEd | FEditorCommonDrawHelper() | [] | |
FEditorCommonDrawHelper::~FEditorCommonDrawHelper | /Engine/Source/Editor/UnrealEd/Public/EditorComponents.h | UnrealEd | virtual ~FEditorCommonDrawHelper() | [] | |
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; | [] |
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; | [] |
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; | [] |
CancelPIE | /Engine/Source/Editor/UnrealEd/Public/Editor.h | Sent when a PIE session is cancelled | UnrealEd | static FSimpleMulticastDelegate CancelPIE; | [] |
ChangeEditorMode | /Engine/Source/Editor/UnrealEd/Public/Editor.h | Called when the editor mode is changed | UnrealEd | static [FOnModeChanged](API\Editor\UnrealEd\FEditorDelegates\FOnModeChanged) ChangeEditorMode; | [] |
DisplayLoadErrors | /Engine/Source/Editor/UnrealEd/Public/Editor.h | Called when load errors are about to be displayed | UnrealEd | static FSimpleMulticastDelegate DisplayLoadErrors; | [] |
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; | [] |
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; | [] |
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; | [] |
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; | [] |
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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