description: The list of root tree nodes that have been generated. Note: There will only be one root node unlessFPropertyRowGeneratorArgs.bAllowMultipleTopLevelObjectswas set to true when the generator was created

code: const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDetailTreeNode](API\Editor\PropertyEditor\IDetailTreeNode) > > & GetRootTreeNodes() const


module: PropertyEditor

code: virtual ~IPropertyHandleStruct()


description: Invalidates internal cached state. Common use of this API is to synchronize the viewed object with changes made by external code.

code: void InvalidateCachedState()


description: Registers a custom detail layout delegate for a specific class in this instance of the generator only

code: void RegisterInstancedCustomPropertyLayout ( [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * Class, FOnGetDetailCustomizationInstance DetailLayoutDelegate )


code: void RegisterInstancedCustomPropertyTypeLayout ( [FName](API\Runtime\Core\UObject\FName) PropertyTypeName, FOnGetPropertyTypeCustomizationInstance PropertyTypeLayoutDelegate, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPropertyTypeIdentifier](API\Editor\PropertyEditor\IPropertyTypeIdentifier) > Identifier )


description: Use this function to set a callback on FPropertyRowGenerator that will override the ValidatePropertyNodes function. This is useful if your implementation doesn't need to validate nodes every tick or needs to perform some other form of validation.

code: void SetCustomValidatePropertyNodesFunction ( FOnValidatePropertyRowGeneratorNodes InCustomValidatePropertyNodesFunction )


description: Use this function to set property paths to generate FPropertyNodes. This improves the performance for cases where UPropertyView is only showing a few properties of the object by not generating all other FPropertyNodes An example of a nested property path: RootPropertyName[0]->NestedPropertyName[0]->PropertyName

code: void SetPropertyGenerationAllowListPaths ( const [TSet](API\Runtime\Core\Containers\TSet)< [FString](API\Runtime\Core\Containers\FString) > & InPropertyGenerationAllowListPaths )


description: Sets the objects that should be used to generate rows

code: void SetObjects ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects )


description: Sets the structure that should be used to generate rows

code: void SetStructure ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStructOnScope](API\Runtime\CoreUObject\UObject\FStructOnScope) > & InStruct )


code: void SetStructure ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IStructureDataProvider](API\Editor\PropertyEditor\IStructureDataProvider) > & InStruct )


description: Unregisters a custom detail layout delegate for a specific class in this instance of the generator only

code: void UnregisterInstancedCustomPropertyLayout ( [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * Class )


code: void UnregisterInstancedCustomPropertyTypeLayout ( [FName](API\Runtime\Core\UObject\FName) PropertyTypeName, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPropertyTypeIdentifier](API\Editor\PropertyEditor\IPropertyTypeIdentifier) > Identifier )


code: virtual ~IPropertyRowGenerator()


className: IPropertyRowGenerator

code: class IPropertyRowGenerator


code: void AddColumn ( const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< class [UObject](API\Runtime\CoreUObject\UObject\UObject) > & Object )


code: void AddColumn ( const [TWeakFieldPtr](API\Runtime\CoreUObject\UObject\TWeakFieldPtr)< class [FProperty](API\Runtime\CoreUObject\UObject\FProperty) > & Property )


code: void AddColumn ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FPropertyPath](API\Editor\PropertyEditor\FPropertyPath) > & PropertyPath )


code: void AddColumn ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyTableColumn](API\Editor\PropertyEditor\IPropertyTableColumn) > & Column )


code: void AddRow ( const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > & Object )


code: void AddRow ( const [TWeakFieldPtr](API\Runtime\CoreUObject\UObject\TWeakFieldPtr)< [FProperty](API\Runtime\CoreUObject\UObject\FProperty) > & Property )


code: void AddRow ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FPropertyPath](API\Editor\PropertyEditor\FPropertyPath) > & PropertyPath )


code: void AddRow ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyTableRow](API\Editor\PropertyEditor\IPropertyTableRow) > & Row )


className: FColumnsChanged

code: class FColumnsChanged : public TBaseMulticastDelegate_NoParams< void >


className: FRootPathChanged

code: class FRootPathChanged : public TBaseMulticastDelegate_NoParams< void >


className: FRowsChanged

code: class FRowsChanged : public TBaseMulticastDelegate_NoParams< void >


className: FSelectionChanged

code: class FSelectionChanged : public TBaseMulticastDelegate_NoParams< void >


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyTableColumn](API\Editor\PropertyEditor\IPropertyTableColumn) > > & GetColumns()


code: [EColumnSortMode::Type](API\Runtime\Slate\Widgets\Views\EColumnSortMode__Type) GetColumnSortMode ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyTableColumn](API\Editor\PropertyEditor\IPropertyTableColumn) > Column ) const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IPropertyTableCell](API\Editor\PropertyEditor\IPropertyTableCell) > GetCurrentCell() const


code: [EColumnSortPriority::Type](API\Runtime\Slate\Widgets\Views\EColumnSortPriority__Type) GetColumnSortPriority ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyTableColumn](API\Editor\PropertyEditor\IPropertyTableColumn) > Column ) const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IPropertyTableColumn](API\Editor\PropertyEditor\IPropertyTableColumn) > GetCurrentColumn() const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IPropertyTableRow](API\Editor\PropertyEditor\IPropertyTableRow) > GetCurrentRow() const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IPropertyTableCell](API\Editor\PropertyEditor\IPropertyTableCell) > GetFirstCellInRow ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyTableRow](API\Editor\PropertyEditor\IPropertyTableRow) > & Row )


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IPropertyTableCell](API\Editor\PropertyEditor\IPropertyTableCell) > GetFirstCellInColumn ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyTableColumn](API\Editor\PropertyEditor\IPropertyTableColumn) > & Column )


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IPropertyTableCell](API\Editor\PropertyEditor\IPropertyTableCell) > GetFirstCellInSelection()


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IPropertyTableCell](API\Editor\PropertyEditor\IPropertyTableCell) > GetFirstCellInTable()


code: bool GetIsUserAllowedToChangeRoot()


code: float GetItemHeight() const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IPropertyTableCell](API\Editor\PropertyEditor\IPropertyTableCell) > GetLastCellInColumn ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyTableColumn](API\Editor\PropertyEditor\IPropertyTableColumn) > & Column )


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IPropertyTableCell](API\Editor\PropertyEditor\IPropertyTableCell) > GetLastCellInRow ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyTableRow](API\Editor\PropertyEditor\IPropertyTableRow) > & Row )


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IPropertyTableCell](API\Editor\PropertyEditor\IPropertyTableCell) > GetLastCellInSelection()


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IPropertyTableCell](API\Editor\PropertyEditor\IPropertyTableCell) > GetLastCellInTable()


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IPropertyTableCell](API\Editor\PropertyEditor\IPropertyTableCell) > GetNextCellInColumn ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyTableCell](API\Editor\PropertyEditor\IPropertyTableCell) > & Cell )


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IPropertyTableCell](API\Editor\PropertyEditor\IPropertyTableCell) > GetLastClickedCell() const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IPropertyTableCell](API\Editor\PropertyEditor\IPropertyTableCell) > GetNextCellInRow ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyTableCell](API\Editor\PropertyEditor\IPropertyTableCell) > & Cell )


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class FObjectPropertyNode > GetObjectPropertyNode ( const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > & Object )


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class FObjectPropertyNode > GetObjectPropertyNode ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyTableColumn](API\Editor\PropertyEditor\IPropertyTableColumn) > & Column, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyTableRow](API\Editor\PropertyEditor\IPropertyTableRow) > & Row )


code: [TArray](API\Runtime\Core\Containers\TArray)< struct [FPropertyInfo](API\Editor\PropertyEditor\FPropertyInfo) > GetPossibleExtensionsForPath ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FPropertyPath](API\Editor\PropertyEditor\FPropertyPath) > & Path ) const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IPropertyTableCell](API\Editor\PropertyEditor\IPropertyTableCell) > GetPreviousCellInColumn ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyTableCell](API\Editor\PropertyEditor\IPropertyTableCell) > & Cell )


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IPropertyTableCell](API\Editor\PropertyEditor\IPropertyTableCell) > GetPreviousCellInRow ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyTableCell](API\Editor\PropertyEditor\IPropertyTableCell) > & Cell )


code: [TArray](API\Runtime\Core\Containers\TArray)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyTableRow](API\Editor\PropertyEditor\IPropertyTableRow) > > & GetRows()


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FPropertyPath](API\Editor\PropertyEditor\FPropertyPath) > GetRootPath() const


code: const [TSet](API\Runtime\Core\Containers\TSet)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyTableCell](API\Editor\PropertyEditor\IPropertyTableCell) > > & GetSelectedCells()


code: const [TSet](API\Runtime\Core\Containers\TSet)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyTableRow](API\Editor\PropertyEditor\IPropertyTableRow) > > & GetSelectedRows()


code: void GetSelectedTableObjects ( [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > > & OutSelectedObjects ) const


code: bool GetShowObjectName() const


code: bool GetShowRowHeader() const


code: void RemoveColumn ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyTableColumn](API\Editor\PropertyEditor\IPropertyTableColumn) > & Column )


code: void RemoveRow ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyTableRow](API\Editor\PropertyEditor\IPropertyTableRow) > & Row )


code: void SelectCellRange ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyTableCell](API\Editor\PropertyEditor\IPropertyTableCell) > & StartingCell, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyTableCell](API\Editor\PropertyEditor\IPropertyTableCell) > & EndingCell )


code: void SetCurrentCell ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IPropertyTableCell](API\Editor\PropertyEditor\IPropertyTableCell) > & Cell )


code: void SetCurrentColumn ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IPropertyTableColumn](API\Editor\PropertyEditor\IPropertyTableColumn) > & Column )


code: void SetCurrentRow ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IPropertyTableRow](API\Editor\PropertyEditor\IPropertyTableRow) > & Row )


code: void SetIsUserAllowedToChangeRoot ( bool InAllowUserToChangeRoot )


code: void SetItemHeight ( float NewItemHeight )


code: void SetLastClickedCell ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IPropertyTableCell](API\Editor\PropertyEditor\IPropertyTableCell) > & Cell )


code: void PasteTextAtCell ( const [FString](API\Runtime\Core\Containers\FString) & Text, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyTableCell](API\Editor\PropertyEditor\IPropertyTableCell) > & Cell )


code: void SetObjects ( const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > > & Objects )


code: void SetObjects ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & Objects )


code: void SetOrientation ( [EPropertyTableOrientation::Type](API\Editor\PropertyEditor\EPropertyTableOrientation__Type) InOrientation )


code: void SetRootPath ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FPropertyPath](API\Editor\PropertyEditor\FPropertyPath) > & Path )


code: void SetSelectedRows ( const [TSet](API\Runtime\Core\Containers\TSet)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyTableRow](API\Editor\PropertyEditor\IPropertyTableRow) > > & InSelectedRows )


code: void SetSelectedCells ( const [TSet](API\Runtime\Core\Containers\TSet)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyTableCell](API\Editor\PropertyEditor\IPropertyTableCell) > > & InSelectedCells )


code: void SetSelectionMode ( const [ESelectionMode::Type](API\Runtime\Slate\Framework\Views\ESelectionMode__Type) Mode )


code: void SetSelectionUnit ( const [EPropertyTableSelectionUnit::Type](API\Editor\PropertyEditor\EPropertyTableSelectionUnit__Typ-) Unit )


code: void SetShowObjectName ( const bool ShowObjectName )


code: void SetShowRowHeader ( const bool ShowRowHeader )


code: void SortByColumn ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyTableColumn](API\Editor\PropertyEditor\IPropertyTableColumn) > & Column, [EColumnSortMode::Type](API\Runtime\Slate\Widgets\Views\EColumnSortMode__Type) SortMode, const [EColumnSortPriority::Type](API\Runtime\Slate\Widgets\Views\EColumnSortPriority__Type) SortPriority )


className: IPropertyTable

code: class IPropertyTable : public [IPropertyTableUtilities](API\Editor\PropertyEditor\IPropertyTableUtilities)


code: void SortByColumnWithId ( const [EColumnSortPriority::Type](API\Runtime\Slate\Widgets\Views\EColumnSortPriority__Type) SortPriority, const [FName](API\Runtime\Core\UObject\FName) & ColumnId, const [EColumnSortMode::Type](API\Runtime\Slate\Widgets\Views\EColumnSortMode__Type) SortMode )


className: FExitedEditModeEvent

code: class FExitedEditModeEvent : public TBaseMulticastDelegate_NoParams< void >


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyTableColumn](API\Editor\PropertyEditor\IPropertyTableColumn) > GetColumn() const


className: FEnteredEditModeEvent

code: class FEnteredEditModeEvent : public TBaseMulticastDelegate_NoParams< void >


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class FPropertyNode > GetNode() const


code: [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > GetObject() const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > GetPropertyHandle() const


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyTable](API\Editor\PropertyEditor\IPropertyTable) > GetTable() const


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyTableRow](API\Editor\PropertyEditor\IPropertyTableRow) > GetRow() const


code: virtual bool PassesPermissionList() const


code: void SetValueFromString ( const [FString](API\Runtime\Core\Containers\FString) & InString )


className: IPropertyTableCell

code: class IPropertyTableCell


code: virtual ~IPropertyTableCell()


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > ConstructDisplayWidget()


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > ConstructEditModeDropDownWidget()


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > ConstructEditModeCellWidget()


code: virtual const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetEditModeCellBrush()


code: bool HasReadOnlyEditMode()


code: virtual ~IPropertyTableCellPresenter()


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > WidgetToFocusOnEdit()


code: bool CanSelectCells() const


className: FFrozenStateChanged

code: class FFrozenStateChanged : public TBaseMulticastDelegate_OneParam< void, const TSharedRef< IPropertyTableColumn > & >


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyTableCell](API\Editor\PropertyEditor\IPropertyTableCell) > GetCell ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyTableRow](API\Editor\PropertyEditor\IPropertyTableRow) > & Row )


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IDataSource](API\Editor\PropertyEditor\IDataSource) > GetDataSource() const


className: IPropertyTableCellPresenter

code: class IPropertyTableCellPresenter


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FPropertyPath](API\Editor\PropertyEditor\FPropertyPath) > GetPartialPath() const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< struct FCompareRowByColumnBase > GetPropertySorter ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property, [EColumnSortMode::Type](API\Runtime\Slate\Widgets\Views\EColumnSortMode__Type) SortMode )


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyTable](API\Editor\PropertyEditor\IPropertyTable) > GetTable() const


code: void SetFrozen ( bool IsFrozen )


code: void RemoveCellsForRow ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyTableRow](API\Editor\PropertyEditor\IPropertyTableRow) > & Row )


code: void SetHidden ( bool IsHidden )


code: void SetSizeMode ( [EPropertyTableColumnSizeMode::Type](API\Editor\PropertyEditor\EPropertyTableColumnSizeMode__Ty-) InSizeMode )


description: Tick the property column each frame

code: void Tick()


code: void Sort ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyTableRow](API\Editor\PropertyEditor\IPropertyTableRow) > > & Rows, const [EColumnSortMode::Type](API\Runtime\Slate\Widgets\Views\EColumnSortMode__Type) PrimarySortMode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPropertyTableColumn](API\Editor\PropertyEditor\IPropertyTableColumn) > & SecondarySortColumn, const [EColumnSortMode::Type](API\Runtime\Slate\Widgets\Views\EColumnSortMode__Type) SecondarySortMode )


code: void SetWidth ( float InWidth )


className: IPropertyTableColumn

code: class IPropertyTableColumn


code: bool Supports ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyTableColumn](API\Editor\PropertyEditor\IPropertyTableColumn) > & Column, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyTableUtilities](API\Editor\PropertyEditor\IPropertyTableUtilities) > & Utilities ) const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateColumnLabel ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyTableColumn](API\Editor\PropertyEditor\IPropertyTableColumn) > & Column, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyTableUtilities](API\Editor\PropertyEditor\IPropertyTableUtilities) > & Utilities, const [FName](API\Runtime\Core\UObject\FName) & Style ) const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPropertyTableCellPresenter](API\Editor\PropertyEditor\IPropertyTableCellPresenter) > CreateCellPresenter ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyTableCell](API\Editor\PropertyEditor\IPropertyTableCell) > & Cell, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyTableUtilities](API\Editor\PropertyEditor\IPropertyTableUtilities) > & Utilities, const [FName](API\Runtime\Core\UObject\FName) & Style ) const


code: virtual ~IPropertyTableCustomColumn()


className: FRefreshed

code: class FRefreshed : public TBaseMulticastDelegate_NoParams< void >


className: IPropertyTableCustomColumn

code: class IPropertyTableCustomColumn


code: void GetChildRows ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyTableRow](API\Editor\PropertyEditor\IPropertyTableRow) > > & OutChildren ) const


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IDataSource](API\Editor\PropertyEditor\IDataSource) > GetDataSource() const


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FPropertyPath](API\Editor\PropertyEditor\FPropertyPath) > GetPartialPath() const


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyTable](API\Editor\PropertyEditor\IPropertyTable) > GetTable() const


className: IPropertyTableRow

code: class IPropertyTableRow


code: void RemoveColumn ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyTableColumn](API\Editor\PropertyEditor\IPropertyTableColumn) > & Column )


className: IPropertyTableUtilities

code: class IPropertyTableUtilities : public [IPropertyUtilities](API\Editor\PropertyEditor\IPropertyUtilities)


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetWidget()


className: IPropertyTableWidgetHandle

code: class IPropertyTableWidgetHandle


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FPropertyPath](API\Editor\PropertyEditor\FPropertyPath) > GetPropertyPath() const


code: bool IsCursorHovering() const


className: IPropertyTreeRow

code: class IPropertyTreeRow


description: Called when the children of the property should be customized or extra rows added

code: void CustomizeChildren ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle, [IDetailChildrenBuilder](API\Editor\PropertyEditor\IDetailChildrenBuilder) & ChildBuilder, [IPropertyTypeCustomizationUtils](API\Editor\PropertyEditor\IPropertyTypeCustomizationUtils) & CustomizationUtils )


description: Called when the header of the property (the row in the details panel where the property is shown) If nothing is added to the row, the header is not displayed

code: void CustomizeHeader ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle, [FDetailWidgetRow](API\Editor\PropertyEditor\FDetailWidgetRow) & HeaderRow, [IPropertyTypeCustomizationUtils](API\Editor\PropertyEditor\IPropertyTypeCustomizationUtils) & CustomizationUtils )


description: whether or not this customisation should be inlined when used as a key within a row

code: virtual bool ShouldInlineKey() const


code: virtual ~IPropertyTypeCustomization()


className: IPropertyTypeCustomization

description: Base class for property type customizations

code: class IPropertyTypeCustomization : public [TSharedFromThis< IPropertyTypeCustomization >](API\Runtime\Core\Templates\TSharedFromThis)


description: the bold font used for properties and details


description: the utilities various widgets need access to certain features of PropertyDetails

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPropertyUtilities](API\Editor\PropertyEditor\IPropertyUtilities) > GetPropertyUtilities() const


description: the font used for properties and details


description: Gets the thumbnail pool that should be used for rendering thumbnails in the struct

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FAssetThumbnailPool](API\Editor\UnrealEd\FAssetThumbnailPool) > GetThumbnailPool() const


className: IPropertyTypeCustomizationUtils

description: Utilities for property type customization

code: class IPropertyTypeCustomizationUtils


description: Called to identify if a property type is customized

code: bool IsPropertyTypeCustomized ( const [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) & PropertyHandle ) const


code: virtual ~IPropertyTypeIdentifier()


className: IPropertyTypeIdentifier

description: Base class for adding an extra data to identify a custom property type

code: class IPropertyTypeIdentifier


code: bool AreFavoritesEnabled() const


code: void CreateColorPickerWindow ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class FPropertyEditor > & PropertyEditor, bool bUseAlpha ) const


description: If a customization standalone widget is used, the value should be update only once, when its window is closed


code: void EnqueueDeferredAction ( FSimpleDelegate DeferredAction )


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IClassViewerFilter](API\Editor\ClassViewer\IClassViewerFilter) > > & GetClassViewerFilters() const


code: [FNotifyHook](API\Runtime\CoreUObject\Misc\FNotifyHook) * GetNotifyHook() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > > & GetSelectedObjects() const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FAssetThumbnailPool](API\Editor\UnrealEd\FAssetThumbnailPool) > GetThumbnailPool() const


code: bool HasClassDefaultObject() const


code: bool IsPropertyEditingEnabled() const


code: void NotifyFinishedChangingProperties ( const [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: void ToggleFavorite ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class FPropertyEditor > & PropertyEditor ) const


code: virtual ~IPropertyUtilities()


className: IPropertyUtilities

description: Settings for property editor widgets that call up to the base container for the widgets without knowing information about that container

code: class IPropertyUtilities


description: Adds a new Section to the list

code: void AddSection ( int32 LodIndex, int32 SectionIndex, [FName](API\Runtime\Core\UObject\FName) InMaterialSlotName, int32 InMaterialSlotIndex, [FName](API\Runtime\Core\UObject\FName) InOriginalMaterialSlotName, const [TMap](API\Runtime\Core\Containers\TMap)< int32, [FName](API\Runtime\Core\UObject\FName) > & InAvailableMaterialSlotName, const [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material, bool IsSectionUsingCloth, bool bIsChunkSection, int32 DefaultMaterialIndex )


code: virtual ~ISectionListBuilder()


className: ISectionListBuilder

description: Builds up a list of unique Sections while creating some information about the Sections

code: class ISectionListBuilder


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > GetPropertyHandle() const


description: Whether or not this widget has a valid property

code: bool HasValidProperty() const


description: Sets the object to view/edit on the widget

code: void SetObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


description: Sets a delegate called when the property value changes

code: void SetOnPropertyValueChanged ( FSimpleDelegate & InOnPropertyValueChanged )


className: ISinglePropertyView

description: Represents a single property not in a property tree or details view for a single object Structs and Array properties cannot be used with this method

code: class ISinglePropertyView : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


description: Called when the children of the property should be customized or extra rows added

code: virtual void CustomizeChildren ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle, [IDetailChildrenBuilder](API\Editor\PropertyEditor\IDetailChildrenBuilder) & ChildBuilder, [IPropertyTypeCustomizationUtils](API\Editor\PropertyEditor\IPropertyTypeCustomizationUtils) & CustomizationUtils )


description: Called when the header of the property (the row in the details panel where the property is shown) If nothing is added to the row, the header is not displayed

code: virtual void CustomizeHeader ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle, [FDetailWidgetRow](API\Editor\PropertyEditor\FDetailWidgetRow) & HeaderRow, [IPropertyTypeCustomizationUtils](API\Editor\PropertyEditor\IPropertyTypeCustomizationUtils) & CustomizationUtils )


description: Called when the header of the struct (usually where the name of the struct and information about the struct as a whole is added) If nothing is added to the row, the header is not displayed

code: void CustomizeStructHeader ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > StructPropertyHandle, class [FDetailWidgetRow](API\Editor\PropertyEditor\FDetailWidgetRow) & HeaderRow, IStructCustomizationUtils & StructCustomizationUtils )


description: Called when the children of the struct should be customized

code: void CustomizeStructChildren ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > StructPropertyHandle, class [IDetailChildrenBuilder](API\Editor\PropertyEditor\IDetailChildrenBuilder) & ChildBuilder, IStructCustomizationUtils & StructCustomizationUtils )


description: the most common struct of the instance data. This struct will be used to build the UI for the instances.

code: const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * GetBaseStructure() const


className: IStructCustomization

description: DeprecatedIStructCustomizationinterface

code: class IStructCustomization : public [IPropertyTypeCustomization](API\Editor\PropertyEditor\IPropertyTypeCustomization)


description: instances to edit. Each provided struct should be compatible with base struct.

code: void GetInstances ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStructOnScope](API\Runtime\CoreUObject\UObject\FStructOnScope) >> & OutInstances ) const


description:
Returns base address of provided struct based on parent property nodes value.
value base address based on parent base address.

code: virtual uint8 * GetValueBaseAddress ( uint8 * ParentValueAddress, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * ExpectedType ) const


description: true, if the provider supports handling indirections usingGetValueBaseAddress().

code: virtual bool IsPropertyIndirection() const


description: true if we have any data instances.

code: bool IsValid() const


className: IStructureDataProvider

description: Multiple instances are supported when the provider is the root node (e.g. on Structure details view).

code: class IStructureDataProvider


description:
Get a delegate that is executed when the view has finished changing properties.
The delegate.


description:
Get this view's Slate widget.
The widget for this view.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetWidget()


description:
Get an interface the underlying details view.
Details view interface.


description: Set the CustomName used for display purposes.

code: void SetCustomName ( const [FText](API\Runtime\Core\Internationalization\FText) & Text )


description: Set the structure data to be displayed in this view.

code: void SetStructureData ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FStructOnScope](API\Runtime\CoreUObject\UObject\FStructOnScope) > StructData )


code: void SetStructureProvider ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IStructureDataProvider](API\Editor\PropertyEditor\IStructureDataProvider) > StructProvider )


className: IStructureDetailsView

description: Interface class for all detail views

code: class IStructureDetailsView


description: Loops through all of an instanced object property's child properties and call AddRowDelegate on properties that needs to be added to the UI to let us customize it.

code: namespace PropertyCustomizationHelpers { void PropertyCustomizationHelpers::MakeInstancedPropertyCustomUI ( [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [IDetailGroup](API\Editor\PropertyEditor\IDetailGroup) * > & ExistingGroup, [IDetailCategoryBuilder](API\Editor\PropertyEditor\IDetailCategoryBuilder) & BaseCategory, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > & BaseProperty, FOnInstancedPropertyIteration AddRowDelegate ) }


description: Parse and load the given metadata string into a list of allowed classes. The metadata string is likely from something like AllowedClasses or DisallowedClasses.

code: namespace PropertyCustomizationHelpers { [TArray](API\Runtime\Core\Containers\TArray)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > PropertyCustomizationHelpers::GetClassesFromMetadataString ( const [FString](API\Runtime\Core\Containers\FString) & MetadataString ) }


description: Build a combo button that you bind to a Name/String/Enum property or display using general delegates, using an arguments structure

code: namespace PropertyCustomizationHelpers { [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > PropertyCustomizationHelpers::MakePropertyComboBox ( const [FPropertyComboBoxArgs](API\Editor\PropertyEditor\FPropertyComboBoxArgs) & InArgs ) }


description: Build a combo button that you bind to a Name/String/Enum property or display using general delegates

code: namespace PropertyCustomizationHelpers { [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > PropertyCustomizationHelpers::MakePropertyComboBox ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > & InPropertyHandle, FOnGetPropertyComboBoxStrings OnGetStrings, FOnGetPropertyComboBoxValue OnGetValue, FOnPropertyComboBoxValueSelected OnValueSelected ) }


code: virtual ~IStructureDataProvider()


code: void Construct ( const [FArguments](API\Editor\PropertyEditor\SClassPropertyEntryBox\FArguments) & InArgs )


description: Whether or not abstract classes are allowed (optional)

code: WidgetArgsType & AllowAbstract &40; bool InArg &41;


description: Should we be able to select "None" as a class? (optional)

code: WidgetArgsType & AllowNone &40; bool InArg &41;


description: Show the View Options part of the class picker dialog

code: WidgetArgsType & HideViewOptions &40; bool InArg &41;


description: Should only base blueprints be displayed? (optional)

code: WidgetArgsType & IsBlueprintBaseOnly &40; bool InArg &41;


description: The meta class that the selected class must be a child-of (required)

code: WidgetArgsType & MetaClass &40; const UClass &42; InArg &41;


description: Delegate used to set the currently selected class (required)

code: WidgetArgsType & OnSetClass &40; const FOnSetClass & InDelegate &41;


description: Attribute used to get the currently selected class (required)

code: WidgetArgsType & SelectedClass &40; const TAttribute< const UClass &42; > & InAttribute &41;


description: An interface that the selected class must implement (optional)

code: WidgetArgsType & RequiredInterface &40; const UClass &42; InArg &41;


description: True to show class display names rather than their native names, false otherwise

code: WidgetArgsType & ShowDisplayNames &40; bool InArg &41;


description: Show the class picker as a tree view rather than a list

code: WidgetArgsType & ShowTreeView &40; bool InArg &41;


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

code: struct FArguments : public [TSlateBaseNamedArgs< SClassPropertyEntryBox >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


className: SClassPropertyEntryBox

description: Simulates a class property field Can be used when a property should act like aFClassPropertybut it isn't one

code: class SClassPropertyEntryBox : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


code: void AddSlot ( const [FSlot::FSlotArguments](API\Editor\PropertyEditor\SDetailsSplitter\FSlot\FSlotArguments) & SlotArgs, int32 Index )


className: EPropertyCopyDirection

code: enum EPropertyCopyDirection { Copy_None, CopyLeftToRight, CopyRightToLeft, }


code: void Construct ( const [FArguments](API\Editor\PropertyEditor\SDetailsSplitter\FArguments) & InArgs )


code: WidgetArgsType & operator&43; &40; typename FSlot::FSlotArguments & SlotToAdd &41;


code: WidgetArgsType & operator&43; &40; typename FSlot::FSlotArguments && SlotToAdd &41;


code: struct FArguments : public [TSlateBaseNamedArgs< SDetailsSplitter >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)

type: TArray< typenam...


className: FPanel

code: struct FPanel

DetailsView

type: TSharedPtr<IDe...

DiffRight

type: TAttribute<TSh...

IsReadonly

type: TAttribute< boo...


code: WidgetArgsType & DetailsView &40; TSharedPtr< IDetailsView > InArg &41;


code: WidgetArgsType & DifferencesWithRightPanel &40; const TAttribute< TSharedPtr< FAsyncDetailViewDiff > > & InAttribute &41;


description: When the RuleSize is set to FractionOfParent, the size of the slot is the Value percentage of its parent size.

code: WidgetArgsType & Value &40; const TAttribute< float > & InAttribute &41;


code: WidgetArgsType & IsReadonly &40; const TAttribute< bool > & InAttribute &41;


className: FSlotArguments

code: struct FSlotArguments : public [TSlotBase< FSlot >::FSlotArguments](API\Runtime\SlateCore\TSlotBase\FSlotArguments)


className: FSlot

code: class FSlot : public [TSlotBase< FSlot >](API\Runtime\SlateCore\TSlotBase)


code: [FPanel](API\Editor\PropertyEditor\SDetailsSplitter\FPanel) & GetPanel ( int32 Index )


description:
MOUSE INPUT The system calls this method to notify the widget that a mouse button was pressed within it. This event is bubbled.
Whether the event was handled along with possible requests for the system to take action.

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnMouseButtonDown ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


description: The system will use this event to notify a widget that the cursor has left it. This event is uses a custom bubble strategy.

code: virtual void OnMouseLeave ( const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


description:
The system calls this method to notify the widget that a mouse moved within it. This event is bubbled.
Whether the event was handled along with possible requests for the system to take action.

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnMouseMove ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


description:
The widget should respond by populating the OutDrawElements array with FDrawElements that represent it and any of its children. Called by the non-virtual OnPaint to enforce pre/post conditions during OnPaint.
The maximum layer ID attained by this widget or any of its children.

code: virtual int32 OnPaint ( const [FPaintArgs](API\Runtime\SlateCore\Types\FPaintArgs) & Args, const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & MyCullingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & OutDrawElements, int32 LayerId, const [FWidgetStyle](API\Runtime\SlateCore\Styling\FWidgetStyle) & InWidgetStyle, bool bParentEnabled ) const


className: SDetailsSplitter

description: Splitter that allows you to provide an FAsyncDetailViewDiff to connect like-properties between two or more details panels

code: class SDetailsSplitter : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


code: void Construct ( const [FArguments](API\Editor\PropertyEditor\SMaterialSlotWidget\FArguments) & InArgs, int32 SlotIndex, bool bIsMaterialUsed )


code: WidgetArgsType & CanDeleteMaterialSlot &40; const TAttribute< bool > & InAttribute &41;


code: WidgetArgsType & MaterialName &40; const TAttribute< FText > & InAttribute &41;


code: WidgetArgsType & OnDeleteMaterialSlot &40; const FSimpleDelegate & InDelegate &41;


code: WidgetArgsType & OnMaterialNameChanged &40; const FOnTextChanged & InDelegate &41;


code: WidgetArgsType & OnMaterialNameCommitted &40; const FOnTextCommitted & InDelegate &41;


code: typedef FArguments WidgetArgsType


code: struct FArguments : public [TSlateBaseNamedArgs< SMaterialSlotWidget >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


className: SMaterialSlotWidget

description: Helper class to create a material slot name widget for material lists

code: class SMaterialSlotWidget : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


code: void Construct ( const [FArguments](API\Editor\PropertyEditor\SObjectPropertyEntryBox\FArguments) & InArgs )


description: Whether the asset can be 'None'

code: WidgetArgsType & AllowClear &40; bool InArg &41;


description: Whether the asset can be created from the asset picker directly

code: WidgetArgsType & AllowCreate &40; bool InArg &41;


description: Class that is allowed in the asset picker

code: WidgetArgsType & AllowedClass &40; UClass &42; InArg &41;


description: A custom content slot for widgets

code: NamedSlotProperty< FArguments > CustomContentSlot&40;&41;


description: Whether to show the 'Browse' button

code: WidgetArgsType & DisplayBrowse &40; bool InArg &41;


description: Whether or not to display a smaller, compact size for the asset thumbnail

code: WidgetArgsType & DisplayCompactSize &40; bool InArg &41;


description: Whether or not to display the asset thumbnail

code: WidgetArgsType & DisplayThumbnail &40; bool InArg &41;


description: Whether to show the 'Use Selected' button

code: WidgetArgsType & DisplayUseSelected &40; bool InArg &41;


description: Whether to enable the content Picker

code: WidgetArgsType & EnableContentPicker &40; bool InArg &41;


description: Optional list of factories which may be used to create new assets

code: WidgetArgsType & NewAssetFactories &40; TOptional< TArray< UFactory &42; >> InArg &41;


description: The path to the object

code: WidgetArgsType & ObjectPath &40; const TAttribute< FString > & InAttribute &41;


description: Optional delegate called when the 'Browse' button is clicked. Used to override the default editor behavior

code: WidgetArgsType & OnBrowseOverride &40; const FSimpleDelegate & InDelegate &41;


description: Called to check if the asset should be enabled.

code: WidgetArgsType & OnIsEnabled &40; const FOnIsEnabled & InDelegate &41;


description: Called when the object value changes

code: WidgetArgsType & OnObjectChanged &40; const FOnSetObject & InDelegate &41;


description: Called to check if an actor is valid to use

code: WidgetArgsType & OnShouldFilterActor &40; const FOnShouldFilterActor & InDelegate &41;


description: Called to check if an asset is valid to use

code: WidgetArgsType & OnShouldFilterAsset &40; const FOnShouldFilterAsset & InDelegate &41;


description: Called to check if an asset should be set

code: WidgetArgsType & OnShouldSetAsset &40; const FOnShouldSetAsset & InDelegate &41;


description: Optional, array of the objects path, in case the property handle is not valid we will use this one to pass additional object to the picker config

code: WidgetArgsType & OwnerAssetDataArray &40; TArray< FAssetData > InArg &41;


description: Optional property handle that can be used instead of the object path

code: WidgetArgsType & PropertyHandle &40; TSharedPtr< IPropertyHandle > InArg &41;


description: Thumbnail pool

code: WidgetArgsType & ThumbnailPool &40; TSharedPtr< FAssetThumbnailPool > InArg &41;


code: WidgetArgsType & ThumbnailSizeOverride &40; const TAttribute< FIntPoint > & InAttribute &41;


code: typedef FArguments WidgetArgsType


code: struct FArguments : public [TSlateBaseNamedArgs< SObjectPropertyEntryBox >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


code: void GetDesiredWidth ( float & OutMinDesiredWidth, float & OutMaxDesiredWidth )


className: SObjectPropertyEntryBox

description: Simulates an object property field Can be used when a property should act like aFObjectPropertybut it isn't one

code: class SObjectPropertyEntryBox : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


code: void AddEntry ( [FName](API\Runtime\Core\UObject\FName) EntryName )


code: void AddEntryToMenu ( const [FName](API\Runtime\Core\UObject\FName) & EntryName, const [FTextFormat](API\Runtime\Core\Internationalization\FTextFormat) Format, [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & AddEntryMenuBuilder )


description: Construct this widget

code: virtual void Construct ( const typename [SOverridePropertiesWidget::FArguments](API\Editor\PropertyEditor\SOverridePropertiesWidget\FArguments) & InArgs )


code: WidgetArgsType & EntryNames &40; const TAttribute< TArray< FName > > & InAttribute &41;


code: WidgetArgsType & OnAddEntry &40; const FOnOverrideAction & InDelegate &41;


code: WidgetArgsType & OnGenerateWidget &40; const FOnGenerateWidget & InDelegate &41;


code: WidgetArgsType & OnRemoveEntry &40; const FOnOverrideAction & InDelegate &41;


code: struct FArguments : public [TSlateBaseNamedArgs< SOverridePropertiesWidget >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


className: FOnOverrideAction

code: typedef TBaseDelegate_OneParam< bool, [FName](API\Runtime\Core\UObject\FName) > FOnOverrideAction


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeOverrideWidget ( [FName](API\Runtime\Core\UObject\FName) InName, [FText](API\Runtime\Core\Internationalization\FText) InDisplayText, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InEntries, [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & InAddMenuBuilder )


code: [FReply](API\Runtime\SlateCore\Input\FReply) RemoveEntry ( [FName](API\Runtime\Core\UObject\FName) EntryName )


className: SOverridePropertiesWidget

code: class SOverridePropertiesWidget : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)

bAddedMenuItem

type: bool

EntryNames

type: TAttribute<TAr...

OnAddEntry

type: FOnOverrideActi...

OnGenerateWidget

type: FOnGenerateWidg...

ToolTip

type: FString


description: Construct this widget

code: virtual void Construct ( const typename [SPerQualityLevelPropertiesWidget::FArguments](API\Editor\PropertyEditor\SOverridePropertiesWidget\FArguments) & InArgs )


className: SPerQualityLevelPropertiesWidget

description: SPerQualityLevelPropertiesWidget

code: class SPerQualityLevelPropertiesWidget : public [SOverridePropertiesWidget](API\Editor\PropertyEditor\SOverridePropertiesWidget)


code: virtual void ConstructChildren()


code: void Construct ( const [FArguments](API\Editor\PropertyEditor\SProperty\FArguments) & InArgs, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > InPropertyHandle )


description: The widget to display for this property instead of the default

code: NamedSlotProperty< FArguments > CustomWidget&40;&41;


description: The display name to use in the default property widget

code: WidgetArgsType & DisplayName &40; const TAttribute< FText > & InAttribute &41;


description: Whether or not to display the default reset to default button. Note this value has no affect if overriding the widget

code: WidgetArgsType & DisplayResetToDefault &40; bool InArg &41;


code: FArguments & operator&91;&93; &40; const TSharedRef< SWidget > & InChild &41;


description: Whether or not to display the property name

code: WidgetArgsType & ShouldDisplayName &40; bool InArg &41;


code: typedef FArguments WidgetArgsType


code: struct FArguments : public [TSlateBaseNamedArgs< SProperty >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


className: FOnPropertyValueChanged

code: typedef TBaseDelegate_NoParams< void > FOnPropertyValueChanged


description: a label suitable for displaying in a reset to default menu

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetResetToDefaultLabel() const


description:
Returns whether or not this property is valid. Sometimes property widgets are created even when theirFPropertyis not exposed to the user. In that case the property is invalid Properties can also become invalid if selection changes in the detail view and this value is stored somewhere.
Whether or not the property is valid.

code: virtual bool IsValidProperty() const


description: Resets the property to default

code: virtual void ResetToDefault()


description: Whether or not the reset to default option should be visible

code: virtual bool ShouldShowResetToDefault() const


className: SProperty

description: Represents a widget that can display aFPropertyWith the ability to customize the look of the property

code: class SProperty : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)

PropertyHandle

type: TSharedPtr<IPr...

description: The handle being accessed by this widget


description: Adds a new property to the menu that is displayed when a user clicks the reset to default button

code: void AddProperty ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > InProperty )


description: Attribute used to determine whether we are different from the default. Only used when we do not have a valid property handle

code: WidgetArgsType & DiffersFromDefault &40; const TAttribute< bool > & InAttribute &41;


code: void Construct ( const [FArguments](API\Editor\PropertyEditor\SResetToDefaultMenu\FArguments) & InArgs )


description: Delegate used to get the text to display when resetting our value - only used when we don't have a property handle

code: WidgetArgsType & OnGetResetToDefaultText &40; FOnGetResetToDefaultText InArg &41;


description: The visibility of this widget when the value is default and the reset to default option does need to be shown

code: WidgetArgsType & VisibilityWhenDefault &40; EVisibility InArg &41;


description: Delegate fired when we reset to default - only used when we don't have a property handle

code: WidgetArgsType & OnResetToDefault &40; FSimpleDelegate InArg &41;


code: void Construct ( const [FArguments](API\Editor\PropertyEditor\SResetToDefaultPropertyEditor\FArguments) & InArgs, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > & InPropertyHandle )


className: SResetToDefaultMenu

description: Displays a reset to default menu for a set of properties Will hide itself automatically when all of the properties being observed are already at their default values

code: class SResetToDefaultMenu : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


code: WidgetArgsType & CustomResetToDefault &40; TOptional< FResetToDefaultOverride > InArg &41;


code: WidgetArgsType & NonVisibleState &40; EVisibility InArg &41;


code: typedef FArguments WidgetArgsType


code: struct FArguments : public [TSlateBaseNamedArgs< SResetToDefaultPropertyEditor >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


code: struct FArguments : public [TSlateBaseNamedArgs< SResetToDefaultMenu >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


code: ~SResetToDefaultPropertyEditor()


className: SResetToDefaultPropertyEditor

description: Widget showing the reset to default value button

code: class SResetToDefaultPropertyEditor : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


code: void Construct ( const [FArguments](API\Editor\PropertyEditor\SStandaloneCustomizedValueWidget\FArguments) & InArgs, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPropertyTypeCustomization](API\Editor\PropertyEditor\IPropertyTypeCustomization) > InCustomizationInterface, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > InPropertyHandle )


description: Optional Parent Detail Category, useful to access Thumbnail Pool.

code: WidgetArgsType & ParentCategory &40; TSharedPtr< FDetailCategoryImpl > InArg &41;


code: struct FArguments : public [TSlateBaseNamedArgs< SStandaloneCustomizedValueWidget >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


description: Gets the thumbnail pool that should be used for rendering thumbnails in the struct

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FAssetThumbnailPool](API\Editor\UnrealEd\FAssetThumbnailPool) > GetThumbnailPool() const


className: SStandaloneCustomizedValueWidget

description: Generates the header widget for a customized struct or other type. This widget is generally used in the property editor to display a struct as a single row, like with anFColor. Properties passed in that do not have a header customization will return a null widget.

code: class SStandaloneCustomizedValueWidget : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget), public [IPropertyTypeCustomizationUtils](API\Editor\PropertyEditor\IPropertyTypeCustomizationUtils)


code: void Construct ( const [FArguments](API\Editor\PropertyEditor\SStructPropertyEntryBox\FArguments) & InArgs )


description: Should we be able to select "None" as a struct? (optional)

code: WidgetArgsType & AllowNone &40; bool InArg &41;


description: Show the View Options part of the struct picker dialog

code: WidgetArgsType & HideViewOptions &40; bool InArg &41;


description: The meta class that the selected struct must be a child-of (optional)

code: WidgetArgsType & MetaStruct &40; const UScriptStruct &42; InArg &41;


description: Delegate used to set the currently selected struct (required)

code: WidgetArgsType & OnSetStruct &40; const FOnSetStruct & InDelegate &41;


description: Attribute used to get the currently selected struct (required)

code: WidgetArgsType & SelectedStruct &40; const TAttribute< const UScriptStruct &42; > & InAttribute &41;


description: True to show struct display names rather than their native names, false otherwise

code: WidgetArgsType & ShowDisplayNames &40; bool InArg &41;


description: Show the struct picker as a tree view rather than a list

code: WidgetArgsType & ShowTreeView &40; bool InArg &41;


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

code: struct FArguments : public [TSlateBaseNamedArgs< SStructPropertyEntryBox >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


className: SStructPropertyEntryBox

description: Simulates a struct type property field Can be used when a property should act like a struct type but it isn't one

code: class SStructPropertyEntryBox : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


className: FMetaDataGetter

code: typedef TBaseDelegate_OneParam< [FString](API\Runtime\Core\Containers\FString), [FName](API\Runtime\Core\UObject\FName) > FMetaDataGetter


code: [TAttribute](API\Runtime\Core\Misc\TAttribute)< int32 > GetLinearDeltaSensitivityAttribute() const


code: TNumericPropertyParams ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property, [FMetaDataGetter](API\Editor\PropertyEditor\TNumericPropertyParams\FMetaDataGetter) MetaDataGetter )


className: TNumericPropertyParams

code: template<typename NumericType> struct TNumericPropertyParams

Delta

type: NumericType

MaxSliderValue

type: TOptional< Nume...


code: namespace PropertyTableConstants { static const [FName](API\Runtime\Core\UObject\FName) PropertyTableConstants::NormalFontStyle ( TEXT("PropertyTable.NormalFont") ) }


code: namespace PropertyTableConstants { static const [FName](API\Runtime\Core\UObject\FName) PropertyTableConstants::BoldFontStyle ( TEXT("PropertyTable.BoldFont") ) }


code: namespace PropertyTableConstants { static const [FName](API\Runtime\Core\UObject\FName) PropertyTableConstants::FilterFontStyle ( TEXT("PropertyTable.FilterFont") ) }


description: Called before the module is unloaded, right before the module object is destroyed.

module: RenderResourceViewer

code: virtual void ShutdownModule()


description: Called right after the module DLL has been loaded and the module object has been created

code: virtual void StartupModule()


className: FRenderResourceViewerModule

description: Struct Viewer module

code: class FRenderResourceViewerModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


module: RewindDebuggerInterface

code: FDebugObjectInfo ( uint64 Id, const [FString](API\Runtime\Core\Containers\FString) & Name )


className: FDebugObjectInfo

code: struct FDebugObjectInfo

Children

type: TArray<TShared...


description: Called to generate context menu for the current selected track.

code: virtual void BuildContextMenu ( [FToolMenuSection](API\Developer\ToolMenus\FToolMenuSection) & InMenuSection )


description: Get a widget to show in the details tab, when this track is selected.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetDetailsView()


description: Display name for track in Tree View


description: Icon to display in the tree view


code: bool GetIsExpanded()


description: Unique name for track (must match creator name if track is created by anIRewindDebuggerViewCreator)


description: Insights object id for an object associated with this track

code: uint64 GetObjectId() const


code: int GetSortOrderPriority() const


description: Get a widget to show in the timeline view for this track.


description: Called when a track is double clicked. Returns true if the track handled the double click.

code: bool HandleDoubleClick()


description: Returns true for tracks that contain debug data (used for filtering out parts of the hierarchy with no useful information in them)

code: bool HasDebugData() const


code: bool IsVisible() const


description: Iterate over all sub-tracks of this track and call Iterator function

code: void IterateSubTracks ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FRewindDebuggerTrack](API\Editor\RewindDebuggerInterface\FRewindDebuggerTrack) > SubTrack)> IteratorFunction )


code: void SetIsVisible ( bool bInIsVisible )


code: void SetIsExpanded ( bool bIsExpanded )


description: Update should do work to compute children etc for the current time range. Return true if children have changed.

code: bool Update()


code: FRewindDebuggerTrack()


code: virtual ~FRewindDebuggerTrack()


className: FRewindDebuggerTrack

code: class FRewindDebuggerTrack


description: Get the time the debugger is scrubbed to, in seconds since the capture started (or the recording duration while the game is running)

code: double CurrentTraceTime() const


description: Get the current analysis session

code: const [TraceServices::IAnalysisSession](API\Developer\TraceServices\TraceServices\Model\IAnalysisSession) * GetAnalysisSession() const


description: Current visible range in trace/profiler units (same units as CurrentTraceTime)

code: const [TRange](API\Runtime\Core\Math\TRange)< double > & GetCurrentTraceRange() const


description: Current visible range in Rewind Debugger recording time units

code: const [TRange](API\Runtime\Core\Math\TRange)< double > & GetCurrentViewRange() const


description: Get a list of all components of the selected target actor (with the actor as the first element in the list)

code: [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDebugObjectInfo](API\Editor\RewindDebuggerInterface\FDebugObjectInfo) > > & GetDebugComponents()


description: Returns the length of the current recording

code: double GetRecordingDuration() const


description: Returns the currently selected debug component

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDebugObjectInfo](API\Editor\RewindDebuggerInterface\FDebugObjectInfo) > GetSelectedComponent() const


description: Returns the currently selected track


description: Get insights id for the selected target actor

code: uint64 GetTargetActorId() const


description: Get the world that the debugger is replaying in

code: [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorldToVisualize() const


description: Get posiotion of the selected target actor (returns true if position is valid)

code: bool GetTargetActorPosition ( FVector & OutPosition ) const


description: Get the currentIRewindDebuggerinstance

code: static [IRewindDebugger](API\Editor\RewindDebuggerInterface\IRewindDebugger) * Instance()


description: Returns true if PIE is running and not paused

code: bool IsPIESimulating() const


className: InternalInstance

code: static [IRewindDebugger](API\Editor\RewindDebuggerInterface\IRewindDebugger) * InternalInstance = nullptr;


description: Returns true if recording is active

code: bool IsRecording() const


description: Opens the Rewind Debugger details panel tab

code: void OpenDetailsPanel()


code: IRewindDebugger()


code: virtual ~IRewindDebugger()


className: IRewindDebugger

code: class IRewindDebugger


description: Returns the name of a type ofUObjectfor which this menu extender will be called


description: Called when the selected component has been double clicked. return true if something was opened

code: bool HandleDoubleClick ( [IRewindDebugger](API\Editor\RewindDebuggerInterface\IRewindDebugger) * IRewindDebugger )


className: ModularFeatureName

code: static const [FName](API\Runtime\Core\UObject\FName) ModularFeatureName = "RewindDebuggerDoubleClickHandler";


className: IRewindDebuggerDoubleClickHandler

description: Interface class for adding custom double click handling to components.

code: class IRewindDebuggerDoubleClickHandler : public [IModularFeature](API\Runtime\Core\Features\IModularFeature)


code: static const [FName](API\Runtime\Core\UObject\FName) ModularFeatureName = "RewindDebuggerExtension";


description: Called when recording has started

code: virtual void RecordingStarted ( [IRewindDebugger](API\Editor\RewindDebuggerInterface\IRewindDebugger) * RewindDebugger )


description: Called when recording has ended

code: virtual void RecordingStopped ( [IRewindDebugger](API\Editor\RewindDebuggerInterface\IRewindDebugger) * RewindDebugger )


description: Called while scrubbing, playing back, or paused

code: virtual void Update ( float DeltaTime, [IRewindDebugger](API\Editor\RewindDebuggerInterface\IRewindDebugger) * RewindDebugger )


className: IRewindDebuggerExtension

code: class IRewindDebuggerExtension : public [IModularFeature](API\Runtime\Core\Features\IModularFeature)


description: Create a track which will be shown in the timeline view and tree view, as a child track of the Object.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [RewindDebugger::FRewindDebuggerTrack](API\Editor\RewindDebuggerInterface\FRewindDebuggerTrack) > CreateTrack ( uint64 ObjectId ) const


description: Returns an identifying Name for this type of track


description: Optional additional filter, to prevent debug views from being listed if they have no data

code: bool HasDebugInfo ( uint64 ObjectId ) const


code: static const [FName](API\Runtime\Core\UObject\FName) ModularFeatureName = "RewindDebuggerTrackCreator";


code: virtual ~IRewindDebuggerTrackCreator()


className: IRewindDebuggerTrackCreator

description: Interface class which creates tracks.

code: class IRewindDebuggerTrackCreator : public [IModularFeature](API\Runtime\Core\Features\IModularFeature)


description: Unique name for widget


description: Returns the type ofUObjectthis track creator can create tracks for


description: Id of target object

code: uint64 GetObjectId() const


description: Called by the debugger when the scrubbing bar position changes

code: void SetTimeMarker ( double InTimeMarker )


className: IRewindDebuggerView

description: Interface class for views of recorded debug data.

code: class IRewindDebuggerView : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


description: Creates and returns a widget, which will be displayed in Rewind Debugger

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IRewindDebuggerView](API\Editor\RewindDebuggerInterface\IRewindDebuggerView) > CreateDebugView ( uint64 ObjectId, double CurrentTime, const [TraceServices::IAnalysisSession](API\Developer\TraceServices\TraceServices\Model\IAnalysisSession) & InAnalysisSession ) const


description: Icon for tab header


description: Returns a unique name for identifying this type of widget (same value returned byIRewindDebuggerView::GetName)


description: Returns the name of a type ofUObjectfor which this debug view will be created


description: Text for tab header


code: virtual bool HasDebugInfo ( uint64 ObjectId ) const


code: static const [FName](API\Runtime\Core\UObject\FName) ModularFeatureName = "RewindDebuggerViewCreator";


className: IRewindDebuggerViewCreator

description: Interface class which creates debug widgets.

code: class IRewindDebuggerViewCreator : public [IModularFeature](API\Runtime\Core\Features\IModularFeature)


className: UComponentContextMenuContext

code: class UComponentContextMenuContext : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

SelectedObject

type: TSharedPtr<FDe...

SelectedTrack

type: TSharedPtr<Rew...

TypeHierarchy

type: TArray<FName>


description: Enter scene depth picking mode (note: will cancel any current scene depth picking)

module: SceneDepthPickerMode

code: void BeginSceneDepthPickingMode ( FOnSceneDepthLocationSelected InOnSceneDepthLocationSelected )


description: Exit scene depth picking mode

code: void EndSceneDepthPickingMode()


description: Whether or not scene depth picking mode is currently active

code: bool IsInSceneDepthPickingMode() const


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


className: FSceneDepthPickerModeModule

description: Scene depth picker mode module

code: class FSceneDepthPickerModeModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: Can the current selection be copied

module: SceneOutliner

code: virtual bool CanCopy() const


description: Can the current selection be cut

code: virtual bool CanCut() const


description: Can the current selection be deleted

code: virtual bool CanDelete() const


description: Can the current selection be pasted

code: virtual bool CanPaste() const


description: Can the current selection be renamed

code: virtual bool CanRename() const


description: Returns true if any of the items can be pinned.

code: virtual bool CanPinItems ( const [TArray](API\Runtime\Core\Containers\TArray)< FSceneOutlinerTreeItemPtr > & InItems ) const


description: Check if an item can be renamed

code: virtual bool CanRenameItem ( const [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) & Item ) const


description: Does the mode support drag and drop

code: virtual bool CanSupportDragAndDrop() const


description: Returns true if any of the items can be unpinned.

code: virtual bool CanUnpinItems ( const [TArray](API\Runtime\Core\Containers\TArray)< FSceneOutlinerTreeItemPtr > & InItems ) const


description: Function called by the Outliner Filter Bar to compare an item with Type Filters

code: virtual bool CompareItemWithClassName ( [SceneOutliner::FilterBarType](API\Editor\LevelEditor\FilterBarType) InItem, const [TSet](API\Runtime\Core\Containers\TSet)< [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) > & ) const


description: Returns a context menu widget based on the current selection

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateContextMenu()


description: Construct a new Drag and drop operation

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDragDropOperation](API\Runtime\SlateCore\Input\FDragDropOperation) > CreateDragDropOperation ( const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent, const [TArray](API\Runtime\Core\Containers\TArray)< FSceneOutlinerTreeItemPtr > & InTreeItems ) const


description: Create a folder under a specific parent with a given leaf name

code: virtual bool CreateFolder ( const [FFolder](API\Runtime\Engine\FFolder) & NewFolder )


description: Returns a factory to create a Folder Picker mode which matches this mode

code: virtual FCreateSceneOutlinerMode CreateFolderPickerMode ( const [FFolder::FRootObject](API\Runtime\Engine\FFolder\FRootObject) & InRootObject ) const


description: Creates a new folder item at the root with a valid name


description: Fill the view button menu with content

code: virtual void CreateViewContent ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & MenuBuilder )


description: Return the errors text

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetErrorsText() const


description: Returns a unique folder path for a specific parent with a given leaf name (without creating it)

code: virtual [FFolder](API\Runtime\Engine\FFolder) GetFolder ( const [FFolder](API\Runtime\Engine\FFolder) & ParentPath, const [FName](API\Runtime\Core\UObject\FName) & LeafName )


description: Get the current selection mode

code: virtual [ESelectionMode::Type](API\Runtime\Slate\Framework\Views\ESelectionMode__Type) GetSelectionMode() const


description: Get the current status text

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetStatusText() const


description: Get the color of the status text

code: virtual [FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) GetStatusTextColor() const


description: Does the mode reports errors

code: virtual bool HasErrors() const


description: Called when an actor desc is removed

code: void OnActorDescRemoved ( [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) * InActorDesc )


description: EndISceneOutlinerModeInterface Called by the engine when a component is updated

code: void OnComponentsUpdated()


description: Called by engine when edit delete actors begins

code: void OnDeleteActorsBegin()


description: Called by engine when edit delete actors ends

code: void OnDeleteActorsEnd()


description: Called when a payload is dropped onto a target

code: virtual void OnDrop ( [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) & DropTarget, const [FSceneOutlinerDragDropPayload](API\Editor\SceneOutliner\FSceneOutlinerDragDropPayload) & Payload, const [FSceneOutlinerDragValidationInfo](API\Editor\SceneOutliner\FSceneOutlinerDragValidationInfo) & ValidationInfo ) const


description: Called by engine when edit duplicate actors begins

code: void OnDuplicateActorsBegin()


description: Called by engine when edit duplicate actors ends

code: void OnDuplicateActorsEnd()


description: Trigger a duplication of selected items

code: virtual void OnDuplicateSelected()


description: Called by engine when edit copy actors ends

code: void OnEditCopyActorsEnd()


description: Called by engine when edit copy actors begins

code: void OnEditCopyActorsBegin()


description: Called by engine when edit cut actors begins

code: void OnEditCutActorsBegin()


description: Called by engine when edit cut actors ends

code: void OnEditCutActorsEnd()


description: Called by engine when edit paste actors begins

code: void OnEditPasteActorsBegin()


description: Called by engine when edit paste actors ends

code: void OnEditPasteActorsEnd()


description: Called by the outliner when search box text is committed (by pressing enter)

code: virtual void OnFilterTextCommited ( [FSceneOutlinerItemSelection](API\Editor\SceneOutliner\FSceneOutlinerItemSelection) & Selection, [ETextCommit::Type](API\Runtime\SlateCore\Types\ETextCommit__Type) CommitType )


description: Called by the outliner when a new item is added to the outliner tree

code: virtual void OnItemAdded ( FSceneOutlinerTreeItemPtr Item )


description: Called by the outliner when an item passes filters but isn't yet added to the tree

code: virtual void OnItemPassesFilters ( const [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) & Item )


description: Called by the outliner when a tree item is double clicked

code: virtual void OnItemDoubleClick ( FSceneOutlinerTreeItemPtr Item )


description: Called by the outliner when an item is removed from the outliner tree

code: virtual void OnItemRemoved ( FSceneOutlinerTreeItemPtr Item )


description: Called by the outliner when an item is selected in the tree. Used to partially synchronize selection

code: virtual void OnItemSelectionChanged ( FSceneOutlinerTreeItemPtr Item, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) SelectionType, const [FSceneOutlinerItemSelection](API\Editor\SceneOutliner\FSceneOutlinerItemSelection) & Selection )


description: Called by the outliner when a key is pressed

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnKeyDown ( const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent )


description: Called by the engine when an actor is deleted

code: void OnLevelActorDeleted ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: Called by the editor to allow selection of unloaded actors

code: void OnSelectUnloadedActors ( const [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > & ActorGuids )


description:
Populates a drag/drop operation if the mode supports that type of operation.
Returns true if the operation is supported by the mode

code: virtual bool ParseDragDrop ( [FSceneOutlinerDragDropPayload](API\Editor\SceneOutliner\FSceneOutlinerDragDropPayload) & OutPayload, const [FDragDropOperation](API\Runtime\SlateCore\Input\FDragDropOperation) & Operation ) const


description: Pins an item list in the outliner

code: virtual void PinItems ( const [TArray](API\Runtime\Core\Containers\TArray)< FSceneOutlinerTreeItemPtr > & InItems )


description: BeginISceneOutlinerModeInterface

code: virtual void Rebuild()


description: Reparent an item to a given folder path. Returns true if the operation is sucessful

code: virtual bool ReparentItemToFolder ( const [FFolder](API\Runtime\Engine\FFolder) & FolderPath, const FSceneOutlinerTreeItemPtr & Item )


description: Repair errors

code: virtual void RepairErrors() const


description: Select all descendants of a folder. Optionally select only immediate descendants.

code: virtual void SelectFoldersDescendants ( const [TArray](API\Runtime\Core\Containers\TArray)< [FFolderTreeItem](API\Editor\SceneOutliner\FFolderTreeItem) * > & FolderItems, bool bSelectImmediateChildrenOnly )


description: Should folders be shown in the outliner

code: virtual bool ShouldShowFolders() const


description: Does the mode allow the user to enable and disable filters through a menu

code: virtual bool ShowFilterOptions() const


description: Does the mode want to display a status bar

code: virtual bool ShowStatusBar() const


description: Does the mode want to display a view button

code: virtual bool ShowViewButton() const


description: Should the new folder button be displayed by the outliner

code: virtual bool SupportsCreateNewFolder() const


description: Does the mode support keyboard focus

code: virtual bool SupportsKeyboardFocus() const


description: Synchronize the mode specific selection with the tree view

code: virtual void SynchronizeSelection()


description: Test whether the specified payload can be dropped onto this tree item

code: virtual [FSceneOutlinerDragValidationInfo](API\Editor\SceneOutliner\FSceneOutlinerDragValidationInfo) ValidateDrop ( const [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) & DropTarget, const [FSceneOutlinerDragDropPayload](API\Editor\SceneOutliner\FSceneOutlinerDragDropPayload) & Payload ) const


description: Unpins an item list in the outliner

code: virtual void UnpinItems ( const [TArray](API\Runtime\Core\Containers\TArray)< FSceneOutlinerTreeItemPtr > & InItems )


code: FActorBrowsingMode ( [SSceneOutliner](API\Editor\SceneOutliner\SSceneOutliner) * InSceneOutliner, [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > InSpecifiedWorldToDisplay )


code: virtual ~FActorBrowsingMode()


className: FActorBrowsingMode

code: class FActorBrowsingMode : public [FActorModeInteractive](API\Editor\SceneOutliner\FActorModeInteractive)


code: bool operator() ( const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) > & Item, [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) *& ActorDescPtrOut ) const


className: FActorDescSelector

description: Functor which can be used to get actor descriptors from a selection

code: struct FActorDescSelector


description: Check whether it should be possible to interact with this tree item

code: virtual bool CanInteract() const


code: static [FSceneOutlinerTreeItemID](API\Editor\SceneOutliner\FSceneOutlinerTreeItemID) ComputeTreeItemID ( [FGuid](API\Runtime\Core\Misc\FGuid) InActorGuid, [UActorDescContainer](API\Runtime\Engine\WorldPartition\UActorDescContainer) * InContainer )


className: FFilterPredicate

code: typedef TBaseDelegate_OneParam< bool, const [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) * > FFilterPredicate


className: FInteractivePredicate

code: typedef TBaseDelegate_OneParam< bool, const [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) * > FInteractivePredicate


code: bool Filter ( [FFilterPredicate](API\Editor\SceneOutliner\FActorDescTreeItem\FFilterPredicate) Pred ) const


code: void FocusActorBounds() const


description: Generate a context menu for this item. Only called ifonlythis item is selected.

code: virtual void GenerateContextMenu ( [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, [SSceneOutliner](API\Editor\SceneOutliner\SSceneOutliner) & Outliner )


description: Generate the label widget for this item

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GenerateLabelWidget ( [ISceneOutliner](API\Editor\SceneOutliner\ISceneOutliner) & Outliner, const [STableRow](API\Runtime\Slate\Widgets\Views\STableRow)< FSceneOutlinerTreeItemPtr > & InRow )


description: Get the raw string to display for this tree item - used for sorting

code: virtual [FString](API\Runtime\Core\Containers\FString) GetDisplayString() const


description: BeginIActorBaseTreeItemImplementation

code: virtual const [FGuid](API\Runtime\Core\Misc\FGuid) & GetGuid() const


description: Get the ID that represents this tree item. Used to reference this item in a map

code: virtual [FSceneOutlinerTreeItemID](API\Editor\SceneOutliner\FSceneOutlinerTreeItemID) GetID() const


code: bool GetInteractiveState ( [FInteractivePredicate](API\Editor\SceneOutliner\FActorDescTreeItem\FInteractivePredicate) Pred ) const


description: Query the pinned staet of this item. Only called if the item has its own pinned state info

code: virtual bool GetPinnedState() const


description: Query this items visibility state. Only called if the item type has visibility info

code: virtual bool GetVisibility() const


description: Returns true if this item can set its own pinned state

code: virtual bool HasPinnedStateInfo() const


description: Returns true if this item can set its own visibility

code: virtual bool HasVisibilityInfo() const


description: BeginISceneOutlinerTreeItemImplementation

code: virtual bool IsValid() const


description: Returns true if this item should show pinned state

code: virtual bool ShouldShowPinnedState() const


code: static bool ShouldDisplayInOutliner ( const [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) * ActorDesc )


description: Returns true if this item should show its visibility state

code: virtual bool ShouldShowVisibilityState() const


className: Type

description: Static type identifier for this tree item class

code: static const [FSceneOutlinerTreeItemType](API\Editor\SceneOutliner\FSceneOutlinerTreeItemType) Type;


description: Construct this item from an actor desc

code: FActorDescTreeItem ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InActorGuid, [UActorDescContainer](API\Runtime\Engine\WorldPartition\UActorDescContainer) * InContainer )


className: FActorDescTreeItem

description: A tree item that represents an actor in the world

code: struct FActorDescTreeItem : public [IActorBaseTreeItem](API\Editor\SceneOutliner\IActorBaseTreeItem)

ActorDescHandle

type: FWorldPartition...

description: The actor desc this tree item is associated with.

ID

type: FSceneOutlinerT...

description: Constant identifier for this tree item


description: Create a linearization of all direct and indirect children of a given item in the hierarchy

code: virtual void CreateChildren ( const FSceneOutlinerTreeItemPtr & Item, [TArray](API\Runtime\Core\Containers\TArray)< FSceneOutlinerTreeItemPtr > & OutChildren ) const


description: BeginISceneOutlinerHierarchyImplementation

code: virtual void CreateItems ( [TArray](API\Runtime\Core\Containers\TArray)< FSceneOutlinerTreeItemPtr > & OutItems ) const


description: Find or optionally create a parent item for a given tree item

code: virtual FSceneOutlinerTreeItemPtr FindOrCreateParentItem ( const [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) & Item, const [TMap](API\Runtime\Core\Containers\TMap)< [FSceneOutlinerTreeItemID](API\Editor\SceneOutliner\FSceneOutlinerTreeItemID), FSceneOutlinerTreeItemPtr > & Items, bool bCreate )


code: FActorFolderHierarchy ( [ISceneOutlinerMode](API\Editor\SceneOutliner\ISceneOutlinerMode) * InMode, const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > & World, const [FFolder::FRootObject](API\Runtime\Engine\FFolder\FRootObject) & InRootObject )


code: virtual ~FActorFolderHierarchy()


className: FActorFolderHierarchy

code: class FActorFolderHierarchy : public [ISceneOutlinerHierarchy](API\Editor\SceneOutliner\ISceneOutlinerHierarchy)


code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ISceneOutlinerHierarchy](API\Editor\SceneOutliner\ISceneOutlinerHierarchy) > CreateHierarchy()


description: Fill the view button menu with content

code: virtual void CreateViewContent ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & MenuBuilder )


description: Called by the outliner when an item is selected in the tree. Used to partially synchronize selection

code: virtual void OnItemSelectionChanged ( FSceneOutlinerTreeItemPtr Item, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) SelectionType, const [FSceneOutlinerItemSelection](API\Editor\SceneOutliner\FSceneOutlinerItemSelection) & Selection )


description: Should folders be shown in the outliner

code: virtual bool ShouldShowFolders() const


description: BeginISceneOutlinerModeImplementation

code: virtual void OnFilterTextCommited ( [FSceneOutlinerItemSelection](API\Editor\SceneOutliner\FSceneOutlinerItemSelection) & Selection, [ETextCommit::Type](API\Runtime\SlateCore\Types\ETextCommit__Type) CommitType )


description: Does the mode want to display a view button

code: virtual bool ShowViewButton() const


code: FActorFolderPickingMode ( [SSceneOutliner](API\Editor\SceneOutliner\SSceneOutliner) * InSceneOutliner, FOnSceneOutlinerItemPicked InOnItemPicked, [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > InSpecifiedWorldToDisplay, const [FFolder::FRootObject](API\Runtime\Engine\FFolder\FRootObject) & InRootObject )


code: virtual ~FActorFolderPickingMode()


className: FActorFolderPickingMode

code: class FActorFolderPickingMode : public [FActorMode](API\Editor\SceneOutliner\FActorMode)

OnItemPicked

type: FOnSceneOutline...

description: Delegate to call when an item is picked


description: Delete this folder, children will be reparented to provided new parent path

code: virtual void Delete ( const [FFolder](API\Runtime\Engine\FFolder) & InNewParentFolder )


description: Check whether it should be possible to interact with this tree item

code: virtual bool CanInteract() const


description: Generate the label widget for this item

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GenerateLabelWidget ( [ISceneOutliner](API\Editor\SceneOutliner\ISceneOutliner) & Outliner, const [STableRow](API\Runtime\Slate\Widgets\Views\STableRow)< FSceneOutlinerTreeItemPtr > & InRow )


code: const [UActorFolder](API\Runtime\Engine\UActorFolder) * GetActorFolder() const


code: virtual [FFolder](API\Runtime\Engine\FFolder) GetFolder() const


code: virtual bool IsValid() const


description: BeginFFolderTreeItemImplementation

code: virtual void MoveTo ( const [FFolder](API\Runtime\Engine\FFolder) & InNewParentFolder )


description: Called when this item is expanded or collapsed

code: virtual void OnExpansionChanged()


code: virtual void SetPath ( const [FName](API\Runtime\Core\UObject\FName) & InNewPath )


code: virtual bool ShouldShowPinnedState() const


code: virtual bool ShouldShowVisibilityState() const


code: static const [FSceneOutlinerTreeItemType](API\Editor\SceneOutliner\FSceneOutlinerTreeItemType) Type;


code: FActorFolderTreeItem ( const [FFolder](API\Runtime\Engine\FFolder) & InFolder, const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > & InWorld )


className: FActorFolderTreeItem

code: struct FActorFolderTreeItem : public [FFolderTreeItem](API\Editor\SceneOutliner\FFolderTreeItem)

World

type: TWeakObjectPtr<...

description: The world which this folder belongs to


code: static [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FActorHierarchy](API\Editor\SceneOutliner\FActorHierarchy) > Create ( [ISceneOutlinerMode](API\Editor\SceneOutliner\ISceneOutlinerMode) * Mode, const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > & World )


code: virtual void CreateChildren ( const FSceneOutlinerTreeItemPtr & Item, [TArray](API\Runtime\Core\Containers\TArray)< FSceneOutlinerTreeItemPtr > & OutChildren ) const


description: Create a linearization of all applicable items in the hierarchy

code: virtual void CreateItems ( [TArray](API\Runtime\Core\Containers\TArray)< FSceneOutlinerTreeItemPtr > & OutItems ) const


description: Forcibly create a parent item for a given tree item

code: virtual FSceneOutlinerTreeItemPtr FindOrCreateParentItem ( const [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) & Item, const [TMap](API\Runtime\Core\Containers\TMap)< [FSceneOutlinerTreeItemID](API\Editor\SceneOutliner\FSceneOutlinerTreeItemID), FSceneOutlinerTreeItemPtr > & Items, bool bCreate )


code: void SetShowingComponents ( bool bInShowingComponents )


code: void SetShowingEmptyFolders ( bool bInShowingEmptyFolders )


code: void SetShowingLevelInstances ( bool bInShowingLevelInstances )


code: void SetShowingOnlyActorWithValidComponents ( bool bInShowingOnlyActorWithValidComponents )


code: void SetShowingUnloadedActors ( bool bInShowingUnloadedActors )


className: FActorHierarchy

description: No constructors are accessible with public or protected access.

code: class FActorHierarchy : public [ISceneOutlinerHierarchy](API\Editor\SceneOutliner\ISceneOutlinerHierarchy)


code: void BuildWorldPickerMenu ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & MenuBuilder )


description: Check if an item is interactive

code: virtual bool CanInteract ( const [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) & Item ) const


code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ISceneOutlinerHierarchy](API\Editor\SceneOutliner\ISceneOutlinerHierarchy) > CreateHierarchy()


code: enum Type { World = 0, Level = 10, Folder = 20, Actor = 30, }


className: EItemSortOrder

code: struct EItemSortOrder


description: Returns the target root object for a paste operation

code: virtual [FFolder::FRootObject](API\Runtime\Engine\FFolder\FRootObject) GetPasteTargetRootObject() const


description: Returns the root object of this outliner mode

code: virtual [FFolder::FRootObject](API\Runtime\Engine\FFolder\FRootObject) GetRootObject() const


description: Get the sort priority of an item

code: virtual int32 GetTypeSortPriority ( const [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) & Item ) const


code: bool IsActorDisplayable ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor ) const


code: static bool IsActorDisplayable ( const [SSceneOutliner](API\Editor\SceneOutliner\SSceneOutliner) * SceneOutliner, const [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: Called by the outliner when search box text is changed

code: virtual void OnFilterTextChanged ( const [FText](API\Runtime\Core\Internationalization\FText) & InFilterText )


description: Set the Scene Outliner attached to this mode as the most recently used outliner in the Level Editor

code: void SetAsMostRecentOutliner() const


description: Rebuild all mode data

code: virtual void Rebuild()


code: void SynchronizeActorSelection()


description: Synchronize the mode specific selection with the tree view

code: virtual void SynchronizeSelection()


code: FActorMode ( const [FActorModeParams](API\Editor\SceneOutliner\FActorModeParams) & Params )


code: static bool IsActorLevelDisplayable ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel )


className: FActorMode

code: class FActorMode : public [ISceneOutlinerMode](API\Editor\SceneOutliner\ISceneOutlinerMode)

bAlwaysFrameSelection

description: Should the outliner scroll to the item on selection

bCanInteractWithSelectableActorsOnly

description: If True, CanInteract will be restricted to selectable actors only.

bHideActorWithNoComponent

description: Should actor with no component be hidden.

bHideComponents

description: Should components be hidden

bHideEmptyFolders

description: Should empty folders be hidden

bHideLevelInstanceHierarchy

description: Should the level instance hierarchy be hidden

bHideUnloadedActors

description: Should unloaded actors be hidden

RepresentingWorld

description: The world which we are currently representing

SpecifiedWorldToDisplay

type: constTWeakObje...

description: If this mode was created to display a specific world, don't allow it to be reassigned

UserChosenWorld

description: The world which the user manually selected


description: Is the mode interactive

code: virtual bool IsInteractive() const


code: FActorModeInteractive ( const [FActorModeParams](API\Editor\SceneOutliner\FActorModeParams) & Params )


code: virtual ~FActorModeInteractive()


className: FActorModeInteractive

code: class FActorModeInteractive : public [FActorMode](API\Editor\SceneOutliner\FActorMode)


code: FActorModeParams ( [SSceneOutliner](API\Editor\SceneOutliner\SSceneOutliner) * InSceneOutliner, const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > & InSpecifiedWorldToDisplay, bool bInHideComponents, bool bInHideLevelInstanceHierarchy, bool bInHideUnloadedActors, bool bInHideEmptyFolders, bool bInCanInteractWithSelectableActorsOnly )


className: FActorModeParams

code: struct FActorModeParams

bCanInteractWithSelectableActorsOnly

type: bool

SceneOutliner

type: SSceneOutliner...


description: Fill the view button menu with content

code: virtual void CreateViewContent ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & MenuBuilder )


description: Allow the user to commit their selection by pressing enter if it is valid

code: virtual void OnFilterTextCommited ( [FSceneOutlinerItemSelection](API\Editor\SceneOutliner\FSceneOutlinerItemSelection) & Selection, [ETextCommit::Type](API\Runtime\SlateCore\Types\ETextCommit__Type) CommitType )


description: Called by the outliner when an item is selected in the tree. Used to partially synchronize selection

code: virtual void OnItemSelectionChanged ( FSceneOutlinerTreeItemPtr Item, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) SelectionType, const [FSceneOutlinerItemSelection](API\Editor\SceneOutliner\FSceneOutlinerItemSelection) & Selection )


description: Does the mode want to display a view button

code: virtual bool ShowViewButton() const


description: Don't synchronize world selection.


code: FActorPickingMode ( const [FActorModeParams](API\Editor\SceneOutliner\FActorModeParams) & Params, FOnSceneOutlinerItemPicked OnItemPickedDelegate )


code: virtual ~FActorPickingMode()


code: bool operator() ( const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) > & Item, [AActor](API\Runtime\Engine\GameFramework\AActor) *& ActorPtrOut ) const


className: FActorSelector

description: Functor which can be used to get actors from a selection including component parents

code: struct FActorSelector


description: Check whether it should be possible to interact with this tree item

code: virtual bool CanInteract() const


className: FActorPickingMode

code: class FActorPickingMode : public [FActorMode](API\Editor\SceneOutliner\FActorMode)


code: typedef TBaseDelegate_OneParam< bool, const [AActor](API\Runtime\Engine\GameFramework\AActor) * > FFilterPredicate


code: bool Filter ( [FFilterPredicate](API\Editor\SceneOutliner\FActorTreeItem\FFilterPredicate) Pred ) const


code: typedef TBaseDelegate_OneParam< bool, const [AActor](API\Runtime\Engine\GameFramework\AActor) * > FInteractivePredicate


description: Generate a context menu for this item. Only called ifonlythis item is selected.

code: virtual void GenerateContextMenu ( [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, [SSceneOutliner](API\Editor\SceneOutliner\SSceneOutliner) & Outliner )


description: Generate the label widget for this item

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GenerateLabelWidget ( [ISceneOutliner](API\Editor\SceneOutliner\ISceneOutliner) & Outliner, const [STableRow](API\Runtime\Slate\Widgets\Views\STableRow)< FSceneOutlinerTreeItemPtr > & InRow )


description: Get the raw string to display for this tree item - used for sorting

code: virtual [FString](API\Runtime\Core\Containers\FString) GetDisplayString() const


description: BeginIActorBaseTreeItemImplementation

code: virtual const [FGuid](API\Runtime\Core\Misc\FGuid) & GetGuid() const


description: Get the ID that represents this tree item. Used to reference this item in a map

code: virtual [FSceneOutlinerTreeItemID](API\Editor\SceneOutliner\FSceneOutlinerTreeItemID) GetID() const


code: bool GetInteractiveState ( [FInteractivePredicate](API\Editor\SceneOutliner\FActorTreeItem\FInteractivePredicate) Pred ) const


description: Query the pinned staet of this item. Only called if the item has its own pinned state info

code: virtual bool GetPinnedState() const


description: Get the optional context object root of a tree item.

code: virtual [FFolder::FRootObject](API\Runtime\Engine\FFolder\FRootObject) GetRootObject() const


description: Query this items visibility state. Only called if the item type has visibility info

code: virtual bool GetVisibility() const


description: Returns true if this item can set its own visibility

code: virtual bool HasVisibilityInfo() const


description: BeginISceneOutlinerTreeItemImplementation

code: virtual bool IsValid() const


description: Returns true if this item can set its own pinned state

code: virtual bool HasPinnedStateInfo() const


description: Called when this item's label has changed

code: virtual void OnLabelChanged()


description: Returns true if this item should show pinned state

code: virtual bool ShouldShowPinnedState() const


description: Returns true if this item should show its visibility state

code: virtual bool ShouldShowVisibilityState() const


description: Static type identifier for this tree item class

code: static const [FSceneOutlinerTreeItemType](API\Editor\SceneOutliner\FSceneOutlinerTreeItemType) Type;


code: virtual void UpdateDisplayString()


description: Construct this item from an actor

code: FActorTreeItem ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )