code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IAccessibleWidget](API\Runtime\ApplicationCore\GenericPlatform\Accessibility\IAccessibleWidget) > GetNextSiblingFrom ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IAccessibleWidget](API\Runtime\ApplicationCore\GenericPlatform\Accessibility\IAccessibleWidget) > & Source ) const


description: Returns the first instance of a previous sibling from the source widget that satisfies the navigation policy.

module: ScreenReader

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IAccessibleWidget](API\Runtime\ApplicationCore\GenericPlatform\Accessibility\IAccessibleWidget) > GetPreviousSiblingFrom ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IAccessibleWidget](API\Runtime\ApplicationCore\GenericPlatform\Accessibility\IAccessibleWidget) > & Source ) const


description: IAccessibleWidget

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IAccessibleWidget](API\Runtime\ApplicationCore\GenericPlatform\Accessibility\IAccessibleWidget) > GetNextWidgetInHierarchyFrom ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IAccessibleWidget](API\Runtime\ApplicationCore\GenericPlatform\Accessibility\IAccessibleWidget) > & Source ) const


description: IAccessibleWidget

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IAccessibleWidget](API\Runtime\ApplicationCore\GenericPlatform\Accessibility\IAccessibleWidget) > GetPreviousWidgetInHierarchyFrom ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IAccessibleWidget](API\Runtime\ApplicationCore\GenericPlatform\Accessibility\IAccessibleWidget) > & Source ) const


className: IScreenReaderNavigationPolicy

description: FDefaultScreenReaderNavigaitonPolicy

code: class IScreenReaderNavigationPolicy


description: IAccessibleWidget

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IAccessibleWidget](API\Runtime\ApplicationCore\GenericPlatform\Accessibility\IAccessibleWidget) > GetNextWidgetInHierarchyFrom ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IAccessibleWidget](API\Runtime\ApplicationCore\GenericPlatform\Accessibility\IAccessibleWidget) > & Source ) const


description: Find Tool start-command below by registered name (tool icon name in Mode palette)

module: ScriptableToolsEditorMode

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUICommandInfo](API\Runtime\Slate\Framework\Commands\FUICommandInfo) > FindToolByName ( [FString](API\Runtime\Core\Containers\FString) Name, bool & bFound ) const


className: FStartToolCommand

code: struct FStartToolCommand

ToolCommand

type: TSharedPtr<FUI...

ToolUIName

type: FString


description: Initialize above commands

code: virtual void RegisterCommands()


description: TInteractiveToolCommandsimplementation for Modeling Mode Tools

code: class FScriptableToolsEditorModeManagerCommands : public [TCommands< FScriptableToolsEditorModeManagerCommands >](API\Runtime\Slate\Framework\Commands\TCommands)

AcceptActiveTool

description: Accept/Cancel/Complete commands are used to end the active Tool via ToolManager

BeginMeshInspectorTool

description: These commands are set up to launch registered Tools via the ToolManager in ScriptableToolsEditorMode.cpp

RegisteredTools

type: TArray<FStartT...


code: void OnPostEngineInit()


className: FScriptableToolsEditorModeModule

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


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: IModuleInterfaceimplementation

code: virtual void StartupModule()


code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ISlateStyle](API\Runtime\SlateCore\Styling\ISlateStyle) > Get()


description: Use to access icons defined by the style set by name, eg GetBrush("BrushFalloffIcons.Smooth")

code: static const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetBrush ( [FName](API\Runtime\Core\UObject\FName) PropertyName, const ANSICHAR * Specifier )


code: static void Initialize()


code: static void Shutdown()


className: StyleSet

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FSlateStyleSet](API\Runtime\SlateCore\Styling\FSlateStyleSet) > StyleSet = nullptr;


description: FileNameWithPath must be the full on-disk path to the icon, which is constructed in code from a relative path the user enters as (eg) a property/etc. To help with debugging, this path can be provided as ExternalRelativePath, and it will be printed out instead of the absolute path as part of the log error message.

code: static bool TryRegisterCustomIcon ( [FName](API\Runtime\Core\UObject\FName) StyleIconIdentifier, [FString](API\Runtime\Core\Containers\FString) FileNameWithPath, [FString](API\Runtime\Core\Containers\FString) ExternalRelativePath )


className: FScriptableToolsEditorModeStyle

code: class FScriptableToolsEditorModeStyle


code: virtual void BuildToolPalette ( [FName](API\Runtime\Core\UObject\FName) Palette, class [FToolBarBuilder](API\Runtime\Slate\Framework\MultiBox\FToolBarBuilder) & ToolbarBuilder )


code: virtual void ClearNotification()


code: virtual void ClearWarning()


code: virtual void CustomizeModeDetailsViewArgs ( [FDetailsViewArgs](API\Editor\PropertyEditor\FDetailsViewArgs) & ArgsInOut )


code: virtual void EnableShowRealtimeWarning ( bool bEnable )


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


code: virtual void ForceToolPaletteRebuild()


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


description: Returns the localized name of this toolkit type (typically just "editor")

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


description: the inline content that this toolkit returns

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


description: IToolkitinterface

code: virtual [FName](API\Runtime\Core\UObject\FName) GetToolkitFName() const


description: the name of Tool Palette

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetToolPaletteDisplayName ( [FName](API\Runtime\Core\UObject\FName) Palette ) const


description: Exclusive Tool Palettes only allow users to use tools from one palette at a time

code: virtual bool HasExclusiveToolPalettes() const


description: Returns the Mode specific tabs in the mode toolbar

code: virtual void GetToolPaletteNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InPaletteName ) const


description: FModeToolkitinterface

code: virtual void Init ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UEdMode](API\Editor\UnrealEd\Tools\UEdMode) > InOwningMode )


description: Integrated Tool Palettes show up in the same panel as their details

code: virtual bool HasIntegratedToolPalettes() const


description: Initialize toolkit widgets that need to wait until mode is initialized/entered

code: virtual void InitializeAfterModeSetup()


code: virtual void InvokeUI()


code: void OnActiveViewportChanged ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IAssetViewport](API\Editor\UnrealEd\IAssetViewport) >, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IAssetViewport](API\Editor\UnrealEd\IAssetViewport) > )


code: virtual void OnToolEnded ( [UInteractiveToolManager](API\Runtime\InteractiveToolsFramework\UInteractiveToolManager) * Manager, [UInteractiveTool](API\Runtime\InteractiveToolsFramework\UInteractiveTool) * Tool )


code: virtual void OnToolPaletteChanged ( [FName](API\Runtime\Core\UObject\FName) PaletteName )


code: virtual void OnToolStarted ( [UInteractiveToolManager](API\Runtime\InteractiveToolsFramework\UInteractiveToolManager) * Manager, [UInteractiveTool](API\Runtime\InteractiveToolsFramework\UInteractiveTool) * Tool )


code: static const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > PaletteNames_Standard;


description: Set/clear notification message area

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


description: Set/clear warning message area

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


code: FScriptableToolsEditorModeToolkit()


code: ~FScriptableToolsEditorModeToolkit()


className: FScriptableToolsEditorModeToolkit

code: class FScriptableToolsEditorModeToolkit : public [FModeToolkit](API\Editor\UnrealEd\Toolkits\FModeToolkit)


code: void AcceptActiveToolActionOrTool()


code: virtual void BindCommands()


description:
Check to see if thisUEdModewants to disallow AutoSave
true if AutoSave can be applied right now

code: virtual bool CanAutoSave() const


code: void CancelActiveToolActionOrTool()


description:
Allows an editor mode to override the bounding box used to focus the viewport on a selection
bool true if the mode overrides the box and populated InOutBox, false if it did not populate InOutBox

code: virtual bool ComputeBoundingBoxForViewportFocus ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * PrimitiveComponent, FBox & InOutBox ) const


code: void ConfigureRealTimeViewportsOverride ( bool bEnable )


code: virtual void CreateToolkit()


code: static const FEditorModeID EM_ScriptableToolsEditorModeId = TEXT("EM_ScriptableToolsEditorMode");


description: Focus events

code: virtual void Enter()


description: Called when we "end" this editor mode (ie switch to another tab)

code: virtual void Exit()


code: void FocusCameraAtCursorHotkey()


code: virtual [UScriptableToolSet](API\Plugins\EditorScriptableToolsFramework\UScriptableToolSet) * GetActiveScriptableTools()


description:
Lets each mode/tool specify a pivot point around which the camera should orbit
true if a custom pivot point was specified, false otherwise.

code: virtual bool GetPivotForOrbit ( FVector & OutPivot ) const


code: void OnBlueprintCompiled()


code: void OnBlueprintPreCompile ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


code: virtual void OnToolPostBuild ( [UInteractiveToolManager](API\Runtime\InteractiveToolsFramework\UInteractiveToolManager) * InToolManager, EToolSide InSide, [UInteractiveTool](API\Runtime\InteractiveToolsFramework\UInteractiveTool) * InBuiltTool, [UInteractiveToolBuilder](API\Runtime\InteractiveToolsFramework\UInteractiveToolBuilder) * InToolBuilder, const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & ToolState )


code: void OnToolsContextRender ( [IToolsContextRenderAPI](API\Runtime\InteractiveToolsFramework\IToolsContextRenderAPI) * RenderAPI )


code: virtual void OnToolStarted ( [UInteractiveToolManager](API\Runtime\InteractiveToolsFramework\UInteractiveToolManager) * Manager, [UInteractiveTool](API\Runtime\InteractiveToolsFramework\UInteractiveTool) * Tool )


code: virtual bool ProcessEditCut()


code: virtual bool ProcessEditDelete()


description: Subclasses can override this to add additional checks on whether a tool should be allowed to start.Bydefault the check disallows starting tools during play/simulate in editor.

code: virtual bool ShouldToolStartBeAllowed ( const [FString](API\Runtime\Core\Containers\FString) & ToolIdentifier ) const


description: Lets the mode determine if it wants to draw the widget or not.

code: virtual bool ShouldDrawWidget() const


code: virtual void OnToolEnded ( [UInteractiveToolManager](API\Runtime\InteractiveToolsFramework\UInteractiveToolManager) * Manager, [UInteractiveTool](API\Runtime\InteractiveToolsFramework\UInteractiveTool) * Tool )


code: virtual void Tick ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, float DeltaTime )


code: UScriptableToolsEditorMode()


code: UScriptableToolsEditorMode ( [FVTableHelper](API\Runtime\CoreUObject\UObject\FVTableHelper) & Helper )


code: ~UScriptableToolsEditorMode()


description: IHoverBehaviorTargetAPI.

module: ScriptableToolsFramework

code: virtual [FInputRayHit](API\Runtime\InteractiveToolsFramework\FInputRayHit) BeginHoverSequenceHitTest ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & PressPos )


className: UScriptableToolsEditorMode

BlueprintCompiledHandle

type: FDelegateHandle

ScriptableTools

type: TObjectPtr<USc...


description: IClickDragBehaviorTargetAPI.

code: virtual [FInputRayHit](API\Runtime\InteractiveToolsFramework\FInputRayHit) CanBeginClickDragSequence ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & PressPos )


description: a struct containing the current Modifier key states


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ScriptableTool|Input") bool InActiveClickDrag() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ScriptableTool|Input") bool InActiveHover() const


description: true if the Alt key is currently held down

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ScriptableTool|Input") bool IsAltDown() const


description: true if the Ctrl key is currently held down

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ScriptableTool|Input") bool IsCtrlDown() const


description: Initialize hover sequence at given position

code: virtual void OnBeginHover ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & DevicePos )


description:
Modifer Buttons Support API
true if the Shift key is currently held down

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ScriptableTool|Input") bool IsShiftDown() const


description: Notify Target that input position has changed

code: virtual void OnClickDrag ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & DragPos )


description: Notify Target that click press ocurred

code: virtual void OnClickPress ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & PressPos )


description: Notify Target that click release occurred

code: virtual void OnClickRelease ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & ReleasePos )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="ClickDrag Events") void OnDragBegin ( [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) StartPosition, const [FScriptableToolModifierStates](API\Plugins\ScriptableToolsFramework\FScriptableToolModifierStates) & Modifiers )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="ClickDrag Events") void OnDragEnd ( [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) EndPosition, const [FScriptableToolModifierStates](API\Plugins\ScriptableToolsFramework\FScriptableToolModifierStates) & Modifiers )


code: virtual void OnDragBegin_Implementation ( [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) StartPosition, const [FScriptableToolModifierStates](API\Plugins\ScriptableToolsFramework\FScriptableToolModifierStates) & Modifiers )


code: virtual void OnDragEnd_Implementation ( [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) EndPosition, const [FScriptableToolModifierStates](API\Plugins\ScriptableToolsFramework\FScriptableToolModifierStates) & Modifiers )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="ClickDrag Events") void OnDragSequenceCancelled()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="ClickDrag Events") void OnDragUpdatePosition ( [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) NewPosition, const [FScriptableToolModifierStates](API\Plugins\ScriptableToolsFramework\FScriptableToolModifierStates) & Modifiers )


code: virtual void OnDragUpdatePosition_Implementation ( [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) NewPosition, const [FScriptableToolModifierStates](API\Plugins\ScriptableToolsFramework\FScriptableToolModifierStates) & Modifiers )


description: Terminate active hover sequence

code: virtual void OnEndHover()


code: virtual void OnHoverBegin_Implementation ( [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) HoverPos, const [FScriptableToolModifierStates](API\Plugins\ScriptableToolsFramework\FScriptableToolModifierStates) & Modifiers )


description: Begin a sequence of Hover input events

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="Hover Events") void OnHoverBegin ( [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) HoverPos, const [FScriptableToolModifierStates](API\Plugins\ScriptableToolsFramework\FScriptableToolModifierStates) & Modifiers )


description: Indicate that an active captured Hover sequence has ended. The device may no longer be in the viewport, so no position can be provided.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="Hover Events") void OnHoverEnd ( const [FScriptableToolModifierStates](API\Plugins\ScriptableToolsFramework\FScriptableToolModifierStates) & Modifiers )


code: virtual void OnHoverEnd_Implementation ( const [FScriptableToolModifierStates](API\Plugins\ScriptableToolsFramework\FScriptableToolModifierStates) & Modifiers )


code: virtual [FInputRayHit](API\Runtime\InteractiveToolsFramework\FInputRayHit) OnHoverHitTest_Implementation ( [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) HoverPos, const [FScriptableToolModifierStates](API\Plugins\ScriptableToolsFramework\FScriptableToolModifierStates) & Modifiers )


description:
Update an active Hover sequence. OnHoverUpdate is only ever called between OnHoverBegin and OnHoverEnd
true to continue hovering, false to stop receiving additional hover events

code: bool OnHoverUpdate ( [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) HoverPos, const [FScriptableToolModifierStates](API\Plugins\ScriptableToolsFramework\FScriptableToolModifierStates) & Modifiers )


code: virtual bool OnHoverUpdate_Implementation ( [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) HoverPos, const [FScriptableToolModifierStates](API\Plugins\ScriptableToolsFramework\FScriptableToolModifierStates) & Modifiers )


description: Notify Target that click-drag sequence has been explicitly terminated (eg by escape key)

code: virtual void OnTerminateDragSequence()


description: Update active hover sequence with new input position

code: virtual bool OnUpdateHover ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & DevicePos )


description: Notify target of current modifier state

code: virtual void OnUpdateModifierState ( int ModifierID, bool bIsOn )


description: Called by ToolManager to initialize the ToolafterToolBuilder::BuildTool() has been called

code: virtual void Setup()


code: virtual [FInputRayHit](API\Runtime\InteractiveToolsFramework\FInputRayHit) TestIfCanBeginClickDrag_Implementation ( [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) ClickPos, const [FScriptableToolModifierStates](API\Plugins\ScriptableToolsFramework\FScriptableToolModifierStates) & Modifiers )


description: Click Support API

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="ClickDrag Events") [FInputRayHit](API\Runtime\InteractiveToolsFramework\FInputRayHit) TestIfCanBeginClickDrag ( [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) ClickPos, const [FScriptableToolModifierStates](API\Plugins\ScriptableToolsFramework\FScriptableToolModifierStates) & Modifiers )


className: UScriptableClickDragTool

description: Note: Currently these interactions are only supported for mouse devices, or devices remapped to be a mouse by theUInputRouter. Also currently only the left-mouse-button is supported.

bAltModifier

type: bool

bUpdateModifiersDuringDrag

description: Allow Modifiers states to be updated during ClickDrag sequence.

bWantMouseHover

description: Enable Hover support API functions OnHoverHitTest / OnHoverBegin / OnHoverUpdate / OnHoverEnd for Mouse devices.

ClickDragBehavior

type: TObjectPtr<UCl...

MouseHoverBehavior

type: TObjectPtr<UMo...


description: IHoverBehaviorTargetAPI.

code: virtual [FInputRayHit](API\Runtime\InteractiveToolsFramework\FInputRayHit) BeginHoverSequenceHitTest ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & PressPos )


description:
Once the hover is accepted, the OnHoverBegin event will fire, and then a stream of OnHoverUpdate events. If at any point the hover is no longer relevant, OnHoverUpdate should return false. OnHoverEnd will be called at that point, or if the hover is cancelled for any reason (eg mouse goes out of window, button is pressed, etc)
aFInputRayHitindicating a hit (true/false) and the hit depth along the hit-ray (0 for "always consume")

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="Hover Events") [FInputRayHit](API\Runtime\InteractiveToolsFramework\FInputRayHit) OnHoverHitTest ( [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) HoverPos, const [FScriptableToolModifierStates](API\Plugins\ScriptableToolsFramework\FScriptableToolModifierStates) & Modifiers )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ScriptableTool|Input") bool InActiveHover() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ScriptableTool|Input") bool IsAltDown() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ScriptableTool|Input") bool IsCtrlDown() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ScriptableTool|Input") bool IsShiftDown() const


description: IClickBehaviorTargetAPI.

code: virtual [FInputRayHit](API\Runtime\InteractiveToolsFramework\FInputRayHit) IsHitByClick ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & ClickPos )


code: virtual void OnBeginHover ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & DevicePos )


description: Terminate active hover sequence

code: virtual void OnEndHover()


description: OnHitByClick is called when the Tool has indicated it would like to consume a click event (via TestIfHitByClick), and the click was not cancelled or consumed by a nearer object.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="Click Events") void OnHitByClick ( [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) ClickPos, const [FScriptableToolModifierStates](API\Plugins\ScriptableToolsFramework\FScriptableToolModifierStates) & Modifiers )


description: Begin a sequence of Hover input events

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="Hover Events") void OnHoverBegin ( [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) HoverPos, const [FScriptableToolModifierStates](API\Plugins\ScriptableToolsFramework\FScriptableToolModifierStates) & Modifiers )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="Hover Events") void OnHoverEnd ( const [FScriptableToolModifierStates](API\Plugins\ScriptableToolsFramework\FScriptableToolModifierStates) & Modifiers )


code: virtual void OnHoverBegin_Implementation ( [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) HoverPos, const [FScriptableToolModifierStates](API\Plugins\ScriptableToolsFramework\FScriptableToolModifierStates) & Modifiers )


code: virtual void OnHoverEnd_Implementation ( const [FScriptableToolModifierStates](API\Plugins\ScriptableToolsFramework\FScriptableToolModifierStates) & Modifiers )


description: Notify Target that click ocurred

code: virtual void OnClicked ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & ClickPos )


code: virtual [FInputRayHit](API\Runtime\InteractiveToolsFramework\FInputRayHit) OnHoverHitTest_Implementation ( [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) HoverPos, const [FScriptableToolModifierStates](API\Plugins\ScriptableToolsFramework\FScriptableToolModifierStates) & Modifiers )


code: virtual void OnHitByClick_Implementation ( [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) ClickPos, const [FScriptableToolModifierStates](API\Plugins\ScriptableToolsFramework\FScriptableToolModifierStates) & Modifiers )


code: bool OnHoverUpdate ( [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) HoverPos, const [FScriptableToolModifierStates](API\Plugins\ScriptableToolsFramework\FScriptableToolModifierStates) & Modifiers )


code: virtual bool OnHoverUpdate_Implementation ( [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) HoverPos, const [FScriptableToolModifierStates](API\Plugins\ScriptableToolsFramework\FScriptableToolModifierStates) & Modifiers )


code: virtual bool OnUpdateHover ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & DevicePos )


description: Notify target of current modifier state

code: virtual void OnUpdateModifierState ( int ModifierID, bool bIsOn )


code: virtual void Setup()


code: virtual [FInputRayHit](API\Runtime\InteractiveToolsFramework\FInputRayHit) TestIfHitByClick_Implementation ( [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) ClickPos, const [FScriptableToolModifierStates](API\Plugins\ScriptableToolsFramework\FScriptableToolModifierStates) & Modifiers )


description:
Note that this function will be called twice for a particular hit - once on mouse-down and once on mouse-up, and if it returns no-hit on mouse-up, the click will be "cancelled", similar to standard GUI click interactions.
aFInputRayHitindicating a hit (true/false) and the hit depth along the hit-ray (0 for "always consume")

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="Click Events") [FInputRayHit](API\Runtime\InteractiveToolsFramework\FInputRayHit) TestIfHitByClick ( [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) ClickPos, const [FScriptableToolModifierStates](API\Plugins\ScriptableToolsFramework\FScriptableToolModifierStates) & Modifiers )


className: UScriptableSingleClickTool

SingleClickBehavior

type: TObjectPtr<USi...


className: EScriptableToolGizmoCoordinateSystem

code: enum EScriptableToolGizmoCoordinateSystem { World = 0, Local = 1, FromViewportSettings = 2, }


className: EScriptableToolGizmoMode

code: enum EScriptableToolGizmoMode { TranslationOnly = 0, RotationOnly = 1, ScaleOnly = 2, Combined = 3, FromViewportSettings = 4, }


className: EScriptableToolGizmoRotation

code: enum EScriptableToolGizmoRotation { None = 0, RotateAxisX = 1 << 1, RotateAxisY = 1 << 2, RotateAxisZ = 1 << 3, All = 0xFF, }


className: EScriptableToolGizmoScale

code: enum EScriptableToolGizmoScale { None = 0, ScaleAxisX = 1 << 1, ScaleAxisY = 1 << 2, ScaleAxisZ = 1 << 3, ScalePlaneXY = 1 << 4, ScalePlaneXZ = 1 << 5, ScalePlaneYZ = 1 << 6, ScaleUniform = 1 << 7, All = 0xFF, }


className: EScriptableToolGizmoStateChangeType

code: enum EScriptableToolGizmoStateChangeType { BeginTransform = 0, EndTransform = 1, UndoRedo = 2, }


className: EScriptableToolGizmoTranslation

code: enum EScriptableToolGizmoTranslation { None = 0, TranslateAxisX = 1 << 1, TranslateAxisY = 1 << 2, TranslateAxisZ = 1 << 3, TranslatePlaneXY = 1 << 4, TranslatePlaneXZ = 1 << 5, TranslatePlaneYZ = 1 << 6, All = 0xFF, }


className: EToolsFrameworkOutcomePins

code: enum EToolsFrameworkOutcomePins { Success, Failure, }


className: FScriptableToolGizmoOptions

description: FScriptableToolGizmoOptionsis a configuration struct passed to the CreateTRSGizmo function ofUScriptableInteractiveTool.

CoordSystem

type: EScriptableTool...


className: FScriptableToolModifierStates


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: IModuleInterfaceimplementation

code: virtual void StartupModule()


className: FScriptableToolsFrameworkModule

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


className: FToolBoolPropertyModifiedDelegate

code: class FToolBoolPropertyModifiedDelegate


className: FToolEnumPropertyModifiedDelegate

code: class FToolEnumPropertyModifiedDelegate


className: EScriptableToolShutdownType

code: enum EScriptableToolShutdownType { Complete = 0, AcceptCancel = 1, }


className: FToolFloatPropertyModifiedDelegate


className: FToolFNamePropertyModifiedDelegate


className: FToolIntPropertyModifiedDelegate

code: class FToolIntPropertyModifiedDelegate


className: FToolObjectPropertyModifiedDelegate


className: FToolPropertyModifiedDelegate

description: These are delegates for the various property-watchers below

code: class FToolPropertyModifiedDelegate


className: FToolStringPropertyModifiedDelegate


className: operator&

code: constexpr [EScriptableToolGizmoScale](API\Plugins\ScriptableToolsFramework\EScriptableToolGizmoScale) operator& ( [EScriptableToolGizmoScale](API\Plugins\ScriptableToolsFramework\EScriptableToolGizmoScale) Lhs, [EScriptableToolGizmoScale](API\Plugins\ScriptableToolsFramework\EScriptableToolGizmoScale) Rhs )


className: operator&=

code: [EScriptableToolGizmoTranslation](API\Plugins\ScriptableToolsFramework\EScriptableToolGizmoTranslation) & operator&= ( [EScriptableToolGizmoTranslation](API\Plugins\ScriptableToolsFramework\EScriptableToolGizmoTranslation) & Lhs, [EScriptableToolGizmoTranslation](API\Plugins\ScriptableToolsFramework\EScriptableToolGizmoTranslation) Rhs )


code: [EScriptableToolGizmoRotation](API\Plugins\ScriptableToolsFramework\EScriptableToolGizmoRotation) & operator&= ( [EScriptableToolGizmoRotation](API\Plugins\ScriptableToolsFramework\EScriptableToolGizmoRotation) & Lhs, [EScriptableToolGizmoRotation](API\Plugins\ScriptableToolsFramework\EScriptableToolGizmoRotation) Rhs )


code: [EScriptableToolGizmoScale](API\Plugins\ScriptableToolsFramework\EScriptableToolGizmoScale) & operator&= ( [EScriptableToolGizmoScale](API\Plugins\ScriptableToolsFramework\EScriptableToolGizmoScale) & Lhs, [EScriptableToolGizmoScale](API\Plugins\ScriptableToolsFramework\EScriptableToolGizmoScale) Rhs )


className: operator~

code: constexpr [EScriptableToolGizmoTranslation](API\Plugins\ScriptableToolsFramework\EScriptableToolGizmoTranslation) operator~ ( [EScriptableToolGizmoTranslation](API\Plugins\ScriptableToolsFramework\EScriptableToolGizmoTranslation) E )


code: constexpr [EScriptableToolGizmoRotation](API\Plugins\ScriptableToolsFramework\EScriptableToolGizmoRotation) operator~ ( [EScriptableToolGizmoRotation](API\Plugins\ScriptableToolsFramework\EScriptableToolGizmoRotation) E )


code: constexpr [EScriptableToolGizmoScale](API\Plugins\ScriptableToolsFramework\EScriptableToolGizmoScale) operator~ ( [EScriptableToolGizmoScale](API\Plugins\ScriptableToolsFramework\EScriptableToolGizmoScale) E )


className: operator^

code: constexpr [EScriptableToolGizmoScale](API\Plugins\ScriptableToolsFramework\EScriptableToolGizmoScale) operator^ ( [EScriptableToolGizmoScale](API\Plugins\ScriptableToolsFramework\EScriptableToolGizmoScale) Lhs, [EScriptableToolGizmoScale](API\Plugins\ScriptableToolsFramework\EScriptableToolGizmoScale) Rhs )


className: operator^=

code: [EScriptableToolGizmoTranslation](API\Plugins\ScriptableToolsFramework\EScriptableToolGizmoTranslation) & operator^= ( [EScriptableToolGizmoTranslation](API\Plugins\ScriptableToolsFramework\EScriptableToolGizmoTranslation) & Lhs, [EScriptableToolGizmoTranslation](API\Plugins\ScriptableToolsFramework\EScriptableToolGizmoTranslation) Rhs )


code: [EScriptableToolGizmoRotation](API\Plugins\ScriptableToolsFramework\EScriptableToolGizmoRotation) & operator^= ( [EScriptableToolGizmoRotation](API\Plugins\ScriptableToolsFramework\EScriptableToolGizmoRotation) & Lhs, [EScriptableToolGizmoRotation](API\Plugins\ScriptableToolsFramework\EScriptableToolGizmoRotation) Rhs )


code: [EScriptableToolGizmoScale](API\Plugins\ScriptableToolsFramework\EScriptableToolGizmoScale) & operator^= ( [EScriptableToolGizmoScale](API\Plugins\ScriptableToolsFramework\EScriptableToolGizmoScale) & Lhs, [EScriptableToolGizmoScale](API\Plugins\ScriptableToolsFramework\EScriptableToolGizmoScale) Rhs )


className: operator!

code: constexpr bool operator! ( [EScriptableToolGizmoTranslation](API\Plugins\ScriptableToolsFramework\EScriptableToolGizmoTranslation) E )


code: constexpr bool operator! ( [EScriptableToolGizmoRotation](API\Plugins\ScriptableToolsFramework\EScriptableToolGizmoRotation) E )


code: constexpr bool operator! ( [EScriptableToolGizmoScale](API\Plugins\ScriptableToolsFramework\EScriptableToolGizmoScale) E )


description:
Create a new instance of this builder's Tool
a new instance of the Tool, or nullptr on error/failure

code: virtual [UInteractiveTool](API\Runtime\InteractiveToolsFramework\UInteractiveTool) * BuildTool ( const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & SceneState ) const


className: UBaseScriptableToolBuilder

description: UBaseScriptableToolBuilderis a trivial baseUInteractiveToolBuilderfor anyUScriptableInteractiveToolsubclass. CanBuildTool will return true as long as the ToolClass is a validUClass.

ToolClass

type: TWeakObjectPtr<...


description:
Check if, given the current scene state, a new instance of this builder's Tool can be created
true if a new Tool instance can be created

code: virtual bool CanBuildTool ( const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & SceneState ) const


description: Append a Message to the UE Editor Log.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ScriptableTool|Messaging") void AddLogMessage ( [FText](API\Runtime\Core\Internationalization\FText) Message, bool bHighlighted )


description: Property Set support Create a new Tool Property Set (ie BP subclass ofUScriptableInteractiveToolPropertySet) with the given string Identifier and attach it to the Tool. The public variables of this Property Set object will appear in (eg) Mode Details Panels, etc. Multiple Property Sets of the same Type can be attached to a Tool, but each must have a unique Identifier.

code: [UScriptableInteractiveToolPropertySet](API\Plugins\ScriptableToolsFramework\UScriptableInteractiveToolProper-) * AddPropertySetOfType ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UScriptableInteractiveToolPropertySet](API\Plugins\ScriptableToolsFramework\UScriptableInteractiveToolProper-) > PropertySetType, [FString](API\Runtime\Core\Containers\FString) Identifier, [EToolsFrameworkOutcomePins](API\Plugins\ScriptableToolsFramework\EToolsFrameworkOutcomePins) & Outcome )


description: true if this Tool is currently in a state where it can be Accepted. This may be false if for example there was an error in the Tool.

code: virtual bool CanAccept() const


description: Clear any active message shown via DisplayUserHelpMessage and/or DisplayUserWarningMessage

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ScriptableTool|Messaging") void ClearUserMessages ( bool bHelpMessage, bool bWarningMessage )


description: Gizmo API

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ScriptableTool|Gizmos", Meta=(ExpandEnumAsExecs="Outcome", Identifier="Gizmo1")) void CreateTRSGizmo ( [FString](API\Runtime\Core\Containers\FString) Identifier, FTransform InitialTransform, [FScriptableToolGizmoOptions](API\Plugins\ScriptableToolsFramework\FScriptableToolGizmoOptions) GizmoOptions, [EToolsFrameworkOutcomePins](API\Plugins\ScriptableToolsFramework\EToolsFrameworkOutcomePins) & Outcome )


description: Destroy a created Gizmo by name Identifier

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ScriptableTool|Gizmos", Meta=(ExpandEnumAsExecs="Outcome", Identifier="Gizmo1")) void DestroyTRSGizmo ( [FString](API\Runtime\Core\Containers\FString) Identifier, [EToolsFrameworkOutcomePins](API\Plugins\ScriptableToolsFramework\EToolsFrameworkOutcomePins) & Outcome )


description: Display a short Help message for the user, ie to guide them in Tool usage. In the UE5 Editor this message appears in the bottom bar of the window.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ScriptableTool|Messaging") void DisplayUserHelpMessage ( [FText](API\Runtime\Core\Internationalization\FText) Message )


description: Allow the Tool to do any custom screen space drawing

code: virtual void DrawHUD ( [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, [IToolsContextRenderAPI](API\Runtime\InteractiveToolsFramework\IToolsContextRenderAPI) * RenderAPI )


description: Display a Warning message to the user, ie to indicate a problem/issue occurred.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ScriptableTool|Messaging") void DisplayUserWarningMessage ( [FText](API\Runtime\Core\Internationalization\FText) Message )


className: EAnyPropertyWatchTypes

code: enum EAnyPropertyWatchTypes { Integer = 0, Bool = 1, Double = 2, Enum = 3, String = 4, FName = 5, Object = 6, Struct = 20, Array = 30, Unknown = 100, }


className: FAnyPropertyWatchInfo

code: struct FAnyPropertyWatchInfo

Delegate

type: FToolPropertyMo...

KnownType

type: EAnyPropertyWat...

TempBuffer

type: TArray< uint8 >


description: Force the Property Set associated with the given Identifier to be updated. This may be necessary if you change the Property Set values directly via Blueprints, and want to see your changes reflected in (eg) a Details Panel showing the Tool Property values. Currently these changes cannot be detected automatically, necessitating this function.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ScriptableTool|PropertySets", Meta=(Identifier="Settings")) void ForcePropertySetUpdateByName ( [FString](API\Runtime\Core\Containers\FString) Identifier )


description: Get the current Transform on the Gizmo specified by the name Identifier

code: FTransform GetGizmoTransform ( [FString](API\Runtime\Core\Containers\FString) Identifier )


description: Return instance of custom tool builder. Should only be called on CDO.

code: virtual [UBaseScriptableToolBuilder](API\Plugins\ScriptableToolsFramework\UBaseScriptableToolBuilder) * GetNewCustomToolBuilderInstance ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer )


description: Access the World this Tool is currently operating on.


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


description: true if this Tool support being Accepted, ie calling Shutdown(EToolShutdownType::Accept)

code: virtual bool HasAccept() const


description: true if this Tool support being Cancelled, ie calling Shutdown(EToolShutdownType::Cancel)

code: virtual bool HasCancel() const


description: The OnGizmoTransformChanged event fires whenever the transform on any Gizmo created byCreateTRSGizmo()is modified. The GizmoIdentifier can be used to disambiguate multiple active Gizmos.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category="ScriptableTool|Events") void OnGizmoTransformChanged ( const [FString](API\Runtime\Core\Containers\FString) & GizmoIdentifier, FTransform NewTransform )


description: The OnGizmoTransformStateChange event fires whenever the user start/ends a Gizmo transform, or when an Undo/Redo event occurs. Note that when Undo/Redo occurs, OnGizmoTransformChanged will also fire. The GizmoIdentifier can be used to disambiguate multiple active Gizmos.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category="ScriptableTool|Events") void OnGizmoTransformStateChange ( const [FString](API\Runtime\Core\Containers\FString) & GizmoIdentifier, FTransform CurrentTransform, [EScriptableToolGizmoStateChangeType](API\Plugins\ScriptableToolsFramework\EScriptableToolGizmoStateChangeT-) ChangeType )


code: virtual void OnGizmoTransformChanged_Handler ( [FString](API\Runtime\Core\Containers\FString) GizmoIdentifier, FTransform NewTransform )


code: virtual void OnGizmoTransformStateChange_Handler ( [FString](API\Runtime\Core\Containers\FString) GizmoIdentifier, FTransform CurrentTransform, [EScriptableToolGizmoStateChangeType](API\Plugins\ScriptableToolsFramework\EScriptableToolGizmoStateChangeT-) ChangeType )


description: CanAccept function. Implement this function for AcceptCancel Tools, and return true when it is valid for the Tool Accept button to be active. Defaults to always true.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="ScriptableTool|Events") bool OnScriptCanAccept() const


description: OnScriptDrawHUD is called every frame. Use the DrawHUDAPI to draw various simple HUD elements like text. This drawing is not very efficient but is useful for basic Tool visualization/feedback.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category="ScriptableTool|Events") void OnScriptDrawHUD ( [UScriptableTool_HUDAPI](API\Plugins\ScriptableToolsFramework\UScriptableTool_HUDAPI) * DrawHUDAPI )


description: OnScriptRender is called every frame. Use the RenderAPI object to draw various simple geometric elements like lines and points. This drawing is not very efficient but is useful for basic Tool visualization/feedback.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category="ScriptableTool|Events") void OnScriptRender ( [UScriptableTool_RenderAPI](API\Plugins\ScriptableToolsFramework\UScriptableTool_RenderAPI) * RenderAPI )


description: Implement OnScriptSetup to do initial setup/configuration of the Tool, such as adding Property Sets, creating Gizmos, etc


description: Tool Shutdown cannot be interrupted/aborted

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category="ScriptableTool|Events") void OnScriptShutdown ( EToolShutdownType ShutdownType )


description: OnScriptTick is called every Editor Tick, ie basically every frame. Implement per-frame processing here.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category="ScriptableTool|Events") void OnScriptTick ( float DeltaTime )


description: Allow the Tool to do any necessary processing on Tick

code: virtual void OnTick ( float DeltaTime )


description: Remove a Property Set from the current Tool, found via it's unique Identifier. Unless the Property Set absolutely needs to stop existing, it is likely preferable to useSetPropertySetVisibleByName()to simply hide it.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ScriptableTool|PropertySets", Meta=(ExpandEnumAsExecs="Outcome", Identifier="Settings")) void RemovePropertySetByName ( [FString](API\Runtime\Core\Containers\FString) Identifier, [EToolsFrameworkOutcomePins](API\Plugins\ScriptableToolsFramework\EToolsFrameworkOutcomePins) & Outcome )


description: Render and DrawHUD support

code: virtual void Render ( [IToolsContextRenderAPI](API\Runtime\InteractiveToolsFramework\IToolsContextRenderAPI) * RenderAPI )


description: Request that the active Tool be shut down. The Tool can post this to shut itself down (eg in a Tool where the interaction paradigm is "click to do something and exit").

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ScriptableTool", Meta=(Identifier="Settings")) void RequestToolShutdown ( bool bAccept, bool bShowUserPopupMessage, [FText](API\Runtime\Core\Internationalization\FText) UserMessage )


description: Restore the values of the specified PropertySet, optionally with a specific SaveKey string. This will have no effect unlessSavePropertySetSettings()has been called on a compatible Property Set in the same Engine session (ie in a previous invocation of the Tool, or another Tool that uses the same Property Set)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ScriptableTool|PropertySets", Meta=(Identifier="Settings")) [UScriptableInteractiveToolPropertySet](API\Plugins\ScriptableToolsFramework\UScriptableInteractiveToolProper-) * RestorePropertySetSettings ( [UScriptableInteractiveToolPropertySet](API\Plugins\ScriptableToolsFramework\UScriptableInteractiveToolProper-) * PropertySet, [FString](API\Runtime\Core\Containers\FString) SaveKey )


description: Save the values of the specified PropertySet, optionally with a specific SaveKey string. These saved values can be restored in future Tool invocations based on the SaveKey.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ScriptableTool|PropertySets", Meta=(Identifier="Settings")) [UScriptableInteractiveToolPropertySet](API\Plugins\ScriptableToolsFramework\UScriptableInteractiveToolProper-) * SavePropertySetSettings ( [UScriptableInteractiveToolPropertySet](API\Plugins\ScriptableToolsFramework\UScriptableInteractiveToolProper-) * PropertySet, [FString](API\Runtime\Core\Containers\FString) SaveKey )


description: Set an existing Gizmo visible/hidden based on its name Identifier

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ScriptableTool|Gizmos", Meta=(Identifier="Gizmo1")) void SetGizmoVisible ( [FString](API\Runtime\Core\Containers\FString) Identifier, bool bVisible )


description: Update the Transform on the Gizmo specified by the name Identifier

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ScriptableTool|Gizmos", Meta=(Identifier="Gizmo1")) void SetGizmoTransform ( [FString](API\Runtime\Core\Containers\FString) Identifier, FTransform NewTransform, bool bUndoable )


description: Set the visibility of a Property Set that is paired with the given unique Identifier.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ScriptableTool|PropertySets", Meta=(Identifier="Settings")) void SetPropertySetVisibleByName ( [FString](API\Runtime\Core\Containers\FString) Identifier, bool bVisible )


code: virtual void SetTargetWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description: Called by ToolManager to initialize the ToolafterToolBuilder::BuildTool() has been called

code: virtual void Setup()


description: Called by ToolManager to shut down the Tool

code: virtual void Shutdown ( EToolShutdownType ShutdownType )


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Watch an Enum-valued Property for changes. Note that in this case the OnModified delegate will be called with a uint8 integer, which can be cast back to the original Enum type.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ScriptableTool|PropertySets") [UScriptableInteractiveToolPropertySet](API\Plugins\ScriptableToolsFramework\UScriptableInteractiveToolProper-) * WatchEnumProperty ( [UScriptableInteractiveToolPropertySet](API\Plugins\ScriptableToolsFramework\UScriptableInteractiveToolProper-) * PropertySet, [FString](API\Runtime\Core\Containers\FString) PropertyName, const [FToolEnumPropertyModifiedDelegate](API\Plugins\ScriptableToolsFramework\FToolEnumPropertyModifiedDelegat-) & OnModified )


description: Watch a Bool-valued Property for changes

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ScriptableTool|PropertySets") [UScriptableInteractiveToolPropertySet](API\Plugins\ScriptableToolsFramework\UScriptableInteractiveToolProper-) * WatchBoolProperty ( [UScriptableInteractiveToolPropertySet](API\Plugins\ScriptableToolsFramework\UScriptableInteractiveToolProper-) * PropertySet, [FString](API\Runtime\Core\Containers\FString) PropertyName, const [FToolBoolPropertyModifiedDelegate](API\Plugins\ScriptableToolsFramework\FToolBoolPropertyModifiedDelegat-) & OnModified )


description: Property Watcher support Watch a Float-valued Property for changes (double precision)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ScriptableTool|PropertySets") [UScriptableInteractiveToolPropertySet](API\Plugins\ScriptableToolsFramework\UScriptableInteractiveToolProper-) * WatchFloatProperty ( [UScriptableInteractiveToolPropertySet](API\Plugins\ScriptableToolsFramework\UScriptableInteractiveToolProper-) * PropertySet, [FString](API\Runtime\Core\Containers\FString) PropertyName, const [FToolFloatPropertyModifiedDelegate](API\Plugins\ScriptableToolsFramework\FToolFloatPropertyModifiedDelega-) & OnModified )


description: Watch an Integer-valued Property for changes

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ScriptableTool|PropertySets") [UScriptableInteractiveToolPropertySet](API\Plugins\ScriptableToolsFramework\UScriptableInteractiveToolProper-) * WatchIntProperty ( [UScriptableInteractiveToolPropertySet](API\Plugins\ScriptableToolsFramework\UScriptableInteractiveToolProper-) * PropertySet, [FString](API\Runtime\Core\Containers\FString) PropertyName, const [FToolIntPropertyModifiedDelegate](API\Plugins\ScriptableToolsFramework\FToolIntPropertyModifiedDelegate) & OnModified )


description: Watch an (F)Name-valued Property for changes

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ScriptableTool|PropertySets") [UScriptableInteractiveToolPropertySet](API\Plugins\ScriptableToolsFramework\UScriptableInteractiveToolProper-) * WatchNameProperty ( [UScriptableInteractiveToolPropertySet](API\Plugins\ScriptableToolsFramework\UScriptableInteractiveToolProper-) * PropertySet, [FString](API\Runtime\Core\Containers\FString) PropertyName, const [FToolFNamePropertyModifiedDelegate](API\Plugins\ScriptableToolsFramework\FToolFNamePropertyModifiedDelega-) & OnModified )


description: Note also that in the case of Structs and Arrays, changes are currently detected by hashes, and there is always a small chance of hash collision.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ScriptableTool|PropertySets") [UScriptableInteractiveToolPropertySet](API\Plugins\ScriptableToolsFramework\UScriptableInteractiveToolProper-) * WatchProperty ( [UScriptableInteractiveToolPropertySet](API\Plugins\ScriptableToolsFramework\UScriptableInteractiveToolProper-) * PropertySet, [FString](API\Runtime\Core\Containers\FString) PropertyName, const [FToolPropertyModifiedDelegate](API\Plugins\ScriptableToolsFramework\FToolPropertyModifiedDelegate) & OnModified )


description: Watch an Object-valued Property for changes (ieUObject,UClass, etc)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ScriptableTool|PropertySets") [UScriptableInteractiveToolPropertySet](API\Plugins\ScriptableToolsFramework\UScriptableInteractiveToolProper-) * WatchObjectProperty ( [UScriptableInteractiveToolPropertySet](API\Plugins\ScriptableToolsFramework\UScriptableInteractiveToolProper-) * PropertySet, [FString](API\Runtime\Core\Containers\FString) PropertyName, const [FToolObjectPropertyModifiedDelegate](API\Plugins\ScriptableToolsFramework\FToolObjectPropertyModifiedDeleg-) & OnModified )


description: Watch a String-valued Property for changes

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ScriptableTool|PropertySets") [UScriptableInteractiveToolPropertySet](API\Plugins\ScriptableToolsFramework\UScriptableInteractiveToolProper-) * WatchStringProperty ( [UScriptableInteractiveToolPropertySet](API\Plugins\ScriptableToolsFramework\UScriptableInteractiveToolProper-) * PropertySet, [FString](API\Runtime\Core\Containers\FString) PropertyName, const [FToolStringPropertyModifiedDelegate](API\Plugins\ScriptableToolsFramework\FToolStringPropertyModifiedDeleg-) & OnModified )


className: UScriptableInteractiveToolPropertySet

description: Note, however, that this Property Set mechanism completely optional, a Tool builder is free to use any method whatsoever to store/modify Tool settings.


className: UScriptableInteractiveTool

description: UScriptableInteractiveToolis an extension ofUInteractiveToolthat allows the Tool functionality to be defined via Blueprints.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, Blueprintable) class UScriptableInteractiveTool : public [UInteractiveTool](API\Runtime\InteractiveToolsFramework\UInteractiveTool)

bShowToolInEditor

description: A generic flag to indicate whether this Tool should be shown in the UE Editor.

CustomIconPath

description: Relative Path to a custom Icon Image for this Tool.

Gizmos

type: TMap<FString, ...

description: Trying to avoid making aUStructfor this internal stuff

ToolCategory

type: FText

description: Category of this Tool, will be used in (eg) Tool Palette Section headers

ToolLongName

description: Long Name of this Tool, will be used in (eg) longer labels like the Accept/Cancel toolbar

ToolName

description: Name of this Tool, will be used in (eg) Toolbars

ToolShutdownType

description: Specifies how the user exits this Tool, either Accept/Cancel-style or Complete-style

ToolTooltip

description: Tooltip used for this Tool in (eg) icons/etc

WatchAnyPropertyInfo

type: TArray<FAnyPro...

WatchBoolPropertyDelegates

type: TArray<FToolBo...

WatchEnumPropertyDelegates

type: TArray<FToolEn...

WatchFloatPropertyDelegates

type: TArray<FToolFl...

WatchFNamePropertyDelegates

type: TArray<FToolFN...

WatchIntPropertyDelegates

type: TArray<FToolIn...

WatchObjectPropertyDelegates

type: TArray<FToolOb...

WatchStringPropertyDelegates

type: TArray<FToolSt...


code: static [FInputRayHit](API\Runtime\InteractiveToolsFramework\FInputRayHit) MakeInputRayHit ( double HitDepth, [UObject](API\Runtime\CoreUObject\UObject\UObject) * OptionalHitObject )


className: UScriptableToolsUtilityLibrary


code: [UScriptableTool_HUDAPI](API\Plugins\ScriptableToolsFramework\UScriptableTool_HUDAPI) * DrawTextArrayAtLocation ( FVector Location, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > Strings, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Color, bool bCentered, float ShiftRowsY )


code: [UScriptableTool_HUDAPI](API\Plugins\ScriptableToolsFramework\UScriptableTool_HUDAPI) * DrawTextAtLocation ( FVector Location, [FString](API\Runtime\Core\Containers\FString) String, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Color, bool bCentered, float ShiftRowsY )


code: [UScriptableTool_HUDAPI](API\Plugins\ScriptableToolsFramework\UScriptableTool_HUDAPI) * GetCanvasLocation ( FVector Location, FVector2D & CanvasLocation )


description: UScriptableTool_HUDAPIis helper Object that is created internally by aUScriptableInteractiveToolto allow Blueprints to access basic 2D rendering functionality, in the context of a specific Tool. The OnScriptDrawHUD event is called with an instance of this type.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient) class UScriptableTool_HUDAPI : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

ActiveCanvas

type: FCanvas*

ActiveSceneView

type: constFSceneVie...


code: [UScriptableTool_RenderAPI](API\Plugins\ScriptableToolsFramework\UScriptableTool_RenderAPI) * DrawLine ( FVector Start, FVector End, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Color, float Thickness, float DepthBias, bool bDepthTested )


code: [UScriptableTool_RenderAPI](API\Plugins\ScriptableToolsFramework\UScriptableTool_RenderAPI) * DrawRectWidthHeightXY ( FTransform Transform, double Width, double Height, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Color, float LineThickness, float DepthBias, bool bDepthTested, bool bCentered )


description: UScriptableTool_RenderAPIis helper Object that is created internally by aUScriptableInteractiveToolto allow Blueprints to access basic 3D rendering functionality, in the context of a specific Tool. The OnScriptRender event is called with an instance of this type.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient) class UScriptableTool_RenderAPI : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

ActiveVisualizer

type: FToolDataVisual...


module: SequencerAnimTools

code: [TOptional](API\Runtime\Core\IO\TOptional)< FTransform > GetWorldTransform() const


code: void SetFromWorldTransform ( const FTransform & WorldTransform )


className: FActorMappings

code: struct FActorMappings

Actor

type: TWeakObjectPtr<...


className: FActorSelectonDuringDrag

code: struct FActorSelectonDuringDrag : public [FSelectionDuringDrag](API\Plugins\SequencerAnimTools\FSelectionDuringDrag)

type: AActor*


description: Alternatively, GetEvaluateTimes(const FTrailEvaluateTimes&) and GetInterpEvaluateTimes(const FTrailEvaluateTimes&)

code: virtual const FTransform & Get ( const double InTime ) const


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< double > GetAllTimesInRange ( const [TRange](API\Runtime\Core\Math\TRange)< double > & InRange ) const


code: virtual FTransform GetInterp ( const double InTime ) const


code: virtual void GetInterp ( const double InTime, FTransform & OutTransform, FTransform & OutParentTransform ) const


code: virtual const FTransform & GetParent ( const double InTime ) const


code: virtual void Set ( const double InTime, const FTransform & InValue )


code: virtual void SetTransforms ( [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & InTrajectoryCache, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & InParentCache )


description: For FRootTrail

code: FArrayTrajectoryCache()


code: FArrayTrajectoryCache ( const double InSpacing, const [TRange](API\Runtime\Core\Math\TRange)< double > & InTrackRange, FTransform InDefault )


className: FArrayTrajectoryCache

code: class FArrayTrajectoryCache : public [UE::SequencerAnimTools::FTrajectoryCache](API\Plugins\SequencerAnimTools\FTrajectoryCache)


code: [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetAllControls() const


code: FTransform GetParentTransform() const


code: [TOptional](API\Runtime\Core\IO\TOptional)< FTransform > GetWorldTransform ( const [FName](API\Runtime\Core\UObject\FName) & Name ) const


code: bool IsAnyControlDeselected() const


code: void SetFromWorldTransform ( const [FName](API\Runtime\Core\UObject\FName) & Name, const FTransform & WorldTransform )


className: FControlRigMappings

code: struct FControlRigMappings


className: FControlRigSelectionDuringDrag

code: struct FControlRigSelectionDuringDrag : public [FSelectionDuringDrag](API\Plugins\SequencerAnimTools\FSelectionDuringDrag)

ControlName

type: FName

ControlRig

type: UControlRig...


className: FDisplayContext

code: struct FDisplayContext

ScreenSpaceTransform

type: constFTrailScr...

SecondsPerSegment

type: double

TimeRange

type: constTRange< d...

YourNode

type: FGuid


description: Pure virtual to override; describe and instantiate the commands in here by using the UI COMMAND macro.

code: virtual void RegisterCommands()


code: static const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUICommandInfo](API\Runtime\Slate\Framework\Commands\FUICommandInfo) > > > & GetCommands()


className: FEditPivotCommands

code: class FEditPivotCommands : public [TCommands< FEditPivotCommands >](API\Runtime\Slate\Framework\Commands\TCommands)

Commands

type: TMap<FName,TA...

ResetPivot

type: TSharedPtr<FUI...

description: Reset the Pivot

ToggleFreePivot

description: Toggle Free/Pivot Mode


code: FInputClick ( bool bA, bool bC, bool bS )


className: FInputClick

code: struct FInputClick

bAltIsDown

type: bool


className: FLastSelectedObjects

code: struct FLastSelectedObjects

LastSelectedActors

type: TArray<FActorM...

LastSelectedControlRigs

type: TArray<FContro...


description:
Test if target is hit by a click
hit information at this point

code: virtual [FInputRayHit](API\Runtime\InteractiveToolsFramework\FInputRayHit) IsHitByClick ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & ClickPos )


description: Notify Target that click ocurred

code: virtual void OnClicked ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & ClickPos )


description: Notify target of current modifier state

code: virtual void OnUpdateModifierState ( int ModifierID, bool bIsOn )


code: FLeftRghtClickBehaviorTarget()


className: FLeftRghtClickBehaviorTarget

description: IClickBehaviorTargetWrapper to handle left and right clicks

code: class FLeftRghtClickBehaviorTarget : public [IClickBehaviorTarget](API\Runtime\InteractiveToolsFramework\BaseBehaviors\IClickBehaviorTarget)

bClicked

description: Target will check these and then revert them back after using them.

Target

type: IClickBehaviorT...


code: FMotionTrailCommands()


className: FMotionTrailCommands

code: class FMotionTrailCommands : public [TCommands< FMotionTrailCommands >](API\Runtime\Slate\Framework\Commands\TCommands)

FrameSelection

description: Frame the selection

TranslateSelectedKeysLeft

description: Move selected keys one frame left

TranslateSelectedKeysRight

description: Move seleced keys one frame right


className: FSavedMappings

code: struct FSavedMappings

ActorMappings

type: TMap<TWeakObje...


className: FSelectionDuringDrag

code: struct FSelectionDuringDrag

CurrentFrame

type: FFrameNumber

CurrentTransform

type: FTransform

LevelSequence

type: ULevelSequence...


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: IModuleInterfaceimplementation

code: virtual void StartupModule()


className: FSequencerAnimToolsModule

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


code: virtual bool ApplyDelta ( const FVector & Pos, const FRotator & Rot, const FVector & WidgetLocation )


code: virtual bool BoxSelect ( FBox & InBox, bool InSelect )


code: virtual void DeleteSelectedKeys()


code: virtual void DrawHUD ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas )


code: virtual bool EndTracking()


code: virtual void ForceEvaluateNextTick()


code: virtual bool FrustumSelect ( const [FConvexVolume](API\Runtime\Engine\FConvexVolume) & InFrustum, [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, bool InSelect )


className: FSceneContext

description: Public interface methods.

code: struct FSceneContext

EvalTimes

type: constFTrailEva...

TrailHierarchy

type: FTrailHierarchy...


code: virtual bool GetEditedTimes ( const [FTrailHierarchy](API\Plugins\SequencerAnimTools\FTrailHierarchy) * TrailHierarchy, const [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) & LastFrame, [TArray](API\Runtime\Core\Containers\TArray)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & OutEditedTimes )


description: Optionally implemented methods.

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


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > GetKeyTimes() const


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > GetSelectedKeyTimes() const


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


code: virtual void GetTickPointsForDisplay ( const [FDisplayContext](API\Plugins\SequencerAnimTools\FDisplayContext) & InDisplayContext, [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & OutTicks, [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & OutTickTangents )


code: virtual void GetTrajectoryPointsForDisplay ( const [FDisplayContext](API\Plugins\SequencerAnimTools\FDisplayContext) & InDisplayContext, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & OutPoints, [TArray](API\Runtime\Core\Containers\TArray)< double > & OutSeconds )


code: virtual bool HandleClick ( const [FGuid](API\Runtime\Core\Misc\FGuid) & Guid, [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [HHitProxy](API\Runtime\Engine\HHitProxy) * HitProxy, [FInputClick](API\Plugins\SequencerAnimTools\FInputClick) Click )


code: virtual bool IsAnythingSelected() const


code: virtual bool IsAnythingSelected ( FVector & OutVectorPosition ) const


description: Additional Render/HitTest event handling for specific trails, usually let default renderer handle it.

code: virtual void Render ( const [FGuid](API\Runtime\Core\Misc\FGuid) & Guid, const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


code: virtual bool IsTrailSelected() const


code: virtual void SelectNone()


code: virtual bool StartTracking()


code: virtual void TranslateSelectedKeys ( bool bRight )


code: virtual void UpdateKeysInRange ( const [TRange](API\Runtime\Core\Math\TRange)< double > & ViewRange )


code: [ETrailCacheState](API\Plugins\SequencerAnimTools\UE__SequencerAnimTools__ETrailCa-) UpdateTrail ( const [FSceneContext](API\Plugins\SequencerAnimTools\FTrail\FSceneContext) & InSceneContext )


code: FTrail ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOwner )


className: FTrail

code: class FTrail

CacheState

type: ETrailCacheStat...

DrawInfo

type: TUniquePtr<FTr...

Owner

type: TWeakObjectPtr<...


code: FTrailEvaluateTimes ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< double > InEvalTimes, double InSpacing )


className: FTrailEvaluateTimes

description: Intermediate range reprsentation structure.

code: class FTrailEvaluateTimes

EvalTimes

type: TArrayView< dou...

Range

type: TRange< double ...

Spacing

type: double


code: virtual void AddTrail ( const [FGuid](API\Runtime\Core\Misc\FGuid) & Key, [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FTrail](API\Plugins\SequencerAnimTools\FTrail) > && TrailPtr )


code: virtual bool ApplyDelta ( const FVector & Pos, const FRotator & Rot, const FVector & WidgetLocation )


code: virtual bool BoxSelect ( FBox & InBox, bool InSelect )


description: Optionally implemented methods.

code: virtual void CalculateEvalRangeArray()


code: virtual void DeleteSelectedKeys()


code: virtual bool EndTracking()


code: virtual bool FrustumSelect ( const [FConvexVolume](API\Runtime\Engine\FConvexVolume) & InFrustum, [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, bool InSelect )


code: const [TMap](API\Runtime\Core\Containers\TMap)< [FGuid](API\Runtime\Core\Misc\FGuid), [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FTrail](API\Plugins\SequencerAnimTools\FTrail) > > & GetAllTrails() const


code: [ITrailHierarchyRenderer](API\Plugins\SequencerAnimTools\ITrailHierarchyRenderer) * GetRenderer() const


code: double GetSecondsPerFrame() const


code: double GetSecondsPerSegment() const


code: [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FTimespan](API\Runtime\Core\Misc\FTimespan) > & GetTimingStats()


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


code: virtual bool HandleClick ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [HHitProxy](API\Runtime\Engine\HHitProxy) * HitProxy, [FInputClick](API\Plugins\SequencerAnimTools\FInputClick) Click )


description: Get calculated center of all selections into one position, return false if not selected.

code: virtual bool IsAnythingSelected() const


code: virtual bool IsAlwaysVisible ( const [FGuid](API\Runtime\Core\Misc\FGuid) Key ) const


code: const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FTimespan](API\Runtime\Core\Misc\FTimespan) > & GetTimingStats() const


code: virtual bool IsAnythingSelected ( FVector & OutVectorPosition ) const


description: Get each selected item's position, return false if not selected.

code: virtual bool IsAnythingSelected ( [TArray](API\Runtime\Core\Containers\TArray)< FVector > & OutVectorPositions ) const


code: virtual bool IsHitByClick ( [HHitProxy](API\Runtime\Engine\HHitProxy) * HitProx )


code: virtual bool IsSelected ( const [FGuid](API\Runtime\Core\Misc\FGuid) & Key ) const


code: void OpenContextMenu ( const [FGuid](API\Runtime\Core\Misc\FGuid) & TrailGuid )


code: virtual void RemoveTrail ( const [FGuid](API\Runtime\Core\Misc\FGuid) & Key )


code: void RemoveTrailIfNotAlwaysVisible ( const [FGuid](API\Runtime\Core\Misc\FGuid) & Key )


code: virtual void SelectNone()


code: virtual bool StartTracking()


code: virtual void TranslateSelectedKeys ( bool bRight )


code: virtual ~FTrailHierarchy()


className: FTrailHierarchy

code: class FTrailHierarchy

AllTrails

type: TMap<FGuid,TU...

EvalTimesArr

type: TArray< double ...

TimingStats

type: TMap<FString, ...

VisibilityManager

type: FTrailVisibilit...


code: virtual void DrawHUD ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas )


code: virtual void Render ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


className: FTrailHierarchyRenderer

code: class FTrailHierarchyRenderer : public [UE::SequencerAnimTools::ITrailHierarchyRenderer](API\Plugins\SequencerAnimTools\ITrailHierarchyRenderer)


code: FTrailHierarchyRenderer ( class [FTrailHierarchy](API\Plugins\SequencerAnimTools\FTrailHierarchy) * InOwningHierarchy )


code: [TOptional](API\Runtime\Core\IO\TOptional)< FVector2D > ProjectPoint ( const FVector & Point ) const


code: FTrailScreenSpaceTransform ( const [FSceneView](API\Runtime\Engine\FSceneView) * InView, const float InDPIScale )


className: FTrailScreenSpaceTransform

code: class FTrailScreenSpaceTransform


code: bool IsTrailVisible ( const [FGuid](API\Runtime\Core\Misc\FGuid) & Guid, const [FTrail](API\Plugins\SequencerAnimTools\FTrail) * Trail ) const


code: bool IsTrailAlwaysVisible ( const [FGuid](API\Runtime\Core\Misc\FGuid) & Guid ) const


code: void SetTrailAlwaysVisible ( const [FGuid](API\Runtime\Core\Misc\FGuid) & Guid, bool bSet )


className: FTrailVisibilityManager

code: struct FTrailVisibilityManager

AlwaysVisible

type: TSet<FGuid>


code: const FTransform & Get ( const double InTime ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< double > GetAllTimesInRange ( const [TRange](API\Runtime\Core\Math\TRange)< double > & InRange ) const


description: Optionally implemented.

code: virtual const FTransform & GetDefault() const


code: FTransform GetInterp ( const double InTime ) const


code: virtual void GetInterp ( const double InTime, FTransform & OutTransform, FTransform & OutParentTransform ) const


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


code: virtual const FTransform & GetParent ( const double InTime ) const


code: void Set ( const double InTime, const FTransform & InValue )


code: void SetTransforms ( [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & InTrajectoryCache, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & InParentCache )


code: virtual void UpdateCacheTimes ( const [FTrailEvaluateTimes](API\Plugins\SequencerAnimTools\FTrailEvaluateTimes) & InEvalTimes )


code: FTrajectoryCache ( const double InSpacing, const [TRange](API\Runtime\Core\Math\TRange)< double > & InTrackRange, const FTransform & InDefault )


code: virtual ~FTrajectoryCache()


className: FTrajectoryCache

code: class FTrajectoryCache


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


code: FVector GetPoint ( double InTime )


code: void GetTickPointsForDisplay ( const [FDisplayContext](API\Plugins\SequencerAnimTools\FDisplayContext) & InDisplayContext, [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & OutTicks, [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & OutTickTangents )


code: void GetTrajectoryPointsForDisplay ( const [FDisplayContext](API\Plugins\SequencerAnimTools\FDisplayContext) & InDisplayContext, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & OutPoints, [TArray](API\Runtime\Core\Containers\TArray)< double > & OutSeconds )


description: Optionally implemented methods.

code: void SetColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor )


code: FTrajectoryDrawInfo ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor, [FTrajectoryCache](API\Plugins\SequencerAnimTools\FTrajectoryCache) * InTrajectoryCache )


code: virtual ~FTrajectoryDrawInfo()


className: FTrajectoryDrawInfo

code: class FTrajectoryDrawInfo

Color

type: FLinearColor

TrajectoryCache

type: FTrajectoryCach...


code: virtual [HHitProxyType](API\Runtime\Engine\HHitProxyType) * GetType() const


code: static [HHitProxyType](API\Runtime\Engine\HHitProxyType) * StaticGetType()


code: HBaseTrailProxy ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid, EHitProxyPriority InPriority )


className: HBaseTrailProxy

code: struct HBaseTrailProxy : public [HHitProxy](API\Runtime\Engine\HHitProxy)

Guid

type: FGuid


code: HMotionTrailProxy ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid, const FVector & InPoint, double InSecond )


code: virtual bool ProcessCommandBindings &40; const FKey Key, const bool bRepeat &41; const


className: HMotionTrailProxy

code: struct HMotionTrailProxy : public [UE::SequencerAnimTools::HBaseTrailProxy](API\Plugins\SequencerAnimTools\HBaseTrailProxy)

Point

type: FVector


className: IBaseSequencerAnimTool

code: class IBaseSequencerAnimTool


code: void DrawHUD ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas )


code: void Render ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


code: virtual ~ITrailHierarchyRenderer()


className: ITrailHierarchyRenderer

code: class ITrailHierarchyRenderer


code: UBaseSequencerAnimTool ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UBaseSequencerAnimTool

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


code: namespace UE { namespace SequencerAnimTools { enum ETrailCacheState { UpToDate = 2, Stale = 1, Dead = 0, NotUpdated = 3, } } }


description: Allow the Tool to do any custom screen space drawing

code: virtual void DrawHUD ( [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, [IToolsContextRenderAPI](API\Runtime\InteractiveToolsFramework\IToolsContextRenderAPI) * RenderAPI )


code: void DeleteSelectedKeys()


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [UE::SequencerAnimTools::FTrailHierarchy](API\Plugins\SequencerAnimTools\FTrailHierarchy) > > & GetHierarchies() const


code: [UE::SequencerAnimTools::FTrailHierarchy](API\Plugins\SequencerAnimTools\FTrailHierarchy) * GetHierarchyForSequencer ( [ISequencer](API\Editor\Sequencer\ISequencer) * Sequencer ) const


code: [FEditorModeTools](API\Editor\UnrealEd\FEditorModeTools) * GetModeManager() const


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


code: void GizmoTransformChanged ( [UTransformProxy](API\Runtime\InteractiveToolsFramework\BaseGizmos\UTransformProxy) * Proxy, FTransform Transform )


code: void GizmoTransformEnded ( [UTransformProxy](API\Runtime\InteractiveToolsFramework\BaseGizmos\UTransformProxy) * Proxy )


code: void GizmoTransformStarted ( [UTransformProxy](API\Runtime\InteractiveToolsFramework\BaseGizmos\UTransformProxy) * Proxy )


code: virtual [FInputRayHit](API\Runtime\InteractiveToolsFramework\FInputRayHit) IsHitByClick ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & ClickPos )


description: Notify Target that click ocurred

code: virtual void OnClicked ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & ClickPos )


description: Allow the Tool to do any necessary processing on Tick

code: virtual void OnTick ( float DeltaTime )


description: IModifierToggleBehaviorTargetimplementation, inherited throughIClickBehaviorTarget.

code: virtual void OnUpdateModifierState ( int ModifierID, bool bIsOn )


description: IBaseSequencerAnimTool.

code: virtual bool ProcessCommandBindings ( const [FKey](API\Runtime\InputCore\FKey) Key, const bool bRepeat ) const


description: Allow the Tool to do any custom drawing (ie via PDI/RHI)

code: virtual void Render ( [IToolsContextRenderAPI](API\Runtime\InteractiveToolsFramework\IToolsContextRenderAPI) * RenderAPI )


code: void SetupIntegration()


description: Called by ToolManager to initialize the ToolafterToolBuilder::BuildTool() has been called

code: virtual void Setup()


description:
Property support
list of property UObjects for this tool (ie to add to a DetailsViewPanel, for example)

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > GetToolProperties ( bool bEnabledOnly ) const


code: void SetWorldGizmoModeManager ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [UInteractiveGizmoManager](API\Runtime\InteractiveToolsFramework\UInteractiveGizmoManager) * InGizmoManager, [FEditorModeTools](API\Editor\UnrealEd\FEditorModeTools) * InModeManager )


code: void ShutdownIntegration()


description: Called by ToolManager to shut down the Tool

code: virtual void Shutdown ( EToolShutdownType ShutdownType )


code: bool SomeKeysAreSelected() const


code: static [FString](API\Runtime\Core\Containers\FString) TrailKeyTransformGizmoInstanceIdentifier = TEXT("TrailKeyTransformGizmoInstanceIdentifier");


description: Actions.

code: void TranslateSelectedKeysLeft()


code: void TranslateSelectedKeysRight()


code: void UpdateGizmoLocation()


code: void UpdateGizmoVisibility()


className: UMotionTrailTool

AltModiferId

description: Note we are using shift+ctrl for alt

bAltModifierOn

type: bool

bManipulatorMadeChange

description: Ed mode for manips

GizmoManager

type: UInteractiveGiz...

GizmoTransform

type: FTransform

LeftClickBehavior

type: TObjectPtr<USi...

LeftTarget

type: FLeftRghtClickB...

ModeManager

type: FEditorModeTool...

OnSequencersChangedHandle

type: FDelegateHandle

SequencerHierarchies

type: TMap<ISequence...

ShiftModifierId

description: Support for Alt,Shift and Ctrl toggles.

TargetWorld

type: UWorld*

TrailHierarchies

type: TArray<TUnique...

TransformGizmo

type: TObjectPtr<UCo...

TransformProxy

type: TObjectPtr<UTr...

description: Support for gizmo.


description:
Create a new instance of this builder's Tool
a new instance of the Tool, or nullptr on error/failure

code: virtual [UInteractiveTool](API\Runtime\InteractiveToolsFramework\UInteractiveTool) * BuildTool ( const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & SceneState ) const


description:
Check if, given the current scene state, a new instance of this builder's Tool can be created
true if a new Tool instance can be created

code: virtual bool CanBuildTool ( const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & SceneState ) const


className: UMotionTrailToolBuilder

description: Builder forUMotionTrailTool


description: true if this Tool is currently in a state where it can be Accepted. This may be false if for example there was an error in the Tool.

code: virtual bool CanAccept() const


description: Functions and variables for handling the overlay for switching between free and pivot mode.

code: void CreateAndShowPivotOverlay()


description: Selection delegates

code: void DeactivateMe()


code: [FInputRayHit](API\Runtime\InteractiveToolsFramework\FInputRayHit) FindRayHit ( const FRay & WorldRay, FVector & HitPos )


description: Callbacks we'll receive from the gizmo proxy.

code: void GizmoTransformChanged ( [UTransformProxy](API\Runtime\InteractiveToolsFramework\BaseGizmos\UTransformProxy) * Proxy, FTransform Transform )


code: void GizmoTransformStarted ( [UTransformProxy](API\Runtime\InteractiveToolsFramework\BaseGizmos\UTransformProxy) * Proxy )


code: void HandleControlSelected ( [UControlRig](API\Plugins\ControlRig\UControlRig) * Subject, [FRigControlElement](API\Plugins\ControlRig\Rigs\FRigControlElement) * InControl, bool bSelected )


code: void GizmoTransformEnded ( [UTransformProxy](API\Runtime\InteractiveToolsFramework\BaseGizmos\UTransformProxy) * Proxy )


description: true if this Tool support being Accepted, ie calling Shutdown(EToolShutdownType::Accept)

code: virtual bool HasAccept() const


description: true if this Tool support being Cancelled, ie calling Shutdown(EToolShutdownType::Cancel)

code: virtual bool HasCancel() const


description:
Test if target is hit by a click
hit information at this point

code: virtual [FInputRayHit](API\Runtime\InteractiveToolsFramework\FInputRayHit) IsHitByClick ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & ClickPos )


className: LastPivotOverlayLocation

code: static FVector2D LastPivotOverlayLocation = FVector2D(0.0, 0.0);


description: Notify Target that click ocurred

code: virtual void OnClicked ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & ClickPos )


code: void OnEditorSelectionChanged ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * NewSelection )


description: Automatically called byUInteractiveToolPropertySet.OnModifieddelegate to notify Tool of child property set changes

code: virtual void OnPropertyModified ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * PropertySet, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property )


code: virtual void OnTick ( float DeltaTime )


description: IBaseSequencerAnimTool.

code: virtual bool ProcessCommandBindings ( const [FKey](API\Runtime\InputCore\FKey) Key, const bool bRepeat ) const


code: void RemoveAndDestroyPivotOverlay()


description: If In Pivot Mode, if not then in Free Mode.

code: bool IsInPivotMode() const


code: void RemoveDelegates()


code: virtual void Render ( [IToolsContextRenderAPI](API\Runtime\InteractiveToolsFramework\IToolsContextRenderAPI) * RenderAPI )


code: void SaveLastSelected()


description: Handle Selection and Pivot Location.

code: void SavePivotTransforms()


code: bool SetGizmoBasedOnSelection ( bool bUseSaved )


description: Set Pivot Mode.

code: void SetPivotMode ( bool bVal )


code: virtual void Setup()


code: virtual void SetWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [UInteractiveGizmoManager](API\Runtime\InteractiveToolsFramework\UInteractiveGizmoManager) * GizmoManager )


code: virtual void Shutdown ( EToolShutdownType ShutdownType )


description: Toggle Pivot Mode.

code: void TogglePivotMode()


code: void TryRemovePivotOverlay()


code: void TryShowPivotOverlay()


code: void UpdateGizmoTransform()


code: void UpdateGizmoVisibility()


code: void UpdatePivotOverlayLocation ( const FVector2D InLocation, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IAssetViewport](API\Editor\UnrealEd\IAssetViewport) > ActiveLevelViewport )


className: USequencerPivotTool

description: Pivot tool class

ActorDrags

type: TArray<FActorS...

Actors

type: TArray<TWeakOb...

ControlRigDrags

type: TArray<FContro...

InteractionScopes

type: TArray<TShared...

LevelSequence

type: ULevelSequence...

description: Since we are selection based we can cache this

PivotWidget

type: TSharedPtr<SWi...

SequencerPtr

type: TWeakPtr<ISequ...


code: virtual [UInteractiveTool](API\Runtime\InteractiveToolsFramework\UInteractiveTool) * BuildTool ( const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & SceneState ) const


code: virtual bool CanBuildTool ( const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & SceneState ) const


className: USequencerPivotToolBuilder

description: The way this sequencer pivot tool works is that it will use modify the incoming selections temp pivot while the mode is active. Reselecting will turn off the mode. Builder forUSequencerPivotTool


code: virtual bool InputKey ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport, [FKey](API\Runtime\InputCore\FKey) InKey, EInputEvent InEvent )


code: virtual bool IsCompatibleWith ( FEditorModeID OtherModeID ) const


className: ModeName

code: static FEditorModeID ModeName = TEXT("SequencerToolsEditMode");


description: Lets each mode selectively enable widgets for editing properties tagged with 'Show 3D Widget' metadata.

code: virtual bool UsesPropertyWidgets() const


description: True if this mode uses a toolkit mode (eventually they all should)

code: virtual bool UsesToolkits() const


description: Lets each tool determine if it wants to use the editor widget or not. If the tool doesn't want to use it, it will be fed raw mouse delta information (not snapped or altered in any way).

code: virtual bool UsesTransformWidget() const


code: USequencerToolsEditMode()


code: virtual ~USequencerToolsEditMode()


className: USequencerToolsEditMode

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class USequencerToolsEditMode : public [UBaseLegacyWidgetEdMode](API\Editor\UnrealEd\Tools\UBaseLegacyWidgetEdMode)


className: ESequencerPlaylistPlaybackDirection

module: SequencerPlaylists

code: enum ESequencerPlaylistPlaybackDirection { Forward, Reverse, }


code: FSequencerPlaylistPlaybackState()


className: FSequencerPlaylistItemPlayerFactory

code: typedef TBaseDelegate_OneParam< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISequencerPlaylistItemPlayer](API\Plugins\SequencerPlaylists\ISequencerPlaylistItemPlayer) >, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISequencer](API\Editor\Sequencer\ISequencer) > > FSequencerPlaylistItemPlayerFactory


className: FSequencerPlaylistPlaybackState

bIsPaused

type: uint8:  1

PlaybackDirection

type: ESequencerPlayl...


description: Return the stat id to use for this tickable

code: virtual [TStatId](API\Runtime\Core\Stats\TStatId) GetStatId() const


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


description: Make sure it always ticks, otherwise we can miss recording, particularly when time code is always increasing throughout the system.

code: virtual ETickableTickType GetTickableTickType() const


description:
Used to determine whether the object should be ticked in the editor. Defaults to false since that is the previous behavior.
true if this tickable object can be ticked in the editor

code: virtual bool IsTickableInEditor() const


description: Pure virtual that must be overloaded by the inheriting class. It will be called from within LevelTick.cpp after ticking all actors or from the rendering thread (depending on bIsRenderingThreadObject)

code: virtual void Tick ( float DeltaTime )


code: FTickablePlaylist ( [USequencerPlaylistPlayer](API\Plugins\SequencerPlaylists\USequencerPlaylistPlayer) * InPlayer )


className: FTickablePlaylist

code: class FTickablePlaylist : public [FTickableGameObject](API\Runtime\Engine\FTickableGameObject)


description:
Adds a first frame hold section for the specified item.
True if the current sequence was modified, otherwise false.

code: bool AddHold ( [USequencerPlaylistItem](API\Plugins\SequencerPlaylists\USequencerPlaylistItem) * Item )


className: FOnPlayerSequencerPlaylistSet

code: class FOnPlayerSequencerPlaylistSet


code: [FSequencerPlaylistPlaybackState](API\Plugins\SequencerPlaylists\FSequencerPlaylistPlaybackState) GetPlaybackState ( [USequencerPlaylistItem](API\Plugins\SequencerPlaylists\USequencerPlaylistItem) * Item ) const


description: Returns whether we're currently playing the specified item.

code: virtual bool IsPlaying ( [USequencerPlaylistItem](API\Plugins\SequencerPlaylists\USequencerPlaylistItem) * Item ) const


description:
Initiate playback of the specified item.
True if the current sequence was modified, otherwise false.

code: bool Play ( [USequencerPlaylistItem](API\Plugins\SequencerPlaylists\USequencerPlaylistItem) * Item, [ESequencerPlaylistPlaybackDirection](API\Plugins\SequencerPlaylists\ESequencerPlaylistPlaybackDirect-) Direction )


description:
Halt any current playback of the specified item.
True if the current sequence was modified, otherwise false.

code: bool Stop ( [USequencerPlaylistItem](API\Plugins\SequencerPlaylists\USequencerPlaylistItem) * Item )


description:
Suspend playback of the specified item (if it is playing) and begin a hold. If it is already paused, resume playback.
True if the current sequence was modified, otherwise false.

code: bool TogglePause ( [USequencerPlaylistItem](API\Plugins\SequencerPlaylists\USequencerPlaylistItem) * Item )


code: virtual ~ISequencerPlaylistItemPlayer()


className: ISequencerPlaylistItemPlayer

description: Interface for derived classes that play one or more subclasses ofUSequencerPlaylistItem.

code: class ISequencerPlaylistItemPlayer


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

code: static [ISequencerPlaylistsModule](API\Plugins\SequencerPlaylists\ISequencerPlaylistsModule) & Get()


description: Deprecated* There is no longer a "default" player. Open a specific Playlist asset to create a player associated with it.

code: virtual [USequencerPlaylistPlayer](API\Plugins\SequencerPlaylists\USequencerPlaylistPlayer) * GetDefaultPlayer()


code: bool RegisterItemPlayer ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [USequencerPlaylistItem](API\Plugins\SequencerPlaylists\USequencerPlaylistItem) > ItemClass, [FSequencerPlaylistItemPlayerFactory](API\Plugins\SequencerPlaylists\FSequencerPlaylistItemPlayerFact-) PlayerFactory )


description:
Reset the specified item. This is essentially aStop(), followed by anAddHold()if applicable.
True if the current sequence was modified, otherwise false.

code: bool Reset ( [USequencerPlaylistItem](API\Plugins\SequencerPlaylists\USequencerPlaylistItem) * Item )


className: ISequencerPlaylistsModule

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


className: USequencerPlaylist

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class USequencerPlaylist : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

Description

type: FText

Items

type: TArray<TObject...


className: USequencerPlaylistItem

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Abstract, Within=SequencerPlaylist) class USequencerPlaylistItem : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bHoldAtFirstFrame

type: bool

description: If true, the sequence will be inserted immediately on recording start and any time Reset() is called, paused at the first frame indefinitely until subsequently played or stopped.

bMute

description: Disable playback of this item and prevent it from entering a hold state.

EndFrameOffset

description: Number of frames by which to clip the out point of sections played from this item.

NumLoops

description: 0 is single playthrough, >= 1 is (n+1) playthroughs.

PlaybackSpeed

type: float

description: Speed multiplier at which to play sections created by this item.

StartFrameOffset

description: Number of frames by which to clip the in point of sections played from this item.


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Meta=(DeprecatedFunction, DeprecationMessage="There is no longer a \"default\" player. Open a specific Playlist asset to create a player associated with it.", DisplayName="Get Default Sequencer Playlist Player"), Category="SequencerPlaylists") static [USequencerPlaylistPlayer](API\Plugins\SequencerPlaylists\USequencerPlaylistPlayer) * GetDefaultPlayer()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Sequencer Playlists") [FSequencerPlaylistPlaybackState](API\Plugins\SequencerPlaylists\FSequencerPlaylistPlaybackState) GetPlaybackState ( [USequencerPlaylistItem](API\Plugins\SequencerPlaylists\USequencerPlaylistItem) * Item )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Sequencer Playlists") [USequencerPlaylist](API\Plugins\SequencerPlaylists\USequencerPlaylist) * GetPlaylist()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sequencer Playlists") bool PauseAll()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sequencer Playlists") bool PauseItem ( [USequencerPlaylistItem](API\Plugins\SequencerPlaylists\USequencerPlaylistItem) * Item )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sequencer Playlists") bool PlayAll ( [ESequencerPlaylistPlaybackDirection](API\Plugins\SequencerPlaylists\ESequencerPlaylistPlaybackDirect-) Direction )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sequencer Playlists") bool PlayItem ( [USequencerPlaylistItem](API\Plugins\SequencerPlaylists\USequencerPlaylistItem) * Item, [ESequencerPlaylistPlaybackDirection](API\Plugins\SequencerPlaylists\ESequencerPlaylistPlaybackDirect-) Direction )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sequencer Playlists") bool ResetAll()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sequencer Playlists") bool ResetItem ( [USequencerPlaylistItem](API\Plugins\SequencerPlaylists\USequencerPlaylistItem) * Item )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sequencer Playlists") void SetPlaylist ( [USequencerPlaylist](API\Plugins\SequencerPlaylists\USequencerPlaylist) * InPlaylist )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sequencer Playlists") bool StopAll()


description: Deprecated* Call GetPlaybackState and use the bIsPlaying flag inFSequencerPlaylistPlaybackStateinstead.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Sequencer Playlists") bool IsPlaying ( [USequencerPlaylistItem](API\Plugins\SequencerPlaylists\USequencerPlaylistItem) * Item )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sequencer Playlists") bool StopItem ( [USequencerPlaylistItem](API\Plugins\SequencerPlaylists\USequencerPlaylistItem) * Item )


code: USequencerPlaylistPlayer ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USequencerPlaylistPlayer

description: Controls playback of playlist items

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class USequencerPlaylistPlayer : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

OnPlaylistSet

type: FOnPlayerSequen...


className: ESequenceTimeUnit

description: Specifies which frame of reference you want to set/get time values in. This allows users to work in reference space without having to manually convert back and forth all of the time.

module: SequencerScripting

code: enum ESequenceTimeUnit { DisplayRate, TickResolution, }


description:
Add a new track to the specified binding
The newly created track, if successful

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sequencer|Sequence", Meta=(ScriptMethod)) static [UMovieSceneTrack](API\Runtime\MovieScene\UMovieSceneTrack) * AddTrack ( const [FMovieSceneBindingProxy](API\Runtime\MovieScene\FMovieSceneBindingProxy) & InBinding, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMovieSceneTrack](API\Runtime\MovieScene\UMovieSceneTrack) > TrackType )