description: Checks if the given struct is a child-of ALL of the classes in a set.EFilterReturn::Passedif it is a child-of ALL the structs in the set,EFilterReturn::Failedif it is not,EFilterReturn::NoItemsif the set is empty.

code: virtual EStructFilterReturn IfMatchesAllInChildOfStructsSet ( [TSet](API\Runtime\Core\Containers\TSet)< const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * > & InSet, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InStruct )


className: FStructViewerFilterFuncs

module: StructViewer

code: class FStructViewerFilterFuncs


description: Constructor

code: FStructViewerInitializationOptions()


description:
Creates a struct viewer widget
New struct viewer widget

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateStructViewer ( const [FStructViewerInitializationOptions](API\Editor\StructViewer\FStructViewerInitializationOptio-) & InitOptions, const FOnStructPicked & OnStructPickedDelegate )


className: FStructViewerInitializationOptions

description: Settings for the Struct Viewer set by the programmer before spawning an instance of the widget. This is used to modify the struct viewer's behavior in various ways, such as filtering in or out specific structs.

bAllowViewOptions

type: bool

description: True (the default) shows the view options at the bottom of the struct picker.

bEnableStructDynamicLoading

description: True allows struct dynamic loading on selection

bExpandRootNodes

description: If true, root nodes will be expanded by default.

bShowBackgroundBorder

description: True (the default) shows a background border behind the struct viewer widget.

bShowNoneOption

description: Shows a "None" option, only available in Picker mode.

bShowUnloadedStructs

description: Shows unloaded structs. Will not be filtered out based on non-bool filter options.

DisplayMode

type: EStructViewerDi...

description: Mode to display the structs using.

ExtraPickerCommonStructs

type: TArray< constU...

description: Defines additional structs you want listed in the "Common Structs" section for the picker.

Mode

type: EStructViewerMo...

description: Mode to operate in

NameTypeToDisplay

type: EStructViewerNa...

description: Controls what name is shown for structs

PropertyHandle

type: TSharedPtr< cla...

description: The property this struct viewer be working on.

StructFilter

description: The filter to use on structs in this instance.

ViewerTitleString

type: FText

description: The title string of the struct viewer if required.


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

code: virtual void ShutdownModule()


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

code: virtual void StartupModule()


className: FStructViewerModule

description: Struct Viewer module

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


description: Checks if a struct is allowed by this filter.

code: bool IsStructAllowed ( const [FStructViewerInitializationOptions](API\Editor\StructViewer\FStructViewerInitializationOptio-) & InInitOptions, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InStruct, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FStructViewerFilterFuncs](API\Editor\StructViewer\FStructViewerFilterFuncs) > InFilterFuncs )


code: bool IsUnloadedStructAllowed ( const [FStructViewerInitializationOptions](API\Editor\StructViewer\FStructViewerInitializationOptio-) & InInitOptions, const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & InStructPath, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FStructViewerFilterFuncs](API\Editor\StructViewer\FStructViewerFilterFuncs) > InFilterFuncs )


code: virtual ~IStructViewerFilter()


className: IStructViewerFilter

description: Interface class for creating filters for the Struct Viewer.

code: class IStructViewerFilter


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


className: UStructViewerProjectSettings

description: Implements the settings for the Struct Viewer Project Settings

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

InternalOnlyPaths

type: TArray<FDirect...

description: The base directories to be considered Internal Only for the struct picker.

InternalOnlyStructs

type: TArray<TSoftOb...

description: The base classes to be considered Internal Only for the struct picker.


module: SubobjectDataInterface

code: FAddNewSubobjectParams()


className: FAddNewSubobjectParams

description: Options when adding a new subobject

code: struct FAddNewSubobjectParams

AssetOverride

type: UObject*

description: Specific asset to use instead of the selected asset in the content browser

bConformTransformToParent

type: uint8:  1

description: Whether the newly created component should keep its transform, or conform it to its parent

BlueprintContext

type: TObjectPtr<UBl...

description: Pointer to the blueprint context that this subobject is in.

bSkipMarkBlueprintModified

description: Optionally skip marking this blueprint as modified (e.g. if we're handling that externally

NewClass

type: TObjectPtr<UCl...

description: The class of the new subobject that will be added

ParentHandle

type: FSubobjectDataH...


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) > CreateSubobjectData ( const [FCreateSubobjectParams](API\Editor\SubobjectDataInterface\FCreateSubobjectParams) & Params )


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


code: virtual bool ShouldCreateSubobjectData ( const [FCreateSubobjectParams](API\Editor\SubobjectDataInterface\FCreateSubobjectParams) & Params ) const


className: FBaseSubobjectDataFactory

description: This is the default subobject data factory that will provide a simple

code: class FBaseSubobjectDataFactory : public [ISubobjectDataFactory](API\Editor\SubobjectDataInterface\ISubobjectDataFactory)


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


code: const [UChildActorComponent](API\Runtime\Engine\Components\UChildActorComponent) * GetChildActorComponent ( bool bEvenIfPendingKill ) const


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


code: FChildActorSubobjectData ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject, const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & ParentHandle, const bool InbIsInheritedSCS )


code: virtual bool IsChildActor() const


className: FChildActorSubobjectData

description: Container that represents the subobejct data of a child actor component.

code: struct FChildActorSubobjectData : public [FInheritedSubobjectData](API\Editor\SubobjectDataInterface\FInheritedSubobjectData)


className: FChildSubobjectDataFactory

code: class FChildSubobjectDataFactory : public [ISubobjectDataFactory](API\Editor\SubobjectDataInterface\ISubobjectDataFactory)


className: FCreateSubobjectParams

description: Options for creating a new subobject data via the factory

code: struct FCreateSubobjectParams


description: Whether or not this object represents a subobject that can be deleted

code: virtual bool CanDelete() const


description: Whether or not we can edit properties for this subobject

code: virtual bool CanEdit() const


description: True if this SCS node's blueprint is a child of another Blueprint-generated class, which means that we must use the InheritableComponentHandler

code: virtual bool IsInheritedSCSNode() const


code: virtual bool IsNativeComponent() const


code: FInheritedSubobjectData ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject, const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & ParentHandle, const bool bIsInheritedSCS )


className: FInheritedSubobjectData

description: Container that represents the subobject data of a child actor component.

code: struct FInheritedSubobjectData : public [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData)

bIsInheritedSCS

description: True if this SCS node is inherited from another blueprint generated class.


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) > CreateSubobjectData ( const [FCreateSubobjectParams](API\Editor\SubobjectDataInterface\FCreateSubobjectParams) & Params )


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


code: virtual bool ShouldCreateSubobjectData ( const [FCreateSubobjectParams](API\Editor\SubobjectDataInterface\FCreateSubobjectParams) & Params ) const


className: FInheritedSubobjectDataFactory

description: This subobject data factory will create native and blueprint inherited subobjects

code: class FInheritedSubobjectDataFactory : public [ISubobjectDataFactory](API\Editor\SubobjectDataInterface\ISubobjectDataFactory)


code: FReparentSubobjectParams()


className: FReparentSubobjectParams

description: Options for reparenting subobjects

code: struct FReparentSubobjectParams

ActorPreviewContext

type: TObjectPtr<AAc...

description: The preview actor context to be used if in a blueprint context.

NewParentHandle

description: The handle of the subobject to reparent to.


description: Add the given subobject handle as a child of this. NOTE: This does NOT do any actual manipulation of the subobject structure. This only updates this subobject to have the correct handles in it's child structure. Actual manipulation of subobjects should be done via the SubobjectSubsystem.

code: bool AddChildHandleOnly ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & InHandle )


description:
If this is an instanced component, then we can find the scs node via FindSCSNodeForInstance.
True if an SCS node has been set

code: bool AttemptToSetSCSNode()


description: Whether or not this object represents a subobject that can be copied

code: virtual bool CanCopy() const


description: Whether or not this object represents a subobject that can be duplicated

code: virtual bool CanDuplicate() const


description: Whether or not this object represents a subobject that can be renamed.

code: virtual bool CanRename() const


description: Whether or not this object represents a subobject that can be reparented to other subobjects based on its context.

code: virtual bool CanReparent() const


description: Attempt to find the given handle in out child array and return a pointer to it.

code: [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) FindChild ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & ChildHandle ) const


code: void ClearParentHandle()


code: [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) FindChildByObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject ) const


code: const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * FindComponentInstanceInActor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor ) const


code: [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * FindMutableComponentInstanceInActor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor ) const


description: Tries to find a SCS node that was likely responsible for creating the specified instance component. Note: This is not always possible to do!

code: static [USCS_Node](API\Runtime\Engine\Engine\USCS_Node) * FindSCSNodeForInstance ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InstanceComponent, [UClass](API\Runtime\CoreUObject\UObject\UClass) * ClassToSearch )


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


description: Get the asset name of this subobject from the asset brokerage


description: Get the asset path of this subobject from the asset brokerage


code: [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * GetBlueprint() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) > & GetChildrenHandles() const


description:
Retrieves a tooltip text describing if the component is marked Editor only or not
AnFTextobject containing a description of if the component is marked Editor only or not


description:
This will not return the right component for components overridden by the inherited component handler, you need to call GetOrCreateEditableComponentTemplate instead
The component template or instance represented by this node, if it's a component node.

code: const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * GetComponentTemplate ( bool bEvenIfPendingKill ) const


description: Returns a string that gives details about this subobject. For Inherited components it will return "(Inherited)". For native components this function will return "(NativeComponentName) (Inherited)"

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayNameContextModifiers ( bool bShowNativeComponentNames ) const


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


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


description: Get the display name of this subobject that should be used during drag/drop operations


description:
Retrieves tooltip text describing where the component was first introduced (for inherited components).
AnFTextobject containing a description of when the component was first introduced


description:
Retrieves tooltip text describing the specified component's mobility.
AnFTextobject containing a description of the component's mobility


description: If this subobject is an actor, then return a pointer to that. Otherwise, search for the owning actor on this component and return it.


code: [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * GetMutableComponentTemplate ( bool bEvenIfPendingKill ) const


description: Muteable accessors for this subobject to be used by the subsystem.

code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetMutableObject ( bool bEvenIfPendingKill ) const


code: template<class T> T * GetMutableObject ( bool bEvenIfPendingKill ) const


code: template<class T> T * GetMutableObjectForBlueprint ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint ) const


description: A read-only reference to the object represented by this node.

code: const [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetObject ( bool bEvenIfPendingKill ) const


description:
Deliberately non-virtual, for performance reasons.
A read-only reference to the object represented by this node.

code: template<class T> const T * GetObject ( bool bEvenIfPendingKill ) const


description:
May not be the same as the value returned byGetObject().
A reference to the object represented by this node that can be modified within the given Blueprint.

code: const [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetObjectForBlueprint ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint ) const


code: template<class T> const T * GetObjectForBlueprint ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint ) const


code: [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) * GetParentData() const


description: Walks the parent heirarchy and returns the root subobject in this case


code: virtual [USCS_Node](API\Runtime\Engine\Engine\USCS_Node) * GetSCSNode ( bool bEvenIfPendingKill ) const


description: Sockets for attaching in the viewport.


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


description: Return true if the given handle is a child of this subobject.

code: bool HasChild ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & ChildHandle ) const


code: bool HasParent() const


code: bool HasValidSocket() const


code: virtual bool IsActor() const


description: Returns true if the asset this object represents is visible

code: bool IsAssetVisible() const


code: bool IsAttachedTo ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & InHandle ) const


code: virtual bool IsBlueprintInheritedComponent() const


code: virtual bool IsChildActor() const


description: Returns true if this subobject is a part of a child actor's hierarchy and not the root actor.

code: virtual bool IsChildActorSubtreeObject() const


description: Returns true if this subobject is a component.

code: virtual bool IsComponent() const


code: virtual bool IsDefaultSceneRoot() const


code: virtual bool IsInheritedComponent() const


description: True if this SCS node's blueprint is a child of another Blueprint-generated class, which means that we must use the InheritableComponentHandler

code: virtual bool IsInheritedSCSNode() const


code: virtual bool IsInstancedActor() const


code: virtual bool IsInstancedComponent() const


description: True if this subobject is an instance of an inherited component (its owner is an instanced actor)

code: virtual bool IsInstancedInheritedComponent() const


code: virtual bool IsRootActor() const


code: virtual bool IsNativeComponent() const


code: virtual bool IsRootComponent() const


code: virtual bool IsSceneComponent() const


description: True if this subobject's handle is valid

code: bool IsValid() const


description: Add the given subobject handle as a child of this.

code: bool RemoveChildHandleOnly ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & InHandle )


description: Returns true if the component template'sFNamestarts withUSceneComponent::GetDefaultSceneRootVariableName

code: bool SceneRootHasDefaultName() const


code: void SetParentHandle ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & NewParentHandle )


code: void SetSocketName ( [FName](API\Runtime\Core\UObject\FName) InNewName )


code: void SetupAttachment ( [FName](API\Runtime\Core\UObject\FName) SocketName, const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & AttachParentHandle )


code: FSubobjectData ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject, const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & ParentHandle )


code: virtual ~FSubobjectData()


className: FSubobjectData

description: If you wish to modify a subobject, use the SubobjectDataSubsystem.

code: struct FSubobjectData

ChildrenHandles

type: TArray<FSubobj...

description: Set of child subobjects that use this subobject as a parent.

Handle

description: Handle that will have a globally unique ID when it is constructed (i.e. when this is constructed)

ParentObjectHandle

description: Handle to this object's parent. If this is invalid, then it is the root subobject.

SCSNodePtr

type: TWeakObjectPtr<...

description: For now, we need a pointer to the SCS node in order to have the correct component template and to be able to get the UBlueprint* from components.

WeakObjectPtr

description: Weak ptr to the object instance represented by this node (e.g. component template)


code: [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) * GetData() const


description: Returns a pointer to the subobject data that this is a handle for

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) > GetSharedDataPtr() const


className: InvalidHandle

description: A static representation of an invalid handle. Mostly used as a return value for functions that need to return a handle but have the risk of being invalid.

code: static const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) InvalidHandle = FSubobjectDataHandle();


description:
True if the Handle is valid (i.e. not INDEX_NONE). This is true once GenerateNewHandle is called
bool True if this handle is valid


code: bool operator== ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & Other ) const


code: bool operator!= ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & Other ) const


code: FSubobjectDataHandle()


code: ~FSubobjectDataHandle()


className: FSubobjectDataHandle

description: A subobject handle is a globally unique identifier for subobjects Upon construction, the handle will be invalid. It is the responsibility of the owningFSubobjectDatato set the DataPtr once the subobject data has validated that it has a good context.

code: struct FSubobjectDataHandle


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: FSubobjectDataInterfaceModule

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


description: Find a factory that returns true from ShouldCreateSubobjectData based on the given parameters. If none are found, then the default will be returned.

code: [ISubobjectDataFactory](API\Editor\SubobjectDataInterface\ISubobjectDataFactory) * FindFactoryToUse ( const [FCreateSubobjectParams](API\Editor\SubobjectDataInterface\FCreateSubobjectParams) & Params )


description: Returns true if the given factory ID is registered

code: bool IsFactoryRegistered ( [FName](API\Runtime\Core\UObject\FName) ID ) const


code: bool RegisterFactory ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISubobjectDataFactory](API\Editor\SubobjectDataInterface\ISubobjectDataFactory) > & Factory )


description:
Remove the factory with the given ID from the registered map.
True if it was removed.

code: bool UnregisterFactory ( [FName](API\Runtime\Core\UObject\FName) ID )


code: ~FSubobjectFactoryManager()


code: FSubobjectFactoryManager()


className: FSubobjectFactoryManager

description: See BaseSubobjectDataFactory.h for an example.

code: class FSubobjectFactoryManager


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) > CreateSubobjectData ( const [FCreateSubobjectParams](API\Editor\SubobjectDataInterface\FCreateSubobjectParams) & Params )


code: bool ShouldCreateSubobjectData ( const [FCreateSubobjectParams](API\Editor\SubobjectDataInterface\FCreateSubobjectParams) & Params ) const


className: ISubobjectDataFactory

description: A subobject data factory will handle the creation of subobject data. To create a subobject data factory, override this class and register it with the subobject data subsystem.

code: class ISubobjectDataFactory


className: WithIdenticalViaEquality

code: enum &123; WithIdenticalViaEquality = true &125;


code: template<> struct TStructOpsTypeTraits< FSubobjectDataHandle > : public [TStructOpsTypeTraitsBase2< FSubobjectDataHandle >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


description: Whether or not this object represents a subobject that can be copied

code: static bool CanCopy ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )


description: Whether or not this object represents a subobject that can be deleted

code: static bool CanDelete ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )


description: Whether or not this object represents a subobject that can be duplicated

code: static bool CanDuplicate ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )


description: Whether or not we can edit properties for this subobject

code: static bool CanEdit ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )


code: static bool CanRename ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )


description: Whether or not this object represents a subobject that can be reparented to other subobjects based on its context.

code: static bool CanReparent ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )


code: [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * GetBlueprint ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )


code: static void GetData ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & DataHandle, [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & OutData )


code: [FText](API\Runtime\Core\Internationalization\FText) GetDisplayName ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )


description: Get the handle for this subobject data

code: static void GetHandle ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data, [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & OutHandle )


code: static const [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetObject ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data, bool bEvenIfPendingKill )


code: static const [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetObjectForBlueprint ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


code: static [FName](API\Runtime\Core\UObject\FName) GetVariableName ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )


code: static bool IsActor ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )


code: static bool IsAttachedTo ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data, const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & InHandle )


code: static bool IsChildActor ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )


description: Returns true if this subobject is a component.

code: static bool IsComponent ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )


code: static bool IsDefaultSceneRoot ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )


code: static bool IsHandleValid ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & DataHandle )


code: static bool IsInheritedComponent ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )


code: static bool IsInstancedActor ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )


code: static bool IsInstancedComponent ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )


code: static bool IsNativeComponent ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )


code: static bool IsRootActor ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )


code: static bool IsRootComponent ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )


code: static bool IsSceneComponent ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )


code: static bool IsValid ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )


className: USubobjectDataBlueprintFunctionLibrary

description: A function library with wrappers around the getter/setter functions forFSubobjectDatathat will make it easier to use within blueprint contexts.

code: class USubobjectDataBlueprintFunctionLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


description:
Add the given subobject to a new owner. This will remove the subobject from its previous owner if necessary.
true if the child was added successfully

code: bool AttachSubobject ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & OwnerHandle, const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & ChildToAddHandle )


description: Add a new subobject as a child to the given parent objectFSubobjectDataHandleHandle to the newly created subobject, Invalid handle if creation failed

code: [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) AddNewSubobject ( const [FAddNewSubobjectParams](API\Editor\SubobjectDataInterface\FAddNewSubobjectParams) & Params, [FText](API\Runtime\Core\Internationalization\FText) & FailReason )


code: [FScopedTransaction](API\Editor\UnrealEd\FScopedTransaction) * BeginTransaction ( const [TArray](API\Runtime\Core\Containers\TArray)< [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) > & Handles, const [FText](API\Runtime\Core\Internationalization\FText) & Description, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


description: Returns true if the given array of handles represents subobjects that can be copied.

code: bool CanCopySubobjects ( const [TArray](API\Runtime\Core\Containers\TArray)< [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) > & Handles ) const


code: bool CanPasteSubobjects ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & RootHandle, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * BPContext ) const


description:
Attempts to change the subclass of a native component
True if the class change was successful, false otherwise.

code: bool ChangeSubobjectClass ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & Handle, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * NewClass )


code: void CopySubobjects ( const [TArray](API\Runtime\Core\Containers\TArray)< [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) > & Handles, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * BpContext )


description:
Creates a new Blueprint component from the specified class type The user will be prompted to pick a new subclass name and a blueprint asset will be created
The new class that was created

code: static [UClass](API\Runtime\CoreUObject\UObject\UClass) * CreateNewBPComponent ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > ComponentClass, const [FString](API\Runtime\Core\Containers\FString) & NewClassPath, const [FString](API\Runtime\Core\Containers\FString) & NewClassName )


description:
Creates a new C++ component from the specified class type The user will be prompted to pick a new subclass name and code will be recompiled
The new class that was created

code: static [UClass](API\Runtime\CoreUObject\UObject\UClass) * CreateNewCPPComponent ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > ComponentClass, const [FString](API\Runtime\Core\Containers\FString) & NewClassPath, const [FString](API\Runtime\Core\Containers\FString) & NewClassName )


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


description:
Attempts to delete the given subobject from its blueprint context
The number of subobjects successfully deleted

code: int32 DeleteSubobject ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & ContextHandle, const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & SubobjectToDelete, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * BPContext )


description:
Attempts to delete the given array of subobjects from their context
The number of subobjects successfully deleted

code: int32 DeleteSubobjects ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & ContextHandle, const [TArray](API\Runtime\Core\Containers\TArray)< [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) > & SubobjectsToDelete, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * BPContext )


code: int32 DeleteSubobjects ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & ContextHandle, const [TArray](API\Runtime\Core\Containers\TArray)< [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) > & SubobjectsToDelete, [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & OutComponentToSelect, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * BPContext, bool bForce )


description:
Remove the child subobject from the owner
True if the child was successfully removed.

code: bool DetachSubobject ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & OwnerHandle, const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & ChildToRemove )


description: Duplicate the given array of subobjects on the context.

code: void DuplicateSubobjects ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & Context, const [TArray](API\Runtime\Core\Containers\TArray)< [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) > & SubobjectsToDup, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * BpContext, [TArray](API\Runtime\Core\Containers\TArray)< [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) > & OutNewSubobjects )


description: Attempt to find an existing handle for the given object.FSubobjectDataHandleThe subobject handle for the object, Invalid handle if not found.

code: [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) FindHandleForObject ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & Context, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToFind, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * BPContext ) const


description: Find the scene root for a given subobject handle. If this is an actor, then it will return the handle pointing to its DefaultSceneRoot. If this is a component, it will walk the parent chain until it finds the DefaultSceneRoot.

code: [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) FindSceneRootForSubobject ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & InHandle ) const


description: Gather all subobjects that the givenUObjectcontext has. Populates an array of handles that will have the given context and all it's subobjects.

code: void GatherSubobjectData ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [TArray](API\Runtime\Core\Containers\TArray)< [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) > & OutArray )


description: Static wrapper for getting this engine subsystem. Will return nullptr if the SubobjectDataInterface module has not been loaded yet.

code: static [USubobjectDataSubsystem](API\Editor\SubobjectDataInterface\USubobjectDataSubsystem) * Get()


description:
Walk the hierarchy up to find theAActorroot for the given handle
The handle of the root actor if one exists, FSubobjectDataHandle::InvalidHandle otherwise.

code: static [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) GetActorRootHandle ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & StartingHandle )


description: Implement this for initialization of instances of the system

code: virtual void Initialize ( [FSubsystemCollectionBase](API\Runtime\Engine\Subsystems\FSubsystemCollectionBase) & Collection )


code: int32 K2_DeleteSubobjectsFromInstance ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & ContextHandle, const [TArray](API\Runtime\Core\Containers\TArray)< [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) > & SubobjectsToDelete )


description:
Returns true if the given new text is a valid option to rename the subobject with the given handle. Populates the OutErrorMessage if it is not valid.
True if the rename is valid

code: bool IsValidRename ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & Handle, const [FText](API\Runtime\Core\Internationalization\FText) & InNewText, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMessage ) const


description:
Attempts to delete the given subobject from its context
The number of subobjects successfully deleted

code: int32 K2_DeleteSubobjectFromInstance ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & ContextHandle, const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & SubobjectToDelete )


description:
Attempt to find the subobject data for a given handle. OutData will only be valid if the function returns true.
bool true if the data was found

code: bool K2_FindSubobjectDataFromHandle ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & Handle, [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & OutData ) const


description: Gather all subobjects that the given Blueprint context has. Populates an array of handles that will have the given context and all it's subobjects.

code: void K2_GatherSubobjectDataForBlueprint ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Context, [TArray](API\Runtime\Core\Containers\TArray)< [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) > & OutArray )


description: Gather all subobjects that the given actor instance has. Populates an array of handles that will have the given context and all it's subobjects.

code: void K2_GatherSubobjectDataForInstance ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Context, [TArray](API\Runtime\Core\Containers\TArray)< [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) > & OutArray )


code: bool MakeNewSceneRoot ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & Context, const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & NewSceneRoot, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * BPContext )


description: Delegate invoked when a new subobject is successfully added


code: void PasteSubobjects ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & PasteToContext, const [TArray](API\Runtime\Core\Containers\TArray)< [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) > & NewParentHandles, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * BpContext, [TArray](API\Runtime\Core\Containers\TArray)< [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) > & OutPastedHandles )


description:
Attempts to rename the given subobject to the new name.
True if the rename was successful, false otherwise.

code: bool RenameSubobject ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & Handle, const [FText](API\Runtime\Core\Internationalization\FText) & InNewName )


code: static void RenameSubobjectMemberVariable ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * BPContext, const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & InHandle, const [FName](API\Runtime\Core\UObject\FName) NewName )


description:
Attempts to reparent the given subobject to the new parent
True if the reparent was successful, false otherwise.

code: bool ReparentSubobject ( const [FReparentSubobjectParams](API\Editor\SubobjectDataInterface\FReparentSubobjectParams) & Params, const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & ToReparentHandle )


description: Attempts to reparent all subobjects in the HandlesToMove array to the new parent handle.

code: bool ReparentSubobjects ( const [FReparentSubobjectParams](API\Editor\SubobjectDataInterface\FReparentSubobjectParams) & Params, const [TArray](API\Runtime\Core\Containers\TArray)< [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) > & HandlesToMove )


className: USubobjectDataSubsystem

description: The Subobject Data Subsystem will produce the reflected subobject data based on a given root object. A root object can be anything, an actor instance clicked on via the level editor, a UBlueprint* by opening an asset, or something piped in from python or other scripting languages.

code: class USubobjectDataSubsystem : public [UEngineSubsystem](API\Runtime\Engine\Subsystems\UEngineSubsystem)


className: FSubobjectEditorModule

module: SubobjectEditor

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


description: Add the given slate node to our child array and set it's parent to us This had no effect on the actual structure of the subobjects this node represents it is purely visual

code: void AddChild ( FSubobjectEditorTreeNodePtrType AttachToPtr )


description: Used to update the EFilteredState::ChildMatches flag for parent nodes, when this item's filtration state has changed

code: void ApplyFilteredStateToParent()


code: void CloseOngoingCreateTransaction()


className: EFilteredState

code: enum EFilteredState { FilteredOut = 0x00, MatchesFilter = (1 << 0), ChildMatches = (1 << 1), FilteredInMask = (MatchesFilter | ChildMatches), Unknown = 0xFC, }


description: Attempts to find the given subobject handle in the slate children on this node. Nullptr if none are found.

code: FSubobjectEditorTreeNodePtrType FindChild ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & InHandle )


className: FOnRenameRequested

description: Delegate for when the context menu requests a rename

code: typedef TBaseDelegate_NoParams< void > FOnRenameRequested


description: The set of nodes which are parented to this node (read-only).

code: const [TArray](API\Runtime\Core\Containers\TArray)< FSubobjectEditorTreeNodePtrType > & GetChildren() const


description: If this subobject is an actor component, then return its template. Otherwise it will return null

code: const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * GetComponentTemplate() const


description: Get the subobject handle that this slate node is representing.


description: Get a pointer to the subobject data that this slate node is representing.

code: [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) * GetDataSource() const


description: Get the display name of this single tree node


code: const [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetObject ( bool bEvenIfPendingKill ) const


code: void GetOngoingCreateTransaction ( [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FScopedTransaction](API\Editor\UnrealEd\FScopedTransaction) > & OutPtr )


description: Get the slate parent of this single tree node


code: bool HasOngoingTransaction() const


description: Returns true if this node is attached to the given slate node.

code: bool IsAttachedTo ( FSubobjectEditorTreeNodePtrType InNodePtr ) const


code: bool IsChildSubtreeNode() const


code: bool IsComponentNode() const


description: Whether or not this node is a direct child of the given node.

code: bool IsDirectlyAttachedTo ( FSubobjectEditorTreeNodePtrType InNodePtr ) const


description: Query that determines if this item should be filtered out or not

code: bool IsFlaggedForFiltration() const


code: bool IsNativeComponent() const


description: Returns true if this is the root actor node of the tree.

code: bool IsRootActorNode() const


description: Returns true if this subobject data handle is valid.

code: bool IsValid() const


description: Returns whether the node will match the given type (for filtering)

code: bool MatchesFilterType ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InFilterType ) const


description: Refreshes this item's filtration state. Set bRecursive to 'true' to refresh any child nodes as well

code: bool RefreshFilteredState ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InFilterType, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InFilterTerms, bool bRecursive )


description: Updates the EFilteredState::ChildMatches flag, based off of children's current state

code: void RefreshCachedChildFilterState ( bool bUpdateParent )


description: Remove the given slate node from our children array.

code: void RemoveChild ( FSubobjectEditorTreeNodePtrType InChildNodePtr )


description: Sets this item's filtration state. Use bUpdateParent to make sure the parent's EFilteredState::ChildMatches flag is properly updated based off the new state

code: void SetCachedFilterState ( bool bMatchesFilter, bool bUpdateParent )


code: void SetOngoingCreateTransaction ( [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FScopedTransaction](API\Editor\UnrealEd\FScopedTransaction) > InTransaction )


description: Sets up the delegate for a rename operation

code: void SetRenameRequestedDelegate ( [FOnRenameRequested](API\Editor\SubobjectEditor\FSubobjectEditorTreeNode\FOnRenameRequested) InRenameRequested )


code: FSubobjectEditorTreeNode ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & DataSource, bool InbIsSeperator )


code: ~FSubobjectEditorTreeNode()


className: FSubobjectEditorTreeNode

description: Wrapper struct that represents access an singe subobject that is used by slate as a layout for columns/rows should look like

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

bIsSeperator

description: A flag that indicates that this is a separator slate node and has no valid data

Children

type: TArray< FSubobj...

description: Any children that this subobject has in the hierarchy, used to collapsed things within in the tree

DataHandle

description: The data source of this subobject

OngoingCreateTransaction

type: TUniquePtr<FSc...

description: Scope the creation of a node which ends when the initial 'name' is given/accepted by the user, which can be several frames after the node was actually created.

ParentNodePtr

type: FSubobjectEdito...

description: Pointer to the parent of this subobject

RenameRequestedDelegate

type: FOnRenameReques...

description: Handles rename requests


description: Add a new subobject to the given parent via the subobject data subsystem

code: virtual [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) AddNewSubobject ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & ParentHandle, [UClass](API\Runtime\CoreUObject\UObject\UClass) * NewClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * AssetOverride, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason, [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FScopedTransaction](API\Editor\UnrealEd\FScopedTransaction) > InOngoingTransaction )


description: Fills out an events section in ui.

code: static void BuildMenuEventsSection ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & Menu, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [UClass](API\Runtime\CoreUObject\UObject\UClass) * SelectedClass, FCanExecuteAction CanExecuteActionDelegate, FGetSelectedObjectsDelegate GetSelectedObjectsDelegate )


description: Builds a context menu pop up for dropping a child node onto the scene root node

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > BuildSceneRootDropActionMenu ( FSubobjectEditorTreeNodePtrType DroppedOntoNodePtr, FSubobjectEditorTreeNodePtrType DroppedNodePtr )


description: Pastes previously copied node(s)

code: virtual bool CanPasteNodes() const


description: If true, then the tree widget will clear selection on click.

code: virtual bool ClearSelectionOnClick() const


code: void Construct ( const [FArguments](API\Editor\SubobjectEditor\SSubobjectBlueprintEditor\FArguments) & InArgs )


description: Function to construct an event for a node

code: static void ConstructEvent ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FName](API\Runtime\Core\UObject\FName) EventName, const [FComponentEventConstructionData](API\Editor\Kismet\FComponentEventConstructionData) EventData )


code: virtual void CopySelectedNodes()


description: Function to create events for the current selection

code: static void CreateEventsForSelection ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [FName](API\Runtime\Core\UObject\FName) EventName, FGetSelectedObjectsDelegate GetSelectedObjectsDelegate )


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


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


code: WidgetArgsType & ObjectContext &40; const TAttribute< UObject &42; > & InAttribute &41;


code: WidgetArgsType & OnHighlightPropertyInDetailsView &40; const FOnHighlightPropertyInDetailsView & InDelegate &41;


code: WidgetArgsType & OnItemDoubleClicked &40; const FOnItemDoubleClicked & InDelegate &41;


code: WidgetArgsType & OnSelectionUpdated &40; const FOnSelectionUpdated & InDelegate &41;


code: WidgetArgsType & PreviewActor &40; const TAttribute< AActor &42; > & InAttribute &41;


code: WidgetArgsType & SubobjectClassListFilters &40; TArray< TSharedRef< IClassViewerFilter >> InArg &41;


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

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


description: Attempt to find an existing slate node that matches the given handle.

code: virtual FSubobjectEditorTreeNodePtrType FindSlateNodeForObject ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, bool bIncludeAttachmentComponents ) const


className: FOnHighlightPropertyInDetailsView

code: typedef TBaseDelegate_OneParam< void, const class [FPropertyPath](API\Editor\PropertyEditor\FPropertyPath) & > FOnHighlightPropertyInDetailsView


description: Get the current preview actor for this blueprint editor.

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetActorPreview() const


code: virtual FSubobjectEditorTreeNodePtrType GetSceneRootNode() const


description: Highlight a tree node and, optionally, a property with in it

code: void HighlightTreeNode ( [FName](API\Runtime\Core\UObject\FName) TreeNodeName, const class [FPropertyPath](API\Editor\PropertyEditor\FPropertyPath) & Property )


code: virtual void OnAttachToDropAction ( FSubobjectEditorTreeNodePtrType DroppedOn, const [TArray](API\Runtime\Core\Containers\TArray)< FSubobjectEditorTreeNodePtrType > & DroppedNodePtrs )


code: virtual void OnDeleteNodes()


code: virtual void OnDetachFromDropAction ( const [TArray](API\Runtime\Core\Containers\TArray)< FSubobjectEditorTreeNodePtrType > & DroppedNodePtrs )


code: virtual void OnDuplicateComponent()


code: virtual void OnMakeNewRootDropAction ( FSubobjectEditorTreeNodePtrType DroppedNodePtr )


code: virtual void PasteNodes()


description: Populate the context menu with implementation specific details

code: virtual void PopulateContextMenuImpl ( [UToolMenu](API\Developer\ToolMenus\UToolMenu) * InMenu, [TArray](API\Runtime\Core\Containers\TArray)< FSubobjectEditorTreeNodePtrType > & InSelectedItems, bool bIsChildActorSubtreeNodeSelected )


code: virtual void PostDragDropAction ( bool bRegenerateTreeNodes )


description: If true, then the blueprint should be modified on TryHandleAssetDragDropOperation

code: virtual bool ShouldModifyBPOnAssetDrop() const


description: Indicates whether or not the search bar and inline buttons are visible.

code: virtual bool ShowInlineSearchWithButtons() const


description: Function to view an event for a node

code: static void ViewEvent ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FName](API\Runtime\Core\UObject\FName) EventName, const [FComponentEventConstructionData](API\Editor\Kismet\FComponentEventConstructionData) EventData )


className: SSubobjectBlueprintEditor

description: This is the editor for subobjects within the blueprint editor that

code: class SSubobjectBlueprintEditor : public [SSubobjectEditor](API\Editor\SubobjectEditor\SSubobjectEditor)

OnHighlightPropertyInDetailsView

type: FOnHighlightPro...

description: Delegate to invoke when the given property should be highlighted in the details view (e.g. diff).

PreviewActor

type: TAttribute<AAc...

description: Attribute that provides access to a "preview" Actor context (may not be same as the Actor context that's being edited.


code: [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) AddNewSubobject ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & ParentHandle, [UClass](API\Runtime\CoreUObject\UObject\UClass) * NewClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * AssetOverride, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason, [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FScopedTransaction](API\Editor\UnrealEd\FScopedTransaction) > InOngoingTransaction )


description: Builds a context menu popup for dropping a child node onto the scene root node

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > BuildSceneRootDropActionMenu ( FSubobjectEditorTreeNodePtrType DroppedOntoNodePtr, FSubobjectEditorTreeNodePtrType DroppedNodePtr )


code: bool CanCopyNodes() const


description: Removes existing selected component nodes from the SCS

code: virtual bool CanDeleteNodes() const


code: bool CanDuplicateComponent() const


code: virtual bool CanMakeNewRootOnDrag ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * DraggedFromBlueprint ) const


description: Pastes previously copied node(s)

code: virtual bool CanPasteNodes() const


description: Checks to see if renaming is allowed on the selected component

code: bool CanRenameComponent() const


description: Clears the current selection

code: void ClearSelection()


code: virtual bool ClearSelectionOnClick() const


description: Constructs the slate drag/drop tree for this subobject editor

code: virtual void ConstructTreeWidget()


description: Creates a list of commands

code: virtual void CreateCommandList()


description: Called to display context menu when right clicking on the widget


description: Recursively visits the given node + its children and invokes the given function for each.

code: void DepthFirstTraversal ( const FSubobjectEditorTreeNodePtrType & InNodePtr, [TSet](API\Runtime\Core\Containers\TSet)< FSubobjectEditorTreeNodePtrType > & OutVisitedNodes, const [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const FSubobjectEditorTreeNodePtrType &)> InFunction ) const


description: Dumps out the tree view contents to the log (used to assist with debugging widget hierarchy issues)

code: void DumpTree()


code: static FSubobjectEditorTreeNodePtrType FindOrCreateSlateNodeForHandle ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & Handle, [TMap](API\Runtime\Core\Containers\TMap)< [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle), FSubobjectEditorTreeNodePtrType > & ExistingNodes )


code: FSubobjectEditorTreeNodePtrType FindSlateNodeForHandle ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & Handle, FSubobjectEditorTreeNodePtrType InStartNodePtr ) const


code: virtual FSubobjectEditorTreeNodePtrType FindSlateNodeForObject ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, bool bIncludeAttachmentComponents ) const


description: Attempt to find an existing slate node that has a given variable name.

code: FSubobjectEditorTreeNodePtrType FindSlateNodeForVariableName ( [FName](API\Runtime\Core\UObject\FName) InVariableName ) const


className: FOnItemDoubleClicked

code: typedef TBaseDelegate_OneParam< void, const FSubobjectEditorTreeNodePtrType > FOnItemDoubleClicked


className: FOnSelectionUpdated

code: typedef TBaseDelegate_OneParam< void, const [TArray](API\Runtime\Core\Containers\TArray)< FSubobjectEditorTreeNodePtrType > & > FOnSelectionUpdated


description: Provides access to the Blueprint context that's being edited

code: [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * GetBlueprint() const


description: Returns the set of expandable nodes that are currently collapsed in the UI

code: void GetCollapsedNodes ( const FSubobjectEditorTreeNodePtrType & InNodePtr, [TSet](API\Runtime\Core\Containers\TSet)< FSubobjectEditorTreeNodePtrType > & OutCollapsedNodes ) const


description: Get the tint color that any subobject editor icons should use. The default is the foreground color.

code: virtual [FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) GetColorTintForIcon ( FSubobjectEditorTreeNodePtrType Node ) const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > GetCommandList() const


description: The visibility of the Add Component combo button

code: virtual [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) GetComponentClassComboButtonVisibility() const


description: The visibility of the components filter box


description: The visibility of the components tree


description: Type of component to filter the tree view with or nullptr if there's no filter.


description: The visibility of the Edit Blueprint button (only visible with an actor instance that is created from a blueprint)

code: virtual [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) GetEditBlueprintButtonVisibility() const


description: Callback for the action trees to get the filter text


description: Returns the number of currently selected nodes in the tree

code: int32 GetNumSelectedNodes() const


description: Pointer to the current object that is represented by the subobject editor

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


description: SubobjectHandle of the current object that is represented by the subobject editor


description: The visibility of the promote to blueprint button (only visible with an actor instance that is not created from a blueprint)

code: virtual [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) GetPromoteToBlueprintButtonVisibility() const


description: Return an array of the current slate node hierarchy in the tree

code: const [TArray](API\Runtime\Core\Containers\TArray)< FSubobjectEditorTreeNodePtrType > & GetRootNodes() const


code: virtual FSubobjectEditorTreeNodePtrType GetSceneRootNode() const


description: Get the currently selected handles from the tree sorted in order from parent to child

code: [TArray](API\Runtime\Core\Containers\TArray)< [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) > GetSelectedHandles() const


description: Fills the supplied array with the currently selected objects

code: void GetSelectedItemsForContextMenu ( [TArray](API\Runtime\Core\Containers\TArray)< [FComponentEventConstructionData](API\Editor\Kismet\FComponentEventConstructionData) > & OutSelectedItems ) const


description: Get the currently selected nodes from the tree sorted in order from parent to child

code: [TArray](API\Runtime\Core\Containers\TArray)< FSubobjectEditorTreeNodePtrType > GetSelectedNodes() const


description: Return the button widgets that can add components or create/edit blueprints

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


description: Callback when a component item is double clicked.

code: void HandleItemDoubleClicked ( FSubobjectEditorTreeNodePtrType InItem )


description: Returns true if the specified component is currently selected

code: bool IsComponentSelected ( const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * PrimComponent ) const


code: virtual bool IsEditingAllowed() const


description: Widget Callbacks.

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > MakeTableRowWidget ( FSubobjectEditorTreeNodePtrType InNodePtr, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & OwnerTable )


description: Handler for attaching a single node to this node

code: void OnAttachToDropAction ( FSubobjectEditorTreeNodePtrType DroppedOn, FSubobjectEditorTreeNodePtrType DroppedNodePtr )


code: void OnAttachToDropAction ( FSubobjectEditorTreeNodePtrType DroppedOn, const [TArray](API\Runtime\Core\Containers\TArray)< FSubobjectEditorTreeNodePtrType > & DroppedNodePtrs )


code: void OnDetachFromDropAction ( const [TArray](API\Runtime\Core\Containers\TArray)< FSubobjectEditorTreeNodePtrType > & DroppedNodePtrs )


code: void OnDuplicateComponent()


description: Recursively updates the filtered state for each component item

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


description: Used by tree control - get children for a specified subobject node

code: void OnGetChildrenForTree ( FSubobjectEditorTreeNodePtrType InNodePtr, [TArray](API\Runtime\Core\Containers\TArray)< FSubobjectEditorTreeNodePtrType > & OutChildren )


description: Callback when a component item is scrolled into view

code: void OnItemScrolledIntoView ( FSubobjectEditorTreeNodePtrType InItem, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > & InWidget )


description: SWidgetinterface

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


code: void OnMakeNewRootDropAction ( FSubobjectEditorTreeNodePtrType DroppedNodePtr )


description: Called at the end of each frame.

code: void OnPostTick ( float )


description: Opens the blueprint editor for the blueprint being viewed by the scseditor

code: void OnOpenBlueprintEditor ( bool bForceCodeEditing ) const


description: Called when the promote to blueprint button is clicked


code: void OnRenameComponent ( [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FScopedTransaction](API\Editor\UnrealEd\FScopedTransaction) > InComponentCreateTransaction )


description: Called when selection in the tree changes

code: void OnTreeSelectionChanged ( FSubobjectEditorTreeNodePtrType InSelectedNodePtr, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) SelectInfo )


description: Add a component from the selection in the combo box

code: [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) PerformComboAddClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > ComponentClass, [EComponentCreateAction::Type](API\Editor\UnrealEd\EComponentCreateAction__Type) ComponentCreateAction, [UObject](API\Runtime\CoreUObject\UObject\UObject) * AssetOverride )


description: Populate context menu on the fly

code: void PopulateContextMenu ( [UToolMenu](API\Developer\ToolMenus\UToolMenu) * InMenu )


description: Populate the context menu with implementation specific details

code: void PopulateContextMenuImpl ( [UToolMenu](API\Developer\ToolMenus\UToolMenu) * InMenu, [TArray](API\Runtime\Core\Containers\TArray)< FSubobjectEditorTreeNodePtrType > & InSelectedItems, bool bIsChildActorSubtreeNodeSelected )


code: void PostDragDropAction ( bool bRegenerateTreeNodes )


description: Converts the current actor instance to a blueprint

code: void PromoteToBlueprint() const


description: Refresh the type list presented by the add component button when clicked

code: void RefreshComponentTypesList()


description: Compares the filter bar's text with the item's component name. Use bRecursive to refresh the state of child nodes as well. Returns true if the node is set to be filtered out

code: bool RefreshFilteredState ( FSubobjectEditorTreeNodePtrType TreeNode, bool bRecursive )


description: Forces the details panel to refresh on the same objects

code: void RefreshSelectionDetails()


description: Registers context menu by name for later access

code: void RegisterContextMenu()


description: Restore the previous selection state when updating the tree

code: virtual void RestoreSelectionState ( [TArray](API\Runtime\Core\Containers\TArray)< FSubobjectEditorTreeNodePtrType > & SelectedTreeNodes, bool bFallBackToVariableName )


description: Select the given tree node

code: void SelectNode ( FSubobjectEditorTreeNodePtrType InNodeToSelect, bool bIsCntrlDown )


description: Select the given tree node if there is on that matches the given handle

code: void SelectNodeFromHandle ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & InHandle, bool bIsCntrlDown )


description: Select the root of the tree

code: void SelectRoot()


description: Handler for recursively expanding/collapsing items

code: void SetItemExpansionRecursive ( FSubobjectEditorTreeNodePtrType Model, bool bInExpansionState )


description: Set the expansion state of a node

code: void SetNodeExpansionState ( FSubobjectEditorTreeNodePtrType InNodeToChange, const bool bIsExpanded )


description: Assigns a selection override delegate to the specified component

code: void SetSelectionOverride ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * PrimComponent ) const


description: Sets UI customizations of this SCSEditor.

code: void SetUICustomization ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISCSEditorUICustomization](API\Editor\Kismet\ISCSEditorUICustomization) > InUICustomization )


description: If true, then the blueprint should be modified on TryHandleAssetDragDropOperation

code: virtual bool ShouldModifyBPOnAssetDrop() const


description: Indicates whether or not the search bar and inline buttons are visible.

code: virtual bool ShowInlineSearchWithButtons() const


description:
Spawns a newSWindowgiving the user options for creating a new blueprint component class. The user will be prompted to pick a new subclass name and a blueprint asset will be created
The new class that was created

code: [UClass](API\Runtime\CoreUObject\UObject\UClass) * SpawnCreateNewBPComponentWindow ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > ComponentClass )


description:
Spawns a newSWindowgiving the user options for creating a new C++ component class. The user will be prompted to pick a new subclass name and code will be recompiled
The new class that was created

code: [UClass](API\Runtime\CoreUObject\UObject\UClass) * SpawnCreateNewCppComponentWindow ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > ComponentClass )


description: Try to handle a drag-drop operation

code: [FReply](API\Runtime\SlateCore\Input\FReply) TryHandleAssetDragDropOperation ( const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragDropEvent )


description: Update any associated selection (e.g. details view) from the passed in nodes

code: void UpdateSelectionFromNodes ( const [TArray](API\Runtime\Core\Containers\TArray)< FSubobjectEditorTreeNodePtrType > & SelectedNodes )


description: Update the contents of the Subobject Tree based on the current context

code: void UpdateTree ( bool bRegenerateTreeNodes )


description: Populate an array of subobject handles based on an array of the slate node ptr

code: static void PopulateHandlesArray &40; const TArray< FSubobjectEditorTreeNodePtrType > & SlateNodePtrs, TArray< FSubobjectDataHandle > & OutHandles &41;


className: Utils

description: Utils.

code: struct Utils


description: Do not allow public construction of this widget!

code: SSubobjectEditor()


code: virtual ~SSubobjectEditor()


className: SSubobjectEditor

description: The base class viewer for subobject editing in Slate. This displays all subobjects of a given actor or blueprint. A subobject can be a native component on an actor or inherited components from a native or blueprint parent.

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

AllowEditing

type: TAttribute< boo...

description: Attribute to indicate whether or not editing is allowed.

bAllowTreeUpdates

type: bool

description: Controls whether or not to allow calls toUpdateTree()

bUpdatingSelection

description: Gate to prevent changing the selection while selection change is being broadcast.

ButtonBox

type: TSharedPtr<SHo...

description: The tools buttons box

CachedRootHandle

description: The handle to the current root context.

CommandList

type: TSharedPtr<FUI...

description: Command list for handling actions in the editor.

ComponentClassCombo

type: TSharedPtr<SCo...

description: The add component button / type selector

ComponentTypeFilter

type: TAttribute<TSu...

description: Attribute to limit visible nodes to a particular component type when filtering the tree view.

DeferredOngoingCreateTransaction

description: Scope the creation of a component which ends when the initial component 'name' is given/accepted by the user, which can be several frames after the component was actually created.

DeferredRenameRequest

description: Name of a node that has been requested to be renamed

ExtensionPanel

type: TSharedPtr<SEx...

description: SCSEditor UI extension

FilterBox

type: TSharedPtr<SSe...

description: The filter box that handles filtering for the tree.

HideComponentClassCombo

description: Attribute to indicate whether or not the "Add Component" button is visible.

ObjectContext

type: TAttribute<UOb...

description: Attribute that provides access to the Object context for which we are viewing/editing.

OnItemDoubleClicked

type: FOnItemDoubleCl...

description: Delegate to invoke when an item in the tree is double clicked.

OnSelectionUpdated

type: FOnSelectionUpd...

description: Delegate to invoke on selection update.

PostTickHandle

type: FDelegateHandle

description: Used to unregister from the post tick event.

RootNodes

description: Root set of tree that represents all subobjects for the current context

TreeWidget

type: TSharedPtr<SSu...

description: Tree widget

UICustomization

type: TSharedPtr<ISC...

description: SCSEditor UI customizations


description: Object construction - mostly defers to the baseSTreeView

code: void Construct ( const [FArguments](API\Editor\SubobjectEditor\SSubobjectEditorDragDropTree\FArguments) & InArgs )


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


code: WidgetArgsType & ExternalScrollbar &40; TSharedPtr< SScrollBar > InArg &41;


code: WidgetArgsType & HeaderRow &40; TSharedPtr< SHeaderRow > InArg &41;


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


code: WidgetArgsType & OnContextMenuOpening &40; const FOnContextMenuOpening & InDelegate &41;


code: WidgetArgsType & OnGenerateRow &40; const FOnGenerateRow & InDelegate &41;


code: WidgetArgsType & OnItemScrolledIntoView &40; const FOnItemScrolledIntoView & InDelegate &41;


code: WidgetArgsType & OnGetChildren &40; const FOnGetChildren & InDelegate &41;


code: WidgetArgsType & OnMouseButtonDoubleClick &40; const FOnMouseButtonDoubleClick & InDelegate &41;


code: WidgetArgsType & OnSelectionChanged &40; const FOnSelectionChanged & InDelegate &41;


code: WidgetArgsType & OnSetExpansionRecursive &40; const FOnSetExpansionRecursive & InDelegate &41;


code: WidgetArgsType & OnTableViewBadState &40; const FOnTableViewBadState & InDelegate &41;


code: WidgetArgsType & SelectionMode &40; const TAttribute< ESelectionMode::Type > & InAttribute &41;


code: WidgetArgsType & SubobjectEditor &40; SSubobjectEditor &42; InArg &41;


code: WidgetArgsType & TreeItemsSource &40; TArray< FSubobjectEditorTreeNodePtrType > &42; InArg &41;


code: typedef FArguments WidgetArgsType


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


description:
Called during drag and drop when the the mouse is being dragged over a widget.
A reply that indicated whether this event was handled.

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnDragOver ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragDropEvent )


description:
Called when the user is dropping something onto a widget; terminates drag and drop.
A reply that indicated whether this event was handled.

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnDrop ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragDropEvent )


className: SSubobjectEditorDragDropTree

description: Implements the specific node type and add drag/drop functionality

code: class SSubobjectEditorDragDropTree : public [STreeView< FSubobjectEditorTreeNodePtrType >](API\Editor\UnrealEd\STreeView)


description: Add a new subobject to the given parent via the subobject data subsystem

code: virtual [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) AddNewSubobject ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & ParentHandle, [UClass](API\Runtime\CoreUObject\UObject\UClass) * NewClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * AssetOverride, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason, [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FScopedTransaction](API\Editor\UnrealEd\FScopedTransaction) > InOngoingTransaction )


description: Builds a context menu popup for dropping a child node onto the scene root node

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > BuildSceneRootDropActionMenu ( FSubobjectEditorTreeNodePtrType DroppedOntoNodePtr, FSubobjectEditorTreeNodePtrType DroppedNodePtr )


code: void Construct ( const [FArguments](API\Editor\SubobjectEditor\SSubobjectInstanceEditor\FArguments) & InArgs )


code: virtual void CopySelectedNodes()


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


code: WidgetArgsType & ObjectContext &40; const TAttribute< UObject &42; > & InAttribute &41;


code: WidgetArgsType & OnItemDoubleClicked &40; const FOnItemDoubleClicked & InDelegate &41;


code: WidgetArgsType & OnSelectionUpdated &40; const FOnSelectionUpdated & InDelegate &41;


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


code: virtual void OnAttachToDropAction ( FSubobjectEditorTreeNodePtrType DroppedOn, const [TArray](API\Runtime\Core\Containers\TArray)< FSubobjectEditorTreeNodePtrType > & DroppedNodePtrs )


code: virtual void OnDeleteNodes()


code: virtual void OnDetachFromDropAction ( const [TArray](API\Runtime\Core\Containers\TArray)< FSubobjectEditorTreeNodePtrType > & DroppedNodePtrs )


code: virtual void OnDuplicateComponent()


code: virtual void OnMakeNewRootDropAction ( FSubobjectEditorTreeNodePtrType DroppedNodePtr )


code: virtual void PasteNodes()


description: Populate the context menu with implementation specific details

code: virtual void PopulateContextMenuImpl ( [UToolMenu](API\Developer\ToolMenus\UToolMenu) * InMenu, [TArray](API\Runtime\Core\Containers\TArray)< FSubobjectEditorTreeNodePtrType > & InSelectedItems, bool bIsChildActorSubtreeNodeSelected )


code: virtual void PostDragDropAction ( bool bRegenerateTreeNodes )


className: SSubobjectInstanceEditor

description: This is the editor for subobjects within the level editor that works mainly with component and actor instances.

code: class SSubobjectInstanceEditor : public [SSubobjectEditor](API\Editor\SubobjectEditor\SSubobjectEditor)


code: void Construct ( const [FArguments](API\Editor\SubobjectEditor\SSubobject_RowWidget\FArguments) & InArgs, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SSubobjectEditor](API\Editor\SubobjectEditor\SSubobjectEditor) > InEditor, FSubobjectEditorTreeNodePtrType InNodePtr, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > InOwnerTableView )


code: typedef FArguments WidgetArgsType


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


description:
Users ofSMultiColumnTableRowwould usually some piece of data associated with it. The type of this data is ItemType; it's the stuff that your TableView (i.e. List or Tree) is visualizing. The ColumnName tells you which column of the TableView we need to make a widget for. Make a widget and return it.
a widget to represent the contents of a cell in this row of a TableView.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GenerateWidgetForColumn ( const [FName](API\Runtime\Core\UObject\FName) & InColumnName )


description: Get the asset name of this subobject from the asset brokerage


description: Check if this asset is visible from the asset brokerage


description: Get the asset path of this subobject from the asset brokerage


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


description: Called to query the selection mode for the row

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


code: [TOptional](API\Runtime\Core\IO\TOptional)< EItemDropZone > HandleOnCanAcceptDrop ( const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragDropEvent, EItemDropZone DropZone, FSubobjectEditorTreeNodePtrType TargetItem )


code: [FReply](API\Runtime\SlateCore\Input\FReply) HandleOnAcceptDrop ( const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragDropEvent, EItemDropZone DropZone, FSubobjectEditorTreeNodePtrType TargetItem )


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


description: Drag-drop handlers

code: void HandleOnDragEnter ( const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragDropEvent )


code: void HandleOnDragLeave ( const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragDropEvent )


description: A row widget that represents a single subobject within the tree.

code: class SSubobject_RowWidget : public [SMultiColumnTableRow< FSubobjectEditorTreeNodePtrType >](API\Runtime\Slate\Widgets\Views\SMultiColumnTableRow)


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


className: USubobjectEditorMenuContext

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

SubobjectEditor

type: TWeakPtr<SSubo...


description: Constructor, initializes to default and specified values

module: SwarmInterface

code: FAlertMessage ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InJobGuid, [TAlertLevel](API\Editor\SwarmInterface\NSwarm__TAlertLevel) InAlertLevel, const [FGuid](API\Runtime\Core\Misc\FGuid) & InObjectGuid, int InTypeId )


code: FAlertMessage ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InJobGuid, [TAlertLevel](API\Editor\SwarmInterface\NSwarm__TAlertLevel) InAlertLevel, const [FGuid](API\Runtime\Core\Misc\FGuid) & InObjectGuid, int InTypeId, const TCHAR * InTextMessage )


className: FConnectionCallback

description: A simple callback used by the Agent to send messages back to the Instigator

code: typedef void(* FConnectionCallback


className: FAlertMessage

description: Implementation of a alert message, which includes:

code: class FAlertMessage : public [NSwarm::FMessage](API\Editor\SwarmInterface\FMessage)

AlertLevel

type: TAlertLevel

description: The type of alert

JobGuid

type: FGuid

description: The Job Guid

ObjectGuid

description: The identifier for the object that is associated with the issue

TextMessage

type: const TCHAR ...

description: Generic text message for informational purposes

TypeId

type: int

description: App-specific identifier for the type of the object


code: FInfoMessage ( const TCHAR * InTextMessage )


className: FInfoMessage

description: Implementation of a generic info message, which just includes generic text.

code: class FInfoMessage : public [NSwarm::FMessage](API\Editor\SwarmInterface\FMessage)


description: Used to add channel dependencies to a Job. When an Agent runs this Job, it will ensure that all dependencies are satisfied prior to launching the executable. Note that the Job executable is an implied dependency.

code: void AddDependencies ( const TCHAR ** NewRequiredDependencies, uint32 NewRequiredDependencyCount, const TCHAR ** NewOptionalDependencies, uint32 NewOptionalDependencyCount )


code: void AddDescription ( const TCHAR ** NewDescriptionKeys, const TCHAR ** NewDescriptionValues, uint32 NewDescriptionCount )


description: Default constructor, initializes to an empty (invalid) job.

code: FJobSpecification()


code: FJobSpecification ( const TCHAR * JobExecutableName, const TCHAR * JobParameters, [TJobTaskFlags](API\Editor\SwarmInterface\NSwarm__TJobTaskFlags) JobFlags )


className: FJobSpecification

description: Encapsulates information about a Job specification passed into BeginJobSpecification

code: class FJobSpecification

DescriptionKeys

description: Optional Job description values in key/value form

ExecutableName

description: The Job's executable name and parameter string

Flags

type: TJobTaskFlags

description: Flags used to control the behavior of the executing Job

RequiredDependencies

description: Any additional Job dependencies


description: Constructor, initializes to specified values

code: FJobState ( [FGuid](API\Runtime\Core\Misc\FGuid) NewJobGuid, [TJobTaskState](API\Editor\SwarmInterface\NSwarm__TJobTaskState) NewJobState )


className: FJobState

description: Encapsulates information about a Job's state, used to communicate back to the Instigator

code: class FJobState : public [NSwarm::FMessage](API\Editor\SwarmInterface\FMessage)

JobExitCode

description: Various stats, including run time, exit codes, etc.

JobGuid

description: The Job GUID used for identifying the Job

JobRunningTime

type: double

JobState

type: TJobTaskState

description: The current state and arbitrary message


description: Default constructor, initializes to default values

code: FMessage()


code: FMessage ( [TSwarmVersionValue](API\Editor\SwarmInterface\NSwarm__TSwarmVersionValue) NewVersion, [TMessageType](API\Editor\SwarmInterface\NSwarm__TMessageType) NewType )


code: FMessage ( [TMessageType](API\Editor\SwarmInterface\NSwarm__TMessageType) NewType )


className: FMessage

description: A simple base class for messages. For each version of the messaging interface a newly derived type will inherit from this class. The base class is used to simply carry lightweight loads for messages, i.e. just the message type, which may be enough information in itself. For additional message data, subclass and add any additional data there.

code: class FMessage

Type

type: TMessageType

description: The type of the message, one of EMessageType

Version

type: TSwarmVersionVa...

description: The version of the message format; one of ESwarmVersionValue


description:
Adds an existing file to the cache. Note, any existing channel with the same name will be overwritten.
int32 Error code (< 0 is an error)

code: int32 AddChannel ( const TCHAR * FullPath, const TCHAR * ChannelName )


description:
Adds a Task to the current Job
int32 Error code (< 0 is an error)

code: int32 AddTask ( const [FTaskSpecification](API\Editor\SwarmInterface\FTaskSpecification) & Specification )


description:
The default behavior will be to execute the Job executable with the specified parameters. If Tasks are added for the Job, they are expected to be requested by the executable run for the Job. If no Tasks are added for the Job, it is expected that the Job executable will perform its operations without additional Task input from Swarm.
int32 Error code (< 0 is an error)

code: int32 BeginJobSpecification ( const [FJobSpecification](API\Editor\SwarmInterface\FJobSpecification) & Specification32, const [FJobSpecification](API\Editor\SwarmInterface\FJobSpecification) & Specification64 )


description:
Closes an open channel
int32 Error code (< 0 is an error)

code: int32 CloseChannel ( int32 Channel )


description:
Closes an existing connection to the Swarm
int32 Error code (< 0 is an error)

code: int32 CloseConnection()


description:
Ends the Job, after which all Job-related API usage (except OpenJob) will be rejected
int32 Error code (< 0 is an error)

code: int32 CloseJob()


description:
Ends the Job specification, after which no additional Tasks may be defined. Also, this is generally the point when the Agent will validate and launch the Job executable, potentially distributing the Job to other Agents.
int32 Error code (< 0 is an error)

code: int32 EndJobSpecification()


className: GInstance

code: static [FSwarmInterface](API\Editor\SwarmInterface\FSwarmInterface) * GInstance = NULL;


description: The Swarm singleton

code: static [FSwarmInterface](API\Editor\SwarmInterface\FSwarmInterface) & Get()


description:
Initializes the Swarm singleton, must be called beforeFSwarmInterface::Get().
A boolean indicating if the initialization was successful

code: static bool Initialize ( const TCHAR * SwarmInterfacePath )


description:
Checks if the job's process is still running
bool true if process is still running

code: virtual bool IsJobProcessRunning ( int32 * OutStatus )


description: Adds a line of text to the Agent log window

code: int32 Log ( [TVerbosityLevel](API\Editor\SwarmInterface\NSwarm__TVerbosityLevel) Verbosity, [TLogColour](API\Editor\SwarmInterface\NSwarm__TLogColour) TextColour, const TCHAR * Message )


description:
Opens a data channel for streaming data into the cache associated with an Agent
A handle to the opened channel (< 0 is an error), be sure to close it with CloseChannel

code: int32 OpenChannel ( const TCHAR * ChannelName, [TChannelFlags](API\Editor\SwarmInterface\NSwarm__TChannelFlags) ChannelFlags )


description:
Opens a new connection to the Swarm
An int32 containing the error code (if < 0) or the handle (>= 0) which is useful for debugging only

code: int32 OpenConnection ( [FConnectionCallback](API\Editor\SwarmInterface\FConnectionCallback) CallbackFunc, void * CallbackData, [TLogFlags](API\Editor\SwarmInterface\NSwarm__TLogFlags) LoggingFlags, const TCHAR * OptionsFolder )


description:
Opens a Job session, which allows a Job to be specified, Tasks added, Job channels opened and used, etc. When the Job is complete and no more Job related data is needed from the Swarm, call CloseJob.
int32 Error code (< 0 is an error)

code: int32 OpenJob ( const [FGuid](API\Runtime\Core\Misc\FGuid) & JobGuid )


description:
Reads data from a channel opened for READ into the provided buffer
The number of bytes read (< 0 is an error)

code: int32 ReadChannel ( int32 Channel, void * Data, int32 DataSize )


description:
Sends a message to an Agent (return messages are sent via the FConnectionCallback)
int32 Error code (< 0 is an error)

code: int32 SendMessage ( const [FMessage](API\Editor\SwarmInterface\FMessage) & Message )


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


description:
Determines if the named channel is in the cache
int32 Error code (< 0 is an error)

code: int32 TestChannel ( const TCHAR * ChannelName )


description:
Writes the provided data to the open channel opened for WRITE
The number of bytes written (< 0 is an error)

code: int32 WriteChannel ( int32 Channel, const void * Data, int32 DataSize )


code: virtual ~FSwarmInterface()


className: FSwarmInterface

description: The primary interface to the Swarm system

code: class FSwarmInterface


description: Constructor, initializes to default and specified values

code: FTaskRequestResponse ( [TTaskRequestResponseType](API\Editor\SwarmInterface\NSwarm__TTaskRequestResponseType) NewResponseType )


className: FTaskRequestResponse

description: TASK_SPECIFICATION: Details a Task that can be worked on

code: class FTaskRequestResponse : public [NSwarm::FMessage](API\Editor\SwarmInterface\FMessage)

ResponseType

type: TTaskRequestRes...

description: The type of response this message is. Subclasses add any additional data


description: Used to add channel dependencies to a Task. When an Agent runs this Task, it will ensure that all dependencies are satisfied prior to giving the Task to the requester.

code: void AddDependencies ( const TCHAR ** NewDependencies, uint32 NewDependencyCount )


code: FTaskSpecification ( [FGuid](API\Runtime\Core\Misc\FGuid) TaskTaskGuid, const TCHAR * TaskParameters, [TJobTaskFlags](API\Editor\SwarmInterface\NSwarm__TJobTaskFlags) TaskFlags )


className: FTaskSpecification

description: Encapsulates information about a Task specification passed into AddTask and later sent in response to a TASK_REQUEST message

code: class FTaskSpecification : public [NSwarm::FTaskRequestResponse](API\Editor\SwarmInterface\FTaskRequestResponse)

Cost

description: The Task's cost, relative to all other Tasks in the same Job, used for even distribution and scheduling

Dependencies

description: Any additional Task dependencies

Flags

description: Flags used to control the behavior of the Task, subject to overrides from the containing Job

Parameters

description: The Task's parameter string specified with AddTask

TaskGuid

description: The GUID used for identifying the Task being referred to


description: Constructor, initializes to specified values

code: FTaskState ( [FGuid](API\Runtime\Core\Misc\FGuid) NewTaskGuid, [TJobTaskState](API\Editor\SwarmInterface\NSwarm__TJobTaskState) NewTaskState )


className: FTaskState

description: Encapsulates information about a Task's state, used to communicate back to the Instigator

code: class FTaskState : public [NSwarm::FMessage](API\Editor\SwarmInterface\FMessage)

TaskExitCode

description: Various stats, including run time, exit codes, etc.

description: The Task GUID used for identifying the Task

TaskState

description: The current Task state and arbitrary message


className: FTimingMessage

description: Implementation of a generic info message, which just includes generic text.

code: class FTimingMessage : public [NSwarm::FMessage](API\Editor\SwarmInterface\FMessage)

State

type: TProgressionSta...

description: State that the distributed job is transitioning to

ThreadNum

description: The thread this state is referring to


code: FTimingMessage ( [TProgressionState](API\Editor\SwarmInterface\NSwarm__TProgressionState) NewState, int InThreadNum )


className: NSwarm::

code: namespace NSwarm { enum { SWARM_SUCCESS = 0, SWARM_INVALID = -1, SWARM_ERROR_FILE_FOUND_NOT = -2, SWARM_ERROR_NULL_POINTER = -3, SWARM_ERROR_EXCEPTION = -4, SWARM_ERROR_INVALID_ARG = -5, SWARM_ERROR_INVALID_ARG1 = -6, SWARM_ERROR_INVALID_ARG2 = -7, SWARM_ERROR_INVALID_ARG3 = -8, SWARM_ERROR_INVALID_ARG4 = -9, SWARM_ERROR_CHANNEL_NOT_FOUND = -10, SWARM_ERROR_CHANNEL_NOT_READY = -11, SWARM_ERROR_CHANNEL_IO_FAILED = -12, SWARM_ERROR_CONNECTION_NOT_FOUND = -13, SWARM_ERROR_JOB_NOT_FOUND = -14, SWARM_ERROR_JOB = -15, SWARM_ERROR_CONNECTION_DISCONNECTED = -16, SWARM_ERROR_AGENT_NOT_FOUND = -17, } }


description: The alert levels

code: namespace NSwarm { enum TAlertLevel { ALERT_LEVEL_INFO = 0x00000001, ALERT_LEVEL_WARNING = 0x00000002, ALERT_LEVEL_ERROR = 0x00000003, } }


description: Flags that define the intended behavior of the channel. The most important of which are whether the channel is read or write, and whether it's a general, persistent cache channel, or whether it's a job-specific channel. Additional misc flags are available as well.

code: namespace NSwarm { enum TChannelFlags { SWARM_CHANNEL_TYPE_PERSISTENT = 0x00000001, SWARM_CHANNEL_TYPE_JOB_ONLY = 0x00000002, SWARM_CHANNEL_TYPE_MASK = 0x0000000F, SWARM_CHANNEL_ACCESS_READ = 0x00000010, SWARM_CHANNEL_ACCESS_WRITE = 0x00000020, SWARM_CHANNEL_ACCESS_MASK = 0x000000F0, SWARM_CHANNEL_READ = SWARM_CHANNEL_TYPE_PERSISTENT | SWARM_CHANNEL_ACCESS_READ, SWARM_CHANNEL_WRITE = SWARM_CHANNEL_TYPE_PERSISTENT | SWARM_CHANNEL_ACCESS_WRITE, SWARM_JOB_CHANNEL_READ = SWARM_CHANNEL_TYPE_JOB_ONLY | SWARM_CHANNEL_ACCESS_READ, SWARM_JOB_CHANNEL_WRITE = SWARM_CHANNEL_TYPE_JOB_ONLY | SWARM_CHANNEL_ACCESS_WRITE, SWARM_CHANNEL_MISC_ENABLE_PAPER_TRAIL = 0x00010000, SWARM_CHANNEL_MISC_ENABLE_COMPRESSION = 0x00020000, SWARM_CHANNEL_MISC_MASK = 0x000F0000, } }


description: Flags used when creating a Job or Task

code: namespace NSwarm { enum TJobTaskFlags { JOB_FLAG_USE_DEFAULTS = 0x00000000, JOB_FLAG_ALLOW_REMOTE = 0x00000001, JOB_FLAG_MANUAL_START = 0x00000002, JOB_FLAG_64BIT = 0x00000004, JOB_FLAG_MINIMIZED = 0x00000008, JOB_TASK_FLAG_USE_DEFAULTS = 0x00000000, JOB_TASK_FLAG_ALLOW_REMOTE = 0x00000100, } }


description: All possible states a Job or Task can be in

code: namespace NSwarm { enum TJobTaskState { JOB_STATE_INVALID = 0x00000001, JOB_STATE_IDLE = 0x00000002, JOB_STATE_READY = 0x00000003, JOB_STATE_RUNNING = 0x00000004, JOB_STATE_COMPLETE_SUCCESS = 0x00000005, JOB_STATE_COMPLETE_FAILURE = 0x00000006, JOB_STATE_KILLED = 0x00000007, JOB_TASK_STATE_INVALID = 0x00000011, JOB_TASK_STATE_IDLE = 0x00000012, JOB_TASK_STATE_ACCEPTED = 0x00000013, JOB_TASK_STATE_REJECTED = 0x00000014, JOB_TASK_STATE_RUNNING = 0x00000015, JOB_TASK_STATE_COMPLETE_SUCCESS = 0x00000016, JOB_TASK_STATE_COMPLETE_FAILURE = 0x00000017, JOB_TASK_STATE_KILLED = 0x00000018, } }


description: Available colours used in log text.

code: namespace NSwarm { enum TLogColour { LOGCOLOUR_Green = 0, LOGCOLOUR_Red, LOGCOLOUR_Orange, LOGCOLOUR_Blue, } }


code: namespace NSwarm { enum TMessageType { MESSAGE_NONE = 0x00000000, MESSAGE_INFO = 0x00000001, MESSAGE_ALERT = 0x00000002, MESSAGE_TIMING = 0x00000003, MESSAGE_PING = 0x00000004, MESSAGE_SIGNAL = 0x00000005, MESSAGE_JOB_SPECIFICATION = 0x00000010, MESSAGE_JOB_STATE = 0x00000020, MESSAGE_TASK_REQUEST = 0x00000100, MESSAGE_TASK_REQUEST_RESPONSE = 0x00000200, MESSAGE_TASK_STATE = 0x00000300, MESSAGE_QUIT = 0x00008000, } }


description: Flags to determine the level of logging

code: namespace NSwarm { enum TLogFlags { SWARM_LOG_NONE = 0, SWARM_LOG_TIMINGS = ( 1 << 0 ), SWARM_LOG_CONNECTIONS = ( 1 << 1 ), SWARM_LOG_CHANNELS = ( 1 << 2 ), SWARM_LOG_MESSAGES = ( 1 << 3 ), SWARM_LOG_JOBS = ( 1 << 4 ), SWARM_LOG_TASKS = ( 1 << 5 ), SWARM_LOG_ALL = SWARM_LOG_TIMINGS | SWARM_LOG_CONNECTIONS | SWARM_LOG_CHANNELS | SWARM_LOG_MESSAGES | SWARM_LOG_JOBS | SWARM_LOG_TASKS, } }


description: The current state of the lighting build process

code: namespace NSwarm { enum TProgressionState { PROGSTATE_TaskTotal = 0, PROGSTATE_TasksInProgress, PROGSTATE_TasksCompleted, PROGSTATE_Idle, PROGSTATE_InstigatorConnected, PROGSTATE_RemoteConnected, PROGSTATE_Exporting, PROGSTATE_BeginJob, PROGSTATE_Blocked, PROGSTATE_Preparing0, PROGSTATE_Preparing1, PROGSTATE_Preparing2, PROGSTATE_Preparing3, PROGSTATE_Processing0, PROGSTATE_Processing1, PROGSTATE_Processing2, PROGSTATE_Processing3, PROGSTATE_FinishedProcessing0, PROGSTATE_FinishedProcessing1, PROGSTATE_FinishedProcessing2, PROGSTATE_FinishedProcessing3, PROGSTATE_ExportingResults, PROGSTATE_ImportingResults, PROGSTATE_Finished, PROGSTATE_RemoteDisconnected, PROGSTATE_InstigatorDisconnected, PROGSTATE_Preparing4, PROGSTATE_Num, } }


description: Consistent version enum used by messages, Jobs, Tasks, etc.

code: namespace NSwarm { enum TSwarmVersionValue { VERSION_INVALID = 0x00000000, VERSION_1_0 = 0x00000010, } }


code: namespace NSwarm { enum TTaskRequestResponseType { RESPONSE_TYPE_RELEASE = 0x00000001, RESPONSE_TYPE_RESERVATION = 0x00000002, RESPONSE_TYPE_SPECIFICATION = 0x00000003, } }


description: The level of debug info spewed to the log files

code: namespace NSwarm { enum TVerbosityLevel { VERBOSITY_Silent = 0, VERBOSITY_Critical, VERBOSITY_Simple, VERBOSITY_Informative, VERBOSITY_Complex, VERBOSITY_Verbose, VERBOSITY_ExtraVerbose, VERBOSITY_SuperVerbose, } }


description: Creates a new Texture editor.

module: TextureEditor

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITextureEditorToolkit](API\Editor\TextureEditor\Interfaces\ITextureEditorToolkit) > CreateTextureEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, [UTexture](API\Runtime\Engine\Engine\UTexture) * Texture )


className: ITextureEditorModule

description: Interface for texture editor modules.

code: class ITextureEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface), public [IHasMenuExtensibility](API\Editor\UnrealEd\Toolkits\IHasMenuExtensibility), public [IHasToolBarExtensibility](API\Editor\UnrealEd\Toolkits\IHasToolBarExtensibility)


description: Calculates the display size of the texture, optionally including the size of the displayed texture border

code: void CalculateTextureDimensions ( int32 & OutWidth, int32 & OutHeight, int32 & OutDepth, int32 & OutArraySize, bool bInIncludeBorderSize ) const


code: double GetCustomZoomLevel() const


code: int32 GetExposureBias() const


description: Accessors

code: int32 GetMipLevel() const


code: const FRotator & GetOrientation() const


description: Returns the Texture asset being inspected by the Texture editor

code: [UTexture](API\Runtime\Engine\Engine\UTexture) * GetTexture() const


code: bool GetUseSpecifiedMip() const


code: bool GetUseSpecifiedFace() const


code: bool GetUseSpecifiedSlice() const


code: float GetVolumeOpacity() const