className: UEditorUtilitySubsystem

code: class UEditorUtilitySubsystem : public [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem)

LoadedUIs

type: TArray<FSoftOb...

OnBeginPIE

description: Expose Begin PIE to blueprints.

OnEndPIE

description: Expose End PIE to blueprints.

RegisteredTabs

type: TMap<FName,UE...


module: Blutility

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


description: CallsCancelRequested()andReceiveCancelRequested()

code: void RequestCancel()


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


code: bool WasCancelRequested() const


className: UEditorUtilityTask

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

OnFinished

type: FOnEditorUtilit...


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


className: UEditorUtilityThrobber

code: class UEditorUtilityThrobber : public [UThrobber](API\Runtime\UMG\Components\UThrobber)


className: UEditorUtilityToolMenuEntry

code: class UEditorUtilityToolMenuEntry : public [UToolMenuEntryScript](API\Developer\ToolMenus\UToolMenuEntryScript)


className: UEditorUtilityToolMenuSection

code: class UEditorUtilityToolMenuSection : public [UToolMenuSectionDynamic](API\Developer\ToolMenus\UToolMenuSectionDynamic)


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


className: UEditorUtilityTreeView

code: class UEditorUtilityTreeView : public [UTreeView](API\Runtime\UMG\Components\UTreeView)


description: Run the default action.

code: void ExecuteDefaultAction()


description: Returns the default desired tab display name that was specified for this widget


description: Is this widget an editor utility widget.

code: virtual bool IsEditorUtility() const


description: The default action called when the widget is invoked if bAutoRunDefaultAction=true (it is never called otherwise)

code: void Run()


code: bool ShouldAutoRunDefaultAction() const


className: UEditorUtilityWidget

code: class UEditorUtilityWidget : public [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget)

bAlwaysReregisterWithWindowsMenu

type: bool

description: Should this widget always be re-added to the windows menu once it's opened.

bAutoRunDefaultAction

description: Should this blueprint automatically run OnDefaultActionClicked, or should it open up a details panel to edit properties and/or offer multiple buttons.

HelpText

type: FString

TabDisplayName

type: FText

description: The display name for tabs spawned with this widget


description: Does the editor support widget from an editor package.

code: virtual bool AllowEditorWidget() const


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

code: virtual void BeginDestroy()


description: Creates the slate widget from the UMG widget


code: [UEditorUtilityWidget](API\Editor\Blutility\UEditorUtilityWidget) * GetCreatedWidget() const


code: virtual [UWidgetEditingProjectSettings](API\Editor\UMGEditor\UWidgetEditingProjectSettings) * GetRelevantSettings()


code: virtual const [UWidgetEditingProjectSettings](API\Editor\UMGEditor\UWidgetEditingProjectSettings) * GetRelevantSettings() const


code: virtual void GetReparentingRules ( [TSet](API\Runtime\Core\Containers\TSet)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & AllowedChildrenOfClasses, [TSet](API\Runtime\Core\Containers\TSet)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & DisallowedChildrenOfClasses ) const


description: Recreate the tab's content on recompile

code: void RegenerateCreatedTab ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * RecompiledBlueprint )


code: void SetRegistrationName ( [FName](API\Runtime\Core\UObject\FName) InRegistrationName )


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > SpawnEditorUITab ( const [FSpawnTabArgs](API\Runtime\Slate\Framework\Docking\FSpawnTabArgs) & SpawnTabArgs )


code: void UpdateRespawnListIfNeeded ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > TabBeingClosed )


className: UEditorUtilityWidgetBlueprint

code: class UEditorUtilityWidgetBlueprint : public [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint)


description: true if the factory can currently create a new object from scratch.

code: virtual bool CanCreateNew() const


description: Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties

code: virtual bool ConfigureProperties()


description:
Create a new object by class.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


description: Returns true if this factory should be shown in the New Asset menu (by default calls CanCreateNew).

code: virtual bool ShouldShowInNewMenu() const


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


className: UEditorUtilityWidgetBlueprintFactory

code: class UEditorUtilityWidgetBlueprintFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

BlueprintType

type: TEnumAsByte< EB...

description: The type of blueprint that will be created.

ParentClass

type: TSubclassOf< cl...

description: The parent class of the created blueprint.

RootWidgetClass

type: UClass*


description: Gets the description for the section, uses the classes ToolTip by default.

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


description: This alternate version of PostEditChange is called when properties inside structs are modified. The property that was actually modified is located at the tail of the list. The head of the list of theFStructPropertymember variable that contains the property that was modified.

code: virtual void PostEditChangeChainProperty ( struct [FPropertyChangedChainEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedChainEvent) & PropertyChangedEvent )


description: Gets the section text, uses the classes DisplayName by default.

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


className: UEditorUtilityWidgetProjectSettings

description: Implements the settings for Editor Utility Widget Editing Project Settings

code: class UEditorUtilityWidgetProjectSettings : public [UWidgetEditingProjectSettings](API\Editor\UMGEditor\UWidgetEditingProjectSettings)


className: FModuleMenuMapper

description: Settings for Cascade that users are not allowed to alter. Module-to-TypeData mapping helper.

module: Cascade

code: struct FModuleMenuMapper

InvalidObjNames

type: TArray<FString...


className: ICascade

code: class ICascade : public [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit)


description: Removes the specified instance from the list of open Cascade toolkits

code: void CascadeClosed ( FCascade * CascadeInstance )


description: Converts all the modules in the specified particle system to seeded modules

code: void ConvertModulesToSeeded ( [UParticleSystem](API\Runtime\Engine\Particles\UParticleSystem) * ParticleSystem )


description: Creates a new Cascade instance

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ICascade](API\Editor\Cascade\ICascade) > CreateCascade ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, [UParticleSystem](API\Runtime\Engine\Particles\UParticleSystem) * ParticleSystem )


description: Refreshes the toolkit inspecting the specified particle system

code: void RefreshCascade ( [UParticleSystem](API\Runtime\Engine\Particles\UParticleSystem) * ParticleSystem )


className: ICascadeModule

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


description: Returns true if the given module class name is valid for the type data class name.

code: bool IsModuleTypeValid ( [FName](API\Runtime\Core\UObject\FName) TypeDataName, [FName](API\Runtime\Core\UObject\FName) ModuleName )


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


className: UCascadeConfiguration

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

description: Modules that Cascade should ignore in the menu system.

type: TArray< struct ...

description: TypeData-to-base module mappings.

description: Module-to-TypeData mappings.


description: Updates time dependent state for this component, called from within Cascade. Requires component to be registered

code: void CascadeTickComponent ( float DeltaTime, enum ELevelTick TickType )


code: virtual bool Editor_CanBeTickManaged() const


description: Collision Handling...

code: virtual bool ParticleLineCheck ( [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, [AActor](API\Runtime\Engine\GameFramework\AActor) * SourceActor, const FVector & End, const FVector & Start, const FVector & Extent, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & )


description: Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.

code: virtual void TickComponent ( float DeltaTime, enum ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )


code: virtual void UpdateLODInformation()


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


className: UCascadeParticleSystemComponent

description: Used to provide an extended particle system component to allow collision to function in the preview window.

code: class UCascadeParticleSystemComponent : public [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent)

CascadePreviewViewportPtr

type: FCascadeEdPrevi...


module: ClassViewer

code: namespace EClassViewerDisplayMode { enum Type { DefaultView, TreeView, ListView, } }


code: namespace EClassViewerMode { enum Type { ClassBrowsing, ClassPicker, } }


code: namespace EFilterReturn { enum Type { Failed = 0, Passed, NoItems, } }


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

code: virtual bool IsClassAllowed ( const [FClassViewerInitializationOptions](API\Editor\ClassViewer\FClassViewerInitializationOption-) & InInitOptions, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FClassViewerFilterFuncs](API\Editor\ClassViewer\FClassViewerFilterFuncs) > InFilterFuncs )


code: virtual bool IsClassAllowed ( const [FClassViewerInitializationOptions](API\Editor\ClassViewer\FClassViewerInitializationOption-) & InInitOptions, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FClassViewerFilterFuncs](API\Editor\ClassViewer\FClassViewerFilterFuncs) > InFilterFuncs, const bool bCheckTextFilter )


description: This function checks whether a node passes the filter defined by IsClassAllowed/IsUnloadedClassAllowed.

code: virtual bool IsNodeAllowed ( const [FClassViewerInitializationOptions](API\Editor\ClassViewer\FClassViewerInitializationOption-) & InInitOptions, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< FClassViewerNode > & Node, const bool bCheckTextFilter )


code: virtual bool IsUnloadedClassAllowed ( const [FClassViewerInitializationOptions](API\Editor\ClassViewer\FClassViewerInitializationOption-) & InInitOptions, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< const class [IUnloadedBlueprintData](API\Editor\ClassViewer\IUnloadedBlueprintData) > InUnloadedClassData, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FClassViewerFilterFuncs](API\Editor\ClassViewer\FClassViewerFilterFuncs) > InFilterFuncs )


code: virtual bool IsUnloadedClassAllowed ( const [FClassViewerInitializationOptions](API\Editor\ClassViewer\FClassViewerInitializationOption-) & InInitOptions, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< const class [IUnloadedBlueprintData](API\Editor\ClassViewer\IUnloadedBlueprintData) > InUnloadedClassData, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FClassViewerFilterFuncs](API\Editor\ClassViewer\FClassViewerFilterFuncs) > InFilterFuncs, const bool bCheckTextFilter )


code: FClassViewerFilter ( const [FClassViewerInitializationOptions](API\Editor\ClassViewer\FClassViewerInitializationOption-) & InInitOptions )


className: FClassViewerFilter

description: Filter class that performs many common checks.

code: class FClassViewerFilter : public [IClassViewerFilter](API\Editor\ClassViewer\IClassViewerFilter)

AssetReferenceFilter

type: TSharedPtr<IAs...

AssetRegistry

type: constIAssetReg...

FilterFunctions

type: TSharedRef<FCl...

InternalClasses

type: TArray<UClass...

InternalPaths

type: TArray<FDirect...

TextFilter

type: TSharedRef<FTe...


description: Checks if the given Class is a child-of any of the classes in a set.EFilterReturn::Passedif it is a child-of a class in the set,EFilterReturn::Failedif it is not,EFilterReturn::NoItemsif the set is empty.

code: virtual [EFilterReturn::Type](API\Editor\ClassViewer\EFilterReturn__Type) IfInChildOfClassesSet ( [TSet](API\Runtime\Core\Containers\TSet)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & InSet, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )


code: virtual [EFilterReturn::Type](API\Editor\ClassViewer\EFilterReturn__Type) IfInChildOfClassesSet ( [TSet](API\Runtime\Core\Containers\TSet)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & InSet, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const class [IUnloadedBlueprintData](API\Editor\ClassViewer\IUnloadedBlueprintData) > InClass )


description: Checks if the Class is in the Classes set.EFilterReturn::Passedif the Class is in the Classes set,EFilterReturn::Failedif it is not,EFilterReturn::NoItemsif the set is empty.

code: virtual [EFilterReturn::Type](API\Editor\ClassViewer\EFilterReturn__Type) IfInClassesSet ( [TSet](API\Runtime\Core\Containers\TSet)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & InSet, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )


code: virtual [EFilterReturn::Type](API\Editor\ClassViewer\EFilterReturn__Type) IfInClassesSet ( [TSet](API\Runtime\Core\Containers\TSet)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & InSet, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const class [IUnloadedBlueprintData](API\Editor\ClassViewer\IUnloadedBlueprintData) > InClass )


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

code: virtual [EFilterReturn::Type](API\Editor\ClassViewer\EFilterReturn__Type) IfMatchesAllInChildOfClassesSet ( [TSet](API\Runtime\Core\Containers\TSet)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & InSet, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )


code: virtual [EFilterReturn::Type](API\Editor\ClassViewer\EFilterReturn__Type) IfMatchesAllInChildOfClassesSet ( [TSet](API\Runtime\Core\Containers\TSet)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & InSet, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const class [IUnloadedBlueprintData](API\Editor\ClassViewer\IUnloadedBlueprintData) > InClass )


description: Checks if ALL the Classes set has a Is-A relationship with the passed in class.EFilterReturn::Passedif ALL the Classes set IsA the passed class,EFilterReturn::Failedif it is not,EFilterReturn::NoItemsif the set is empty.

code: virtual [EFilterReturn::Type](API\Editor\ClassViewer\EFilterReturn__Type) IfMatchesAll_ClassesSetIsAClass ( [TSet](API\Runtime\Core\Containers\TSet)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & InSet, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )


code: virtual [EFilterReturn::Type](API\Editor\ClassViewer\EFilterReturn__Type) IfMatchesAll_ClassesSetIsAClass ( [TSet](API\Runtime\Core\Containers\TSet)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & InSet, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const class [IUnloadedBlueprintData](API\Editor\ClassViewer\IUnloadedBlueprintData) > InClass )


description: Checks if ALL the Objects has a Is-A relationship with the passed in class.EFilterReturn::Passedif ALL the Objects set IsA the passed class,EFilterReturn::Failedif it is not,EFilterReturn::NoItemsif the set is empty.

code: virtual [EFilterReturn::Type](API\Editor\ClassViewer\EFilterReturn__Type) IfMatchesAll_ObjectsSetIsAClass ( [TSet](API\Runtime\Core\Containers\TSet)< const [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InSet, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )


code: virtual [EFilterReturn::Type](API\Editor\ClassViewer\EFilterReturn__Type) IfMatchesAll_ObjectsSetIsAClass ( [TSet](API\Runtime\Core\Containers\TSet)< const [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InSet, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const class [IUnloadedBlueprintData](API\Editor\ClassViewer\IUnloadedBlueprintData) > InClass )


description: Checks if any in the Classes set has a Is-A relationship with the passed in class.EFilterReturn::Passedif the Classes set IsA the passed class,EFilterReturn::Failedif it is not,EFilterReturn::NoItemsif the set is empty.

code: virtual [EFilterReturn::Type](API\Editor\ClassViewer\EFilterReturn__Type) IfMatches_ClassesSetIsAClass ( [TSet](API\Runtime\Core\Containers\TSet)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & InSet, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )


code: virtual [EFilterReturn::Type](API\Editor\ClassViewer\EFilterReturn__Type) IfMatches_ClassesSetIsAClass ( [TSet](API\Runtime\Core\Containers\TSet)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & InSet, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const class [IUnloadedBlueprintData](API\Editor\ClassViewer\IUnloadedBlueprintData) > InClass )


code: virtual ~FClassViewerFilterFuncs()


className: FClassViewerFilterFuncs

code: class FClassViewerFilterFuncs


className: FClassViewerFilterOption

description: Used to define a custom class viewer filter option.

code: class FClassViewerFilterOption

bEnabled

description: Whether or not the option is currently enabled (default = true).

LabelText

type: TAttribute<FTe...

description: Localized label text to use for the option in the class viewer's filter menu.

OnOptionChanged

type: FOnClassViewerF...

description: Optional external delegate that will be invoked when this filter option is changed.

ToolTipText

description: Localized tooltip text to use for the option in the class viewer's filter menu.


description: Constructor

code: FClassViewerInitializationOptions()


className: FClassViewerInitializationOptions

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

code: class FClassViewerInitializationOptions

AdditionalReferencingAssets

type: TArray<FAssetD...

description: The passed in property handle will be used to gather referencing assets.

bAllowViewOptions

type: bool

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

bEditorClassesOnly

description: False by default, restricts the class picker to only showing editor module classes

bEnableClassDynamicLoading

description: True allows class dynamic loading on selection

bExpandAllNodes

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

bExpandRootNodes

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

bIsActorsOnly

description: Filters so only actors will be displayed.

bIsBlueprintBaseOnly

description: Filters so only base blueprints will be displayed.

bIsPlaceableOnly

description: Filters so only placeable actors will be displayed. Forces bIsActorsOnly to true.

bShowBackgroundBorder

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

bShowClassesViewer

description: (true) Will show the classes viewer.

bShowDefaultClasses

description: (true) Will show the default classes if they exist.

bShowNoneOption

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

bShowObjectRootClass

description: True will show theUObjectroot class.

bShowUnloadedBlueprints

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

ClassFilters

type: TArray<TShared...

description: The filter(s) to use on classes in this instance.

DisplayMode

type: EClassViewerDis...

description: Mode to display the classes using.

ExtraPickerCommonClasses

description: Defines additional classes you want listed in the "Common Classes" section for the picker.

InitiallySelectedClass

description: Will set the initially selected row, if possible, to this class when the viewer is created

Mode

type: EClassViewerMod...

description: Mode to operate in

NameTypeToDisplay

type: EClassViewerNam...

description: Controls what name is shown for classes

PropertyHandle

type: TSharedPtr<IPr...

description: The property this class viewer be working on.

ViewerTitleString

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


description: Create a new class filter from the given initialization options.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IClassViewerFilter](API\Editor\ClassViewer\IClassViewerFilter) > CreateClassFilter ( const [FClassViewerInitializationOptions](API\Editor\ClassViewer\FClassViewerInitializationOption-) & InitOptions )


description:
Creates a class viewer widget
New class viewer widget

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateClassViewer ( const [FClassViewerInitializationOptions](API\Editor\ClassViewer\FClassViewerInitializationOption-) & InitOptions, const FOnClassPicked & OnClassPickedDelegate )


code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FClassViewerFilterFuncs](API\Editor\ClassViewer\FClassViewerFilterFuncs) > CreateFilterFuncs()


description: Returns the global filter that affects all class viewer instances

code: virtual const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IClassViewerFilter](API\Editor\ClassViewer\IClassViewerFilter) > & GetGlobalClassViewerFilter()


description: Registers a global filter that affects all class viewer instances (gets combined any local filter)

code: virtual void RegisterGlobalClassViewerFilter ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IClassViewerFilter](API\Editor\ClassViewer\IClassViewerFilter) > & Filter )


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

code: virtual void StartupModule()


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

code: virtual void ShutdownModule()


className: FClassViewerModule

description: Class Viewer module

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


className: FLogCategoryLogEditorClassViewer

code: struct FLogCategoryLogEditorClassViewer : public [FLogCategory< ELogVerbosity::Log, ELogVerbosity::All >](API\Runtime\Core\Logging\FLogCategory)


code: FLogCategoryLogEditorClassViewer()


code: **OutFilterOptions Add ( MyFilterOption )


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

code: bool IsClassAllowed ( const [FClassViewerInitializationOptions](API\Editor\ClassViewer\FClassViewerInitializationOption-) & InInitOptions, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FClassViewerFilterFuncs](API\Editor\ClassViewer\FClassViewerFilterFuncs) > InFilterFuncs )


code: bool IsUnloadedClassAllowed ( const [FClassViewerInitializationOptions](API\Editor\ClassViewer\FClassViewerInitializationOption-) & InInitOptions, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< const class [IUnloadedBlueprintData](API\Editor\ClassViewer\IUnloadedBlueprintData) > InUnloadedClassData, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FClassViewerFilterFuncs](API\Editor\ClassViewer\FClassViewerFilterFuncs) > InFilterFuncs )


code: virtual ~IClassViewerFilter()


className: IClassViewerFilter

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

code: class IClassViewerFilter

OnOptionChanged

type: *MyFilterOp...

ToolTipText

description: Can be optionally implemented to gather additional filter flags.


description: Get the generated class name of this blueprint.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FString](API\Runtime\Core\Containers\FString) > GetClassName() const


description: Get the class path of this blueprint.


description:
Attempts to get the ClassWithin property for this class.
ClassWithin of the child most Native class in the hierarchy.

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


description:
Attempts to get the child-most Native class in the hierarchy.
The child-most Native class in the hierarchy.

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


description:
Used to safely check whether all of the passed in flags are set.
true if all of the passed in flags are set (including no flags passed in), false otherwise

code: bool HasAllClassFlags ( uint32 InFlagsToCheck ) const


description:
Used to safely check whether the passed in flag is set.
true if the passed in flag is set, false otherwise (including no flag passed in, unless the FlagsToCheck is CLASS_AllFlags)

code: bool HasAnyClassFlags ( uint32 InFlagsToCheck ) const


description: This will return whether or not this class implements the passed in class / interface

code: bool ImplementsInterface ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InInterface ) const


description:
Checks whether or not the class has an Is-A relationship with the passed in class.
true if it has an Is-A relationship to the passed in class.

code: bool IsA ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass ) const


description:
Checks whether or not the class is a child-of the passed in class.
true if it is a child-of the passed in class.

code: bool IsChildOf ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass ) const


description: Get whether or not this blueprint is a normal blueprint.

code: bool IsNormalBlueprintType() const


description: Sets the flags for this class.

code: void SetClassFlags ( uint32 InFlags )


description: Set whether or not this blueprint is a normal blueprint.

code: void SetNormalBlueprintType ( bool bInNormalBPType )


className: IUnloadedBlueprintData

code: class IUnloadedBlueprintData


description: Empty the selection set.

code: virtual void ClearSelection()


description: Construct the widget

code: void Construct ( const [FArguments](API\Editor\ClassViewer\SClassViewer\FArguments) & InArgs, const [FClassViewerInitializationOptions](API\Editor\ClassViewer\FClassViewerInitializationOption-) & InInitOptions )


description: Destroys the internal Class Hierarchy database

code: static void DestroyClassHierarchy()


code: WidgetArgsType & OnClassPickedDelegate &40; FOnClassPicked InArg &41;


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

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


description: Gets the widget contents of the app

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


description: Test to see whether the given class would be allowed by this class viewer

code: virtual bool IsClassAllowed ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass ) const


description:
KEY INPUT Called when focus is given to this widget. This event does not bubble.
Returns whether the event was handled, along with other possible actions

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnFocusReceived ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FFocusEvent](API\Runtime\SlateCore\Input\FFocusEvent) & InFocusEvent )


description:
Called after a key is pressed when this widget has focus (this event bubbles if not handled)
Returns whether the event was handled, along with other possible actions

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 )


description: Sends a requests to the Class Viewer to refresh itself the next chance it gets

code: void Refresh()


description: Requests a repopulation of the internal Class Hierarchy database


description: SWidgetinterface

code: virtual void Tick ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const double InCurrentTime, const float InDeltaTime )


description:
Checks to see if this widget supports keyboard focus. Override this in derived classes.
True if this widget can take keyboard focus

code: virtual bool SupportsKeyboardFocus() const


className: SClassViewer

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


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


className: UClassViewerProjectSettings

description: Implements the settings for the Class Viewer Project Settings

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

InternalOnlyClasses

type: TArray<FSoftCl...

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

InternalOnlyPaths

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


description: Called by the engine to retrieve a valid factory from a provider This can be the default object for the factory class or a full instance

module: ClothingSystemEditor

code: virtual [UClothingAssetFactoryBase](API\Editor\ClothingSystemEditorInterface\UClothingAssetFactoryBase) * GetFactory()


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

code: virtual void ShutdownModule()


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

code: virtual void StartupModule()


code: FClothingSystemEditorModule()


className: FClothingSystemEditorModule

code: class FClothingSystemEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface), public [IClothingAssetFactoryProvider](API\Editor\ClothingSystemEditorInterface\IClothingAssetFactoryProvider)


description: Tests whether the given filename should be able to be imported.

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


description: Given an APEX asset, build aUClothingAssetCommoncontaining the required data.

code: virtual [UClothingAssetBase](API\Runtime\ClothingSystemRuntimeInterface\UClothingAssetBase) * CreateFromApexAsset ( nvidia::apex::ClothingAsset * InApexAsset, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * TargetMesh, [FName](API\Runtime\Core\UObject\FName) InName )


description: Given a target mesh and a source clothing asset bound to source mesh, clone the clothing asset for use on the target mesh

code: virtual [UClothingAssetBase](API\Runtime\ClothingSystemRuntimeInterface\UClothingAssetBase) * CreateFromExistingCloth ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * TargetMesh, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SourceMesh, [UClothingAssetBase](API\Runtime\ClothingSystemRuntimeInterface\UClothingAssetBase) * SourceAsset )


description: Given a target mesh and parameters describing the build operation, create a clothing asset for use on the mesh

code: virtual [UClothingAssetBase](API\Runtime\ClothingSystemRuntimeInterface\UClothingAssetBase) * CreateFromSkeletalMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * TargetMesh, [FSkeletalMeshClothBuildParams](API\Runtime\Engine\Engine\FSkeletalMeshClothBuildParams) & Params )


description: Import the given file, treating it as an APEX asset file and return the resulting asset.

code: virtual [UClothingAssetBase](API\Runtime\ClothingSystemRuntimeInterface\UClothingAssetBase) * Import ( const [FString](API\Runtime\Core\Containers\FString) & Filename, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * TargetMesh, [FName](API\Runtime\Core\UObject\FName) InName )


description: Reimport an asset from the specified file

code: virtual [UClothingAssetBase](API\Runtime\ClothingSystemRuntimeInterface\UClothingAssetBase) * Reimport ( const [FString](API\Runtime\Core\Containers\FString) & Filename, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * TargetMesh, [UClothingAssetBase](API\Runtime\ClothingSystemRuntimeInterface\UClothingAssetBase) * OriginalAsset )


description: Given a target mesh and valid parameters, import a simulation mesh as a LOD for the clothing specified by the build parameters, returning the modified clothing object

code: virtual [UClothingAssetBase](API\Runtime\ClothingSystemRuntimeInterface\UClothingAssetBase) * ImportLodToClothing ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * TargetMesh, [FSkeletalMeshClothBuildParams](API\Runtime\Engine\Engine\FSkeletalMeshClothBuildParams) & Params )


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


className: UClothingAssetFactory

code: class UClothingAssetFactory : public [UClothingAssetFactoryBase](API\Editor\ClothingSystemEditorInterface\UClothingAssetFactoryBase)


className: ExtenderFeatureName

module: ClothingSystemEditorInterface

code: static const [FName](API\Runtime\Core\UObject\FName) ExtenderFeatureName;


code: [ISimulationEditorExtender](API\Editor\ClothingSystemEditorInterface\ISimulationEditorExtender) * GetSimulationEditorExtender ( [FName](API\Runtime\Core\UObject\FName) InSimulationFactoryClassName )


code: FClothingSystemEditorInterfaceModule()


className: FClothingSystemEditorInterfaceModule

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


className: FeatureName

code: static const [FName](API\Runtime\Core\UObject\FName) FeatureName = TEXT("ClothingAssetFactoryProvider");


className: IClothingAssetFactoryProvider

description: An interface for a class that will provide a clothing asset factory, this should be registered as a feature under its FeatureName to be picked up by the engine

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


description: Called from the editor when clothing is active to process any active debug drawing, recommended to use the show menu extension for controlling what data to draw

code: void DebugDrawSimulation ( const [IClothingSimulation](API\Runtime\ClothingSystemRuntimeInterface\IClothingSimulation) * InSimulation, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InOwnerComponent, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


description: Called from the editor when clothing is active to process any active debug drawing of any text strings Recommended to use the show menu extension for controlling what data to draw

code: void DebugDrawSimulationTexts ( const [IClothingSimulation](API\Runtime\ClothingSystemRuntimeInterface\IClothingSimulation) * InSimulation, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InOwnerComponent, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, const [FSceneView](API\Runtime\Engine\FSceneView) * SceneView )


description: Called from the editor to add simulation specific entries to the "Show" menu on the Persona viewport.

code: void ExtendViewportShowMenu ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & InMenuBuilder, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPersonaPreviewScene](API\Editor\Persona\IPersonaPreviewScene) > InPreviewScene )


description: Called to identify the type of clothing simulation this editor extender can support. Should return a class derived fromUClothingSimulationFactory


code: virtual ~ISimulationEditorExtender()


className: ISimulationEditorExtender

description: A simulation extender is an object responsible for extending certain editor features with respect to a certain type of clothing simulation. The supported simulation factory class should be returned from GetSupportedSimulationFactoryClass. The engine will call into various interface functions to perform editor functions as outlined in the interface API As this is a modular feature it should be registered under FClothingSystemEditorInterfaceModule::ExtenderFeatureName To be accessible through the clothing editor interface module.

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


description: Should return whether or not the factory can handle the incoming file (check validity etc.)

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


description: Given an APEX asset instantiated from the filename checked with CanImport, the factory is expected to build a valid clothing asset (or nullptr if it cannot).

code: virtual [UClothingAssetBase](API\Runtime\ClothingSystemRuntimeInterface\UClothingAssetBase) * CreateFromApexAsset ( nvidia::apex::ClothingAsset * InApexAsset, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * TargetMesh, [FName](API\Runtime\Core\UObject\FName) InName )


code: virtual [UClothingAssetBase](API\Runtime\ClothingSystemRuntimeInterface\UClothingAssetBase) * CreateFromExistingCloth ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * TargetMesh, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SourceMesh, [UClothingAssetBase](API\Runtime\ClothingSystemRuntimeInterface\UClothingAssetBase) * SourceAsset )


code: virtual [UClothingAssetBase](API\Runtime\ClothingSystemRuntimeInterface\UClothingAssetBase) * CreateFromSkeletalMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * TargetMesh, [FSkeletalMeshClothBuildParams](API\Runtime\Engine\Engine\FSkeletalMeshClothBuildParams) & Params )


description: Import an asset from the specified file

code: virtual [UClothingAssetBase](API\Runtime\ClothingSystemRuntimeInterface\UClothingAssetBase) * Import ( const [FString](API\Runtime\Core\Containers\FString) & Filename, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * TargetMesh, [FName](API\Runtime\Core\UObject\FName) InName )


code: virtual [UClothingAssetBase](API\Runtime\ClothingSystemRuntimeInterface\UClothingAssetBase) * ImportLodToClothing ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * TargetMesh, [FSkeletalMeshClothBuildParams](API\Runtime\Engine\Engine\FSkeletalMeshClothBuildParams) & Params )


code: virtual [UClothingAssetBase](API\Runtime\ClothingSystemRuntimeInterface\UClothingAssetBase) * Reimport ( const [FString](API\Runtime\Core\Containers\FString) & Filename, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * TargetMesh, [UClothingAssetBase](API\Runtime\ClothingSystemRuntimeInterface\UClothingAssetBase) * OriginalAsset )


className: UClothingAssetFactoryBase

description: Clothing asset factories should inherit this interface/uobject to provide functionality to build clothing assets from .apx files imported to the engine

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


description: Extends the skeletal mesh editor mode.

module: ClothPainter

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FApplicationMode](API\Editor\UnrealEd\WorkflowOrientedApp\FApplicationMode) > ExtendApplicationMode ( const [FName](API\Runtime\Core\UObject\FName) ModeName, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FApplicationMode](API\Editor\UnrealEd\WorkflowOrientedApp\FApplicationMode) > InMode )


description: Setup and register our editmode.

code: void SetupMode()


description: Unregister and shut down our edit mode.

code: void ShutdownMode()


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

code: virtual void ShutdownModule()


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

code: virtual void StartupModule()


className: FClothPaintingModule

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

Extender

type: FWorkflowApplic...

RegisteredApplicationModes

type: TArray<TWeakPt...


className: FCopyVertexColorToClothParams

description: Helper struct used for specifying options when copying vertex colors

code: struct FCopyVertexColorToClothParams

ColorChannel

type: ESourceColorCha...

description: Color channel to copy from vertex colors.

ScalingFactor

type: float

description: Scaling factor applied to vertex colours (in range 0-1) before applying to mask.


code: FCopyVertexColorToClothParams()


code: static const [FName](API\Runtime\Core\UObject\FName) FeatureName = TEXT("ClothingAssetExporterClassProvider");


className: IClothingAssetExporterClassProvider

description: A modular interface to provide ways to export clothing assets.

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


description: Export the specified asset.

code: virtual void Export ( const [UClothingAssetBase](API\Runtime\ClothingSystemRuntimeInterface\UClothingAssetBase) * ClothingAsset, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ExportedAsset )


description: Return the class of the exported asset type.

code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetExportedType() const


className: UClothingAssetExporter

description: Modular exporter base class.

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


module: CommonMenuExtensions

code: void BindCommands ( [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) & CommandList, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) > & Client ) const


code: static void BuildVisualisationSubMenu ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & Menu )


className: FBufferVisualizationRecord

code: struct FBufferVisualizationRecord

Command

type: TSharedPtr<FUI...

Name

type: FName


code: const [FBufferVisualizationRecord](API\Editor\CommonMenuExtensions\FBufferVisualizationMenuCommands\FBufferVisualiza-) & OverviewCommand() const


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

code: virtual void RegisterCommands()


className: TBufferVisualizationModeCommandMap


className: TCommandConstIterator


code: FBufferVisualizationMenuCommands()


className: FBufferVisualizationMenuCommands

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


code: virtual void ShutdownModule()


code: virtual void StartupModule()


className: FCommonMenuExtensionsModule

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


code: static void BuildVisualisationSubMenuForGroomEditor ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & Menu )


className: FGroomVisualizationRecord

code: struct FGroomVisualizationRecord

Mode

type: EGroomViewMode


code: bool IsPopulated() const


className: TGroomVisualizationModeCommandMap


code: FGroomVisualizationMenuCommands()


className: FGroomVisualizationMenuCommands

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


className: FLumenVisualizationType

code: enum FLumenVisualizationType { Overview, Standard, }


className: FLumenVisualizationRecord

code: struct FLumenVisualizationRecord

Type

type: FLumenVisualiza...


className: TLumenVisualizationModeCommandMap


code: FLumenVisualizationMenuCommands()


className: FLumenVisualizationMenuCommands

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


code: void BindCommands ( [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) & CommandList, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) > & Client ) const


code: static void BuildVisualisationSubMenu ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & Menu )


className: FNaniteVisualizationType

code: enum FNaniteVisualizationType { Overview, Standard, Advanced, }


className: FNaniteVisualizationRecord

code: struct FNaniteVisualizationRecord

type: FNaniteVisualiz...


code: virtual void RegisterCommands()


className: TNaniteVisualizationModeCommandMap


code: FNaniteVisualizationMenuCommands()


className: FNaniteVisualizationMenuCommands

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


className: EDefaultMode

code: enum EDefaultMode { IncludeAllFlagsByDefault, ExcludeAllFlagsByDefault, }


code: [FShowFlagFilter](API\Editor\CommonMenuExtensions\FShowFlagFilter) & ExcludeFlag ( [FEngineShowFlags::EShowFlag](API\Runtime\Engine\FEngineShowFlags\EShowFlag) Flag )


code: [FShowFlagFilter](API\Editor\CommonMenuExtensions\FShowFlagFilter) & ExcludeGroup ( EShowFlagGroup Group )


code: void ClearAll&40;&41;


code: TArray< uint32 > & operator&91;&93; &40; EShowFlagGroup Group &41;


code: const TArray< uint32 > & operator&91;&93; &40; EShowFlagGroup Group &41; const


code: int32 TotalIndices&40;&41; const


code: const [FGroupedShowFlagIndices](API\Editor\CommonMenuExtensions\FShowFlagFilter\FGroupedShowFlagIndices) & GetFilteredIndices ( bool bForceRebuild ) const


className: FGroupedShowFlagIndices

code: struct FGroupedShowFlagIndices


description: Operations (earlier = higher priority):

code: [FShowFlagFilter](API\Editor\CommonMenuExtensions\FShowFlagFilter) & IncludeFlag ( [FEngineShowFlags::EShowFlag](API\Runtime\Engine\FEngineShowFlags\EShowFlag) Flag )


code: [FShowFlagFilter](API\Editor\CommonMenuExtensions\FShowFlagFilter) & IncludeGroup ( EShowFlagGroup Group )


code: FShowFlagFilter ( [EDefaultMode](API\Editor\CommonMenuExtensions\FShowFlagFilter\EDefaultMode) InDefaultMode )


className: FShowFlagFilter

code: class FShowFlagFilter


code: void BindCommands ( [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) & CommandList, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) > & Client ) const


code: void BuildShowFlagsMenu ( [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, const [FShowFlagFilter](API\Editor\CommonMenuExtensions\FShowFlagFilter) & Filter ) const


code: FShowFlagCommand &40; FEngineShowFlags::EShowFlag InFlagIndex, const TSharedPtr< FUICommandInfo > & InShowMenuItem &41;


code: FShowFlagCommand &40; FEngineShowFlags::EShowFlag InFlagIndex, const TSharedPtr< FUICommandInfo > & InShowMenuItem, const FText & InLabelOverride &41;


className: FShowFlagCommand

code: struct FShowFlagCommand

FlagIndex

type: FEngineShowFlag...

LabelOverride

type: FText


code: virtual void RegisterCommands()


code: FShowFlagMenuCommands()


className: FShowFlagMenuCommands

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


code: static void BuildVisualisationSubMenu ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & Menu )


className: FStrataVisualizationRecord

code: struct FStrataVisualizationRecord

ViewMode

type: FStrataViewMode


code: bool IsPopulated() const


className: TCommandConstIterator


className: TStrataVisualizationModeCommandMap


code: FStrataVisualizationMenuCommands()


className: FStrataVisualizationMenuCommands

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


className: FVirtualShadowMapVisualizationType

description: Re-sort into categories for the menu.

code: enum FVirtualShadowMapVisualizationType { Standard, Advanced, }


className: FVirtualShadowMapVisualizationRecord

Type

type: FVirtualShadowM...


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


description: Whether this interactable can be selected.

module: ComponentVisualizers

code: virtual bool CanBeSelected()


description: Get dragging operation


description:
Called during saving to determine if the object is forced to be editor only or not
true if this object should never be loaded outside the editor

code: virtual bool IsEditorOnly() const


description: Called when an interactor stops dragging this object

code: virtual void OnDragRelease ( [UViewportInteractor](API\Editor\ViewportInteraction\UViewportInteractor) * Interactor )


description: Called when an interactor hover over this object

code: virtual void OnHover ( [UViewportInteractor](API\Editor\ViewportInteraction\UViewportInteractor) * Interactor )


description: Called when an interactor leave hovering over this object

code: virtual void OnHoverLeave ( [UViewportInteractor](API\Editor\ViewportInteraction\UViewportInteractor) * Interactor, const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * NewComponent )


description: Called when an interactor starts hovering over this object

code: virtual void OnHoverEnter ( [UViewportInteractor](API\Editor\ViewportInteraction\UViewportInteractor) * Interactor, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & InHitResult )


description: Called when an interactor presses this object

code: virtual void OnPressed ( [UViewportInteractor](API\Editor\ViewportInteraction\UViewportInteractor) * Interactor, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & InHitResult, bool & bOutResultedInDrag )


description: BeginAActor.

code: virtual void PostEditMove ( bool bFinished )


description: Set the component that should be moved when the manipulator was moved.

code: void SetAssociatedComponent ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * SceneComponent )


className: AManipulator

code: class AManipulator : public [AActor](API\Runtime\Engine\GameFramework\AActor), public [IViewportInteractableInterface](API\Editor\ViewportInteraction\IViewportInteractableInterface)


className: FAudioComponentVisualizer

code: class FAudioComponentVisualizer : public [TAttenuatedComponentVisualizer< UAudioComponent >](API\Editor\ComponentVisualizers\TAttenuatedComponentVisualizer)


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

code: virtual void ShutdownModule()


description: Register a visualizer for a particular componen class

code: void RegisterComponentVisualizer ( [FName](API\Runtime\Core\UObject\FName) ComponentClassName, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FComponentVisualizer](API\Editor\UnrealEd\FComponentVisualizer) > Visualizer )


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

code: virtual void StartupModule()


description:
Override this to set whether your module is allowed to be unloaded on the fly
Whether the module supports shutdown separate from the rest of the engine.

code: virtual bool SupportsDynamicReloading()


className: FComponentVisualizersModule

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


description: Draw visualization for the supplied component

code: virtual void DrawVisualization ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


className: FConstraintComponentVisualizer

code: class FConstraintComponentVisualizer : public [FComponentVisualizer](API\Editor\UnrealEd\FComponentVisualizer)


className: FDecalComponentVisualizer

code: class FDecalComponentVisualizer : public [FComponentVisualizer](API\Editor\UnrealEd\FComponentVisualizer)


className: FForceFeedbackComponentVisualizer

code: class FForceFeedbackComponentVisualizer : public [TAttenuatedComponentVisualizer< UForceFeedbackComponent >](API\Editor\ComponentVisualizers\TAttenuatedComponentVisualizer)


className: FLocalHeightFogComponentVisualizer

code: class FLocalHeightFogComponentVisualizer : public [FComponentVisualizer](API\Editor\UnrealEd\FComponentVisualizer)


className: FPhysicsAnimationComponentVisualizer

code: class FPhysicsAnimationComponentVisualizer : public [FComponentVisualizer](API\Editor\UnrealEd\FComponentVisualizer)


className: FPointLightComponentVisualizer

code: class FPointLightComponentVisualizer : public [FComponentVisualizer](API\Editor\UnrealEd\FComponentVisualizer)


className: FRadialForceComponentVisualizer

code: class FRadialForceComponentVisualizer : public [FComponentVisualizer](API\Editor\UnrealEd\FComponentVisualizer)


className: FRectLightComponentVisualizer

code: class FRectLightComponentVisualizer : public [FComponentVisualizer](API\Editor\UnrealEd\FComponentVisualizer)


className: FSensingComponentVisualizer

code: class FSensingComponentVisualizer : public [FComponentVisualizer](API\Editor\UnrealEd\FComponentVisualizer)


description: Pure virtual that must be overloaded by the inheriting class. Use this method to serialize any UObjects contained that you wish to keep around.

code: virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


description: Add segment to beginning or end of spline

code: virtual void AddSegment ( const FVector & InWorldPos, bool bAppend )


description: Whether any keys are currently selected

code: bool AreKeysSelected() const


description: Whether a multiple spline keys are currently selected

code: bool AreMultipleKeysSelected() const


code: bool CanAddKeyToSegment() const


code: bool CanDeleteKey() const


code: bool CanResetToAutomaticTangent ( EInterpCurveMode Mode ) const


code: bool CanResetToDefault() const


code: bool CanSelectSplinePoints() const


description: Update the key selection state of the visualizer

code: virtual void ChangeSelectionState ( int32 Index, bool bIsCtrlHeld )


code: void CreateSplineGeneratorPanel()


code: virtual void DrawVisualization ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


description: Draw HUD on viewport for the supplied component

code: virtual void DrawVisualizationHUD ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, const [FViewport](API\Runtime\Engine\FViewport) * Viewport, const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas )


description: Alt-drag: duplicates the selected spline key

code: virtual bool DuplicateKeyForAltDrag ( const FVector & InDrag )


code: virtual void EndEditing()


description: Return spline data for point on spline closest to input point

code: virtual float FindNearest ( const FVector & InLocalPos, int32 InSegmentStartIndex, FVector & OutSplinePos, FVector & OutSplineTangent ) const


description: Add menu sections to the context menu

code: virtual void GenerateContextMenuSections ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & InMenuBuilder ) const


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


description: Generate the submenu containing the lock axis types

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


description: Generate the submenu containing available selection actions

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


description: Generate the submenu containing the available snap/align actions

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


description: Generate the submenu containing the available point types

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


description: Generate the submenu containing the available auto tangent types

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


code: virtual bool GetCustomInputCoordinateSystem ( const [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, FMatrix & OutMatrix ) const


description: Get currently edited component, this is needed to reset the active visualizer after undo/redo

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


description: Get the spline component we are currently editing

code: [USplineComponent](API\Runtime\Engine\Components\USplineComponent) * GetEditedSplineComponent() const


description: Overload this method to report a name for your referencer

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


description: Snapping: get snap to actor temporary mode

code: virtual bool GetSnapToActorMode ( ESplineComponentSnapMode & OutSnapMode ) const


code: virtual bool GetWidgetLocation ( const [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, FVector & OutLocation ) const


description: Handle box select input

code: virtual bool HandleBoxSelect ( const FBox & InBox, [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport )


code: const [TSet](API\Runtime\Core\Containers\TSet)< int32 > & GetSelectedKeys() const


description: Handle frustum select input

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


code: virtual bool HandleInputDelta ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport, FVector & DeltaTranslate, FRotator & DeltaRotate, FVector & DeltaScale )


code: virtual bool HandleInputKey ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FKey](API\Runtime\InputCore\FKey) Key, EInputEvent Event )


description: Handle click modified by Alt, Ctrl and/or Shift. The input HitProxy may not be on this component.

code: virtual bool HandleModifiedClick ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [HHitProxy](API\Runtime\Engine\HHitProxy) * HitProxy, const [FViewportClick](API\Editor\UnrealEd\FViewportClick) & Click )


description: Select all spline points, , returns true if the spline component being edited has changed

code: bool HandleSelectAllSplinePoints ( [USplineComponent](API\Runtime\Engine\Components\USplineComponent) * InSplineComponent )


description: Select first or last spline point, returns true if the spline component being edited has changed

code: bool HandleSelectFirstLastSplinePoint ( [USplineComponent](API\Runtime\Engine\Components\USplineComponent) * InSplineComponent, bool bFirstPoint )


description: Pass snap input to active visualizer

code: virtual bool HandleSnapTo ( const bool bInAlign, const bool bInUseLineTrace, const bool bInUseBounds, const bool bInUsePivot, [AActor](API\Runtime\Engine\GameFramework\AActor) * InDestination )


description: Return whether focus on selection should focus on bounding box defined by active visualizer

code: virtual bool HasFocusOnSelectionBoundingBox ( FBox & OutBoundingBox )


description: Determine if any selected key index is out of range (perhaps because something external has modified the spline)

code: bool IsAnySelectedKeyIndexOutOfRange ( const [USplineComponent](API\Runtime\Engine\Components\USplineComponent) * Comp ) const


code: bool IsDiscontinuousSpline() const


code: bool IsKeySelectionValid() const


code: bool IsKeyTypeSet ( EInterpCurveMode Mode ) const


code: bool IsLockAxisSet ( [EAxis::Type](API\Runtime\Core\Math\EAxis__Type) InAxis ) const


description: Whether a single spline key is currently selected

code: bool IsSingleKeySelected() const


code: virtual bool IsVisualizingArchetype() const


code: bool IsVisualizingRollAndScale() const


code: void OnAddKeyToSegment()


code: void OnDeselectedInEditor ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [USplineComponent](API\Runtime\Engine\Components\USplineComponent) > SplineComponent )


description: Duplicates selected spline keys in place

code: void OnDuplicateKey()


code: void OnLockAxis ( [EAxis::Type](API\Runtime\Core\Math\EAxis__Type) InAxis )


code: virtual void OnRegister()


code: void OnResetToAutomaticTangent ( EInterpCurveMode Mode )


code: void OnResetToDefault()


description: Select all spline points, if no spline points selected yet the currently edited spline component will be set as well

code: void OnSelectAllSplinePoints()


description: Select first or last spline point

code: void OnSelectFirstLastSplinePoint ( bool bFirstPoint )


description: Select next or prev spline point, loops when last point is currently selected

code: void OnSelectPrevNextSplinePoint ( bool bNextPoint, bool bAddToSelection )


code: void OnSetDiscontinuousSpline()


code: void OnSetKeyType ( EInterpCurveMode Mode )


code: void OnSetVisualizeRollAndScale()


code: void OnSnapAllToAxis ( [EAxis::Type](API\Runtime\Core\Math\EAxis__Type) InAxis )


code: void OnSnapKeyToActor ( const ESplineComponentSnapMode InSnapMode )


code: void OnSnapSelectedToAxis ( [EAxis::Type](API\Runtime\Core\Math\EAxis__Type) InAxis )


code: void OnSnapKeyToNearestSplinePoint ( ESplineComponentSnapMode InSnapMode )


description: Reset temporary modes after inputs are handled.

code: virtual void ResetTempModes()


description: Alt-drag: duplicates the selected spline key

code: virtual void ResetAllowDuplication()


description: Select spline point at specified index

code: void SelectSplinePoint ( int32 SelectIndex, bool bAddToSelection )


description: Sets the new cached rotation on the visualizer

code: void SetCachedRotation ( const FQuat & NewRotation )


description: Helper function to set edited component we are currently editing

code: void SetEditedSplineComponent ( const [USplineComponent](API\Runtime\Engine\Components\USplineComponent) * InSplineComponent )


description: Snapping: set snap to actor temporary mode

code: virtual void SetSnapToActorMode ( const bool bInIsSnappingToActor, const ESplineComponentSnapMode InSnapMode )


description: Show this visualizer if the component is directly is selected

code: virtual bool ShouldShowForSelectedSubcomponents ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component )


description: Snapping: snap keys to axis position of last selected key

code: virtual void SnapKeysToLastSelectedAxisPosition ( const [EAxis::Type](API\Runtime\Core\Math\EAxis__Type) InAxis, [TArray](API\Runtime\Core\Containers\TArray)< int32 > InSnapKeys )


description: Snapping: snap key to selected actor

code: virtual void SnapKeyToActor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const ESplineComponentSnapMode SnapMode )


description: Snapping: generic method for snapping selected keys to given transform

code: virtual void SnapKeyToTransform ( const ESplineComponentSnapMode InSnapMode, const FVector & InWorldPos, const FVector & InWorldUpVector, const FVector & InWorldForwardVector, const FVector & InScale, const [USplineMetadata](API\Runtime\Engine\Components\USplineMetadata) * InCopySplineMetadata, const int32 InCopySplineMetadataKey )


description: Split segment using given world position

code: virtual void SplitSegment ( const FVector & InWorldPos, int32 InSegmentIndex, bool bCopyFromSegmentBeginIndex )


description: Gets called when the mouse tracking has stopped (dragging behavior)

code: virtual void TrackingStopped ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, bool bInDidMove )


description: Transforms selected tangent by given translation

code: bool TransformSelectedTangent ( [EPropertyChangeType::Type](API\Runtime\CoreUObject\UObject\Type) InPropertyChangeType, const FVector & InDeltaTranslate )


description: Transforms selected tangent by given translate, rotate and scale

code: bool TransformSelectedKeys ( [EPropertyChangeType::Type](API\Runtime\CoreUObject\UObject\Type) InPropertyChangeType, const FVector & InDeltaTranslate, const FRotator & InDeltaRotate, const FVector & InDeltaScale )


description: Add segment to beginning or end of spline

code: virtual void UpdateAddSegment ( const FVector & InWorldPos )


description: Alt-drag: updates duplicated selected spline key

code: virtual bool UpdateDuplicateKeyForAltDrag ( const FVector & InDrag )


description: Update split segment based on drag offset

code: virtual void UpdateSplitSegment ( const FVector & InDrag )


description: Updates the component and selected properties if the component has changed

code: const [USplineComponent](API\Runtime\Engine\Components\USplineComponent) * UpdateSelectedSplineComponent ( [HComponentVisProxy](API\Editor\UnrealEd\HComponentVisProxy) * VisProxy )


code: virtual bool VisProxyHandleClick ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [HComponentVisProxy](API\Editor\UnrealEd\HComponentVisProxy) * VisProxy, const [FViewportClick](API\Editor\UnrealEd\FViewportClick) & Click )


className: WeakExistingWindow

code: static [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > WeakExistingWindow;


code: FSplineComponentVisualizer()


code: virtual ~FSplineComponentVisualizer()


className: FSplineComponentVisualizer

description: SplineComponent visualizer/edit functionality

code: class FSplineComponentVisualizer : public [FComponentVisualizer](API\Editor\UnrealEd\FComponentVisualizer), public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject)

AddKeyLockedAxis

description: Axis to fix when adding new spline points.

bAllowDuplication

type: bool

description: Whether we currently allow duplication when dragging

bDuplicatingSplineKey

description: Alt-drag: True when in process of duplicating a spline key.

bIsSnappingToActor

description: Snap: True when in process of snapping to actor which needs to be Ctrl-Selected.

bUpdatingAddSegment

description: Alt-drag: True when in process of adding end segment.

DeselectedInEditorDelegateHandle

type: FDelegateHandle

DuplicateCacheSplitSegmentParam

description: Alt-drag: Cached segment parameter for split segment at new control point

DuplicateDelay

description: Alt-drag: Delays duplicating control point to accumulate sufficient drag input offset.

DuplicateDelayAccumulatedDrag

type: FVector

description: Alt-drag: Accumulates delayed drag offset.

SelectionState

type: TObjectPtr<USp...

description: Current selection state

SnapToActorMode

type: ESplineComponen...

description: Snap: Snap to actor mode.

SplineComponentVisualizerActions

description: Output log commands

SplineCurvesProperty

type: FProperty*


description: Draw visualization for the supplied component

code: virtual void DrawVisualization ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


code: virtual void EndEditing()


className: Type

code: enum Type { None, Leave, Arrive, }


className: ESelectedTangentHandle

code: struct ESelectedTangentHandle


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


code: virtual bool GetCustomInputCoordinateSystem ( const [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, FMatrix & OutMatrix ) const


description: Get a spline object for the specified spline mesh component

code: [FInterpCurveVector](API\Runtime\Core\Math\FInterpCurveVector) GetSpline ( const [USplineMeshComponent](API\Runtime\Engine\Components\USplineMeshComponent) * SplineMeshComp ) const


code: virtual bool GetWidgetLocation ( const [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, FVector & OutLocation ) const


code: virtual bool HandleInputDelta ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport, FVector & DeltaTranslate, FRotator & DeltaRotate, FVector & DeltaScale )


code: virtual bool HandleInputKey ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FKey](API\Runtime\InputCore\FKey) Key, EInputEvent Event )


description: Syncs changes made by the visualizer in the actual component

code: void NotifyComponentModified()


description: Get the spline component we are currently editing

code: [USplineMeshComponent](API\Runtime\Engine\Components\USplineMeshComponent) * GetEditedSplineMeshComponent() const


code: virtual void OnRegister()


code: virtual bool VisProxyHandleClick ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [HComponentVisProxy](API\Editor\UnrealEd\HComponentVisProxy) * VisProxy, const [FViewportClick](API\Editor\UnrealEd\FViewportClick) & Click )


code: FSplineMeshComponentVisualizer()


className: FSplineMeshComponentVisualizer

description: SplineMeshComponent visualizer/edit functionality

code: class FSplineMeshComponentVisualizer : public [FComponentVisualizer](API\Editor\UnrealEd\FComponentVisualizer)

SelectedKey

description: Indexof the key we selected

SelectedTangentHandle

description: Indexof tangent handle we have selected

SelectedTangentHandleType

type: ESelectedTangen...

description: The type of the selected tangent handle

SplineMeshPropertyPath

type: FComponentPrope...

description: Property path from the parent actor to the component


className: FSpotLightComponentVisualizer

code: class FSpotLightComponentVisualizer : public [FComponentVisualizer](API\Editor\UnrealEd\FComponentVisualizer)


code: virtual void DrawVisualization ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


className: FSpringArmComponentVisualizer

code: class FSpringArmComponentVisualizer : public [FComponentVisualizer](API\Editor\UnrealEd\FComponentVisualizer)


className: FSpringComponentVisualizer

code: class FSpringComponentVisualizer : public [FComponentVisualizer](API\Editor\UnrealEd\FComponentVisualizer)


className: FStereoLayerComponentVisualizer

code: class FStereoLayerComponentVisualizer : public [FComponentVisualizer](API\Editor\UnrealEd\FComponentVisualizer)


code: void DrawVisualization ( [UTextureLightProfile](API\Runtime\Engine\Engine\UTextureLightProfile) * TextureLightProfile, const FTransform & LightTM, const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


code: FTextureLightProfileVisualizer()


className: FTextureLightProfileVisualizer

code: class FTextureLightProfileVisualizer


code: class FWorldPartitionStreamingSourceComponentVisualizer : public [FComponentVisualizer](API\Editor\UnrealEd\FComponentVisualizer)


description: Override to change the mouse based on what it is hovering over.


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


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


code: HSplineKeyProxy ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent, int32 InKeyIndex )


className: HSplineKeyProxy

description: Proxy for a spline key

code: struct HSplineKeyProxy : public [HSplineVisProxy](API\Editor\ComponentVisualizers\HSplineVisProxy)


code: HSplineMeshKeyProxy ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent, int32 InKeyIndex )


className: HSplineMeshKeyProxy

description: Proxy for a spline mesh component key

code: struct HSplineMeshKeyProxy : public [HSplineMeshVisProxy](API\Editor\ComponentVisualizers\HSplineMeshVisProxy)


code: HSplineMeshTangentHandleProxy ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent, int32 InKeyIndex, bool bInArriveTangent )


className: HSplineMeshTangentHandleProxy

description: Proxy for a tangent handle

code: struct HSplineMeshTangentHandleProxy : public [HSplineMeshVisProxy](API\Editor\ComponentVisualizers\HSplineMeshVisProxy)


className: HSplineMeshVisProxy

description: Base class for clickable spline mesh component editing proxies

code: struct HSplineMeshVisProxy : public [HComponentVisProxy](API\Editor\UnrealEd\HComponentVisProxy)


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


code: HSplineSegmentProxy ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent, int32 InSegmentIndex )


className: HSplineSegmentProxy

description: Proxy for a spline segment

code: struct HSplineSegmentProxy : public [HSplineVisProxy](API\Editor\ComponentVisualizers\HSplineVisProxy)


code: HSplineTangentHandleProxy ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent, int32 InKeyIndex, bool bInArriveTangent )


className: HSplineTangentHandleProxy

description: Proxy for a tangent handle

code: struct HSplineTangentHandleProxy : public [HSplineVisProxy](API\Editor\ComponentVisualizers\HSplineVisProxy)


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


className: HSplineVisProxy

description: Base class for clickable spline editing proxies

code: struct HSplineVisProxy : public [HComponentVisProxy](API\Editor\UnrealEd\HComponentVisProxy)


description: SWidgetInterface

code: void Construct ( const [FArguments](API\Editor\ComponentVisualizers\SSplineGeneratorPanel\FArguments) & InArgs, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FSplineComponentVisualizer](API\Editor\ComponentVisualizers\FSplineComponentVisualizer) > InWeakSplineComponentVisualizer )


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

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


description: Called whenever a focus path is changing on all the widgets within the old and new focus paths

code: virtual void OnFocusChanging ( const [FWeakWidgetPath](API\Runtime\SlateCore\Layout\FWeakWidgetPath) & PreviousFocusPath, const [FWidgetPath](API\Runtime\SlateCore\Layout\FWidgetPath) & NewWidgetPath, const [FFocusEvent](API\Runtime\SlateCore\Input\FFocusEvent) & InFocusEvent )


description: SWindowInterface

code: void OnWindowClosed ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > & )


code: void OnSelectionUpdated()


description: Ticks this widget with Geometry. Override in derived classes, but always call the parent implementation.

code: virtual void Tick ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const double InCurrentTime, const float InDeltaTime )


code: ~SSplineGeneratorPanel()


className: SSplineGeneratorPanel

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


code: virtual void DrawVisualization ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


className: TAttenuatedComponentVisualizer

code: template<class T> class TAttenuatedComponentVisualizer : public [FComponentVisualizer](API\Editor\UnrealEd\FComponentVisualizer)


code: virtual void BuildCurve()


code: virtual int32 GetNumPoints() const


code: UArcSplineGenerator()


className: UArcSplineGenerator

code: class UArcSplineGenerator : public [USplineGeneratorBase](API\Editor\ComponentVisualizers\USplineGeneratorBase)

Degrees

type: float


code: UCircleSplineGenerator()


className: UCircleSplineGenerator

code: class UCircleSplineGenerator : public [USplineGeneratorBase](API\Editor\ComponentVisualizers\USplineGeneratorBase)


code: UEllipseSplineGenerator()


className: UEllipseSplineGenerator

code: class UEllipseSplineGenerator : public [USplineGeneratorBase](API\Editor\ComponentVisualizers\USplineGeneratorBase)


code: ULineSplineGenerator()


className: ULineSplineGenerator

code: class ULineSplineGenerator : public [USplineGeneratorBase](API\Editor\ComponentVisualizers\USplineGeneratorBase)

Length

type: double


code: URectangleSplineGenerator()


className: URectangleSplineGenerator

code: class URectangleSplineGenerator : public [USplineGeneratorBase](API\Editor\ComponentVisualizers\USplineGeneratorBase)


code: void ClearSelectedSegmentIndex()


code: void ClearSelectedTangentHandle()


code: int32 GetLastKeyIndexSelected() const


code: FQuat GetCachedRotation() const


code: const [TSet](API\Runtime\Core\Containers\TSet)< int32 > & GetSelectedKeys() const


code: int32 GetSelectedTangentHandle() const


code: const [FComponentPropertyPath](API\Editor\UnrealEd\FComponentPropertyPath) GetSplinePropertyPath() const


description: Checks LastKeyIndexSelected is valid given the number of splint points and returns its value.

code: int32 GetVerifiedLastKeyIndexSelected ( const int32 InNumSplinePoints ) const


code: int32 GetSelectedSegmentIndex() const


description: Checks TangentHandle and TangentHandleType are valid and sets relevant output parameters.

code: void GetVerifiedSelectedTangentHandle ( const int32 InNumSplinePoints, int32 & OutSelectedTangentHandle, ESelectedTangentHandle & OutSelectedTangentHandleType ) const


code: bool IsSplinePointSelected ( const int32 InIndex ) const


code: [TSet](API\Runtime\Core\Containers\TSet)< int32 > & ModifySelectedKeys()


code: void SetLastKeyIndexSelected ( const int32 InLastKeyIndexSelected )


code: void SetCachedRotation ( const FQuat & InCachedRotation )


code: void SetSelectedSegmentIndex ( const int32 InSelectedSegmentIndex )


code: void SetSelectedSplinePosition ( const FVector & InSelectedSplinePosition )


code: void SetSelectedTangentHandle ( const int32 InSelectedTangentHandle )


code: void SetSelectedTangentHandleType ( const ESelectedTangentHandle InSelectedTangentHandle )


code: void SetSplinePropertyPath ( const [FComponentPropertyPath](API\Editor\UnrealEd\FComponentPropertyPath) & InSplinePropertyPath )


description: Selection state data that will be captured by scoped transactions.

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

CachedRotation

type: FQuat

description: Cached rotation for this point

LastKeyIndexSelected

description: Indexof the last key we selected

SelectedKeys

type: TSet< int32 >

description: Indices of keys we have selected

SelectedSegmentIndex

description: Indexof segment we have selected

SelectedSplinePosition

description: Position on spline we have selected

SelectedTangentHandle

description: Indexof tangent handle we have selected

SelectedTangentHandleType

description: The type of the selected tangent handle


code: virtual void BuildCurve()


description: Helper method to return the index for adding a spline point

code: int32 GetAddIndex ( int32 Index ) const


description: Helper method to return the index for an added spline point after all points have been added

code: int32 GetItrIndex ( int32 Index ) const


code: virtual int32 GetNumPoints() const


code: void Init ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FSplineComponentVisualizer](API\Editor\ComponentVisualizers\FSplineComponentVisualizer) > InSplineComponentVisualizer )


code: USplineGeneratorBase()


className: USplineGeneratorBase

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

CachedSplineCurves

type: FSplineCurves

SelectedSplineComponent

type: TWeakObjectPtr<...

ShapeAddMode

type: EShapeAddMode

WeakSplineVis

type: TWeakPtr<FSpli...


code: USquareSplineGenerator()


className: USquareSplineGenerator

code: class USquareSplineGenerator : public [USplineGeneratorBase](API\Editor\ComponentVisualizers\USplineGeneratorBase)


description: Maintain a reference to a value widget used in the config editor for the current property.

module: ConfigEditor

code: void AddExternalPropertyValueWidgetAndConfigPairing ( const [FString](API\Runtime\Core\Containers\FString) & ConfigFile, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > ValueWidget )


description: Creates a config hierarchy editor for the given property

code: void CreateHierarchyEditor ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * EditProperty )


description: Access a reference to a value widget used in the config editor for the current property.

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetValueWidgetForConfigProperty ( const [FString](API\Runtime\Core\Containers\FString) & ConfigFile )


className: IConfigEditorModule

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


description: BeginIPropertyTableCellPresenterinterface

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


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


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


code: virtual bool HasReadOnlyEditMode()


code: virtual bool RequiresDropDown()


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


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


code: class FConfigPropertyConfigFileStateCellPresenter : public [TSharedFromThis< FConfigPropertyConfigFileStateCellPresenter >](API\Runtime\Core\Templates\TSharedFromThis), public [IPropertyTableCellPresenter](API\Editor\PropertyEditor\IPropertyTableCellPresenter)

Text

type: FText

description: EndIPropertyTableCellPresenterinterface The text we display - we just store this as we never need toeditproperties in the stats viewer, only view them.


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


description: BeginIPropertyTableCustomColumninterface

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


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


description: A property table custom column used to display source control condition of files.

code: class FConfigPropertyConfigFileStateCustomColumn : public [IPropertyTableCustomColumn](API\Editor\PropertyEditor\IPropertyTableCustomColumn)

SupportedProperty

description: EndIPropertyTableCustomColumninterface The property type which can be displayed in this column


code: FConfigPropertyCustomColumn()


className: FConfigPropertyCustomColumn

code: class FConfigPropertyCustomColumn : public [IPropertyTableCustomColumn](API\Editor\PropertyEditor\IPropertyTableCustomColumn)


className: UConfigHierarchyPropertyView

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

ConfigFilePropertyObjects

type: TArray<TObject...

EditProperty

type: TFieldPath<FPr...


code: void InitWithConfigAndProperty ( const [FString](API\Runtime\Core\Containers\FString) & InConfigFileName, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InEditProperty )


className: UPropertyConfigFileDisplayRow

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

bIsFileWritable

type: bool

ConfigFileName

type: FString


module: ContentBrowser

code: namespace EAssetDialogType { enum Type { Open, Save, } }


description: The view modes used inSAssetView

code: namespace EAssetViewType { enum Type { List, Tile, Column, MAX, } }


description: An enum to choose the behavior of the save asset dialog when the user chooses an asset that already exists

code: namespace ESaveAssetDialogExistingAssetPolicy { enum Type { Disallow, AllowButWarn, } }


className: TelemetryID

code: static constexpr [FGuid](API\Runtime\Core\Misc\FGuid) TelemetryID = FGuid(0x3676C84E, 0xFEB74E21, 0x99FF6FB8, 0x622431D2);


className: FAssetAddedToCollectionTelemetryEvent

description: Workflow event when assets are added to a collection.

CollectionShareType

type: ECollectionShar...

Workflow

type: ECollectionTele...


className: FAssetPickerConfig

description: A struct containing details about how the asset picker should behave

code: struct FAssetPickerConfig

AdditionalReferencingAssets

type: TArray<FAssetD...

description: The passed in property handle will be used to gather referencing assets.

AssetShowWarningText

type: TAttribute<FTe...

description: The text to show when there are no assets to show

bAddFilterUI

description: Indicates that we would like to build the filter UI with the Asset Picker

bAllowDragging

description: Whether to allow dragging of items

bAllowNullSelection

description: If true, a "None" item will always appear at the top of the list

bAutohideSearchBar

description: If false, auto-hide the search bar above

bCanShowClasses

description: Indicates if this view is allowed to show classes

bCanShowDevelopersFolder

description: Indicates if the 'Show Developers' option should be enabled or disabled

bCanShowFolders

description: Indicates if the 'Show folders' option should be enabled or disabled

bCanShowReadOnlyFolders

description: If true, will allow read-only folders to be shown in the picker

bCanShowRealTimeThumbnails

description: Indicates if the 'Real-Time Thumbnails' option should be enabled or disabled

bFocusSearchBoxWhenOpened

description: If true, the search box will gain focus when the asset picker is created

bForceShowEngineContent

description: Indicates if engine content should always be shown

bForceShowPluginContent

description: Indicates if plugin content should always be shown

bShowBottomToolbar

description: If true, show the bottom toolbar which shows # of assets selected, view mode buttons, etc...

bShowPathInColumnView

description: If true, show path in column view

bShowTypeInColumnView

description: If true, show class in column view

bSortByPathInColumnView

description: If true, sort by path in column view. Only works if initial view type is Column

Collections

type: TArray<FCollec...

description: Only display results in these collections

CustomColumns

type: TArray<FAssetV...

description: List of custom columns that fill out data with a callback

DefaultFilterMenuExpansion

type: EAssetTypeCateg...

description: Override the default filter context menu layout

ExtraFrontendFilters

type: TArray<TShared...

description: Custom front end filters to be displayed

Filter

type: FARFilter

description: The asset registry filter to use to cull results

GetCurrentSelectionDelegates

type: TArray< FGetCur...

description: An array of pointers to existing delegates which the AssetView will register a function which returns the current selection

HiddenColumnNames

type: TArray<FString...

description: The names of columns to hide by default in the column view

InitialAssetSelection

type: FAssetData

description: The asset that should be initially selected

InitialAssetViewType

description: The default view mode

OnAssetDoubleClicked

type: FOnAssetDoubleC...

description: The delegate that fires when an asset is double clicked

OnAssetEnterPressed

type: FOnAssetEnterPr...

description: The delegate that fires when an asset has enter pressed while selected

OnAssetsActivated

type: FOnAssetsActiva...

description: The delegate that fires when any number of assets are activated

OnAssetSelected

type: FOnAssetSelecte...

description: The delegate that fires when an asset was selected

OnAssetTagWantsToBeDisplayed

type: FOnShouldDispla...

description: This delegate will be called in Details view when a new asset registry searchable tag is encountered, to determine if it should be displayed or not.

OnAssetToolTipClosing

type: FOnAssetToolTip...

description: Fired when an asset item's tooltip is closing

OnFolderEntered

type: FOnPathSelected

description: The delegate that fires when a folder was double clicked

OnGetAssetContextMenu

type: FOnGetAssetCont...

description: The delegate that fires when an asset is right clicked and a context menu is requested

OnGetCustomAssetToolTip

type: FOnGetCustomAss...

description: Fired when an asset item is constructed and a tooltip is requested.

OnGetCustomSourceAssets

type: FOnGetCustomSou...

description: Called to add extra asset data to the asset view, to display virtual assets.

OnGetFolderContextMenu

type: FOnGetFolderCon...

description: The delegate that fires when a folder is right clicked and a context menu is requested

OnIsAssetValidForCustomToolTip

type: FOnIsAssetValid...

description: Called to see if it is valid to get a custom asset tool tip

OnShouldFilterAsset

type: FOnShouldFilter...

description: If more detailed filtering is required than simply Filter, this delegate will get fired for every asset to determine if it should be culled.

OnVisualizeAssetToolTip

type: FOnVisualizeAss...

description: Fired when an asset item is about to show its tool tip

PropertyHandle

type: TSharedPtr< cla...

description: The handle to the property that opened this picker. Needed for contextual filtering.

RefreshAssetViewDelegates

type: TArray< FRefres...

description: A pointer to an existing delegate that, when executed, will refresh the asset view.

SaveSettingsName

description: If set, view settings will be saved and loaded for the asset view using this name in ini files

SelectionMode

description: The selection mode the picker should use

SetFilterDelegates

type: TArray< FSetARF...

description: A pointer to an existing delegate that, when executed, will set the filter an the asset picker after it is created.

SyncToAssetsDelegates

type: TArray< FSyncTo...

description: An array of pointers to existing delegates which the AssetView will register a function which sync the asset list

ThumbnailLabel

type: EThumbnailLabel...

description: The contents of the label on the thumbnail

ThumbnailScale

type: TAttribute< flo...

description: The default scale for thumbnails. [0-1] range


code: static constexpr [FGuid](API\Runtime\Core\Misc\FGuid) TelemetryID = FGuid(0xF7660FA4, 0x744F44F5, 0x9B647690, 0x3C5689BD);


description: Workflow event when assets are removed from a collection.

CollectionShareType

type: ECollectionShar...

DurationSec

type: double

Workflow

type: ECollectionTele...


code: FAssetViewCustomColumn ( [FName](API\Runtime\Core\UObject\FName) InColumnName, const [FText](API\Runtime\Core\Internationalization\FText) & InDisplayName, const [FText](API\Runtime\Core\Internationalization\FText) & InTooltipText, [UObject::FAssetRegistryTag::ETagType](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag\ETagType) InDataType, const FOnGetCustomAssetColumnData & InOnGetColumnData, const FOnGetCustomAssetColumnDisplayText & InOnGetColumnDisplayText )


className: FAssetViewCustomColumn

description: Struct to define a custom column for the asset view

code: struct FAssetViewCustomColumn

ColumnName

type: FName

description: Internal name of the column

DataType

description: Type of column, used for sorting

DisplayName

type: FText

description: Display name of the column

OnGetColumnData

description: Delegate to get String value for this column, used for sorting and internal use

OnGetColumnDisplayText

description: Delegate to get Text value for this column, used to actually display

TooltipText

description: Tooltip for the column


className: FOnDragLeaveDelegate

code: typedef TBaseDelegate_OneParam< bool, const [FPayload](API\Editor\ContentBrowser\FAssetViewDragAndDropExtender\FPayload) & > FOnDragLeaveDelegate


className: FOnDragOverDelegate

code: typedef TBaseDelegate_OneParam< bool, const [FPayload](API\Editor\ContentBrowser\FAssetViewDragAndDropExtender\FPayload) & > FOnDragOverDelegate


className: FOnDropDelegate

code: typedef TBaseDelegate_OneParam< bool, const [FPayload](API\Editor\ContentBrowser\FAssetViewDragAndDropExtender\FPayload) & > FOnDropDelegate


code: FPayload &40; TSharedPtr< FDragDropOperation > InDragDropOp, const TArray< FName > & InPackagePaths, const TArray< FCollectionNameType > & InCollections &41;


className: FPayload

code: struct FPayload

Collections

type: constTArray<F...

DragDropOp

type: TSharedPtr<FDr...


code: FAssetViewDragAndDropExtender ( [FOnDropDelegate](API\Editor\ContentBrowser\FAssetViewDragAndDropExtender\FOnDropDelegate) InOnDropDelegate )


className: FAssetViewDragAndDropExtender

description: Contains the delegates used to handle a custom drag-and-drop in the asset view

code: struct FAssetViewDragAndDropExtender

OnDragLeaveDelegate

type: FOnDragLeaveDel...

OnDragOverDelegate

type: FOnDragOverDele...

OnDropDelegate

type: FOnDropDelegate


code: FAssetViewExtraStateGenerator ( FOnGenerateAssetViewExtraStateIndicators InIconGenerator, FOnGenerateAssetViewExtraStateIndicators InToolTipGenerator )


className: FAssetViewExtraStateGenerator

description: Extra state generator that adds an icon and a corresponding legend entry on an asset.

code: class FAssetViewExtraStateGenerator

IconGenerator

type: FOnGenerateAsse...

description: Delegate called to generate an extra icon on an asset view.

ToolTipGenerator

description: Delegate called to generate an extra tooltip on an asset view.


code: void AppendItemData ( const [FContentBrowserItem](API\Editor\ContentBrowserData\FContentBrowserItem) & InItem )


code: void AppendItemData ( const [FContentBrowserItemData](API\Editor\ContentBrowserData\FContentBrowserItemData) & InItemData )