description: Gets all extender delegates for this manager

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< FAssetEditorExtender > & GetExtenderDelegates()


module: UnrealEd

code: virtual void RemoveExtender ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) > Extender )


code: virtual ~FExtensibilityManager()


code: static void MapActions ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > & ToolkitCommands )


className: FExtensibilityManager

description: Extensibility managers simply keep a series of FExtenders for a single menu/toolbar/anything It is here to keep a standardized approach to editor extensibility among modules

code: class FExtensibilityManager


code: static void OnOpenOutputLogDrawer()


code: static void OnPressedCtrlTab ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUICommandInfo](API\Runtime\Slate\Framework\Commands\FUICommandInfo) > TriggeringCommand )


code: static void OnSummonedAssetPicker()


code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IMenu](API\Runtime\Slate\Framework\Application\IMenu) > OpenPopupMenu ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > WindowContents, const FVector2D & PopupDesiredSize )


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

code: virtual void RegisterCommands()


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


className: FGlobalEditorCommonCommands

description: Global editor common commands Note: There is no real global command concept, so these must still be registered in each editor

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

FindInContentBrowser

type: TSharedPtr<FUI...


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


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


description: Creates the entire tool palette widget, override to specify toolbar style

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreatePaletteWidget ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > InCommandList, [FName](API\Runtime\Core\UObject\FName) InToolbarCustomizationName, [FName](API\Runtime\Core\UObject\FName) InPaletteName )


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


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


description: Override this function to extend the secondary mode toolbar (that appears below the main toolbar) for your mode by filling in theUToolMenuthat is passed in

code: virtual void ExtendSecondaryModeToolbar ( [UToolMenu](API\Developer\ToolMenus\UToolMenu) * InModeToolbarMenu )


code: FEdModeToolbarRow &40; FName InModeID, FName InPaletteName, FText InDisplayName, TSharedRef< SWidget > InToolbarWidget &41;


className: FEdModeToolbarRow

code: struct FEdModeToolbarRow

DisplayName

type: FText

ModeID

type: FName

ToolbarWidget

type: TSharedPtr<SWi...


className: FOnPaletteChanged

code: typedef TMulticastDelegate_OneParam< void, [FName](API\Runtime\Core\UObject\FName) > FOnPaletteChanged


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


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


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

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


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


code: virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetEditorModeIcon() const


code: const [FEditorModeInfo](API\Editor\EditorFramework\Tools\FEditorModeInfo) * GetEditorModeInfo() const


description: Gets the mode manager for this toolkit

code: virtual [FEditorModeTools](API\Editor\UnrealEd\FEditorModeTools) & GetEditorModeManager() const


description: the inline content that this toolkit returns

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


code: virtual [FEdMode](API\Editor\UnrealEd\FEdMode) * GetEditorMode() const


description: For asset editor toolkits, returns the UObjects for the assets currently being edited

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


description: Returns the invariant name of this toolkit type

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


code: virtual [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UEdMode](API\Editor\UnrealEd\Tools\UEdMode) > GetScriptableEditorMode() const


description: Returns the localized name of this toolkit

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


description: Returns the localized tooltip text of this toolkit

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


description: the name of Tool Palette

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


description: Returns the number of Mode specific tabs in the mode toolbar

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


description: Returns the color and opacity to use for the color that appears behind the tab text for this toolkit's tab in world-centric mode.

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetWorldCentricTabColorScale() const


description: Returns the localize prefix string to use for tab labels in world-centric mode.

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


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

code: virtual bool HasExclusiveToolPalettes() const


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

code: virtual bool HasIntegratedToolPalettes() const


description: Returns whether or not thisFModeToolkithas a ToolkitBuilder defined

code: bool HasToolkitBuilder() const


description: Initializes the mode toolkit

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


description: Returns true if this toolkit is used to edit assets (even if it's not necessarily editing one right now.)

code: virtual bool IsAssetEditor() const


description: Creates the mode toolbar tab if needed

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


code: void OnModeIDChanged ( const FEditorModeID & InID, bool bIsEntering )


description: Initializes the mode toolkit

code: virtual void Init ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost )


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


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


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


description: Force the Mode Toolbar/Palette to be repopulated with the current ToolPaletteNames

code: virtual void RebuildModeToolPalette()


description: Register tabs that this toolkit can spawn with the TabManager

code: virtual void RegisterTabSpawners ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > & TabManager )


code: virtual void RequestModeUITabs()


code: void SetCurrentPalette ( [FName](API\Runtime\Core\UObject\FName) InName )


code: void SetModeSettingsObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSettingsObject )


code: virtual void SetModeUILayer ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FAssetEditorModeUILayer](API\Editor\EditorFramework\Toolkits\FAssetEditorModeUILayer) > InLayer )


description: Whether or not the mode toolbar should be shown. If any active modes generated a toolbar this method will return true

code: bool ShouldShowModeToolbar() const


description: Unregister tabs that this toolkit can spawn

code: virtual void UnregisterTabSpawners ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > & TabManager )


className: FModeToolkit

description: ThisFModeToolkitjust creates a basic UI panel that allows various InteractiveTools to be initialized, and a DetailsView used to show properties of the active Tool.

code: class FModeToolkit : public [FBaseToolkit](API\Editor\UnrealEd\Toolkits\FBaseToolkit), public [TSharedFromThis< FModeToolkit >](API\Runtime\Core\Templates\TSharedFromThis)

ActiveToolBarRows

type: TArray<FEdMode...

description: All toolbar rows generated by active modes.

bUsesToolkitBuilder

type: bool

description: A feature flag that can be set to true in order to make and use a ToolkitBuilder, if one is defined for a given mode.

CreatedTabs

type: TArray<TShared...

DetailsView

type: TSharedPtr<IDe...

InlineContentHolder

type: TSharedPtr<SBo...

description: Inline content area for editor modes

ModeToolbarBox

type: TWeakPtr<SVert...

description: The actual toolbar rows will be placed in this vertical box

ModeToolBarContainer

description: The container holding the mode toolbar

ModeToolbarPaletteSwitcher

type: TWeakPtr<SWidg...

description: The modes palette toolbar

ModeToolbarTab

type: TWeakPtr<SDock...

description: The dock tab for any modes that generate a toolbar

ModeToolHeader

description: The active tool header area

ModeUILayer

type: TWeakPtr<FAsse...

OnPaletteChangedDelegate

type: FOnPaletteChang...

OwningEditorMode

type: TWeakObjectPtr<...

PrimaryTabInfo

type: FMinorTabConfig

ToolkitBuilder

type: TSharedPtr<FTo...

description: TheFToolkitBuilderwhich will build the UI for this mode, if defined

ToolkitSections

description: The sections of the toolkit, defined for the ToolkitBuilder (if present)


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FSimpleAssetEditor](API\Editor\UnrealEd\Toolkits\FSimpleAssetEditor) > CreateEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToEdit, [FGetDetailsViewObjects](API\Editor\UnrealEd\Toolkits\FSimpleAssetEditor\FGetDetailsViewObjects) GetDetailsViewObjects )


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FSimpleAssetEditor](API\Editor\UnrealEd\Toolkits\FSimpleAssetEditor) > CreateEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & ObjectsToEdit, [FGetDetailsViewObjects](API\Editor\UnrealEd\Toolkits\FSimpleAssetEditor\FGetDetailsViewObjects) GetDetailsViewObjects )


className: FGetDetailsViewObjects

description: Delegate that, given an array of assets, returns an array of objects to use in the details view of anFSimpleAssetEditor

code: typedef TBaseDelegate_OneParam< [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * >, const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & > FGetDetailsViewObjects


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


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

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


description: IToolkitinterface

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


description: Returns the localized name of this toolkit

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


description: Returns the localized tooltip text of this toolkit

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


description: Returns the color and opacity to use for the color that appears behind the tab text for this toolkit's tab in world-centric mode.

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetWorldCentricTabColorScale() const


description: Returns the localize prefix string to use for tab labels in world-centric mode.

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


description: Edits the specified asset object

code: void InitEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & ObjectsToEdit, [FGetDetailsViewObjects](API\Editor\UnrealEd\Toolkits\FSimpleAssetEditor\FGetDetailsViewObjects) GetDetailsViewObjects )


code: virtual bool IsPrimaryEditor() const


description: Returns true if this is the default generic asset editor used by multiple classes

code: virtual bool IsSimpleAssetEditor() const


description: FAssetEditorToolkitinterface


className: PropertiesTabId

description: The tab ids for all the tabs used

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


description: Can be used to disable the details view making it read-only

code: void SetPropertyEditingEnabledDelegate ( FIsPropertyEditingEnabled InPropertyEditingDelegate )


description: IToolkitinterface

code: virtual void RegisterTabSpawners ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > & TabManager )


description: Used to show or hide certain properties

code: void SetPropertyVisibilityDelegate ( FIsPropertyVisible InVisibilityDelegate )


className: SimpleEditorAppIdentifier

description: App Identifier. Technically, all simple editors are the same app, despite editing a variety of assets.

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


className: ToolkitFName

description: The name given to all instances of this type of editor

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


description: Unregister tabs that this toolkit can spawn

code: virtual void UnregisterTabSpawners ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > & TabManager )


description: Destructor

code: virtual ~FSimpleAssetEditor()


className: FSimpleAssetEditor

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


className: IHasMenuExtensibility

description: Indicates that a class has a default menu that is extensible

code: class IHasMenuExtensibility


className: IHasToolBarExtensibility

description: Indicates that a class has a default toolbar that is extensible

code: class IHasToolBarExtensibility


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


className: UAssetEditorToolkitMenuContext

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


description: Outcomes when determining whether it's possible to perform an action on the edit modes

code: namespace EEditAction { enum Type { Skip = 0, Process, Halt, } }


description: Creates the Editor mode manager for your class. Default is to create none, for legacy reasons.

code: virtual void CreateEditorModeManager()


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


className: DetailsTabID

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


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


code: virtual const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTabManager::FLayout](API\Runtime\Slate\Framework\Docking\FTabManager\FLayout) > GetDefaultLayout() const


description: Returns the invariant name of this toolkit type

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


code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetWorldCentricTabColorScale() const


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


description: IToolkitinterface

code: virtual void RegisterTabSpawners ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > & TabManager )


code: virtual void SetEditingObject ( class [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


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


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


className: ViewportTabID

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


code: FBaseAssetToolkit ( [UAssetEditor](API\Editor\UnrealEd\Tools\UAssetEditor) * InOwningAssetEditor )


className: FBaseAssetToolkit

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

DetailsView

type: TSharedPtr< cla...

description: Property View

LayoutAppendix

type: FString

LayoutExtender

type: TSharedPtr<FLa...

description: Extender for adding to the default layout for this asset editor

OwningAssetEditor

type: UAssetEditor&#...

StandaloneDefaultLayout

type: TSharedPtr<FTa...

ViewportClient

type: TSharedPtr<FEd...

ViewportDelegate

type: AssetEditorView...

description: Storage for our viewport creation function that will be passed to the viewport layout system

ViewportTabContent

description: Tracking the active viewports in this editor.


code: virtual bool AllowsViewportDragTool() const


description: Returns true if this property can support creating a widget in the editor

code: static bool CanCreateWidgetForProperty ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProp )


description: Returns true if this structure can support creating a widget in the editor

code: static bool CanCreateWidgetForStructure ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InPropStruct )


code: virtual bool CanCycleWidgetMode() const


code: virtual void DrawHUD ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport, const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas )


code: void GetTransformAndColor &40; UObject &42; BestSelectedItem, bool bIsSelected, FTransform & OutLocalTransform, FString & OutValidationMessage, FColor & OutDrawColor &41; const


className: FPropertyWidgetInfo

description: Structure that holds info about our optional property widget

code: struct FPropertyWidgetInfo

bIsTransform

type: bool

PropertyValidationName

type: FName


code: virtual [EAxisList::Type](API\Runtime\Core\Math\EAxisList__Type) GetCurrentWidgetAxis() const


code: virtual bool GetCustomDrawingCoordinateSystem ( FMatrix & InMatrix, void * InData )


code: virtual bool GetCustomInputCoordinateSystem ( FMatrix & InMatrix, void * InData )


description: Returns the first selected Actor, or NULL if there is no selection.

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


description: Finds the best item to display widgets for (preferring selected components over selected actors)

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetItemToTryDisplayingWidgetsFor ( FTransform & OutWidgetToWorld ) const


description: Gets an array of property widget info structures for the given struct/class type for the given container.

code: void GetPropertyWidgetInfos ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InStruct, const void * InContainer, [TArray](API\Runtime\Core\Containers\TArray)< [FPropertyWidgetInfo](API\Editor\UnrealEd\Tools\FLegacyEdModeWidgetHelper\FPropertyWidgetInfo) > & OutInfos ) const


code: virtual [EAxisList::Type](API\Runtime\Core\Math\EAxisList__Type) GetWidgetAxisToDraw ( [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) InWidgetMode ) const


code: virtual FVector GetWidgetLocation() const


code: virtual FVector GetWidgetNormalFromCurrentAxis ( void * InData )


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


code: virtual bool InputDelta ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport, FVector & InDrag, FRotator & InRot, FVector & InScale )


description: Value of UPROPERTY can be edited with a widget in the editor (translation, rotation)

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


description: Specifies a function used for validation of the current value of a property. The function returns a string that is empty if the value is valid, or contains an error description if the value is invalid

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


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


code: virtual void SetCurrentWidgetAxis ( [EAxisList::Type](API\Runtime\Core\Math\EAxisList__Type) InAxis )


description: See if we should create a widget for the supplied property when selecting an actor instance

code: static bool ShouldCreateWidgetForProperty ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProp )


code: virtual bool ShouldDrawWidget() const


code: virtual bool ShowModeWidgets() const


code: virtual bool UsesPropertyWidgets() const


code: virtual bool UsesTransformWidget ( [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) CheckMode ) const


code: virtual bool UsesTransformWidget() const


code: virtual ~FLegacyEdModeWidgetHelper()


className: FLegacyEdModeWidgetHelper

code: class FLegacyEdModeWidgetHelper

bEditedPropertyIsTransform

description: Indicates

CurrentWidgetAxis

description: The current axis that is being dragged on the widget.

EditedPropertyIndex

description: If the property being edited is an array property, this is the index of the element we're currently dealing with

EditedPropertyName

description: Name of the property currently being edited

Owner

type: FEditorModeTool...

description: Pointer back to the mode tools that we are registered with

ParentModeInterface

type: TScriptInterfac...


description: Look up the UICommandInfo for a standard command

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUICommandInfo](API\Runtime\Slate\Framework\Commands\FUICommandInfo) > FindStandardCommand ( EStandardToolModeCommands Command ) const


description: Registers the set of standard commands. Call on module startup.

code: virtual void RegisterCommands()


className: FStandardToolModeCommands

description: Then, when you want to Bind a standard command in yourFUICommandList, callFStandardToolModeCommands::Get().FindStandardCommand()to get the registered UICommandInfo.

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

Commands

type: TMap< EStandard...


description: Commit an update to the material set. This may generate a transaction.

code: virtual void CommitMaterialSetUpdate ( const [FComponentMaterialSet](API\Runtime\InteractiveToolsFramework\TargetInterfaces\FComponentMaterialSet) & MaterialSet, bool bApplyToAsset )


code: virtual void CommitMesh ( const [FCommitter](API\Runtime\InteractiveToolsFramework\FPrimitiveComponentTarget\FCommitter) & )


description: Get material set provided by this source

code: virtual void GetMaterialSet ( [FComponentMaterialSet](API\Runtime\InteractiveToolsFramework\TargetInterfaces\FComponentMaterialSet) & MaterialSetOut, bool bAssetMaterials ) const


code: virtual [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) * GetMesh()


description:
Checks if the underlying asset that would be edited byCommitMesh()is the same for two ComponentTargets
true if both component targets are known to share the same source asset

code: virtual bool HasSameSourceData ( const [FPrimitiveComponentTarget](API\Runtime\InteractiveToolsFramework\FPrimitiveComponentTarget) & OtherTarget ) const


description: true if component target is still valid. May become invalid for various reasons (eg Component was deleted out from under us)

code: virtual bool IsValid() const


code: FStaticMeshComponentTarget ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component, EMeshLODIdentifier EditingLOD )


className: FStaticMeshComponentTarget

code: class FStaticMeshComponentTarget : public [FPrimitiveComponentTarget](API\Runtime\InteractiveToolsFramework\FPrimitiveComponentTarget)

EditingLOD

type: EMeshLODIdentif...

description: LOD to edit, default is to edit LOD0.


code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FPrimitiveComponentTarget](API\Runtime\InteractiveToolsFramework\FPrimitiveComponentTarget) > Build ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * PrimitiveComponent )


code: virtual bool CanBuild ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Candidate )


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


className: FStaticMeshComponentTargetFactory

code: class FStaticMeshComponentTargetFactory : public [FComponentTargetFactory](API\Runtime\InteractiveToolsFramework\FComponentTargetFactory)

CurrentEditingLOD

description: New FStaticMeshComponentTargets returned byBuild()will be requested for this LOD


className: ILegacyEdModeDrawHelperInterface

code: class ILegacyEdModeDrawHelperInterface


description:
Lets each mode/tool handle box selection in its own way.
true if something was selected/deselected, false otherwise.

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


className: ILegacyEdModeSelectInterface

code: class ILegacyEdModeSelectInterface


description:
Lets each mode/tool handle frustum selection in its own way.
true if something was selected/deselected, false otherwise.

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


code: [FModeTool](API\Editor\UnrealEd\FModeTool) * FindTool ( EModeTools InID )


description: Returns the current tool.


code: const [FModeTool](API\Editor\UnrealEd\FModeTool) * GetCurrentTool() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FModeTool](API\Editor\UnrealEd\FModeTool) * > & GetTools() const


description: Tools.

code: void SetCurrentTool ( EModeTools InID )


code: void SetCurrentTool ( [FModeTool](API\Editor\UnrealEd\FModeTool) * InModeTool )


className: ILegacyEdModeToolInterface

code: class ILegacyEdModeToolInterface


description: True if this mode allows the viewport to use a drag tool

code: virtual bool AllowsViewportDragTool() const


description:
Called when the mouse is moved while a window input capture is in effect
true if input was handled

code: virtual bool CapturedMouseMove ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport, int32 InMouseX, int32 InMouseY )


description: If the Edmode is handling its own mouse deltas, it can disable the MouseDeltaTacker

code: virtual bool DisallowMouseDeltaTracking() const


code: virtual bool EndTracking ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport )


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


code: virtual bool InputAxis ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport, int32 ControllerId, [FKey](API\Runtime\InputCore\FKey) Key, float Delta, float DeltaTime )


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


code: virtual bool InputDelta ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport, FVector & InDrag, FRotator & InRot, FVector & InScale )


code: virtual bool LostFocus ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport )


code: virtual bool MouseLeave ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport )


code: virtual bool MouseEnter ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport, int32 x, int32 y )


description: Called after mouse movement is converted to drag/rot

code: virtual bool PostConvertMouseMovement ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient )


code: virtual bool MouseMove ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport, int32 x, int32 y )


description: Called before mouse movement is converted to drag/rot

code: virtual bool PreConvertMouseMovement ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient )


description: Process all captured mouse moves that occurred during the current frame

code: virtual bool ProcessCapturedMouseMoves ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< FIntPoint > & CapturedMouseMoves )


code: virtual bool ReceivedFocus ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport )


code: virtual bool StartTracking ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport )


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


description: If the EdMode is handling InputDelta (i.e., returning true from it), this allows a mode to indicated whether or not the Widget should also move.

code: bool AllowWidgetMove()


className: ILegacyEdModeViewportInterface

code: class ILegacyEdModeViewportInterface


description: Check to see if the current widget mode can be cycled

code: bool CanCycleWidgetMode() const


code: virtual void DrawHUD ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport, const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas )


code: bool GetCustomInputCoordinateSystem ( FMatrix & InMatrix, void * InData )


code: bool GetCustomDrawingCoordinateSystem ( FMatrix & InMatrix, void * InData )


code: virtual [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * GetVertexTexture()


description:
Allows each mode to customize the axis pieces of the widget they want drawn.
A bitfield comprised of AXIS_* values

code: [EAxisList::Type](API\Runtime\Core\Math\EAxisList__Type) GetWidgetAxisToDraw ( [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) InWidgetMode ) const


description: Allows each mode/tool to determine a good location for the widget to be drawn at.

code: FVector GetWidgetLocation() const


code: FVector GetWidgetNormalFromCurrentAxis ( void * InData )


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


code: void SetCurrentWidgetAxis ( [EAxisList::Type](API\Runtime\Core\Math\EAxisList__Type) InAxis )


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

code: bool ShouldDrawWidget() const


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

code: bool UsesPropertyWidgets() const


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

code: bool UsesTransformWidget() const


description: Lets each mode selectively exclude certain widget types.

code: bool UsesTransformWidget ( [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) CheckMode ) const


description: Bind any of the registered UICommands to the given Tool, if they are compatible.

code: virtual void BindCommandsForCurrentTool ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > UICommandList, [UInteractiveTool](API\Runtime\InteractiveToolsFramework\UInteractiveTool) * Tool ) const


className: ILegacyEdModeWidgetInterface

code: class ILegacyEdModeWidgetInterface


description: Support for sharing UI commands between multiple Tools, where the shared command is not at the shared-between-modes level

code: bool FindOrCreateSharedCommand ( EStandardToolActions ActionID, [FToolActionCommand](API\Editor\UnrealEd\Tools\TInteractiveToolCommands\FToolActionCommand) & FoundOut )


description: Support for re-using known commands fromFStandardToolModeCommands

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUICommandInfo](API\Runtime\Slate\Framework\Commands\FUICommandInfo) > FindStandardCommand ( EStandardToolActions ToolActionID )


description: Interface that subclasses need to implementRegisterCommands()needs actualUInteractiveToolinstances for all the Tools that want to provide Actions which will be connected to hotkeys. We can do this based on the CDO's for each tool, returned by GetMutableDefault(). The Tool CDOs are not owned by a ToolManager and we will only call .GetActionSet() on them.

code: void GetToolDefaultObjectList ( [TArray](API\Runtime\Core\Containers\TArray)< [UInteractiveTool](API\Runtime\InteractiveToolsFramework\UInteractiveTool) * > & ToolCDOs )


className: FToolActionCommand

description: List of pairs of known Tool Actions and their associated UICommands. This list is used at bind-time to connect up the already-registered UICommands to the active Tool

code: struct FToolActionCommand

ToolAction

type: FInteractiveToo...

UICommand

type: TSharedPtr<FUI...


description: Create a suitableFInteractiveToolActionfor the standard Tool Action, ie with suitable command name and description strings and hotkeys. This info will be used to create the shared UICommand.

code: virtual bool IntializeStandardToolAction ( EStandardToolActions ActionID, [FInteractiveToolAction](API\Runtime\InteractiveToolsFramework\FInteractiveToolAction) & ToolActionOut )


description: Initialize commands. Collects possible Actions from the available UInteractiveTools (provided by GetToolDefaultObjectList) and then registers aFUICommandInfofor each. This needs to be called in ::StartupModule for your EdMode Module

code: virtual void RegisterCommands()


description: Unbind all of the currently-registered commands

code: virtual void UnbindActiveCommands ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > UICommandList ) const


description: Utility function that registeres a Tool Aciton as a UICommand

code: void RegisterUIToolCommand ( const [FInteractiveToolAction](API\Runtime\InteractiveToolsFramework\FInteractiveToolAction) & ToolAction, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUICommandInfo](API\Runtime\Slate\Framework\Commands\FUICommandInfo) > & UICommandInfo )


description: Forwarding constructor

code: TInteractiveToolCommands ( const [FName](API\Runtime\Core\UObject\FName) InContextName, const [FText](API\Runtime\Core\Internationalization\FText) & InContextDesc, const [FName](API\Runtime\Core\UObject\FName) InContextParent, const [FName](API\Runtime\Core\UObject\FName) InStyleSetName )


className: TInteractiveToolCommands

description: Usage is as follows:

code: template<typename CommandContextType> class TInteractiveToolCommands : public [TCommands< CommandContextType >](API\Runtime\Slate\Framework\Commands\TCommands)

ActionCommands

type: TArray<FToolAc...

SharedActionCommands

description: Support for sharing common commands between Tools where the commands are not shared across Tool Modes (and hence not inFStandardToolModeCommands)List FToolActionCommands for standard Tool Actions


code: virtual [TOptional](API\Runtime\Core\IO\TOptional)< [EMouseCursor::Type](API\Runtime\ApplicationCore\GenericPlatform\EMouseCursor__Type) > GetCursor() const


description: Use this if your widget is created after your editor's mode manager


description: Helper method for accessing our toolkit's widget mode tool manager

code: [FWidgetModeManager](API\Editor\UnrealEd\FWidgetModeManager) * GetWidgetModeManger() const


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


code: virtual void OnFocusLost ( const [FFocusEvent](API\Runtime\SlateCore\Input\FFocusEvent) & InFocusEvent )


code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnKeyChar ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FCharacterEvent](API\Runtime\SlateCore\Input\FCharacterEvent) & InCharacterEvent )


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 )


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


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


code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnMouseButtonDoubleClick ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InMyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InMouseEvent )


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


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


code: virtual void OnMouseCaptureLost ( const [FCaptureLostEvent](API\Runtime\SlateCore\Input\FCaptureLostEvent) & CaptureLostEvent )


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


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


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


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


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


code: void SetParentToolkit ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkit](API\Editor\EditorFramework\Toolkits\IToolkit) > InParentToolkit )


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


description: Forwarding constructor to ensure mixin members always initialized (Currently none)

code: template<typename... Args> TToolCompatibleMixin ( Args &&... args )


className: TToolCompatibleMixin

description: Does not currently allow for ArrangeChildren support this might be useful for rendering widgets on top of the tool supporting widget? A general overlay that accepts addtional widgets to render on top of the tool supporting widget might be interesting. For instance, an editable preview graph / editor of the selected widget might work this way (Such as for graph nodes).

code: template<typename ToolCompatibleWidget> class TToolCompatibleMixin : public ToolCompatibleWidget

ParentToolkit

type: TWeakPtr<ITool...

description: Toolkit containing this tool compatible widget.


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FBaseAssetToolkit](API\Editor\UnrealEd\Tools\FBaseAssetToolkit) > CreateToolkit()


code: virtual void FocusWindow ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToFocusOn )


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > GetAssociatedTabManager()


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


code: virtual double GetLastActivationTime()


code: virtual void GetObjectsToEdit ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjectsToEdit )


code: virtual void InvokeTab ( const [FTabId](API\Runtime\Slate\Framework\Docking\FTabId) & TabId )


code: virtual bool IsPrimaryEditor() const


code: virtual void RemoveEditingAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )


className: UAssetEditor

description: Base class for all asset editors.

code: class UAssetEditor : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IAssetEditorInstance](API\Editor\UnrealEd\Subsystems\IAssetEditorInstance)

ToolkitInstance

type: FBaseAssetToolk...


description: True if this mode allows the viewport to use a drag tool

code: virtual bool AllowsViewportDragTool() const


description: ILegacyEdModeWidgetInterfaceoverrides are just a pass through to theFLegacyEdModeWidgetHelper.

code: virtual bool AllowWidgetMove()


description: Check to see if the current widget mode can be cycled

code: virtual bool CanCycleWidgetMode() const


code: virtual void DrawHUD ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport, const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas )


code: virtual [EAxisList::Type](API\Runtime\Core\Math\EAxisList__Type) GetCurrentWidgetAxis() const


code: virtual bool GetCustomDrawingCoordinateSystem ( FMatrix & InMatrix, void * InData )


code: virtual bool GetCustomInputCoordinateSystem ( FMatrix & InMatrix, void * InData )


description:
Allows each mode to customize the axis pieces of the widget they want drawn.
A bitfield comprised of AXIS_* values

code: virtual [EAxisList::Type](API\Runtime\Core\Math\EAxisList__Type) GetWidgetAxisToDraw ( [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) InWidgetMode ) const


description: Allows each mode/tool to determine a good location for the widget to be drawn at.

code: virtual FVector GetWidgetLocation() const


code: virtual FVector GetWidgetNormalFromCurrentAxis ( void * InData )


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


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


description: If you need to do any initialization in your mode, be sure to still call through to this function. It creates the WidgetHelper and hooks up the mode manager pointer for you.

code: virtual void Initialize()


code: virtual bool InputDelta ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport, FVector & InDrag, FRotator & InRot, FVector & InScale )


code: virtual void SetCurrentWidgetAxis ( [EAxisList::Type](API\Runtime\Core\Math\EAxisList__Type) InAxis )


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

code: virtual bool ShouldDrawWidget() const


code: virtual bool ShowModeWidgets() const


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

code: virtual bool UsesTransformWidget() const


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

code: virtual bool UsesPropertyWidgets() const


description: Lets each mode selectively exclude certain widget types.

code: virtual bool UsesTransformWidget ( [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) CheckMode ) const


className: UBaseLegacyWidgetEdMode

description: Override CreateWidgetHelper function to return a SharedRef to the class you created in step 1.

code: class UBaseLegacyWidgetEdMode : public [UEdMode](API\Editor\UnrealEd\Tools\UEdMode), public [ILegacyEdModeWidgetInterface](API\Editor\UnrealEd\Tools\ILegacyEdModeWidgetInterface), public [ILegacyEdModeViewportInterface](API\Editor\UnrealEd\Tools\ILegacyEdModeViewportInterface)

WidgetHelper

type: TSharedPtr<FLe...


code: virtual void ActivateDefaultTool()


code: virtual void ActorPropChangeNotify()


code: virtual void ActorsDuplicatedNotify ( [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & PreDuplicateSelection, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & PostDuplicateSelection, bool bOffsetLocations )


description: For use by the EditorModeTools class to get the legacyFEdModetype from a legacyFEdModewrapper You should not need to override this function in yourUEdModeimplementation.

code: virtual [FEdMode](API\Editor\UnrealEd\FEdMode) * AsLegacyMode()


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

code: virtual bool CanAutoSave() const


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

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


code: void CreateInteractiveToolsContexts()


code: void DestroyInteractiveToolsContexts()


description: Added for handling EDIT Command...


description:
Get a cursor to override the default with, if any.
true if the cursor was overridden.

code: virtual bool GetCursor ( [EMouseCursor::Type](API\Runtime\ApplicationCore\GenericPlatform\EMouseCursor__Type) & OutCursor ) const


description: Default Scope for InteractiveToolsContext API functions, egRegisterTool(),GetToolManager(),GetInteractiveToolsContext(). See EToolsContextScope for details. Defaults to Ed Mode scope.


description: Returns the editor mode identifier.

code: FEditorModeID GetID() const


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


description: active ToolsContext for the desired (or default) ToolsContext Scope

code: [UEditorInteractiveToolsContext](API\Editor\EditorInteractiveToolsFramework\UEditorInteractiveToolsContext) * GetInteractiveToolsContext ( EToolsContextScope ToolScope ) const


description: Returns the first selected Actor, or NULL if there is no selection.

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


description: Returns the editor mode information.

code: const [FEditorModeInfo](API\Editor\EditorFramework\Tools\FEditorModeInfo) & GetModeInfo() const


description: Returns the owning mode manager for this mode

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


description: Get override cursor visibility settings

code: virtual bool GetOverrideCursorVisibility ( bool & bWantsOverride, bool & bHardwareCursorVisible, bool bSoftwareCursorVisible ) const


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

code: virtual bool GetPivotForOrbit ( FVector & OutPivot ) const


description: Gets the toolkit created by this mode


description: active ToolManager for the desired (or default) ToolsContext Scope

code: [UInteractiveToolManager](API\Runtime\InteractiveToolsFramework\UInteractiveToolManager) * GetToolManager ( EToolsContextScope ToolScope ) const


description: Returns the world this toolkit is editing

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


code: virtual bool IsCompatibleWith ( FEditorModeID OtherModeID ) const


description:
Check to see if thisUEdModewants to disallow operation on current asset
true if operation is supported right now

code: virtual bool IsOperationSupportedForCurrentAsset ( EAssetOperation InOperation ) const


description: Check to see if an actor can be selected in this mode - no side effects

code: virtual bool IsSelectionAllowed ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, bool bInSelection ) const


description: Check to see if an actor selection is exclusively dissallowed by a mode  no side effects

code: virtual bool IsSelectionDisallowed ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, bool bInSelection ) const


description: If Rotation Snap should be enabled for this mode

code: virtual bool IsSnapRotationEnabled()


code: virtual void ModeTick ( float DeltaTime )


code: void OnModeActivated ( const FEditorModeID & InID, bool bIsActive )


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


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


code: virtual bool ProcessEditDelete()


code: virtual bool ProcessEditDuplicate()


description: Registers and maps the provided UI command to actions that start / stop a given tool. Later on this UI command can be referenced to add the tool to a toolbar.

code: virtual void RegisterTool ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUICommandInfo](API\Runtime\Slate\Framework\Commands\FUICommandInfo) > UICommand, [FString](API\Runtime\Core\Containers\FString) ToolIdentifier, [UInteractiveToolBuilder](API\Runtime\InteractiveToolsFramework\UInteractiveToolBuilder) * Builder, EToolsContextScope ToolScope )


description: Handling SelectActor

code: virtual bool Select ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, bool bInSelected )


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


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

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


description:
If this mode should override the snap rotation
True if you have overridden the value

code: virtual bool SnapRotatorToGridOverride ( FRotator & Rotation )


code: virtual void UpdateInternalData()


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

code: virtual bool UsesToolkits() const


className: UEdMode

description: Base class for all editor modes.

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

Info

type: FEditorModeInfo

description: Information pertaining to this mode. Should be assigned in the constructor.

Owner

description: Pointer back to the mode tools that we are registered with

SettingsClass

type: TSoftClassPtr< ...

SettingsObject

type: TObjectPtr<UOb...

ToolCommandList

description: Command list lives here so that the key bindings on the commands can be processed in the viewport.

Toolkit

type: TSharedPtr<FMo...

description: Editor Mode Toolkit that is associated with this toolkit mode


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

code: virtual bool UsesPropertyWidgets() const


className: UEdModeDefault

code: class UEdModeDefault : public [UBaseLegacyWidgetEdMode](API\Editor\UnrealEd\Tools\UBaseLegacyWidgetEdMode)


className: ULegacyEdModeDrawHelperInterface

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


className: ULegacyEdModeSelectInterface

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


className: ULegacyEdModeToolInterface

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


className: ULegacyEdModeViewportInterface

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


className: ULegacyEdModeWidgetInterface

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


description: Returns an index to the current element.

code: int32 GetIndex() const


className: TSelectionIterator::operator bool

description: Returns true if the iterator has not yet reached the end of the selection set.

code: operator bool() const


description: Element access.

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


description: Advances iterator to the next valid element in the container.

code: void operator++()


description: Resets the iterator to the beginning of the selection set.

code: void Reset()


code: TSelectionIterator ( [USelection](API\Editor\UnrealEd\USelection) & InSelection )


className: Type

description: MapChangeEventFlags::Type

code: typedef uint32 Type


className: TSelectionIterator

description: Manages selections of objects. Used in the editor for selecting objects in the various browser windows.

code: template<typename SelectionFilter> class TSelectionIterator


description: Activates "Add to Group" mode which allows the user to select a group to append current selection

code: virtual void AddSelectedToGroup()


className: bGroupingActive

code: static bool bGroupingActive = true;


description: Convenience method for accessing grouping utils in a blueprint or script

code: static [UActorGroupingUtils](API\Editor\UnrealEd\UActorGroupingUtils) * Get()


description: Element access.

code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * operator->() const


description: Creates a new group from the provided list of actors removing the actors from any existing groups they are already in

code: virtual [AGroupActor](API\Editor\UnrealEd\Editor\AGroupActor) * GroupActors ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorsToGroup )


description: Creates a new group from the current selection removing the actors from any existing groups they are already in

code: virtual [AGroupActor](API\Editor\UnrealEd\Editor\AGroupActor) * GroupSelected()


description: Locks any groups in the current selection

code: virtual void LockSelectedGroups()


description: Removes any groups or actors in the current selection from their immediate parent. If all actors/subgroups are removed, the parent group will be destroyed.

code: virtual void RemoveSelectedFromGroup()


code: static void SetGroupingActive ( bool bInGroupingActive )


description: Disbands any groups that the provided actors belong to, does not attempt to maintain any hierarchy

code: virtual void UngroupActors ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorsToUngroup )


description: Unlocks any groups in the current selection

code: virtual void UnlockSelectedGroups()


description: Disbands any groups in the current selection, does not attempt to maintain any hierarchy

code: virtual void UngroupSelected()


className: UActorGroupingUtils

description: Helper class for grouping actors in the level editor

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


description: UAssetDefinitionBegin.

code: virtual EAssetCommandResult OpenAssets ( const [FAssetOpenArgs](API\Editor\AssetDefinition\FAssetOpenArgs) & OpenArgs ) const


description: Diffing Assets.

code: virtual EAssetCommandResult PerformAssetDiff ( const [FAssetDiffArgs](API\Editor\AssetDefinition\FAssetDiffArgs) & DiffArgs ) const


className: UAssetDefinitionDefault

code: class UAssetDefinitionDefault : public [UAssetDefinition](API\Editor\AssetDefinition\UAssetDefinition)


description: Get the list of imported objects. Note that if the import was asynchronous, this will block until the results are ready. To test whether asynchronous results are ready or not, useIsAsyncImportComplete().

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


description: Query whether this asynchronous import task is complete, and the results are ready to read. This will always return true in the case of a blocking import.

code: bool IsAsyncImportComplete() const


className: UAssetImportTask

description: Contains data for a group of assets to import

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

AsyncResults

description: Async results

bAsync

description: Perform the import asynchronously for file formats where async import is available

bAutomated

description: Avoid dialogs

bReplaceExisting

description: Overwrite existing assets

bReplaceExistingSettings

description: Replace existing settings when overwriting existing assets

bSave

description: Save after importing

DestinationName

type: FString

description: Optional custom name to import as (if you are using interchange the name must be set in a pipeline and this field will be ignored)

DestinationPath

description: Path where asset will be imported to

Factory

type: TObjectPtr<UFa...

description: Optional factory to use

Filename

description: Task Options.

ImportedObjectPaths

type: TArray<FString...

description: Paths to objects created or updated after import

Options

description: Import options specific to the type of asset


description: the display name of the group


description: Initalizes the group

code: void Initialize ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FJsonObject](API\Runtime\Json\Dom\FJsonObject) > InImportGroupJsonData )


description: true if this group contains enough valid data to import

code: bool IsValid() const


className: UAutomatedAssetImportData

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

bReplaceExisting

type: bool

description: Whether or not to replace existing assets

bSkipReadOnly

description: Whether or not to skip importing over read only assets that could not be checked out

DestinationPath

description: Content path in the projects content directory where assets will be imported

Factory

description: Pointer to the factory currently being used

FactoryName

description: Name of the factory to use when importing these assets.

Filenames

description: Filenames to import

GroupName

description: Display name of the group. This is for logging purposes only.

ImportGroupJsonData

type: TSharedPtr<FJs...

description: Json data to be read when importing this group

LevelToLoad

description: Full path to level to load before importing this group (only matters if importing assets into a level)


description: Identical to GetAllSourceWidgets, but as an algorithm

code: void ForEachSourceWidget ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(class [UWidget](API\Runtime\UMG\Components\UWidget) *)> Fn )


code: void ForEachSourceWidget ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(class [UWidget](API\Runtime\UMG\Components\UWidget) *)> Fn ) const


description: Returns collection of widgets that represent the 'source' (user edited) widgets for this blueprint - avoids calling virtual functions on instances and is therefore safe to use throughout compilation.

code: [TArray](API\Runtime\Core\Containers\TArray)< class [UWidget](API\Runtime\UMG\Components\UWidget) * > GetAllSourceWidgets()


code: [TArray](API\Runtime\Core\Containers\TArray)< const class [UWidget](API\Runtime\UMG\Components\UWidget) * > GetAllSourceWidgets() const


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


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


className: UBaseWidgetBlueprint

code: class UBaseWidgetBlueprint : public [UUserWidgetBlueprint](API\Runtime\UMG\Blueprint\UUserWidgetBlueprint)

WidgetTree

type: TObjectPtr< cla...

description: A tree of the widget templates to be created


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


description: Add a node that will be dragged when this comment is dragged

code: void AddNodeUnderComment ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


className: UCrashReporterSettings

description: Implements per-project cooker settings exposed to the editor

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

DownstreamStorage

description: Local downstream PDB storage path (used for caching remote .PDB files)

RemoteStorage

description: Remote PDB storage (directory path or http/https URL)

UploadSymbolsPath

description: Directory for uploading locally built binaries and .PDB files


code: static void AddReferencedObjects ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InThis, [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


description:
Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).

code: virtual void AllocateDefaultPins()


description: Clear all of the nodes which are currently being dragged with this comment

code: void ClearNodesUnderComment()


className: ESelectionState

description: Override the default selection state of this graph node

code: enum ESelectionState { Inherited, Selected, Deselected, }


description: Returns the link used for external documentation for the graph node

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


description: Returns the name of the excerpt to display from the specified external documentation link for the graph node Default behavior is to return the class name (including prefix)

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


description: Return the font size of the comment

code: virtual int32 GetFontSize() const


description: Icon to use in menu or on node

code: virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) const


description: Get the draw color for a node's comment popup

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeCommentColor() const


description: Return the set of nodes underneath the comment

code: const FCommentNodeSet & GetNodesUnderComment() const


description: Gets the name of this node, shown in title bar

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


description: Gets the overridden name for the specified pin, if any

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetPinNameOverride ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin ) const


description: Gets the tooltip to display when over the node

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


description: Test the selection state of aUObjecttrue if the object is selected, false otherwise.

code: virtual bool IsSelectedInEditor() const


description: Create a name validator for this node

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [INameValidatorInterface](API\Editor\UnrealEd\Kismet2\INameValidatorInterface) > MakeNameValidator() const


description: Called when this node is being renamed after a successful name validation

code: virtual void OnRenameNode ( const [FString](API\Runtime\Core\Containers\FString) & NewName )


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called. This method is not called when a node is reconstructed, etc...

code: virtual void PostPlacedNewNode()


description: Update node size to new value

code: virtual void ResizeNode ( const FVector2D & NewSize )


code: void SetSelectionState ( const [ESelectionState](API\Editor\UnrealEd\UEdGraphNode_Comment\ESelectionState) InSelectionState )


description: Set the Bounds for the comment node

code: void SetBounds ( const class [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & Rect )


description: Whether or not this node should be given the chance to override pin names. If this returns true, thenGetPinNameOverride()will be called for each pin, each frame

code: virtual bool ShouldOverridePinNames() const


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


code: class UEdGraphNode_Comment : public [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode)

bColorCommentBubble

type: uint32: 1

description: Whether to use Comment Color to color the background of the comment bubble shown when zoomed out.

description: Whether to show a zoom-invariant comment bubble when zoomed out (making the comment readable at any distance).

CommentColor

type: FLinearColor

description: Color to style comment with

CommentDepth

description: Comment Depth

FontSize

description: Size of the text in the comment box

MoveMode

type: TEnumAsByte<EC...

description: Whether the comment should move any fully enclosed nodes around when it is moved


description:
Adds the named level package to the world. Does nothing if the level already exists in the world.
The new level, or NULL if the level couldn't added.

code: static [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * AddLevelToWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const TCHAR * LevelPackageName, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) > LevelStreamingClass, const FTransform & LevelTransform )


description:
Adds the named level packages to the world. Does nothing if all the levels already exist in the world.
The new level, or NULL if the level couldn't added.

code: static [ULevel](API\Runtime\Engine\Engine\ULevel) * AddLevelsToWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > LevelPackageNames, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) > LevelStreamingClass )


description:
Copy provided actors to destination level.
Returns the number of actors copied.

code: static int32 CopyActorsToLevel ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorsToMove, [ULevel](API\Runtime\Engine\Engine\ULevel) * DestLevel, bool bWarnAboutReferences, bool bWarnAboutRenaming, bool bMoveAllOrFail, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > * OutActors )


description:
Creates a new streaming level in the current world
Returns the newly created level, or NULL on failure

code: static [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * CreateNewStreamingLevel ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) > LevelStreamingClass, const [FString](API\Runtime\Core\Containers\FString) & NewLevelPath, bool bMoveSelectedActorsIntoNewLevel )


description:
Creates a new streaming level and adds it to a world
Returns the newly created level, or NULL on failure

code: static [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * CreateNewStreamingLevelForWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) & World, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) > LevelStreamingClass, const [FString](API\Runtime\Core\Containers\FString) & DefaultFilename, bool bMoveSelectedActorsIntoNewLevel, [UWorld](API\Runtime\Engine\Engine\UWorld) * InTemplateWorld, bool bInUseSaveAs, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([ULevel](API\Runtime\Engine\Engine\ULevel) *)> InPreSaveLevelOperation, const FTransform & InTransform )


code: static [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * CreateNewStreamingLevelForWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) & World, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) > LevelStreamingClass, bool bUseExternalActors, const [FString](API\Runtime\Core\Containers\FString) & DefaultFilename, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > * ActorsToMove, [UWorld](API\Runtime\Engine\Engine\UWorld) * InTemplateWorld, bool bInUseSaveAs, bool bIsPartitioned, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([ULevel](API\Runtime\Engine\Engine\ULevel) *)> InPreSaveLevelOperation, const FTransform & InTransform )


className: FCanMoveActorToLevelDelegate

description: Delegate used byMoveActorsToLevel()to check whether an actor can be moved

code: typedef TMulticastDelegate_ThreeParams< void, const [AActor](API\Runtime\Engine\GameFramework\AActor) *, const [ULevel](API\Runtime\Engine\Engine\ULevel) *, bool & > FCanMoveActorToLevelDelegate


description: Deselects all BSP surfaces in this level

code: static void DeselectAllSurfacesInLevel ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel )


className: FOnMoveActorsToLevelEvent

description: Delegate used byMoveActorsToLevel()to notify about actors being moved

code: class FOnMoveActorsToLevelEvent : public TBaseMulticastDelegate_TwoParams< void, const TArray< AActor * > &, const ULevel * >


description: Executes an operation on the set of all referenced worlds.

code: static void ForEachWorlds ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([UWorld](API\Runtime\Engine\Engine\UWorld) *)> Operation, bool bIncludeInWorld, bool bOnlyEditorVisible )


description:
Returns all levels for a world.
Set of all levels

code: static const [TArray](API\Runtime\Core\Containers\TArray)< [ULevel](API\Runtime\Engine\Engine\ULevel) * > GetLevels ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description: Assembles the set of all referenced worlds.

code: static void GetWorlds ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [TArray](API\Runtime\Core\Containers\TArray)< [UWorld](API\Runtime\Engine\Engine\UWorld) * > & OutWorlds, bool bIncludeInWorld, bool bOnlyEditorVisible )


code: static [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * K2_AddLevelToWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FString](API\Runtime\Core\Containers\FString) & LevelPackageName, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) > LevelStreamingClass )


description:
Makes the specified streaming level the current level for editing. The current level is where actors are spawned to when calling SpawnActor
true If a level was removed.

code: static void MakeLevelCurrent ( [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * InStreamingLevel )


description:
Adds the named level package to the world at the given position. Does nothing if the level already exists in the world.
The new level, or NULL if the level couldn't added.

code: static [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * K2_AddLevelToWorldWithTransform ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FString](API\Runtime\Core\Containers\FString) & LevelPackageName, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) > LevelStreamingClass, const FTransform & LevelTransform )


description:
Makes the specified level the current level for editing. The current level is where actors are spawned to when calling SpawnActor
true If a level was removed.

code: static void MakeLevelCurrent ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, bool bEvenIfLocked )


description:
Moves the specified list of actors to the specified streaming level. The new actors will be selected
The number of actors that were successfully moved to the new level

code: static int32 MoveActorsToLevel ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorsToMove, [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * DestStreamingLevel, bool bWarnAboutReferences, bool bWarnAboutRenaming )


description:
Move provided actors to destination level.
Returns the number of actors moved.

code: static int32 MoveActorsToLevel ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorsToMove, [ULevel](API\Runtime\Engine\Engine\ULevel) * DestLevel, bool bWarnAboutReferences, bool bWarnAboutRenaming, bool bMoveAllOrFail, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > * OutActors )


description:
Moves the currently selected actors to the specified streaming level. The new actors will be selected
The number of actors that were successfully moved to the new level

code: static int32 MoveSelectedActorsToLevel ( [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * DestLevel, bool bWarnAboutReferences )


description:
Move selected actors to destination level.
Returns the number of actors copied.

code: static int32 MoveSelectedActorsToLevel ( [ULevel](API\Runtime\Engine\Engine\ULevel) * DestLevel, bool bWarnAboutReferences )


description:
Removes the specified LevelStreaming from the world, and Refreshes. Used to Clean up references of missing levels.
true If a level was removed.

code: static bool RemoveInvalidLevelFromWorld ( [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * InLevelStreaming )


description:
Removes the specified level from the world. Refreshes.
true If a level was removed.

code: static bool RemoveLevelFromWorld ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, bool bClearSelection, bool bResetTransBuffer )


description:
Removes the specified levels from the world. Refreshes.
true If all levels were removed.

code: static bool RemoveLevelsFromWorld ( [TArray](API\Runtime\Core\Containers\TArray)< [ULevel](API\Runtime\Engine\Engine\ULevel) * > InLevels, bool bClearSelection, bool bResetTransBuffer )


description: Sets a level's visibility in the editor. More efficient than SetLevelsVisibility when changing the visibility of multiple levels simultaneously.

code: static void SetLevelsVisibility ( const [TArray](API\Runtime\Core\Containers\TArray)< [ULevel](API\Runtime\Engine\Engine\ULevel) * > & Levels, const [TArray](API\Runtime\Core\Containers\TArray)< bool > & bShouldBeVisible, const bool bForceLayersVisible, const ELevelVisibilityDirtyMode ModifyMode )


description: Sets a level's visibility in the editor. Less efficient than SetLevelsVisibility when changing the visibility of multiple levels simultaneously.

code: static void SetLevelVisibility ( [ULevel](API\Runtime\Engine\Engine\ULevel) * Level, const bool bShouldBeVisible, const bool bForceLayersVisible, const ELevelVisibilityDirtyMode ModifyMode )


description: Sets the actors within a level's visibility via bHiddenEdLevel. Warning: modifiesULevel::bIsVisibleand bHiddenEdLevel without marking packages dirty or supporting undo. Calling code must restore to the original state before the user can interact with the levels.

code: static void SetLevelVisibilityTemporarily ( [ULevel](API\Runtime\Engine\Engine\ULevel) * Level, bool bShouldBeVisible )


description:
Sets the LevelStreamingClass for the specified Level
The new streaming level object

code: static [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * SetStreamingClassForLevel ( [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * InLevel, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) > LevelStreamingClass )


className: UEditorLevelUtils

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


description: Exports the current scene

code: static void ExportScene ( bool bExportSelectedActorsOnly )


description: Appends array with all currently dirty content packages.

code: static void GetDirtyContentPackages ( [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & OutDirtyPackages )


description: Imports a file such as (FBX or obj) and spawns actors f into the current level

code: static void ImportScene ( const [FString](API\Runtime\Core\Containers\FString) & Filename )


description: Appends array with all currently dirty map packages.

code: static void GetDirtyMapPackages ( [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & OutDirtyPackages )


description: Prompts the user to save the current map if necessary, the presents a load dialog and loads a new map if selected by the user.

code: static [UWorld](API\Runtime\Engine\Engine\UWorld) * LoadMapWithDialog()


code: static [UWorld](API\Runtime\Engine\Engine\UWorld) * NewBlankMap ( bool bSaveExistingMap )


description:
Loads the specified map. Does not prompt the user to save the current map.
true if the map was loaded successfully.

code: static [UWorld](API\Runtime\Engine\Engine\UWorld) * LoadMap ( const [FString](API\Runtime\Core\Containers\FString) & Filename )


code: static [UWorld](API\Runtime\Engine\Engine\UWorld) * NewMapFromTemplate ( const [FString](API\Runtime\Core\Containers\FString) & PathToTemplateLevel, bool bSaveExistingMap )


description: Helper function that attempts to reload the specified top-level packages.

code: static void ReloadPackages ( const [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & PackagesToReload, bool & bOutAnyPackagesReloaded, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMessage, const EReloadPackagesInteractionMode InteractionMode )


description:
Saves the active level, prompting the use for checkout if necessary.
true on success, False on fail

code: static bool SaveCurrentLevel()


description:
Looks at all currently loaded packages and saves them if their "bDirty" flag is set. Prompt the user to select which dirty packages to save and check them out from source control (if enabled).
true on success, false on fail.

code: static bool SaveDirtyPackagesWithDialog ( const bool bSaveMapPackages, const bool bSaveContentPackages )


description:
Looks at all currently loaded packages and saves them if their "bDirty" flag is set. Assume all dirty packages should be saved and check out from source control (if enabled).
true on success, false on fail.

code: static bool SaveDirtyPackages ( const bool bSaveMapPackages, const bool bSaveContentPackages )


description:
Saves the specified map, returning true on success.
true if the map was saved successfully.

code: static bool SaveMap ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FString](API\Runtime\Core\Containers\FString) & AssetPath )


description:
Save all packages. Assume all dirty packages should be saved and check out from source control (if enabled).
true on success, false on fail.

code: static bool SavePackages ( const [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & PackagesToSave, bool bOnlyDirty )


description:
Save all packages. Optionally prompting the user to select which packages to save. Prompt the user to select which dirty packages to save and check them out from source control (if enabled).
true on success, false on fail.

code: static bool SavePackagesWithDialog ( const [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & PackagesToSave, bool bOnlyDirty )


description: Unloads a list of packages

code: static void UnloadPackages ( const [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & PackagesToUnload, bool & bOutAnyPackagesUnloaded, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMessage )


className: UEditorLoadingAndSavingUtils

description: This class is a wrapper for editor loading and saving functionality It is meant to contain only functions that can be executed in script (but are also allowed in C++). It is separated fromFEditorFileUtilsto ensure new easier to use methods can be created without breakingFEditorFileUtilsbackwards compatibility However this should be used in place ofFEditorFileUtilswherever possible as the goal is to deprecateFEditorFileUtilseventually

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


className: UEditorViewportViewMenuContext

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

EditorViewportViewMenu

type: TWeakPtr< const...


description: Destroys a transient actor we created earlier

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


description: Give child class a chance to act on entering simulate mode

code: virtual void EnteredSimulateInEditor()


description: Executes command

code: bool ExecCommand ( const [FString](API\Runtime\Core\Containers\FString) & InCommand )


description: Gets the world owning this extension's non-PIE valid actors when current world is a play world

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


description: Get the owning collection of extensions


description: Gets the world owning this extension

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


description: Initialize extension

code: virtual void Init()


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


description: If this extension is currently being ticked.

code: bool IsActive() const


description: Give child class a chance to act on leaving simulate mode

code: virtual void LeftSimulateInEditor ( [UWorld](API\Runtime\Engine\Engine\UWorld) * SimulateWorld )


description: Sets if this extension should be ticked.

code: void SetActive ( const bool bInActive )


description: Shut down extension when world is destroyed

code: virtual void Shutdown()


description: Spawns a transient actor that we can use in the current world of this extension (templated for convenience)

code: template<class T> T * SpawnTransientSceneActor ( const [FString](API\Runtime\Core\Containers\FString) & ActorName, const bool bWithSceneComponent, const EObjectFlags InObjectFlags, const bool bValidForPIE )


code: virtual bool InputAxis ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport, int32 ControllerId, [FKey](API\Runtime\InputCore\FKey) Key, float Delta, float DeltaTime )


description: Spawns a transient actor that we can use in the current world of this extension

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * SpawnTransientSceneActor ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > ActorClass, const [FString](API\Runtime\Core\Containers\FString) & ActorName, const bool bWithSceneComponent, const EObjectFlags InObjectFlags, const bool bValidForPIE )


description: Give base class the chance to tick

code: virtual void Tick ( float DeltaSeconds )


description: Reparent actors to a new world

code: virtual void TransitionWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * NewWorld, EEditorWorldExtensionTransitionState TransitionState )


description: Default constructor

code: UEditorWorldExtension()


description: Default destructor

code: virtual ~UEditorWorldExtension()


className: UEditorWorldExtension

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

OwningExtensionsCollection

type: UEditorWorldExt...

description: The collection of extensions that is owning this extension


description: Checks if the passed extension already exists and creates one if it doesn't.

code: [UEditorWorldExtension](API\Editor\UnrealEd\UEditorWorldExtension) * AddExtension ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEditorWorldExtension](API\Editor\UnrealEd\UEditorWorldExtension) > EditorExtensionClass )


description: Adds an extension to the collection

code: void AddExtension ( [UEditorWorldExtension](API\Editor\UnrealEd\UEditorWorldExtension) * EditorExtension )


className: FEditorExtensionTuple

description: List of extensions along with their reference count. Extensions will only be truly removed and Shutdown() after their reference count drops to zero.

code: typedef [TTuple](API\Runtime\Core\Misc\TTuple)< [UEditorWorldExtension](API\Editor\UnrealEd\UEditorWorldExtension) *, int32 > FEditorExtensionTuple


description:
Find an extension based on the class
The first extension that is found based on class

code: [UEditorWorldExtension](API\Editor\UnrealEd\UEditorWorldExtension) * FindExtension ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEditorWorldExtension](API\Editor\UnrealEd\UEditorWorldExtension) > EditorExtensionClass )


description: Gets the world from the world context

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


description: Gets the last editor world, will only be non-null when current world is a play world.

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


description: Notifies all extensions of axis movement

code: bool InputAxis ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport, int32 ControllerId, [FKey](API\Runtime\InputCore\FKey) Key, float Delta, float DeltaTime )


description: Notifies all extensions of keyboard input

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


description: Removes an extension from the collection and calls Shutdown() on the extension

code: void RemoveExtension ( [UEditorWorldExtension](API\Editor\UnrealEd\UEditorWorldExtension) * EditorExtension )


description: Show or hide all the actors of extensions that belong to this collection.

code: void ShowAllActors ( const bool bShow )


description: Ticks all extensions

code: void Tick ( float DeltaSeconds )


description: Default destructor


description: Default constructor

code: UEditorWorldExtensionCollection()


className: UEditorWorldExtensionCollection

description: Holds a collection of UEditorExtension

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


description: Gets the editor world wrapper that is found with the world passed. Adds one for this world if there was non found.

code: [UEditorWorldExtensionCollection](API\Editor\UnrealEd\UEditorWorldExtensionCollection) * GetEditorWorldExtensions ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const bool bCreateIfNeeded )


description: Ticks all the collections


description: Default constructor

code: UEditorWorldExtensionManager()


description: Default destructor

code: virtual ~UEditorWorldExtensionManager()


className: UEditorWorldExtensionManager

description: Holds a map of extension collections paired with worlds

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


code: namespace UE { namespace Editor { template<typename ThumbnailClass> ThumbnailClass * UE::Editor::FindOrCreateThumbnailInfo ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * AssetObject ) } }


description: UObjectinterface

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


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


className: UHierarchicalLODSettings

code: class UHierarchicalLODSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)

BaseMaterial

type: TSoftObjectPtr<...

description: Base material used for creating a Constant Material Instance as the Proxy Material

bForceSettingsInAllMaps

description: If enabled will force the project set HLOD level settings to be used across all levels in the project when Building Clusters

bSaveLODActorsToHLODPackages

description: If enabled, will save LOD actors descriptions in the HLOD packages

DefaultSetup

description: When set in combination with

DirectoriesForHLODCommandlet

type: TArray<FDirect...

MapsToBuild

type: TArray<FFilePa...


code: virtual bool PostDropObjectsAtCoordinates ( int32 MouseX, int32 MouseY, [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FViewport](API\Runtime\Engine\FViewport) * Viewport, const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & DroppedObjects )


code: virtual bool PreDropObjectsAtCoordinates ( int32 MouseX, int32 MouseY, [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FViewport](API\Runtime\Engine\FViewport) * Viewport, const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & DroppedObjects, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutNewActors )


code: virtual bool PreviewDropObjectsAtCoordinates ( int32 MouseX, int32 MouseY, [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FViewport](API\Runtime\Engine\FViewport) * Viewport, const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData )


className: ULevelEditorDragDropHandler

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

bCanDrop

description: True if it's valid to drop the object at the location queried

HintText

type: FText

description: Optional hint text that may be returned to the user.


description:
Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).

code: virtual void AllocateDefaultPins()


code: static bool IsValidFlattenMaterial ( const [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InBaseMaterial, bool bShowToaster )


description: Whether or not struct pins belonging to this node should be allowed to be split or not.

code: virtual bool CanSplitPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetInputPin() const


description: Gets the name of this node, shown in title bar

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOutputPin() const


description: Return the matching "pass-through" pin for the given pin (if supported by this node)

code: virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetPassThroughPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin ) const


description: Gets the overridden name for the specified pin, if any

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetPinNameOverride ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin ) const


description: Gets the tooltip to display when over the node

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


description: Return false if the node and any expansion will isolate itself during compile

code: virtual bool IsCompilerRelevant() const