code: static void ReplaceEditorSMInstanceElementHandles ( const [TMap](API\Runtime\Core\Containers\TMap)< [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId), [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) > & ReplacementSMInstanceIds )


module: Engine

code: static void UnregisterActorElement ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


className: UEngineElementsLibrary

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


description: This list should have been pre-normalized viaUTypedElementSelectionSet::GetNormalizedSelectionorUTypedElementSelectionSet::GetNormalizedElementList.

code: bool CopyNormalizedElements ( const [FScriptTypedElementListProxy](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementListProxy) & ElementList )


code: virtual bool CopyNormalizedElements ( const FTypedElementListConstPtr & ElementListPtr, [FString](API\Runtime\Core\Containers\FString) * OptionalOutputString )


code: bool CopyNormalizedElementsToString ( const [FScriptTypedElementListProxy](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementListProxy) & ElementList, [FString](API\Runtime\Core\Containers\FString) & OutputString )


description: Internally this just calls CopyNormalizedElements on the result ofUTypedElementSelectionSet::GetNormalizedSelection.

code: bool CopySelectedElements ( [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * SelectionSet )


code: bool CopySelectedElementsToString ( [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * SelectionSet, [FString](API\Runtime\Core\Containers\FString) & OutputString )


code: bool DeleteNormalizedElements ( const [FScriptTypedElementListProxy](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementListProxy) ElementList, [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * InSelectionSet, const [FTypedElementDeletionOptions](API\Runtime\Engine\Elements\Interfaces\FTypedElementDeletionOptions) & DeletionOptions )


code: bool DeleteNormalizedElements ( const FTypedElementListConstPtr & ElementListPtr, [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * InSelectionSet, const [FTypedElementDeletionOptions](API\Runtime\Engine\Elements\Interfaces\FTypedElementDeletionOptions) & DeletionOptions )


description: Internally this just calls DeleteNormalizedElements on the result ofUTypedElementSelectionSet::GetNormalizedSelection.

code: bool DeleteSelectedElements ( [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * SelectionSet, [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FTypedElementDeletionOptions](API\Runtime\Engine\Elements\Interfaces\FTypedElementDeletionOptions) & DeletionOptions )


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > DuplicateNormalizedElements ( const FTypedElementListConstPtr & ElementListPtr, [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const FVector & LocationOffset )


code: [TArray](API\Runtime\Core\Containers\TArray)< [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) > DuplicateNormalizedElements ( const [FScriptTypedElementListProxy](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementListProxy) ElementList, [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const FVector & LocationOffset )


description: Internally this just calls DuplicateNormalizedElements on the result ofUTypedElementSelectionSet::GetNormalizedSelection.

code: [TArray](API\Runtime\Core\Containers\TArray)< [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > DuplicateSelectedElements ( const [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * SelectionSet, [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const FVector & LocationOffset )


description: Internally this just calls PasteNormalizedElements on the result ofUTypedElementSelectionSet::GetNormalizedSelection.

code: [TArray](API\Runtime\Core\Containers\TArray)< [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) > K2_PasteElements ( [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * SelectionSet, [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FTypedElementPasteOptions](API\Runtime\Engine\Elements\Framework\FTypedElementPasteOptions) & PasteOption )


code: [TArray](API\Runtime\Core\Containers\TArray)< [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) > K2_DuplicateSelectedElements ( const [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * SelectionSet, [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const FVector & LocationOffset )


code: [TArray](API\Runtime\Core\Containers\TArray)< [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) > K2_PasteNormalizedElements ( const [FScriptTypedElementListProxy](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementListProxy) & ElementList, [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FTypedElementPasteOptions](API\Runtime\Engine\Elements\Framework\FTypedElementPasteOptions) & PasteOption )


code: [TArray](API\Runtime\Core\Containers\TArray)< [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > PasteElements ( [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * SelectionSet, [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FTypedElementPasteOptions](API\Runtime\Engine\Elements\Framework\FTypedElementPasteOptions) & PasteOption, const [FString](API\Runtime\Core\Containers\FString) * OptionalInputString )


code: [TArray](API\Runtime\Core\Containers\TArray)< [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) > PasteElementsFromString ( [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * SelectionSet, [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FTypedElementPasteOptions](API\Runtime\Engine\Elements\Framework\FTypedElementPasteOptions) & PasteOption, const [FString](API\Runtime\Core\Containers\FString) & InputString )


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > PasteNormalizedElements ( const FTypedElementListConstPtr & ElementListPtr, [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FTypedElementPasteOptions](API\Runtime\Engine\Elements\Framework\FTypedElementPasteOptions) & PasteOptions, const [FString](API\Runtime\Core\Containers\FString) * OptionalInputString )


code: [TArray](API\Runtime\Core\Containers\TArray)< [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) > PasteNormalizedElementsFromString ( const [FScriptTypedElementListProxy](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementListProxy) & ElementList, [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FTypedElementPasteOptions](API\Runtime\Engine\Elements\Framework\FTypedElementPasteOptions) & PasteOption, const [FString](API\Runtime\Core\Containers\FString) & InputString )


className: UTypedElementCommonActions

description: A utility to handle higher-level common actions, but default viaUTypedElementWorldInterface, but asset editors can customize this behavior viaFTypedElementCommonActionsCustomization.

code: class UTypedElementCommonActions : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [TTypedElementInterfaceCustomizationRegistry< FTypedElementCommonActionsCustomization >](API\Runtime\TypedElementRuntime\Elements\Framework\TTypedElementInt-)


code: [FTypedElementDeletionOptions](API\Runtime\Engine\Elements\Interfaces\FTypedElementDeletionOptions) & SetVerifyDeletionCanHappen ( const bool InVerifyDeletionCanHappen )


code: [FTypedElementDeletionOptions](API\Runtime\Engine\Elements\Interfaces\FTypedElementDeletionOptions) & SetWarnAboutReferences ( const bool InWarnAboutReferences )


code: [FTypedElementDeletionOptions](API\Runtime\Engine\Elements\Interfaces\FTypedElementDeletionOptions) & SetWarnAboutSoftReferences ( const bool InWarnAboutSoftReferences )


code: bool VerifyDeletionCanHappen() const


code: bool WarnAboutSoftReferences() const


className: FTypedElementDeletionOptions

code: struct FTypedElementDeletionOptions


className: FContext

code: struct FContext

CurrentSelection

type: FTypedElementLi...

Text

type: FStringView

World

type: UWorld*


code: virtual void Import ( [FContext](API\Runtime\Engine\Elements\Interfaces\FWorldElementPasteImporter\FContext) & Context )


className: FWorldElementPasteImporter

code: struct FWorldElementPasteImporter


className: FWorldSelectionElementArgs

code: struct FWorldSelectionElementArgs

bBSPSelectionOnly

type: bool

description: To deprecate once the BSP tools are removed from the engine.

SelectionMethod

type: ETypedElementSe...

SelectionOptions

type: FTypedElementSe...

SelectionSet

type: constUTypedEle...

description: Optional selection set to use to get the selectable elements only.

ShowFlags

type: FEngineShowFlag...

description: Optional show flag to avoid selecting non rendered elements.


code: virtual bool CanCopyElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


description: Can the given element be deleted?

code: virtual bool CanDeleteElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


description: Can the given element be deleted?

code: virtual bool CanDeleteElement ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle )


description: Can the given element be duplicated?

code: virtual bool CanDuplicateElement ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle )


description: Can the given element be duplicated?

code: virtual bool CanDuplicateElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


description: Can this element actually be edited in the world?

code: virtual bool CanEditElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


code: virtual bool CanEditElement ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle )


description: Can the given element be moved within the world?

code: virtual bool CanMoveElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const ETypedElementWorldType InWorldType )


code: virtual bool CanMoveElement ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle, const ETypedElementWorldType InWorldType )


code: virtual ~FWorldElementPasteImporter()


description: Can the element be promoted Generally available when the element is lighter representation of another element. Like promoting a static mesh instance from an instanced static static component to a static actor for example.

code: virtual bool CanPromoteElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


description: Can the element be promoted Generally available when the element is a lighter representation of another element. Like an instance for example.

code: virtual bool CanPromoteElement ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle )


description: Default version calls CopyElements with a single element.

code: virtual void CopyElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Out )


description: If you want to copy an array of elements that are potentially different types, you probably want to use the higher-levelUTypedElementCommonActions::CopyNormalizedElementsfunction instead.

code: virtual void CopyElements ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > InElementHandles, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Out )


description: Default version calls DeleteElements with a single element.

code: virtual bool DeleteElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * InSelectionSet, const [FTypedElementDeletionOptions](API\Runtime\Engine\Elements\Interfaces\FTypedElementDeletionOptions) & InDeletionOptions )


code: virtual bool DeleteElement ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * InSelectionSet, const [FTypedElementDeletionOptions](API\Runtime\Engine\Elements\Interfaces\FTypedElementDeletionOptions) & InDeletionOptions )


description: If you want to delete an array of elements that are potentially different types, you probably want to use the higher-levelUTypedElementCommonActions::DeleteNormalizedElementsfunction instead.

code: virtual bool DeleteElements ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > InElementHandles, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * InSelectionSet, const [FTypedElementDeletionOptions](API\Runtime\Engine\Elements\Interfaces\FTypedElementDeletionOptions) & InDeletionOptions )


description: If you want to duplicate an array of elements that are potentially different types, you probably want to use the higher-levelUTypedElementCommonActions::DuplicateNormalizedElementsfunction instead.

code: virtual void DuplicateElements ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > InElementHandles, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const FVector & InLocationOffset, [TArray](API\Runtime\Core\Containers\TArray)< [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > & OutNewElements )


description: Default version calls DuplicateElements with a single element.

code: virtual [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) DuplicateElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const FVector & InLocationOffset )


code: virtual [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) DuplicateElement ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const FVector & InLocationOffset )


description: Attempt to find a suitable (non-intersecting) transform for the given element at the given point.

code: virtual bool FindSuitableTransformAtPoint ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const FTransform & InPotentialTransform, FTransform & OutSuitableTransform )


description: Attempt to find a suitable (non-intersecting) transform for the given element along the given path.

code: virtual bool FindSuitableTransformAlongPath ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const FVector & InPathStart, const FVector & InPathEnd, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & InTestShape, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > InElementsToIgnore, FTransform & OutSuitableTransform )


description: Get the bounds of this element, if any.

code: virtual bool GetBounds ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, FBoxSphereBounds & OutBounds )


description: Get the bounds of this element, if any.

code: virtual bool GetBounds ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle, FBoxSphereBounds & OutBounds )


description: Get the owner level associated with this element, if any.

code: virtual [ULevel](API\Runtime\Engine\Engine\ULevel) * GetOwnerLevel ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


code: virtual [ULevel](API\Runtime\Engine\Engine\ULevel) * GetOwnerLevel ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle )


description: Get the owner world associated with this element, if any.

code: virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetOwnerWorld ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


code: virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetOwnerWorld ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle )


description: Get the local space offset of this element that should be added to its pivot location, if any.

code: virtual bool GetPivotOffset ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, FVector & OutPivotOffset )


code: virtual bool GetPivotOffset ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle, FVector & OutPivotOffset )


description: Return the registry associated with this interface implementation

code: virtual [UTypedElementRegistry](API\Runtime\TypedElementFramework\Elements\Framework\UTypedElementRegistry) & GetRegistry() const


description: Get the transform of this element relative to its parent, if any.

code: virtual bool GetRelativeTransform ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, FTransform & OutTransform )


code: virtual bool GetRelativeTransform ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle, FTransform & OutTransform )


description: Get the selectable elements from this element that are inside the the convex volume

code: [TArray](API\Runtime\Core\Containers\TArray)< [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > GetSelectionElementsInConvexVolume ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & Handle, const [FConvexVolume](API\Runtime\Engine\FConvexVolume) & InVolume, const [FWorldSelectionElementArgs](API\Runtime\Engine\Elements\Interfaces\FWorldSelectionElementArgs) & SelectionArgs )


code: [TArray](API\Runtime\Core\Containers\TArray)< [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > GetSelectionElementsInBox ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & Handle, const FBox & InBox, const [FWorldSelectionElementArgs](API\Runtime\Engine\Elements\Interfaces\FWorldSelectionElementArgs) & SelectionArgs )


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > GetSelectionElementsFromSelectionFunction ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & Handle, const [FWorldSelectionElementArgs](API\Runtime\Engine\Elements\Interfaces\FWorldSelectionElementArgs) & SelectionArgs, const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< bool(const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) &, const [FWorldSelectionElementArgs](API\Runtime\Engine\Elements\Interfaces\FWorldSelectionElementArgs) &)> & SelectionFunction )


description: Get the transform of this element within its owner world, if any.

code: virtual bool GetWorldTransform ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, FTransform & OutTransform )


code: virtual bool GetWorldTransform ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle, FTransform & OutTransform )


description: Return true if the element is in the Box Note: This should only be use for editor tools since it doesn't use the physics system and the performance would probably be to slow for a runtime application.

code: virtual bool IsElementInBox ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & Handle, const FBox & InBox, bool bMustEncompassEntireElement )


description: Return true if the element is in the volume Note: This should only be use for editor tools since it doesn't use the physics system and the performance would probably be to slow for a runtime application.

code: virtual bool IsElementInConvexVolume ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & Handle, const [FConvexVolume](API\Runtime\Engine\FConvexVolume) & InVolume, bool bMustEncompassEntireElement )


description: Is this element considered a template within its world (eg, a CDO or archetype).

code: virtual bool IsTemplateElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


description: Script Api Is this element considered a template within its world (eg, a CDO or archetype).

code: virtual bool IsTemplateElement ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle )


description: Notify that this element is done being moved.

code: virtual void NotifyMovementEnded ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


code: virtual void NotifyMovementEnded ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle )


description: Notify that this element is currently being moved.

code: virtual void NotifyMovementOngoing ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


code: virtual void NotifyMovementOngoing ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle )


description: Notify that this element is about to be moved.

code: virtual void NotifyMovementStarted ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


code: virtual void NotifyMovementStarted ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle )


description: Promote a element when possible Generally available when the element is lighter representation of another element. Like promoting a static mesh instance from an instanced static static component to a static actor for example.

code: virtual [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) PromoteElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, [UWorld](API\Runtime\Engine\Engine\UWorld) * OverrideWorld )


description: Promote an element when possible Generally available when the element is a lighter representation of another element. Like an instance for example.

code: virtual [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) PromoteElement ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle, [UWorld](API\Runtime\Engine\Engine\UWorld) * OverrideWorld )


description: Attempt to set the local space offset of this element that should be added to its pivot location.

code: virtual bool SetPivotOffset ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const FVector & InPivotOffset )


code: virtual bool SetPivotOffset ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle, const FVector & InPivotOffset )


description: Attempt to set the transform of this element relative to its parent.

code: virtual bool SetRelativeTransform ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const FTransform & InTransform )


code: virtual bool SetRelativeTransform ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle, const FTransform & InTransform )


description: Attempt to set the transform of this element within its owner world.

code: virtual bool SetWorldTransform ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const FTransform & InTransform )


code: virtual bool SetWorldTransform ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle, const FTransform & InTransform )


className: ITypedElementWorldInterface

code: class ITypedElementWorldInterface


code: bool CanDeleteElement&40;&41; const


code: bool CanDuplicateElement&40;&41; const


code: bool CanPromoteElement&40;&41; const


code: bool CanMoveElement &40; const ETypedElementWorldType InWorldType &41; const


code: void CopyElement &40; FOutputDevice & Out &41; const


code: bool DeleteElement &40; UWorld &42; InWorld, UTypedElementSelectionSet &42; InSelectionSet, const FTypedElementDeletionOptions & InDeletionOptions &41; const


code: FTypedElementHandle DuplicateElement &40; UWorld &42; InWorld, const FVector & InLocationOffset &41; const


code: bool FindSuitableTransformAtPoint &40; const FTransform & InPotentialTransform, FTransform & OutSuitableTransform &41; const


code: bool FindSuitableTransformAlongPath &40; const FVector & InPathStart, const FVector & InPathEnd, const FCollisionShape & InTestShape, TArrayView< const FTypedElementHandle > InElementsToIgnore, FTransform & OutSuitableTransform &41; const


code: bool GetBounds &40; FBoxSphereBounds & OutBounds &41; const


code: ULevel &42; GetOwnerLevel&40;&41; const


code: UWorld &42; GetOwnerWorld&40;&41; const


code: bool GetPivotOffset &40; FVector & OutPivotOffset &41; const


code: bool GetRelativeTransform &40; FTransform & OutTransform &41; const


code: TArray< FTypedElementHandle > GetSelectionElementsInConvexVolume &40; const FConvexVolume & InVolume, const FWorldSelectionElementArgs & SelectionArgs &41; const


code: TArray< FTypedElementHandle > GetSelectionElementsInBox &40; const FBox & InBox, const FWorldSelectionElementArgs & SelectionArgs &41; const


code: TArray< FTypedElementHandle > GetSelectionElementsFromSelectionFunction &40; const FWorldSelectionElementArgs & SelectionArgs, const TFunction< bool(const FTypedElementHandle &, const FWorldSelectionElementArgs &)> & SelectionFunction &41; const


code: bool GetWorldTransform &40; FTransform & OutTransform &41; const


code: bool IsElementInBox &40; const FBox & InBox, bool bMustEncompassEntireElement &41; const


code: bool IsElementInConvexVolume &40; const FConvexVolume & InVolume, bool bMustEncompassEntireElement &41; const


code: bool IsTemplateElement&40;&41; const


code: void NotifyMovementEnded&40;&41; const


code: FTypedElementHandle PromoteElement &40; UWorld &42; OverrideWorld &41; const


code: bool SetPivotOffset &40; const FVector & InPivotOffset &41; const


code: bool SetRelativeTransform &40; const FTransform & InTransform &41; const


code: template<> struct TTypedElement< ITypedElementWorldInterface > : public [TTypedElementBase< ITypedElementWorldInterface >](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElementBase)


code: bool SetWorldTransform &40; const FTransform & InTransform &41; const


className: UTypedElementWorldInterface

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


code: static FTypedHandleTypeId Private_RegisteredTypeId = 0;


className: FObjectElementData

description: Element data that represents an Object.

code: struct FObjectElementData

Object

type: UObject*


description:
This is not typically something you'd want to use outside of data access within an interface implementation.
The objects.

code: namespace ObjectElementDataUtil { template<typename ElementHandleType> [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > ObjectElementDataUtil::GetObjectsFromHandlesChecked ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const ElementHandleType > InHandles ) }


description:
This is not typically something you'd want to use outside of data access within an interface implementation.
The objects of any element handles that containFObjectElementData, skipping any that don't.

code: namespace ObjectElementDataUtil { template<typename ElementHandleType> [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > ObjectElementDataUtil::GetObjectsFromHandles ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const ElementHandleType > InHandles, const bool bSilent ) }


className: UObjectElementAssetDataInterface

code: class UObjectElementAssetDataInterface : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [ITypedElementAssetDataInterface](API\Runtime\TypedElementRuntime\Elements\Interfaces\ITypedElementAss-)


description: Returns the asset data for the given handle, if it exists.

code: virtual [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) GetAssetData ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


description: Decrement additional counters for the given element.

code: virtual void DecrementCountersForElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, [FTypedElementCounter](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementCounter) & InOutCounter )


code: static void DecrementCounterForObjectClass ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, [FTypedElementCounter](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementCounter) & InOutCounter )


description: Increment additional counters for the given element.

code: virtual void IncrementCountersForElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, [FTypedElementCounter](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementCounter) & InOutCounter )


code: static void IncrementCounterForObjectClass ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, [FTypedElementCounter](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementCounter) & InOutCounter )


className: UObjectElementCounterInterface

code: class UObjectElementCounterInterface : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [ITypedElementCounterInterface](API\Runtime\TypedElementFramework\Elements\Framework\ITypedElementCou-)


description: Get the object instance that this handle represents, if any.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetObject ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


className: UObjectElementObjectInterface

code: class UObjectElementObjectInterface : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [ITypedElementObjectInterface](API\Runtime\TypedElementRuntime\Elements\Interfaces\ITypedElementObjectInterface)


className: UObjectElementSelectionInterface

code: class UObjectElementSelectionInterface : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [ITypedElementSelectionInterface](API\Runtime\TypedElementRuntime\Elements\Interfaces\ITypedElementSel-)


className: FSMInstanceElementData

description: Element data that represents a specific instance within an ISM.

code: struct FSMInstanceElementData

InstanceElementId

type: FSMInstanceElem...


className: FSMInstanceElementId::operator bool

code: operator bool() const


code: bool operator== ( const [FSMInstanceElementId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceElementId) & InRHS ) const


code: bool operator!= ( const [FSMInstanceElementId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceElementId) & InRHS ) const


className: FSMInstanceElementId

description: The specific implementation of instance IDs for typed elements is considered private and may change without warning! Use theFSMInstanceElementIdMapfunctions to convert this struct to/from aFSMInstanceIdrather than access this data directly!

code: struct FSMInstanceElementId

ISMComponent

type: UInstancedStati...


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

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


className: FOnInstancePreRemoval

description: Delegate called when a static mesh instance is about to be removed from the instances array on its component, and the associated ID for a SMInstance element will be unmapped.

code: typedef TMulticastDelegate_TwoParams< void, const [FSMInstanceElementId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceElementId) &, int32 > FOnInstancePreRemoval


className: FOnInstanceRemoved

description: Delegate called when a static mesh instance has been removed from the instances array on its component, and the associated ID for a SMInstance element has been unmapped.

code: typedef TMulticastDelegate_TwoParams< void, const [FSMInstanceElementId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceElementId) &, int32 > FOnInstanceRemoved


className: FOnInstanceRemapped

description: This may be called with INDEX_NONE as the PreviousInstanceIndex value if the element had previously been unmapped, but was mapped again via serialization (eg, via an undo/redo).

code: typedef TMulticastDelegate_ThreeParams< void, const [FSMInstanceElementId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceElementId) &, int32, int32 > FOnInstanceRemapped


code: static [FSMInstanceElementIdMap](API\Runtime\Engine\Elements\SMInstance\FSMInstanceElementIdMap) & Get()


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

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


description: Given aFSMInstanceId, attempt to convert it into aFSMInstanceElementId.

code: [FSMInstanceElementId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceElementId) GetSMInstanceElementIdFromSMInstanceId ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & InSMInstanceId, const bool bAllowCreate )


description: Given an ISM component, get allFSMInstanceElementIdvalues that are currently mapped for it.

code: [TArray](API\Runtime\Core\Containers\TArray)< [FSMInstanceElementId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceElementId) > GetSMInstanceElementIdsForComponent ( [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * InComponent ) const


description: Given aFSMInstanceElementId, attempt to convert it into aFSMInstanceId.

code: [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) GetSMInstanceIdFromSMInstanceElementId ( const [FSMInstanceElementId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceElementId) & InSMInstanceElementId )


description: Called when one ISM component is replaced with another, and attempts to copy the ID mapping of the old component to the new.

code: void OnComponentReplaced ( [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * InOldComponent, [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * InNewComponent )


code: void SerializeIdMappings ( [FSMInstanceElementIdMapEntry](API\Runtime\Engine\Elements\SMInstance\FSMInstanceElementIdMapEntry) * InEntry, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


className: FSMInstanceElementIdMap

description: Mapping between the instance ID used by typed elements and the corresponding instance index on the ISM components. This mapping will be kept up-to-date via the add/remove operations of the ISM components, as well as undo/redo.

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


code: FSMInstanceElementIdMapEntry ( [FSMInstanceElementIdMap](API\Runtime\Engine\Elements\SMInstance\FSMInstanceElementIdMap) * InOwner, [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * InComponent )


className: FSMInstanceElementIdMapEntry

description: Entry within aFSMInstanceElementIdMap, tied to a specific ISM component.

code: struct FSMInstanceElementIdMapEntry

InstanceIdToIndexMap

type: TMap< uint64, i...

InstanceIndexToIdMap

type: TMap< int32, ui...

Transactor

type: TObjectPtr<USM...


className: FSMInstanceId::operator bool

code: operator bool() const


code: bool operator== ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & InRHS ) const


code: bool operator!= ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & InRHS ) const


className: FSMInstanceId

description: ID for a specific instance within an ISM, mapped from its instance index.

code: struct FSMInstanceId


code: bool CanDuplicateSMInstance() const


code: bool CanMoveSMInstance ( const ETypedElementWorldType WorldType ) const


code: bool DuplicateSMInstance ( [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & OutNewInstanceId ) const


code: void ForEachSMInstanceInSelectionGroup ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId))> Callback ) const


code: const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & GetInstanceId() const


code: [ISMInstanceManager](API\Runtime\Engine\Elements\SMInstance\ISMInstanceManager) * GetInstanceManager() const


code: [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * GetISMComponent() const


code: bool GetSMInstanceTransform ( FTransform & OutInstanceTransform, bool bWorldSpace ) const


code: void NotifySMInstanceSelectionChanged ( const bool bIsSelected ) const


className: FSMInstanceManager::operator bool


code: bool operator== ( const [FSMInstanceManager](API\Runtime\Engine\Elements\SMInstance\FSMInstanceManager) & InRHS ) const


code: bool operator!= ( const [FSMInstanceManager](API\Runtime\Engine\Elements\SMInstance\FSMInstanceManager) & InRHS ) const


code: bool SetSMInstanceTransform ( const FTransform & InstanceTransform, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport ) const


code: FSMInstanceManager ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & InInstanceId, [ISMInstanceManager](API\Runtime\Engine\Elements\SMInstance\ISMInstanceManager) * InInstanceManager )


className: FSMInstanceManager

description: A static mesh instance manager, tied to a given static mesh instance ID.

code: struct FSMInstanceManager


description:
Can the given static mesh instance be deleted?
True if it can be deleted, false otherwise.

code: virtual bool CanDeleteSMInstance ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & InstanceId ) const


description:
Can the given static mesh instance be moved in the world?
True if it can be moved, false otherwise.

code: bool CanMoveSMInstance ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & InstanceId, const ETypedElementWorldType WorldType ) const


description:
Can the given static mesh instance be duplicated?
True if it can be duplicated, false otherwise.

code: virtual bool CanDuplicateSMInstance ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & InstanceId ) const


description:
Can the given static mesh instance be edited?
True if it can be edited, false otherwise.

code: bool CanEditSMInstance ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & InstanceId ) const


description:
Attempt to delete the given static mesh instances.
True if any instances were deleted, false otherwise.

code: bool DeleteSMInstances ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) > InstanceIds )


description:
Attempt to duplicate the given static mesh instances, retrieving the IDs of any new instances.
True if any instances were duplicated, false otherwise.

code: bool DuplicateSMInstances ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) > InstanceIds, [TArray](API\Runtime\Core\Containers\TArray)< [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) > & OutNewInstanceIds )


description: There is no guarantee of which static mesh instance within the group will actually end up in the selection set, nor which static mesh instance within the group NotifySMInstanceSelectionChanged will be called for. It is the responsibility of the manager to handle this correctly by treating any static mesh instance within a selection group as one logical unit for all the static mesh instances within the group.

code: virtual void ForEachSMInstanceInSelectionGroup ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & InstanceId, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId))> Callback )


description: Get the display name of the given static mesh instance.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetSMInstanceDisplayName ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & InstanceId ) const


description: Get the tooltip of the given static mesh instance.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetSMInstanceTooltip ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & InstanceId ) const


description:
The transform should be in the local space of the owner ISM component, unless bWorldSpace is set.
True if the transform was retrieved, false otherwise.

code: bool GetSMInstanceTransform ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & InstanceId, FTransform & OutInstanceTransform, bool bWorldSpace ) const


description: This gives the manager a chance to start a move operation, to avoid performing repeated work until the move is finished.

code: void NotifySMInstanceMovementStarted ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & InstanceId )


description: This gives the manager a chance to update a move operation.

code: void NotifySMInstanceMovementOngoing ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & InstanceId )


description: This gives the manager a chance to sync any internal selection state.

code: void NotifySMInstanceSelectionChanged ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & InstanceId, const bool bIsSelected )


description:
The transform should be in the local space of the owner ISM component, unless bWorldSpace is set.
True if the transform was updated, false otherwise.

code: bool SetSMInstanceTransform ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & InstanceId, const FTransform & InstanceTransform, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport )


className: ISMInstanceManager

code: class ISMInstanceManager


description:
Attempt to get the instance manager associated with the given static mesh instance, if any.
The instance manager, or null if there is no instance manager associated with the given instance.

code: [ISMInstanceManager](API\Runtime\Engine\Elements\SMInstance\ISMInstanceManager) * GetSMInstanceManager ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & InstanceId )


className: ISMInstanceManagerProvider

code: class ISMInstanceManagerProvider


description:
This is not typically something you'd want to use outside of data access within an interface implementation.
The static mesh instance IDs of any element handles that containFSMInstanceElementDatawhich resolves to a validFSMInstanceManager, skipping any that don't.

code: namespace SMInstanceElementDataUtil { template<typename ElementHandleType> [TArray](API\Runtime\Core\Containers\TArray)< [FSMInstanceManager](API\Runtime\Engine\Elements\SMInstance\FSMInstanceManager) > SMInstanceElementDataUtil::GetSMInstancesFromHandles ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const ElementHandleType > InHandles, const bool bSilent ) }


description:
This is not typically something you'd want to use outside of data access within an interface implementation.
The static mesh instance IDs.

code: namespace SMInstanceElementDataUtil { template<typename ElementHandleType> [TArray](API\Runtime\Core\Containers\TArray)< [FSMInstanceManager](API\Runtime\Engine\Elements\SMInstance\FSMInstanceManager) > SMInstanceElementDataUtil::GetSMInstancesFromHandlesChecked ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const ElementHandleType > InHandles ) }


code: virtual void SetCustomDataValue ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, int32 CustomDataIndex, float CustomDataValue, bool bMarkRenderStateDirty )


description: This gives the manager a chance to end a move operation.

code: void NotifySMInstanceMovementEnded ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & InstanceId )


code: virtual void SetCustomData ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const float > CustomDataFloats, bool bMarkRenderStateDirty )


code: class USMInstanceElementPrimitiveCustomDataInterface : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [ITypedElementPrimitiveCustomDataInterface](API\Runtime\TypedElementRuntime\Elements\Interfaces\ITypedElementPri-)


description: Returns the asset data for the given handle, if it exists.

code: virtual [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) GetAssetData ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


className: USMInstanceElementAssetDataInterface

code: class USMInstanceElementAssetDataInterface : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [ITypedElementAssetDataInterface](API\Runtime\TypedElementRuntime\Elements\Interfaces\ITypedElementAss-)


description: Get the logical parent of this element, if any. eg) A component might return its actor, or a static mesh instance might return its ISM component.

code: virtual [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) GetParentElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const bool bAllowCreate )


className: USMInstanceElementHierarchyInterface

code: class USMInstanceElementHierarchyInterface : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [ITypedElementHierarchyInterface](API\Runtime\TypedElementRuntime\Elements\Interfaces\ITypedElementHie-)


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: void SetOwnerEntry ( [FSMInstanceElementIdMapEntry](API\Runtime\Engine\Elements\SMInstance\FSMInstanceElementIdMapEntry) * InOwnerEntry )


code: USMInstanceElementIdMapTransactor()


className: USMInstanceElementIdMapTransactor

description: Transient object instance used as a proxy for storing the current data mapping state in the transaction buffer (for retaining the correct mapping through undo/redo).

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


description:
Attempt to deselect the given element.
True if the selection was changed, false otherwise.

code: virtual bool DeselectElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const FTypedElementListPtr & InSelectionSet, const [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) & InSelectionOptions )


description:
Attempt to select the given element.
True if the selection was changed, false otherwise.

code: virtual bool SelectElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const FTypedElementListPtr & InSelectionSet, const [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) & InSelectionOptions )


className: USMInstanceElementSelectionInterface

code: class USMInstanceElementSelectionInterface : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [ITypedElementSelectionInterface](API\Runtime\TypedElementRuntime\Elements\Interfaces\ITypedElementSel-)


description: Can this element actually be edited in the world?

code: virtual bool CanEditElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


description: Can the given element be moved within the world?

code: virtual bool CanMoveElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const ETypedElementWorldType InWorldType )


description: Get the bounds of this element, if any.

code: virtual bool GetBounds ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, FBoxSphereBounds & OutBounds )


description: Get the owner level associated with this element, if any.

code: virtual [ULevel](API\Runtime\Engine\Engine\ULevel) * GetOwnerLevel ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


description: Get the owner world associated with this element, if any.

code: virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetOwnerWorld ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


description: Get the transform of this element relative to its parent, if any.

code: virtual bool GetRelativeTransform ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, FTransform & OutTransform )


description: Get the transform of this element within its owner world, if any.

code: virtual bool GetWorldTransform ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, FTransform & OutTransform )


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > GetSelectionElementsFromSelectionFunction ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const [FWorldSelectionElementArgs](API\Runtime\Engine\Elements\Interfaces\FWorldSelectionElementArgs) & SelectionArgs, const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< bool(const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) &, const [FWorldSelectionElementArgs](API\Runtime\Engine\Elements\Interfaces\FWorldSelectionElementArgs) &)> & SelectionFunction )


description: Is this element considered a template within its world (eg, a CDO or archetype).

code: virtual bool IsTemplateElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


description: Notify that this element is done being moved.

code: virtual void NotifyMovementEnded ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


description: Notify that this element is currently being moved.

code: virtual void NotifyMovementOngoing ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


description: Notify that this element is about to be moved.

code: virtual void NotifyMovementStarted ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


description: Attempt to set the transform of this element relative to its parent.

code: virtual bool SetRelativeTransform ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const FTransform & InTransform )


description: Attempt to set the transform of this element within its owner world.

code: virtual bool SetWorldTransform ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const FTransform & InTransform )


className: USMInstanceElementWorldInterface

code: class USMInstanceElementWorldInterface : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [ITypedElementWorldInterface](API\Runtime\Engine\Elements\Interfaces\ITypedElementWorldInterface)


className: USMInstanceManager

description: The static mesh instances given to this API must be valid and belong to this instance manager. The instance manager implementation is free to assert or crash if that contract is broken.

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


className: USMInstanceManagerProvider

description: The static mesh instances given to this API must be valid. The instance manager provider implementation is free to assert or crash if that contract is broken.

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


description: Quality levels that a material can be compiled for.

code: namespace EMaterialQualityLevel { enum Type { Low, High, Medium, Epic, Num, } }


description: Usage options for a shader map. The purpose of EMaterialShaderMapUsage is to allow creating a unique yet deterministic (no appCreateGuid) Id, For a shader map corresponding to anyUMaterialorUMaterialInstance, for different use cases. As an example, when exporting a material to Lightmass we want to compile a shader map with FLightmassMaterialProxy, And generate aFMaterialShaderMapIdfor it that allows reuse later, so it must be deterministic.

code: namespace EMaterialShaderMapUsage { enum Type { Default, LightmassExportEmissive, LightmassExportDiffuse, LightmassExportOpacity, LightmassExportNormal, MaterialExportBaseColor, MaterialExportSpecular, MaterialExportNormal, MaterialExportTangent, MaterialExportMetallic, MaterialExportRoughness, MaterialExportAnisotropy, MaterialExportAO, MaterialExportEmissive, MaterialExportOpacity, MaterialExportOpacityMask, MaterialExportSubSurfaceColor, MaterialExportClearCoat, MaterialExportClearCoatRoughness, MaterialExportCustomOutput, MaterialExportShadingModel, MaterialExportRefraction, } }


description: Called when the object was loaded from another class via active class redirects.

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


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

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


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


className: ABlockingVolume

description: An invisible volume used to block other actors.

code: class ABlockingVolume : public [AVolume](API\Runtime\Engine\GameFramework\AVolume)


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


className: ABoxReflectionCapture

code: class ABoxReflectionCapture : public [AReflectionCapture](API\Runtime\Engine\Engine\AReflectionCapture)


className: bSuppressBSPRegeneration

description: Whether BSP regeneration should be suppressed or not

code: static bool bSuppressBSPRegeneration = false;


description: Function that gets called from within Map_Check to allow this actor to check itself for any potential errors and register them with map check dialog.

code: virtual void CheckForErrors()


description: Indicate that brush need should be loaded on client or servers

code: void ClearNotForClientOrServer()


code: virtual void CopyPosRotScaleFrom ( [ABrush](API\Runtime\Engine\Engine\ABrush) * Other )


description: Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending

code: virtual void Destroyed()


className: FOnBrushRegistered

description: Delegate used for notifications when PostRegisterAllComponents is called for a Brush

code: typedef TMulticastDelegate_OneParam< void, [ABrush](API\Runtime\Engine\Engine\ABrush) * > FOnBrushRegistered


description: the brush builder that created the current brush shape

code: const [UBrushBuilder](API\Runtime\Engine\Engine\UBrushBuilder) * GetBrushBuilder() const


description: Returns a custom brush icon name to use in place of the automatic class icon where actors are represented via 2d icons in the editor (e.g scene outliner and menus)

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


description: Returns BrushComponent subobject

code: [UBrushComponent](API\Runtime\Engine\Components\UBrushComponent) * GetBrushComponent() const


description: Function to get the 'brush registered' delegate

code: static [FOnBrushRegistered](API\Runtime\Engine\Engine\ABrush\FOnBrushRegistered) & GetOnBrushRegisteredDelegate()


description: Figures out the best color to use for this brushes wireframe drawing.

code: virtual [FColor](API\Runtime\Core\Math\FColor) GetWireColor() const


className: GGeometryRebuildCause

description: Debug purposes only; an attempt to catch the cause of UE-36265

code: static const TCHAR * GGeometryRebuildCause = nullptr;


description: false

code: virtual bool IsBrushShape() const


description: Indicates whether this actor should participate in level bounds calculations

code: virtual bool IsLevelBoundsRelevant() const


description:
Return if true if this brush is not used for gameplay (i.e. builder brush)
true if brush is not for client or server

code: bool IsNotForClientOrServer() const


description: true if this is a static brush

code: virtual bool IsStaticBrush() const


description: false

code: virtual bool IsVolumeBrush() const


className: LevelsToRebuild

description: An array to keep track of all the levels that need rebuilding. This is checked viaNeedsRebuild()in the editor tick and triggers a csg rebuild.

code: static [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [ULevel](API\Runtime\Engine\Engine\ULevel) > > LevelsToRebuild;


description:
Note that the object will be modified. If we are currently recording into the transaction buffer (undo/redo), save a copy of this object into the buffer and marks the package as needing to be saved.
true if the object was saved to the transaction buffer

code: virtual bool Modify ( bool bAlwaysMarkDirty )


description:
Called during saving to determine the load flags to save with the object. If false, this object will be discarded on clients
true if this object should be loaded on clients

code: virtual bool NeedsLoadForClient() const


description:
Called during saving to determine the load flags to save with the object. If false, this object will be discarded on servers
true if this object should be loaded on servers

code: virtual bool NeedsLoadForServer() const


description:
Called to see if any of the levels need rebuilding
true if the csg needs to be rebuilt on the next editor tick.

code: static bool NeedsRebuild ( [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [ULevel](API\Runtime\Engine\Engine\ULevel) > > * OutLevels )


className: OnBrushRegistered

description: Define static delegate


description: Called upon finishing the csg rebuild to clear the rebuild bool.

code: static void OnRebuildDone()


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

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


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

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


description: Called after an actor has been moved in the editor

code: virtual void PostEditMove ( bool bFinished )


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()


description: Called after all the components in the Components array are registered, called both in editor and during gameplay. bHasRegisteredAllComponents must be set true prior to calling this function.


code: virtual void RebuildNavigationData()


description: Changes bHiddenEdLayer flag and returns true if flag changed.

code: virtual bool SetIsHiddenEdLayer ( bool bIsHiddenEdLayer )


description: Explicitly sets whether or not this actor is hidden in the editor for the duration of the current editor session

code: virtual void SetIsTemporarilyHiddenInEditor ( bool bIsHidden )


description: Called to make not of the level that needs rebuilding

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


description: Indicate that this brush need not be loaded on client or servers

code: void SetNotForClientOrServer()


code: static void SetSuppressBSPRegeneration ( bool bSuppress )


description: Does this actor supports external packaging?

code: virtual bool SupportsExternalPackaging() const


description: Returns true if the actor supports modifications to its Layers property

code: virtual bool SupportsLayers() const


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


className: ABrush

code: class ABrush : public [AActor](API\Runtime\Engine\GameFramework\AActor)

bColored

type: uint32: 1

bDisplayShadedVolume

description: If true, display the brush with a shaded volume

bInManipulation

description: Flag set when we are in a manipulation (scaling, translation, brush builder param change etc.)

bNotForClientOrServer

description: If true, this brush is a builder or otherwise does not need to be loaded into the game

bPlaceableFromClassBrowser

description: If true, this brush class can be placed using the class browser like other simple class types

Brush

type: TObjectPtr< cla...

BrushColor

type: FColor

description: Information.

BrushType

type: TEnumAsByte< en...

description: Type of brush

SavedSelections

type: TArray< struct ...

description: Stores selection information from geometry mode.

ShadedVolumeOpacityValue

type: float

description: Value used to set the opacity for the shaded volume, between 0-1


description: false

code: virtual bool IsBrushShape() const


description: true if this is a static brush

code: virtual bool IsStaticBrush() const


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


className: ABrushShape

description: A brush that acts as a template for geometry mode modifiers like "Lathe".

code: class ABrushShape : public [ABrush](API\Runtime\Engine\Engine\ABrush)


description: Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending

code: virtual void Destroyed()


description:
Returns whether the passed in primitive can be affected by cull distance volumes.
true if tested component can be affected, false otherwise

code: static bool CanBeAffectedByVolumes ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * PrimitiveComponent )


description: Get the set of primitives and new max draw distances defined by this volume. Presumes only primitives that can be affected by volumes are being passed in.

code: void GetPrimitiveMaxDrawDistances ( [TMap](API\Runtime\Core\Containers\TMap)< [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) *, float > & OutCullDistances )


description: Called after an actor has been moved in the editor

code: virtual void PostEditMove ( bool bFinished )


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

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


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


className: ACullDistanceVolume

code: class ACullDistanceVolume : public [AVolume](API\Runtime\Engine\GameFramework\AVolume)

bEnabled

description: Whether the volume is currently enabled or not.

CullDistances

description: Array of size and cull distance pairs.


description: Called to try and enable cheats for this player, happens during initialization or from AllowCheats command

code: virtual void AddCheats ( bool bForce )


description: Buffer overview move down

code: void BufferVisualizationMoveDown()


description: Adjusts movement speed limits based on SpeedScale.

code: virtual void ApplySpeedScale()


description: Buffer overview move left

code: void BufferVisualizationMoveLeft()


description: Buffer overview move right

code: void BufferVisualizationMoveRight()


description: Buffer overview move up

code: void BufferVisualizationMoveUp()


description: Executes theExec()command on theUPlayerobject

code: virtual [FString](API\Runtime\Core\Containers\FString) ConsoleCommand ( const [FString](API\Runtime\Core\Containers\FString) & Command, bool bWriteToLog )


description: Ignores axis motion

code: void ConsumeAxisMotion ( float Val )


description: Cycle view mode

code: void CycleViewMode()


description: Slows down camera movement

code: void DecreaseCameraSpeed()


description: Whether buffer visualization option should be enabled

code: static bool EnableDebugBuffers()


description: Decreases camera field of vision

code: void DecreaseFOV()


description: Whether cycle viewmode option should be enabled

code: static bool EnableDebugViewmodes()


description: Event when no longer spectating.

code: virtual void EndSpectatingState()


description: Get visualization buffer's material name used by post processing settings

code: [FString](API\Runtime\Core\Containers\FString) GetBufferMaterialName ( const [FString](API\Runtime\Core\Containers\FString) & InBuffer )


description: Get buffer visualization overview targets based on console var


description: Get next buffer

code: void GetNextBuffer ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OverviewBuffers, int32 Step )


description: Get next buffer

code: void GetNextBuffer ( int32 Step )


description: Gets pivot to use when orbiting

code: bool GetPivotForOrbit ( FVector & PivotLocation ) const


description: Returns the currently selected actor, or null if it is invalid or not set

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


description: Get current visualization buffer's material name


description: Speeds up camera movement

code: void IncreaseCameraSpeed()


description: Increases camera field of vision

code: void IncreaseFOV()


description: Returns whether debug info display is enabled

code: bool IsDisplayEnabled()


description: Function called on activation debug camera controller

code: virtual void OnActivate ( class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * OriginalPC )


description: Function called on deactivation debug camera controller

code: virtual void OnDeactivate ( class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * RestoredPC )


description: Overridden to create the player replication info and perform other mundane initialization tasks.

code: virtual void PostInitializeComponents()


description: Method called prior to processing input

code: virtual void PreProcessInput ( const float DeltaTime, const bool bGamePaused )


description: Pre process input when orbiting

code: void PreProcessInputForOrbit ( const float DeltaTime, const bool bGamePaused )


description: Function called on activation of debug camera controller.

code: void ReceiveOnActivate ( class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * OriginalPC )


description: The selection trace starts from the center of the debug camera's view.

code: void ReceiveOnActorSelected ( [AActor](API\Runtime\Engine\GameFramework\AActor) * NewSelectedActor, const FVector & SelectHitLocation, const FVector & SelectHitNormal, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit )


description: Function called on deactivation of debug camera controller.

code: void ReceiveOnDeactivate ( class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * RestoredPC )


description: Selects the object the camera is aiming at.

code: void SelectTargetedObject()


description: Called when an actor has been selected with the primary key (e.g. left mouse button).

code: virtual void Select ( [FHitResult](API\Runtime\Engine\Engine\FHitResult) const & Hit )


description: Set buffer visualization full mode

code: void SetBufferVisualizationFullMode ( bool bFullMode )


description: Sets display of debug info and input commands.

code: void SetDisplay ( bool bEnabled )


description: Sets the pawn movement speed scale.

code: void SetPawnMovementSpeedScale ( float NewSpeedScale )


description: Set the spectator pawn. Will also callAttachToPawn()using the new spectator.

code: virtual void SetSpectatorPawn ( class [ASpectatorPawn](API\Runtime\Engine\GameFramework\ASpectatorPawn) * NewSpectatorPawn )


description: Sets up or clears input for buffer visualization overview


description: Allows the PlayerController to set up custom input bindings.

code: virtual void SetupInputComponent()


description: Sets whether to show information about the selected actor on the debug camera HUD.

code: virtual void ShowDebugSelectedInfo()


description: Custom spawn to spawn a default SpectatorPawn, to use as a spectator and initialize it.Bydefault it is spawned at the PC's current location and rotation.

code: virtual [ASpectatorPawn](API\Runtime\Engine\GameFramework\ASpectatorPawn) * SpawnSpectatorPawn()


description: Toggle buffer visualization overview


description: Toggle buffer visualization full display


description: Toggles the display of debug info and input commands for the Debug Camera.

code: void ToggleDisplay()


description: Function called from key bindings command to save information about turning on/off FreezeRendering command.

code: virtual void ToggleFreezeRendering()


description: Toggles camera orbit

code: void ToggleOrbit ( bool bOrbitCenter )


description: Toggles camera orbit center

code: void ToggleOrbitCenter()


description: Toggles camera orbit hitpoint

code: void ToggleOrbitHitPoint()


description: Called when the user pressed the deselect key, just before the selected actor is cleared.

code: void Unselect()


description: Builds a list of components that are hidden based upon gameplay

code: virtual void UpdateHiddenComponents ( const FVector & ViewLocation, [TSet](API\Runtime\Core\Containers\TSet)< [FPrimitiveComponentId](API\Runtime\Engine\FPrimitiveComponentId) > & HiddenComponents )


description: Updates the rotation and location of player when orbiting

code: void UpdateRotationForOrbit ( float DeltaTime )


description: Updates the rotation of player, based on ControlRotation after RotationInput has been applied. This may then be modified by the PlayerCamera, and is passed to Pawn->FaceRotation().

code: virtual void UpdateRotation ( float DeltaTime )


description: Update visualize buffer post processing settings

code: void UpdateVisualizeBufferPostProcessing ( [FFinalPostProcessSettings](API\Runtime\Engine\FFinalPostProcessSettings) & InOutPostProcessingSettings )


code: virtual bool DisplayMaterials ( float X, float & Y, float DY, class [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * MeshComp )


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


description: PostRender is the main draw loop.

code: virtual void PostRender()


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


className: ADebugCameraHUD

description: HUD that displays info for the DebugCameraController view.

code: class ADebugCameraHUD : public [AHUD](API\Runtime\Engine\GameFramework\AHUD)


description: Called by ApplyDeltaToActor to perform an actor class-specific operation based on widget manipulation. The default implementation is simply to modify the actor's draw scale.

code: virtual void EditorApplyScale ( const FVector & DeltaScale, const FVector * PivotLocation, bool bAltDown, bool bShiftDown, bool bCtrlDown )


description: Returns ArrowComponent subobject

code: [UArrowComponent](API\Runtime\Engine\Components\UArrowComponent) * GetArrowComponent() const


description: Returns Decal subobject

code: [UDecalComponent](API\Runtime\Engine\Components\UDecalComponent) * GetDecal() const


description:
Used by the "Sync to Content Browser" right-click menu option in the editor.
Whether the object references content (all overrides of this function should return true)

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


code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetDecalMaterial() const


className: ADebugCameraController

description: To turn it on, please press Alt+C or both (left and right) analogs on XBox pad, or use the "ToggleDebugCamera" console command. Check the debug camera bindings in DefaultPawn.cpp for the camera controls.

code: class ADebugCameraController : public [APlayerController](API\Runtime\Engine\GameFramework\APlayerController)

bEnableBufferVisualization

type: uint32:  1

description: Whether set view mode to display GBuffer visualization overview

bEnableBufferVisualizationFullMode

description: Whether set view mode to display GBuffer visualization full

bIsBufferVisualizationInputSetup

description: Whether GBuffer visualization overview inputs are set up

bIsFrozenRendering

description: Saves whether the FreezeRendering console command is active

bIsOrbitingSelectedActor

description: Whether to orbit selected actor.

bLastDisplayEnabled

description: Last display enabled setting before toggling buffer visualization overview

bOrbitPivotUseCenter

description: When orbiting, true if using actor center as pivot, false if using last selected hitpoint

bShowSelectedInfo

description: Whether to show information about the selected actor on the debug camera HUD.

DrawFrustum

description: Visualizes the frustum of the camera

InitialAccel

description: Initial acceleration of the spectator pawn when we start possession.

InitialDecel

description: Initial deceleration of the spectator pawn when we start possession.

InitialMaxSpeed

description: Initial max speed of the spectator pawn when we start possession.

OriginalControllerRef

description: Controller that was active before this was spawned

OriginalPlayer

description: Player object that was active before this was spawned

SelectedActor

type: TWeakObjectPtr<...

description: Currently selected actor, may be invalid

SelectedComponent

description: Currently selected component, may be invalid

SelectedHitPoint

type: FHitResult

description: Selected hit point

SpeedScale

description: Allows control over the speed of the spectator pawn.


description: Returns SpriteComponent subobject

code: [UBillboardComponent](API\Runtime\Engine\Components\UBillboardComponent) * GetSpriteComponent() const


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

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


description: Called after an actor has been moved in the editor

code: virtual void PostEditMove ( bool bFinished )


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()


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: BEGIN DEPRECATED (use component functions now in level script)

code: void SetDecalMaterial ( class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * NewDecalMaterial )


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


className: ADecalActor

description: UDecalComponent

code: class ADecalActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)


description: Returns true if this actor allows changing the spatially loaded flag.

code: virtual bool CanChangeIsSpatiallyLoadedFlag() const


description: Returns SkyAtmosphereComponent subobject

code: [UDirectionalLightComponent](API\Runtime\Engine\Components\UDirectionalLightComponent) * GetComponent() const


description: Called when the object was loaded from another class via active class redirects.

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


className: ADirectionalLight

description: Implements a directional light actor.

code: class ADirectionalLight : public [ALight](API\Runtime\Engine\Engine\ALight)


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


description: Returns Billboard subobject

code: [UMaterialBillboardComponent](API\Runtime\Engine\Components\UMaterialBillboardComponent) * GetBillboard() const


description: Is the document link this actor has valid

code: bool HasValidDocumentLink() const


description: Determine the type of link contained in the DocumentLink member


description: Open the document link this actor relates to

code: bool OpenDocumentLink() const


className: ADocumentationActor

code: class ADocumentationActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)

DocumentLink

type: FString

description: Link to a help document.


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


description: Returns Component subobject

code: [UExponentialHeightFogComponent](API\Runtime\Engine\Components\UExponentialHeightFogComponent) * GetComponent() const


description: Returns the properties used for network replication, this needs to be overridden by all actor classes with native replicated properties

code: virtual void GetLifetimeReplicatedProps ( [TArray](API\Runtime\Core\Containers\TArray)< [FLifetimeProperty](API\Runtime\CoreUObject\UObject\FLifetimeProperty) > & OutLifetimeProps ) const


description: DataLayers functions.

code: virtual bool IsDataLayerTypeSupported &40; TSubclassOf< UDataLayerInstance > DataLayerType &41; const


description: Replication Notification Callbacks

code: virtual void OnRep_bEnabled()


description: Allow actors to initialize themselves on the C++ side after all of their components have been initialized, only called during gameplay

code: virtual void PostInitializeComponents()


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


className: AExponentialHeightFog

description: Implements an Actor for exponential height fog.

code: class AExponentialHeightFog : public [AInfo](API\Runtime\Engine\GameFramework\AInfo)

bEnabled

description: Replicated copy of ExponentialHeightFogComponent's bEnabled property


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


className: AGeneratedMeshAreaLight

description: Implements a light that is created after a lighting build with Lightmass and handles mesh area light influence on dynamic objects.

code: class AGeneratedMeshAreaLight : public [ASpotLight](API\Runtime\Engine\Engine\ASpotLight)


description: Bounding box which includes all relevant actors bounding boxes belonging to specified level

code: static FBox CalculateLevelBounds ( const [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel )


description: Broadcasts LevelBoundsActorUpdatedEvent in case this actor acts as a level bounds

code: void BroadcastLevelBoundsUpdated()


code: virtual bool CanChangeIsSpatiallyLoadedFlag() const


description: Returns the world space bounding box of all components in this Actor.

code: virtual FBox GetComponentsBoundingBox ( bool bNonColliding, bool bIncludeFromChildActors ) const


description: Return the stat id to use for this tickable

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


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


description: Indicates whether this actor should participate in level bounds calculations

code: virtual bool IsLevelBoundsRelevant() const


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object will ever be able to tick, and if not, it will not get added to the tickable objects array. If the tickable tick type is Conditional then the virtual IsTickable will be called to determine whether to tick the object on each given frame
true if object will ever want to be ticked, false otherwise.

code: virtual ETickableTickType GetTickableTickType() const


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object is ready to be ticked. This is required for example for allUObjectderived classes as they might be loaded async and therefore won't be ready immediately.
true if object is ready to be ticked, false otherwise.

code: virtual bool IsTickable() const


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

code: virtual bool IsTickableInEditor() const


description: True if there were no actors contributing to bounds and we are currently using the default bounds

code: bool IsUsingDefaultBounds() const


description: Called whenever any actor added or removed

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


description: Marks level bounds as dirty so they will be recalculated on next tick

code: void MarkLevelBoundsDirty()


description: Called whenever any actor moved

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


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

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


description: Called after an actor has been moved in the editor

code: virtual void PostEditMove ( bool bFinished )


description: Called after applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo()


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()


description: Called after all the components in the Components array are registered, called both in editor and during gameplay. bHasRegisteredAllComponents must be set true prior to calling this function.


description: Called after all currently registered components are cleared


description: Subscribes for actors transformation events

code: void SubscribeToUpdateEvents()


description: FTickableGameObjectinterface

code: virtual void Tick ( float DeltaTime )


description: Unsubscribes from actors transformation events

code: void UnsubscribeFromUpdateEvents()


description: Updates this actor bounding box by summing all level actors bounding boxes

code: void UpdateLevelBounds()


description: Update level bounds immediately so the bounds are accurate when returning. Use only when needed because updating the bounds is slow

code: void UpdateLevelBoundsImmediately()


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


className: ALevelBounds

description: Defines level bounds Updates bounding box automatically based on actors transformation changes or holds fixed user defined bounding box Uses only actors whereAActor::IsLevelBoundsRelevant()== true

code: class ALevelBounds : public [AActor](API\Runtime\Engine\GameFramework\AActor), public [FEditorTickableLevelBounds](API\Runtime\Engine\Engine\FEditorTickableLevelBounds)

bAutoUpdateBounds

type: bool

description: Whether to automatically update actor bounds based on all relevant actors bounds belonging to the same level

bLevelBoundsDirty

description: Whether currently level bounds is dirty and needs to be updated

BoxComponent

description: Bounding box for the level bounds.

bUsingDefaultBounds

description: True when there are no actors contributing to the bounds and we are currently using the default bounds instead

OnLevelActorAddedDelegateHandle

type: FDelegateHandle

OnLevelActorMovedDelegateHandle

description: Handles to various registered delegates


description: Removes this actor from the stack of input being handled by a PlayerController.

code: virtual void DisableInput ( class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController )


description: Pushes this actor on to the stack of input being handled by a PlayerController.

code: virtual void EnableInput ( class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController )


description: Utility function for finding a map corruption issue that can cause duplicate level scripting events

code: [TArray](API\Runtime\Core\Containers\TArray)< [ALevelScriptActor](API\Runtime\Engine\Engine\ALevelScriptActor) * > FindSiblingLevelScriptActors() const


description: Level State Functions ------------------

code: void LevelReset()


description: Called right before components are initialized, only called during gameplay

code: virtual void PreInitializeComponents()


description: Tries to find an event named "EventName" on all other levels, and calls it

code: virtual bool RemoteEvent ( [FName](API\Runtime\Core\UObject\FName) EventName )


description: Sets the cinematic mode on all PlayerControllers

code: virtual void SetCinematicMode ( bool bCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning )


description: Does this actor supports external packaging?

code: virtual bool SupportsExternalPackaging() const


description: Event called on world origin location changes

code: void WorldOriginLocationChanged ( FIntVector OldOriginLocation, FIntVector NewOriginLocation )


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


className: ALevelScriptActor

description: UBlueprint

code: class ALevelScriptActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)


description: Function that gets called from within Map_Check to allow this actor to check itself for any potential errors and register them with map check dialog.

code: virtual void CheckForErrors()


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()


description: Updates list of streaming levels that are referenced by this streaming volume

code: void UpdateStreamingLevelsRefs()


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


className: ALevelStreamingVolume

code: class ALevelStreamingVolume : public [AVolume](API\Runtime\Engine\GameFramework\AVolume)

bDisabled

description: If true, this streaming volume is ignored by the streaming volume code.

bEditorPreVisOnly

description: If true, this streaming volume should only be used for editor streaming level previs.

StreamingLevelNames

type: TArray<FName>

description: Levels names affected by this level streaming volume.

StreamingUsage

description: Determines what this volume is used for, e.g. whether to control loading, loading and visibility or just visibilty (blocking on load)


description: Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending

code: virtual void Destroyed()


description: Returns the properties used for network replication, this needs to be overridden by all actor classes with native replicated properties

code: virtual void GetLifetimeReplicatedProps ( [TArray](API\Runtime\Core\Containers\TArray)< [FLifetimeProperty](API\Runtime\CoreUObject\UObject\FLifetimeProperty) > & OutLifetimeProps ) const


description: Returns LightComponent subobject

code: [ULightComponent](API\Runtime\Engine\Components\ULightComponent) * GetLightComponent() const


description: Indicates whether this actor should participate in level bounds calculations

code: virtual bool IsLevelBoundsRelevant() const


description: Return whether the light supports being toggled off and on on-the-fly.

code: bool IsToggleable() const


description: Replication Notification Callbacks

code: virtual void OnRep_bEnabled()


code: void SetBrightness ( float NewBrightness )


code: void SetAffectTranslucentLighting ( bool bNewValue )


code: void SetCastShadows ( bool bNewValue )


code: void SetLightColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) NewLightColor )


description: BEGIN DEPRECATED (use component functions now in level script)

code: void SetEnabled ( bool bSetEnabled )


code: void SetLightFunctionFadeDistance ( float NewLightFunctionFadeDistance )


code: void SetLightFunctionMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * NewLightFunctionMaterial )


code: void SetLightFunctionScale ( FVector NewLightFunctionScale )


description: Function to change mobility type of light

code: void SetMobility ( [EComponentMobility::Type](API\Runtime\Engine\Engine\EComponentMobility__Type) InMobility )


description: Returns LocalHeightFogVolume subobject

code: [ULocalHeightFogComponent](API\Runtime\Engine\Components\ULocalHeightFogComponent) * GetComponent() const


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


className: ALight

code: class ALight : public [AActor](API\Runtime\Engine\GameFramework\AActor)

bEnabled

description: Replicated copy of LightComponent's bEnabled property


description: DataLayers functions.

code: virtual bool IsDataLayerTypeSupported &40; TSubclassOf< UDataLayerInstance > DataLayerType &41; const


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


className: ALocalHeightFog

code: class ALocalHeightFog : public [AInfo](API\Runtime\Engine\GameFramework\AInfo)


description: Add instances to this LODActor.

code: void AddInstances ( const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * InStaticMesh, const [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterial, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & InTransforms )


description: Add instances to this LODActor.

code: void AddInstances ( const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * InStaticMesh, const [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterial, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & InTransforms, const [TArray](API\Runtime\Core\Containers\TArray)< [FCustomPrimitiveData](API\Runtime\Engine\FCustomPrimitiveData) > & InCustomPrimitiveData )


description: Append the provided actors to the SubActors array and properly setup their LODParent

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


description: Adds InActor to the SubActors array and set its LODParent to this

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


code: virtual void CheckForErrors()


description: Cleans the SubActor array (removes all NULL entries)

code: void CleanSubActorArray()


description: Clear all instances stored in this LODActor.

code: void ClearInstances()


className: CVarSink

description: Sink for when CVars are changed to check to see if the maximum HLOD level value has changed.


description: This will determine the shadowing flags for the static mesh component according to all sub actors.

code: void DetermineShadowingFlags()


description: Called by ApplyDeltaToActor to perform an actor class-specific operation based on widget manipulation. The default implementation is simply to modify the actor's rotation.

code: virtual void EditorApplyRotation ( const FRotator & DeltaRotation, bool bAltDown, bool bShiftDown, bool bCtrlDown )


description: Called by MirrorActors to perform a mirroring operation on the actor

code: virtual void EditorApplyMirror ( const FVector & MirrorScale, const FVector & PivotLocation )


description: Called by ApplyDeltaToActor to perform an actor class-specific operation based on widget manipulation. The default implementation is simply to modify the actor's draw scale.

code: virtual void EditorApplyScale ( const FVector & DeltaScale, const FVector * PivotLocation, bool bAltDown, bool bShiftDown, bool bCtrlDown )


description: Called by ApplyDeltaToActor to perform an actor class-specific operation based on widget manipulation. The default implementation is simply to translate the actor's location.

code: virtual void EditorApplyTranslation ( const FVector & DeltaTranslation, bool bAltDown, bool bShiftDown, bool bCtrlDown )


description: Force this actor to appear unbuilt (zeros-out key)

code: void ForceUnbuilt()