code: [FMainMRUFavoritesList](API\Editor\UnrealEd\FMainMRUFavoritesList) * GetRecentlyOpenedAssets() const


description: Implement this for initialization of instances of the system

module: UnrealEd

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


code: bool IsAssetEditable ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )


description: Notify the asset editor manager that an asset editor is done editing an asset

code: void NotifyAssetClosed ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [IAssetEditorInstance](API\Editor\UnrealEd\Subsystems\IAssetEditorInstance) * Instance )


description: Notify the asset editor manager that an asset was opened

code: void NotifyAssetOpened ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [IAssetEditorInstance](API\Editor\UnrealEd\Subsystems\IAssetEditorInstance) * Instance )


code: void NotifyAssetsOpened ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & Assets, [IAssetEditorInstance](API\Editor\UnrealEd\Subsystems\IAssetEditorInstance) * Instance )


description: Notify the asset editor manager that an asset was closed

code: void NotifyEditorClosed ( [IAssetEditorInstance](API\Editor\UnrealEd\Subsystems\IAssetEditorInstance) * Instance )


description: Notify the asset editor manager that an asset editor is being opened and before widgets are constructed

code: void NotifyEditorOpeningPreWidgets ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & Assets, [IAssetEditorInstance](API\Editor\UnrealEd\Subsystems\IAssetEditorInstance) * Instance )


description: Event that is triggered whenever a mode is registered


description: Event that is triggered whenever a mode is registered or unregistered


description: Event that is triggered whenever a mode is unregistered


description: Opens an asset by path

code: void OpenEditorForAsset ( const [FString](API\Runtime\Core\Containers\FString) & AssetPathName, const [EAssetTypeActivationOpenedMethod](API\Developer\AssetTools\EAssetTypeActivationOpenedMethod) OpenedMethod )


description: Opens an asset by path

code: void OpenEditorForAsset ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & AssetPath, const [EAssetTypeActivationOpenedMethod](API\Developer\AssetTools\EAssetTypeActivationOpenedMethod) OpenedMethod )


code: template<typename ObjectType> bool OpenEditorForAsset ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< ObjectType > Asset, const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) ToolkitMode, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > OpenedFromLevelEditor, const bool bShowProgressWindow )


description: Tries to open an editor for the specified asset. Returns true if the asset is open in an editor. If the file is already open in an editor, it will not create another editor window but instead bring it to front

code: bool OpenEditorForAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) ToolkitMode, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > OpenedFromLevelEditor, const bool bShowProgressWindow, [EAssetTypeActivationOpenedMethod](API\Developer\AssetTools\EAssetTypeActivationOpenedMethod) OpenedMethod )


description: Tries to open an editor for all of the specified assets. If any of the assets are already open, it will not create a new editor for them. If all assets are of the same type, the supporting AssetTypeAction (if it exists) is responsible for the details of how to handle opening multiple assets at once.

code: bool OpenEditorForAssets_Advanced ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InAssets, const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) ToolkitMode, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > OpenedFromLevelEditor, const [EAssetTypeActivationOpenedMethod](API\Developer\AssetTools\EAssetTypeActivationOpenedMethod) OpenedMethod )


description: Opens editors for the supplied assets (via OpenEditorForAsset)

code: void OpenEditorsForAssets ( const [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > & AssetsToOpen )


code: bool OpenEditorForAssets ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & Assets, const [EAssetTypeActivationOpenedMethod](API\Developer\AssetTools\EAssetTypeActivationOpenedMethod) OpenedMethod )


code: void OpenEditorsForAssets ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & AssetsToOpen, const [EAssetTypeActivationOpenedMethod](API\Developer\AssetTools\EAssetTypeActivationOpenedMethod) OpenedMethod )


code: void OpenEditorsForAssets ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & AssetsToOpen, const [EAssetTypeActivationOpenedMethod](API\Developer\AssetTools\EAssetTypeActivationOpenedMethod) OpenedMethod )


code: void RegisterUAssetEditor ( [UAssetEditor](API\Editor\UnrealEd\Tools\UAssetEditor) * NewAssetEditor )


description: Remove given asset from all open editors

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


description: Request notification to restore the assets that were previously open when the editor was last closed


description: Restore the assets that were previously open when the editor was last closed.

code: void RestorePreviouslyOpenAssets()


description: Saves a list of open asset editors so they can be restored on editor restart.

code: void SaveOpenAssetEditors ( const bool bOnShutdown )


code: void SaveOpenAssetEditors ( const bool bOnShutdown, const bool bCancelIfDebugger )


description: Sets bAutoRestoreAndDisableSaving and sets bRequestRestorePreviouslyOpenAssets to false to avoid runningRestorePreviouslyOpenAssets()twice.

code: void SetAutoRestoreAndDisableSaving ( const bool bInAutoRestoreAndDisableSaving )


description: Set/Unset the bAutoRestoreAndDisableSaving override, along with setting bRequestRestorePreviouslyOpenAssets to false to avoid runningRestorePreviouslyOpenAssets()twice

code: void SetAutoRestoreAndDisableSavingOverride ( [TOptional](API\Runtime\Core\IO\TOptional)< bool > bInAutoRestoreAndDisableSaving )


code: void SetRecentAssetsFilter ( const [FMainMRUFavoritesList::FDoesMRUFavoritesItemPassFilter](API\Editor\UnrealEd\FMainMRUFavoritesList\FDoesMRUFavoritesItemPassFilter) & InFilter )


code: void UnregisterUAssetEditor ( [UAssetEditor](API\Editor\UnrealEd\Tools\UAssetEditor) * RemovedAssetEditor )


className: UAssetEditorSubsystem

description: UAssetEditorSubsystem

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


code: virtual bool HandleActorDelete()


code: virtual bool IsGeometryEditorModeActive() const


code: virtual bool ProcessClickOnBrushGeometry ( [FLevelEditorViewportClient](API\Editor\UnrealEd\FLevelEditorViewportClient) * ViewportClient, [HHitProxy](API\Runtime\Engine\HHitProxy) * InHitProxy, const [FViewportClick](API\Editor\UnrealEd\FViewportClick) & Click )


code: virtual void UpdateGeometryFromBrush ( [ABrush](API\Runtime\Engine\Engine\ABrush) * Brush )


className: UBrushEditingSubsystem

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


description: Remove all actors from the selection set.

code: void ClearActorSelectionSet()


description: Replace in the level all Actors provided with a new actor of type ActorClass. Destroy all Actors provided.

code: [TArray](API\Runtime\Core\Containers\TArray)< class [AActor](API\Runtime\Engine\GameFramework\AActor) * > ConvertActors ( const [TArray](API\Runtime\Core\Containers\TArray)< class [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [AActor](API\Runtime\Engine\GameFramework\AActor) > ActorClass, const [FString](API\Runtime\Core\Containers\FString) & StaticMeshPackagePath )


description: Delete all the selected actors in the given world

code: void DeleteSelectedActors ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


description:
Destroy the actor from the world editor. Notify the Editor that the actor got destroyed.
True if the operation succeeds.

code: bool DestroyActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorToDestroy )


description:
Destroy the actors from the world editor. Notify the Editor that the actor got destroyed.
True if the operation succeeds.

code: bool DestroyActors ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorsToDestroy )


description:
Duplicate an actor from the world editor.
The duplicated actor, or none if it didn't succeed

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * DuplicateActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorToDuplicate, [UWorld](API\Runtime\Engine\Engine\UWorld) * ToWorld, FVector Offset )


description:
Duplicate actors from the world editor.
The duplicated actors, or empty if it didn't succeed

code: [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > DuplicateActors ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorsToDuplicate, [UWorld](API\Runtime\Engine\Engine\UWorld) * ToWorld, FVector Offset )


description: Duplicate all the selected actors in the given world

code: void DuplicateSelectedActors ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description:
Attempts to find the actor specified by PathToActor in the current editor world
A reference to the actor, or none if it wasn't found

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetActorReference ( [FString](API\Runtime\Core\Containers\FString) PathToActor )


description:
Find all loaded Actors in the world editor. Exclude actor that are pending kill, in PIE, PreviewEditor, ...
List of found Actors

code: [TArray](API\Runtime\Core\Containers\TArray)< class [AActor](API\Runtime\Engine\GameFramework\AActor) * > GetAllLevelActors()


description:
Find all loaded ActorComponent own by an actor in the world editor. Exclude actor that are pending kill, in PIE, PreviewEditor, ...
List of found ActorComponent

code: [TArray](API\Runtime\Core\Containers\TArray)< class [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > GetAllLevelActorsComponents()


description:
Find all loaded Actors that are selected in the world editor. Exclude actor that are pending kill, in PIE, PreviewEditor, ...
List of found Actors

code: [TArray](API\Runtime\Core\Containers\TArray)< class [AActor](API\Runtime\Engine\GameFramework\AActor) * > GetSelectedLevelActors()


description: Implement this for initialization of instances of the system

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


description: Invert the selection in the given world

code: void InvertSelection ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: Select all actors and BSP models in the given world, except those which are hidden

code: void SelectAll ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: Selects nothing in the editor (another way to clear the selection)

code: void SelectNothing()


description: Select all children actors of the current selection.

code: void SelectAllChildren ( bool bRecurseChildren )


description: Set the selection state for the selected actor.

code: void SetActorSelectionState ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, bool bShouldBeSelected )


description:
Sets the world transform of the given actor, if possible.
false if the world transform could not be set.

code: bool SetActorTransform ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const FTransform & InWorldTransform )


description:
Sets the world transform of the given component, if possible.
false if the world transform could not be set.

code: bool SetComponentTransform ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * InSceneComponent, const FTransform & InWorldTransform )


description: Clear the current world editor selection and select the provided actors. Exclude actor that are pending kill, in PIE, PreviewEditor, ...

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


description:
Create an actor and place it in the world editor. Can be created from a Blueprint or a Class. The actor will be created in the current level and will be selected.
The created actor.

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * SpawnActorFromClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [AActor](API\Runtime\Engine\GameFramework\AActor) > ActorClass, FVector Location, FRotator Rotation, bool bTransient )


description:
Create an actor and place it in the world editor. The Actor can be created from a Factory, Archetype, Blueprint, Class or an Asset. The actor will be created in the current level and will be selected.
The created actor.

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * SpawnActorFromObject ( class [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToUse, FVector Location, FRotator Rotation, bool bTransient )


className: UEditorActorSubsystem

description: UEditorActorUtilitiesSubsystem Subsystem for exposing actor related utilities to scripts,

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

OnDeleteActorsBegin

type: FOnDeleteActors...

OnDuplicateActorsBegin

type: FOnEditCutActor...

OnDuplicateActorsEnd

type: FOnDuplicateAct...

OnEditCopyActorsBegin

type: FOnEditCopyActo...

OnEditPasteActorsBegin

type: FOnEditPasteAct...

OnNewActorsDropped

type: FOnEditNewActor...


description: Call this to add a callback to extract an asset from a file, for example from a drag and drop operation.

code: void AddOnExtractAssetFromFile ( [FOnExtractAssetFromFileDynamic](API\Editor\UnrealEd\Subsystems\UEditorAssetSubsystem\FOnExtractAssetF-) Delegate )


description:
Checkout an asset.
True if the operation succeeds.

code: bool CheckoutAsset ( const [FString](API\Runtime\Core\Containers\FString) & AssetToCheckout )


description:
Checkout all assets in a directory. It will load the assets if needed. All objects that are in the directory will be checked out. Assets will be loaded before being checked out.
True if the operation succeeds.

code: bool CheckoutDirectory ( const [FString](API\Runtime\Core\Containers\FString) & DirectoryPath, bool bRecursive )


description:
Checkout the asset corresponding to an object.
True if the operation succeeds.

code: bool CheckoutLoadedAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * AssetToCheckout )


description:
Checkout the assets.
True if the operation succeeds.

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


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


description:
Modified objects will be saved if the operation succeeds.
True if the operation succeeds.

code: bool ConsolidateAssets ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * AssetToConsolidateTo, const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & AssetsToConsolidate )


description:
Delete the package an asset is in. All objects in the package will be deleted. This is a Force Delete. It does not check if the asset has references in other Levels or by Actors. It will close all the asset editors and may clear the Transaction buffer (Undo History). Will try to mark the file as deleted. The Asset will be loaded before being deleted.
True if the operation succeeds.

code: bool DeleteAsset ( const [FString](API\Runtime\Core\Containers\FString) & AssetPathToDelete )


description:
Delete the packages inside a directory. If the directory is then empty, delete the directory. This is a Force Delete. It does not check if the assets have references in other Levels or by Actors. It will close all the asset editors and may clear the Transaction buffer (Undo History). Will try to mark the file as deleted. Assets will be loaded before being deleted. The search is always recursive. It will try to delete the sub folders.
True if the operation succeeds.

code: bool DeleteDirectory ( const [FString](API\Runtime\Core\Containers\FString) & DirectoryPath )


description:
Delete an asset that is already loaded. This is a Force Delete. It does not check if the asset has references in other Levels or by Actors. It will close all the asset editors and may clear the Transaction buffer (Undo History). Will try to mark the file as deleted.
True if the operation succeeds.

code: bool DeleteLoadedAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * AssetToDelete )


description:
Delete assets that are already loaded. This is a Force Delete. It does not check if the assets have references in other Levels or by Actors. It will close all the asset editors and may clear the Transaction buffer (Undo History). Will try to mark the files as deleted.
True if the operation succeeds.

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


description:
Check if assets exist in the Asset Registry.
True if all assets exist and are valid.

code: bool DoAssetsExist ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & AssetPaths )


description:
Check if an asset exists in the Asset Registry.
True if the asset exists and is valid.

code: bool DoesAssetExist ( const [FString](API\Runtime\Core\Containers\FString) & AssetPath )


description:
Check if a directory contains any assets.
True if there is any assets.

code: bool DoesDirectoryContainAssets ( const [FString](API\Runtime\Core\Containers\FString) & DirectoryPath, bool bRecursive )


description:
Check if a directory exists.
True if it does exist and it is valid.

code: bool DoesDirectoryExist ( const [FString](API\Runtime\Core\Containers\FString) & DirectoryPath )


description:
Duplicate an asset. Will try to checkout the file. The Asset will be loaded before being duplicated.
The duplicated object if the operation succeeds.

code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * DuplicateAsset ( const [FString](API\Runtime\Core\Containers\FString) & SourceAssetPath, const [FString](API\Runtime\Core\Containers\FString) & DestinationAssetPath )


description:
Duplicate a directory and the assets in it. Will try to checkout the files. The Assets will be loaded before being duplicated.
The duplicated object if the operation succeeds.

code: bool DuplicateDirectory ( const [FString](API\Runtime\Core\Containers\FString) & SourceDirectoryPath, const [FString](API\Runtime\Core\Containers\FString) & DestinationDirectoryPath )


description:
Duplicate an asset that is already loaded. Will try to checkout the file.
The duplicated object if the operation succeeds

code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * DuplicateLoadedAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * SourceAsset, const [FString](API\Runtime\Core\Containers\FString) & DestinationAssetPath )


description:
Return the AssetData for the Asset that can then be used with AssetRegistryHelpers.
The AssetData found.

code: [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) FindAssetData ( const [FString](API\Runtime\Core\Containers\FString) & AssetPath )


description:
Find Package Referencers for an asset. Only Soft and Hard dependencies will be looked for. Soft are dependencies which don't need to be loaded for the object to be used. Hard are dependencies which are required for correct usage of the source asset and must be loaded at the same time. Other references may exist. The asset may be currently used in memory by another asset, by the editor or by code. Package dependencies are cached with the asset. False positives can happen until all the assets are loaded and re-saved.
The package paths of the referencers.

code: [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > FindPackageReferencersForAsset ( const [FString](API\Runtime\Core\Containers\FString) & AssetPath, bool bLoadAssetsToConfirm )


className: FOnExtractAssetFromFileDynamic

description: Dynamic version of FOnExtractAssetFromFile.

code: class FOnExtractAssetFromFileDynamic


className: FOnExtractAssetFromFile

description: Delegate for extracting an asset from a file, for example from a drag and drop operation.

code: typedef TMulticastDelegate_TwoParams< void, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > &Files, [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > &AssetDataArray > FOnExtractAssetFromFile


description:
Get the value associated with the given tag of a loaded asset's metadata.
The string value associated with the tag.

code: [FString](API\Runtime\Core\Containers\FString) GetMetadataTag ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) Tag )


description:
Get all tags/values of a loaded asset's metadata.
The list of all Tags and Values.

code: [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FString](API\Runtime\Core\Containers\FString) > GetMetadataTagValues ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Broadcasting this will also call anything added with AddOnExtractAssetFromFile.


description:
Return a valid AssetPath for a loaded asset. Similar toGetPathName(). The format will be: /Game/MyFolder/MyAsset.MyAsset
If valid, the asset Path of the loaded asset.

code: [FString](API\Runtime\Core\Containers\FString) GetPathNameForLoadedAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * LoadedAsset )


description: Implement this for initialization of instances of the system

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


description:
Gets all TagValues (from Asset Registry) associated with an (unloaded) asset as strings value.
The list of all TagNames & TagValues.

code: [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FString](API\Runtime\Core\Containers\FString) > GetTagValues ( const [FString](API\Runtime\Core\Containers\FString) & AssetPath )


description:
Return the list of all the assets found in the DirectoryPath.
The list of assets found.

code: [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > ListAssets ( const [FString](API\Runtime\Core\Containers\FString) & DirectoryPath, bool bRecursive, bool bIncludeFolder )


description:
Return the list of all the assets that have the pair of Tag/Value.
The list of assets found.

code: [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > ListAssetsByTagValue ( [FName](API\Runtime\Core\UObject\FName) TagName, const [FString](API\Runtime\Core\Containers\FString) & TagValue )


description:
Load an asset. It will verify if the object is already loaded and only load it if it's necessary.
Found or loaded asset.

code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * LoadAsset ( const [FString](API\Runtime\Core\Containers\FString) & AssetPath )


description:
Load a Blueprint asset and return its generated class. It will verify if the object is already loaded and only load it if it's necessary.
Found or loaded class.

code: [UClass](API\Runtime\CoreUObject\UObject\UClass) * LoadBlueprintClass ( const [FString](API\Runtime\Core\Containers\FString) & AssetPath )


description:
Create a directory on disk.
True if the operation succeeds.

code: bool MakeDirectory ( const [FString](API\Runtime\Core\Containers\FString) & DirectoryPath )


description: Remove the given tag from a loaded asset's metadata.

code: void RemoveMetadataTag ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) Tag )


description: Call this to remove a callback added with AddOnExtractAssetFromFile.

code: void RemoveOnExtractAssetFromFile ( [FOnExtractAssetFromFileDynamic](API\Editor\UnrealEd\Subsystems\UEditorAssetSubsystem\FOnExtractAssetF-) Delegate )


description:
Rename an asset. Equivalent to a Move operation. Will try to checkout the file. The Asset will be loaded before being renamed.
True if the operation succeeds.

code: bool RenameAsset ( const [FString](API\Runtime\Core\Containers\FString) & SourceAssetPath, const [FString](API\Runtime\Core\Containers\FString) & DestinationAssetPath )


description:
Rename a directory. Equivalent to a Move operation moving all contained assets. Will try to checkout the files. The Assets will be loaded before being renamed.
True if the operation succeeds.

code: bool RenameDirectory ( const [FString](API\Runtime\Core\Containers\FString) & SourceDirectoryPath, const [FString](API\Runtime\Core\Containers\FString) & DestinationDirectoryPath )


description:
Rename an asset that is already loaded. Equivalent to a Move operation. Will try to checkout the file.
True if the operation succeeds.

code: bool RenameLoadedAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * SourceAsset, const [FString](API\Runtime\Core\Containers\FString) & DestinationAssetPath )


description:
Save the packages the assets live in. All objects that live in the package will be saved. Will try to checkout the file first. The Asset will be loaded before being saved.
True if the operation succeeds.

code: bool SaveAsset ( const [FString](API\Runtime\Core\Containers\FString) & AssetToSave, bool bOnlyIfIsDirty )


description:
Save the packages the assets live in inside the directory. All objects that are in the directory will be saved. Will try to checkout the file first. Assets will be loaded before being saved.
True if the operation succeeds.

code: bool SaveDirectory ( const [FString](API\Runtime\Core\Containers\FString) & DirectoryPath, bool bOnlyIfIsDirty, bool bRecursive )


description:
Save the package the asset lives in. All objects that live in the package will be saved. Will try to checkout the file.
True if the operation succeeds.

code: bool SaveLoadedAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * AssetToSave, bool bOnlyIfIsDirty )


description:
Save the packages the assets live in. All objects that live in the packages will be saved. Will try to checkout the files.
True if the operation succeeds.

code: bool SaveLoadedAssets ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & AssetsToSave, bool bOnlyIfIsDirty )


description: Set the value associated with a given tag of a loaded asset's metadata.

code: void SetMetadataTag ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) Tag, const [FString](API\Runtime\Core\Containers\FString) & Value )


className: UEditorAssetSubsystem

description: UEditorAssetSubsystemSubsystem for exposing asset related utilities to scripts. Asset Paths can be represented in the following ways: (Reference/Text Path) StaticMesh'/Game/MyFolder/MyAsset.MyAsset' (Full Name) StaticMesh /Game/MyFolder/MyAsset.MyAsset (Path Name) /Game/MyFolder/MyAsset.MyAsset (Package Name) /Game/MyFolder/MyAsset Directory Paths can be represented in the following ways: /Game/MyNewFolder/ /Game/MyNewFolder

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


description: Get a Local Player Subsystem from the Local Player associated with the provided context

code: static [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem) * GetEditorSubsystem ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem) > Class )


className: UEditorSubsystemBlueprintLibrary

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


description: Broadcast AssetPostImport, do not broadcast with OnAssetPostImport directly.

code: void BroadcastAssetPostImport ( [UFactory](API\Editor\UnrealEd\Factories\UFactory) * InFactory, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InCreatedObject )


description: Broadcast AssetPostLODImport, do not broadcast with OnAssetPostLODImport directly.

code: void BroadcastAssetPostLODImport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, int32 inLODIndex )


description: Broadcast AssetPreImport, do not broadcast with OnAssetPostImport directly.

code: void BroadcastAssetPreImport ( [UFactory](API\Editor\UnrealEd\Factories\UFactory) * InFactory, [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, const [FName](API\Runtime\Core\UObject\FName) & Name, const TCHAR * Type )


description: Broadcast AssetReimport, do not broadcast with OnAssetReimport directly.

code: void BroadcastAssetReimport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InCreatedObject )


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


className: FOnAssetPostImport

description: Delegate type fired when new assets have been (re-)imported. Note: InCreatedObject can be NULL if import failed. Params: UFactory* InFactory, UObject* InCreatedObject

code: typedef TMulticastDelegate_TwoParams< void, [UFactory](API\Editor\UnrealEd\Factories\UFactory) *, [UObject](API\Runtime\CoreUObject\UObject\UObject) * > FOnAssetPostImport


className: FOnAssetPostLODImport

description: Delegate type fired when new LOD have been imported to an asset.

code: typedef TMulticastDelegate_TwoParams< void, [UObject](API\Runtime\CoreUObject\UObject\UObject) *, int32 > FOnAssetPostLODImport


className: FOnAssetPreImport

description: Delegate type fired when new assets are being (re-)imported. Params: UFactory* InFactory, UClass* InClass, UObject* InParent, constFName& Name, const TCHAR* Type

code: typedef TMulticastDelegate_FiveParams< void, [UFactory](API\Editor\UnrealEd\Factories\UFactory) *, [UClass](API\Runtime\CoreUObject\UObject\UClass) *, [UObject](API\Runtime\CoreUObject\UObject\UObject) *, const [FName](API\Runtime\Core\UObject\FName) &, const TCHAR * > FOnAssetPreImport


className: FOnAssetReimport

description: Delegate type fired when new assets have been reimported. Note: InCreatedObject can be NULL if import failed. Params: UObject* InCreatedObject

code: typedef TMulticastDelegate_OneParam< void, [UObject](API\Runtime\CoreUObject\UObject\UObject) * > FOnAssetReimport


description: Import files next tick

code: void ImportNextTick ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Files, const [FString](API\Runtime\Core\Containers\FString) & DestinationPath )


description: Implement this for initialization of instances of the system

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


className: UImportSubsystem

description: UImportSubsystemSubsystem for importing assets in the editor, Contains utility functions and callbacks for hooking into importing.

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

OnAssetPostImport

type: FOnAssetPostImp...

OnAssetPostLODImport

type: FOnAssetPostLOD...

OnAssetPreImport

type: FOnAssetPreImpo...

description: Used to register and unregister ONLY use Broadcast functions to execute the delegate.

OnAssetReimport

type: FOnAssetReimpor...


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateWidget ( [FName](API\Runtime\Core\UObject\FName) ExtensionPanelID, [FWeakObjectPtr](API\Runtime\CoreUObject\UObject\FWeakObjectPtr) ExtensionContext )


className: FPanelFactoryRegistryChanged

code: typedef TMulticastDelegate_NoParams< void > FPanelFactoryRegistryChanged


code: bool IsPanelFactoryRegistered ( [FName](API\Runtime\Core\UObject\FName) Identifier, [FName](API\Runtime\Core\UObject\FName) ExtensionPanelID ) const


code: [FPanelFactoryRegistryChanged](API\Editor\UnrealEd\Subsystems\UPanelExtensionSubsystem\FPanelFactoryReg-) & OnPanelFactoryRegistryChanged ( [FName](API\Runtime\Core\UObject\FName) ExtensionPanelID )


code: void RegisterPanelFactory ( [FName](API\Runtime\Core\UObject\FName) ExtensionPanelID, const [FPanelExtensionFactory](API\Editor\UnrealEd\Subsystems\FPanelExtensionFactory) & InPanelExtensionFactory )


code: void UnregisterPanelFactory ( [FName](API\Runtime\Core\UObject\FName) Identifier, [FName](API\Runtime\Core\UObject\FName) ExtensionPanelID )


description:
Find the World in the world editor. It can then be used as WorldContext by other libraries like GameplayStatics.
The World used by the world editor.


className: UPanelExtensionSubsystem

description: UPanelExtensionSubsystemSubsystem for creating extensible panels in the Editor

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


description:
Gets information about the camera position for the primary level editor viewport. In non-editor builds, these will be zeroed In the UnrealEd module instead of Level Editor as it usesFLevelEditorViewportClientwhich is in this module
Whether or not we were able to get a camera for a level editing viewport

code: bool GetLevelViewportCameraInfo ( FVector & CameraLocation, FRotator & CameraRotation )


description: Sets information about the camera position for the primary level editor viewport. In the UnrealEd module instead of Level Editor as it usesFLevelEditorViewportClientwhich is in this module

code: void SetLevelViewportCameraInfo ( FVector CameraLocation, FRotator CameraRotation )


className: UUnrealEditorSubsystem

description: UUnrealEditorSubsystemSubsystem for exposing editor functionality to scripts

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


code: void Construct ( const [FArguments](API\Editor\UnrealEd\SViewportToolBar\FArguments) & InArgs )


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

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


description:
Returns the label icon for the "Camera" tool bar menu, which changes depending on the viewport type
Label icon to use for this menu label

code: virtual const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetCameraMenuLabelIconFromViewportType ( const ELevelViewportType ViewportType ) const


description:
Returns the label for the "Camera" tool bar menu based on based viewport type
Label to use for this menu label

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetCameraMenuLabelFromViewportType ( const ELevelViewportType ViewportType ) const


description: The currently open pull down menu if there is one

code: [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SMenuAnchor](API\Runtime\Slate\Widgets\Input\SMenuAnchor) > GetOpenMenu() const


description: Whether the given viewmode is supported.

code: virtual bool IsViewModeSupported ( EViewModeIndex ViewModeIndex ) const


description: Construct this widget

code: void Construct ( const [FArguments](API\Editor\UnrealEd\SViewportToolBarComboMenu\FArguments) & InArgs )


className: SViewportToolBar

description: A level viewport toolbar widget that is placed in a viewport

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


description: Sets the open menu to a new menu and closes any currently opened one

code: void SetOpenMenu ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SMenuAnchor](API\Runtime\Slate\Widgets\Input\SMenuAnchor) > & NewMenu )


description: Icon shown on the toggle button

code: WidgetArgsType & Icon &40; const TAttribute< FSlateIcon > & InAttribute &41;


description: Sets the current checked state of the checkbox

code: WidgetArgsType & IsChecked &40; const TAttribute< ECheckBoxState > & InAttribute &41;


description: Label shown on the menu button

code: WidgetArgsType & Label &40; const TAttribute< FText > & InAttribute &41;


description: Called upon state change with the value of the next state

code: WidgetArgsType & OnCheckStateChanged &40; const FOnCheckStateChanged & InDelegate &41;


description: Content for the drop down menu

code: WidgetArgsType & OnGetMenuContent &40; const FOnGetContent & InDelegate &41;


description: We need to know about the toolbar we are in

code: WidgetArgsType & ParentToolBar &40; TSharedPtr< class SViewportToolBar > InArg &41;


description: The button location The minimum desired width of the menu button contents

code: SLATE_ARGUMENT_DEPRECATED &40; EMultiBlockLocation::Type, BlockLocation, 5. 3, "The BlockLocation argument is deprecated and not in use anymore" &41;


description: Overall style ToolTip shown on the menu button

code: SLATE_ATTRIBUTE_DEPRECATED &40; FName, Style, 5. 3, "The Style attribute is deprecated, styles are specified through stylesheets now" &41; const


description: ToolTip shown on the toggle button

code: WidgetArgsType & ToggleButtonToolTip &40; const TAttribute< FText > & InAttribute &41;


code: typedef FArguments WidgetArgsType


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


description:
Called to query the tool tip text for this widget, but will return an empty text for toolbar items when a menu for that toolbar is already open
Tool tip text, or an empty text if filtered out

code: [FText](API\Runtime\Core\Internationalization\FText) GetFilteredToolTipText ( [TAttribute](API\Runtime\Core\Misc\TAttribute)< [FText](API\Runtime\Core\Internationalization\FText) > ToolTipText ) const


className: SViewportToolBarComboMenu

description: Custom widget to display a toggle/drop down menu. Displayed as shown: +-----+----------+ | Toggle | Menu button | +-----+----------+

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


description: Construct this widget

code: void Construct ( const [FArguments](API\Editor\UnrealEd\SViewportToolBarIconMenu\FArguments) & InArgs )


description: Icon shown


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


className: SViewportToolBarIconMenu

description: Custom widget to display an icon/drop down menu. Displayed as shown: +-----+----------+ | Icon Menu button | +-----+----------+

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


code: void Construct ( const [FArguments](API\Editor\UnrealEd\SWorldPartitionViewportWidget\FArguments) & InArgs )


description: Overall style

code: WidgetArgsType & Style &40; const TAttribute< FName > & InAttribute &41;


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


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


code: ~SWorldPartitionViewportWidget()


code: [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) GetVisibility ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


className: SWorldPartitionViewportWidget

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


description: Clears all thumbnail scenes

code: void Clear()


description: Find or create a thumbnail scene instance for this class type.

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< ThumbnailSceneType > EnsureThumbnailScene ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )


description: Find an existing thumbnail scene instance for this class type.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< ThumbnailSceneType > FindThumbnailScene ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass ) const


description: Removes the thumbnail scene instance for the specified class

code: void RemoveThumbnailScene ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )


description: Constructor

code: TClassInstanceThumbnailScene()


className: TClassInstanceThumbnailScene

description: Handles instancing thumbnail scenes for Class and Blueprint types (use the class or generated class as the key).

code: template<typename ThumbnailSceneType, int32 MaxNumScenes> class TClassInstanceThumbnailScene


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


code: virtual void ReplaceWidget ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > OriginalWidget, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > ReplacementWidget )


description:
Sets up the layout based on the specific layout configuration implementation.
The base widget representing the layout. This is commonly a splitter.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeViewportLayout ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FAssetEditorViewportLayout](API\Editor\UnrealEd\FAssetEditorViewportLayout) > InParentLayout, const [FString](API\Runtime\Core\Containers\FString) & LayoutString )


className: TEditorViewportLayoutTwoPanes

code: template<EOrientation TOrientation> class TEditorViewportLayoutTwoPanes : public [FAssetEditorViewportPaneLayout](API\Editor\UnrealEd\FAssetEditorViewportPaneLayout)


className: FFbxTestPlanExpectedResult

description: Container for detailing collision automated test data.

code: struct FFbxTestPlanExpectedResult

ExpectedPresetsDataDouble

type: TArray< double ...

description: Expected preset data: double

ExpectedPresetsDataFloat

type: TArray< float >

description: Expected preset data: double

ExpectedPresetsDataInteger

type: TArray< int32 >

description: Expected preset data: integer

ExpectedPresetsDataString

type: TArray<FString...

description: Expected preset data: string

ExpectedPresetsType

type: TEnumAsByte< en...

description: Expected preset type


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


className: UFbxTestPlan

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

Action

description: Tell the system what we want to do

bDeleteFolderAssets

type: bool

description: If true the test will delete all assets create in the import folder

ExpectedResult

type: TArray<FFbxTes...

description: Expected preset type

ImportUI

type: TObjectPtr<UFb...

description: Options use for this test plan, Transient because we manually serialize the options.

LodIndex

description: The LOD index in case the user choose to add or reimport a LOD

TestPlanName

type: FString

description: Name of the Test Plan


code: void Align ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, ETexAlign InTexAlignType )


code: void Align ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, ETexAlign InTexAlignType, [UModel](API\Runtime\Engine\UModel) * InModel )


description: Aligns a specific BSP surface

code: virtual void AlignSurf ( ETexAlign InTexAlignType, [UModel](API\Runtime\Engine\UModel) * InModel, [FBspSurfIdx](API\Editor\UnrealEd\FBspSurfIdx) * InSurfIdx, [FPoly](API\Runtime\Engine\Engine\FPoly) * InPoly, FVector * InNormal )


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

code: virtual void PostInitProperties()


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


className: UTexAligner

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

DefTexAlign

description: The default alignment this aligner represents.

Desc

description: Description for the editor to display.

UTile

type: float


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


className: UTexAlignerBox

code: class UTexAlignerBox : public [UTexAligner](API\Editor\UnrealEd\TexAligner\UTexAligner)


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


className: UTexAlignerDefault

code: class UTexAlignerDefault : public [UTexAligner](API\Editor\UnrealEd\TexAligner\UTexAligner)


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


className: UTexAlignerFit

code: class UTexAlignerFit : public [UTexAligner](API\Editor\UnrealEd\TexAligner\UTexAligner)


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


className: UTexAlignerPlanar

code: class UTexAlignerPlanar : public [UTexAligner](API\Editor\UnrealEd\TexAligner\UTexAligner)


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FHLSLSyntaxHighlighterMarshaller](API\Editor\UnrealEd\Text\FHLSLSyntaxHighlighterMarshaller) > Create ( const [FSyntaxTextStyle](API\Editor\UnrealEd\Text\FHLSLSyntaxHighlighterMarshaller\FSyntaxTextStyle) & InSyntaxTextStyle )


code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISyntaxTokenizer](API\Runtime\Slate\Framework\Text\ISyntaxTokenizer) > CreateTokenizer()


className: EParseState

code: enum EParseState { None, LookingForString, LookingForCharacter, LookingForSingleLineComment, LookingForMultiLineComment, }


code: FSyntaxTextStyle &40; const FTextBlockStyle & InNormalTextStyle, const FTextBlockStyle & InOperatorTextStyle, const FTextBlockStyle & InKeywordTextStyle, const FTextBlockStyle & InStringTextStyle, const FTextBlockStyle & InNumberTextStyle, const FTextBlockStyle & InCommentTextStyle, const FTextBlockStyle & InPreProcessorKeywordTextStyle, const FTextBlockStyle & InErrorTextStyle &41;


className: FSyntaxTextStyle

code: struct FSyntaxTextStyle

CommentTextStyle

type: FTextBlockStyle


code: virtual void ParseTokens ( const [FString](API\Runtime\Core\Containers\FString) & SourceString, [FTextLayout](API\Runtime\Slate\Framework\Text\FTextLayout) & TargetTextLayout, [TArray](API\Runtime\Core\Containers\TArray)< [ISyntaxTokenizer::FTokenizedLine](API\Runtime\Slate\Framework\Text\ISyntaxTokenizer\FTokenizedLine) > TokenizedLines )


code: virtual [FTextLayout::FNewLineData](API\Runtime\Slate\Framework\Text\FTextLayout\FNewLineData) ProcessTokenizedLine ( const [ISyntaxTokenizer::FTokenizedLine](API\Runtime\Slate\Framework\Text\ISyntaxTokenizer\FTokenizedLine) & TokenizedLine, const int32 & LineNumber, const [FString](API\Runtime\Core\Containers\FString) & SourceString, [EParseState](API\Editor\UnrealEd\Text\FHLSLSyntaxHighlighterMarshaller\EParseState) & CurrentParseState )


code: FHLSLSyntaxHighlighterMarshaller ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISyntaxTokenizer](API\Runtime\Slate\Framework\Text\ISyntaxTokenizer) > InTokenizer, const [FSyntaxTextStyle](API\Editor\UnrealEd\Text\FHLSLSyntaxHighlighterMarshaller\FSyntaxTextStyle) & InSyntaxTextStyle )


className: FHLSLSyntaxHighlighterMarshaller

description: Syntax highlighting for hlsl text

code: class FHLSLSyntaxHighlighterMarshaller : public [FSyntaxHighlighterTextLayoutMarshaller](API\Runtime\Slate\Framework\Text\FSyntaxHighlighterTextLayoutMars-)

SyntaxTextStyle

type: FSyntaxTextStyl...

description: Styles used to display the text


description: Thumbnail information for world assets

code: namespace EOrthoThumbnailDirection { enum Type { Top, Bottom, Left, Right, Front, Back, } }


className: FOnThumbnailDirtied

code: class FOnThumbnailDirtied : public TBaseMulticastDelegate_OneParam< void, const FSoftObjectPath & >


className: FThumbnailRenderingInfo

description: Holds the settings for a class that needs a thumbnail renderer. Each entry maps to a corresponding class and holds the information needed to render the thumbnail, including which object to render via and its border color.

code: struct FThumbnailRenderingInfo

ClassNeedingThumbnail

type: TSubclassOf< cl...

description: This is the class that this entry is for, i.e. the class that will be rendered in the thumbnail views

ClassNeedingThumbnailName

description: The name of the class that this thumbnail is for (so we can lazy bind)

Renderer

type: TObjectPtr< cla...

description: The instance of the renderer class

RendererClassName

description: The name of the class to load when rendering this thumbnail NOTE: This is a string to avoid any dependencies of compilation


description: UObjectImplementation.

code: virtual void BeginDestroy()


description: BeginUThumbnailRendererObject.

code: virtual bool CanVisualizeAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Draws a thumbnail for the object that was specified.

code: virtual void Draw ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, int32 X, int32 Y, uint32 Width, uint32 Height, [FRenderTarget](API\Runtime\Engine\FRenderTarget) * Viewport, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, bool bAdditionalViewFamily )


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


className: UAnimBlueprintThumbnailRenderer

code: class UAnimBlueprintThumbnailRenderer : public [UDefaultSizedThumbnailRenderer](API\Editor\UnrealEd\ThumbnailRendering\UDefaultSizedThumbnailRenderer)


description: UObjectimplementation.


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


className: UAnimSequenceThumbnailRenderer

code: class UAnimSequenceThumbnailRenderer : public [UDefaultSizedThumbnailRenderer](API\Editor\UnrealEd\ThumbnailRendering\UDefaultSizedThumbnailRenderer)


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


className: UBlendSpaceThumbnailRenderer

code: class UBlendSpaceThumbnailRenderer : public [UDefaultSizedThumbnailRenderer](API\Editor\UnrealEd\ThumbnailRendering\UDefaultSizedThumbnailRenderer)


description: Notifies the thumbnail scene to refresh components for the specified blueprint

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


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


className: UBlueprintThumbnailRenderer

code: class UBlueprintThumbnailRenderer : public [UDefaultSizedThumbnailRenderer](API\Editor\UnrealEd\ThumbnailRendering\UDefaultSizedThumbnailRenderer)


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


className: UClassThumbnailRenderer

code: class UClassThumbnailRenderer : public [UDefaultSizedThumbnailRenderer](API\Editor\UnrealEd\ThumbnailRendering\UDefaultSizedThumbnailRenderer)


description: Returns true if the renderer is capable of producing a thumbnail for the specified asset.


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


className: UCurveFloatThumbnailRenderer

code: class UCurveFloatThumbnailRenderer : public [UThumbnailRenderer](API\Editor\UnrealEd\ThumbnailRendering\UThumbnailRenderer)


description: BeginUThumbnailRendererObject.

code: virtual void GetThumbnailSize ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, float Zoom, uint32 & OutWidth, uint32 & OutHeight ) const


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


className: UCurveLinearColorThumbnailRenderer

code: class UCurveLinearColorThumbnailRenderer : public [UThumbnailRenderer](API\Editor\UnrealEd\ThumbnailRendering\UThumbnailRenderer)


code: virtual void Draw ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, int32 X, int32 Y, uint32 Width, uint32 Height, [FRenderTarget](API\Runtime\Engine\FRenderTarget) * Viewport, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, bool bAdditionalViewFamily )


code: UCurveVector3ThumbnailRenderer ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UCurveVector3ThumbnailRenderer : public [UThumbnailRenderer](API\Editor\UnrealEd\ThumbnailRendering\UThumbnailRenderer)


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


className: UDefaultSizedThumbnailRenderer

description: This thumbnail renderer holds some commonly shared properties

code: class UDefaultSizedThumbnailRenderer : public [UThumbnailRenderer](API\Editor\UnrealEd\ThumbnailRendering\UThumbnailRenderer)

DefaultSizeX

description: The default width of this thumbnail

DefaultSizeY

description: The default height of this thumbnail


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


className: UFontThumbnailRenderer

code: class UFontThumbnailRenderer : public [UTextureThumbnailRenderer](API\Editor\UnrealEd\ThumbnailRendering\UTextureThumbnailRenderer)


description: BeginUThumbnailRendererObject.

code: virtual void Draw ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, int32 X, int32 Y, uint32 Width, uint32 Height, [FRenderTarget](API\Runtime\Engine\FRenderTarget) *, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, bool bAdditionalViewFamily )


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


className: ULevelThumbnailRenderer

code: class ULevelThumbnailRenderer : public [UDefaultSizedThumbnailRenderer](API\Editor\UnrealEd\ThumbnailRendering\UDefaultSizedThumbnailRenderer)


description: UObjectimplementation.

code: virtual void BeginDestroy()


code: virtual bool CanVisualizeAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


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


className: UMaterialFunctionThumbnailRenderer

code: class UMaterialFunctionThumbnailRenderer : public [UDefaultSizedThumbnailRenderer](API\Editor\UnrealEd\ThumbnailRendering\UDefaultSizedThumbnailRenderer)


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


className: UMaterialInstanceThumbnailRenderer

code: class UMaterialInstanceThumbnailRenderer : public [UDefaultSizedThumbnailRenderer](API\Editor\UnrealEd\ThumbnailRendering\UDefaultSizedThumbnailRenderer)


description: BeginUThumbnailRendererObject.

code: virtual void GetThumbnailSize ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, float Zoom, uint32 & OutWidth, uint32 & OutHeight ) const


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


code: virtual void Draw ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, int32 X, int32 Y, uint32 Width, uint32 Height, [FRenderTarget](API\Runtime\Engine\FRenderTarget) * Viewport, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, bool bAdditionalViewFamily )


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


className: UParticleSystemThumbnailRenderer

code: class UParticleSystemThumbnailRenderer : public [UTextureThumbnailRenderer](API\Editor\UnrealEd\ThumbnailRendering\UTextureThumbnailRenderer)


className: UPhysicalMaterialMaskThumbnailRenderer

code: class UPhysicalMaterialMaskThumbnailRenderer : public [UTextureThumbnailRenderer](API\Editor\UnrealEd\ThumbnailRendering\UTextureThumbnailRenderer)


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


className: UPhysicsAssetThumbnailRenderer

code: class UPhysicsAssetThumbnailRenderer : public [UDefaultSizedThumbnailRenderer](API\Editor\UnrealEd\ThumbnailRendering\UDefaultSizedThumbnailRenderer)


code: virtual bool DiffersFromDefault() const


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


description: UObjectinterface

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


className: USceneThumbnailInfo

description: Thumbnail information for assets that need a scene

code: class USceneThumbnailInfo : public [UThumbnailInfo](API\Runtime\Engine\EditorFramework\UThumbnailInfo)

OrbitPitch

description: The pitch of the orbit camera around the asset

OrbitYaw

description: The yaw of the orbit camera around the asset

OrbitZoom

description: The offset from the bounds sphere distance from the asset


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

code: virtual void PostLoad()


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


code: virtual bool CanVisualizeAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


code: virtual void AddAdditionalPreviewSceneContent ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [UWorld](API\Runtime\Engine\Engine\UWorld) * PreviewWorld )


className: USceneThumbnailInfoWithPrimitive

description: Thumbnail information for assets that need a scene and a primitive

code: class USceneThumbnailInfoWithPrimitive : public [USceneThumbnailInfo](API\Editor\UnrealEd\ThumbnailRendering\USceneThumbnailInfo)

DefaultPrimitiveType

type: TOptional<TEnu...

PreviewMesh

type: FSoftObjectPath

description: The custom mesh used when the primitive type is TPT_None

PrimitiveType

type: TEnumAsByte< ET...

description: The type of primitive used in this thumbnail


description: UObjectimplementation.

code: virtual void BeginDestroy()


description: BeginUThumbnailRendererObject.

code: virtual void Draw ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, int32 X, int32 Y, uint32 Width, uint32 Height, [FRenderTarget](API\Runtime\Engine\FRenderTarget) *, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, bool bAdditionalViewFamily )


description:
The current default of Realtime maintains legacy behavior, but is overally agressive / for frequent than needed for most.
ThumbnailRenderer-specific frequency for thumbnail updates

code: virtual EThumbnailRenderFrequency GetThumbnailRenderFrequency ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const


className: USkeletalMeshThumbnailRenderer

code: class USkeletalMeshThumbnailRenderer : public [UDefaultSizedThumbnailRenderer](API\Editor\UnrealEd\ThumbnailRendering\UDefaultSizedThumbnailRenderer)

ThumbnailSceneCache

type: TObjectInstance...


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


description: BeginUThumbnailRendererObject.


code: virtual void Draw ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, int32 X, int32 Y, uint32 Width, uint32 Height, [FRenderTarget](API\Runtime\Engine\FRenderTarget) * Viewport, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, bool bAdditionalViewFamily )


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


className: USkeletonThumbnailRenderer

code: class USkeletonThumbnailRenderer : public [UDefaultSizedThumbnailRenderer](API\Editor\UnrealEd\ThumbnailRendering\UDefaultSizedThumbnailRenderer)


code: void CreateTextureThumbnailOnCanvas ( int32 X, int32 Y, uint32 Width, uint32 Height, [FRenderTarget](API\Runtime\Engine\FRenderTarget) * RenderTarget, [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & Brush, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Texture )


code: void CreateThumbnailAsImage ( uint32 Width, uint32 Height, [FRenderTarget](API\Runtime\Engine\FRenderTarget) * RenderTarget, [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & Brush )


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


className: USlateBrushThumbnailRenderer

code: class USlateBrushThumbnailRenderer : public [UDefaultSizedThumbnailRenderer](API\Editor\UnrealEd\ThumbnailRendering\UDefaultSizedThumbnailRenderer)


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


className: USoundWaveThumbnailRenderer

code: class USoundWaveThumbnailRenderer : public [UDefaultSizedThumbnailRenderer](API\Editor\UnrealEd\ThumbnailRendering\UDefaultSizedThumbnailRenderer)


description: BeginUThumbnailRendererObject.

code: virtual void GetThumbnailSize ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, float Zoom, uint32 & OutWidth, uint32 & OutHeight ) const


className: USpecularProfileRenderer

code: class USpecularProfileRenderer : public [UTextureThumbnailRenderer](API\Editor\UnrealEd\ThumbnailRendering\UTextureThumbnailRenderer)


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


description: UObjectimplementation.

code: virtual void BeginDestroy()


description: BeginUThumbnailRendererObject.

code: virtual void Draw ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, int32 X, int32 Y, uint32 Width, uint32 Height, [FRenderTarget](API\Runtime\Engine\FRenderTarget) * RenderTarget, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, bool bAdditionalViewFamily )


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


className: UStaticMeshThumbnailRenderer

code: class UStaticMeshThumbnailRenderer : public [UDefaultSizedThumbnailRenderer](API\Editor\UnrealEd\ThumbnailRendering\UDefaultSizedThumbnailRenderer)


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


className: USubsurfaceProfileRenderer

code: class USubsurfaceProfileRenderer : public [UTextureThumbnailRenderer](API\Editor\UnrealEd\ThumbnailRendering\UTextureThumbnailRenderer)


code: virtual void Draw ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, int32 X, int32 Y, uint32 Width, uint32 Height, [FRenderTarget](API\Runtime\Engine\FRenderTarget) * Viewport, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, bool bAdditionalViewFamily )


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


className: UTextureThumbnailRenderer

code: class UTextureThumbnailRenderer : public [UThumbnailRenderer](API\Editor\UnrealEd\ThumbnailRendering\UThumbnailRenderer)


description: Writes out a png of what is currently in the specified viewport, scaled appropriately

code: static bool CaptureProjectThumbnail ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, const [FString](API\Runtime\Core\Containers\FString) & OutputFilename, bool bUseSCCIfPossible )


description: Returns the thumbnail manager and creates it if missing

code: static [UThumbnailManager](API\Editor\UnrealEd\ThumbnailRendering\UThumbnailManager) & Get()


description: Event that is being broadcasted when a thumbnail gets dirtied. Parameter is the object soft object path associated with the thumbnail.


description:
Returns the entry for the specified object
A pointer to the rendering info if valid, otherwise NULL

code: [FThumbnailRenderingInfo](API\Editor\UnrealEd\ThumbnailRendering\FThumbnailRenderingInfo) * GetRenderingInfo ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Returns the thumbnail pool which should be used for most thumbnails in the editor.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FAssetThumbnailPool](API\Editor\UnrealEd\FAssetThumbnailPool) > GetSharedThumbnailPool() const


description: Fixes up any classes that need to be loaded in the thumbnail types

code: void Initialize()


description: Registers a custom thumbnail renderer for a specific class

code: virtual void RegisterCustomRenderer ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UThumbnailRenderer](API\Editor\UnrealEd\ThumbnailRendering\UThumbnailRenderer) > RendererClass )


description: Fixes up any classes that need to be loaded in the thumbnail types per-map type

code: void InitializeRenderTypeArray ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FThumbnailRenderingInfo](API\Editor\UnrealEd\ThumbnailRendering\FThumbnailRenderingInfo) > & ThumbnailRendererTypes )


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 )


className: ThumbnailManagerSingleton

description: Manager responsible for configuring and rendering thumbnails

code: static class [UThumbnailManager](API\Editor\UnrealEd\ThumbnailRendering\UThumbnailManager) * ThumbnailManagerSingleton = nullptr;


description: Unregisters a custom thumbnail renderer for a specific class

code: virtual void UnregisterCustomRenderer ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )


description: Returns the thumbnail manager if it exists

code: static [UThumbnailManager](API\Editor\UnrealEd\ThumbnailRendering\UThumbnailManager) * TryGet()


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


className: UThumbnailManager

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

bIsInitialized

description: Determines whether the initialization function is needed or not

bMapNeedsUpdate

description: Whether to update the map or not (GC usually causes this)

EditorCube

description: All these meshes/materials/textures are preloaded via default properties.

NotSupported

type: FThumbnailRende...

description: The render info to share across all object types when the object doesn't support rendering of thumbnails

OnThumbnailDirtied

type: FOnThumbnailDir...

RenderableThumbnailTypes

type: TArray< struct ...

description: The array of thumbnail rendering information entries.

RenderInfoMap

type: TMap<UClass&#...

description: This holds a map of object type to render info entries

SharedThumbnailPool

type: TSharedPtr<FAs...

description: Thumbnail pool used for most thumbnails in the editor

ThumbnailManagerClassName

description: Holds the name of the thumbnail manager singleton class to instantiate


description:
Checks to see if the specified asset supports realtime thumbnails, which will cause them to always be rerendered to reflect any changes made to the asset. If this is false, thumbnails should render once and then not update again. For most renderers, this should remain as true.
True if the thumbnail needs to always be redrawn, false if it can be just drawn once and then reused.

code: virtual bool AllowsRealtimeThumbnails ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const


description: Returns true if the renderer is capable of producing a thumbnail for the specified asset.

code: virtual bool CanVisualizeAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Draws a thumbnail for the object that was specified.

code: virtual void Draw ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, int32 X, int32 Y, uint32 Width, uint32 Height, [FRenderTarget](API\Runtime\Engine\FRenderTarget) * Viewport, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas )


code: virtual void Draw ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, int32 X, int32 Y, uint32 Width, uint32 Height, [FRenderTarget](API\Runtime\Engine\FRenderTarget) * Viewport, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, bool bAdditionalViewFamily )


description:
The current default of Realtime maintains legacy behavior, but is overally agressive / for frequent than needed for most.
ThumbnailRenderer-specific frequency for thumbnail updates

code: virtual EThumbnailRenderFrequency GetThumbnailRenderFrequency ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const


description: Calculates the size the thumbnail would be at the specified zoom level

code: virtual void GetThumbnailSize ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, float Zoom, uint32 & OutWidth, uint32 & OutHeight ) const


description: Deprecated* Please use the prototype of RenderViewFamily which takes a non-const view in parameter : like the view family the view is still not quite final until SetupView is called.

code: static void RenderViewFamily ( [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, class [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) * ViewFamily )


description: Renders the thumbnail's view family.

code: static void RenderViewFamily ( [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, class [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) * ViewFamily, class [FSceneView](API\Runtime\Engine\FSceneView) * View )


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


className: UThumbnailRenderer

description: This is an abstract base class that is used to define the interface that UnrealEd will use when rendering a given object's thumbnail. The editor only calls the virtual rendering function.

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


description: UObjectimplementation.

code: virtual void BeginDestroy()


description: BeginUThumbnailRendererObject.

code: virtual void Draw ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, int32 X, int32 Y, uint32 Width, uint32 Height, [FRenderTarget](API\Runtime\Engine\FRenderTarget) *, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, bool bAdditionalViewFamily )


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


className: UVolumeTextureThumbnailRenderer

code: class UVolumeTextureThumbnailRenderer : public [UDefaultSizedThumbnailRenderer](API\Editor\UnrealEd\ThumbnailRendering\UDefaultSizedThumbnailRenderer)


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


className: UWorldThumbnailInfo

code: class UWorldThumbnailInfo : public [USceneThumbnailInfo](API\Editor\UnrealEd\ThumbnailRendering\USceneThumbnailInfo)

CameraMode

type: TEnumAsByte<EC...

description: The type of projection to use

OrthoDirection

type: TEnumAsByte<EO...

description: The direction of the camera when in Orthographic CameraMode


description: BeginUThumbnailRendererObject.


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


className: UWorldThumbnailRenderer

code: class UWorldThumbnailRenderer : public [UDefaultSizedThumbnailRenderer](API\Editor\UnrealEd\ThumbnailRendering\UDefaultSizedThumbnailRenderer)


description: Thumbnail texture flush mode

code: namespace ThumbnailTools { namespace EThumbnailTextureFlushMode { enum Type { NeverFlush = 0, AlwaysFlush, } } }


description: Clears all thumbnail scenes

code: void Clear()


description: Find or create a thumbnail scene instance for this class type.

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< ThumbnailSceneType > EnsureThumbnailScene ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


description: Find an existing thumbnail scene instance for this class type.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< ThumbnailSceneType > FindThumbnailScene ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject ) const


description: Constructor

code: TObjectInstanceThumbnailScene()


description: Removes the thumbnail scene instance for the specified class

code: void RemoveThumbnailScene ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


className: TObjectInstanceThumbnailScene

description: Handles instancing thumbnail scenes for Object based Asset types (use the path as the key).

code: template<typename ThumbnailSceneType, int32 MaxNumScenes> class TObjectInstanceThumbnailScene


description: Adds an item to the Editing Objects list

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


description: Adds or removes extenders to the default menu or the toolbar menu this asset editor

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


code: virtual void AddGraphEditorPinActionsToContextMenu ( [FToolMenuSection](API\Developer\ToolMenus\FToolMenuSection) & InSection ) const


description: Adds or removes widgets from the default toolbar in this asset editor

code: void AddToolbarWidget ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > Widget )


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


description: Called when a toolkit requests an overlay widget to be added to the viewport. Not relevant in the absence of a viewport.

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


description: Called when "Browse Documentation" is clicked for this asset

code: virtual void BrowseDocumentation_Execute() const


description: Called to test if "Find in Content Browser" should be enabled for this asset

code: virtual bool CanFindInContentBrowser() const


description: Called to check to see if there's an asset capable of being reimported

code: virtual bool CanReimport() const


code: virtual bool CanReimport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * EditingObject ) const


description: Called to test if "Save" should be enabled for this asset

code: virtual bool CanSaveAsset() const


description: Called to test if "Save As" should be enabled for this asset

code: virtual bool CanSaveAssetAs() const


description: Deprecated* Use CloseWindow that takes in an EAssetEditorCloseReason instead

code: virtual bool CloseWindow()


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

code: virtual void CreateEditorModeManager()


code: virtual bool CloseWindow ( EAssetEditorCloseReason InCloseReason )


className: DefaultAssetEditorToolBarName

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


description: Fills in the supplied menu with commands for modifying this asset that are generally common to most asset editors

code: void FillDefaultAssetMenuCommands ( [FToolMenuSection](API\Developer\ToolMenus\FToolMenuSection) & InSection )


description: Fills in the supplied menu with commands for working with this asset file

code: void FillDefaultFileMenuCommands ( [FToolMenuSection](API\Developer\ToolMenus\FToolMenuSection) & InSection )


code: void FillDefaultFileMenuOpenCommands ( [FToolMenuSection](API\Developer\ToolMenus\FToolMenuSection) & InSection )


description: Fills in the supplied menu with commands for the help menu

code: void FillDefaultHelpMenuCommands ( [FToolMenuSection](API\Developer\ToolMenus\FToolMenuSection) & InSection )


description: Called when "Find in Content Browser" is clicked for this asset


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


description: Generate the toolbar for common asset actions like Save

code: [UToolMenu](API\Developer\ToolMenus\UToolMenu) * GenerateCommonActionsToolbar ( [FToolMenuContext](API\Developer\ToolMenus\FToolMenuContext) & MenuContext )


description: Makes a default asset editing toolbar

code: void GenerateToolbar()


description: Get the asset editor mode manager we are using

code: [FAssetEditorModeManager](API\Editor\UnrealEd\FAssetEditorModeManager) * GetAssetEditorModeManager() const


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


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


description: the color to use for the tab color

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


description: a pointer to the brush to use for the tab icon

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


description: the documentation location for this editor

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


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


description: Returns the single object currently being edited. Asserts if currently editing no object or multiple objects

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


code: [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > > & GetEditingObjectPtrs()


description: Returns an array of all the objects currently being edited. Asserts if editing no objects

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


description: Gets the mode manager for this toolkit

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


description: IAssetEditorInstanceinterface

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


description:
Gets the text to display in a toolkit titlebar for an object
a formatted description of the object state (e.g. "MyObject*")

code: static [FText](API\Runtime\Core\Internationalization\FText) GetLabelForObject ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


code: virtual double GetLastActivationTime()


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

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


description: For standalone asset editing tool-kits, returns the toolkit host that was last hosting this asset editor before it was switched to standalone mode (if it's still valid.) Returns null if these conditions aren't met.


description: Get the collection of edited objects that can be saved.

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


description: Returns the default extensibility managers, these are applied for all asset types


description: Returns this asset editor's tab manager object. May be nullptr for non-standalone toolkits


description: Returns the localized tab suffix

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


description: Returns the invariant name of this toolkit type


description: Returns the localized name of this toolkit

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


description: Returns the localized tooltip text of this toolkit

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


description: Get name used by tool menu

code: virtual [FName](API\Runtime\Core\UObject\FName) GetToolMenuToolbarName ( [FName](API\Runtime\Core\UObject\FName) & OutParentName ) const


description:
Gets the text to display in a toolkit tooltip for an object
a formatted description of the object

code: static [FText](API\Runtime\Core\Internationalization\FText) GetToolTipTextForObject ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


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


description: Returns true if this toolkit has any objects being edited

code: bool HasEditingObject() const


description: Initializes this asset editor. Called immediately after construction. Override PostInitAssetEditor if you need to do additional initialization

code: void InitAssetEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, const [FName](API\Runtime\Core\UObject\FName) AppIdentifier, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTabManager::FLayout](API\Runtime\Slate\Framework\Docking\FTabManager\FLayout) > & StandaloneDefaultLayout, const bool bCreateDefaultStandaloneMenu, const bool bCreateDefaultToolbar, const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & ObjectsToEdit, const bool bInIsToolbarFocusable, const bool bInUseSmallToolbarIcons )


code: void InitAssetEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, const [FName](API\Runtime\Core\UObject\FName) AppIdentifier, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTabManager::FLayout](API\Runtime\Slate\Framework\Docking\FTabManager\FLayout) > & StandaloneDefaultLayout, const bool bCreateDefaultStandaloneMenu, const bool bCreateDefaultToolbar, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToEdit, const bool bInIsToolbarFocusable, const bool bInUseSmallToolbarIcons )


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


description: True if this actually is editing an asset

code: bool IsActuallyAnAsset() const


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

code: virtual bool IsAssetEditor() const


description: Called to test if "Find in Content Browser" should be visible for this asset

code: virtual bool IsFindInContentBrowserButtonVisible() const


code: virtual bool IsPrimaryEditor() const


description: Called from SaveAssetAs_Execute when assets have been saved

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


description: Called when this toolkit is being closed

code: virtual void OnClose()


description: Called when this toolkit is requested to close. Returns false if closing should be prevented.

code: virtual bool OnRequestClose()


code: virtual bool OnRequestClose ( EAssetEditorCloseReason InCloseReason )


code: virtual void InitToolMenuContext ( [FToolMenuContext](API\Developer\ToolMenus\FToolMenuContext) & MenuContext )


description: Called when another toolkit (such as a ed mode toolkit) is no longer being hosted in this asset editor toolkit.

code: virtual void OnToolkitHostingFinished ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IToolkit](API\Editor\EditorFramework\Toolkits\IToolkit) > & Toolkit )


description: Called when another toolkit (such as a ed mode toolkit) is being hosted in this asset editor toolkit.

code: virtual void OnToolkitHostingStarted ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IToolkit](API\Editor\EditorFramework\Toolkits\IToolkit) > & Toolkit )


code: [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit) & operator= ( const [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit) & )


description: Perform any initialization that should happen after the basic toolkit needs are created for the asset editor. For example, if you would like to activate a mode that is not the default from a mode manager, do that here.

code: virtual void PostInitAssetEditor()


description: Called at the end ofRegenerateMenusAndToolbars()


description: Regenerates the menubar and toolbar widgets

code: void RegenerateMenusAndToolbars()


description: Registers default tool bar

code: static void RegisterDefaultToolBar()


description: Registers a drawer for the asset editor status bar

code: void RegisterDrawer ( struct [FWidgetDrawerConfig](API\Developer\ToolWidgets\FWidgetDrawerConfig) && Drawer, int32 SlotIndex )


description: IToolkitinterface

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


description: Called when "Reimport" is clicked for this asset

code: virtual void Reimport_Execute()


code: virtual void Reimport_Execute ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * EditingObject )


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


description: Removes an item from the Editing Objects list

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


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


description: Static: World centric toolkit host to use for the next created asset editing toolkit


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


description: Called when a toolkit requests the overlay widget to be removed.

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


description: Applies the passed in layout (or the saved user-modified version if available). Must be called after InitAssetEditor.

code: void RestoreFromLayout ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTabManager::FLayout](API\Runtime\Slate\Framework\Docking\FTabManager\FLayout) > & NewLayout )


description: Called when "Save As" is clicked for this asset

code: virtual void SaveAssetAs_Execute()


description: Set the asset editor mode manager we are using

code: void SetAssetEditorModeManager ( class [FAssetEditorModeManager](API\Editor\UnrealEd\FAssetEditorModeManager) * InModeManager )


description: Allows the caller to set a menu overlay, displayed to the far right of the editor's menu bar

code: void SetMenuOverlay ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > Widget )


description: Static: Used internally to set the world-centric toolkit host for a newly-created standalone asset editing toolkit

code: static void SetPreviousWorldCentricToolkitHostForNewAssetEditor ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > ToolkitHost )


className: SharedMenuExtensibilityManager

description: The extensibility managers shared by all asset types


className: SharedToolBarExtensibilityManager


description: Called to determine if the user should be prompted for a new file if one is missing during an asset reload

code: virtual bool ShouldPromptForNewFilesOnReload ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) & object ) const


description: Whether to open a new asset editor for the newly-saved Asset. Called from SaveAssetAs_Execute for all newly-saved Assets sequentially.

code: virtual bool ShouldReopenEditorForSavedAsset ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) const


description: Static: Called when "Switch to Standalone Editor" is clicked for the asset editor

code: static void SwitchToStandaloneEditor_Execute ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit) > ThisToolkitWeakRef )


description: Static: Called when "Switch to World-Centric Editor" is clicked for the asset editor

code: static void SwitchToWorldCentricEditor_Execute ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit) > ThisToolkitWeakRef )


description: Unregister tabs that this toolkit can spawn

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


description: Default constructor

code: FAssetEditorToolkit()


description: Called when "Save" is clicked for this asset

code: virtual void SaveAsset_Execute()


code: FAssetEditorToolkit ( const [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit) & )


description: Virtual destructor, so that we can clean up our app when destroyed

code: virtual ~FAssetEditorToolkit()


className: FAssetEditorToolkit

description: Base class for toolkits that are used for asset editing (abstract)

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

AssetEditorTabsCategory

type: TSharedPtr<FWo...

description: The base category that tabs are registered to, allows for child classes to register to the same point.

bCheckDirtyOnAssetSave

type: bool

description: Whether only dirty assets should be prompted about on save - otherwise all edited assets will be prompted to the user for save/check-out

EditorModeManager

type: TSharedPtr<FEd...

description: The editor mode manager

LayoutExtenders

type: TArray<TShared...

description: Array of layout extenders

PreviousWorldCentricToolkitHost

type: TWeakPtr<ITool...

description: For standalone asset editing tool-kits that were switched from world-centric mode on the fly, this stores the toolkit host (level editor) that hosted this toolkit last.

TabManager

type: TSharedPtr<FTa...

description: Controls our internal layout


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

code: virtual void CreateEditorModeManager()


description: Call this function to bring all of this toolkit's tabs to the foreground in their respective stacks. Also causes the toolkit's host window to be foregrounded, too!

code: virtual void BringToolkitToFront()


description: Gets the mode manager for this toolkit

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


description: the inline content that this toolkit returns

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


description: Returns the color to use for tabs created for this toolkit. In world-centric mode, tabs may be colored to make them more easy to distinguish compared to other tabs.


description: Returns the prefix string to use for tabs created for this toolkit. In world-centric mode, tabs get a name prefix to make them distinguishable from other tabs


description: Returns the localized tab suffix

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


description: Returns our toolkit command list

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


description: Returns the invariant name of this toolkit type, used for establishing the context for help, documentation and tutorials

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


description: Returns the toolkit host for this toolkit

code: virtual const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > GetToolkitHost() const


description: Returns the workspace menu category of this toolkit

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FWorkspaceItem](API\Runtime\Slate\Framework\Docking\FWorkspaceItem) > GetWorkspaceMenuCategory() const


description: Returns if this is aIBlueprintEditorderivation

code: virtual bool IsBlueprintEditor() const


description: Returns true if this toolkit is currently hosted. All toolkits are hosted except during a shutdown situation.

code: virtual bool IsHosted() const


description: Returns true if this is a world-centric asset editor. That is, the user is editing the asset inline in a Level Editor app.

code: bool IsWorldCentricAssetEditor() const


description:
Processes any UI commands which are activated by the specified event
true if an action was processed

code: virtual bool ProcessCommandBindings ( const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent ) const


description: FBaseToolkitconstructor

code: FBaseToolkit()


description: Virtual destructor

code: virtual ~FBaseToolkit()


className: FBaseToolkit

description: Base class for all toolkits (abstract).

code: class FBaseToolkit : public [IToolkit](API\Editor\EditorFramework\Toolkits\IToolkit)

ToolkitCommands

type: TSharedRef<FUI...

description: List of UI commands for this toolkit. This should be filled in by the derived class!

ToolkitHost

description: The host application for this editor.

ToolkitMode

description: Asset editing mode, set at creation-time and never changes

WorkspaceMenuCategory

description: The workspace menu category of this toolkit


description: Some scripting languages use the default "open console" hot-key (~) in their code, so these should return false.

code: virtual bool AllowHotKeyClose() const


description: True if we allow the console to create multi-line commands.

code: virtual bool AllowMultiLine() const


description:
Execute the given command using this executor.
true if the command was recognized.

code: virtual bool Exec ( const TCHAR * Input )


description: Get the list of auto-complete suggestions for the given command.

code: virtual void GetAutoCompleteSuggestions ( const TCHAR * Input, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Out )


description: Get the description of this executor.

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


description: Get the display name of this executor.

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


description: Get the list of commands that this executor has recently processed.

code: virtual void GetExecHistory ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Out )


description: Get the hint text of this executor.

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


description: Returns the hotkey for this executor

code: virtual [FInputChord](API\Runtime\Slate\Framework\Commands\FInputChord) GetHotKey() const


description: Returns the hotkey to switch to the next executor. This is usually the same hotkey as GetHotKey but with a modifier, such as "" turning into "Ctrl +".

code: virtual [FInputChord](API\Runtime\Slate\Framework\Commands\FInputChord) GetIterateExecutorHotKey() const


description: Get the name of this executor.

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


className: FConsoleCommandExecutor

description: Executor for Unreal console commands

code: class FConsoleCommandExecutor : public [IConsoleCommandExecutor](API\Runtime\Core\HAL\IConsoleCommandExecutor)


description: Functions for outsiders to add or remove their extenders

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


description: Gets all extenders, consolidated, for use by the editor to be extended

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


description: Gets all extenders and asset editor extenders from delegates consolidated

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) > GetAllExtenders ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > & CommandList, const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & ContextSensitiveObjects )