description:
Gets which actor is currently attached to the USD Stage Editor, if any. May return nullptr in case no actor is attached.
The attached stage actor.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="USD|Stage Actor") static [AUsdStageActor](API\Plugins\USDStage\AUsdStageActor) * GetAttachedStageActor()


description:
Returns the full identifiers of all layers that are currently selected on the USD Stage Editor.
The list of identifiers (e.g. ["c:/MyFolder/root.usda", "c:/MyFolder/sublayer.usda"])

module: USDStageEditor

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="USD|Selection") static [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetSelectedLayerIdentifiers()


description:
Returns the full paths to all prims currently selected on the USD Stage Editor.
The paths of selected prims (e.g. ["/ParentPrim/Mesh", "/Root"])

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="USD|Selection") static [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetSelectedPrimPaths()


description:
Returns the names of the currently selected properties on the right panel of the USD Stage Editor.
The names of selected properties (e.g. ["points", "displayColor"])

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="USD|Selection") static [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetSelectedPropertyNames()


description:
Returns the names of the currently selected property metadata entries on the right panel of the USD Stage Editor.
The names of selected metadata (e.g. ["documentation", "typeName"])


description:
Checks to see if an USD Stage Editor window is currently opened.
True if a stage editor window is now opened and available.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="USD|Stage Editor") static bool IsStageEditorOpened()


description:
Opens the the USD Stage Editor window, or focus it in case it is already open.
True if a stage editor window is now opened and available.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="USD|Stage Editor") static bool OpenStageEditor()


description:
Sets which actor is currently attached to the USD Stage Editor. Provide None/nullptr to clear the attached stage actor.
True in case the new actor was attached to the USD Stage Editor.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="USD|Stage Actor") static bool SetAttachedStageActor ( [AUsdStageActor](API\Plugins\USDStage\AUsdStageActor) * NewActor )


description: Sets the USD Stage Editor layer selection to all occurences of the layers with identifiers in NewSelection. Provide an empty array to clear the selection.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="USD|Selection") static void SetSelectedLayerIdentifiers ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & NewSelection )


description: Sets the USD Stage Editor prim selection to the prims with paths contained in NewSelection. Provide an empty array to clear the selection.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="USD|Selection") static void SetSelectedPrimPaths ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & NewSelection )


description: Sets the USD Stage Editor property selection to the properties with names contained in NewSelection. Provide an empty array to clear the selection.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="USD|Selection") static void SetSelectedPropertyNames ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & NewSelection )


description: Sets the USD Stage Editor property metadata selection to the entries with names contained in NewSelection. Provide an empty array to clear the selection.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="USD|Selection") static void SetSelectedPropertyMetadataNames ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & NewSelection )


className: UUsdStageEditorBlueprintLibrary

description: Library of functions that can be used from scripting to interact with the USD Stage Editor UI


className: EObjectFieldType

module: USDStageEditorViewModels

code: enum EObjectFieldType { Metadata = 0, Attribute = 1, Relationship = 2, MAX = 3, }


code: void UpdateAttributes ( const [UE::FUsdStageWeak](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStageWeak) & UsdStage, const TCHAR * PrimPath )


className: FUsdIntegrationsViewModel

code: class FUsdIntegrationsViewModel

Attributes

type: TArray<TShared...

PrimPath

type: FString


className: FUsdLayerModel

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

bIsDirty

type: bool


code: void AddSubLayer ( const TCHAR * SubLayerIdentifier )


code: bool CanEditLayer() const


code: bool CanMuteLayer() const


code: bool EditLayer()


code: [TArray](API\Runtime\Core\Containers\TArray)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUsdLayerViewModel](API\Plugins\USDStageEditorViewModels\FUsdLayerViewModel) > > GetChildren()


code: bool IsEditTarget() const


code: bool IsInIsolatedStage() const


code: bool IsLayerDirty() const


code: bool IsLayerMuted() const


code: bool IsValid() const


code: void NewSubLayer ( const TCHAR * SubLayerIdentifier )


code: void FillChildren()


code: bool RemoveSubLayer ( int32 SubLayerIndex )


code: FUsdLayerViewModel ( [FUsdLayerViewModel](API\Plugins\USDStageEditorViewModels\FUsdLayerViewModel) * InParentItem, const [UE::FUsdStageWeak](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStageWeak) & InUsdStage, const [UE::FUsdStageWeak](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStageWeak) & InIsolatedStage, const [FString](API\Runtime\Core\Containers\FString) & InLayerIdentifier )


code: void ToggleMuteLayer()


code: template<typename T> void CreateField ( [EObjectFieldType](API\Plugins\USDStageEditorViewModels\EObjectFieldType) Type, const [FString](API\Runtime\Core\Containers\FString) & FieldName, const T & Value, [UsdUtils::EUsdBasicDataTypes](API\Plugins\USDUtilities\UsdUtils__EUsdBasicDataTypes) UsdType, const [FString](API\Runtime\Core\Containers\FString) & ValueRole, bool bReadOnly )


code: void CreateField ( [EObjectFieldType](API\Plugins\USDStageEditorViewModels\EObjectFieldType) Type, const [FString](API\Runtime\Core\Containers\FString) & FieldName, const [UsdUtils::FConvertedVtValue](API\Plugins\USDUtilities\FConvertedVtValue) & Value, bool bReadOnly )


code: void Refresh ( const [UE::FUsdStageWeak](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStageWeak) & UsdStage, const TCHAR * ObjectPath, float TimeCode )


code: void RefreshData()


className: FUsdLayerViewModel

code: class FUsdLayerViewModel : public [IUsdTreeViewItem](API\Plugins\USDStageImporter\Widgets\IUsdTreeViewItem)

LayerModel

type: TSharedRef<FUs...

ParentItem

type: FUsdLayerViewMo...


code: void SetFieldValue ( const [FString](API\Runtime\Core\Containers\FString) & FieldName, const [UsdUtils::FConvertedVtValue](API\Plugins\USDUtilities\FConvertedVtValue) & Value )


className: FUsdObjectFieldsViewModel

code: class FUsdObjectFieldsViewModel

CurrentSortColumn

type: FName

CurrentSortMode

type: EColumnSortMode...


code: void SetAttributeValue ( const [UsdUtils::FConvertedVtValue](API\Plugins\USDUtilities\FConvertedVtValue) & InValue )


description: This member function is necessary because the no-RTTI slate module can't query USD for the available token options.

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


code: FUsdObjectFieldViewModel ( [FUsdObjectFieldsViewModel](API\Plugins\USDStageEditorViewModels\FUsdObjectFieldsViewModel) * InOwner )


className: FUsdObjectFieldViewModel

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

Type

type: EObjectFieldTyp...


code: bool HasPayload() const


code: bool HasCompositionArcs() const


code: bool IsVisible() const


code: bool IsLoaded() const


className: FUsdPrimModel

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

Name

type: FText


code: void ApplySchema ( [FName](API\Runtime\Core\UObject\FName) SchemaName )


code: bool CanApplySchema ( [FName](API\Runtime\Core\UObject\FName) SchemaName ) const


code: bool CanRemoveSchema ( [FName](API\Runtime\Core\UObject\FName) SchemaName ) const


code: void ClearPayloads()


code: void ClearReferences()


code: void DefinePrim ( const TCHAR * PrimName )


code: void FillChildren()


className: FOnRenameRequest

description: Delegate for hooking up an inline editable text block to be notified that a rename is requested.

code: typedef TBaseDelegate_NoParams< void > FOnRenameRequest


description: Returns true if this prim has at least one spec on the stage's local layer stack.

code: bool HasSpecsOnLocalLayer() const


code: void RefreshData ( bool bRefreshChildren )


code: bool HasVisibilityAttribute() const


code: void RemoveSchema ( [FName](API\Runtime\Core\UObject\FName) SchemaName )


code: void TogglePayload()


code: void ToggleVisibility()


code: [TArray](API\Runtime\Core\Containers\TArray)< [FUsdPrimViewModelRef](API\Plugins\USDStageEditorViewModels\FUsdPrimViewModelRef) > & UpdateChildren()


code: FUsdPrimViewModel ( [FUsdPrimViewModel](API\Plugins\USDStageEditorViewModels\FUsdPrimViewModel) * InParentItem, const [UE::FUsdStageWeak](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStageWeak) & InUsdStage, const [UE::FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) & InPrim )


className: FUsdPrimViewModel

code: class FUsdPrimViewModel : public [IUsdTreeViewItem](API\Plugins\USDStageImporter\Widgets\IUsdTreeViewItem)

Children

type: TArray<FUsdPri...

ParentItem

type: FUsdPrimViewMod...

RenameRequestEvent

type: FOnRenameReques...

description: Broadcasts whenever a rename is requested


className: FUsdPrimViewModelPtr

code: typedef [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FUsdPrimViewModel](API\Plugins\USDStageEditorViewModels\FUsdPrimViewModel) > FUsdPrimViewModelPtr


className: FUsdPrimViewModelRef

code: typedef [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FUsdPrimViewModel](API\Plugins\USDStageEditorViewModels\FUsdPrimViewModel) > FUsdPrimViewModelRef


className: FUsdReference

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


code: void UpdateReferences ( const [UE::FUsdStageWeak](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStageWeak) & UsdStage, const TCHAR * PrimPath )


className: FUsdReferencesViewModel

code: class FUsdReferencesViewModel


code: void CloseStage()


code: void ImportStage ( const TCHAR * TargetContentFolder, [UUsdStageImportOptions](API\Plugins\USDStageImporter\UUsdStageImportOptions) * Options )


code: void OpenStage ( const TCHAR * FilePath )


code: void ReloadStage()


code: void ResetStage()


code: void SaveStage()


description: Temporary until SaveAs feature is properly implemented, may be removed in a future release

code: void SaveStageAs ( const TCHAR * FilePath )


className: FUsdStageViewModel

code: class FUsdStageViewModel

UsdStageActor

type: TWeakObjectPtr<...


code: void UpdateVariantSets ( const [UE::FUsdStageWeak](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStageWeak) & InUsdStage, const TCHAR * PrimPath )


className: FUsdVariantSetsViewModel

code: class FUsdVariantSetsViewModel


code: void SetVariantSelection ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FString](API\Runtime\Core\Containers\FString) > & InVariantSelection )


code: FUsdVariantSetViewModel ( [FUsdVariantSetsViewModel](API\Plugins\USDStageEditorViewModels\FUsdVariantSetsViewModel) * InOwner )


className: IUsdStageEditorViewModelsModule

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


className: FUsdVariantSetViewModel

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

VariantSelection

type: TSharedPtr<FSt...


className: EReplaceActorPolicy

module: USDStageImporter

code: enum EReplaceActorPolicy { Append, Replace, UpdateTransform, Ignore, }


className: EReplaceAssetPolicy

code: enum EReplaceAssetPolicy { Append, Replace, Ignore, }


code: bool Init ( const [FString](API\Runtime\Core\Containers\FString) & InName, const [FString](API\Runtime\Core\Containers\FString) & InFilePath, const [FString](API\Runtime\Core\Containers\FString) & InInitialPackagePath, EObjectFlags InFlags, bool bInIsAutomated, bool bIsReimport, bool bAllowActorImport )


code: [FUsdStageImportContext](API\Plugins\USDStageImporter\FUsdStageImportContext) & operator= ( const [FUsdStageImportContext](API\Plugins\USDStageImporter\FUsdStageImportContext) & Other )


code: FUsdStageImportContext()


code: FUsdStageImportContext ( const [FUsdStageImportContext](API\Plugins\USDStageImporter\FUsdStageImportContext) & Other )


className: FUsdStageImportContext

AssetCache

type: TObjectPtr<UUs...

bIsAutomated

description: If true, options dialog won't be shown

bNeedsGarbageCollection

description: If we need to run GC after the import is complete

bReadFromStageCache

description: If true, this will try loading the stage from the static stage cache before re-reading the file.

bStageWasOriginallyOpenInCache

description: If we're reading from the stage cache and the stage was originally open, it will be left open when the import is completed

FilePath

description: Path of the main usd file to import

ImportedAsset

type: TObjectPtr<UOb...

description: Keep track of the last imported object so that we have something valid to return to upstream code that calls the import factories

ImportObjectFlags

type: EObjectFlags

description: Object flags to apply to newly imported objects

LevelSequenceHelper

type: FUsdLevelSequen...

description: Level sequence that will contain the animation data during the import process

MaterialToPrimvarToUVIndex

type: TMap<FString, ...

description: When parsing materials, we keep track of which primvar we mapped to which UV channel.

ObjectName

description: Name to use when importing a single mesh

OriginalMetersPerUnit

type: float

description: We modify the stage with our meters per unit import option on import.

OriginalUpAxis

type: EUsdUpAxis

SceneActor

type: TObjectPtr<AAc...

description: Spawned actor that contains the imported scene as a child hierarchy

Stage

description: USD Stage to import

TargetSceneActorAttachParent

type: USceneComponent...

TargetSceneActorTargetTransform

type: FTransform

description: Whenever we spawn the scene actor, it should have this local transform and be attached to this parent.

World

type: UWorld*


code: static [IUsdStageImporterModule](API\Plugins\USDStageImporter\IUsdStageImporterModule) & Get()


code: static bool IsAvailable()


className: IUsdStageImporterModule

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


code: void Construct ( const [FArguments](API\Plugins\USDStageImporter\SUsdOptionsWindow\FArguments) & InArgs )


code: WidgetArgsType & AcceptText &40; FText InArg &41;


code: WidgetArgsType & OptionsObject &40; UObject &42; InArg &41;


code: WidgetArgsType & Stage &40; const UE::FUsdStage &42; InArg &41;


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


code: WidgetArgsType & WidgetWindow &40; TSharedPtr< SWindow > InArg &41;


className: FArguments

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


code: [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetSelectedFullPrimPaths() const


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

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


code: static bool ShowExportOptions ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & OptionsObject )


description: Shortcut functions that show the standard import/export text.

code: static bool ShowImportOptions ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & OptionsObject, const [UE::FUsdStage](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStage) * StageToImport )


description: Show the options window with the given text.

code: static bool ShowOptions ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & OptionsObject, const [FText](API\Runtime\Core\Internationalization\FText) & WindowTitle, const [FText](API\Runtime\Core\Internationalization\FText) & AcceptText, const [UE::FUsdStage](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStage) * Stage )


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

code: virtual bool SupportsKeyboardFocus() const


code: bool UserAccepted() const


className: SUsdOptionsWindow

description: Slate window used to show import/export options for the USDImporter plugin

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


code: namespace UsdUtils { void UsdUtils::AddAnalyticsAttributes ( const [UUsdStageImportOptions](API\Plugins\USDStageImporter\UUsdStageImportOptions) & Options, [TArray](API\Runtime\Core\Containers\TArray)< [FAnalyticsEventAttribute](API\Runtime\Analytics\FAnalyticsEventAttribute) > & InOutAttributes ) }


code: void ImportFromFile ( [FUsdStageImportContext](API\Plugins\USDStageImporter\FUsdStageImportContext) & ImportContext )


code: bool ReimportSingleAsset ( [FUsdStageImportContext](API\Plugins\USDStageImporter\FUsdStageImportContext) & ImportContext, [UObject](API\Runtime\CoreUObject\UObject\UObject) * OriginalAsset, const [FString](API\Runtime\Core\Containers\FString) & OriginalPrimPath, [UObject](API\Runtime\CoreUObject\UObject\UObject) *& OutReimportedAsset )


className: UUsdStageImporter

code: class UUsdStageImporter


code: void EnableActorImport ( bool bEnable )


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

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


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


className: UUsdStageImportOptions

bCollapseTopLevelPointInstancers

type: bool

description: If true, will cause us to collapse any point instancer prim into a single static mesh and static mesh component.

bImportAtSpecificTimeCode

description: When true the stage will be evaluated at ImportTimeCode for the import.

bImportGroomAssets

description: Whether to import GroomAssets, GroomCaches and GroomBindings

bImportOnlyUsedMaterials

description: If this is checked, only materials actively used by the stage and import settings will be parsed.

bImportSkeletalAnimations

description: Whether to try importingUAnimSequenceskeletal animation assets for each encountered UsdSkelAnimQuery

bInterpretLODs

description: When true, if a prim has a "LOD" variant set with variants named "LOD0", "LOD1", etc.

bMergeIdenticalMaterialSlots

description: If enabled, when multiple mesh prims are collapsed into a single static mesh, identical material slots are merged into one slot.

bOverrideStageOptions

description: Whether to use the specified StageOptions instead of the stage's own settings

bPrimPathFolderStructure

description: When enabled, assets will be imported into a content folder structure according to their prim path.

ExistingActorPolicy

type: EReplaceActorPo...

description: What should happen when imported actors and components try to overwrite existing actors and components

ExistingAssetPolicy

type: EReplaceAssetPo...

description: What should happen when imported assets try to overwrite existing assets

GroomInterpolationSettings

type: TArray<FHairGr...

description: Groom group interpolation settings

ImportTimeCode

description: TimeCode to evaluate the stage for import, in case bImportAtSpecificTimeCode is enabled

KindsToCollapse

description: Whether to try to combine individual assets and components of the same type on a kind-per-kind basis, like multiple Mesh prims into a single Static Mesh

MaterialPurpose

type: FName

description: Specifies which material purpose to use when parsing USD material bindings, in addition to the "allPurpose" fallback

NaniteTriangleThreshold

description: Try enabling Nanite for static meshes that are generated with at least this many triangles

PrimsToImport

type: TArray<FString...

description: List of paths of prims to import (e.g. ["/Root/MyBox", "/Root/OtherPrim"]).

PurposesToImport

description: Only import prims with these specific purposes from the USD file

RenderContextToImport

description: Specifies which set of shaders to use when parsing USD materials, in addition to the universal render context.

RootMotionHandling

type: EUsdRootMotionH...

description: Describes what to add to the root bone animation within generated AnimSequences, if anything.

StageOptions

type: FUsdStageOption...

description: Custom StageOptions to use for the stage


className: FSharedUsdTreeData

code: struct FSharedUsdTreeData

Columns

type: TMap<FName,TS...


className: FUsdPrimPreviewModel

code: struct FUsdPrimPreviewModel

bIsExpanded

description: Our source of truth for expansion state.

bPassesFilter

description: Only used to make filtering items with SUsdStagePreviewTree::CurrentFilterText a bit faster: This is not actually used to display anything

bShouldImport

description: Whether this prim should be imported or not.

ChildIndices

type: TArray< int32 >

Name

type: FText

description: Prim's name.

TypeName

description: Prim's type name (like "Mesh" or "Camera")


className: FUsdPrimPreviewModelView

code: struct FUsdPrimPreviewModelView : public [IUsdTreeViewItem](API\Plugins\USDStageImporter\Widgets\IUsdTreeViewItem)

Children

type: TArray<FUsdPri...

Parent

type: FUsdPrimPreview...


className: FUsdPrimPreviewModelViewPtr

code: typedef [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< struct [FUsdPrimPreviewModelView](API\Plugins\USDStageImporter\Widgets\FUsdPrimPreviewModelView) > FUsdPrimPreviewModelViewPtr


className: FUsdPrimPreviewModelViewRef

code: typedef [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< struct [FUsdPrimPreviewModelView](API\Plugins\USDStageImporter\Widgets\FUsdPrimPreviewModelView) > FUsdPrimPreviewModelViewRef


className: FUsdPrimPreviewModelViewWeak

code: typedef [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< struct [FUsdPrimPreviewModelView](API\Plugins\USDStageImporter\Widgets\FUsdPrimPreviewModelView) > FUsdPrimPreviewModelViewWeak


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GenerateWidget ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IUsdTreeViewItem](API\Plugins\USDStageImporter\Widgets\IUsdTreeViewItem) > TreeItem, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > TableRow )


code: virtual ~FUsdTreeViewColumn()


className: FUsdTreeViewColumn

code: class FUsdTreeViewColumn


code: virtual ~IUsdTreeViewItem()


className: IUsdTreeViewItem

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


code: void CheckItemsRecursively ( const [TArray](API\Runtime\Core\Containers\TArray)< [FUsdPrimPreviewModelViewRef](API\Plugins\USDStageImporter\Widgets\FUsdPrimPreviewModelViewRef) > & Items, bool bCheck )


code: void Construct ( const [FArguments](API\Plugins\USDStageImporter\Widgets\SUsdStagePreviewTree\FArguments) & InArgs, const [UE::FUsdStage](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStage) & InStage )


code: void ExpandItemsRecursively ( const [TArray](API\Runtime\Core\Containers\TArray)< [FUsdPrimPreviewModelViewRef](API\Plugins\USDStageImporter\Widgets\FUsdPrimPreviewModelViewRef) > & Items, bool bExpand )


code: typedef FArguments WidgetArgsType


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


code: const [FText](API\Runtime\Core\Internationalization\FText) & GetFilterText() const


code: [FUsdPrimPreviewModel](API\Plugins\USDStageImporter\Widgets\FUsdPrimPreviewModel) & GetModel ( int32 ModelIndex )


code: const [FUsdPrimPreviewModel](API\Plugins\USDStageImporter\Widgets\FUsdPrimPreviewModel) & GetModel ( int32 ModelIndex ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetSelectedFullPrimPaths() const


code: void SetFilterText ( const [FText](API\Runtime\Core\Internationalization\FText) & NewText )


className: SUsdStagePreviewTree

code: class SUsdStagePreviewTree : public [SUsdTreeView< FUsdPrimPreviewModelViewRef >](API\Plugins\USDStageImporter\Widgets\SUsdTreeView)


code: void Construct ( const [FArguments](API\Plugins\USDStageImporter\Widgets\SUsdStagePreviewTreeRow\FArguments) & InArgs, [FUsdPrimPreviewModelViewRef](API\Plugins\USDStageImporter\Widgets\FUsdPrimPreviewModelViewRef) InTreeItem, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & OwnerTable, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSharedUsdTreeData](API\Plugins\USDStageImporter\Widgets\FSharedUsdTreeData) > InSharedData )


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


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SUsdStagePreviewTree](API\Plugins\USDStageImporter\Widgets\SUsdStagePreviewTree) > GetOwnerTree() const


code: void Construct ( const [FArguments](API\Plugins\USDStageImporter\Widgets\SUsdTreeRow\FArguments) & InArgs, ItemType InTreeItem, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & OwnerTable, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSharedUsdTreeData](API\Plugins\USDStageImporter\Widgets\FSharedUsdTreeData) > InSharedData )


className: SUsdStagePreviewTreeRow

description: Custom row so that we can fetch the owningSUsdStagePreviewTreefrom the columns.

code: class SUsdStagePreviewTreeRow : public [SUsdTreeRow< FUsdPrimPreviewModelViewRef >](API\Plugins\USDStageImporter\Widgets\SUsdTreeRow)


code: WidgetArgsType & OnAcceptDrop &40; const FUsdOnAcceptDrop & InDelegate &41;


code: WidgetArgsType & OnCanAcceptDrop &40; const FUsdOnCanAcceptDrop & InDelegate &41;


code: WidgetArgsType & OnDragDetected &40; const FOnDragDetected & InDelegate &41;


code: WidgetArgsType & OnDragEnter &40; const FOnTableRowDragEnter & InDelegate &41;


code: WidgetArgsType & OnDragLeave &40; const FOnTableRowDragLeave & InDelegate &41;


code: WidgetArgsType & OnDrop &40; const FOnTableRowDrop & InDelegate &41;


code: typedef FArguments WidgetArgsType


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


description: Overridden fromSMultiColumnTableRow. Generates a widget for this column of the tree row.

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


className: SUsdTreeRow

code: template<typename ItemType> class SUsdTreeRow : public [SMultiColumnTableRow< ItemType >](API\Runtime\Slate\Widgets\Views\SMultiColumnTableRow)


code: void AddColumn ( [FName](API\Runtime\Core\UObject\FName) ColumnKey, [FText](API\Runtime\Core\Internationalization\FText) ColumnLabel, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUsdTreeViewColumn](API\Plugins\USDStageImporter\Widgets\FUsdTreeViewColumn) > Column, [SHeaderRow::FColumn::FArguments](API\Runtime\Slate\Widgets\Views\SHeaderRow\FColumn\FArguments) ColumnArguments )


code: void Construct ( const [FArguments](API\Plugins\USDStageImporter\Widgets\SUsdTreeView\FArguments) & InArgs )


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


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > OnGenerateRow ( ItemType InDisplayNode, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & OwnerTable )


code: void OnGetChildren ( ItemType InParent, [TArray](API\Runtime\Core\Containers\TArray)< ItemType > & OutChildren ) const


code: virtual void OnTreeItemScrolledIntoView ( ItemType TreeItem, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > & Widget )


className: SUsdTreeView

code: template<typename ItemType> class SUsdTreeView : public [STreeView< ItemType >](API\Editor\UnrealEd\STreeView)

HeaderRowWidget

type: TSharedPtr<SHe...

RootItems

type: TArray< ItemTyp...

SharedData

type: TSharedPtr<FSh...


className: IUsdTestsModule

module: USDTests

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


description: Clears the editor transaction history (useful to be run before GC, to check for otherwise unreferenced assets)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Transactions") static void ClearTransactionHistory()


description: Intentionally dirties theUBlueprintfor the given stage actor's generated class. This is useful for testing how the stage actor behaves when going into PIE with a dirty blueprint, as that usually triggers a recompile at the very sensitive PIE transition

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Blueprint") static void DirtyStageActorBlueprint ( [AUsdStageActor](API\Plugins\USDStage\AUsdStageActor) * BlueprintDerivedStageActor )


description: Queries a subtree material slot count using the stage actor's info cache, which is not yet exposed to blueprint. May return -1 in case of an error.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Counts") static int64 GetSubtreeMaterialSlotCount ( [AUsdStageActor](API\Plugins\USDStage\AUsdStageActor) * StageActor, const [FString](API\Runtime\Core\Containers\FString) & PrimPath )


description: Queries a subtree vertex count using the stage actor's info cache, which is not yet exposed to blueprint. May return -1 in case of an error.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Counts") static int64 GetSubtreeVertexCount ( [AUsdStageActor](API\Plugins\USDStage\AUsdStageActor) * StageActor, const [FString](API\Runtime\Core\Containers\FString) & PrimPath )


description: Helps test the effects of blueprint recompilation on the spawned actors and assets when a stage is opened. Returns whether it compiled successfully or not.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Blueprint") static bool RecompileBlueprintStageActor ( [AUsdStageActor](API\Plugins\USDStage\AUsdStageActor) * BlueprintDerivedStageActor )


description: Internally opens the provided stage and sets it on the stage actor via C++

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Counts") static void SetUsdStageCpp ( [AUsdStageActor](API\Plugins\USDStage\AUsdStageActor) * StageActor, const [FString](API\Runtime\Core\Containers\FString) & NewStageRootLayer )


className: USDTestsBlueprintLibrary

description: Library of functions that can be used via Python scripting to help testing the other USD functionality


className: FBlendShapeMap

description: Maps from a full blend shape path (e.g. '/Scene/Mesh/BlendShapeName') to the parsedFUsdBlendShapestruct. We need this to be case sensitive because USD paths are, and even the sample HumanFemale Skel scene has paths that differ only by case (e.g. 'JawUD' and 'JAWUD' blend shapes)

module: USDUtilities


code: static uint32 GetKeyHash ( const [FString](API\Runtime\Core\Containers\FString) & Key )


code: static const [FString](API\Runtime\Core\Containers\FString) & GetSetKey ( const TPair< [FString](API\Runtime\Core\Containers\FString), ValueType > & Element )


code: static bool Matches ( const [FString](API\Runtime\Core\Containers\FString) & A, const [FString](API\Runtime\Core\Containers\FString) & B )


className: FCaseSensitiveStringMapFuncs

description: Case sensitive hashing function forTMap

code: template<typename ValueType> struct FCaseSensitiveStringMapFuncs : public [BaseKeyFuncs< ValueType, FString, false >](API\Runtime\Core\Containers\BaseKeyFuncs)


className: FConvertedVtValue

description: Corresponds to a value held by a pxr::VtValue converted into UE types. Should handle anything a VtValue can hold, including arrays of values

code: struct FConvertedVtValue

Entries

type: TArray<FConver...

SourceType

type: EUsdBasicDataTy...


className: FConvertedVtValueComponent

description: WARNING: Do not change the order of the types in thisTVariantdeclaration, or it will break backwards compatibility with data that was serialized before the change, due to how `operator<<(FArchive& Ar, FConvertedVtValueComponent& Component )_ is implemented

code: typedef [TVariant](API\Runtime\Core\Misc\TVariant)< bool, uint8, int32, uint32, int64, uint64, float, double, [FString](API\Runtime\Core\Containers\FString) > FConvertedVtValueComponent


className: FConvertedVtValueEntry

description: Represents a single non-array value held by a pxr::VtValue object, like a 'float', a 'TfToken' or a 'GfMatrix3d'

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< [FConvertedVtValueComponent](API\Plugins\USDUtilities\FConvertedVtValueComponent) > FConvertedVtValueEntry


code: static [TOptional](API\Runtime\Core\IO\TOptional)< [FDisplayColorMaterial](API\Plugins\USDUtilities\FDisplayColorMaterial) > FromString ( const [FString](API\Runtime\Core\Containers\FString) & DisplayColorString )


className: FDisplayColorMaterial

description: Describes the type of vertex color/DisplayColor material that we would need in order to render a prim's displayColor data as intended

code: struct FDisplayColorMaterial

bHasOpacity

type: bool


code: [FScopedUsdMessageLog](API\Plugins\USDUtilities\FScopedUsdMessageLog) & operator= ( const [FScopedUsdMessageLog](API\Plugins\USDUtilities\FScopedUsdMessageLog) & )


code: [FScopedUsdMessageLog](API\Plugins\USDUtilities\FScopedUsdMessageLog) & operator= ( [FScopedUsdMessageLog](API\Plugins\USDUtilities\FScopedUsdMessageLog) && )


code: FScopedUsdMessageLog ( const [FScopedUsdMessageLog](API\Plugins\USDUtilities\FScopedUsdMessageLog) & )


code: FScopedUsdMessageLog ( [FScopedUsdMessageLog](API\Plugins\USDUtilities\FScopedUsdMessageLog) && )


className: FScopedUsdMessageLog

description: Starts sending USD messages to the message log and will display the message log on destruction if any messages were logged.

code: class FScopedUsdMessageLog


className: FUsdBlendShape

code: struct FUsdBlendShape

Inbetweens

type: TArray<FUsdBle...

LODIndicesThatUseThis

type: TSet< int32 >

description: Because Meshes need to target BlendShapes with USD relationships, and because relationships can't target things inside USD variants, we get that we can never have different data for different LODs within the same blend shape, likeUMorphTargetdoes.

Name

type: FString

Vertices

type: TArray<FMorphT...


className: FUsdBlendShapeInbetween

code: struct FUsdBlendShapeInbetween

InbetweenWeight

type: float

Name

description: Name of the FUsdBlendShape/UMorphTarget that holds the morph data for this inbetween.


code: static void DisableMessageLog()


code: static void EnableMessageLog()


description: Sends the message to Message Log if it exists, if not, sends it to the Output Log

code: static void LogMessage ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) > & Message )


code: static void LogMessage ( [EMessageSeverity::Type](API\Runtime\Core\Logging\EMessageSeverity__Type) Severity, const [FText](API\Runtime\Core\Internationalization\FText) & Message )


className: MessageLog

code: static [TOptional](API\Runtime\Core\IO\TOptional)< [UE::Internal::FUsdMessageLog](API\Plugins\USDUtilities\FUsdMessageLog) > MessageLog;


className: MessageLogLock

code: static FCriticalSection MessageLogLock;


className: MessageLogRefCount

code: static int32 MessageLogRefCount;


className: FUsdLogManager

code: class FUsdLogManager


code: [FUsdMessageLog](API\Plugins\USDUtilities\FUsdMessageLog) & operator= ( const [FUsdMessageLog](API\Plugins\USDUtilities\FUsdMessageLog) & )


code: [FUsdMessageLog](API\Plugins\USDUtilities\FUsdMessageLog) & operator= ( [FUsdMessageLog](API\Plugins\USDUtilities\FUsdMessageLog) && )


code: FUsdMessageLog ( const [FUsdMessageLog](API\Plugins\USDUtilities\FUsdMessageLog) & )


code: FUsdMessageLog ( [FUsdMessageLog](API\Plugins\USDUtilities\FUsdMessageLog) && )


className: FUsdMessageLog

code: class FUsdMessageLog


className: FUsdPrimMaterialAssignmentInfo

description: Complete description of material assignment data of a pxr::UsdPrim

code: struct FUsdPrimMaterialAssignmentInfo

MaterialIndices

description: Describes the index of the Slot that each polygon/face of a mesh uses. Matches the order in Slots

PrimvarToUVIndex

type: TMap<FString, ...

description: Describes which primvars should be assigned to each UV index for this mesh.


className: IUsdUtilitiesModule

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


className: FUsdPrimMaterialSlot

description: Description of a material slot we need to add to aUStaticMeshorUSkeletalMeshto have it represent a material binding in a prim. It may or may not contain an actual material assignment.

code: struct FUsdPrimMaterialSlot

AssignmentType

type: EPrimAssignment...

MaterialSource

description: What this represents depends on AssignedMaterialType

PrimPaths

type: TSet<FString>

description: Path to the prims that contain this material assignment (e.g. '/Root/my_cube' or '/Root/my_cube/geomsubset_0'. This is a set because this single material slot in UE may be merged from N identical prims.


className: operator<<

code: [FArchive](API\Runtime\Core\Serialization\FArchive) & operator<< ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [UsdUtils::FConvertedVtValue](API\Plugins\USDUtilities\FConvertedVtValue) & Struct )


code: [FArchive](API\Runtime\Core\Serialization\FArchive) & operator<< ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [UsdUtils::FConvertedVtValueComponent](API\Plugins\USDUtilities\FConvertedVtValueComponent) & Component )


description: Adds a payload on Prim pointing at the default prim of the layer at AbsoluteFilePath

code: namespace UsdUtils { void UsdUtils::AddPayload ( [UE::FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) & Prim, const TCHAR * AbsoluteFilePath, const [UE::FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & TargetPrimPath, double TimeCodeOffset, double TimeCodeScale ) }


description: Adds a reference on Prim to the layer at AbsoluteFilePath

code: namespace UsdUtils { void UsdUtils::AddReference ( [UE::FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) & Prim, const TCHAR * AbsoluteFilePath, const [UE::FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) & TargetPrimPath, double TimeCodeOffset, double TimeCodeScale ) }


description: Returns true if we have prims that we can paste within our clipboard stage

code: namespace UsdUtils { bool UsdUtils::CanPastePrims() }


description: Clears all prims from our clipboard stage

code: namespace UsdUtils { void UsdUtils::ClearPrimClipboard() }


description: Collects how many times each schema shows up on the provided stage and send it as an analytics event

code: namespace UsdUtils { void UsdUtils::CollectSchemaAnalytics ( const [UE::FUsdStage](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStage) & Stage, const [FString](API\Runtime\Core\Containers\FString) & EventName ) }


description:
Copies flattened versions of the input prims onto the clipboard stage. These copied prims can then be pasted with PastePrims.
True if we managed to copy

code: namespace UsdUtils { bool UsdUtils::CopyPrims ( const [TArray](API\Runtime\Core\Containers\TArray)< [UE::FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) > & Prims ) }


description:
Copies flattened versions of the input prims onto the clipboard stage and removes all the prim specs for Prims from their stages. These cut prims can then be pasted with PastePrims.
True if we managed to cut

code: namespace UsdUtils { bool UsdUtils::CutPrims ( const [TArray](API\Runtime\Core\Containers\TArray)< [UE::FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) > & Prims ) }


description:
The duplicated prims may be renamed in order to have valid names for the target location, which is why this function returns the pasted prim paths. This function returns just paths instead of actual prims because USD needs to respond to the notices about the created prim specs before the prims are fully created, which means we wouldn't be able to return the created prims yet, in case this function was called from within an SdfChangeBlock.
Paths to the duplicated prim specs, after they were added as children of ParentPrim.

code: namespace UsdUtils { [TArray](API\Runtime\Core\Containers\TArray)< [UE::FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) > UsdUtils::DuplicatePrims ( const [TArray](API\Runtime\Core\Containers\TArray)< [UE::FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) > & Prims, [EUsdDuplicateType](API\Plugins\USDClasses\EUsdDuplicateType) DuplicateType, const [UE::FSdfLayer](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayer) & TargetLayer ) }


description: Describes what type of material assignment aFUsdPrimMaterialSlotrepresents

code: namespace UsdUtils { enum EPrimAssignmentType { None, DisplayColor, MaterialPrim, UnrealMaterial, } }


code: namespace UsdUtils { enum EUsdBasicDataTypes { None, Bool, Uchar, Int, Uint, Int64, Uint64, Half, Float, Double, Timecode, String, Token, Asset, Matrix2d, Matrix3d, Matrix4d, Quatd, Quatf, Quath, Double2, Float2, Half2, Int2, Double3, Float3, Half3, Int3, Double4, Float4, Half4, Int4, } }


code: namespace UsdUtils { [TArray](API\Runtime\Core\Containers\TArray)< [UE::FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) > UsdUtils::GetAllPrimsOfType ( const [UE::FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) & StartPrim, const TCHAR * SchemaName ) }


code: namespace UsdUtils { template<typename T> T * UsdUtils::FindOrCreateObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, const [FString](API\Runtime\Core\Containers\FString) & InName, EObjectFlags Flags ) }


code: namespace UsdUtils { [TArray](API\Runtime\Core\Containers\TArray)< [UE::FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) > UsdUtils::GetAllPrimsOfType ( const [UE::FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) & StartPrim, const TCHAR * SchemaName, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< bool(const [UE::FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) &) > PruneChildren, const [TArray](API\Runtime\Core\Containers\TArray)< const TCHAR * > & ExcludeSchemaNames ) }


description: Utilities to allow getting and setting our AssetImportData to an asset from a base UObject*. Note that not all asset types support AssetImportData, and in some cases when retrieving it for e.g. a Skeleton, we'll actually check it's preview mesh instead (since Skeletons don't have AssetImportData). The setter won't do anything if you try setting asset import data on e.g. a Skeleton, on the other hand.

code: namespace UsdUtils { [UUsdAssetImportData](API\Plugins\USDClasses\UUsdAssetImportData) * UsdUtils::GetAssetImportData ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) }


description: Returns the time code for non-timesampled values. Usually a quiet NaN.

code: namespace UsdUtils { double UsdUtils::GetDefaultTimeCode() }


description: Retrieves from Prim the assetInfo metadata values that we use as export metadata, when exporting Unreal assets

code: namespace UsdUtils { [FUsdUnrealAssetInfo](API\Plugins\USDClasses\FUsdUnrealAssetInfo) UsdUtils::GetPrimAssetInfo ( const [UE::FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) & Prim ) }


description: Returns the earliest possible timecode. Use it to always fetch the first frame of an animated attribute

code: namespace UsdUtils { double UsdUtils::GetEarliestTimeCode() }


description: Returns an empty path in case the layer doesn't have a spec for this prim.

code: namespace UsdUtils { [UE::FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) UsdUtils::GetPrimSpecPathForLayer ( const [UE::FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) & Prim, const [UE::FSdfLayer](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayer) & Layer ) }


description: Gets the strongest direct reference on Prim with the given FileExtension. Returns true if there was one.

code: namespace UsdUtils { bool UsdUtils::GetReferenceFilePath ( const [UE::FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) & Prim, const [FString](API\Runtime\Core\Containers\FString) & FileExtension, [FString](API\Runtime\Core\Containers\FString) & OutReferenceFilePath ) }


description:
Appends numbered suffixes to Name until the result is not contained in UsedNames, and returns it. Does not add the result to UsedNames before returning (as it is const).
Modified Name so that it doesn't match anything in UsedNames (e.g. "MyName" again, or "MyName_0" or "MyName_423")

code: namespace UsdUtils { [FString](API\Runtime\Core\Containers\FString) UsdUtils::GetUniqueName ( [FString](API\Runtime\Core\Containers\FString) Name, const [TSet](API\Runtime\Core\Containers\TSet)< [FString](API\Runtime\Core\Containers\FString) > & UsedNames ) }


description: Returns the prims in the subtree of Prim (potentially including Prim itself) that are visible due to the visibility attribute and prim purpose

code: namespace UsdUtils { [TArray](API\Runtime\Core\Containers\TArray)< [UE::FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) > UsdUtils::GetVisibleChildren ( const [UE::FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) & Prim, [EUsdPurpose](API\Plugins\UnrealUSDWrapper\EUsdPurpose) AllowedPurposes ) }


description: Returns whether Prim has visibility set to 'inherited'

code: namespace UsdUtils { bool UsdUtils::HasInheritedVisibility ( const [UE::FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) & Prim, double TimeCode ) }


description: Travels up from Prim and returns true if we hit any invisible prim before we hit the stage pseudoroot. Does not checkPrim_ itself (orRootPrim_, so that you can just pass the PseudoRoot in most cases). Completely ignores whether non-UsdGeomImageable prims are visible or not and keeps travelling up.

code: namespace UsdUtils { bool UsdUtils::HasInvisibleParent ( const [UE::FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) & Prim, const [UE::FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) & RootPrim, double TimeCode ) }


description: Returns whether this attribute has the "Muted" CustomData on the stage's UE state sublayer, meaning it shouldn't be animated when loaded into UE

code: namespace UsdUtils { bool UsdUtils::IsAttributeMuted ( const [UE::FUsdAttribute](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdAttribute) & Attribute, const [UE::FUsdStage](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStage) & Stage ) }


description: Returns if the ComputedVisibility for Prim says it should be visible

code: namespace UsdUtils { bool UsdUtils::IsVisible ( const [UE::FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) & Prim, double TimeCode ) }


code: namespace UsdUtils { void UsdUtils::MakeInvisible ( [UE::FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) & Prim, double TimeCode ) }


description: Will call UsdGeomImageable::MakeVisible/MakeInvisible if Prim is a UsdGeomImageable

code: namespace UsdUtils { void UsdUtils::MakeVisible ( [UE::FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) & Prim, double TimeCode ) }


description: Adds a "Muted" CustomData entry to the attribute at the stage's UE state sublayer, which will prevent it from being animated when loaded into UE

code: namespace UsdUtils { bool UsdUtils::MuteAttribute ( [UE::FUsdAttribute](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdAttribute) & Attribute, const [UE::FUsdStage](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStage) & Stage ) }


description:
The pasted prims may be renamed in order to have valid names for the target location, which is why this function returns the pasted prim paths. This function returns just paths instead of actual prims because USD needs to respond to the notices about the created prim specs before the prims are fully created, which means we wouldn't be able to return the created prims yet, in case this function was called from within an SdfChangeBlock.
Paths to the pasted prim specs, after they were added as children of ParentPrim

code: namespace UsdUtils { [TArray](API\Runtime\Core\Containers\TArray)< [UE::FSdfPath](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfPath) > UsdUtils::PastePrims ( const [UE::FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) & ParentPrim ) }


description: This function is useful in case the prim is inside a variant set: In that case, just calling FUsdStage::RemovePrim() will attempt to remove the "/Root/Example/Child", which wouldn't remove the "/Root{Varset=Var}Example/Child" spec, meaning the prim may still be left on the stage. Note that it's even possible to have both of those specs at the same time: for example when we have a prim inside a variant set, but outside of it we have overrides to the same prim. This function will remove both.

code: namespace UsdUtils { void UsdUtils::RemoveAllLocalPrimSpecs ( const [UE::FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) & Prim, const [UE::FSdfLayer](API\Plugins\UnrealUSDWrapper\UsdWrappers\FSdfLayer) & Layer ) }


description: Removes any numbered suffix, followed by any number of underscores (e.g. Asset_2, Asset__232_31 or Asset94 all become 'Asset'), making sure the string is kept at least one character long. Returns true if it removed anything.

code: namespace UsdUtils { bool UsdUtils::RemoveNumberedSuffix ( [FString](API\Runtime\Core\Containers\FString) & Prefix ) }


description:
Renames a single prim to a new name WARNING: This will lead to issues if called from within a pxr::SdfChangeBlock. This because it needs to be able to send separate notices: One notice about the renaming, that the transactor can record on the current edit target, and one extra notice about the definition of an auxiliary prim on the session layer, that the transactormustrecord as having taken place on the session layer.
True if we managed to rename

code: namespace UsdUtils { bool UsdUtils::RenamePrim ( [UE::FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) & Prim, const TCHAR * NewPrimName ) }


description: Note: This assumes that the morph targets in InBlendShape are sorted by weight.

code: namespace UsdUtils { void UsdUtils::ResolveWeightsForBlendShape ( const [FUsdBlendShape](API\Plugins\USDUtilities\FUsdBlendShape) & InBlendShape, float InWeight, float & OutPrimaryWeight, [TArray](API\Runtime\Core\Containers\TArray)< float > & OutInbetweenWeights ) }


description: Returns a modified version of InIdentifier that can be used as a USD prim or property name. This means only allowing letters, numbers and the underscore character. All others are replaced with underscores. Additionally, the first character cannot be a number. Note that this obviously doesn't check for a potential name collision.

code: namespace UsdUtils { [FString](API\Runtime\Core\Containers\FString) UsdUtils::SanitizeUsdIdentifier ( const TCHAR * InIdentifier ) }


code: namespace UsdUtils { void UsdUtils::SetAssetImportData ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [UAssetImportData](API\Runtime\Engine\EditorFramework\UAssetImportData) * ImportData ) }


description: Adds to Prim the assetInfo metadata the values described in Info

code: namespace UsdUtils { void UsdUtils::SetPrimAssetInfo ( [UE::FUsdPrim](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdPrim) & Prim, const [FUsdUnrealAssetInfo](API\Plugins\USDClasses\FUsdUnrealAssetInfo) & Info ) }


description: Removes the "Muted" CustomData entry from the attribute at the stage's UE state sublayer, letting it be animated when loaded into UE

code: namespace UsdUtils { bool UsdUtils::UnmuteAttribute ( [UE::FUsdAttribute](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdAttribute) & Attribute, const [UE::FUsdStage](API\Plugins\UnrealUSDWrapper\UsdWrappers\FUsdStage) & Stage ) }


module: UserToolBoxBasicCommand

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent) [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > Filter ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Source )


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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent) bool FilterUnit ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Source )


className: UBaseActorFilter

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, EditInlineNew, Abstract) class UBaseActorFilter : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


className: UGetAllDescendants


className: UGetNDescendants

N

type: int


className: UHasAttachedActor


className: UHasComponentOfClass

ComponentClass

type: TSubclassOf<UA...


className: UHasMetadataByKey

Key

type: FName


className: UHasMetadataByKeyAndValue


className: UHasMetadataByKeyAndValueDropDown


className: UIsClassOf

ActorClass

type: TSubclassOf<AA...


className: EActorFilterRule

code: enum EActorFilterRule { Add =0, Intersect =2, Substract =3, Replace = 4, }


className: EActorFilterSource

code: enum EActorFilterSource { OriginalSelection =0, PreviousResult =1, }


className: FActorFilterOptions

Filter

type: TObjectPtr<UBa...

Rule

type: EActorFilterRul...

Source

type: EActorFilterSou...


className: FBindableActionInfo


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

code: virtual void ShutdownModule()


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


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


code: virtual void Execute()


code: virtual [FName](API\Runtime\Core\UObject\FName) GetLayerName ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [ULayer](API\Runtime\Engine\Layers\ULayer) > Layer )


className: UAssignToLayer

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UAssignToLayer : public [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand)


className: UAssignToLevel

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UAssignToLevel : public [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand)


code: virtual [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand) * CopyCommand ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner ) const


code: UBaseCompositeCommand()


className: UBaseCompositeCommand

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract) class UBaseCompositeCommand : public [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand)

Commands

type: TArray<TObject...


code: UBaseCompositeInlineCommand()


className: UBaseCompositeInlineCommand

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, EditInlineNew) class UBaseCompositeInlineCommand : public [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand)


code: UChangeViewMode()


className: UChangeViewMode

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UChangeViewMode : public [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand)

ViewMode

type: TEnumAsByte< EV...


code: UCleanHierarchy()


className: UCleanHierarchy

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UCleanHierarchy : public [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand)

DSMetadataToPreserve

type: TArray<FString...

RemoveEmptyBranches

type: bool


code: UCompositeCommand()


className: UCompositeCommand


code: UCompositeInlineCommand()


className: UCompositeInlineCommand


code: UConsoleVariable()


className: UConsoleVariable

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UConsoleVariable : public [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand)


code: virtual void Execute()


className: UEngineCommand

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UEngineCommand : public [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand)

Command

type: FString


code: UExecuteBindableAction()


className: UExecuteBindableAction

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UExecuteBindableAction : public [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand)

CommandInfo

type: FBindableAction...


code: UExecutePythonScript()


className: UExecutePythonScript

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UExecutePythonScript : public [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand)


className: UFlipNormals

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UFlipNormals : public [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand)


code: UIsolateSelection()


className: UIsolateSelection

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UIsolateSelection : public [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand)


className: UMerge

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMerge : public [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand)


code: UMirrorActorCommand()


className: UMirrorActorCommand

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMirrorActorCommand : public [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand)


code: UPushComponentMaterialIntoMesh()


className: UPushComponentMaterialIntoMesh

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UPushComponentMaterialIntoMesh : public [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand)


code: USelectActorByFilter()


className: USelectActorByFilter

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable) class USelectActorByFilter : public [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand)

FilterStack

type: TArray<FActorF...


code: USelectActorBySize()


className: USelectActorBySize

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class USelectActorBySize : public [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand)

SizeThreshold

type: float


code: virtual void Execute()


code: USetHighPrecisionOnMesh()


className: USetHighPrecisionOnMesh

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class USetHighPrecisionOnMesh : public [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand)


code: virtual bool DisplayParameters()


code: UShowLayersCommand()


className: UShowLayersCommand

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UShowLayersCommand : public [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand)

Layers

type: TArray<FName>


className: UTabSpawner

description: No constructors are accessible with public or protected access.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UTabSpawner : public [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand)


code: UToggleCommandInline()


className: UToggleCommandInline

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable) class UToggleCommandInline : public [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand)


description: Checks whether this drag and drop operation can cast safely to the specified type.

module: UserToolBoxCore

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


className: UZoomAll

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UZoomAll : public [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand)


code: static const [FString](API\Runtime\Core\Containers\FString) & GetTypeId()


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FCommandDragDropOperation](API\Plugins\UserToolBoxCore\Editor\FCommandDragDropOperation) > New ( [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand) * Command )


code: FCommandDragDropOperation()


code: virtual ~FCommandDragDropOperation()


className: FCommandDragDropOperation

code: struct FCommandDragDropOperation : public [FDragDropOperation](API\Runtime\SlateCore\Input\FDragDropOperation)

Command

type: TWeakObjectPtr<...


className: FOnCommandSelectedChanged

code: typedef TBaseDelegate_OneParam< void, [UClass](API\Runtime\CoreUObject\UObject\UClass) * > FOnCommandSelectedChanged


className: FOnObjectPropertyModified

code: typedef TBaseDelegate_OneParam< void, [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand) * > FOnObjectPropertyModified


code: void AddCommandAt ( [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand) * InCommand, [FString](API\Runtime\Core\Containers\FString) Section, int Index )


code: void AddCommandToCurrentSection ( [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand) * InCommand )


code: void CreateOrRebuildUTBTabTabWidget()


code: void EditActiveSectionName()


className: FOnCurrentSectionChange

code: typedef TMulticastDelegate_OneParam< void, [FString](API\Runtime\Core\Containers\FString) > FOnCurrentSectionChange


className: FOnSectionListChange

code: typedef TMulticastDelegate_NoParams< void > FOnSectionListChange


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

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


description: Returns the invariant name of this toolkit type

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


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

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


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

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


code: virtual void InitUTBTabEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, [UUserToolBoxBaseTab](API\Plugins\UserToolBoxCore\UUserToolBoxBaseTab) * Tab )


code: void MoveSectionAfterExistingSection ( [FString](API\Runtime\Core\Containers\FString) SectionToMove, [FString](API\Runtime\Core\Containers\FString) SectionToTarget )


code: void NotifyTabHasChanged ( [UUserToolBoxBaseTab](API\Plugins\UserToolBoxCore\UUserToolBoxBaseTab) * Tab )


description: Signal that client should run any PostRedo code

code: virtual void PostRedo ( bool bSuccess )


description: Signal that client should run any PostUndo code

code: virtual void PostUndo ( bool bSuccess )


code: void RefreshSectionNames()


description: IToolkitinterface

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


code: void RemoveCommandFromCurrentSection ( [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand) * InCommand, bool ShouldRebuild )


code: void RemoveCurrentSection()


code: void RenameActiveSection ( [FString](API\Runtime\Core\Containers\FString) NewName )


code: void SetCurrentCommandSelection ( [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand) * Command )


code: void SetCurrentSection ( [FString](API\Runtime\Core\Containers\FString) SectionName )


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 )


code: void UpdateCommand ( [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand) * Command )


code: void UpdateCurrentSection()


className: UTBCommandDetailsTabId

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


className: UTBCommandTabId

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


className: UTBTabDetailsTabId

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


className: UTBTabSectionTabId

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


className: UTBTabTabId

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


className: FUTBTabEditor

code: class FUTBTabEditor : public [IUTBTabEditor](API\Plugins\UserToolBoxCore\Editor\IUTBTabEditor), public [FEditorUndoClient](API\Editor\UnrealEd\FEditorUndoClient)

CommandDetailsView

type: TSharedPtr<SCo...

CurrentSelectedCommand

type: FAssetData

OnCurrentSectionChange

type: FOnCurrentSecti...

OnSectionListChange

type: FOnSectionListC...

SectionListView

type: TSharedPtr<SLi...

SectionNames

type: TArray<TShared...

SectionVerticalBox

type: TSharedPtr<SVe...

UUTBCommandDetailsTabWidget

type: TSharedPtr<SWi...


className: IUTBTabEditor

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


code: void Construct ( const [FArguments](API\Plugins\UserToolBoxCore\Editor\SButtonCommandWidget\FArguments) & InArgs )


code: WidgetArgsType & Command &40; const TAttribute< UUTBBaseCommand &42; > & InAttribute &41;


description: Slot for this button's content (optional)

code: NamedSlotProperty< FArguments > Content&40;&41;


code: WidgetArgsType & OnClicked &40; const FOnClicked & InDelegate &41;


code: FArguments & operator&91;&93; &40; const TSharedRef< SWidget > & InChild &41;


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

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


description: Called when Slate detects that a widget started to be dragged. Usage: A widget can ask Slate to detect a drag. OnMouseDown() reply withFReply::Handled().DetectDrag( SharedThis(this) ). Slate will either send anOnDragDetected()event or do nothing. If the user releases a mouse button or leaves the widget before a drag is triggered (maybe user started at the very edge) then no event will be sent.

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


description:
MOUSE INPUT The system calls this method to notify the widget that a mouse button was pressed within it. This event is bubbled.
Whether the event was handled along with possible requests for the system to take action.

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


className: SButtonCommandWidget

code: class SButtonCommandWidget : public [SButton](API\Runtime\Slate\Widgets\Input\SButton)


code: void Construct ( const [FArguments](API\Plugins\UserToolBoxCore\Editor\SCommandDetailsView\FArguments) & InArgs )


description: Sets the text content for this editable text widget


code: WidgetArgsType & OnObjectPropertyModified &40; const FOnObjectPropertyModified & InDelegate &41;


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


code: void SetObject ( [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand) * Command )


className: SCommandDetailsView

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


code: void Construct ( const [FArguments](API\Plugins\UserToolBoxCore\Editor\SCommandPickMenuWidget\FArguments) & InArgs )


code: WidgetArgsType & OnCommandSelectionChanged &40; const FOnCommandSelectedChanged & InDelegate &41;


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


code: ~SCommandPickMenuWidget()


className: SCommandPickMenuWidget

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


code: void Construct ( const [FArguments](API\Plugins\UserToolBoxCore\Editor\SCommandWidget\FArguments) & InArgs )


code: WidgetArgsType & Editor &40; const TAttribute< TSharedPtr< FUTBTabEditor > > & InAttribute &41;


code: WidgetArgsType & OnCommandChanged &40; const FOnCommandChanged & InDelegate &41;


code: WidgetArgsType & IndexInSection &40; const TAttribute< int > & InAttribute &41;


code: WidgetArgsType & OnCommandDeleted &40; const FOnCommandDeleted & InDelegate &41;


code: WidgetArgsType & OnCommandSelected &40; const FOnCommandSelected & InDelegate &41;


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


code: WidgetArgsType & OnDropCommand &40; const FOnDropCommand & InDelegate &41;


code: WidgetArgsType & OnTabChanged &40; const FOnTabChangedNotify & InDelegate &41;


code: WidgetArgsType & SectionName &40; const TAttribute< FString > & InAttribute &41;


code: typedef FArguments WidgetArgsType


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


className: FOnCommandChanged

code: typedef TBaseDelegate_ThreeParams< void, [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand) *, [FString](API\Runtime\Core\Containers\FString), int > FOnCommandChanged


className: FOnCommandDeleted

code: typedef TBaseDelegate_OneParam< void, [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand) * > FOnCommandDeleted


className: FOnCommandSelected

code: typedef TBaseDelegate_OneParam< void, [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand) * > FOnCommandSelected


className: FOnTabChangedNotify

code: typedef TBaseDelegate_OneParam< void, [UUserToolBoxBaseTab](API\Plugins\UserToolBoxCore\UUserToolBoxBaseTab) * > FOnTabChangedNotify


className: FOnDropCommand

code: typedef TBaseDelegate_ThreeParams< void, [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand) *, [FString](API\Runtime\Core\Containers\FString), int > FOnDropCommand


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


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


description:
The system calls this method to notify the widget that a mouse button was release within it. This event is bubbled.
Whether the event was handled along with possible requests for the system to take action.

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


code: void OnObjectsReplacedCallback ( const [TMap](API\Runtime\Core\Containers\TMap)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & ReplacementMap )


className: SCommandWidget

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


className: FIconFolderInfo

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FIconFolderInfo : public [FTableRowBase](API\Runtime\Engine\Engine\FTableRowBase)

FolderPath

type: FDirectoryPath


className: FOnTabChanged

code: typedef TMulticastDelegate_OneParam< void, [UUserToolBoxBaseTab](API\Plugins\UserToolBoxCore\UUserToolBoxBaseTab) * > FOnTabChanged


className: FUITemplateParameters

description: UTBTabSection is the class that represent a section in aUUserToolBoxBaseTabit contains the name of the section and the list of command attach to that section

code: struct FUITemplateParameters


code: virtual void ShutdownModule()


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


className: FUserToolBoxCoreModule

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


code: static void AddExternalImageBrushes ( const [TArray](API\Runtime\Core\Containers\TArray)< [FIconInfo](API\Plugins\UserToolBoxCore\FIconInfo) > & IconInfos )


code: static void ClearExternalImageBrushes()


className: ExternalBrushIds

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > ExternalBrushIds;


description: The Slate style set for the Shooter game

code: static const [ISlateStyle](API\Runtime\SlateCore\Styling\ISlateStyle) & Get()


code: static [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetAvailableExternalImageBrushes()


description: Reloads textures used by slate renderer

code: static void ReloadTextures()


className: StyleInstance

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FSlateStyleSet](API\Runtime\SlateCore\Styling\FSlateStyleSet) > StyleInstance = nullptr;


className: FUserToolBoxStyle

code: class FUserToolBoxStyle


code: void ExecuteCurrentCommand()


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


code: bool IsSupportingCommandClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand) > CommandClass )


code: void SetCommand ( [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand) * Command )


className: IUTBUICommand

code: class IUTBUICommand


code: void Construct ( const [FArguments](API\Plugins\UserToolBoxCore\SUserToolBoxTabWidget\FArguments) & InArgs )


code: WidgetArgsType & UIOverride &40; const TAttribute< TSubclassOf< UUTBDefaultUITemplate > > & InAttribute &41;


code: WidgetArgsType & Tab &40; const TAttribute< UUserToolBoxBaseTab &42; > & InAttribute &41;


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


code: WidgetArgsType & UIParameters &40; const TAttribute< FUITemplateParameters > & InAttribute &41;


className: FArguments

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


code: void OnObjectModified ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & )


description: Function to request a tab UI update

code: void UpdateTab ( [UUserToolBoxBaseTab](API\Plugins\UserToolBoxCore\UUserToolBoxBaseTab) * InTab )


className: SUserToolBoxTabWidget

description: SUserToolBoxTabWidgetis the UI widget generated by aUUserToolBoxBaseTab. It will generated the wanted UI based on the different UI override set in theUUserToolBoxBaseTabor in a specific command

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


description: LeafWidgets should compute their DesiredSize based solely on their visual representation. There is no need to take child widgets into account as LeafWidgets have none by definition. For example, the TextBlock widget simply measures the area necessary to display its text with the given font and font size.

code: virtual FVector2D ComputeDesiredSize ( const float ) const


description: Whether to wrap text automatically based on the widget's computed horizontal space. IMPORTANT: Using automatic wrapping can result in visual artifacts, as the the wrapped size will computed be at least one frame late! Consider using WrapTextAt instead. The initial desired size will not be clamped. This works best in cases where the text block's size is not affecting other widget's layout.

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


description: Text color and opacity

code: WidgetArgsType & ColorAndOpacity &40; const TAttribute< FSlateColor > & InAttribute &41;


description: Sets the font used to draw the text

code: WidgetArgsType & Font &40; const TAttribute< FSlateFontInfo > & InAttribute &41;


description: The color used to highlight the specified text

code: WidgetArgsType & HighlightColor &40; const TAttribute< FLinearColor > & InAttribute &41;


description: Highlight this text in the text block

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


description: The brush used to highlight the specified text

code: WidgetArgsType & HighlightShape &40; const TAttribute< const FSlateBrush &42; > & InAttribute &41;


description: How the text should be aligned with the margin.

code: WidgetArgsType & Justification &40; const TAttribute< ETextJustify::Type > & InAttribute &41;


description: The iterator to use to detect appropriate soft-wrapping points for lines (or null to use the default)

code: WidgetArgsType & LineBreakPolicy &40; TSharedPtr< IBreakIterator > InArg &41;


description: The amount to scale each lines height by.

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


description: The amount of blank space left around the edges of text area.

code: WidgetArgsType & Margin &40; const TAttribute< FMargin > & InAttribute &41;


description: Minimum width that a text block should be

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


description: Called when this text is double clicked

code: WidgetArgsType & OnDoubleClicked &40; const FPointerEventHandler & InDelegate &41;


description: Determines what happens to text that is clipped and doesn't fit within the clip rect for this widget

code: WidgetArgsType & OverflowPolicy &40; TOptional< ETextOverflowPolicy > InArg &41;


description: Shadow color and opacity

code: WidgetArgsType & ShadowColorAndOpacity &40; const TAttribute< FLinearColor > & InAttribute &41;


description: If this is enabled, text shaping, wrapping, justification are disabled in favor of much faster text layout and measurement. This feature is suitable for numbers and text that changes often and impact performance. Enabling this setting may cause certain languages (such as Right to left languages) to not display properly.

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


description: Drop shadow offset in pixels

code: WidgetArgsType & ShadowOffset &40; const TAttribute< FVector2D > & InAttribute &41;


description: Sets the brush used to strike through the text

code: WidgetArgsType & StrikeBrush &40; const TAttribute< const FSlateBrush &42; > & InAttribute &41;


description: The text displayed in this text block

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


description: Which text shaping method should we use? (unset to use the default returned by GetDefaultTextShapingMethod)

code: WidgetArgsType & TextShapingMethod &40; TOptional< ETextShapingMethod > InArg &41;


description: Which text flow direction should we use? (unset to use the default returned by GetDefaultTextFlowDirection)

code: WidgetArgsType & TextFlowDirection &40; TOptional< ETextFlowDirection > InArg &41;


description: Pointer to a style of the text block, which dictates the font, color, and shadow options.

code: WidgetArgsType & TextStyle &40; const FTextBlockStyle &42; InArg &41;


description: The transform policy to use

code: WidgetArgsType & TransformPolicy &40; const TAttribute< ETextTransformPolicy > & InAttribute &41;


description: The wrapping policy to use

code: WidgetArgsType & WrappingPolicy &40; const TAttribute< ETextWrappingPolicy > & InAttribute &41;


code: typedef FArguments WidgetArgsType


description: Whether text wraps onto a new line when it's length exceeds this width; if this value is zero or negative, no wrapping occurs.

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


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


className: SVerticalTextBlock

code: class SVerticalTextBlock : public [STextBlock](API\Runtime\Slate\Widgets\Text\STextBlock)


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

code: virtual void BeginDestroy()


code: virtual void ExecuteCurrentCommand()


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


code: virtual bool IsSupportingCommandClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand) > CommandClass )


code: void ReplaceCommand ( const [TMap](API\Runtime\Core\Containers\TMap)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & Map )


className: UBaseCommandNativeUI

description: Native base class for Command UI Customization.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UBaseCommandNativeUI : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IUTBUICommand](API\Plugins\UserToolBoxCore\IUTBUICommand)

MyCommand

type: TObjectPtr<UUT...


code: virtual void SetCommand ( [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand) * Command )


className: UIconsTracker

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UIconsTracker : public [UDataAsset](API\Runtime\Engine\Engine\UDataAsset)

IconFolderInfos

type: TArray<FIconFo...


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

code: virtual bool CanCreateNew() const


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

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


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


className: UIconTrackerFactory

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UIconTrackerFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


className: UUserToolBoxBaseBlueprint

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, HideCategories=(Object), Blueprintable, Meta=(ShowWorldContextPin)) class UUserToolBoxBaseBlueprint : public [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand)


description:
Return the presence of the command in the tab
is the command inside that tab

code: bool ContainsCommand ( const [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand) * Command ) const


description: Function to generate the raw widget of the tab. you may consider using theSUserToolBoxTabWidgetinstead if you want to register your different commands to the input manager etc..

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GenerateUI ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUTBDefaultUITemplate](API\Plugins\UserToolBoxCore\UUTBDefaultUITemplate) > TabUiClass, const [FUITemplateParameters](API\Plugins\UserToolBoxCore\FUITemplateParameters) & Params )


description: Return the section with the specified name or create it if it does not exist

code: [UUTBTabSection](API\Plugins\UserToolBoxCore\UUTBTabSection) * GetOrCreateSection ( const [FString](API\Runtime\Core\Containers\FString) SectionName )


description:
Return the placeholder section
the placeholder section


description:
Get all the section of that tab
an array of section

code: [TArray](API\Runtime\Core\Containers\TArray)< [UUTBTabSection](API\Plugins\UserToolBoxCore\UUTBTabSection) * > GetSections()


description: Insert a command at a specific location in a specific section

code: void InsertCommand ( const [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand) * InCommand, const [FString](API\Runtime\Core\Containers\FString) SectionName, const int Index )


description: Insert a default command from the class at a specific location in a specific section

code: void InsertCommandFromClass ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand) > InClass, const [FString](API\Runtime\Core\Containers\FString) Section, const int Index )


code: void MoveSectionAfterExistingSection ( const [FString](API\Runtime\Core\Containers\FString) SectionToMoveName, const [FString](API\Runtime\Core\Containers\FString) SectionToTargetName )


className: PlaceHolderSectionName

code: static const [FName](API\Runtime\Core\UObject\FName) PlaceHolderSectionName ="Hidden";


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


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

code: virtual void PostLoad()


description: Registering the command list

code: void RegisterCommand()


description: Remove a command

code: void RemoveCommand ( [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand) * Command )


description: Remove a command contained in a specific section

code: void RemoveCommandFromSection ( [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand) * Command, const [FString](API\Runtime\Core\Containers\FString) SectionName )


code: void RemoveInvalidCommand()


description: Remove a section

code: void RemoveSection ( [UUTBTabSection](API\Plugins\UserToolBoxCore\UUTBTabSection) * Section )


description: Remove a section with a specific name

code: void RemoveSection ( const [FString](API\Runtime\Core\Containers\FString) SectionName )


description: Replace a batch of command

code: void ReplaceCommands ( const [TMap](API\Runtime\Core\Containers\TMap)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & ReplacementMap )


description: Unregistering the command list

code: void UnregisterCommand()


className: UUserToolBoxBaseTab

description: UUserToolBoxBaseTabis the class that represent a configurable tab This class contains the name of the tab and a section's list. In that class, you can also specified an UTBUICommand to override "by default" the UI of each command. Note: The override define in the command override the UI override define in the tab. This is the class serialized as an asset.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UUserToolBoxBaseTab : public [UDataAsset](API\Runtime\Engine\Engine\UDataAsset)

bIsVisibleInDrawer

type: bool

DefaultCommandUIOverride

type: TObjectPtr<UCl...

description: The default override for each command ( does not override ui command specified in the command)

IsSettingShouldBeVisible

description: Should the setting's icon be visible on the top right of the tab ( for easy access)

Name

type: FString

description: The name of the toolbox

TabUI

type: TSubclassOf<UU...

description: The UI template to use to render this tab


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GenerateTabUI ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) Data, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUTBDefaultUITemplate](API\Plugins\UserToolBoxCore\UUTBDefaultUITemplate) > Ui, const [FUITemplateParameters](API\Plugins\UserToolBoxCore\FUITemplateParameters) & Parameters )


description: Implement this for initialization of instances of the system

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="User Toolbox") void RefreshIcons()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="User Toolbox") bool PickAnIcon ( [FString](API\Runtime\Core\Containers\FString) & OutValue )


code: void UpdateLevelViewportWidget()


className: UUserToolboxSubsystem

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class UUserToolboxSubsystem : public [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem)

OnTabChanged

type: FOnTabChanged


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Transaction") void AddObjectToTransaction ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


code: virtual [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand) * CopyCommand ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner ) const


code: virtual bool DisplayParameters()


className: UUTBBaseCommand

description: UUTBBaseCommandis the base class for any command of the usertoolbox framework. Inherit directly from this class if you want to create a new command implemented in c++

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Abstract, EditInlineNew) class UUTBBaseCommand : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

IconPath

description: The icon path for the command

KeyboardShortcut

type: FInputChord

Name

description: The name of the command

UI

type: TObjectPtr<UOb...


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

code: virtual bool ConfigureProperties()


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

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


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


className: UUTBCommandFactory

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UUTBCommandFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


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

code: virtual bool CanCreateNew() const


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


className: UUTBCommandTabFactory

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UUTBCommandTabFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category=" Command UI") bool DoesSupportClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand) > ObjectClass )


code: virtual void ExecuteCurrentCommand()


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


code: virtual bool IsSupportingCommandClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand) > CommandClass )


code: void ReplaceCommand ( const [TMap](API\Runtime\Core\Containers\TMap)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & Map )


code: virtual void SetCommand ( [UUTBBaseCommand](API\Plugins\UserToolBoxCore\UUTBBaseCommand) * Command )


className: UUTBCommandUMGUI

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UUTBCommandUMGUI : public [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget), public [IUTBUICommand](API\Plugins\UserToolBoxCore\IUTBUICommand)


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > BuildTabUI ( [UUserToolBoxBaseTab](API\Plugins\UserToolBoxCore\UUserToolBoxBaseTab) * Tab, const [FUITemplateParameters](API\Plugins\UserToolBoxCore\FUITemplateParameters) & Params )


className: UUTBDefaultUITemplate

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UUTBDefaultUITemplate : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


className: UUTBEditorBlueprint

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UUTBEditorBlueprint : public [UEditorUtilityBlueprint](API\Editor\Blutility\UEditorUtilityBlueprint)


className: UUTBEditorUtilityBlueprintFactory

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UUTBEditorUtilityBlueprintFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


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


className: UUTBPaletteTabUI

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UUTBPaletteTabUI : public [UUTBToolBarTabUI](API\Plugins\UserToolBoxCore\UUTBToolBarTabUI)


className: UUTBSlimHorizontalToolBarTabUI

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UUTBSlimHorizontalToolBarTabUI : public [UUTBToolBarTabUI](API\Plugins\UserToolBoxCore\UUTBToolBarTabUI)


className: UUTBTabSection

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UUTBTabSection : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

Commands

type: TArray<TObject...

description: The list of command

SectionName

description: The name of the section


className: UUTBToolBarTabUI

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UUTBToolBarTabUI : public [UUTBDefaultUITemplate](API\Plugins\UserToolBoxCore\UUTBDefaultUITemplate)


className: UUTBUICommand

description: Interface shared by the native UI and by the UMG one.

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


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FToolBarBuilder](API\Runtime\Slate\Framework\MultiBox\FToolBarBuilder) > GetBuilder ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > InCommandList, [FMultiBoxCustomization](API\Runtime\Slate\Framework\MultiBox\FMultiBoxCustomization) InCustomization, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) > InExtender, const bool InForceSmallIcons )


className: UUTBVerticalToolBarTabUI

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UUTBVerticalToolBarTabUI : public [UUTBToolBarTabUI](API\Plugins\UserToolBoxCore\UUTBToolBarTabUI)