description: Register a viewport type for the level editor

code: void RegisterViewportType ( [FName](API\Runtime\Core\UObject\FName) InLayoutName, const [FViewportTypeDefinition](API\Editor\LevelEditor\FViewportTypeDefinition) & InDefinition )


description: Set the pointer to the current level Editor instance

module: LevelEditor

code: virtual void SetLevelEditorInstance ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< class SLevelEditor > LevelEditor )


description: Set the pointer to the level editor tab

code: virtual void SetLevelEditorInstanceTab ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< class [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > LevelEditorTab )


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

code: virtual void ShutdownModule()


description: Create a tab manager for the level editor based on the given tab (or clears the tab manager if OwnerTab is null)

code: virtual void SetLevelEditorTabManager ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > & OwnerTab )


description: Starts a play in editor session using the active viewport

code: virtual void StartPlayInEditorSession()


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

code: virtual void StartupModule()


description: Spawns a new build and submit widget

code: virtual void SummonBuildAndSubmit()


description: Spawns a new property viewer

code: virtual void SummonSelectionDetails()


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

code: virtual bool SupportsDynamicReloading()


description: Toggles immersive mode on the currently active level viewport


description: Unregister a previously registered viewport type

code: void UnregisterViewportType ( [FName](API\Runtime\Core\UObject\FName) InLayoutName )


description: Constructor, set up console commands and variables

code: FLevelEditorModule()


className: FLevelEditorModule

description: Level editor module

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


className: FLevelEditorOutlinerBuiltInCategories

description: Structure of built-in filter categories. Defined as functions to enable external use without linkage


description: so you cannot rely on the filter to know which outliner it is active in.Usethe override that takes a delegate instead

code: void AddCustomFilter ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FFilterBase](API\Developer\ToolWidgets\Filters\FFilterBase)< const [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) & >> InCustomFilter )


description: constructor)

code: void AddCustomClassFilter ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FCustomClassFilterData](API\Editor\EditorWidgets\Filters\FCustomClassFilterData) > InCustomClassFilterData )


description: FGenericFilteron how to create generic filters

code: void AddCustomFilter ( [FOutlinerFilterFactory](API\Editor\LevelEditor\FLevelEditorOutlinerSettings\FOutlinerFilterFactory) InCreateCustomFilter )


description: Creates the default filters that the level editor outliner has.

code: void CreateDefaultFilters()


className: FOutlinerFilterFactory

description: Delegate to create a Filter for the Outliner

code: typedef TBaseDelegate_NoParams< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FFilterBase](API\Developer\ToolWidgets\Filters\FFilterBase)< const [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) & > > > FOutlinerFilterFactory


description: Get theFFilterCategoryattached to the given category name. Use this to add filters to the built in categories.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FFilterCategory](API\Developer\ToolWidgets\Filters\FFilterCategory) > GetFilterCategory ( const [FName](API\Runtime\Core\UObject\FName) & CategoryName )


description: Append the init options stored in this class to the given Outliner init options.

code: void GetOutlinerFilters ( [FSceneOutlinerFilterBarOptions](API\Editor\SceneOutliner\FSceneOutlinerFilterBarOptions) & OutFilterBarOptions )


description: Setup the built in filter categories.

code: void SetupBuiltInCategories()


className: UncontrolledAssetsFilterName

code: static const [FString](API\Runtime\Core\Containers\FString) UncontrolledAssetsFilterName;


className: UnsavedAssetsFilterName

code: static const [FString](API\Runtime\Core\Containers\FString) UnsavedAssetsFilterName;


className: FLevelEditorOutlinerSettings

description: Helper class to manage initalization options specific to the Level Editor Outliners Use AddCustomFilter/AddCustomClass Filter to register new filters in the Outliner. Make sure that the filters you attach have a category, otherwise they will not show up

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


code: FShowMenuCommand &40; TSharedPtr< FUICommandInfo > InShowMenuItem &41;


className: FOnNewStatCommandAdded

description: Delegate we fire every time a new stat has been had a command added

code: class FOnNewStatCommandAdded : public TBaseMulticastDelegate_TwoParams< void, const TSharedPtr< FUICommandInfo >, const FString & >


code: FShowMenuCommand &40; TSharedPtr< FUICommandInfo > InShowMenuItem, const FText & InLabelOverride &41;


className: FShowMenuCommand

code: struct FShowMenuCommand

LabelOverride

type: FText

ShowMenuItem

type: TSharedPtr<FUI...


description: Get the singleton instance of this set of commands.

code: static [FLevelViewportCommands](API\Editor\LevelEditor\FLevelViewportCommands) & Get()


code: [FLevelViewportCommands](API\Editor\LevelEditor\FLevelViewportCommands) & operator= ( [FLevelViewportCommands](API\Editor\LevelEditor\FLevelViewportCommands) && )


code: [FLevelViewportCommands](API\Editor\LevelEditor\FLevelViewportCommands) & operator= ( const [FLevelViewportCommands](API\Editor\LevelEditor\FLevelViewportCommands) & )


description: Registers our commands with the binding system for showing volumes.

code: void RegisterShowVolumeCommands()


description: Registers our commands with the binding system for showing sprites.

code: void RegisterShowSpriteCommands()


code: FLevelViewportCommands ( const [FLevelViewportCommands](API\Editor\LevelEditor\FLevelViewportCommands) & )


code: FLevelViewportCommands ( [FLevelViewportCommands](API\Editor\LevelEditor\FLevelViewportCommands) && )


description: UI_COMMAND takes long for the compile to optimize

code: virtual void RegisterCommands()


code: virtual ~FLevelViewportCommands()


description: Begins a draw throttle for responsiveness when animating a viewports size

code: void BeginThrottleForAnimatedResize()


className: FLevelViewportCommands

description: Class containing commands for level viewport actions

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

AdvancedSettings

description: Opens the advanced viewport settings

ApplyMaterialToActor

description: Applys a material to an actor

ClearBookmarkCommands

type: TArray<TShared...

CreateCameras

description: Creates a subclass ofACameraActorat current perspective viewport position

EjectActorPilot

description: Actor pilot commands

FindInLevelScriptBlueprint

description: Finds instances of selected object in level script.

HideAllDataLayers

description: Hides all DataLayers

HideAllLayers

description: Hides all layers

HideAllSprites

description: Hides all sprite categories

HideAllStats

description: Hides all Stats categories

HideAllVolumes

description: Hides all volume classes

HighResScreenshot

description: Opens the control panel for high resolution screenshots

JumpToBookmarkCommands

description: Bookmarks

ShowAllDataLayers

description: Shows all DataLayers

ShowAllLayers

description: Shows all layers

ShowAllSprites

description: Shows all sprite categories

ShowAllVolumes

description: Shows all volume classes

ShowSpriteCommands

type: TArray<FShowMe...

description: List of commands for showing sprite categories and their localized names. One for each command

ShowStatCatCommands

type: TMap<FString, ...

description: A map of stat categories and the commands that belong in them

ShowVolumeCommands

description: List of commands for showing volume classes and their localized names. One for each command

ToggleActorPilotCameraView

description: Toggles showing the exact camera view when locking a viewport to a camera

ToggleCinematicPreview

description: Allows this viewport to be used for previewing cinematic animations

ToggleGameView

description: Toggles game preview in the viewport

ToggleImmersive

description: Toggles immersive mode in the viewport

ToggleMaximize

description: Toggles maximize mode in the viewport

ToggleSidebarAllTabs

description: Toggles moving all tabs except the viewport to a sidebar or removing them from a sidebar

UseDefaultShowFlags

description: Reset all show flags to default

description: Viewport pane configurations


description: Builds a viewport layout and returns the widget containing the layout

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > BuildViewportLayout ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > InParentDockTab, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEditorViewportTabContent](API\Editor\UnrealEd\FEditorViewportTabContent) > InParentTab, const [FString](API\Runtime\Core\Containers\FString) & LayoutString )


description: Ends a draw throttle for responsiveness when animating a viewports size

code: void EndThrottleForAnimatedResize()


description: Create an instance of a custom viewport from the specified viewport type name

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > FactoryViewport ( [FName](API\Runtime\Core\UObject\FName) InTypeName, const [FAssetEditorViewportConstructionArgs](API\Editor\UnrealEd\FAssetEditorViewportConstruction-) & ConstructionArgs )


description: If a viewport animation is in progress, finishes that transition immediately

code: void FinishMaximizeTransition()


code: FMaximizeViewportCommand &40; FName InViewport, bool bInMaximize, bool bInImmersive, bool bInToggle, bool bInAllowAnimation &41;


className: FMaximizeViewportCommand

description: Maximize/immersive commands can be queued up at startup to be executed on the first tick. This is necessary, because these commands can't be executed until the viewport has a parent window, which might not be there upon viewport initialization

code: struct FMaximizeViewportCommand

bAllowAnimation

type: bool

Viewport

type: FName


description:
Returns the widget position for viewport transition animations
Viewport position on canvas


description:
Returns the widget size for viewport transition animations
Viewport size on canvas


description: Return the stat id to use for this tickable

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


description: Called in after factory of a new layout functions for derived types of layout to init values common to all types

code: void InitCommonLayoutFromString ( const [FString](API\Runtime\Core\Containers\FString) & LayoutString, const [FName](API\Runtime\Core\UObject\FName) PerspectiveViewportKey )


description:
Checks to see the specified level viewport is visible in this layout A viewport is visible in a layout if the layout is visible and the viewport is the maximized viewport or there is no maximized viewport
true if the viewport is visible.

code: bool IsLevelViewportVisible ( [FName](API\Runtime\Core\UObject\FName) InViewport ) const


description:
Checks to see if the specified level viewport supports maximizing one pane
true if the viewport supports maximizing

code: bool IsMaximizeSupported() const


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

code: virtual bool IsTickable() const


description: Returns whether a viewport animation is currently taking place

code: bool IsTransitioning() const


description:
Checks to see if the specified level viewport is in immersive mode
true if the viewport is immersive, false otherwise

code: bool IsViewportImmersive ( [FName](API\Runtime\Core\UObject\FName) InViewport ) const


description:
Checks to see if the specified level viewport is maximized
true if the viewport is maximized, false otherwise

code: bool IsViewportMaximized ( [FName](API\Runtime\Core\UObject\FName) InViewport ) const


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


description: true if this layout is visible. It is not visible if its parent tab is not active

code: virtual bool IsVisible() const


description: Maximizes a specific viewport and hides the others in this layout

code: void MaximizeViewport ( [FName](API\Runtime\Core\UObject\FName) ViewportToMaximize, const bool bWantMaximize, const bool bWantImmersive, const bool bAllowAnimation )


description: Delegate called to get the visibility of the non-maximized viewports The non-maximized viewports are not visible if there is a maximized viewport on top of them

code: virtual [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) OnGetNonMaximizedVisibility() const


description: Makes a request to maximize a specific viewport and hide the others in this layout

code: void RequestMaximizeViewport ( [FName](API\Runtime\Core\UObject\FName) ViewportToMaximize, const bool bWantMaximize, const bool bWantImmersive, const bool bAllowAnimation )


description: Called inSaveConfig()functions for derived types of layout to save values common to all types

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


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


description: Tells this layout whether it was the intial layout or replaced an existing one when the user switched layouts

code: void SetIsReplacement ( bool bInIsReplacement )


description: Method for taking high res screen shots of viewports

code: void TakeHighResScreenShot()


description: FTickableEditorObjectinterface

code: virtual void Tick ( float DeltaTime )


description: Destructor

code: virtual ~FLevelViewportLayout()


description: Constructor

code: FLevelViewportLayout()


className: FLevelViewportLayout

description: Base class for level viewport layout configurations Handles maximizing and restoring well as visibility of specific viewports.

code: class FLevelViewportLayout : public [FAssetEditorViewportLayout](API\Editor\UnrealEd\FAssetEditorViewportLayout)

bIsImmersive

description: True if we're currently in immersive mode

bIsMaximized

description: True if we're currently maximized

bIsMaximizeSupported

description: True if the layout supports maximizing one viewport, false if the feature is disabled

bIsQueryingLayoutMetrics

description: Temporarily set to true while we are querying layout metrics and want all widgets to be visible

bIsReplacement

description: True if the user selected this layout, false if it's the initial layout loaded

bIsTransitioning

description: True if we've started an animation and are waiting for it to finish

bWasImmersive

description: True when transitioning from an immersive state

bWasMaximized

description: True when transitioning from a maximized state

CachedOwnerWindow

type: TWeakPtr<SWind...

description: Caches the window that our widgets are contained within

DeferredMaximizeCommands

type: TArray<FMaximi...

MaximizeAnimation

type: FCurveSequence

description: Curve for animating from a "restored" state to a maximized state

MaximizedViewport

description: The current maximized viewport if any

MaximizedViewportStartPosition

description: Window-space start position of the viewport that's currently being maximized

MaximizedViewportStartSize

description: Window-space start size of the viewport that's currently being maximized

ParentLevelEditor

type: TWeakPtr<ILeve...

description: The optional parent level editor for this layout

ViewportReplacementWidget

type: TSharedPtr<SWi...

description: Dummy widget that we'll inline-replace viewport widgets with while a view is maximized (or made immersive)

ViewportResizeThrottleRequest

type: FThrottleReques...

description: Viewport resize draw throttle request

ViewportsOverlayWidget

description: When maximizing viewports (or making them immersive), this stores the widget we create to wrap the viewport


description: Maps the common commands into the given command list for this layout to the given viewport based on the config key. This call is only additive to the command list, and does not clear or erase already mapped actions.

code: virtual void BindViewportLayoutCommands ( [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) & InOutCommandList, [FName](API\Runtime\Core\UObject\FName) ViewportConfigKey )


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


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEditorViewportLayout](API\Editor\EditorFramework\FEditorViewportLayout) > FactoryViewportLayout ( bool bIsSwitchingLayouts )


description: Starts the tab content object and creates the initial layout based on the layout string

code: virtual void Initialize ( AssetEditorViewportFactoryFunction Func, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > InParentTab, const [FString](API\Runtime\Core\Containers\FString) & InLayoutString )


code: void OnLayoutStartChange ( bool bSwitchingLayouts )


className: FLevelViewportTabContent

description: Represents the content in a viewport tab in the level editor. EachSDockTabholding viewports in the level editor contains and owns one of these.

code: class FLevelViewportTabContent : public [FEditorViewportTabContent](API\Editor\UnrealEd\FEditorViewportTabContent)


description: Add levels in a world to an array based on the LevelOptions setting

code: void AddRequiredLevels ( [AdjustLevels](API\Editor\LevelEditor\FLightmapResRatioAdjustSettings\AdjustLevels) InLevelOptions, [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [TArray](API\Runtime\Core\Containers\TArray)< [ULevel](API\Runtime\Engine\Engine\ULevel) * > & OutLevels )


className: AdjustLevels

description: LightmapResRatioAdjust level options

code: enum AdjustLevels { Current, Selected, AllLoaded, }


description: Static: Returns global lightmap resolution ratio adjust settings

code: static [FLightmapResRatioAdjustSettings](API\Editor\LevelEditor\FLightmapResRatioAdjustSettings) & Get()


className: LightmapResRatioAdjustSettings

description: LightmapResRatioAdjust settingsStatic: Global lightmap resolution ratio adjust settings


description: Constructor

code: FLightmapResRatioAdjustSettings()


className: FLightmapResRatioAdjustSettings

description: LightmapResRatioAdjust settings

code: class FLightmapResRatioAdjustSettings

bBSPSurfaces

description: If true, apply to BSP surfaces

bSelectedObjectsOnly

description: If true, then only do selected primitives in the level(s)

bStaticMeshes

description: If true, apply to static meshes

LevelOptions

type: AdjustLevels

description: The level(s) to check

description: BSP Surfaces

description: Min/Max values Static meshes

PrimitiveFlags

description: The primitives to apply the adjustment to

Ratio

type: float

description: Ratio to apply


className: FOnLevelEditorEditorCameraMoved

description: Delegate type for editor camera movement

code: class FOnLevelEditorEditorCameraMoved


className: FOnLevelEditorMapChanged

description: Delegate type for map change events ( Params: uint32 MapChangeFlags (MapChangeEventFlags) )

code: class FOnLevelEditorMapChanged


className: FOnLevelEditorPostSaveWorld

description: Delegate type for post save world events ( uint32 SaveFlags, UWorld* World, bool bSuccess )

code: class FOnLevelEditorPostSaveWorld


className: FOnLevelEditorMapOpened

description: Delegate type for triggering when a map is opened

code: class FOnLevelEditorMapOpened


className: FOnLevelEditorPreSaveWorld

description: Delegate type for pre save world events ( uint32 SaveFlags, UWorld* World )

code: class FOnLevelEditorPreSaveWorld


code: template<typename T> static [FViewportTypeDefinition](API\Editor\LevelEditor\FViewportTypeDefinition) FromType ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUICommandInfo](API\Runtime\Slate\Framework\Commands\FUICommandInfo) > & ActivationCommand )


className: FViewportTypeDefinition

description: Definition of a custom viewport

code: struct FViewportTypeDefinition

ActivationCommand

description: A UI command for toggling activation this viewport

FactoryFunction

type: FFactoryFunctio...

description: Function used to create a new instance of the viewport


code: FViewportTypeDefinition ( const [FFactoryFunctionType](API\Editor\LevelEditor\FViewportTypeDefinition\FFactoryFunctionType) & InFactoryFunction, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUICommandInfo](API\Runtime\Slate\Framework\Commands\FUICommandInfo) > & InActivationCommand )


description: After spawning a new level viewport outside of the editor's tab system, this function must be called so that the editor can keep track of that viewport

code: void AddStandaloneLevelViewport ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SLevelViewport](API\Editor\LevelEditor\SLevelViewport) > & LevelViewport )


description: Append commands to the command list for the level editor

code: void AppendCommands ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > & InCommandsToAppend )


description: Spawns an Actor Details widget

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateActorDetails ( const [FName](API\Runtime\Core\UObject\FName) TabIdentifier )


description: Gets the active level viewport for this level editor


description: Get an array containing weak pointers to all 4 Scene Outliners which could be potentially active

code: [TArray](API\Runtime\Core\Containers\TArray)< [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [ISceneOutliner](API\Editor\SceneOutliner\ISceneOutliner) > > GetAllSceneOutliners() const


description: Returns a list of all of the toolkits that are currently hosted by this toolkit host

code: const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkit](API\Editor\EditorFramework\Toolkits\IToolkit) > > & GetHostedToolkits() const


description: Get the element selection set used by this level editor

code: const [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * GetElementSelectionSet() const


description: Access the level editor's action command list

code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > & GetLevelEditorActions() const


description: Gets the title for the context menu for this level editor


description: Return the most recently interacted with Outliner


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISceneOutliner](API\Editor\SceneOutliner\ISceneOutliner) > GetSceneOutliner() const


description: Gets an array of all viewports in this level editor

code: [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SLevelViewport](API\Editor\LevelEditor\SLevelViewport) > > GetViewports() const


description: Get the thumbnail pool used by this level editor

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


description: Called to process a key down event in a viewport when in immersive mode

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


description: Set the filter that should be used to determine the set of objects that should be shown in a details panel when an actor in the level editor is selected

code: void SetActorDetailsRootCustomization ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDetailsViewObjectFilter](API\Editor\PropertyEditor\FDetailsViewObjectFilter) > ActorDetailsObjectFilter, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDetailRootObjectCustomization](API\Editor\PropertyEditor\IDetailRootObjectCustomization) > ActorDetailsRootCustomization )


description: Sets the UI customization of the SCSEditor inside the level editor details panel.

code: void SetActorDetailsSCSEditorUICustomization ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ISCSEditorUICustomization](API\Editor\Kismet\ISCSEditorUICustomization) > ActorDetailsSCSEditorUICustomization )


description: Set the outliner with the given name as the most recently interacted with

code: void SetMostRecentlyUsedSceneOutliner ( [FName](API\Runtime\Core\UObject\FName) OutlinerIdentifier )


description: Summons a context menu for this level editor at the mouse cursor's location

code: void SummonLevelViewportContextMenu ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & HitProxyElement )


description: Deprecated* Use the SummonLevelViewportContextMenu overload which takes aFTypedElementHandle.

code: void SummonLevelViewportContextMenu ( [AActor](API\Runtime\Engine\GameFramework\AActor) * HitProxyActor )


description: Summons a context menu for view options

code: void SummonLevelViewportViewOptionMenu ( ELevelViewportType ViewOption )


className: ILevelEditor

description: Public interface to SLevelEditor

code: class ILevelEditor : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget), public [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost)


description: Optionally return this entity as anSLevelViewport. Legacy function for interop with code that used to deal directly with SLevelViewports

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SLevelViewport](API\Editor\LevelEditor\SLevelViewport) > AsLevelViewport() const


description: Get this viewport's level editor viewport client

code: [FLevelEditorViewportClient](API\Editor\UnrealEd\FLevelEditorViewportClient) & GetLevelViewportClient() const


description: Check if this entity has an active play in editor viewport


description: Virtual destruction

code: virtual ~ILevelViewportLayoutEntity()


description: Register this viewport layout entity as a game viewport, if it's currently PIE-ing

code: void RegisterGameViewportIfPIE()


className: ILevelViewportLayoutEntity

description: Interface that defines an entity within a viewport layout

code: class ILevelViewportLayoutEntity : public [IEditorViewportLayoutEntity](API\Editor\EditorFramework\IEditorViewportLayoutEntity)


className: LevelEditorBuildAndSubmit

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


className: LevelEditorDataLayerBrowser

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


className: LevelEditorEnvironmentLightingViewer

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


className: LevelEditorHierarchicalLODOutliner

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


code: static const [FName](API\Runtime\Core\UObject\FName) LevelEditorSceneOutliner3;


className: LevelEditorLayerBrowser

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


className: LevelEditorSceneOutliner

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


code: static const [FName](API\Runtime\Core\UObject\FName) LevelEditorSceneOutliner2;


code: static const [FName](API\Runtime\Core\UObject\FName) LevelEditorSceneOutliner4;


className: LevelEditorSelectionDetails

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


code: static const [FName](API\Runtime\Core\UObject\FName) LevelEditorSelectionDetails2;


code: static const [FName](API\Runtime\Core\UObject\FName) LevelEditorSelectionDetails3;


code: static const [FName](API\Runtime\Core\UObject\FName) LevelEditorSelectionDetails4;


className: LevelEditorStatsViewer

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


className: LevelEditorToolBox

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


className: LevelEditorViewport

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


code: static const [FName](API\Runtime\Core\UObject\FName) LevelEditorViewport_Clone1;


code: static const [FName](API\Runtime\Core\UObject\FName) LevelEditorViewport_Clone2;


code: static const [FName](API\Runtime\Core\UObject\FName) LevelEditorViewport_Clone4;


code: static const [FName](API\Runtime\Core\UObject\FName) LevelEditorViewport_Clone3;


className: OutputLog

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


className: PlacementBrowser

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


className: Sequencer

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


className: SequencerGraphEditor

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


className: WorldBrowserDetails

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


className: WorldBrowserComposition

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


className: WorldBrowserHierarchy

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


className: WorldBrowserPartitionEditor

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


className: WorldSettings

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


className: LevelEditorTabIds

code: class LevelEditorTabIds


code: namespace LevelViewportConfigurationNames { static [FName](API\Runtime\Core\UObject\FName) LevelViewportConfigurationNames::TwoPanesHoriz ( "TwoPanesHoriz" ) }


code: namespace LevelViewportConfigurationNames { static [FName](API\Runtime\Core\UObject\FName) LevelViewportConfigurationNames::TwoPanesVert ( "TwoPanesVert" ) }


code: namespace LevelViewportConfigurationNames { static [FName](API\Runtime\Core\UObject\FName) LevelViewportConfigurationNames::FourPanes2x2 ( "FourPanes2x2" ) }


code: namespace LevelViewportConfigurationNames { static [FName](API\Runtime\Core\UObject\FName) LevelViewportConfigurationNames::OnePane ( "OnePane" ) }


code: namespace LevelViewportConfigurationNames { static [FName](API\Runtime\Core\UObject\FName) LevelViewportConfigurationNames::ThreePanesRight ( "ThreePanesRight" ) }


code: namespace LevelViewportConfigurationNames { static [FName](API\Runtime\Core\UObject\FName) LevelViewportConfigurationNames::ThreePanesLeft ( "ThreePanesLeft" ) }


code: namespace LevelViewportConfigurationNames { static [FName](API\Runtime\Core\UObject\FName) LevelViewportConfigurationNames::ThreePanesBottom ( "ThreePanesBottom" ) }


code: namespace LevelViewportConfigurationNames { static [FName](API\Runtime\Core\UObject\FName) LevelViewportConfigurationNames::FourPanesLeft ( "FourPanesLeft" ) }


code: namespace LevelViewportConfigurationNames { static [FName](API\Runtime\Core\UObject\FName) LevelViewportConfigurationNames::FourPanesRight ( "FourPanesRight" ) }


code: namespace LevelViewportConfigurationNames { static [FName](API\Runtime\Core\UObject\FName) LevelViewportConfigurationNames::FourPanesTop ( "FourPanesTop" ) }


code: namespace LevelViewportConfigurationNames { static [FName](API\Runtime\Core\UObject\FName) LevelViewportConfigurationNames::FourPanesBottom ( "FourPanesBottom" ) }


description: Adds a widget overlaid over the viewport

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


description: Returns theSLevelViewportwidget (const). This is NOT the actualSViewportwidget, just a wrapper that contains one.

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


code: namespace LevelViewportConfigurationNames { static [FName](API\Runtime\Core\UObject\FName) LevelViewportConfigurationNames::ThreePanesTop ( "ThreePanesTop" ) }


description: Returns theSLevelViewportwidget. This is NOT the actualSViewportwidget, just a wrapper that contains one.

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


className: bInViewportMenuEnabled

code: static bool bInViewportMenuEnabled = false;


code: static bool CanGetCameraInformationFromActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: true if we can toggle game view

code: bool CanToggleGameView() const


description: Constructs the viewport widget

code: void Construct ( const [FArguments](API\Editor\LevelEditor\SLevelViewport\FArguments) & InArgs, const [FAssetEditorViewportConstructionArgs](API\Editor\UnrealEd\FAssetEditorViewportConstruction-) & InConstructionArgs )


description: Constructs the level editor viewport client

code: void ConstructLevelEditorViewportClient ( [FLevelEditorViewportInstanceSettings](API\Editor\UnrealEd\Settings\FLevelEditorViewportInstanceSett-) & ViewportInstanceSettings )


description: Constructs the widgets for the viewport overlay

code: void ConstructViewportOverlayContent()


description: a new custom column for a scene outliner that indicates whether each actor is locked to this viewport

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [ISceneOutlinerColumn](API\Editor\SceneOutliner\ISceneOutlinerColumn) > CreateActorLockSceneOutlinerColumn ( class [ISceneOutliner](API\Editor\SceneOutliner\ISceneOutliner) & SceneOutliner ) const


code: static void EnableInViewportMenu()


description: Ends a currently active play in editor session in this viewport

code: virtual void EndPlayInEditorSession()


className: Type

code: enum Type { None = 0, FadingIn, StartingPlayInEditor, StartingSimulate, ReturningToEditor, }


className: EViewTransition

description: Types of transition effects we support

code: struct EViewTransition


code: WidgetArgsType & LevelEditorViewportClient &40; TSharedPtr< FLevelEditorViewportClient > InArg &41;


code: WidgetArgsType & ParentLevelEditor &40; TWeakPtr< ILevelEditor > InArg &41;


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

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


description:
Gets the active viewport.
The Active Viewport.

code: virtual [FViewport](API\Runtime\Engine\FViewport) * GetActiveViewport()


description: the fixed width that a column returned by CreateActorLockSceneOutlinerColumn expects to be


description: Whether the viewport allows cinematic control.

code: bool GetAllowsCinematicControl() const


description: The editor client for this viewport

code: virtual [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) & GetAssetViewportClient()


code: static bool GetCameraInformationFromActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & out_CameraInfo )


description: Called to get the visibility of the viewport's 'Restore from Immersive' button. Returns EVisibility::Collapsed when not in immersive mode


description: The list of commands on the viewport that are bound to delegates

code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > & GetCommandList() const


description: Returns the config key associated with this viewport. This is what is used when loading/saving per viewport settings. If a plugin extends a LevelViewport menu, they'll be able to identify it and match their settings accordingly


description: Deprecated* GetCurrentLevelButtonVisibility not used anymore.

code: virtual [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) GetCurrentLevelButtonVisibility() const


description: Deprecated* GetCurrentLevelTextVisibility not used anymore.

code: virtual [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) GetCurrentLevelTextVisibility() const


description: Called to get the screen percentage preview text


description: The visibility of the current screen percentage text display


description: the name of the selected device profile


description: Get the visibility for items considered to be part of the 'full' viewport toolbar


description: The editor client for this viewport

code: const [FLevelEditorViewportClient](API\Editor\UnrealEd\FLevelEditorViewportClient) & GetLevelViewportClient() const


description: Called to get the visibility of the viewport's maximize/minimize toggle button. Returns EVisibility::Collapsed when in immersive mode


description: Get the parent level editor for this viewport

code: [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [ILevelEditor](API\Editor\LevelEditor\ILevelEditor) > GetParentLevelEditor() const


description: The visibility of the current level text display

code: virtual [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) GetSelectedActorsCurrentLevelTextVisibility() const


description: Called to get the text for the level the currently selected actor or actors are in.

code: [FText](API\Runtime\Core\Internationalization\FText) GetSelectedActorsCurrentLevelText ( bool bDrawOnlyLabel ) const


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSceneViewport](API\Runtime\Engine\Slate\FSceneViewport) > GetSharedActiveViewport() const


description: Called to get the visibility of the level viewport toolbar

code: virtual [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) GetToolBarVisibility() const


description: Get the visibility for viewport toolbar


description: Controls the visibility of the widget transform toolbar, if there is an associated toolbar

code: virtual [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) GetTransformToolbarVisibility() const


description: The visibility of the viewport controls popup

code: virtual [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) GetViewportControlsVisibility() const


description: Get this level viewport widget's type within its parent layout


description: Returns theSViewportwidget contained within theSLevelViewport. This is the actual viewport widget that renders the level.

code: virtual [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SViewport](API\Runtime\Slate\Widgets\SViewport) > GetViewportWidget()


description: Gets the world this viewport is for

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


description: true if this viewport has a play in editor session (could be inactive)

code: virtual bool HasPlayInEditorViewport() const


description: For the specified actor, See if we're forcing a preview

code: bool IsActorAlwaysPreview ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > Actor ) const


description: whether the the actor editor context should be displayed for this viewport

code: virtual bool IsActorEditorContextVisible() const


description: true if the actor is locked to the viewport

code: bool IsActorLocked ( const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > Actor ) const


description: See if the specified actor's ActorPreview is detached from actor

code: bool IsActorPreviewDetached ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > PreviewActor )


description: See if the specified actor's ActorPreview is pinned or not

code: bool IsActorPreviewPinned ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > PreviewActor )


description: true if an actor is locked to the viewport

code: bool IsAnyActorLocked() const


description: true if the in profile name matches the set profile name

code: bool IsDeviceProfileStringSet ( [FString](API\Runtime\Core\Containers\FString) ProfileName ) const


description: Checks if a foliage type is visible in this viewport

code: bool IsFoliageTypeVisible ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< class [UFoliageType](API\Runtime\Foliage\UFoliageType) > FoliageType ) const


description: true if this viewport is in immersive mode, false otherwise

code: virtual bool IsImmersive() const


description: true if this viewport is in a foregrounded tab

code: bool IsInForegroundTab() const


description: true if we are in game view

code: virtual bool IsInGameView() const


description: Called to determine if a layer is visible.

code: bool IsLayerVisible ( [FName](API\Runtime\Core\UObject\FName) LayerName ) const


description: Check whether locked camera view is enabled

code: bool IsLockedCameraViewEnabled() const


description: true if this viewport is maximized, false otherwise

code: bool IsMaximized() const


description: true if the active viewport is currently being used for play in editor


description: true if the viewport is locked to selected actor

code: bool IsSelectedActorLocked() const


description: Checks if the specified layout type matches our current viewport type.

code: bool IsViewportTypeWithinLayoutEqual ( [FName](API\Runtime\Core\UObject\FName) InLayoutType )


description:
Returns whether the named layout is currently selected on the parent tab that this viewport belongs to.
True, if the named layout is currently active

code: bool IsViewportConfigurationSet ( [FName](API\Runtime\Core\UObject\FName) ConfigurationName ) const


code: void LockActorInternal ( [AActor](API\Runtime\Engine\GameFramework\AActor) * NewActorToLock )


description: true if the viewport is visible. false otherwise

code: virtual bool IsVisible() const


description: SEditorViewportinterface

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) > MakeEditorViewportClient()


description: Attempts to switch this viewport into immersive mode

code: virtual void MakeImmersive ( const bool bWantImmersive, const bool bAllowAnimation )


description: Implement this to add a viewport toolbar to the inside top of the viewport.

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


description: Called to lock/unlock the actor from the viewport's context menu

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


description: Called on all viewports, when actor selection changes.

code: void OnActorSelectionChanged ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & NewSelection, bool bForceRefresh )


description: Called to clear all bookmarks

code: void OnClearAllBookmarks()


description: Called to clear a bookmark

code: void OnClearBookmark ( int32 BookmarkIndex )


description: Called to Compact Bookmarks.

code: void OnCompactBookmarks()


description: Called on all viewports, when element selection changes.

code: void OnElementSelectionChanged ( const [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * SelectionSet, bool bForceRefresh )


description: Actions to perform whenever the viewports floating buttons are pressed

code: void OnFloatingButtonClicked()


description: SEditorViewportInterface


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


description: The visibility of the viewport focus indicator.

code: virtual [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) OnGetFocusedViewportIndicatorVisibility() const


code: virtual [FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) OnGetViewportBorderColorAndOpacity() const


description: The visibility of widgets in the viewport (e.g, menus). Note this is not the visibility of the scene rendered in the viewport

code: virtual [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) OnGetViewportContentVisibility() const


description: Changes the snapping grid size


description: Called to jump to a bookmark

code: void OnJumpToBookmark ( int32 BookmarkIndex )


description: Called when Preview Selected Cameras preference is changed.

code: void OnPreviewSelectedCamerasChange()


description: Called to set a bookmark

code: void OnSetBookmark ( int32 BookmarkIndex )


description: Sets the current layout on the parent tab that this viewport belongs to.

code: void OnSetViewportConfiguration ( [FName](API\Runtime\Core\UObject\FName) ConfigurationName )


description: Called by the editor when simulate mode with this viewport finishes


description: Called by the editor when simulate mode is started with this viewport

code: virtual void OnSimulateSessionStarted()


description: Called when the maximize command is executed


description: Registers a game viewport with the Slate application so that specific messages can be routed directly to this level viewport if it is an active PIE viewport


description: Unpin and close all actor preview windows

code: void RemoveAllPreviews ( const bool bRemoveFromDesktopViewport )


description: Removes a widget that was previously overlaid on to this viewport

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


description: For the specified actor, toggle Pinned/Unpinned of it's ActorPreview

code: void SetActorAlwaysPreview ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > PreviewActor, bool bAlwaysPreview )


description: Saves this viewport's config toULevelEditorViewportSettings

code: void SaveConfig ( const [FString](API\Runtime\Core\Containers\FString) & ConfigName ) const


description: Sets whether the viewport should allow cinematic control

code: void SetAllowsCinematicControl ( bool bAllow )


description: Set the device profile name

code: void SetDeviceProfileString ( const [FString](API\Runtime\Core\Containers\FString) & ProfileName )


description: Sets Slate keyboard focus to this viewport

code: void SetKeyboardFocusToThisViewport()


description: Set this level viewport widget's type within its parent layout

code: void SetViewportTypeWithinLayout ( [FName](API\Runtime\Core\UObject\FName) InLayoutType )


description: IAssetViewportInterface

code: virtual void StartPlayInEditorSession ( [UGameViewportClient](API\Runtime\Engine\Engine\UGameViewportClient) * PlayClient, const bool bInSimulateInEditor )


description: Swaps the active SIE viewport client with the inactive PIE viewport (Swaps back to the game) It is not valid to call this unless we have an active simulate in editor session


description: Swaps the active PIE viewport client with the level editor viewport client for simulate in editor It is not valid to call this unless we have an active play in editor session


description: Toggles enabling the exact camera view when locking a viewport to a camera

code: void ToggleActorPilotCameraView()


description: For the specified actor, toggle whether the panel is detached from it

code: void ToggleActorPreviewIsPanelDetached ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > PreviewActor )


code: void ToggleActorPreviewIsPinned ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > PreviewActor )


description: Toggles all foliage types visibility

code: void ToggleAllFoliageTypes ( bool bVisible )


description: Called when the user wants to show the in-viewport context menu


description: Toggles foliage type visibility in this viewport

code: void ToggleShowFoliageType ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< class [UFoliageType](API\Runtime\Foliage\UFoliageType) > FoliageType )


description: Called when the user toggles a layer from Layers sub-menu.

code: void ToggleShowLayer ( [FName](API\Runtime\Core\UObject\FName) LayerName )


description: Activates the specified viewport type in the layout, if it's not already, or reverts to default if it is.

code: void ToggleViewportTypeActivationWithinLayout ( [FName](API\Runtime\Core\UObject\FName) InLayoutType )


description: Called when game view should be toggled

code: virtual void ToggleGameView()


className: SLevelViewport

description: Encapsulates anSViewportand an SLevelViewportToolBar

code: class SLevelViewport : public [SAssetEditorViewport](API\Editor\UnrealEd\SAssetEditorViewport), public [IAssetViewport](API\Editor\UnrealEd\IAssetViewport)


className: ULevelEditorContextMenuContext

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

ContextType

type: ELevelEditorMen...

CurrentSelection

type: TObjectPtr< con...

CursorWorldLocation

type: FVector

HitProxyActor

type: TWeakObjectPtr<...

description: If the ContextType is Viewport this property can be set to the HitProxy actor that triggered the ContextMenu.

HitProxyElement

type: FTypedElementHa...

description: If the ContextType is Viewport this property can be set to the HitProxy element that triggered the ContextMenu.

SelectedComponents

type: TArray<TObject...


className: ULevelEditorMenuContext

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

LevelEditor

type: TWeakPtr< SLeve...


description:
Build Light Maps and optionally the reflection captures.
True if build was successful.

code: bool BuildLightMaps ( ELightingBuildQuality Quality, bool bWithReflectionCaptures )


code: virtual bool CanResetContext ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld ) const


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


code: bool EditorGetGameView ( [FName](API\Runtime\Core\UObject\FName) ViewportConfigKey )


code: void EditorInvalidateViewports()


code: void EditorSetGameView ( bool bGameView, [FName](API\Runtime\Core\UObject\FName) ViewportConfigKey )


code: void EjectPilotLevelActor ( [FName](API\Runtime\Core\UObject\FName) ViewportConfigKey )


code: virtual bool GetActorEditorContextDisplayInfo ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [FActorEditorContextClientDisplayInfo](API\Editor\UnrealEd\FActorEditorContextClientDisplay-) & OutDiplayInfo ) const


code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetActorEditorContextWidget ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld ) const


code: bool GetAllowsCinematicControl ( [FName](API\Runtime\Core\UObject\FName) ViewportConfigKey )


description:
Get the current level used by the world editor.
The current level


description: Gets the global level editor mode manager, if we have one. The mode manager is not created in commandlet environments, because modes inherently imply user interactions.


code: virtual FOnActorEditorContextClientChanged & GetOnActorEditorContextClientChanged()


code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetPilotLevelActor ( [FName](API\Runtime\Core\UObject\FName) ViewportConfigKey )


description: Get the selection set for the current world, you can use this to track and create changes to the level editor's selection


code: [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetViewportConfigKeys()


description: Implement this for initialization of instances of the system

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


code: bool IsInPlayInEditor() const


description:
Close the current Persistent Level (without saving it). Loads the specified level.
True if the operation succeeds.

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


description:
Close the current Persistent Level (without saving it). Create a new blank Level and save it. Load the new created level.
Editor Scripting | Level
True if the operation succeeds.

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


description:
Close the current Persistent Level (without saving it). Create a new Level base on another level and save it. Load the new created level.
True if the operation succeeds.

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


code: virtual void OnExecuteActorEditorContextAction ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const EActorEditorContextAction & InType, class [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


code: void PilotLevelActor ( const [FToolMenuContext](API\Developer\ToolMenus\FToolMenuContext) & InContext )


code: void PilotLevelActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorToPilot, [FName](API\Runtime\Core\UObject\FName) ViewportConfigKey )


description:
Saves all Level currently loaded by the World Editor.
True if the operation succeeds.

code: bool SaveAllDirtyLevels()


description:
Saves the specified Level. Must already be saved at lease once to have a valid path.
True if the operation succeeds.

code: bool SaveCurrentLevel()


code: void SetAllowsCinematicControl ( bool bAllow, [FName](API\Runtime\Core\UObject\FName) ViewportConfigKey )


description:
Set the current level used by the world editor. If more than one level shares the same name, the first one encounter of that level name will be used.
True if the operation succeeds.

code: bool SetCurrentLevelByName ( [FName](API\Runtime\Core\UObject\FName) LevelName )


className: ULevelEditorSubsystem

description: ULevelEditorSubsystemSubsystem for exposing Level Editor related functionality to scripts

code: class ULevelEditorSubsystem : public [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem), public [IActorEditorContextClient](API\Editor\UnrealEd\IActorEditorContextClient)

OnEditorCameraMoved

type: FOnLevelEditorE...

description: Expose EditorCameraMoved to blueprints

OnMapChanged

type: FOnLevelEditorM...

description: Expose MapChanged to blueprints.

OnMapOpened

description: Expose MapOpened to blueprints

OnPostSaveWorld

type: FOnLevelEditorP...

description: Expose PostSaveWorld to blueprints

OnPreSaveWorld

description: Expose PreSaveWorld to blueprints


className: ULevelViewportToolBarContext

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

LevelViewportToolBarWidgetConst

type: TWeakPtr< const...


className: UQuickActionMenuContext

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


module: LevelInstanceEditor

code: static bool CanPack()


code: static bool CreateOrUpdateBlueprint ( [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > InWorldAsset, [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) > InBlueprintAsset, bool bCheckoutAndSave, bool bPromptForSave )


code: static bool CreateOrUpdateBlueprint ( [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) * InLevelInstance, [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) > InBlueprintAsset, bool bCheckoutAndSave, bool bPromptForSave )


code: static void GetPackedBlueprintsForWorldAsset ( const [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > & InWorldAsset, [TSet](API\Runtime\Core\Containers\TSet)< [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) >> & OutPackedBlueprintAssets, bool bInLoadedOnly )


code: static void PackAllLoadedActors()


code: static void UpdateBlueprint ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, bool bCheckoutAndSave )


className: FPackedLevelActorUtils

code: class FPackedLevelActorUtils


description: Gets the category for the settings, some high level grouping like, Editor, Engine, Game...etc.

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


code: static void UpdateFrom ( const [FNewLevelInstanceParams](API\Runtime\Engine\LevelInstance\FNewLevelInstanceParams) & Params )


code: ULevelInstanceEditorSettings()


className: ULevelInstanceEditorSettings

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

bEnableStreaming

type: bool

LevelInstanceClassName

type: FString

TemplateMapInfos

type: TArray<FTempla...

description: List of info for all known LevelInstance template maps


module: LocalizationCommandletExecution

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FLocalizationCommandletProcess](API\Editor\LocalizationCommandletExecution\FLocalizationCommandletProcess) > Execute ( const [FString](API\Runtime\Core\Containers\FString) & ConfigFilePath, const bool UseProjectFile )


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


code: void * GetReadPipe() const


code: ~FLocalizationCommandletProcess()


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

bAlwaysShowDialog

description: If false, create dialog will not be shown and last settings will be used.

PivotType

type: ELevelInstanceP...


className: FLocalizationCommandletProcess

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

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


code: FTask ( const [FText](API\Runtime\Core\Internationalization\FText) & InName, const [FString](API\Runtime\Core\Containers\FString) & InScriptPath, const bool InShouldUseProjectFile )


className: FTask

code: struct FTask

Name

type: FText


code: namespace LocalizationCommandletExecution { bool LocalizationCommandletExecution::Execute ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > & ParentWindow, const [FText](API\Runtime\Core\Internationalization\FText) & Title, const [TArray](API\Runtime\Core\Containers\TArray)< [FTask](API\Editor\LocalizationCommandletExecution\FTask) > & Tasks ) }


code: namespace LocalizationCommandletTasks { bool LocalizationCommandletTasks::GatherTextForTargets ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > & ParentWindow, const [TArray](API\Runtime\Core\Containers\TArray)< [ULocalizationTarget](API\Developer\Localization\ULocalizationTarget) * > & Targets ) }


code: namespace LocalizationCommandletTasks { bool LocalizationCommandletTasks::ImportDialogueScriptForTarget ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > & ParentWindow, [ULocalizationTarget](API\Developer\Localization\ULocalizationTarget) *const Target, const [TOptional](API\Runtime\Core\IO\TOptional)< [FString](API\Runtime\Core\Containers\FString) > DirectoryPath ) }


code: namespace LocalizationCommandletTasks { bool LocalizationCommandletTasks::ImportDialogueScriptForCulture ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > & ParentWindow, [ULocalizationTarget](API\Developer\Localization\ULocalizationTarget) *const Target, const [FString](API\Runtime\Core\Containers\FString) & CultureName, const [TOptional](API\Runtime\Core\IO\TOptional)< [FString](API\Runtime\Core\Containers\FString) > FilePath ) }


code: namespace LocalizationCommandletTasks { bool LocalizationCommandletTasks::ExportDialogueScriptForTargets ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > & ParentWindow, const [TArray](API\Runtime\Core\Containers\TArray)< [ULocalizationTarget](API\Developer\Localization\ULocalizationTarget) * > & Targets, const [TOptional](API\Runtime\Core\IO\TOptional)< [FString](API\Runtime\Core\Containers\FString) > DirectoryPath ) }


code: namespace LocalizationCommandletTasks { bool LocalizationCommandletTasks::ExportDialogueScriptForTarget ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > & ParentWindow, [ULocalizationTarget](API\Developer\Localization\ULocalizationTarget) *const Target, const [TOptional](API\Runtime\Core\IO\TOptional)< [FString](API\Runtime\Core\Containers\FString) > DirectoryPath ) }


code: namespace LocalizationCommandletTasks { bool LocalizationCommandletTasks::ExportDialogueScriptForCulture ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > & ParentWindow, [ULocalizationTarget](API\Developer\Localization\ULocalizationTarget) *const Target, const [FString](API\Runtime\Core\Containers\FString) & CultureName, const [TOptional](API\Runtime\Core\IO\TOptional)< [FString](API\Runtime\Core\Containers\FString) > FilePath ) }


code: namespace LocalizationCommandletTasks { bool LocalizationCommandletTasks::ImportDialogueForTargets ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > & ParentWindow, const [TArray](API\Runtime\Core\Containers\TArray)< [ULocalizationTarget](API\Developer\Localization\ULocalizationTarget) * > & Targets ) }


code: namespace LocalizationCommandletTasks { bool LocalizationCommandletTasks::ImportDialogueForTarget ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > & ParentWindow, [ULocalizationTarget](API\Developer\Localization\ULocalizationTarget) *const Target ) }


code: namespace LocalizationCommandletTasks { bool LocalizationCommandletTasks::ImportDialogueForCulture ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > & ParentWindow, [ULocalizationTarget](API\Developer\Localization\ULocalizationTarget) *const Target, const [FString](API\Runtime\Core\Containers\FString) & CultureName ) }


code: namespace LocalizationCommandletTasks { bool LocalizationCommandletTasks::GenerateWordCountReportsForTargets ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > & ParentWindow, const [TArray](API\Runtime\Core\Containers\TArray)< [ULocalizationTarget](API\Developer\Localization\ULocalizationTarget) * > & Targets ) }


code: namespace LocalizationCommandletTasks { bool LocalizationCommandletTasks::GenerateWordCountReportForTarget ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > & ParentWindow, [ULocalizationTarget](API\Developer\Localization\ULocalizationTarget) *const Target ) }


code: namespace LocalizationCommandletTasks { bool LocalizationCommandletTasks::GatherTextForTarget ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > & ParentWindow, [ULocalizationTarget](API\Developer\Localization\ULocalizationTarget) *const Target ) }


code: namespace LocalizationCommandletTasks { bool LocalizationCommandletTasks::CompileTextForTargets ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > & ParentWindow, const [TArray](API\Runtime\Core\Containers\TArray)< [ULocalizationTarget](API\Developer\Localization\ULocalizationTarget) * > & Targets ) }


code: namespace LocalizationCommandletTasks { bool LocalizationCommandletTasks::CompileTextForTarget ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > & ParentWindow, [ULocalizationTarget](API\Developer\Localization\ULocalizationTarget) *const Target ) }


code: namespace LocalizationCommandletTasks { bool LocalizationCommandletTasks::CompileTextForCulture ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > & ParentWindow, [ULocalizationTarget](API\Developer\Localization\ULocalizationTarget) *const Target, const [FString](API\Runtime\Core\Containers\FString) & CultureName ) }


code: namespace LocalizationCommandletTasks { bool LocalizationCommandletTasks::ReportLoadedAudioAssets ( const [TArray](API\Runtime\Core\Containers\TArray)< [ULocalizationTarget](API\Developer\Localization\ULocalizationTarget) * > & Targets, const [TOptional](API\Runtime\Core\IO\TOptional)< [FString](API\Runtime\Core\Containers\FString) > & CultureName ) }


code: namespace LocalizationCommandletTasks { bool LocalizationCommandletTasks::ImportTextForTarget ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > & ParentWindow, [ULocalizationTarget](API\Developer\Localization\ULocalizationTarget) *const Target, const [TOptional](API\Runtime\Core\IO\TOptional)< [FString](API\Runtime\Core\Containers\FString) > DirectoryPath ) }


code: namespace LocalizationCommandletTasks { bool LocalizationCommandletTasks::ImportTextForTargets ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > & ParentWindow, const [TArray](API\Runtime\Core\Containers\TArray)< [ULocalizationTarget](API\Developer\Localization\ULocalizationTarget) * > & Targets, const [TOptional](API\Runtime\Core\IO\TOptional)< [FString](API\Runtime\Core\Containers\FString) > DirectoryPath ) }


code: namespace LocalizationCommandletTasks { bool LocalizationCommandletTasks::ImportTextForCulture ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > & ParentWindow, [ULocalizationTarget](API\Developer\Localization\ULocalizationTarget) *const Target, const [FString](API\Runtime\Core\Containers\FString) & CultureName, const [TOptional](API\Runtime\Core\IO\TOptional)< [FString](API\Runtime\Core\Containers\FString) > FilePath ) }


code: namespace LocalizationCommandletTasks { bool LocalizationCommandletTasks::ExportTextForTargets ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > & ParentWindow, const [TArray](API\Runtime\Core\Containers\TArray)< [ULocalizationTarget](API\Developer\Localization\ULocalizationTarget) * > & Targets, const [TOptional](API\Runtime\Core\IO\TOptional)< [FString](API\Runtime\Core\Containers\FString) > DirectoryPath ) }


code: namespace LocalizationCommandletTasks { bool LocalizationCommandletTasks::ExportTextForTarget ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > & ParentWindow, [ULocalizationTarget](API\Developer\Localization\ULocalizationTarget) *const Target, const [TOptional](API\Runtime\Core\IO\TOptional)< [FString](API\Runtime\Core\Containers\FString) > DirectoryPath ) }


code: namespace LocalizationCommandletTasks { bool LocalizationCommandletTasks::ExportTextForCulture ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > & ParentWindow, [ULocalizationTarget](API\Developer\Localization\ULocalizationTarget) *const Target, const [FString](API\Runtime\Core\Containers\FString) & CultureName, const [TOptional](API\Runtime\Core\IO\TOptional)< [FString](API\Runtime\Core\Containers\FString) > FilePath ) }


code: namespace LocalizationCommandletTasks { bool LocalizationCommandletTasks::ImportDialogueScriptForTargets ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > & ParentWindow, const [TArray](API\Runtime\Core\Containers\TArray)< [ULocalizationTarget](API\Developer\Localization\ULocalizationTarget) * > & Targets, const [TOptional](API\Runtime\Core\IO\TOptional)< [FString](API\Runtime\Core\Containers\FString) > DirectoryPath ) }


module: LocalizationDashboard

code: static [ILocalizationDashboardModule](API\Editor\LocalizationDashboard\ILocalizationDashboardModule) & Get()


code: const [TArray](API\Runtime\Core\Containers\TArray)< [ILocalizationServiceProvider](API\Developer\LocalizationService\ILocalizationServiceProvider) * > & GetLocalizationServiceProviders() const


description: Shows the localization dashboard UI.

code: void Show()


description: Virtual destructor.

code: virtual ~ILocalizationDashboardModule()


className: ILocalizationDashboardModule

description: Interface for localization dashboard module.

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


className: FMainFrameDeveloperTool

description: Data needed to display a Developer tools in the status bar.

module: MainFrame

code: struct FMainFrameDeveloperTool

Label

type: TAttribute<FTe...

description: Label of the developer tool.

Value

description: Value of the developer tool.

Visibility

type: TAttribute<EVi...

description: Visiblility of the developer tool.


className: FMainFrameWindowOverrides

description: Set of configuration settings for the editor's main window.

code: struct FMainFrameWindowOverrides

bEmbedTitleAreaContent

type: bool:  1

bInitiallyMaximized

type: TOptional< bool...

CenterRules

type: EAutoCenter

ScreenPosition

type: TOptional< FVec...

description: If not set, will fallback to main Editor defaults.


description:
Spawns a widget for slotting into the main editor window (in-place of the standard editor).
A replacement widget for the editor's main window.

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


description: Specifies the desired window title, dimensions, etc.  for the main frame window (to fit the provier's widget).


description: Signals if this provider wishes to override the editor's main frame on editor startup. NOTE: When true, this will block the standard editor window from appearing (instead replacing it with the provider's widget).


code: virtual ~IEditorMainFrameProvider()


code: void BroadcastMainFrameSDKNotInstalled ( const [FString](API\Runtime\Core\Containers\FString) & PlatformName, const [FString](API\Runtime\Core\Containers\FString) & DocLink )


className: IEditorMainFrameProvider

description: Base feature class, which serves as a hook for external sources to override the editor's main window on startup.

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


description: Creates the default editor main frame

code: void CreateDefaultMainFrame ( const bool bStartImmersive, const bool bStartPIE )


code: void BroadcastMainFrameRequestResource ( const [FString](API\Runtime\Core\Containers\FString) & Category, const [FString](API\Runtime\Core\Containers\FString) & ResourceName )


description: Disables the delegate responsible for shutting down the editor when the main tab is closed.

code: void DisableTabClosedDelegate()


description: Enable external control of when main frame is shown

code: void EnableDelayedShowMainFrame()


description: Enables the delegate responsible for shutting down the editor when the main tab is closed.

code: void EnableTabClosedDelegate()


code: bool ExecuteCanCloseEditorDelegates()


className: FMainFrameCanCloseEditor

description: Delegate for determining if the editor can be closed

code: typedef TBaseDelegate_NoParams< bool > FMainFrameCanCloseEditor


className: FMainFrameCreationFinishedEvent

description: Delegate for binding functions to be called when the mainframe finishes up getting created.

code: class FMainFrameCreationFinishedEvent : public TBaseMulticastDelegate_TwoParams< void, TSharedPtr< SWindow >, bool >


className: FMainFrameRequestResource

description: Delegate for making an open-ended request for a resource or link.

code: class FMainFrameRequestResource : public TBaseMulticastDelegate_TwoParams< void, const FString &, const FString & >


className: FMainFrameSDKNotInstalled

description: Delegate for when a platform SDK isn't installed corrected (takes the platform name and the documentation link to show)

code: class FMainFrameSDKNotInstalled : public TBaseMulticastDelegate_TwoParams< void, const FString &, const FString & >


description:
Gets a reference to the search module instance.
A reference to the MainFrame module.

code: static [IMainFrameModule](API\Editor\MainFrame\Interfaces\IMainFrameModule) & Get()


description:
Gets the title string for the application, optionally including the current game name as part of the title
Returns the title of the application, to be displayed in tabs or window titles

code: const [FText](API\Runtime\Core\Internationalization\FText) GetApplicationTitle ( const bool bIncludeGameName ) const


description: Returns None if there's no override

code: void GetEditorSettingsDefaultSelectionOverride ( [FName](API\Runtime\Core\UObject\FName) & OutCategoryName, [FName](API\Runtime\Core\UObject\FName) & OutSectionName )


description:
Returns a friendly string name for the currently loaded persistent level.
Name of the loaded level.


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


description:
Gets the MRU/Favorites list
MRU/Favorites list

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


description:
Gets the window the mainframe lives in.
The window widget.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > GetParentWindow() const


description: Returns true if the Default Main Frame is being recreated.


description:
Checks to see if the main frame window is currently initialized
True if initialized, otherwise false

code: bool IsWindowInitialized() const


description:
Generates a menu that's just like the "main menu" widget above, except it also includes some infrequently used commands that are better off only shown in a single "main tab" within the application
The newly-created menu widget

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeDeveloperTools ( const [TArray](API\Runtime\Core\Containers\TArray)< [FMainFrameDeveloperTool](API\Editor\MainFrame\Interfaces\FMainFrameDeveloperTool) > & AdditionalTools ) const


description:
Generates a menu that includes application global commands, such as "Save All", "Exit", etc. If you're building a menu for your tab, you should call this function to create your menu, passing in an extender object to add your tab-specific menu items!
The newly-created menu widget

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeMainMenu ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > & TabManager, const [FName](API\Runtime\Core\UObject\FName) MenuName, [FToolMenuContext](API\Developer\ToolMenus\FToolMenuContext) & ToolMenuContext ) const


description: Recreates the default editor main frame. I.e., if CreateDefaultMainFrame or RecreateDefaultMainFrame were already called, it would clean the previous default main frame and create it again.

code: void RecreateDefaultMainFrame ( const bool bStartImmersive, const bool bStartPIE )


description: Register a new callback for determining if the editor can be closed

code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterCanCloseEditor ( const [FMainFrameCanCloseEditor](API\Editor\MainFrame\Interfaces\IMainFrameModule\FMainFrameCanCloseEditor) & InDelegate )


description: Requests that the editor be closed In some cases the editor may not be closed (like if a user cancels a save dialog)

code: void RequestCloseEditor()


description: Overrides the title of the application that's displayed in the title bar area and other locations

code: void SetApplicationTitleOverride ( const [FText](API\Runtime\Core\Internationalization\FText) & NewOverriddenApplicationTitle )


description: Updates the mainframe title on the Slate window and the native OS window underneath

code: void SetLevelNameForWindowTitle ( const [FString](API\Runtime\Core\Containers\FString) & InLevelFileName )


description: Call with default parameters to clear the override

code: void SetEditorSettingsDefaultSelectionOverride ( [FName](API\Runtime\Core\UObject\FName) CategoryName, [FName](API\Runtime\Core\UObject\FName) SectionName )


description: Sets the reference to the main tab.

code: void SetMainTab ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > & MainTab )


description: Shows the 'About UnrealEd' window.

code: void ShowAboutWindow() const


description: Show main frame now if it was delayed and not shown yet

code: void ShowDelayedMainFrame()


description: Unregister a callback for determining if the editor can be closed

code: void UnregisterCanCloseEditor ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InHandle )


description: Virtual destructor.

code: virtual ~IMainFrameModule()


className: IMainFrameModule

description: Interface for main frame modules.

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


className: FCheckerboardSettings

module: MaterialEditor

code: struct FCheckerboardSettings

ColorOne

type: FColor

description: The first color of the checkerboard.

ColorTwo

description: The second color of the checkerboard.

Size

description: The size of the checkered tiles.


description:
Creates an action to be used for placing a node into the graph
A fully prepared action containing the information to spawn the node

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > GetAction ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InDestGraph )


description: Constructor

code: FExpressionSpawnInfo ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InMaterialExpressionClass )


className: FExpressionSpawnInfo

code: class FExpressionSpawnInfo

CommandInfo

type: TSharedPtr<FUI...

description: Holds the UI Command to verify chords for this action are held


description: Create an icon to represent the result

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


description: Get Category for this search result


description: Gets the comment on this node if any


description: Gets the value of the pin if any


description: Called when user clicks on the search item

code: [FReply](API\Runtime\SlateCore\Input\FReply) OnClick ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< class FMaterialEditor > MaterialEditor )


description: Create a root (or only text) result

code: FFindInMaterialResult ( const [FString](API\Runtime\Core\Containers\FString) & InValue )


description: Create a listing for a pin result

code: FFindInMaterialResult ( const [FString](API\Runtime\Core\Containers\FString) & InValue, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FFindInMaterialResult](API\Editor\MaterialEditor\FFindInMaterialResult) > & InParent, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin )


description: Create a listing for a node result

code: FFindInMaterialResult ( const [FString](API\Runtime\Core\Containers\FString) & InValue, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FFindInMaterialResult](API\Editor\MaterialEditor\FFindInMaterialResult) > & InParent, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InNode )


description: Create a listing for a search result

code: FFindInMaterialResult ( const [FString](API\Runtime\Core\Containers\FString) & InValue, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FFindInMaterialResult](API\Editor\MaterialEditor\FFindInMaterialResult) > & InParent, [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, int InDuplicationIndex )


className: FFindInMaterialResult

description: Item that matched the search results

code: class FFindInMaterialResult

Children

type: TArray<TShared...

description: Any children listed under this category

Class

type: UClass*

description: The class this item refers to

CommentText

description: Display text for comment information

DuplicationIndex

type: int

description: The graph may have multiple instances of whatever we are looking for, this tells us which instance # we refer to

GraphNode

type: TWeakObjectPtr<...

description: The graph node that this search result refers to (if not by asset registry orUK2Node)

Parent

type: TWeakPtr<FFind...

description: Search result Parent

Pin

type: FEdGraphPinRefe...

description: The pin that this search result refers to

Value

description: The meta string that was stored in the asset registry for this item


code: FGetVisibleMaterialParametersFunctionState ( [UMaterialExpressionMaterialFunctionCall](API\Runtime\Engine\Materials\UMaterialExpressionMaterialFunct-) * InFunctionCall )


ExpressionStack

type: TArray<FMateri...

FunctionCall

type: UMaterialExpres...

StackParameterInfo

type: FMaterialParame...

VisitedExpressions

type: TSet<FMaterial...


description: The widget decorator to use

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


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


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

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


code: FLayerDragDropOp ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< SMaterialLayersFunctionsInstanceTreeItem > InOwningStack )


className: FLayerDragDropOp

code: class FLayerDragDropOp : public [FDecoratedDragDropOp](API\Editor\UnrealEd\DragAndDrop\FDecoratedDragDropOp)

DecoratorWidget

type: TSharedPtr<SWi...

OwningStack

type: TWeakPtr< class...


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


code: FMaterialEditorApplicationMode ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class FMaterialEditor > InMaterialEditor )


className: FMaterialEditorApplicationMode

description: Even though we currently only have one mode of operation, we still need a application mode to handle factory tab spawning.

code: class FMaterialEditorApplicationMode : public [FApplicationMode](API\Editor\UnrealEd\WorkflowOrientedApp\FApplicationMode)

MaterialEditorTabFactories

type: FWorkflowAllowe...

description: Set of spawnable tabs handled by workflow factories.

MyMaterialEditor

type: TWeakPtr< FMate...


code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTabManager::FLayout](API\Runtime\Slate\Framework\Docking\FTabManager\FLayout) > GetDefaultEditorLayout ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class FMaterialEditor > InMaterialEditor )


code: static [FText](API\Runtime\Core\Internationalization\FText) GetLocalizedMode ( const [FName](API\Runtime\Core\UObject\FName) InMode )


className: StandardMaterialEditorMode

description: Mode identifiers.

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


className: FMaterialEditorApplicationModes

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

code: struct FMaterialEditorApplicationModes


description: Initialize commands

code: virtual void RegisterCommands()


className: FMaterialEditorCommands

description: Unreal material editor actions

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

AddToFavorites

description: Adds the selected expression to your favorites

AlwaysRefreshAllPreviews

description: Always refresh all previews when enabled

Apply

description: Material Editor CommandsApplys the following material to the world

BreakAllLinks

description: Breaks all outgoing links on the selected node

BreakLink

description: Deletes the selected link

CameraHome

description: Canvas CommandsMoves the canvas camera to the home position

CleanUnusedExpressions

description: Removes any unused nodes

ConvertObjects

description: Converts selected objects to parameters

ConvertRerouteToNamedReroute

description: Conversion between reroute nodes and local variables

ConvertToConstant

description: Converts selected objects to constants

ConvertToTextureObjects

description: Converts selected texture type into another

CreateComponentMaskNode

description: Create component mask node

CreateSlabNode

description: Create component mask node

DeleteObjects

description: Deletes all selected objects

DisableRealtimePreviewNode

description: Disables realtime previewing of this node

DuplicateObjects

description: Duplicates all selected objects

EnableRealtimePreviewNode

description: Enables realtime previewing of this node

FindInMaterial

description: Finds expressions in current material

Flatten

description: Flattens the material to a texture for mobile devices

ForceRefreshPreviews

description: Forces a refresh of all previews

MatertialPasteHere

description: Pastes the copied items at the current location

NewComment

description: Creates a new comment node

PromoteToDouble

description: Convert the selected parameters from 'float' to 'double'

PromoteToFloat

description: Convert the selected parameters from 'double' to 'float'

PromoteToParameter

description: Create component mask node

RemoveFromFavorites

description: Removes the selected expression from your favorites

SelectDownstreamNodes

description: Selects all nodes that use the selected node's outgoing links

SelectNamedRerouteDeclaration

description: Local variables select helpers

SelectUpstreamNodes

description: Selects all nodes that use the selected node's incoming links

SetCubePreview

description: Sets the preview mesh to a cube

SetCylinderPreview

description: Preview Pane CommandsSets the preview mesh to a cylinder

SetPlanePreview

description: Sets the preview mesh to a plane

SetPreviewMeshFromSelection

description: Sets the preview mesh to the current selection in the level editor

SetSpherePreview

description: Sets the preview mesh to a sphere

ShowAllMaterialParameters

description: Material Instance Editor CommandsToggles between showing all the material parameters or not

ShowHideConnectors

description: Shows or hides unused connectors

StartPreviewNode

description: Makes a new be previewed in the viewport

StopPreviewNode

description: Stops a node from being previewed in the viewport

ToggleHideUnrelatedNodes

description: Fade nodes which are not connected to the selected nodes.

ToggleLivePreview

description: Toggles live updating of the preview material.

ToggleMaterialStats

description: Toggles the material stats on the canvas pane

TogglePlatformStats

description: Shows material stats and errors for multiple shader platforms.

TogglePreviewBackground

description: Toggles the preview pane's background

TogglePreviewGrid

description: Toggles the preview pane's grid

ToggleRealtimeExpressions

description: Toggles real time expression nodes

UseCurrentTexture

description: Uses the texture in the content browser for the selected node


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [SGraphPin](API\Editor\GraphEditor\SGraphPin) > CreatePin ( class [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin ) const


className: FMaterialEditorGraphPanelPinFactory

code: class FMaterialEditorGraphPanelPinFactory : public [FGraphPanelPinFactory](API\Editor\UnrealEd\FGraphPanelPinFactory)


code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const [FInputChord](API\Runtime\Slate\Framework\Commands\FInputChord) > GetChordByClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * MaterialExpressionClass ) const


description: Returns a graph action assigned to the passed in chord

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > GetGraphActionByChord ( [FInputChord](API\Runtime\Slate\Framework\Commands\FInputChord) & InChord, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InDestGraph ) const


description: TCommandsinterface


description: Constructor

code: FMaterialEditorSpawnNodeCommands()


className: FMaterialEditorSpawnNodeCommands

description: Handles spawn node commands for the Material Editor

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


description: Add the specified object to the list of selected objects

code: static void AddToSelection ( const class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * Expression )


description: GetIMaterialEditorto focus on given object, if it exists

code: static void BringFocusAttentionOnObject ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToFocusOn )


description: Build the texture streaming data for a given material. Also update the parent hierarchy has only the delta are stored.

code: static void BuildTextureStreamingData ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * MaterialInterface )


description: Can we paste to this graph?

code: static bool CanPasteNodes ( const class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph )


description:
Creates a new material expression composite on the material represented by a graph.
UMaterialExpressionComment* Newly created comment

code: static [UMaterialExpressionComposite](API\Runtime\Engine\Materials\UMaterialExpressionComposite) * CreateNewMaterialExpressionComposite ( const class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, const FVector2D & NodePos )


description:
Creates a new material expression comment on the material represented by a graph.
UMaterialExpressionComment* Newly created comment

code: static [UMaterialExpressionComment](API\Runtime\Engine\Materials\UMaterialExpressionComment) * CreateNewMaterialExpressionComment ( const class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, const FVector2D & NodePos )


description: Creates a new material expression of the specified class on the material represented by a graph.

code: static [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * CreateNewMaterialExpression ( const class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, [UClass](API\Runtime\CoreUObject\UObject\UClass) * NewExpressionClass, const FVector2D & NodePos, bool bAutoSelect, bool bAutoAssignResource )


description: Delete the specified nodes from the graph.

code: static void DeleteNodes ( const class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & NodesToDelete )


description: Disconnects and removes the selected material graph nodes.

code: static void DeleteSelectedNodes ( const class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph )


description: Finds an input in the passed in array with a matching Id.

code: static const [FFunctionExpressionInput](API\Runtime\Engine\Materials\FFunctionExpressionInput) * FindInputById ( const [UMaterialExpressionFunctionInput](API\Runtime\Engine\Materials\UMaterialExpressionFunctionInput) * InputExpression, const [TArray](API\Runtime\Core\Containers\TArray)< [FFunctionExpressionInput](API\Runtime\Engine\Materials\FFunctionExpressionInput) > & Inputs )


description: Refreshes all material expression previews, regardless of whether or not realtime previews are enabled.

code: static void ForceRefreshExpressionPreviews ( const class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph )


description:
Get a preview material render proxy for an expression
FMaterialRenderProxy* Preview for this expression or NULL

code: static [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * GetExpressionPreview ( const class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * InExpression )


description: GetIMaterialEditorfor given object, if it exists

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IMaterialEditor](API\Editor\MaterialEditor\IMaterialEditor) > GetIMaterialEditorForObject ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToFocusOn )


description: Get all actions for placing material expressions

code: static void GetMaterialExpressionActions ( [FGraphActionMenuBuilder](API\Runtime\Engine\EdGraph\FGraphActionMenuBuilder) & ActionMenuBuilder, bool bMaterialFunction )


description: Gets the number of selected nodes on this graph

code: static int32 GetNumberOfSelectedNodes ( const class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph )


description: Gets the name of the material or material function that we are editing

code: static [FText](API\Runtime\Core\Internationalization\FText) GetOriginalObjectName ( const class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph )


description:
Returns the value for a static switch material expression.
Returns true if a value for the switch expression is found, otherwise returns false.

code: static bool GetStaticSwitchExpressionValue ( [UMaterialInstance](API\Runtime\Engine\Materials\UMaterialInstance) * MaterialInstance, [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * SwitchValueExpression, bool & OutValue, [FGuid](API\Runtime\Core\Misc\FGuid) & OutExpressionID, [TArray](API\Runtime\Core\Containers\TArray)< [FGetVisibleMaterialParametersFunctionState](API\Editor\MaterialEditor\FGetVisibleMaterialParametersFun-) * > & FunctionStack )


description: Retrieves all visible parameters within the material.

code: static void GetVisibleMaterialParameters ( const [UMaterial](API\Runtime\Engine\Materials\UMaterial) * Material, [UMaterialInstance](API\Runtime\Engine\Materials\UMaterialInstance) * MaterialInstance, [TArray](API\Runtime\Core\Containers\TArray)< [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) > & VisibleExpressions )


description: Populates the specified material's Expressions array (eg if cooked out or old content). Also ensures materials and expressions are RF_Transactional for undo/redo support.

code: static void InitExpressions ( [UMaterial](API\Runtime\Engine\Materials\UMaterial) * Material )


description: Check whether an expression is in the favourites list

code: static bool IsMaterialExpressionInFavorites ( [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * InExpression )


code: static void OnOpenFunction ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) InFunction )


description: Commands for the Parents menu

code: static void OnOpenMaterial ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) InMaterial )


code: static void OnShowFunctionInContentBrowser ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) InFunction )


description: Perform paste on graph, at location

code: static void PasteNodesHere ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, const FVector2D & Location )


code: static void OnShowMaterialInContentBrowser ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) InMaterial )


code: static void UpdateDetailView ( const class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph )


description: Re-links the material and updates its representation in the editor

code: static void UpdateMaterialAfterGraphChange ( const class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph )


description: Updates the material editor search results

code: static void UpdateSearchResults ( const class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph )


className: FMaterialEditorUtilities

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

code: class FMaterialEditorUtilities


className: BlendID

code: static [FText](API\Runtime\Core\Internationalization\FText) BlendID = FInternationalization::ForUseOnlyByLocMacroAndGraphNodeTextLiterals_CreateText(TEXT( "Blend Asset" ), TEXT( "MaterialPropertyHelper" ), TEXT( "BlendID" ));


code: static void CopyMaterialToInstance ( class [UMaterialInstanceConstant](API\Runtime\Engine\Materials\UMaterialInstanceConstant) * ChildInstance, [TArray](API\Runtime\Core\Containers\TArray)< [FEditorParameterGroup](API\Editor\UnrealEd\MaterialEditor\FEditorParameterGroup) > & ParameterGroups )


code: static bool FilterLayerAssets ( const struct [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, [FMaterialLayersFunctions](API\Runtime\Engine\Materials\FMaterialLayersFunctions) * LayerFunction, EMaterialParameterAssociation MaterialType, int32 Index )