description: Takes geometry and adds the inverse of the window transform to get the geometry in the space of the window.

code: [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) MakeGeometryWindowLocal ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & WidgetGeometry ) const


description: Marks the designer content as being modified.

module: UMGEditor

code: void MarkDesignModifed ( bool bRequiresRecompile )


description: Removes the last message from the message stack.

code: void PopDesignerMessage()


description: Push a new designer message to show at the bottom of the screen. Don't forget to call PopDesignerMessage when complete.

code: void PushDesignerMessage ( const [FText](API\Runtime\Core\Internationalization\FText) & Message )


className: IUMGDesigner

description: The public interface implemented by the UMG Designer to allow extensions to call methods on the designer.

code: class IUMGDesigner


description: Add customization for widget

code: void AddWidgetCustomizationExtender ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IBlueprintWidgetCustomizationExtender](API\Editor\UMGEditor\Customizations\IBlueprintWidgetCustomizationExt-) > & WidgetCustomizationExtender )


description: Add Toolbar extender for widget editor, used by widget tool palette.

code: void AddWidgetEditorToolbarExtender ( [FWidgetEditorToolbarExtender](API\Editor\UMGEditor\IUMGEditorModule\FWidgetEditorToolbarExtender) && InToolbarExtender )


className: FCustomPropertyTypeLayout

code: struct FCustomPropertyTypeLayout

Delegate

type: FOnGetInstanceP...

Type

type: FTopLevelAssetP...


code: typedef TBaseDelegate_OneParam< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyTypeCustomization](API\Editor\PropertyEditor\IPropertyTypeCustomization) >, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FWidgetBlueprintEditor](API\Editor\UMGEditor\FWidgetBlueprintEditor) > Editor > FOnGetInstancePropertyTypeCustomizationInstance


className: FOnWidgetBlueprintCreated

code: class FOnWidgetBlueprintCreated : public TBaseMulticastDelegate_OneParam< void, FWidgetBlueprintCreatedArgs >


className: FOnRegisterLayoutExtensions

description: Support for general layout extenders

code: class FOnRegisterLayoutExtensions : public TBaseMulticastDelegate_OneParam< void, FLayoutExtender & >


className: FWidgetBlueprintCreatedArgs

description: Arguments for the OnBlueprintCreated callback.

code: struct FWidgetBlueprintCreatedArgs

Blueprint

type: UWidgetBlueprin...

ParentClass

type: UClass*


className: FWidgetEditorToolbarExtender

code: typedef TBaseDelegate_TwoParams< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) >, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) >, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FWidgetBlueprintEditor](API\Editor\UMGEditor\FWidgetBlueprintEditor) > > FWidgetEditorToolbarExtender


description: Remove an instance customization to the widget property view.


description: Get current customization extenders for widget


description: Get current toolbar extenders for widget editor


className: FOnRegisterTabs

code: class FOnRegisterTabs : public TBaseMulticastDelegate_TwoParams< void, const FWidgetBlueprintApplicationMode &, FWorkflowAllowedTabSet & >


description: Callback when a WidgetBlueprint is created by the factory.


description: Add an instance customization to the widget property view.

code: void RegisterInstancedCustomPropertyTypeLayout ( [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) Type, [FOnGetInstancePropertyTypeCustomizationInstance](API\Editor\UMGEditor\IUMGEditorModule\FOnGetInstancePr-) )


description: Remove customization for widget

code: void RemoveWidgetCustomizationExtender ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IBlueprintWidgetCustomizationExtender](API\Editor\UMGEditor\Customizations\IBlueprintWidgetCustomizationExt-) > & WidgetCustomizationExtender )


code: void UnregisterInstancedCustomPropertyTypeLayout ( [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) Type )


className: IUMGEditorModule

description: The public interface of the UMG editor module.

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


code: [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * GetPreviewWidget() const


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


code: void SetPreviewWidget ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * Widget )


code: void SetSelectedObject ( [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) >> Objects )


code: void SetSelectedObject ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > Objects )


description: Gets the description for the section, uses the classes ToolTip by default.

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


description: Gets the section text, uses the classes DisplayName by default.

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


className: UWidgetDesignerSettings

description: Implements the settings for the Widget Blueprint Designer.

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

bExecutePreConstructEvent

type: bool

description: Should the designer run the design event? Disable this if you're seeing crashes in the designer, you may have some unsafe code running in the designer.

bRespectLocks

description: Should the designer respect locked widgets? If true, the designer by default will not allow you to select locked widgets in the designer view.

bShowOutlines

description: Should the designer show outlines by default?

CreateOnCompile

type: TEnumAsByte< ED...

description: Setting to automatically create compile tab based on compile results

DefaultPreviewResolution

description: The default preview resolution in the designer.

DismissOnCompile

description: Setting to automatically dismiss compile tab based on compile results

Favorites

type: TObjectPtr<UWi...

description: List of Favorites widgets used to populate the Favorites Palette

GridSnapEnabled

type: uint32: 1

description: If enabled, actor positions will snap to the grid.


description: Creates an instance of the widget for the tree.

code: virtual [UWidget](API\Runtime\UMG\Components\UWidget) * Create ( [UWidgetTree](API\Runtime\UMG\Blueprint\UWidgetTree) * Tree )


description: Gets the category for the widget

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


description: The icon coming from the default object of the class

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


description: Gets the tooltip widget for this palette item.

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


description: Opens the widget blueprint for edit


description: Returns true if the supplied class is supported by this template

code: static bool Supports ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )


description: Constructor

code: FWidgetTemplateBlueprintClass ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InWidgetAssetData, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) > InUserWidgetClass )


description: Destructor


className: FWidgetTemplateBlueprintClass

description: A template for classes generated byUWidgetBlueprintassets Accounts for the possibility that a the blueprint may not be loaded when the palette is created

code: class FWidgetTemplateBlueprintClass : public [FWidgetTemplateClass](API\Editor\UMGEditor\Templates\FWidgetTemplateClass)

bIsBlueprintGeneratedClass

description: True if this template is for a cooked BP generated class

CachedParentClass

type: TWeakObjectPtr<...

description: Parent Class of this widget template, may not be valid


description: Constructs the widget template with an overridden object name.

code: [UWidget](API\Runtime\UMG\Components\UWidget) * CreateNamed ( class [UWidgetTree](API\Runtime\UMG\Blueprint\UWidgetTree) * Tree, [FName](API\Runtime\Core\UObject\FName) NameOverride )


code: virtual void GetFilterStrings ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutStrings ) const


description: Returns the asset data for this widget which might be invalid.

code: const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & GetWidgetAssetData()


description: Gets the WidgetClass which might be null.

code: [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UClass](API\Runtime\CoreUObject\UObject\UClass) > GetWidgetClass() const


description: Called when objects need to be swapped out for new versions, like after a blueprint recompile.

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


description: Creates a widget template class without any class reference

code: FWidgetTemplateClass()


description: Constructor

code: FWidgetTemplateClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UWidget](API\Runtime\UMG\Components\UWidget) > InWidgetClass )


code: FWidgetTemplateClass ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InWidgetAssetData, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UWidget](API\Runtime\UMG\Components\UWidget) > InWidgetClass )


description: Destructor

code: virtual ~FWidgetTemplateClass()


className: FWidgetTemplateClass

description: A template that can spawn any widget derived from theUWidgetclass.

code: class FWidgetTemplateClass : public [FWidgetTemplate](API\Editor\UMGEditor\FWidgetTemplate)

WidgetAssetData

type: FAssetData

description: The asset data for the widget blueprint

WidgetClass

description: The widget class that will be created by this template


description: Creates an instance of the widget for the tree

code: virtual [UWidget](API\Runtime\UMG\Components\UWidget) * Create ( [UWidgetTree](API\Runtime\UMG\Blueprint\UWidgetTree) * WidgetTree )


description: Constructor.

code: FWidgetTemplateImageClass ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData )


code: virtual ~FWidgetTemplateImageClass()


className: FWidgetTemplateImageClass

description: A template for classes generated byUTextureorUMaterialclasses, or implements aUSlateTextureAtlasInterface

code: class FWidgetTemplateImageClass : public [FWidgetTemplateClass](API\Editor\UMGEditor\Templates\FWidgetTemplateClass)


code: enum &123; WithStructuredSerializeFromMismatchedTag = true &125;


code: template<> struct TStructOpsTypeTraits< FWidgetAnimation_DEPRECATED > : public [TStructOpsTypeTraitsBase2< FWidgetAnimation_DEPRECATED >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


description: Returns which dynamic binding class (if any) to use for this node.

code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetDynamicBindingClass() const


description: Replacement forGetMenuEntries(). Override to add specific UBlueprintNodeSpawners pertaining to the sub-class type. Serves as an extensible way for new nodes, and game module nodes to add themselves to context menus.

code: virtual void GetMenuActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) const


description:
Override to provide a default category for specific node types to be listed under.
A localized category string (or an empty string if you want this node listed at the menu's root).

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


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

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


description:
NOTE: This is not the same as a node identification GUID, two node instances can have the same signature (if both call the same function, etc.).
A signature struct, discerning this node from others.

code: virtual [FBlueprintNodeSignature](API\Editor\BlueprintGraph\FBlueprintNodeSignature) GetSignature() const


description: Gets the tooltip to display when over the node

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


code: virtual bool IsActionFilteredOut ( [FBlueprintActionFilter](API\Editor\BlueprintGraph\FBlueprintActionFilter) const & Filter )


description: Handle when a variable is renamed in the Blueprint Palette

code: virtual void HandleVariableRenamed ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, [UClass](API\Runtime\CoreUObject\UObject\UClass) * InVariableClass, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph, const [FName](API\Runtime\Core\UObject\FName) & InOldVarName, const [FName](API\Runtime\Core\UObject\FName) & InNewVarName )


code: virtual bool IsCompatibleWithGraph ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TargetGraph ) const


description: Called after duplication & serialization and before PostLoad. Used to e.g. make sureUStaticMesh'sUModelgets copied as well. Note: NOT called on components on actor duplication (alt-drag or copy-paste). Use PostEditImport as well to cover that case.

code: virtual void PostDuplicate ( bool bDuplicateForPIE )


description: Puts information about this node into the dynamic binding object.

code: virtual void RegisterDynamicBinding ( [UDynamicBlueprintBinding](API\Runtime\Engine\Engine\UDynamicBlueprintBinding) * BindingObject ) const


description: Return whether the node's properties display in the blueprint details panel

code: virtual bool ShouldShowNodeProperties() const


code: UK2Node_WidgetAnimationEvent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.

code: virtual void ValidateNodeDuringCompilation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) const


code: class UK2Node_WidgetAnimationEvent : public [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event)

Action

type: EWidgetAnimatio...

description: The action to bind to.

AnimationPropertyName

type: FName

description: Name of property in Blueprint class that pointer to component we want to bind to

SourceWidgetBlueprint

type: TObjectPtr< con...

UserTag

description: Binds this to a specific user action.


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

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


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


className: USlateVectorArtDataFactory

code: class USlateVectorArtDataFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


description: Gets the description for the section, uses the classes ToolTip by default.

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


description: Gets the section text, uses the classes DisplayName by default.

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


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

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


className: UUMGEditorProjectSettings

description: Implements the settings for the UMG Editor Project Settings

code: class UUMGEditorProjectSettings : public [UWidgetEditingProjectSettings](API\Editor\UMGEditor\UWidgetEditingProjectSettings)


description: true if the blueprint supports event binding for multicast delegates

code: virtual bool AllowsDynamicBinding() const


description: UWidgetblueprints are never data only, should always compile on load (data only blueprints cannot declare new variables)

code: virtual bool AlwaysCompileOnLoad() const


code: bool ArePropertyBindingsAllowed() const


code: bool DetectSlateWidgetLeaks ( class [FDataValidationContext](API\Runtime\CoreUObject\Misc\FDataValidationContext) & Context ) const


description:
Fills in a list of differences between this blueprint and another blueprint. Default blueprints are handled bySBlueprintDiff, this should be overridden for specific blueprint types.
True if these blueprints were checked for specific differences, false if they are not comparable

code: virtual bool FindDiffs ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * OtherBlueprint, [FDiffResults](API\Runtime\Engine\FDiffResults) & Results ) const


description: Collect blueprints that depend on this blueprint.

code: virtual void GatherDependencies ( [TSet](API\Runtime\Core\Containers\TSet)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) >> & InDependencies ) const


description: Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects

code: virtual void GetAssetRegistryTags ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTags ) const


description: Gets the class generated when this blueprint is compiled.

code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetBlueprintClass() const


code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) > GetCompilerForWidgetBP ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * BP, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & InMessageLog, const [FKismetCompilerOptions](API\Runtime\Engine\Engine\FKismetCompilerOptions) & InCompileOptions )


description: Gets any named slots exposed by the parent generated class that can be slotted into by the subclass.

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


code: virtual [UWidgetEditingProjectSettings](API\Editor\UMGEditor\UWidgetEditingProjectSettings) * GetRelevantSettings()


code: virtual const [UWidgetEditingProjectSettings](API\Editor\UMGEditor\UWidgetEditingProjectSettings) * GetRelevantSettings() const


code: virtual void GetReparentingRules ( [TSet](API\Runtime\Core\Containers\TSet)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & AllowedChildrenOfClasses, [TSet](API\Runtime\Core\Containers\TSet)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & DisallowedChildrenOfClasses ) const


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


code: [TValueOrError](API\Runtime\Core\Math\TValueOrError)< void, [UWidget](API\Runtime\UMG\Components\UWidget) * > HasCircularReferences() const


description: Returns Valid if this object has data validation rules set up for it and the data for this object is valid. Returns Invalid if it does not pass the rules. Returns NotValidated if no rules are set for this object.

code: virtual EDataValidationResult IsDataValid ( class [FDataValidationContext](API\Runtime\CoreUObject\Misc\FDataValidationContext) & Context ) const


description: Returns true if the supplied user widget will not create a circular reference when added to this blueprint

code: bool IsWidgetFreeFromCircularReferences ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * UserWidget ) const


description: Blueprint can choose to load specific modules for compilation. Children are expected to call base implementation.


description: Notify the blueprint when a graph is renamed to allow for additional fixups.

code: virtual void NotifyGraphRenamed ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, [FName](API\Runtime\Core\UObject\FName) OldName, [FName](API\Runtime\Core\UObject\FName) NewName )


description: Called after duplication & serialization and before PostLoad. Used to e.g. make sureUStaticMesh'sUModelgets copied as well. Note: NOT called on components on actor duplication (alt-drag or copy-paste). Use PostEditImport as well to cover that case.

code: virtual void PostDuplicate ( bool bDuplicateForPIE )


description: UObjectinterface

code: virtual void PostLoad()


description: Deprecated* Use version that takesFObjectPreSaveContextinstead.

code: virtual PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid PreSave ( const class [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Objects created from within PreSave will NOT have PreSave called on them!!!

code: virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


description: Checks all nodes in all graphs to see if they should be replaced by other nodes

code: virtual void ReplaceDeprecatedNodes()


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

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


description: Should the generic blueprint factory work for this blueprint?

code: virtual bool SupportedByDefaultBlueprintFactory() const


description: true if the blueprint supports event binding for input events

code: virtual bool SupportsInputEvents() const


code: void UpdateTickabilityStats ( bool & OutHasLatentActions, bool & OutHasAnimations, bool & OutClassRequiresNativeTick )


code: static bool ValidateGeneratedClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )


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


className: UWidgetBlueprint

description: The widget blueprint enables extendingUUserWidgetthe user extensibleUWidget.

code: class UWidgetBlueprint : public [UBaseWidgetBlueprint](API\Editor\UnrealEd\UBaseWidgetBlueprint)

Animations

type: TArray<TObject...

Bindings

type: TArray<FDelega...

PaletteCategory

type: FString

description: Don't directly modify this property to change the palette category.

PropertyBindings

description: The total number of property bindings. Consider this as a performance warning.

ThumbnailImage

type: TObjectPtr<UTe...

ThumbnailSizeMode

type: EThumbnailPrevi...


description: Get an already-requested extension for an WidgetBlueprint.

code: template<typename ExtensionType> static ExtensionType * GetExtension ( const [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * InWidgetBlueprint )


description: Iterate over all registered WidgetBlueprintExtensions in an WidgetBlueprint

code: template<typename Predicate> static void ForEachExtension ( const [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * InWidgetBlueprint, Predicate Pred )


code: static [UWidgetBlueprintExtension](API\Editor\UMGEditor\UWidgetBlueprintExtension) * GetExtension ( const [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * InWidgetBlueprint, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UWidgetBlueprintExtension](API\Editor\UMGEditor\UWidgetBlueprintExtension) > InExtensionType )


description: Get all subsystems currently present on an WidgetBlueprint

code: static [TArray](API\Runtime\Core\Containers\TArray)< [UWidgetBlueprintExtension](API\Editor\UMGEditor\UWidgetBlueprintExtension) * > GetExtensions ( const [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * InWidgetBlueprint )


description: Get the WidgetBlueprint that hosts this extension

code: [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * GetWidgetBlueprint() const


description: Override point called when a compiler context is created for the WidgetBlueprint

code: virtual void HandleBeginCompilation ( [FWidgetBlueprintCompilerContext](API\Editor\UMGEditor\FWidgetBlueprintCompilerContext) & InCreationContext )


code: virtual void HandleCleanAndSanitizeClass ( [UWidgetBlueprintGeneratedClass](API\Runtime\UMG\Blueprint\UWidgetBlueprintGeneratedClass) * ClassToClean, [UObject](API\Runtime\CoreUObject\UObject\UObject) * OldCDO )


code: virtual void HandleCopyTermDefaultsToDefaultObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * DefaultObject )


description: Override point called when a compiler context is destroyed for the WidgetBlueprint. Can be used to clean up resources.

code: virtual void HandleEndCompilation()


code: virtual void HandleCreateClassVariablesFromBlueprint ( const [FWidgetBlueprintCompilerContext::FCreateVariableContext](API\Editor\UMGEditor\FWidgetBlueprintCompilerContext\FCreateVariableContext) & Context )


code: virtual void HandleCreateFunctionList()


code: virtual void HandleFinishCompilingClass ( [UWidgetBlueprintGeneratedClass](API\Runtime\UMG\Blueprint\UWidgetBlueprintGeneratedClass) * Class )


code: virtual bool HandleValidateGeneratedClass ( [UWidgetBlueprintGeneratedClass](API\Runtime\UMG\Blueprint\UWidgetBlueprintGeneratedClass) * Class )


description: It is illegal to perform this operation once compilation has commenced, use GetExtension instead.

code: template<typename ExtensionType> static ExtensionType * RequestExtension ( [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * InWidgetBlueprint )


code: static [UWidgetBlueprintExtension](API\Editor\UMGEditor\UWidgetBlueprintExtension) * RequestExtension ( [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * InWidgetBlueprint, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UWidgetBlueprintExtension](API\Editor\UMGEditor\UWidgetBlueprintExtension) > InExtensionType )


className: UWidgetBlueprintExtension

description: Extension that allows per-system data to be held on the widget blueprint, and per-system logic to be executed during compilation

code: class UWidgetBlueprintExtension : public [UBlueprintExtension](API\Runtime\Engine\Blueprint\UBlueprintExtension)


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

code: virtual bool ConfigureProperties()


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

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


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


description: Returns true if this factory should be shown in the New Asset menu (by default calls CanCreateNew).

code: virtual bool ShouldShowInNewMenu() const


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


className: UWidgetBlueprintThumbnailRenderer

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

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


className: UWidgetBlueprintFactory

code: class UWidgetBlueprintFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

BlueprintType

type: TEnumAsByte< en...

description: The type of blueprint that will be created.

ParentClass

type: TSubclassOf< cl...

description: The parent class of the created blueprint.


className: UWidgetBlueprintToolMenuContext

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

WidgetBlueprintEditor

type: TWeakPtr<FWidg...


code: virtual void ExecuteRule ( [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * WidgetBlueprint, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )


className: UWidgetCompilerRule

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


code: bool CompilerOption_AllowBlueprintTick ( const class [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * WidgetBlueprint ) const


code: bool CompilerOption_AllowBlueprintPaint ( const class [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * WidgetBlueprint ) const


code: EPropertyBindingPermissionLevel CompilerOption_PropertyBindingRule ( const class [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * WidgetBlueprint ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< [UWidgetCompilerRule](API\Editor\UMGEditor\UWidgetCompilerRule) * > CompilerOption_Rules ( const class [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * WidgetBlueprint ) const


description: Get the permission list that controls which categories are exposed in config palette filtering


code: const [FNamePermissionList](API\Runtime\Core\Misc\FNamePermissionList) & GetAllowedPaletteCategories() const


description: Get the permission list that controls which widgets are exposed in config palette filtering


code: const [FPathPermissionList](API\Runtime\Core\Misc\FPathPermissionList) & GetAllowedPaletteWidgets() const


code: virtual void PerformUpgradeStepForVersion ( int32 ForVersion )


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

code: virtual void PostInitProperties()


code: UWidgetEditingProjectSettings()


className: UWidgetEditingProjectSettings

description: Implements the settings for the UMG Editor Project Settings

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

AllowedPaletteCategories

type: FNamePermission...

description: Palette categories to allow all widgets within when using permission list palette filtering

AllowedPaletteWidgets

type: FPathPermission...

description: Individual widgets to always allow when using permission list palette filtering, regardless of category

bEnableBindWidgetWindow

type: bool

description: Set true to enabled the Bind Widget window in the UMG editor.

bEnableHierarchyWindow

description: Set true to enabled the Widget Hierarchy window in the UMG editor.

bEnableLibraryWindow

description: Set true to enabled the LIbrary window in the UMG editor.

bEnableMakeVariable

description: Set true to enable the Is Variable checkbox in the UMG editor DetailView.

bEnableNavigationSimulationWindow

description: Set true to enabled the Navigation Simulation window in the UMG editor.

bEnablePaletteWindow

description: Set true to enabled the Palette window in the UMG editor.

bEnableWidgetAnimationEditor

description: Set true to hide widget animation related elements in the UMG editor.

bUseEditorConfigPaletteFiltering

description: Set true to filter all categories and widgets out in the palette, selectively enabling them later via permission lists.

bUseUserWidgetParentClassViewerSelector

description: Enables a dialog that lets you select the parent class in a tree view.

description: Enables a dialog that lets you select the parent class in a default view.

bUseWidgetTemplateSelector

description: Enables a dialog that lets you select a root widget before creating a widget blueprint

CategoriesToHide

type: TArray<FString...

CommonRootWidgetClasses

type: TArray<TSoftCl...

description: This list populates the common class section of the root widget selection dialog

CurrentVersion

description: This one is unsaved, we compare it on post init to see if the save matches real

DebugResolutions

type: TArray<FDebugR...

DefaultCompilerOptions

type: FWidgetCompiler...

DefaultRootWidget

type: TSubclassOf<UP...

description: The panel widget to place at the root of all newly constructed widget blueprints. Can be empty.

DirectoryCompilerOptions

type: TArray<FDirect...

FavoriteWidgetParentClasses

description: The list of parent classes to choose from for newly constructed widget blueprints.

WidgetClassesToHide

type: TArray<FSoftCl...


code: virtual void BackwardCompatibilityNodeConversion ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, bool bOnlySafeChanges ) const


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


className: UWidgetGraphSchema

code: class UWidgetGraphSchema : public [UEdGraphSchema_K2](API\Editor\BlueprintGraph\UEdGraphSchema_K2)


code: void Add ( const [FString](API\Runtime\Core\Containers\FString) & InWidgetTemplateName )


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


code: void Remove ( const [FString](API\Runtime\Core\Containers\FString) & InWidgetTemplateName )


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


className: UWidgetPaletteFavorites

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

OnFavoritesUpdated

type: FOnFavoritesUpd...

description: Fires after the list of favorites is updated


module: UndoHistoryEditor

code: void ExecuteOpenUndoHistory()


code: static [IUndoHistoryEditorModule](API\Editor\UndoHistoryEditor\IUndoHistoryEditorModule) & Get()


className: FOnFavoritesUpdated

code: typedef TMulticastDelegate_NoParams< void > FOnFavoritesUpdated


className: IUndoHistoryEditorModule

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


module: UnrealEd

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


className: AAnimationThumbnailSkeletalMeshActor

code: class AAnimationThumbnailSkeletalMeshActor : public [ASkeletalMeshActor](API\Runtime\Engine\Animation\ASkeletalMeshActor)


description: Return a quaternion which aligns this actor type to the specified surface normal

code: virtual FQuat AlignObjectToSurfaceNormal ( const FVector & InSurfaceNormal, const FQuat & ActorRotation ) const


description: For example, for instanced static mesh placement, we may want to disable rebuilding the parent component's tree until EndPlacement is called.

code: virtual void BeginPlacement ( const [FPlacementOptions](API\Editor\EditorFramework\Subsystems\FPlacementOptions) & InPlacementOptions )


code: virtual bool CanCreateActorFrom ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMsg )


description:
Given anFAssetData, determine if this asset factory can place any elements.
true if the factory can be used to place elements.

code: virtual bool CanPlaceElementsFromAssetData ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData )


code: [AActor](API\Runtime\Engine\GameFramework\AActor) * CreateActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset, [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, const FTransform & InTransform, const [FActorSpawnParameters](API\Runtime\Engine\Engine\FActorSpawnParameters) & InSpawnParams )


description: Called to actual create an actor with the supplied transform (scale is ignored), using the properties in the ActorFactory

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * CreateActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, const FTransform & Transform, EObjectFlags InObjectFlags, const [FName](API\Runtime\Core\UObject\FName) InName )


description: Called to create a blueprint class that can be used to spawn an actor from this factory

code: [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * CreateBlueprint ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Instance, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, const [FName](API\Runtime\Core\UObject\FName) Name, const [FName](API\Runtime\Core\UObject\FName) CallingContext )


code: static void CreateBrushForVolumeActor ( [AVolume](API\Runtime\Engine\GameFramework\AVolume) * NewActor, [UBrushBuilder](API\Runtime\Engine\Engine\UBrushBuilder) * BrushBuilder )


description: For example, for instanced static mesh placement, we'd rebuild the parent component's tree here.

code: virtual void EndPlacement ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > InPlacedElements, const [FPlacementOptions](API\Editor\EditorFramework\Subsystems\FPlacementOptions) & InPlacementOptions )


description: Returns the settings object which this factory will use to customize placement settings, based on the given placement information.

code: virtual [UInstancedPlacemenClientSettings](API\Runtime\Engine\Instances\UInstancedPlacemenClientSettings) * FactorySettingsObjectForPlacement ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, const [FPlacementOptions](API\Editor\EditorFramework\Subsystems\FPlacementOptions) & InPlacementOptions )


description:
Given anFTypedElementHandle, attempt to resolve the handle to theFAssetDatawhich may have placed it. TheFAssetDatamay be a wrapped type, like a static mesh component component inside a static mesh actor.
theFAssetDatawhich corresponds to the placedFTypedElementHandle. The returnedFAssetDatamay be invalid.

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


description: Given an instance of an actor, find the wrapped asset object which can be used to create a validFAssetData. Returns nullptr if the given ActorInstance is not valid for this factory. Override this function if the factory actor is a different class than the asset data's class which this factory operates on. For example, if this is the static mesh actor factory, the class of the asset data isUStaticMesh, but the actor factory's class isAStaticMeshActor

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetAssetFromActorInstance ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorInstance )


description: Initialize NewActorClass if necessary, and return default actor for that class.

code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetDefaultActor ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData )


description: Initialize NewActorClass if necessary, and return that class.

code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetDefaultActorClass ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData )


description: Get the default label that should be used for the actor spawned by the given asset (does not include any numeric suffix). For classes or BPs that inherit fromAActorthis will defer toAActor::GetDefaultActorLabel, and for everything else it will use the asset name.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetDefaultActorLabel ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) const


description: Name to put on context menu.


description:
Places the asset.
valid FTypedElementHandles that were placed by the factory from the given asset.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > PlaceAsset ( const [FAssetPlacementInfo](API\Editor\EditorFramework\Subsystems\FAssetPlacementInfo) & InPlacementInfo, const [FPlacementOptions](API\Editor\EditorFramework\Subsystems\FPlacementOptions) & InPlacementOptions )


description: Override this in derived factory classes if needed. This is called after a blueprint is created by this factory to update the blueprint's CDO properties with state from the asset for this factory. IMPORTANT: If you override this, you should usually also overridePostSpawnActor()!

code: virtual void PostCreateBlueprint ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * CDO )


description: Finalizes any placed elements based on adjustments the factory may need to do. This should NOT include any adjustments from viewport or asset editor specific functionality, such as finalizing undo tracking.

code: virtual void PostPlaceAsset ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > InHandle, const [FAssetPlacementInfo](API\Editor\EditorFramework\Subsystems\FAssetPlacementInfo) & InPlacementInfo, const [FPlacementOptions](API\Editor\EditorFramework\Subsystems\FPlacementOptions) & InPlacementOptions )


description: Subclasses may implement this to modify the actor after it has been spawned IMPORTANT: If you override this, you should usually also overridePostCreateBlueprint()!

code: virtual void PostSpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * NewActor )


description:
Performs any final tweaking of the PlacementInfo that the asset factory may need to do. This includes final adjustments to things like transforms. This should NOT perform any viewport or editor specific adjustments, such as grid snapping, alignment to hit objects, or undo tracking.
true if the asset is still valid to place after final adjustments.

code: virtual bool PrePlaceAsset ( [FAssetPlacementInfo](API\Editor\EditorFramework\Subsystems\FAssetPlacementInfo) & InPlacementInfo, const [FPlacementOptions](API\Editor\EditorFramework\Subsystems\FPlacementOptions) & InPlacementOptions )


code: virtual bool PreSpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, FTransform & InOutLocation )


code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * SpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset, [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, const FTransform & InTransform, const [FActorSpawnParameters](API\Runtime\Engine\Engine\FActorSpawnParameters) & InSpawnParams )


description: Deprecated* This function has been deprecated in favor of the other version that takes aFActorSpawnParametersin parameter

code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * SpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, const FTransform & Transform, EObjectFlags ObjectFlags, const [FName](API\Runtime\Core\UObject\FName) Name )


description: Validates the input params for SpawnActor and returns the appropriate level to use depending on whether InLevel and/or InSpawnParams.OverrideLevel is passed :

code: [ULevel](API\Runtime\Engine\Engine\ULevel) * ValidateSpawnActorLevel ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, const [FActorSpawnParameters](API\Runtime\Engine\Engine\FActorSpawnParameters) & InSpawnParams ) const


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


className: UActorFactory

code: class UActorFactory : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IAssetFactoryInterface](API\Editor\EditorFramework\Factories\IAssetFactoryInterface)

bShowInEditorQuickMenu

type: uint32: 1

description: Whether to appear in the editor add actor quick menu

DisplayName

type: FText

description: Name used as basis for 'New Actor' menu.

MenuPriority

description: Indicates how far up the menu item should be. The higher the number, the higher up the list.

NewActorClass

type: TSubclassOf<AA...

description: AActorsubclass this ActorFactory creates.

NewActorClassName

type: FString

description: Name of actor subclass this actorfactory creates - dynamically loaded. Overrides NewActorClass.

SpawnPositionOffset

type: FVector

description: Translation applied to the spawn position.


code: virtual bool CanCreateActorFrom ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMsg )


code: static bool CanImportAmbientSounds()


description: Given an instance of an actor, find the wrapped asset object which can be used to create a validFAssetData. Returns nullptr if the given ActorInstance is not valid for this factory. Override this function if the factory actor is a different class than the asset data's class which this factory operates on. For example, if this is the static mesh actor factory, the class of the asset data isUStaticMesh, but the actor factory's class isAStaticMeshActor

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetAssetFromActorInstance ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorInstance )


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


className: UActorFactoryAmbientSound

code: class UActorFactoryAmbientSound : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)


code: virtual [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * GetSkeletalMeshFromAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )


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


className: UActorFactoryAnimationAsset

code: class UActorFactoryAnimationAsset : public [UActorFactorySkeletalMesh](API\Editor\UnrealEd\ActorFactories\UActorFactorySkeletalMesh)


className: BasicCube

code: static const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) BasicCube;


className: BasicCone

code: static const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) BasicCone;


className: BasicCylinder

code: static const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) BasicCylinder;


className: BasicPlane

code: static const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) BasicPlane;


className: BasicSphere

code: static const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) BasicSphere;


code: virtual void PostSpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * NewActor )


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


className: UActorFactoryBasicShape

code: class UActorFactoryBasicShape : public [UActorFactoryStaticMesh](API\Editor\UnrealEd\ActorFactories\UActorFactoryStaticMesh)


description: Initialize NewActorClass if necessary, and return default actor for that class.

code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetDefaultActor ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData )


description: Initialize NewActorClass if necessary, and return that class.

code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetDefaultActorClass ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData )


code: virtual bool PreSpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, FTransform & InOutLocation )


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


className: UActorFactoryBlueprint

code: class UActorFactoryBlueprint : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)


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


className: UActorFactoryBoxReflectionCapture

code: class UActorFactoryBoxReflectionCapture : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)


code: virtual bool CanCreateActorFrom ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMsg )


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


className: UActorFactoryBoxVolume

code: class UActorFactoryBoxVolume : public [UActorFactoryVolume](API\Editor\UnrealEd\ActorFactories\UActorFactoryVolume)


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


className: UActorFactoryCameraActor

code: class UActorFactoryCameraActor : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)


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


className: UActorFactoryCharacter

code: class UActorFactoryCharacter : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)


code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * SpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, const FTransform & Transform, const [FActorSpawnParameters](API\Runtime\Engine\Engine\FActorSpawnParameters) & InSpawnParams )


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


className: UActorFactoryClass

code: class UActorFactoryClass : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)


code: virtual void PostSpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * NewActor )


className: UActorFactoryCylinderVolume

code: class UActorFactoryCylinderVolume : public [UActorFactoryVolume](API\Editor\UnrealEd\ActorFactories\UActorFactoryVolume)


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


code: virtual void PostCreateBlueprint ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * CDO )


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


className: UActorFactoryDeferredDecal

code: class UActorFactoryDeferredDecal : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)


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


className: UActorFactoryDirectionalLight

code: class UActorFactoryDirectionalLight : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)


code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetAssetFromActorInstance ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorInstance )


code: virtual bool CanCreateActorFrom ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMsg )


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


className: UActorFactoryEmitter

code: class UActorFactoryEmitter : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)


code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * SpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset, [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, const FTransform & InTransform, const [FActorSpawnParameters](API\Runtime\Engine\Engine\FActorSpawnParameters) & InSpawnParams )


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


className: UActorFactoryEmptyActor

code: class UActorFactoryEmptyActor : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)

bVisualizeActor

description: If true a sprite will be added to visualize the actor in the world


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


className: UActorFactoryExponentialHeightFog

code: class UActorFactoryExponentialHeightFog : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)


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


className: UActorFactoryInteractiveFoliage

code: class UActorFactoryInteractiveFoliage : public [UActorFactoryStaticMesh](API\Editor\UnrealEd\ActorFactories\UActorFactoryStaticMesh)


className: UActorFactoryLocalHeightFog

code: class UActorFactoryLocalHeightFog : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)


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


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


className: UActorFactoryNote

code: class UActorFactoryNote : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)


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


className: UActorFactoryPawn

code: class UActorFactoryPawn : public [UActorFactoryEmptyActor](API\Editor\UnrealEd\ActorFactories\UActorFactoryEmptyActor)


code: virtual void PostCreateBlueprint ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * CDO )


code: virtual void PostSpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * NewActor )


code: virtual bool PreSpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, FTransform & InOutLocation )


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


className: UActorFactoryPhysicsAsset

code: class UActorFactoryPhysicsAsset : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)


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


className: UActorFactoryPlanarReflection

code: class UActorFactoryPlanarReflection : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)


className: UActorFactoryPlaneReflectionCapture

code: class UActorFactoryPlaneReflectionCapture : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)


className: UActorFactoryPlayerStart

code: class UActorFactoryPlayerStart : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)


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


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


className: UActorFactoryPointLight

code: class UActorFactoryPointLight : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)


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


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


className: UActorFactoryRectLight

code: class UActorFactoryRectLight : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)


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


description: Actor factory forARuntimeVirtualTextureVolume

code: class UActorFactoryRuntimeVirtualTextureVolume : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)


description: Return a quaternion which aligns this actor type to the specified surface normal

code: virtual FQuat AlignObjectToSurfaceNormal ( const FVector & InSurfaceNormal, const FQuat & ActorRotation ) const


code: virtual bool CanCreateActorFrom ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMsg )


className: GetSkeletalMeshDelegates

code: static [TMap](API\Runtime\Core\Containers\TMap)< [UClass](API\Runtime\CoreUObject\UObject\UClass) *, FGetSkeletalMeshFromAssetDelegate > GetSkeletalMeshDelegates;


code: virtual [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * GetSkeletalMeshFromAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )


description: Override this in derived factory classes if needed. This is called after a blueprint is created by this factory to update the blueprint's CDO properties with state from the asset for this factory. IMPORTANT: If you override this, you should usually also overridePostSpawnActor()!

code: virtual void PostCreateBlueprint ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * CDO )


className: PostSkeletalMeshActorSpawnedDelegates

code: static [TMap](API\Runtime\Core\Containers\TMap)< [UClass](API\Runtime\CoreUObject\UObject\UClass) *, FPostSkeletalMeshActorSpawnedDelegate > PostSkeletalMeshActorSpawnedDelegates;


description: Adds support for customizing the actor spawning given a set of delegates.

code: static void RegisterDelegatesForAssetClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InAssetClass, FGetSkeletalMeshFromAssetDelegate GetSkeletalMeshFromAssetDelegate, FPostSkeletalMeshActorSpawnedDelegate PostSkeletalMeshActorSpawnedDelegate )


description: Subclasses may implement this to modify the actor after it has been spawned IMPORTANT: If you override this, you should usually also overridePostCreateBlueprint()!

code: virtual void PostSpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * NewActor )


description: Removes the registered customization for actor spawning

code: static void UnregisterDelegatesForAssetClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InAssetClass )


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


className: UActorFactorySkeletalMesh

code: class UActorFactorySkeletalMesh : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)

ClassUsedForDelegate

type: UClass*


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


className: UActorFactorySkyAtmosphere

code: class UActorFactorySkyAtmosphere : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)


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


className: UActorFactorySkyLight

code: class UActorFactorySkyLight : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)


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


className: UActorFactorySphereReflectionCapture

code: class UActorFactorySphereReflectionCapture : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)


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


className: UActorFactorySphereVolume

code: class UActorFactorySphereVolume : public [UActorFactoryVolume](API\Editor\UnrealEd\ActorFactories\UActorFactoryVolume)


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


className: UActorFactorySpotLight

code: class UActorFactorySpotLight : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)


code: virtual FQuat AlignObjectToSurfaceNormal ( const FVector & InSurfaceNormal, const FQuat & ActorRotation ) const


code: virtual bool CanCreateActorFrom ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMsg )


code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetAssetFromActorInstance ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorInstance )


code: virtual void PostCreateBlueprint ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * CDO )


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


code: virtual void PostSpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * NewActor )


className: UActorFactoryStaticMesh

code: class UActorFactoryStaticMesh : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)


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


className: UActorFactoryTargetPoint

code: class UActorFactoryTargetPoint : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)


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


className: UActorFactoryTextRender

code: class UActorFactoryTextRender : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)


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


className: UActorFactoryTriggerBox

code: class UActorFactoryTriggerBox : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)


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


className: UActorFactoryTriggerCapsule

code: class UActorFactoryTriggerCapsule : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)


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


className: UActorFactoryTriggerSphere

code: class UActorFactoryTriggerSphere : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)


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


code: virtual bool CanCreateActorFrom ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMsg )


className: UActorFactoryVolume

code: class UActorFactoryVolume : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)


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


className: UActorFactoryVolumetricCloud

code: class UActorFactoryVolumetricCloud : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)


code: bool AppliesToHLODLevel ( int32 LODIdx ) const


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


className: UActorFactoryVectorFieldVolume

code: class UActorFactoryVectorFieldVolume : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)


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

code: virtual bool IsLevelBoundsRelevant() const


description:
Called during saving to determine if the object is forced to be editor only or not
true if this object should never be loaded outside the editor

code: virtual bool IsEditorOnly() const


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

code: virtual bool NeedsLoadForClient() const


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

code: virtual bool NeedsLoadForServer() const


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


className: AHierarchicalLODVolume

description: An invisible volume used to manually define/create an HLOD cluster.

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

ApplyOnlyToSpecificHLODLevels

type: TArray< int32 >

description: If set, this volume will only be applied to HLOD levels contained in the array.

bIncludeOverlappingActors

description: When set this volume will incorporate actors which bounds overlap with the volume, otherwise only actors which are completely inside of the volume are incorporated


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


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


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


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


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


code: virtual void GetToggleCategoryAndPropertyNames ( [FName](API\Runtime\Core\UObject\FName) & OutCategory, [FName](API\Runtime\Core\UObject\FName) & OutProperty ) const


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


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


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


code: void OnSendFullUsageDataChanged()


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

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


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


className: UAnalyticsPrivacySettings

description: A configuration class that holds information for the user's privacy settings. Supplied so that the editor 'remembers' the last setup the user had.

code: class UAnalyticsPrivacySettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IImportantToggleSettingInterface](API\Runtime\Engine\Engine\IImportantToggleSettingInterface)

bSendUsageData

description: Determines whether the editor sends usage information to Epic Games in order to improve Unreal Engine.

bSuppressIndustryPopup

description: Determines whether the editor asks for your industry and sends that information to Epic Games in order to improve Unreal Engine.


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


className: UCrashReportsPrivacySettings

code: class UCrashReportsPrivacySettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IImportantToggleSettingInterface](API\Runtime\Engine\Engine\IImportantToggleSettingInterface)

bSendUnattendedBugReports

description: Determines whether the editor automatically sends some bug reports Epic Games in order to improve Unreal Engine.


description: Different modes for Persona's Turn Table.

code: namespace EPersonaTurnTableMode { enum Type { Stopped, Playing, Paused, } }


code: FDebugSkelMeshDynamicData ( [UDebugSkelMeshComponent](API\Editor\UnrealEd\Animation\UDebugSkelMeshComponent) * InComponent )


className: FDebugSkelMeshDynamicData

code: class FDebugSkelMeshDynamicData

ClothingSimIndices

type: TArray< uint32 ...

ClothingVisiblePropertyValues

type: TArray< float >

PropertyViewMax

type: float

SkinnedNormals

type: TArray< FVector...


description: Gathers the primitive's dynamic mesh elements. This will only be called if GetViewRelevance declares dynamic relevance. This is called from the rendering thread for each set of views that might be rendered. Game thread state like UObjects must have their properties mirrored on the proxy to avoid race conditions. The rendering thread must not dereference UObjects. The gathered mesh elements will be used multiple times, any memory referenced must last as long as the Collector (eg no stack memory should be referenced). This function should not modify the proxy but simply collect a description of things to render. Updates to the proxy need to be pushed from game thread or external events.

code: virtual void GetDynamicMeshElements ( const [TArray](API\Runtime\Core\Containers\TArray)< const [FSceneView](API\Runtime\Engine\FSceneView) * > & Views, const [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & ViewFamily, uint32 VisibilityMap, [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & Collector ) const


description: Every derived class should override these functions

code: virtual uint32 GetMemoryFootprint() const


description: Return a type (or subtype) specific hash for sorting purposes

code: virtual SIZE_T GetTypeHash() const


description: Constructor.

code: FDebugSkelMeshSceneProxy ( const [UDebugSkelMeshComponent](API\Editor\UnrealEd\Animation\UDebugSkelMeshComponent) * InComponent, [FSkeletalMeshRenderData](API\Runtime\Engine\Rendering\FSkeletalMeshRenderData) * InSkelMeshRenderData, [FLinearColor](API\Runtime\Core\Math\FLinearColor) InWireframeOverlayColor )


code: virtual ~FDebugSkelMeshSceneProxy()


className: FDebugSkelMeshSceneProxy

description: A skeletal mesh component scene proxy with additional debugging options.

code: class FDebugSkelMeshSceneProxy : public [FSkeletalMeshSceneProxy](API\Runtime\Engine\FSkeletalMeshSceneProxy)

DynamicData

type: FDebugSkelMeshD...


description: This constructor suspend the alternate skinning preview for all editor component that use the specified skeletalmesh Parameters:

code: FScopedSuspendAlternateSkinWeightPreview ( class [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh )


description: This destructor put back the preview alternate skinning


description: This class is use to remove the alternate skinning preview from the multiple editor that can show it. Important it should be destroy after the PostEditChange of the skeletalmesh is done and the renderdata have been recreate i.e.FScopedSkeletalMeshPostEditChangeshould be create afterFScopedSuspendAlternateSkinWeightPreviewand delete beforeFScopedSuspendAlternateSkinWeightPreview


description: Default constructor

code: FSelectedSocketInfo()


description: Constructor

code: FSelectedSocketInfo ( class [USkeletalMeshSocket](API\Runtime\Engine\Engine\USkeletalMeshSocket) * InSocket, bool bInSocketIsOnSkeleton )


className: FSelectedSocketInfo

code: struct FSelectedSocketInfo

bSocketIsOnSkeleton

type: bool

description: True if on skeleton, false if on mesh

Socket

type: USkeletalMeshSo...

description: The socket we have selected


description: Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size.

code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


code: virtual bool CanOverrideCollisionProfile() const


description: Get the in-game bounds of the skeleton mesh

code: FBoxSphereBounds CalcGameBounds ( const FTransform & LocalToWorld ) const


description: Whether the supplied root motion mode can be used for the current asset

code: bool CanUseProcessRootMotionMode ( EProcessRootMotionMode Mode ) const


description: To avoid clothing reset while modifying properties in Persona

code: virtual void CheckClothTeleport()


description: Test if in-game bounds are as big as preview bounds

code: bool CheckIfBoundsAreCorrrect()


description: Update components position based on animation root motion

code: void ConsumeRootMotion ( const FVector & FloorMin, const FVector & FloorMax )


description: Clears currently stored errors. Call before triggering anim notifies for a particular mesh.

code: virtual void ClearAnimNotifyErrors ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSourceNotify )


description: Create the preview instance to use (defaultUAnimPreviewInstance)

code: virtual [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UAnimPreviewInstance](API\Editor\AnimGraph\UAnimPreviewInstance) > CreatePreviewInstance()


description:
Creates a proxy to represent the primitive to the scene manager in the rendering thread.
The proxy object.

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateSceneProxy()


description: Force all body instance to not simulate physics regardless of their physic type To get back in a default state call : ResetAllBodiesSimulatePhysics

code: void DisableAllBodiesSimulatePhysics()


description: Whether the current asset or animation blueprint is using root motion


code: virtual void EnablePreview ( bool bEnable, class [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * PreviewAsset )


code: FAnimNotifyErrors &40; UObject &42; InSourceNotify &41;


className: FAnimNotifyErrors

description: TODO - This is a really poor way to post errors to the user. Work out a better way.

code: struct FAnimNotifyErrors

Errors

type: TArray<FString...

SourceNotify

type: UObject*


description: Return bone indices to draw

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & GetDrawBoneIndices() const


description: Returns the transform of the joint

code: virtual FTransform GetDrawTransform ( int32 BoneIndex ) const


code: virtual int32 GetNumDrawTransform() const


description:
Get the LOD Bias of this component
The LOD bias of this component. Derived classes can override this to ignore or override LOD bias settings.

code: virtual int32 GetLODBias() const


description: To normal game/runtime code we don't want to expose a non-const pointer to the simulation, so we can only get one from this editor-only component. Intended for debug options/visualisations/editor-only code to poke the sim


description: Get whether we should be previewing root motion

code: bool GetPreviewRootMotion() const


description: Gets process root motion mode


description: Return RefSkeleton for drawing;

code: virtual const [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & GetReferenceSkeleton() const


description: Retrieves the materials used in this component

code: virtual void GetUsedMaterials ( [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & OutMaterials, bool bGetDebugMaterials ) const


description: Get the wireframe mesh overlay color, which basically controls the color of the wireframe.


description: Animation

code: virtual void InitAnim ( bool bForceReinit )


description: Return true if currently preview animation asset is on

code: virtual bool IsPreviewOn() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< FGetExtendedViewportText > & GetExtendedViewportTextDelegates() const


description: Whether we are processing root motion or not

code: bool IsProcessingRootMotion() const


code: virtual bool IsReferencePoseShown() const


description: Whether the current LOD of the debug mesh is being synced with the attached (preview) mesh instance.

code: bool IsTrackingAttachedLOD() const


description: Does it use in-game bounds or bounds calculated from bones

code: bool IsUsingInGameBounds() const


description: Does it use pre-skinned bounds

code: bool IsUsingPreSkinnedBounds() const


description: true if wind is enabled

code: virtual bool IsWindEnabled() const


description: Function to operate on mesh object after its created, but before it's attached.

code: virtual void PostInitMeshObject ( class [FSkeletalMeshObject](API\Runtime\Engine\FSkeletalMeshObject) * )


description: Rebuilds the fixed parameter on the mesh to mesh data, to be used if the editor has changed a vert to be fixed or unfixed otherwise the simulation will not work bInvalidateDerivedDataCache can only be false during previewing as otherwise the changes won't be correctly saved

code: void RebuildClothingSectionsFixedVerts ( bool bInvalidateDerivedDataCache )


description: Update functions Refresh Bone Transforms Each class will need to implement this function Ideally this function should be atomic (not relying on Tick or any other update.)

code: virtual void RefreshBoneTransforms ( [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * TickFunction )


description: Extended viewport text delegate handling. Registering a delegate allows external objects to place custom text in the anim tools viewports.

code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterExtendedViewportTextDelegate ( const FGetExtendedViewportText & InDelegate )


description: Subclasses such as DebugSkelMeshComponent keep track of errors in the anim notifies so they can be displayed to the user. This function adds an error. Errors are added uniquely and only removed when they're cleared by ClearAnimNotifyError.

code: virtual void ReportAnimNotifyError ( const [FText](API\Runtime\Core\Internationalization\FText) & Error, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSourceNotify )


code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterOnDebugForceLODChangedDelegate ( const FOnDebugForceLODChanged & InDelegate )


description: Fixes up the disabled flags so clothing is enabled and originals are disabled as ToggleMeshSectionForCloth will make these get out of sync

code: void ResetMeshSectionVisibility()


description: Restore all section visibilities to original states for all LODs

code: void RestoreClothSectionsVisibility()


description: Called to send dynamic data for this component to the rendering thread


description: Set the anim instance class. Clears and re-initializes the anim instance with the new class and sets animation mode to 'AnimationBlueprint'

code: virtual void SetAnimClass ( class [UClass](API\Runtime\CoreUObject\UObject\UClass) * NewClass )


description: Define Custom Default pose for this component for preview

code: virtual void SetCustomDefaultPose()


description: Helper method that sets the forced lod.

code: void SetDebugForcedLOD ( int32 InNewForcedLOD )


description: Find a section using a clothing asset with the given GUID and set its visiblity

code: void SetMeshSectionVisibilityForCloth ( [FGuid](API\Runtime\Core\Misc\FGuid) InClothGuid, bool bVisibility )


description: Set whether we should be previewing root motion. Note: disabling root motion preview resets transform.

code: void SetPreviewRootMotion ( bool bInPreviewRootMotion )


description: Sets process root motion mode. Note: disabling root motion preview resets transform.

code: void SetProcessRootMotionMode ( EProcessRootMotionMode Mode )


description: Update material information depending on color render mode Refresh/replace materials

code: void SetShowBoneWeight ( bool bNewShowBoneWeight )


description: Sets the flag used to determine whether or not the current active cloth sim mesh should be rendered

code: void SetShowClothProperty ( bool bState )


code: void SetShowMorphTargetVerts ( bool bNewShowMorphTargetVerts )


description: Change the SkeletalMesh that is rendered for this Component. Will re-initialize the animation tree etc.

code: virtual void SetSkeletalMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * NewMesh, bool bReinitPose )


description: Set the wireframe mesh overlay color, which basically controls the color of the wireframe.

code: void SetWireframeMeshOverlayColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) Color )


description:
Function returns whether or not CPU skinning should be applied Allows the editor to override the skinning state for editor tools
true if should CPU skin. false otherwise

code: virtual bool ShouldCPUSkin()


description: Engine only draw bounds IF selected

code: virtual bool ShouldRenderSelected() const


description: Reference pose for this component we don't want to use default refpose because you still want to move joint when this mode is on

code: virtual void ShowReferencePose ( bool bRefPose )


description: Overridden to support single clothing ticks.

code: virtual bool ShouldRunClothTick() const


description: Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.

code: virtual void TickComponent ( float DeltaTime, enum ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )


description: Toggle visibility between cloth sections and non-cloth sections for all LODs if bShowOnlyClothSections is true, shows only cloth sections. On the other hand, if bShowOnlyClothSections is false, hides only cloth sections.

code: void ToggleClothSectionsVisibility ( bool bShowOnlyClothSections )


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


description: Set to use pre-skinned bounds

code: void UsePreSkinnedBounds ( bool bUsePreSkinnedBounds )


className: UDebugSkelMeshComponent

code: class UDebugSkelMeshComponent : public [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent)

AdditiveBasePoses

type: TArray< FTransf...

description: Storage of Additive Base Pose for when bDisplayAdditiveBasePose == true, as they have to be calculated

AnimNotifyErrors

type: TArray<FAnimNo...

BakedAnimationPoses

description: Storage of Baked Animation Pose for when bDisplayBakedAnimation == true, as they have to be calculated

bDisplayAdditiveBasePose

description: Display additive base bone transform

bDisplayBakedAnimation

description: Display baked animation pose

bDisplayBound

description: Display Bound

bDisplayNonRetargetedPose

description: Display non retargeted animation pose

bDisplayRawAnimation

description: Display raw animation bone transform

bDisplaySourceAnimation

description: Display source animation pose

bDrawAttributes

type: uint32:  1

description: Attribute visualization

bDrawBinormals

description: Vertex binormal viewing

bDrawBoneInfluences

description: Bone influences viewing

bDrawMesh

description: If true then the skeletal mesh associated with the component is drawn.

bDrawMorphTargetVerts

description: Morphtarget viewing

bDrawNormals

description: Vertex normal viewing

bDrawSockets

description: Socket hit points viewing

bDrawTangents

description: Vertex tangent viewing

bIsUsingInGameBounds

description: Does this component use in game bounds or does it use bounds calculated from bones

bIsUsingPreSkinnedBounds

description: Does this component use pre-skinned bounds? This overrides other bounds settings

bMeshSocketsVisible

description: Mesh sockets visible?

BoneRadiusMultiplier

description: Multiplier for the bone radius rendering

BonesOfInterest

description: Array of bones to render bone weights for

bPerformSingleClothingTick

description: Base skel mesh has support for suspending clothing, but single ticks are more of a debug feature when stepping through an animation So we control that using this flag

bShowBoneNames

description: If true then the bone names associated with the skeletal mesh are displayed

bSkeletonSocketsVisible

description: Skeleton sockets visible?

bTrackAttachedInstanceLOD

description: Should the LOD of the debug mesh component track the LOD of the instance being debugged

CachedClothBounds

type: FBoxSphereBound...

description: Bounds computed from cloth.

ConsumeRootMotionPreviousPlaybackTime

description: Playback time last time ConsumeRootmotion was called

MorphTargetOfInterests

type: TArray<TObject...

description: Array of morphtargets to render verts for

NonRetargetedSpaceBases

description: Storage for non retargeted pose.

PreviewInstance

type: TObjectPtr< cla...

ProcessRootMotionMode

type: EProcessRootMot...

description: Process root motion mode

SelectedClothingGuidForPainting

type: FGuid

description: The currently selected asset guid if we're painting, used to build dynamic mesh to paint sim parameters

SelectedClothingLodForPainting

description: The currently selected LOD for painting

SelectedClothingLodMaskForPainting

description: The currently selected mask inside the above LOD to be painted

SkeletonDrawMode

type: ESkeletonDrawMo...

description: Global drawing mode for this skeleton. Depends on context of specific editor using the component.

SkelMaterials

description: Array of materials to restore when not rendering blend weights

SourceAnimationPoses

description: Storage of Source Animation Pose for when bDisplaySourceAnimation == true, as they have to be calculated

TurnTableMode

type: EPersonaTurnTab...

description: Current turn table mode

TurnTableSpeedScaling

description: Current turn table speed scaling

UncompressedSpaceBases

description: Non Compressed SpaceBases for when bDisplayRawAnimation == true

WireframeMeshOverlayColor

type: FLinearColor


code: virtual bool ApplyChangesToMontage()


code: virtual void InitFromAnim ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimObjectIn, FOnAnimObjectChange OnChange )


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

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


description: Set to use in-game bounds or bounds calculated from bones

code: void UseInGameBounds ( bool bUseInGameBounds )


code: void UnregisterExtendedViewportTextDelegate ( const [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) & InDelegateHandle )


description: This is called when a property is about to be modified externally

code: virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )


code: virtual bool PropertyChangeRequiresRebuild ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


className: UEditorAnimBaseObj

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

AnimObject

type: UAnimSequenceBa...

OnChange

type: FOnAnimObjectCh...


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


code: virtual void InitAnimSegment ( int32 AnimSegmentIndex )


className: UEditorAnimCompositeSegment

code: class UEditorAnimCompositeSegment : public [UEditorAnimBaseObj](API\Editor\UnrealEd\Animation\UEditorAnimBaseObj)

AnimSegment

type: FAnimSegment

description: Default blend in time.

AnimSegmentIndex

type: int


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


description: Deprecated* Please use Initialize that takes aFName

code: virtual void Initialize ( const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< class [IEditableSkeleton](API\Editor\SkeletonEditor\IEditableSkeleton) > InEditableSkeleton, const [FSmartName](API\Runtime\Engine\Animation\FSmartName) & InCurveName, FOnAnimCurveBonesChange OnChangeIn )


code: virtual void Initialize ( [UAnimCurveMetaData](API\Runtime\Engine\Animation\UAnimCurveMetaData) * InAnimCurveMetaData, const [FName](API\Runtime\Core\UObject\FName) & InCurveName, FOnAnimCurveBonesChange OnChangeIn )


description: Deprecated* Please use Refresh that takes aFName

code: void Refresh ( const [FSmartName](API\Runtime\Engine\Animation\FSmartName) & InCurveName, const [TArray](API\Runtime\Core\Containers\TArray)< [FBoneReference](API\Runtime\Engine\Animation\FBoneReference) > & CurrentLinks, uint8 InMaxLOD )


description: Refresh current Connected Bones data

code: void Refresh ( const [FName](API\Runtime\Core\UObject\FName) & InCurveName, const [TArray](API\Runtime\Core\Containers\TArray)< [FBoneReference](API\Runtime\Engine\Animation\FBoneReference) > & CurrentLinks, uint8 InMaxLOD )


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


code: virtual bool ApplyChangesToMontage()


className: UEditorAnimCurveBoneLinks

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

AnimCurveMetaData

type: TWeakObjectPtr<...

ConnectedBones

type: TArray<FBoneRe...

CurveName

type: FName

MaxLOD

description: Max (Lowest) LOD to evaluate to curve.

OnChange

type: FOnAnimCurveBon...


code: virtual void InitAnimSegment ( int32 AnimSlotIndex, int32 AnimSegmentIndex )


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


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


className: UEditorAnimSegment

code: class UEditorAnimSegment : public [UEditorAnimBaseObj](API\Editor\UnrealEd\Animation\UEditorAnimBaseObj)

AnimSegment

description: Default blend in time.


code: virtual void InitSection ( int32 SectionIndex )


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


className: UEditorCompositeSection

description: Abstract base class of animation composite base This contains Composite Section data and some necessary interface to make this work

code: class UEditorCompositeSection : public [UEditorAnimBaseObj](API\Editor\UnrealEd\Animation\UEditorAnimBaseObj)

CompositeSection

type: FCompositeSecti...

description: Default blend in time.


description: Copy changes made to the event object back to the montage asset


description: Set up the editor object

code: virtual void InitialiseNotify ( const [FAnimNotifyEvent](API\Runtime\Engine\Animation\FAnimNotifyEvent) & InNotify )


className: UEditorNotifyObject

description: Proxy object for displaying notifies in the details panel with event data included alongsideUAnimNotify

code: class UEditorNotifyObject : public [UEditorAnimBaseObj](API\Editor\UnrealEd\Animation\UEditorAnimBaseObj)

Event

type: FAnimNotifyEven...

description: The notify event to modify


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


description: Adds an overridable node to the possible override list.

code: [FAnimParentNodeAssetOverride](API\Runtime\Engine\Animation\FAnimParentNodeAssetOverride) & AddOverridableNode ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * Node )


description: Pushes an override into the blueprint we're editing.

code: void ApplyOverrideToBlueprint ( [FAnimParentNodeAssetOverride](API\Runtime\Engine\Animation\FAnimParentNodeAssetOverride) & Override )


description: Get the current blueprint.

code: const [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * GetBlueprint() const


description: Gets a pointer to a U-node from the stored GUID for that node.

code: [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * GetVisualNodeFromGuid ( [FGuid](API\Runtime\Core\Misc\FGuid) InGuid ) const


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


code: void InitialiseFromBlueprint ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * Blueprint )


className: UEditorParentPlayerListObj

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

Overrides

type: TArray<FAnimPa...

description: List of possible overrides to display.


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


description: Template version of simple creating animation asset

code: namespace AnimationEditorUtils { template<class T> T * AnimationEditorUtils::CreateAnimationAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * SkeletonOrSkeletalMesh, const [FString](API\Runtime\Core\Containers\FString) & AssetPath, const [FString](API\Runtime\Core\Containers\FString) & InPrefix ) }


code: namespace AnimationEditorUtils { template<typename TFactory, typename T> void AnimationEditorUtils::ExecuteNewAnimAsset ( [TArray](API\Runtime\Core\Containers\TArray)< [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) >> SkeletonsOrSkeletalMeshes, const [FString](API\Runtime\Core\Containers\FString) InSuffix, FAnimAssetCreated AssetCreated, bool bInContentBrowser, bool bAllowReplaceExisting ) }


code: static const TCHAR * FormatName()


className: AssetDelimiter

code: static const TCHAR AssetDelimiter = TEXT('|');


className: NameTypeDelimiter

code: static const TCHAR NameTypeDelimiter = TEXT(' ');


className: AssetMarshalDefs

code: struct AssetMarshalDefs


description: Given an asset name, finds the object for the asset

code: namespace AssetUtil { [UObject](API\Runtime\CoreUObject\UObject\UObject) * AssetUtil::GetObject ( const [FString](API\Runtime\Core\Containers\FString) & AssetName ) }


description: Given an array of asset names, loads the assets into an array of objects

code: namespace AssetUtil { [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > AssetUtil::GetObjects ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & AssetNames, bool * bAllWereLoaded ) }


description: Helper functions to extract asset import information from asset registry tags

code: static [TOptional](API\Runtime\Core\IO\TOptional)< [FAssetImportInfo](API\Runtime\Engine\EditorFramework\FAssetImportInfo) > ExtractAssetImportInfo ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData )


className: UEditorSkeletonNotifyObj

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

EditableSkeleton

type: TWeakPtr<IEdit...

description: Current skeleton to try to grab objects from

Name

description: The name of the notify we represent


className: FAssetRenamedEvent

description: Event for when an asset has been renamed, and has been updated in our source file cache

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


description: Singleton access

code: static [FAssetSourceFilenameCache](API\Editor\UnrealEd\AutoReimport\FAssetSourceFilenameCache) & Get()


description: Retrieve a list of assets that were imported from the specified filename

code: [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > GetAssetsPertainingToFile ( const [IAssetRegistry](API\Runtime\AssetRegistry\AssetRegistry\IAssetRegistry) & Registry, const [FString](API\Runtime\Core\Containers\FString) & AbsoluteFilename ) const


description: Shutdown this instance of the cache

code: void Shutdown()


className: FAssetSourceFilenameCache

description: Class responsible for maintaing a cache of clean source file names (bla.txt) to asset data

code: class FAssetSourceFilenameCache


code: FPathAndMountPoint ( [FString](API\Runtime\Core\Containers\FString) InPath, [FString](API\Runtime\Core\Containers\FString) InMountPoint )


description: Get a list of absolute directories that we are monitoring

code: [TArray](API\Runtime\Core\Containers\TArray)< [FPathAndMountPoint](API\Editor\UnrealEd\AutoReimport\FPathAndMountPoint) > GetMonitoredDirectories() const


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


className: FPathAndMountPoint

description: Struct representing a path on disk, and its virtual mount point

code: struct FPathAndMountPoint

MountPoint

type: FString

description: The mount point, if any to which this directory relates

Path

description: The directory on disk. Absolute.


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