description: Return the basic object types you want to filter for in your level. For example, if you want to work with Lights, returnULightComponentBase. If you also want to see the properties for parent or child classes, override the GetObjectMixerPropertyInheritanceInclusionOptions and GetForceAddedColumns functions.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintCallable, Category="Object Mixer") virtual [TSet](API\Runtime\Core\Containers\TSet)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > GetObjectClassesToFilter() const


description: Return the basic actor types you want to be able to place using the Add button. Note that only subclasses ofAActorare supported and only those which have a registered factory. This includes most engine actor types.

module: ObjectMixerEditor

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintCallable, Category="Object Mixer") virtual [TSet](API\Runtime\Core\Containers\TSet)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > > GetObjectClassesToPlace() const


code: [TSet](API\Runtime\Core\Containers\TSet)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > > GetObjectClassesToPlace_Implementation() const


description: Specify whether we should return only the specified classes or the parent and child classes in placement mode. Defaults to 'None' which only considers the specified classes.


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


description: If a property is changed that has a name found in this set, the panel will be refreshed. Add a property name to this list if you expect the list to change in some way after changing that property.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintCallable, Category="Object Mixer") virtual [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > GetPropertiesThatRequireListRefresh() const


description: Determines if transient objects (such as Sequencer Spawnables) should be shown in the list. False by default.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintCallable, Category="Object Mixer") virtual bool GetShowTransientObjects() const


description: If true, properties that are not visible in the details panel and properties not supported by SSingleProperty will be selectable. Defaults to false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintCallable, Category="Object Mixer") virtual bool ShouldIncludeUnsupportedProperties() const


description: Specify a list of property names corresponding to columns you don't want to ever show. For example, you can specify "Intensity" and "LightColor" to ensure that they can't be enabled or shown in the UI. Columns not specified can be enabled by the user in the UI.

code: virtual [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > GetColumnsToExclude() const


className: UObjectMixerBlueprintObjectFilter

description: Script class for filtering object types to Object Mixer. Blueprint classes should inherit directly from this class.


description: Specify a list of property names found in parent classes you want to show that aren't in the specified classes. Note that properties specified here do not override the properties specified inGetColumnsToExclude(), but do override the supported property tests so these will appear even if ShouldIncludeUnsupportedProperties returns false. For example, aULightComponentdisplays "LightColor" in the editor's details panel, butULightComponentitself doesn't have a property named "LightColor". Instead it's in its parent class,ULightComponentBase. In this scenario,ULightComponentis specified and PropertyInheritanceInclusionOptions is None, so "LightColor" won't appear by default. Specify "LightColor" in this function to ensure that "LightColor" will appear as a column as long as the property is accessible to one of the specified classes regardless of which parent class it comes from.

code: virtual [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > GetForceAddedColumns() const


description: Specify a list of property names corresponding to columns you want to show by default. For example, you can specify "Intensity" and "LightColor" to show only those property columns by default in the UI. Columns not specified will not be shown by default but can be enabled by the user in the UI.

code: virtual [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > GetColumnsToShowByDefault() const


description: EndUObjectoverrides Return the basic object types you want to filter for in your level. For example, if you want to work with Lights, returnULightComponentBase. If you also want to see the properties for parent or child classes, override the GetObjectMixerPropertyInheritanceInclusionOptions and GetForceAddedColumns functions.

code: virtual [TSet](API\Runtime\Core\Containers\TSet)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > GetObjectClassesToFilter() const


code: virtual [TSet](API\Runtime\Core\Containers\TSet)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > > GetObjectClassesToPlace() const


description: Specify whether we should return only the properties of the specified classes or the properties of parent and child classes. Defaults to 'None' which only considers the properties of the specified classes. If you're not seeing all the properties you expected, try overloading this function.


code: static [TSet](API\Runtime\Core\Containers\TSet)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > GetParentAndChildClassesFromSpecifiedClasses ( const [TSet](API\Runtime\Core\Containers\TSet)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & InSpecifiedClasses, [EObjectMixerInheritanceInclusionOptions](API\Plugins\ObjectMixerEditor\ObjectFilter\EObjectMixerInhe-) Options )


code: static [TSet](API\Runtime\Core\Containers\TSet)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > GetParentAndChildClassesFromSpecifiedClasses ( const [TSet](API\Runtime\Core\Containers\TSet)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) >> & InSpecifiedClasses, [EObjectMixerInheritanceInclusionOptions](API\Plugins\ObjectMixerEditor\ObjectFilter\EObjectMixerInhe-) Options )


code: virtual [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > GetPropertiesThatRequireListRefresh() const


code: virtual bool GetShowTransientObjects() const


description: BeginUObjectoverrides

code: virtual void PostCDOCompiled ( const [FPostCDOCompiledContext](API\Runtime\CoreUObject\UObject\UObject\FPostCDOCompiledContext) & Context )


code: virtual bool ShouldIncludeUnsupportedProperties() const


code: UObjectMixerObjectFilter()


className: UObjectMixerObjectFilter

description: Native class for filtering object types to Object Mixer. Native C++ classes should inherit directly from this class.

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


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 )


description: Returns a new starting point name for newly created assets in the content browser

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


description: Returns the name of the factory for menus

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


description: When shown in menus, this is the category containing this factory. Return type is a BitFlag mask using EAssetTypeCategories.

code: virtual uint32 GetMenuCategories() const


code: UObjectMixerBlueprintFilterFactory()


code: bool AddObjectsToCollection ( const [FName](API\Runtime\Core\UObject\FName) & FilterClassName, const [FName](API\Runtime\Core\UObject\FName) & CollectionName, const [TSet](API\Runtime\Core\Containers\TSet)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > & ObjectsToAdd )


className: UObjectMixerBlueprintFilterFactory

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

ParentClass

type: TSubclassOf<UO...

description: The parent class of the created blueprint.


className: AllCollectionName

code: static [FName](API\Runtime\Core\UObject\FName) AllCollectionName = TEXT("All");


code: bool DoesCollectionExist ( const [FName](API\Runtime\Core\UObject\FName) & FilterClassName, const [FName](API\Runtime\Core\UObject\FName) & CollectionName )


code: bool DuplicateCollection ( const [FName](API\Runtime\Core\UObject\FName) & FilterClassName, const [FName](API\Runtime\Core\UObject\FName) & CollectionToDuplicateName, [FName](API\Runtime\Core\UObject\FName) & DesiredDuplicateName )


code: [FObjectMixerSerializationDataPerFilter](API\Plugins\ObjectMixerEditor\FObjectMixerSerializationDataPer-) * FindSerializationDataByFilterClassName ( const [FName](API\Runtime\Core\UObject\FName) & FilterClassName )


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


code: [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > GetCollectionsForObject ( const [FName](API\Runtime\Core\UObject\FName) & FilterClassName, const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & InObject )


code: bool IsColumnDataSerialized ( const [FName](API\Runtime\Core\UObject\FName) & FilterClassName, const [FName](API\Runtime\Core\UObject\FName) & ColumnName )


code: bool IsObjectInCollection ( const [FName](API\Runtime\Core\UObject\FName) & FilterClassName, const [FName](API\Runtime\Core\UObject\FName) & CollectionName, const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & InObject )


code: bool RemoveCollection ( const [FName](API\Runtime\Core\UObject\FName) & FilterClassName, const [FName](API\Runtime\Core\UObject\FName) & CollectionName )


code: bool RemoveObjectsFromCollection ( const [FName](API\Runtime\Core\UObject\FName) & FilterClassName, const [FName](API\Runtime\Core\UObject\FName) & CollectionName, const [TSet](API\Runtime\Core\Containers\TSet)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > & ObjectsToRemove )


code: bool RenameCollection ( const [FName](API\Runtime\Core\UObject\FName) & FilterClassName, const [FName](API\Runtime\Core\UObject\FName) CollectionNameToRename, const [FName](API\Runtime\Core\UObject\FName) NewCollectionName )


code: bool ReorderCollection ( const [FName](API\Runtime\Core\UObject\FName) & FilterClassName, const [FName](API\Runtime\Core\UObject\FName) & CollectionToMoveName, const [FName](API\Runtime\Core\UObject\FName) & CollectionInsertBeforeName )


code: void SetShouldShowColumn ( const [FName](API\Runtime\Core\UObject\FName) & FilterClassName, const [FName](API\Runtime\Core\UObject\FName) & ColumnName, const bool bNewShouldShowColumn )


code: bool ShouldShowColumn ( const [FName](API\Runtime\Core\UObject\FName) & FilterClassName, const [FName](API\Runtime\Core\UObject\FName) & ColumnName )


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


className: UObjectMixerEditorSerializedData

OnObjectMixerCollectionMapChanged

type: FOnObjectMixerC...

SerializedDataPerFilter

type: TSet<FObjectMi...


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


className: UObjectMixerEditorSettings

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

bExpandTreeViewItemsByDefault

type: bool

description: If false, a new object will be created every time the filter object is accessed.

bSyncSelection

description: If enabled, clicking an item in the mixer list will also select the item in the Scene Outliner.


className: EListViewColumnType

code: enum EListViewColumnType { BuiltIn, PropertyGenerated, }


code: void AddObjectFilterClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InObjectFilterClass, const bool bShouldRebuild )


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

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


code: void BuildPerformanceCache()


code: void CacheAndRebuildFilters ( const bool bShouldRegenerateWidget )


code: void CacheObjectFilterInstances()


description: Creates a new widget, replacing the existing one's pointer. Not useful to call alone, use RequestRegenerateListWidget

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


code: bool DoesCollectionExist ( const [FName](API\Runtime\Core\UObject\FName) & CollectionName ) const


description: Determines whether rows' objects should be temporarily hidden in editor based on each row's visibility rules, then sets each object's visibility in editor.


description: Force returns result from Filter->ForceGetObjectClassesToFilter. Generally, you want to get this from the public performance cache.

code: [TSet](API\Runtime\Core\Containers\TSet)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > ForceGetObjectClassesToFilter()


description: Force returns result from Filter->ForceGetObjectClassesToPlace. Generally, you want to get this from the public performance cache.

code: [TSet](API\Runtime\Core\Containers\TSet)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > > ForceGetObjectClassesToPlace()


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


code: [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > GetCollectionsForObject ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & InObject ) const


description: This is the filter class used to initialize the ListModel. This filter class cannot be turned off by the end user.

code: const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UObjectMixerObjectFilter](API\Plugins\ObjectMixerEditor\ObjectFilter\UObjectMixerObjectFilter) > & GetDefaultFilterClass() const


description: Used as a way to differentiate different subclasses of the Object Mixer module


code: [FObjectMixerEditorModule](API\Plugins\ObjectMixerEditor\FObjectMixerEditorModule) * GetModulePtr() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UObjectMixerObjectFilter](API\Plugins\ObjectMixerEditor\ObjectFilter\UObjectMixerObjectFilter) > > & GetObjectFilterClasses() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UObjectMixerObjectFilter](API\Plugins\ObjectMixerEditor\ObjectFilter\UObjectMixerObjectFilter) > > & GetObjectFilterInstances()


description: Creates a new widget only if one does not already exist. Otherwise returns the existing widget.


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

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


code: [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) > > GetSelectedTreeViewItems() const


description: Represents the collections the user has selected in the UI. If empty, "All" is considered as selected.

code: const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & GetSelectedCollections() const


description: Get a pointer to theUObjectMixerEditorSerializedDataobject along with the name of the filter represented by this ListModel instance.


code: [TSet](API\Runtime\Core\Containers\TSet)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) > > GetSoloRows() const


description: Get the style of the tree (flat list or hierarchy)


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


code: bool IsCollectionSelected ( const [FName](API\Runtime\Core\UObject\FName) & CollectionName )


description: Returns true if at least one row is set to Solo.

code: bool IsListInSoloState() const


code: bool IsObjectInCollection ( const [FName](API\Runtime\Core\UObject\FName) & CollectionName, const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & InObject ) const


code: void OnPostFilterChange()


description: Called when the Rename command is executed from the UI or hotkey.

code: void OnRenameCommand()


code: void RebuildCollectionSelector()


description: Refresh list filters and sorting. Useful for when the list state has gone stale but the variable count has not changed.

code: void RefreshList() const


code: void RemoveObjectFilterClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InObjectFilterClass, const bool bCacheAndRebuild )


code: bool RequestAddObjectsToCollection ( const [FName](API\Runtime\Core\UObject\FName) & CollectionName, const [TSet](API\Runtime\Core\Containers\TSet)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > & ObjectsToAdd ) const


code: bool RequestDuplicateCollection ( const [FName](API\Runtime\Core\UObject\FName) & CollectionToDuplicateName, [FName](API\Runtime\Core\UObject\FName) & DesiredDuplicateName ) const


description: Rebuild the list items and refresh the list. Call when adding or removing items.

code: void RequestRebuildList() const


description: Calls back to the module to replace the widget in the dock tab. Call when columns or the object filters have changed.

code: void RequestRegenerateListWidget()


code: bool RequestRemoveCollection ( const [FName](API\Runtime\Core\UObject\FName) & CollectionName ) const


code: bool RequestRemoveObjectsFromCollection ( const [FName](API\Runtime\Core\UObject\FName) & CollectionName, const [TSet](API\Runtime\Core\Containers\TSet)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > & ObjectsToRemove ) const


code: bool RequestRenameCollection ( const [FName](API\Runtime\Core\UObject\FName) & CollectionNameToRename, const [FName](API\Runtime\Core\UObject\FName) & NewCollectionName ) const


code: bool RequestReorderCollection ( const [FName](API\Runtime\Core\UObject\FName) & CollectionToMoveName, const [FName](API\Runtime\Core\UObject\FName) & CollectionInsertBeforeName ) const


code: void ResetObjectFilterClasses ( const bool bCacheAndRebuild )


code: void SetCollectionSelected ( const [FName](API\Runtime\Core\UObject\FName) & CollectionName, const bool bNewSelected )


code: void SetDefaultFilterClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InNewClass )


code: void SetSelectedCollections ( const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > InSelectedCollections )


description: Set the style of the tree (flat list or hierarchy)

code: void SetTreeViewMode ( [EObjectMixerTreeViewMode](API\Plugins\ObjectMixerEditor\ObjectFilter\EObjectMixerTreeViewMode) InViewMode )


code: bool ShouldShowTransientObjects() const


code: FObjectMixerEditorList ( const [FName](API\Runtime\Core\UObject\FName) InModuleName )


code: virtual ~FObjectMixerEditorList()


className: FObjectMixerEditorList

code: class FObjectMixerEditorList : public [TSharedFromThis< FObjectMixerEditorList >](API\Runtime\Core\Templates\TSharedFromThis), public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject)

ColumnsToExcludeCache

type: TSet<FName>

DefaultFilterClass

description: If set, this is the filter class used to initialize the ListModel.

ListWidget

type: TSharedPtr<SOb...

ModuleName

type: FName

ObjectClassesToFilterCache

type: TSet<UClass&#...

description: Performance cache.

ObjectFilterClasses

type: TArray<TSubcla...

description: The classes used to generate property edit columns.

ObjectFilterInstances

type: TArray<TObject...

ObjectMixerElementEditCommands

type: TSharedPtr<FUI...

OnBlueprintFilterCompiledHandle

type: FDelegateHandle

OnPostFilterChangeDelegate

type: FOnPostFilterCh...

OnPreFilterChangeDelegate

type: FOnPreFilterCha...

type: EObjectMixerInh...

SelectedCollections

description: Represents the collections the user has selected in the UI.

TreeViewMode

type: EObjectMixerTre...

description: Determines the style of the tree (flat list or hierarchy)


code: void ClearSoloRows() const


code: bool operator&61;&61; &40; const FPropertyPropagationInfo & Other &41; const


className: FPropertyPropagationInfo

code: struct FPropertyPropagationInfo

PropertyValueSetFlags

type: EPropertyValueS...

RowIdentifier

type: FSceneOutlinerT...


className: FTransientEditorVisibilityRules

code: struct FTransientEditorVisibilityRules

bShouldBeHiddenInEditor

description: If true, the user wants the row to be hidden temporarily in the editor.

bShouldBeSolo

description: If true, the user wants the row to have solo visibility.


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


code: [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * GetHybridComponent() const


code: bool GetIsHybridRow() const


code: bool GetIsSelected ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) > InRow )


code: bool GetIsTreeViewItemExpanded ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) > InRow )


code: [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SObjectMixerEditorList](API\Plugins\ObjectMixerEditor\Views\List\SObjectMixerEditorList) > GetListView() const


code: const [UObjectMixerObjectFilter](API\Plugins\ObjectMixerEditor\ObjectFilter\UObjectMixerObjectFilter) * GetMainObjectFilterInstance() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UObjectMixerObjectFilter](API\Plugins\ObjectMixerEditor\ObjectFilter\UObjectMixerObjectFilter) > > & GetObjectFilterInstances() const


code: bool GetRowSoloState() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) > > GetSelectedTreeViewItems() const


code: const [FTransientEditorVisibilityRules](API\Plugins\ObjectMixerEditor\Views\List\FObjectMixerEditorListRowData\FTransientEditor-) & GetVisibilityRules() const


code: bool HasAtLeastOneChildThatIsNotSolo ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) > InRow, const bool bRecursive ) const


code: bool IsUserSetHiddenInEditor() const


code: void OnChangeVisibility ( const FSceneOutlinerTreeItemRef TreeItem, const bool bNewVisible )


description:
Attempt to propagate a property's new value to other selected rows.
Returns true if the property's handle was found or there is no work to do (i.e., no property name specified or this row is not selected)

code: bool PropagateChangesToSimilarSelectedRowProperties ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) > InRow, const [FPropertyPropagationInfo](API\Plugins\ObjectMixerEditor\Views\List\FObjectMixerEditorListRowData\FPropertyPropaga-) PropertyPropagationInfo )


code: void SetDisplayNameOverride ( const [FText](API\Runtime\Core\Internationalization\FText) & InDisplayNameOverride )


description: If this row represents an actor or other container and should show the data for a single child component, define it here.

code: void SetHybridComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InHybridComponent )


code: void SetIsSelected ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) > InRow, const bool bNewSelected )


code: void SetIsTreeViewItemExpanded ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) > InRow, const bool bNewExpanded )


code: void SetRowSoloState ( const bool bNewSolo )


code: void SetUserHiddenInEditor ( const bool bNewHidden )


code: void SetVisibilityRules ( const [FTransientEditorVisibilityRules](API\Plugins\ObjectMixerEditor\Views\List\FObjectMixerEditorListRowData\FTransientEditor-) & InVisibilityRules )


code: FObjectMixerEditorListRowData()


code: FObjectMixerEditorListRowData ( [SSceneOutliner](API\Editor\SceneOutliner\SSceneOutliner) * InSceneOutliner, const [FText](API\Runtime\Core\Internationalization\FText) & InDisplayNameOverride )


code: ~FObjectMixerEditorListRowData()


className: FObjectMixerEditorListRowData

description: Defines data carried by each row type.

code: struct FObjectMixerEditorListRowData

DisplayNameOverride

type: FText

HybridComponentPath

type: TSoftObjectPtr<...

description: A breadcrumb trail to a single component that matches the selected Object Mixer Filters.

PropertyNamesToHandles

type: TMap<FName,TW...

SceneOutlinerPtr

type: TWeakPtr<SScen...

VisibilityRules

type: FTransientEdito...


className: FObjectMixerSceneOutlinerColumnInfo

bCanBeHidden

type: bool

description: If true, this column can be enabled and disabled by the user.

bIsDesiredToBeShownByDefault

description: If true, this column will be shown in a clean environment or when default properties are restored.

ColumnID

type: FName

description: The column identifier for the property. Often this is teh same as PropertyName.

PropertyCategoryName

description: The category that holds the property.

PropertyDisplayText

description: What will be displayed in the column header unless another widget is defined.

PropertyName

description: TheFNameof the property

PropertyRef

type: FProperty*

description: The pointer to the actualFProperty

PropertyType

type: EListViewColumn...

description: Is this a built-in column, a column displaying a property widget or something else?


code: namespace FObjectMixerUtils { bool FObjectMixerUtils::IsObjectRefInCollection ( const [FName](API\Runtime\Core\UObject\FName) & CollectionName, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) > InTreeItem ) }


code: namespace FObjectMixerUtils { bool FObjectMixerUtils::IsObjectRefInCollection ( const [FName](API\Runtime\Core\UObject\FName) & CollectionName, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FObjectMixerEditorList](API\Plugins\ObjectMixerEditor\Views\List\FObjectMixerEditorList) > ListModel ) }


code: namespace FObjectMixerUtils { [FObjectMixerEditorListRowActor](API\Plugins\ObjectMixerEditor\Views\List\RowTypes\FObjectMixerEditorListRowActor) * FObjectMixerUtils::AsActorRow ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) > InTreeItem ) }


code: namespace FObjectMixerUtils { [FObjectMixerEditorListRowComponent](API\Plugins\ObjectMixerEditor\Views\List\RowTypes\FObjectMixerEdit-) * FObjectMixerUtils::AsComponentRow ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) > InTreeItem ) }


code: namespace FObjectMixerUtils { [FObjectMixerEditorListRowFolder](API\Plugins\ObjectMixerEditor\Views\List\RowTypes\FObjectMixerEditorListRowFolder) * FObjectMixerUtils::AsFolderRow ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) > InTreeItem ) }


code: namespace FObjectMixerUtils { [FObjectMixerEditorListRowUObject](API\Plugins\ObjectMixerEditor\Views\List\RowTypes\FObjectMixerEdit-_1) * FObjectMixerUtils::AsObjectRow ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) > InTreeItem ) }


code: namespace FObjectMixerUtils { [FObjectMixerEditorListRowData](API\Plugins\ObjectMixerEditor\Views\List\FObjectMixerEditorListRowData) * FObjectMixerUtils::GetRowData ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) > InTreeItem ) }


code: namespace FObjectMixerUtils { [UObject](API\Runtime\CoreUObject\UObject\UObject) * FObjectMixerUtils::GetRowObject ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) > InTreeItem, const bool bGetHybridRowComponent ) }


code: namespace FObjectMixerUtils { [AActor](API\Runtime\Engine\GameFramework\AActor) * FObjectMixerUtils::GetSelfOrOuterAsActor ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) > InTreeItem ) }


code: namespace FObjectMixerUtils { void FObjectMixerUtils::SetChildRowsSelected ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) > InTreeItem, const bool bNewSelected, const bool bRecursive ) }


className: FOnPostFilterChange

code: typedef TMulticastDelegate_NoParams< void > FOnPostFilterChange


className: FOnPreFilterChange

code: typedef TMulticastDelegate_NoParams< void > FOnPreFilterChange


code: bool operator() ( const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) > & Item, [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) *& ActorDescPtrOut ) const


className: FActorDescSelector

description: Functor which can be used to get actor descriptors from a selection

code: struct FActorDescSelector


code: bool operator() ( const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) > & Item, [AActor](API\Runtime\Engine\GameFramework\AActor) *& ActorPtrOut ) const


code: bool operator== ( const [FAssetClassMap](API\Plugins\ObjectMixerEditor\Views\List\Modes\FAssetClassMap) & Other ) const


className: FActorSelector

description: Functor which can be used to get actors from a selection including component parents

code: struct FActorSelector


code: bool operator() ( const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) > & Item, [UActorComponent](API\Runtime\Engine\Components\UActorComponent) *& DataOut ) const


className: FAssetClassMap

code: struct FAssetClassMap

AssetData

type: FAssetData

Class

type: TObjectPtr<UCl...


className: FComponentSelector

code: struct FComponentSelector


code: bool operator() ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) > Item, [FFolder](API\Runtime\Engine\FFolder) & DataOut ) const


className: FFolderPathSelector

code: struct FFolderPathSelector


description: Create all component items for an actor if we are showing components and place them in OutItems. Items not added if filtered out. If components are returned or would be returned before filters, the Actor will be added at the beginning of the array.

code: [TArray](API\Runtime\Core\Containers\TArray)< FSceneOutlinerTreeItemPtr > ConditionallyCreateActorAndComponentItems ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor ) const


code: static [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FObjectMixerOutlinerHierarchy](API\Plugins\ObjectMixerEditor\Views\List\Modes\FObjectMixerOutlinerHierarchy) > Create ( class [ISceneOutlinerMode](API\Editor\SceneOutliner\ISceneOutlinerMode) * Mode, const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > & World )


description: Create a linearization of all direct and indirect children of a given item in the hierarchy

code: virtual void CreateChildren ( const FSceneOutlinerTreeItemPtr & Item, [TArray](API\Runtime\Core\Containers\TArray)< FSceneOutlinerTreeItemPtr > & OutChildren ) const


description: Create all component items for an actor if we are showing components and place them in OutItems. Items not added if filtered out.

code: void CreateComponentItems ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [TArray](API\Runtime\Core\Containers\TArray)< FSceneOutlinerTreeItemPtr > & OutItems ) const


code: void CreateFolderChild ( const [FFolder](API\Runtime\Engine\FFolder) & Folder, [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [TArray](API\Runtime\Core\Containers\TArray)< FSceneOutlinerTreeItemPtr > & OutItems ) const


description: Create a linearization of all applicable items in the hierarchy

code: virtual void CreateItems ( [TArray](API\Runtime\Core\Containers\TArray)< FSceneOutlinerTreeItemPtr > & OutItems ) const


description: Adds all the direct and indirect children of a world to OutItems

code: void CreateWorldChildren ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [TArray](API\Runtime\Core\Containers\TArray)< FSceneOutlinerTreeItemPtr > & OutItems ) const


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


description: Forcibly create a parent item for a given tree item

code: virtual FSceneOutlinerTreeItemPtr FindOrCreateParentItem ( const [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) & Item, const [TMap](API\Runtime\Core\Containers\TMap)< [FSceneOutlinerTreeItemID](API\Editor\SceneOutliner\FSceneOutlinerTreeItemID), FSceneOutlinerTreeItemPtr > & Items, bool bCreate )


code: void ForEachActorInLevel ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, const [ULevelInstanceSubsystem](API\Runtime\Engine\LevelInstance\ULevelInstanceSubsystem) * LevelInstanceSubsystem, [TArray](API\Runtime\Core\Containers\TArray)< FSceneOutlinerTreeItemPtr > & OutItems ) const


description: Send a an event indicating a full refresh of the hierarchy is required

code: void FullRefreshEvent()


code: void OnActorDescRemoved ( [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) * ActorDesc )


code: void OnActorFolderAdded ( [UActorFolder](API\Runtime\Engine\UActorFolder) * InActorFolder )


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


description: Called when a folder is to be created

code: void OnBroadcastFolderCreate ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, const [FFolder](API\Runtime\Engine\FFolder) & InNewFolder )


description: Called when a folder is to be moved

code: void OnBroadcastFolderMove ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, const [FFolder](API\Runtime\Engine\FFolder) & InOldFolder, const [FFolder](API\Runtime\Engine\FFolder) & InNewFolder )


description: Called when a folder is to be deleted

code: void OnBroadcastFolderDelete ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, const [FFolder](API\Runtime\Engine\FFolder) & InFolder )


code: void OnComponentsUpdated()


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


code: void OnLevelActorAttached ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const [AActor](API\Runtime\Engine\GameFramework\AActor) * InParent )


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


code: void OnLevelActorDetached ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const [AActor](API\Runtime\Engine\GameFramework\AActor) * InParent )


code: void OnLevelActorFolderChanged ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, [FName](API\Runtime\Core\UObject\FName) OldPath )


code: void OnLevelActorListChanged()


code: void OnLevelAdded ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: void OnLevelRemoved ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: void OnLoadedActorAdded ( [AActor](API\Runtime\Engine\GameFramework\AActor) & InActor )


code: void OnLoadedActorRemoved ( [AActor](API\Runtime\Engine\GameFramework\AActor) & InActor )


description: Update the hierarchy when actor or world changing events occur.

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


code: void OnWorldPartitionInitialized ( [UWorldPartition](API\Runtime\Engine\WorldPartition\UWorldPartition) * InWorldPartition )


code: void OnWorldPartitionUninitialized ( [UWorldPartition](API\Runtime\Engine\WorldPartition\UWorldPartition) * InWorldPartition )


code: void SetShowingComponents ( bool bInShowingComponents )


code: void SetShowingEmptyFolders ( bool bInShowingEmptyFolders )


code: void SetShowingLevelInstances ( bool bInShowingLevelInstances )


code: void SetShowingOnlyActorWithValidComponents ( bool bInShowingOnlyActorWithValidComponents )


code: void SetShowingUnloadedActors ( bool bInShowingUnloadedActors )


code: FObjectMixerOutlinerHierarchy ( [ISceneOutlinerMode](API\Editor\SceneOutliner\ISceneOutlinerMode) * Mode, const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > & Worlds )


className: FObjectMixerOutlinerHierarchy

code: class FObjectMixerOutlinerHierarchy : public [ISceneOutlinerHierarchy](API\Editor\SceneOutliner\ISceneOutlinerHierarchy), public [FNoncopyable](API\Runtime\Core\Templates\FNoncopyable)

RepresentingWorld

type: TWeakObjectPtr<...


description: Build and up the context menu


description: Can the current selection be copied

code: virtual bool CanCopy() const


description: Whether the toolbar can be customized.

code: virtual bool CanCustomizeToolbar() const


description: Can the current selection be deleted

code: virtual bool CanDelete() const


description: Can the current selection be cut

code: virtual bool CanCut() const


description: Can the current selection be pasted

code: virtual bool CanPaste() const


description: Returns true if any of the items can be pinned.

code: virtual bool CanPinItems ( const [TArray](API\Runtime\Core\Containers\TArray)< FSceneOutlinerTreeItemPtr > & InItems ) const


description: Can the current selection be renamed

code: virtual bool CanRename() const


description: Check if an item can be renamed

code: virtual bool CanRenameItem ( const [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) & Item ) const


description: Does the mode support drag and drop

code: virtual bool CanSupportDragAndDrop() const


description: Function called by the Outliner Filter Bar to compare an item with Type Filters

code: virtual bool CompareItemWithClassName ( [SceneOutliner::FilterBarType](API\Editor\LevelEditor\FilterBarType) InItem, const [TSet](API\Runtime\Core\Containers\TSet)< [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) > & ) const


description: Returns true if any of the items can be unpinned.

code: virtual bool CanUnpinItems ( const [TArray](API\Runtime\Core\Containers\TArray)< FSceneOutlinerTreeItemPtr > & InItems ) const


description: Returns a context menu widget based on the current selection

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


description: Construct a new Drag and drop operation

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDragDropOperation](API\Runtime\SlateCore\Input\FDragDropOperation) > CreateDragDropOperation ( const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent, const [TArray](API\Runtime\Core\Containers\TArray)< FSceneOutlinerTreeItemPtr > & InTreeItems ) const


description: Create a folder under a specific parent with a given leaf name

code: virtual bool CreateFolder ( const [FFolder](API\Runtime\Engine\FFolder) & NewFolder )


description: Returns a factory to create a Folder Picker mode which matches this mode

code: virtual FCreateSceneOutlinerMode CreateFolderPickerMode ( const [FFolder::FRootObject](API\Runtime\Engine\FFolder\FRootObject) & InRootObject ) const


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FSceneOutlinerFilter](API\Editor\SceneOutliner\FSceneOutlinerFilter) > CreateHideComponentsFilter()


code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ISceneOutlinerHierarchy](API\Editor\SceneOutliner\ISceneOutlinerHierarchy) > CreateHierarchy()


description: Creates a new folder item at the root with a valid name


description: Filter factories


description: Fill the view button menu with content

code: virtual void CreateViewContent ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & MenuBuilder )


className: FFilterClassSelectionInfo

code: struct FFilterClassSelectionInfo

Class

type: UClass*


description:
If OutlinerIdentifier is not set for this outliner, it is not possible to store settings.
The config for this ActorBrowser.

code: const [FObjectMixerOutlinerModeConfig](API\Plugins\ObjectMixerEditor\Views\List\Modes\FObjectMixerOutlinerModeConfig) * GetConstConfig() const


description: Return the errors text

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


description: Returns a unique folder path for a specific parent with a given leaf name (without creating it)

code: virtual [FFolder](API\Runtime\Engine\FFolder) GetFolder ( const [FFolder](API\Runtime\Engine\FFolder) & ParentPath, const [FName](API\Runtime\Core\UObject\FName) & LeafName )


code: bool GetFolderNamesFromPayload ( const [FSceneOutlinerDragDropPayload](API\Editor\SceneOutliner\FSceneOutlinerDragDropPayload) & InPayload, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutFolders, [FFolder::FRootObject](API\Runtime\Engine\FFolder\FRootObject) & OutCommonRootObject ) const


code: [SSceneOutliner](API\Editor\SceneOutliner\SSceneOutliner) * GetSceneOutliner() const


description: Get the current selection mode

code: virtual [ESelectionMode::Type](API\Runtime\Slate\Framework\Views\ESelectionMode__Type) GetSelectionMode() const


description: Get the current status text

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


description: Get the color of the status text

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


description: Determines the style of the tree (flat list or hierarchy)


code: bool HasActorSelectionChanged ( [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutSelectedActors, bool & bOutAreAnyInPIE )


code: bool HasComponentSelectionChanged ( [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & OutSelectedComponents, bool & bOutAreAnyInPIE )


description: Does the mode reports errors

code: virtual bool HasErrors() const


description: BeginISceneOutlinerModeInterface

code: virtual bool IsInteractive() const


description: Called when an actor desc is removed

code: void OnActorDescRemoved ( [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) * InActorDesc )


code: void OnActorLabelChanged ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ChangedActor )


description: Called by the engine when a component is updated

code: void OnComponentsUpdated()


description: Called by engine when edit delete actors ends

code: void OnDeleteActorsEnd()


description: Called by engine when edit delete actors begins

code: void OnDeleteActorsBegin()


description: Called when a payload is dropped onto a target

code: virtual void OnDrop ( [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) & DropTarget, const [FSceneOutlinerDragDropPayload](API\Editor\SceneOutliner\FSceneOutlinerDragDropPayload) & Payload, const [FSceneOutlinerDragValidationInfo](API\Editor\SceneOutliner\FSceneOutlinerDragValidationInfo) & ValidationInfo ) const


description: Called by engine when edit duplicate actors begins

code: void OnDuplicateActorsBegin()


description: Called by engine when edit duplicate actors ends

code: void OnDuplicateActorsEnd()


description: Trigger a duplication of selected items

code: virtual void OnDuplicateSelected()


description: Called by engine when edit copy actors begins

code: void OnEditCopyActorsBegin()


description: Called by engine when edit copy actors ends

code: void OnEditCopyActorsEnd()


description: Called by engine when edit cut actors begins

code: void OnEditCutActorsBegin()


description: Called by engine when edit cut actors ends

code: void OnEditCutActorsEnd()


description: Called by engine when edit paste actors begins

code: void OnEditPasteActorsBegin()


description: Called by engine when edit paste actors ends

code: void OnEditPasteActorsEnd()


description: Called by the outliner when a new item is added to the outliner tree

code: virtual void OnItemAdded ( FSceneOutlinerTreeItemPtr Item )


description: Called by the outliner when a tree item is double clicked

code: virtual void OnItemDoubleClick ( FSceneOutlinerTreeItemPtr Item )


description: Called by the outliner when an item passes filters but isn't yet added to the tree

code: virtual void OnItemPassesFilters ( const [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) & Item )


description: Called by the outliner when an item is removed from the outliner tree

code: virtual void OnItemRemoved ( FSceneOutlinerTreeItemPtr Item )


description: Called by the outliner when an item is selected in the tree. Used to partially synchronize selection

code: virtual void OnItemSelectionChanged ( FSceneOutlinerTreeItemPtr Item, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) SelectionType, const [FSceneOutlinerItemSelection](API\Editor\SceneOutliner\FSceneOutlinerItemSelection) & Selection )


description: Called by the outliner when a key is pressed

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


description: Called by the outliner when search box text is committed (by pressing enter)

code: virtual void OnFilterTextCommited ( [FSceneOutlinerItemSelection](API\Editor\SceneOutliner\FSceneOutlinerItemSelection) & Selection, [ETextCommit::Type](API\Runtime\SlateCore\Types\ETextCommit__Type) CommitType )


description: Called by the engine when an actor is deleted

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


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


code: void OnLevelSelectionChanged ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj )


code: void OnMapChange ( uint32 MapFlags )


code: void OnNewCurrentLevel()


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


code: void OnPostLoadMapWithWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description: Called by the editor to allow selection of unloaded actors

code: void OnSelectUnloadedActors ( const [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > & ActorGuids )


description: Functions to expose selection framing to the UI

code: void OnToggleAlwaysFrameSelection()


description:
Populates a drag/drop operation if the mode supports that type of operation.
Returns true if the operation is supported by the mode

code: virtual bool ParseDragDrop ( [FSceneOutlinerDragDropPayload](API\Editor\SceneOutliner\FSceneOutlinerDragDropPayload) & OutPayload, const [FDragDropOperation](API\Runtime\SlateCore\Input\FDragDropOperation) & Operation ) const


description: Pins an item list in the outliner

code: virtual void PinItems ( const [TArray](API\Runtime\Core\Containers\TArray)< FSceneOutlinerTreeItemPtr > & InItems )


description: Rebuild all mode data

code: virtual void Rebuild()


description: Register the context menu with the engine

code: static void RegisterContextMenu()


description: Repair errors

code: virtual void RepairErrors() const


description: Save the config for this ActorBrowser

code: void SaveConfig()


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


code: static void SelectComponentsInEditor ( const [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & InSelectedComponents )


description: Reparent an item to a given folder path. Returns true if the operation is sucessful

code: virtual bool ReparentItemToFolder ( const [FFolder](API\Runtime\Engine\FFolder) & FolderPath, const FSceneOutlinerTreeItemPtr & Item )


description: Select all descendants of a folder. Optionally select only immediate descendants.

code: virtual void SelectFoldersDescendants ( const [TArray](API\Runtime\Core\Containers\TArray)< [FFolderTreeItem](API\Editor\SceneOutliner\FFolderTreeItem) * > & FolderItems, bool bSelectImmediateChildrenOnly )


description: Determine the style of the tree (flat list or hierarchy)

code: void SetTreeViewMode ( [EObjectMixerTreeViewMode](API\Plugins\ObjectMixerEditor\ObjectFilter\EObjectMixerTreeViewMode) InViewMode )


code: bool ShouldAlwaysFrameSelection()


description: Should folders be shown in the outliner

code: virtual bool ShouldShowFolders() const


code: bool ShouldSyncSelectionToEditor()


code: bool ShouldSyncSelectionFromEditor()


description: Does the mode allow the user to enable and disable filters through a menu

code: virtual bool ShowFilterOptions() const


description: Does the mode want to display a status bar

code: virtual bool ShowStatusBar() const


description: Does the mode want to display a view button

code: virtual bool ShowViewButton() const


description: Should the new folder button be displayed by the outliner

code: virtual bool SupportsCreateNewFolder() const


description: Does the mode support keyboard focus

code: virtual bool SupportsKeyboardFocus() const


code: void SynchronizeAllSelectionsToEditor()


code: void SynchronizeComponentSelection()


description: Synchronize the mode specific selection with the tree view

code: virtual void SynchronizeSelection()


description: Test whether the specified payload can be dropped onto this tree item

code: virtual [FSceneOutlinerDragValidationInfo](API\Editor\SceneOutliner\FSceneOutlinerDragValidationInfo) ValidateDrop ( const [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) & DropTarget, const [FSceneOutlinerDragDropPayload](API\Editor\SceneOutliner\FSceneOutlinerDragDropPayload) & Payload ) const


code: void SynchronizeSelectedActorDescs()


description: Unpins an item list in the outliner

code: virtual void UnpinItems ( const [TArray](API\Runtime\Core\Containers\TArray)< FSceneOutlinerTreeItemPtr > & InItems )


code: FObjectMixerOutlinerMode ( const [FObjectMixerOutlinerModeParams](API\Plugins\ObjectMixerEditor\Views\List\Modes\FObjectMixerOutlinerModeParams) & Params, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FObjectMixerEditorList](API\Plugins\ObjectMixerEditor\Views\List\FObjectMixerEditorList) > InListModel )


code: virtual ~FObjectMixerOutlinerMode()


className: FObjectMixerOutlinerMode

code: class FObjectMixerOutlinerMode : public [FActorMode](API\Editor\SceneOutliner\FActorMode)

ApplicableActors

type: TSet<TWeakObje...

description: List of actors which passed the regular filters and may or may not have passed the search filter

ApplicableUnloadedActors

type: TSet< constFWo...

description: List of unloaded actors which passed through the regular filters and may or may not have passed the search filter

description: Used in case of a selection sync override.

FilterClassSelectionInfos

type: TArray<FFilter...

FilteredActorCount

description: Number of actors (including unloaded) which have passed through the filters

FilteredUnloadedActorCount

description: Number of unloaded actors which have passed through all the filters

ListModelPtr

type: TWeakPtr<FObje...

WorldPartitionEditorModule

type: IWorldPartition...


code: FObjectMixerOutlinerModeParams()


className: FObjectMixerOutlinerModeConfig

bAlwaysFrameSelection

description: True when the Scene Outliner updates when an actor is selected in the viewport

bHideActorComponents

description: True when the Scene Outliner is not displaying Actor Components

bHideEmptyFolders

description: True when the Scene Outliner is not displaying empty folders

bHideLevelInstanceHierarchy

description: True when the Scene Outliner is not displaying LevelInstances

bHideTemporaryActors

description: True when the Scene Outliner is hiding temporary/run-time Actors

bHideUnloadedActors

description: True when the Scene Outliner is not displaying unloaded actors

bShowOnlyActorsInCurrentContentBundle

description: True when the Scene Outliner is showing only Actors that exist in the current content bundle

bShowOnlyActorsInCurrentDataLayers

description: True when the Scene Outliner is showing only Actors that exist in the current data layers

bShowOnlyActorsInCurrentLevel

description: True when the Scene Outliner is showing only Actors that exist in the current level

bShowOnlySelectedActors

description: True when the Scene Outliner is only displaying selected Actors


code: FObjectMixerOutlinerModeParams ( [SSceneOutliner](API\Editor\SceneOutliner\SSceneOutliner) * InSceneOutliner, const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > & InSpecifiedWorldToDisplay, bool bInHideComponents, bool bInHideLevelInstanceHierarchy, bool bInHideUnloadedActors, bool bInHideEmptyFolders, bool bInHideActorWithNoComponent )


code: bool operator() ( const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) > & Item, [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > & DataOut ) const


className: FWeakActorSelectorAcceptingComponents


className: FWeakActorSelector

description: Functor which can be used to get weak actor pointers from a selection

code: struct FWeakActorSelector


code: virtual const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > ConstructRowWidget ( FSceneOutlinerTreeItemRef TreeItem, const [STableRow](API\Runtime\Slate\Widgets\Views\STableRow)< FSceneOutlinerTreeItemPtr > & Row )


description: BeginISceneOutlinerColumnImplementation.


code: static [FText](API\Runtime\Core\Internationalization\FText) GetDisplayNameText ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty )


code: static [FName](API\Runtime\Core\UObject\FName) GetID ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty )


className: FObjectMixerOutlinerModeParams

code: struct FObjectMixerOutlinerModeParams : public [FActorModeParams](API\Editor\SceneOutliner\FActorModeParams)


description: EndISceneOutlinerColumnImplementation.

code: void OnPropertyChanged ( const [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & Event, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) > WeakRowPtr ) const


code: FObjectMixerOutlinerPropertyColumn ( [ISceneOutliner](API\Editor\SceneOutliner\ISceneOutliner) & SceneOutliner, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty )


code: virtual bool SupportsSorting() const


className: FObjectMixerOutlinerPropertyColumn

code: class FObjectMixerOutlinerPropertyColumn : public [ISceneOutlinerColumn](API\Editor\SceneOutliner\ISceneOutlinerColumn)

WeakOutliner

type: TWeakPtr<IScen...


description: EndISceneOutlinerColumnImplementation.

code: [FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) GetForegroundColor ( FSceneOutlinerTreeItemRef TreeItem, const [STableRow](API\Runtime\Slate\Widgets\Views\STableRow)< FSceneOutlinerTreeItemPtr > * Row ) const


code: void OnClickSoloIcon ( const FSceneOutlinerTreeItemRef RowPtr )


code: virtual void SortItems ( [TArray](API\Runtime\Core\Containers\TArray)< FSceneOutlinerTreeItemPtr > & OutItems, const [EColumnSortMode::Type](API\Runtime\Slate\Widgets\Views\EColumnSortMode__Type) SortMode ) const


code: FObjectMixerOutlinerSoloColumn ( [ISceneOutliner](API\Editor\SceneOutliner\ISceneOutliner) & SceneOutliner )


className: FObjectMixerOutlinerSoloColumn

code: class FObjectMixerOutlinerSoloColumn : public [ISceneOutlinerColumn](API\Editor\SceneOutliner\ISceneOutlinerColumn)


code: FObjectMixerOutlinerTextInfoColumn ( [ISceneOutliner](API\Editor\SceneOutliner\ISceneOutliner) & SceneOutliner, const [FName](API\Runtime\Core\UObject\FName) InColumnName, const FGetTextForItem & InGetTextForItem, const [FText](API\Runtime\Core\Internationalization\FText) InColumnToolTip )


className: FObjectMixerOutlinerTextInfoColumn

code: class FObjectMixerOutlinerTextInfoColumn : public [FTextInfoColumn](API\Editor\SceneOutliner\FTextInfoColumn)


code: FObjectMixerOutlinerVisibilityColumn ( [ISceneOutliner](API\Editor\SceneOutliner\ISceneOutliner) & SceneOutliner )


className: FObjectMixerOutlinerVisibilityColumn

code: class FObjectMixerOutlinerVisibilityColumn : public [FSceneOutlinerGutter](API\Editor\SceneOutliner\FSceneOutlinerGutter)

NotVisibleHoveredBrush

type: constFSlateBru...

VisibleHoveredBrush

description: EndISceneOutlinerColumnImplementation.


code: void Construct ( const [FArguments](API\Plugins\ObjectMixerEditor\Views\List\Modes\SFilterClassMenuItem\FArguments) & InArgs, [FAssetClassMap](API\Plugins\ObjectMixerEditor\Views\List\Modes\FAssetClassMap) AssetClassMap, const bool bIsDefaultClass, [TArray](API\Runtime\Core\Containers\TArray)< [FObjectMixerOutlinerMode::FFilterClassSelectionInfo](API\Plugins\ObjectMixerEditor\Views\List\Modes\FObjectMixerOutlinerMode\FFilterClassSele-) > & FilterClassSelectionInfos, const [FText](API\Runtime\Core\Internationalization\FText) TooltipText )


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

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


className: SFilterClassMenuItem

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


code: static void Initialize()


className: Instance

code: static [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UObjectMixerOutlinerModeEditorConfig](API\Plugins\ObjectMixerEditor\Views\List\Modes\UObjectMixerOutl-) > Instance = nullptr;


className: UObjectMixerOutlinerModeEditorConfig

Browsers

type: TMap<FName,FO...


className: Type

description: BeginISceneOutlinerTreeItemImplementation

code: static const [FSceneOutlinerTreeItemType](API\Editor\SceneOutliner\FSceneOutlinerTreeItemType) Type;


code: FObjectMixerEditorListRowComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InObject, [SSceneOutliner](API\Editor\SceneOutliner\SSceneOutliner) * InSceneOutliner, const [FText](API\Runtime\Core\Internationalization\FText) & InDisplayNameOverride )


className: FObjectMixerEditorListRowComponent

code: struct FObjectMixerEditorListRowComponent : public [FComponentTreeItem](API\Editor\SceneOutliner\FComponentTreeItem)

OriginalObjectSoftPtr

type: TSoftObjectPtr<...

description: Used in scenarios where the original object may be reconstructed or trashed, such as when running a construction script.

RowData

type: FObjectMixerEdi...


description: Check whether it should be possible to interact with this tree item

code: virtual bool CanInteract() const


description: Get the raw string to display for this tree item - used for sorting

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


description: Get the ID that represents this tree item. Used to reference this item in a map

code: virtual [FSceneOutlinerTreeItemID](API\Editor\SceneOutliner\FSceneOutlinerTreeItemID) GetID() const


description: Returns true if the data the item references is valid

code: virtual bool IsValid() const


code: FObjectMixerEditorListRowUObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, [SSceneOutliner](API\Editor\SceneOutliner\SSceneOutliner) * InSceneOutliner, const [FText](API\Runtime\Core\Internationalization\FText) & InDisplayNameOverride )


className: FObjectMixerEditorListRowUObject

code: struct FObjectMixerEditorListRowUObject : public [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem)

ID

type: constFObjectKe...

description: Constant identifier for this tree item


description: Called when this items visibility changed

code: virtual void OnVisibilityChanged ( const bool bNewVisibility )


code: FObjectMixerEditorListRowActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InObject, [SSceneOutliner](API\Editor\SceneOutliner\SSceneOutliner) * InSceneOutliner, const [FText](API\Runtime\Core\Internationalization\FText) & InDisplayNameOverride )


className: FObjectMixerEditorListRowActor

code: struct FObjectMixerEditorListRowActor : public [FActorTreeItem](API\Editor\SceneOutliner\FActorTreeItem)


code: FObjectMixerEditorListRowFolder ( const [FFolder](API\Runtime\Engine\FFolder) InFolder, [SSceneOutliner](API\Editor\SceneOutliner\SSceneOutliner) * InSceneOutliner, [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FText](API\Runtime\Core\Internationalization\FText) & InDisplayNameOverride )


className: FObjectMixerEditorListRowFolder

code: struct FObjectMixerEditorListRowFolder : public [FActorFolderTreeItem](API\Editor\SceneOutliner\FActorFolderTreeItem)


description: Only adds properties that pass a series of tests, including having only one unique entry in the column list array.

code: bool AddUniquePropertyColumnInfo ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property, const bool bForceIncludeProperty, const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & PropertySkipList )


code: bool CanCreateFolder() const


code: void AddToPendingPropertyPropagations ( const [FObjectMixerEditorListRowData::FPropertyPropagationInfo](API\Plugins\ObjectMixerEditor\Views\List\FObjectMixerEditorListRowData\FPropertyPropaga-) & InPropagationInfo )


className: EditorVisibilityColumnName

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


code: bool DoesCollectionExist ( const [FName](API\Runtime\Core\UObject\FName) & CollectionName ) const


code: void Construct ( const [FArguments](API\Editor\SceneOutliner\SSceneOutliner\FArguments) & InArgs, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FObjectMixerEditorList](API\Plugins\ObjectMixerEditor\Views\List\FObjectMixerEditorList) > ListModel )


description: BeginSSceneOutlinerInterface

code: virtual void CustomAddToToolbar ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [SHorizontalBox](API\Runtime\SlateCore\Widgets\SHorizontalBox) > Toolbar )


code: void CreateActorTextInfoColumns ( [FSceneOutlinerInitializationOptions](API\Editor\SceneOutliner\FSceneOutlinerInitializationOpti-) & OutInitOptions )


className: EditorVisibilitySoloColumnName

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


code: ECheckBoxState GetCollectionCheckedState ( [FName](API\Runtime\Core\UObject\FName) CollectionName ) const


description: Determines whether rows' objects should be temporarily hidden in editor based on each row's visibility rules, then sets each object's visibility in editor.


code: [FObjectMixerSceneOutlinerColumnInfo](API\Plugins\ObjectMixerEditor\Views\List\FObjectMixerSceneOutlinerColumnI-) * GetColumnInfoByPropertyName ( const [FName](API\Runtime\Core\UObject\FName) & InPropertyName )


code: const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & GetSelectedCollections()


code: [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) > > GetSelectedTreeViewItems() const


code: [TSet](API\Runtime\Core\Containers\TSet)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) > > GetSoloRows() const


code: [TSet](API\Runtime\Core\Containers\TSet)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) > > GetTreeRootItems() const


description: Determines the style of the tree (flat list or hierarchy)


code: [TSet](API\Runtime\Core\Containers\TSet)< [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) > > GetWeakTreeRootItems() const


code: void InsertCollectionSelector()


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


code: bool IsCollectionSelected ( const [FName](API\Runtime\Core\UObject\FName) & CollectionName )


description: Returns true if at least one row is set to Solo.

code: bool IsListInSoloState() const


code: bool IsTreeViewItemExpanded ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) > & Row ) const


className: ItemNameColumnName

description: Columns.

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


code: bool IsTreeViewItemSelected ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) > Item )


code: void OnActorSpawnedOrDestroyed ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Object )


code: void OnCollectionCheckedStateChanged ( bool bShouldBeChecked, [FName](API\Runtime\Core\UObject\FName) CollectionName )


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


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

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


description: Called when the Rename command is executed from the UI or hotkey.

code: void OnRenameCommand()


code: void RebuildCollectionSelector()


description: Regenerate the list items and refresh the list. Call when adding or removing items.

code: void RebuildList()


description: Refresh filters and sorting. Useful for when the list state has gone stale but the variable count has not changed.

code: void RefreshList()


code: bool RequestDuplicateCollection ( const [FName](API\Runtime\Core\UObject\FName) & CollectionToDuplicateName, [FName](API\Runtime\Core\UObject\FName) & DesiredDuplicateName ) const


code: void RequestRebuildList ( const [FString](API\Runtime\Core\Containers\FString) & InItemToScrollTo )


code: bool RequestRemoveCollection ( const [FName](API\Runtime\Core\UObject\FName) & CollectionName )


code: bool RequestRenameCollection ( const [FName](API\Runtime\Core\UObject\FName) & CollectionNameToRename, const [FName](API\Runtime\Core\UObject\FName) & NewCollectionName )


description: Disable all collection filters except CollectionToEnableName

code: void SetSingleCollectionSelection ( const [FName](API\Runtime\Core\UObject\FName) & CollectionToEnableName )


code: void RestoreDefaultPropertyColumns()


code: void SetTreeViewItemExpanded ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) > & RowToExpand, const bool bNewExpansion ) const


code: void SetTreeViewItemSelected ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) > Item, const bool bNewSelected )


description: Determine the style of the tree (flat list or hierarchy)

code: void SetTreeViewMode ( [EObjectMixerTreeViewMode](API\Plugins\ObjectMixerEditor\ObjectFilter\EObjectMixerTreeViewMode) InViewMode )


code: void SetupColumns ( [FSceneOutlinerInitializationOptions](API\Editor\SceneOutliner\FSceneOutlinerInitializationOpti-) & OutInitOptions )


code: void SortColumnsForHeaderContextMenu()


description: SWidgetinterface

code: virtual void Tick ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const double InCurrentTime, const float InDeltaTime )


code: virtual ~SObjectMixerEditorList()


className: SObjectMixerEditorList

code: class SObjectMixerEditorList : public [SSceneOutliner](API\Editor\SceneOutliner\SSceneOutliner)

bIsRebuildRequested

type: bool

CollectionSelectorBox

type: TSharedPtr<SWr...

HeaderColumnInfos

type: TArray<FObject...

HeaderRowContextMenuWidget

type: TSharedPtr<SWi...

ListModelPtr

description: A reference to the struct that controls this widget

PendingPropertyPropagations

type: TSet<FObjectMi...

ToolbarPtr

type: TWeakPtr<SHori...


className: FObjectMixerWidgetUserConfig

description: User Configurable Variables.

DefaultFilterClass

type: TSubclassOf<UO...

description: Sets the default filter class to determine what objects and properties to display in this Object Mixer instance.


code: void Construct ( const [FArguments](API\Plugins\ObjectMixerEditor\Views\Widgets\SCollectionSelectionButton\FArguments) & InArgs, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SObjectMixerEditorList](API\Plugins\ObjectMixerEditor\Views\List\SObjectMixerEditorList) > ListWidget, const [FName](API\Runtime\Core\UObject\FName) InCollectionName )


code: typedef FArguments WidgetArgsType


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


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


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


description: Whether the associated collection is selected

code: bool GetIsSelected() const


description:
The concession is to return a can_handled/cannot_handle boolean rather than a fullFReply.
A reply that indicated whether the contents of the DragDropEvent can potentially be processed by this widget.

code: virtual void OnDragEnter ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragDropEvent )


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

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


description: Called during drag and drop when the drag leaves a widget.

code: virtual void OnDragLeave ( const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragDropEvent )


description:
Called when the user is dropping something onto a widget; terminates drag and drop.
A reply that indicated whether this event was handled.

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnDrop ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragDropEvent )


code: void OnEditableTextCommitted ( const [FText](API\Runtime\Core\Internationalization\FText) & Text, [ETextCommit::Type](API\Runtime\SlateCore\Types\ETextCommit__Type) Type )


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

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


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

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


className: SCollectionSelectionButton

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

CollectionName

type: FName

ListWidgetPtr

type: TWeakPtr<SObje...


description: Construct the hyperlink widgets from a declaration

code: void Construct ( const [FArguments](API\Plugins\ObjectMixerEditor\Views\Widgets\SHyperlinkWithTextHighlight\FArguments) & InArgs )


code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< FSlateAccessibleWidget > CreateAccessibleWidget()


description: Highlight this text in the text block

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


description: Callback to check if the widget is selected, should only be hooked up if parent widget is handling selection or focus.

code: WidgetArgsType & IsSelected &40; const FIsSelected & InDelegate &41;


code: WidgetArgsType & OnNavigate &40; const FSimpleDelegate & InDelegate &41;


description: Callback when the text is committed.

code: WidgetArgsType & OnTextCommitted &40; const FOnTextCommitted & InDelegate &41;


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


code: WidgetArgsType & Style &40; const FHyperlinkStyle &42; InArg &41;


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


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


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


code: WidgetArgsType & UnderlineStyle &40; const FButtonStyle &42; InArg &41;


code: typedef FArguments WidgetArgsType


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


description: Invoke the OnNavigate method


className: SHyperlinkWithTextHighlight

description: A hyperlink widget is what you would expect from a browser hyperlink. When a hyperlink is clicked in invokes anOnNavigate()delegate.

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

EditableTextBlock

type: TSharedPtr<SIn...

EditableTextBlockStyle

type: FInlineEditable...

OnNavigate

type: FSimpleDelegate

description: The delegate to invoke when someone clicks the hyperlink


description: The system asks each widget under the mouse to provide a cursor. This event is bubbled.FCursorReply::Unhandled()if the event is not handled; returnFCursorReply::Cursor()otherwise.

code: virtual [FCursorReply](API\Runtime\SlateCore\Input\FCursorReply) OnCursorQuery ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & CursorEvent ) const


code: void Construct ( const [FArguments](API\Plugins\ObjectMixerEditor\Views\Widgets\SInlinePropertyCellWidget\FArguments) & InArgs, const [FName](API\Runtime\Core\UObject\FName) InColumnName, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) > RowPtr )


code: void CopyPropertyName() const


code: WidgetArgsType & OnPropertyValueChanged &40; const TDelegate< void(const FPropertyChangedEvent &)> & InDelegate &41;


code: void CopyPropertyValue() const


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


code: [FReply](API\Runtime\SlateCore\Input\FReply) MakePropertyContextMenu ( const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


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


code: void PastePropertyValue() const


className: SInlinePropertyCellWidget

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

WeakRowPtr

type: TWeakPtr<IScen...


className: FObjectMixerEditorListMenuContextData

ListModelPtr

type: TWeakPtr< class...

SelectedItems

type: TArray<TShared...


code: static void RegisterObjectMixerDynamicCollectionsContextMenuExtension ( const [FName](API\Runtime\Core\UObject\FName) & MenuName )


className: UObjectMixerEditorListMenuContext

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

Data

type: FObjectMixerEdi...


description: Gets the palette category of the widget

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


description: UWidget.

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


className: UObjectMixerEditorUWidget

description: A UMG widget wrapper for the Object Mixer widget. Uses the same data as the Generic Object Mixer Instance. Only useful in the editor. It is not compatible at runtime.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(DisplayName="Object Mixer (Generic)")) class UObjectMixerEditorUWidget : public [UWidget](API\Runtime\UMG\Components\UWidget)

ObjectMixerWidgetUserConfig

type: FObjectMixerWid...


className: EOculusAudioAmbisonicsMode

module: OculusAudio

code: enum EOculusAudioAmbisonicsMode { SphericalHarmonics, VirtualSpeakers, }


code: virtual bool CanTranscodeToSoundfieldFormat ( [FName](API\Runtime\Core\UObject\FName) DestinationFormat, const [ISoundfieldEncodingSettingsProxy](API\Runtime\AudioExtensions\ISoundfieldEncodingSettingsProxy) & DestinationEncodingSettings )


className: ContextMap

code: static [TMap](API\Runtime\Core\Containers\TMap)< [FAudioDevice](API\Runtime\Engine\FAudioDevice) *, ovrAudioContext > ContextMap;


description: Override this function to decide whether this soundfield format can read and convert from a source format.

code: virtual bool CanTranscodeFromSoundfieldFormat ( [FName](API\Runtime\Core\UObject\FName) SourceFormat, const [ISoundfieldEncodingSettingsProxy](API\Runtime\AudioExtensions\ISoundfieldEncodingSettingsProxy) & SourceEncodingSettings )


code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ISoundfieldAudioPacket](API\Runtime\AudioExtensions\ISoundfieldAudioPacket) > CreateEmptyPacket()


code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ISoundfieldDecoderStream](API\Runtime\AudioExtensions\ISoundfieldDecoderStream) > CreateDecoderStream ( const [FAudioPluginInitializationParams](API\Runtime\AudioExtensions\FAudioPluginInitializationParams) & InitInfo, const [ISoundfieldEncodingSettingsProxy](API\Runtime\AudioExtensions\ISoundfieldEncodingSettingsProxy) & InitialSettings )


description: Called when a stream is opened.

code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ISoundfieldEncoderStream](API\Runtime\AudioExtensions\ISoundfieldEncoderStream) > CreateEncoderStream ( const [FAudioPluginInitializationParams](API\Runtime\AudioExtensions\FAudioPluginInitializationParams) & InitInfo, const [ISoundfieldEncodingSettingsProxy](API\Runtime\AudioExtensions\ISoundfieldEncodingSettingsProxy) & InitialSettings )


code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ISoundfieldMixerStream](API\Runtime\AudioExtensions\ISoundfieldMixerStream) > CreateMixerStream ( const [ISoundfieldEncodingSettingsProxy](API\Runtime\AudioExtensions\ISoundfieldEncodingSettingsProxy) & InitialSettings )


description: Transcoder streams are fed a soundfield audio packet with either a different format entirely, or the same format and different settings. Specifying and returns a Transcoder Stream is not necessary if CanTranscodeSoundfieldFormat and ShouldReencodeBetween always returns false.

code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ISoundfieldTranscodeStream](API\Runtime\AudioExtensions\ISoundfieldTranscodeStream) > CreateTranscoderStream ( const [FName](API\Runtime\Core\UObject\FName) SourceFormat, const [ISoundfieldEncodingSettingsProxy](API\Runtime\AudioExtensions\ISoundfieldEncodingSettingsProxy) & InitialSourceSettings, const [FName](API\Runtime\Core\UObject\FName) DestinationFormat, const [ISoundfieldEncodingSettingsProxy](API\Runtime\AudioExtensions\ISoundfieldEncodingSettingsProxy) & InitialDestinationSettings, const [FAudioPluginInitializationParams](API\Runtime\AudioExtensions\FAudioPluginInitializationParams) & InitInfo )


description: Should return the StaticClass of your implementation ofUSoundfieldEncodingSettingsBase.

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


description: BeginISoundfieldFactory.

code: virtual const [USoundfieldEncodingSettingsBase](API\Runtime\AudioExtensions\USoundfieldEncodingSettingsBase) * GetDefaultEncodingSettings()


description: Get soundfield format name


code: virtual ~FOculusAmbisonicsFactory()


description: Override this function to determine whether an incoming ISoundfieldPacket would need to be explicitly operated on between two submixes with the same format, but potentially different encoding settings. If this returns true, a new transcoder will be created. if this returns false, then the source submix's ISoundfieldPacket will be passed down directly.

code: virtual bool IsTranscodeRequiredBetweenSettings ( const [ISoundfieldEncodingSettingsProxy](API\Runtime\AudioExtensions\ISoundfieldEncodingSettingsProxy) & SourceSettings, const [ISoundfieldEncodingSettingsProxy](API\Runtime\AudioExtensions\ISoundfieldEncodingSettingsProxy) & DestinationSettings )


className: FOculusAmbisonicsFactory

code: class FOculusAmbisonicsFactory : public [ISoundfieldFactory](API\Runtime\AudioExtensions\ISoundfieldFactory)


code: void RegisterAudioDevice ( [FAudioDevice](API\Runtime\Engine\FAudioDevice) * AudioDeviceHandle )


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

code: virtual void ShutdownModule()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


code: void UnregisterAudioDevice ( [FAudioDevice](API\Runtime\Engine\FAudioDevice) * AudioDeviceHandle )


className: FOculusAudioPlugin

description: FOculusAudioPluginModule interface. Also handles loading and unloading the Oculus Audio DLL using FOculusAudioDllManager.

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


description: This should return a new, identical encoding settings.

code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ISoundfieldEncodingSettingsProxy](API\Runtime\AudioExtensions\ISoundfieldEncodingSettingsProxy) > Duplicate() const


description: This should return a unique This is used so that we don't call the same encode operation multiple times for a single source being sent to identical submixes.

code: virtual uint32 GetUniqueId() const


code: FOculusAudioSoundfieldSettingsProxy ( [EOculusAudioAmbisonicsMode](API\Plugins\OculusAudio\EOculusAudioAmbisonicsMode) InSpatializationMode )


className: FOculusAudioSoundfieldSettingsProxy

code: class FOculusAudioSoundfieldSettingsProxy : public [ISoundfieldEncodingSettingsProxy](API\Runtime\AudioExtensions\ISoundfieldEncodingSettingsProxy)

SpatailizationMode

type: constEOculusAu...


AmbisonicMode

type: EOculusAudioAmb...

description: Ambisonic spatialization mode.


className: UOculusAudioSoundfieldSettings


description:
Called by the editor to query whether a property of this object is allowed to be modified. The property editor uses this to disable controls for properties that should not be changed. When overriding this function you should always call the parent implementation first.
true if the property can be modified in the editor, otherwise false

code: virtual bool CanEditChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


className: UOculusAudioSourceSettings

AttenuationEnabled

type: bool

AttenuationRangeMaximum

type: float


module: OculusAudioEditor


className: FOculusAudioEditorPlugin

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


description: the stringified version of the enum passed in

module: OnlineBase

code: namespace ELanBeaconState { const TCHAR * ELanBeaconState::ToString ( [ELanBeaconState::Type](API\Plugins\OnlineBase\Online\ELanBeaconState__Type) EnumVal ) }


code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ISoundfieldEncodingSettingsProxy](API\Runtime\AudioExtensions\ISoundfieldEncodingSettingsProxy) > GetProxy() const


description: Enum indicating the state the LAN beacon is in

code: namespace ELanBeaconState { enum Type { NotUsingLanBeacon, Hosting, Searching, } }


className: ELANBeaconVersionHistory

code: enum ELANBeaconVersionHistory { HISTORY_INITIAL = 11, HISTORY_BEACON_GUID = 12, HISTORY_PLUS_ONE, HISTORY_LATEST = HISTORY_PLUS_ONE - 1, }


description: Uses the cached broadcast address to send packet to a subnet

code: bool BroadcastPacket ( uint8 * Packet, int32 Length )


description:
Initializes the socket
true if both socket was created successfully, false otherwise

code: bool Init ( int32 Port )


description: Return true if there is a valid ListenSocket

code: bool IsListenSocketValid() const


description:
Called to poll the socket for pending data. Any data received is placed in the specified packet buffer
the number of bytes read (<= 0 if none or an error)

code: int32 ReceivePacket ( uint8 * PacketData, int32 BufferSize )


description: Sets the broadcast address for this object

code: FLanBeacon()


description: Frees the broadcast socket

code: ~FLanBeacon()


className: FLanBeacon

description: Class responsible for sending/receiving UDP broadcasts for LAN match discovery

code: class FLanBeacon


code: void CreateClientQueryPacket ( [FNboSerializeToBuffer](API\Plugins\OnlineBase\Online\FNboSerializeToBuffer) & Packet, uint64 ClientNonce )


description: Create packet of MAX size

code: void CreateHostResponsePacket ( [FNboSerializeToBuffer](API\Plugins\OnlineBase\Online\FNboSerializeToBuffer) & Packet, uint64 ClientNonce )


description: Creates the LAN beacon for queries/advertising servers

code: bool Host ( [FOnValidQueryPacketDelegate](API\Plugins\OnlineBase\Online\FOnValidQueryPacketDelegate) & QueryDelegate )


description:
Determines if the packet header is valid or not
true if the header is valid, false otherwise

code: bool IsValidLanQueryPacket ( const uint8 * Packet, uint32 Length, uint64 & ClientNonce )


code: bool IsValidLanResponsePacket ( const uint8 * Packet, uint32 Length, [FGuid](API\Runtime\Core\Misc\FGuid) & ResponseGuid )


description:
Creates the LAN beacon for queries/advertising servers
true if search was started successfully, false otherwise

code: bool Search ( class [FNboSerializeToBuffer](API\Plugins\OnlineBase\Online\FNboSerializeToBuffer) & Packet, [FOnValidResponsePacketDelegate](API\Plugins\OnlineBase\Online\FOnValidResponsePacketDelegate) & ResponseDelegate, [FOnSearchingTimeoutDelegate](API\Plugins\OnlineBase\Online\FOnSearchingTimeoutDelegate) & TimeoutDelegate )


description: Stops the LAN beacon from accepting broadcasts

code: void StopLANSession()


className: FLANSession

description: Encapsulate functionality related to LAN broadcast data

code: class FLANSession

CachedResponseGuids

type: TSet<FGuid>

description: Cached guids already received during current search

LanAnnouncePort

description: Port to listen on for LAN queries/responses

LanBeacon

type: FLanBeacon*...

description: LAN beacon for packet broadcast

LanBeaconGuid

type: FGuid

description: Unique identifier for this hosting/searching LAN session

LanBeaconState

type: ELanBeaconState...

description: State of the LAN beacon

LanGameUniqueId

description: Unique id to keep UE games from seeing each others' LAN packets

LanNonce

description: Used by a client to uniquely identify itself during LAN match discovery

LanPacketPlatformMask

description: Mask containing which platforms can cross communicate

LanQueryRetryTime

description: The amount of time to wait before resending a LAN query request

LanQueryRetryTimeLeft

description: The amount of time before the LAN query retry

LanQueryTimeLeft

description: The amount of time before the LAN query is considered done

LanQueryTimeout

description: The amount of time to wait before timing out a LAN query request

OnSearchTimeoutDelegates

type: FOnSearchingTim...

OnValidQueryPacketDelegates

type: FOnValidQueryPa...

OnValidResponsePacketDelegates

type: FOnValidRespons...

RetryData

type: TArray< uint8 >

description: Cached search packet data for retries


description: Number of bytes remaining to read from the current offset to the end of the buffer

code: int32 AvailableToRead() const


description: Returns the number of total bytes in the buffer

code: int32 GetBufferSize() const


description: Returns whether the buffer had an overflow when reading from it

code: bool HasOverflow() const


description: Reads a blob of data from the buffer

code: void ReadBinary ( uint8 * OutBuffer, uint32 NumToRead )


description: Reads a blob of data from the buffer into an array Prevents the necessity for additional allocation.

code: void ReadBinaryArray ( [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & OutArray, uint32 NumToRead )


description: Seek to the desired position in the buffer

code: void Seek ( int32 Pos )


description: Current position of the buffer being to be read

code: int32 Tell() const


description: Hidden on purpose

code: FNboSerializeFromBuffer()


description: Initializes the buffer, size, and zeros the read offset

code: FNboSerializeFromBuffer ( const uint8 * InData, int32 Length )


className: FNboSerializeFromBuffer

description: Class used to read data from a NBO data buffer

code: class FNboSerializeFromBuffer

bHasOverflowed

description: Indicates whether reading from the buffer caused an overflow or not

CurrentOffset

description: The current location in the byte stream for reading

Data

type: const uint8 ...

description: Pointer to the data this reader is attached to

NumBytes

type: const int32

description: The size of the data in bytes


description: Adds a substring to the buffer

code: [FNboSerializeToBuffer](API\Plugins\OnlineBase\Online\FNboSerializeToBuffer) & AddString ( const ANSICHAR * String, const int32 Length )


description: Cast operator to get at the formatted buffer data

code: const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & GetBuffer() const


description: Returns the number of bytes preallocated in the array

code: uint32 GetBufferSize() const


description: Returns the size of the buffer we've built up

code: uint32 GetByteCount() const


description: Gets the buffer at a specific point

code: uint8 * GetRawBuffer ( uint32 Offset )


description: Returns whether the buffer had an overflow when writing to it


className: FNboSerializeToBuffer::operator uint8 *

code: operator uint8 *() const


description: Act as if the buffer is now empty. Useful for buffers that are reused

code: void Reset()


description: Skips forward in the buffer by the specified amount

code: void SkipAheadBy ( uint32 Amount )


description: Trim any extra space in the buffer that is not used

code: void TrimBuffer()


description: Writes a blob of data to the buffer

code: void WriteBinary ( const uint8 * Buffer, uint32 NumToWrite )


description: Hidden on purpose


description: Initializes the write tracking

code: FNboSerializeToBuffer ( uint32 Size )


description: Inits the write tracking


className: FOnSearchingTimeout

code: typedef TMulticastDelegate_NoParams< void > FOnSearchingTimeout


className: FNboSerializeToBuffer

description: Hack because our build process doesn't handle plugin dependencies correctly. This will be removed Serializes data in network byte order form into a buffer

code: class FNboSerializeToBuffer

bHasOverflowed

description: Indicates whether writing to the buffer caused an overflow or not

Data

description: Holds the data as it is serialized

description: Tracks how many bytes have been written in the packet


className: FOnValidQueryPacket

description: LAN Session Delegates.

code: typedef TMulticastDelegate_ThreeParams< void, uint8 *, int32, uint64 > FOnValidQueryPacket


className: FOnValidResponsePacket

code: typedef TMulticastDelegate_TwoParams< void, uint8 *, int32 > FOnValidResponsePacket


className: FOnValidResponsePacketDelegate


code: static LAN_BEACON_PACKET_VERSION = (uint8)ELANBeaconVersionHistory::HISTORY_LATEST;


className: GenerateNonce

description: Generates a random nonce (number used once) of the desired length

code: void GenerateNonce ( uint8 * Nonce, uint32 Length )


code: namespace NboSerializer { static NboSerializer::UnexpectedType = false; }


module: OnlineBlueprintSupport

code: UK2Node_InAppPurchase2 ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UK2Node_InAppPurchase2 : public [UK2Node_BaseAsyncTask](API\Editor\BlueprintGraph\UK2Node_BaseAsyncTask)


code: UK2Node_InAppPurchaseCheckout ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UK2Node_InAppPurchaseCheckout : public [UK2Node_BaseAsyncTask](API\Editor\BlueprintGraph\UK2Node_BaseAsyncTask)


code: UK2Node_InAppPurchaseFinalize ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UK2Node_InAppPurchaseFinalize : public [UK2Node_BaseAsyncTask](API\Editor\BlueprintGraph\UK2Node_BaseAsyncTask)


code: UK2Node_InAppPurchaseGetKnownReceipts ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: UK2Node_InAppPurchaseQuery2 ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UK2Node_InAppPurchaseQuery2 : public [UK2Node_BaseAsyncTask](API\Editor\BlueprintGraph\UK2Node_BaseAsyncTask)


code: UK2Node_InAppPurchaseQueryOwned2 ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UK2Node_InAppPurchaseQueryOwned2 : public [UK2Node_BaseAsyncTask](API\Editor\BlueprintGraph\UK2Node_BaseAsyncTask)


code: UK2Node_InAppPurchaseQueryOwnedProducts ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: UK2Node_InAppPurchaseRestore2 ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UK2Node_InAppPurchaseRestore2 : public [UK2Node_BaseAsyncTask](API\Editor\BlueprintGraph\UK2Node_BaseAsyncTask)


code: UK2Node_InAppPurchaseRestoreOwnedProducts ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: UK2Node_InAppPurchaseUnprocessed2 ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UK2Node_InAppPurchaseUnprocessed2 : public [UK2Node_BaseAsyncTask](API\Editor\BlueprintGraph\UK2Node_BaseAsyncTask)