description: Try to find theprimarybroker for the specified asset type

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IComponentAssetBroker](API\Editor\UnrealEd\IComponentAssetBroker) > FindBrokerByAssetType ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InAssetClass )


description: Try to find the broker for the specified component type

module: UnrealEd

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IComponentAssetBroker](API\Editor\UnrealEd\IComponentAssetBroker) > FindBrokerByComponentType ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > InComponentClass )


description: Get the currently assigned asset from the component

code: static [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetAssetFromComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent )


description: Find set of components that support this asset

code: static [TArray](API\Runtime\Core\Containers\TArray)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > > GetComponentsForAsset ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset )


description: Get the primary component for this asset

code: static [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > GetPrimaryComponentForAsset ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InAssetClass )


description: Get the currently supported assets, optionally filtered by the supplied component class

code: static [TArray](API\Runtime\Core\Containers\TArray)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > GetSupportedAssets ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InFilterComponentClass )


description: Shut down the brokerage; should only be called by the editor during shutdown

code: static void PRIVATE_ShutdownBrokerage()


description: Register a component class for a specified asset class

code: static void RegisterAssetToComponentMapping ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InAssetClass, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > InComponentClass, bool bSetAsPrimary )


code: static void RegisterBroker ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IComponentAssetBroker](API\Editor\UnrealEd\IComponentAssetBroker) > Broker, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > InComponentClass, bool bSetAsPrimary, bool bMapComponentForAssets )


description: See if this component supports assets of any type

code: static bool SupportsAssets ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent )


description: Unregister a component type for a specified asset class

code: static void UnregisterAssetToComponentMapping ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InAssetClass, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > InComponentClass )


className: FComponentAssetBrokerage

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

code: class FComponentAssetBrokerage


code: static void UnregisterBroker ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IComponentAssetBroker](API\Editor\UnrealEd\IComponentAssetBroker) > Broker )


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


code: [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > GetComponentClass() const


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


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


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


description: If the component type is not loaded, this stores data that can be used for class filtering.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IUnloadedBlueprintData](API\Editor\ClassViewer\IUnloadedBlueprintData) > GetUnloadedBlueprintData() const


description: Can optionally be called to set unloaded component type data to assist with class filtering.

code: void SetUnloadedBlueprintData ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IUnloadedBlueprintData](API\Editor\ClassViewer\IUnloadedBlueprintData) > InUnloadedBlueprintData )


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


code: FComponentClassComboEntry ( const [FString](API\Runtime\Core\Containers\FString) & InHeadingText, const [FString](API\Runtime\Core\Containers\FString) & InComponentName, [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) InComponentPath, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InIconClass, bool InIncludedInFilter )


code: FComponentClassComboEntry ( const [FString](API\Runtime\Core\Containers\FString) & InHeadingText, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > InComponentClass, bool InIncludedInFilter, [EComponentCreateAction::Type](API\Editor\UnrealEd\EComponentCreateAction__Type) InComponentCreateAction, [FComponentEntryCustomizationArgs](API\Editor\UnrealEd\FComponentEntryCustomizationArgs) InCustomizationArgs )


className: FComponentClassComboEntry

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


code: FComponentEntryCustomizationArgs()


className: FComponentEntryCustomizationArgs

code: struct FComponentEntryCustomizationArgs

AssetOverride

type: TWeakObjectPtr<...

description: Specific asset to use instead of the selected asset in the content browser

ComponentNameOverride

type: FString

description: Custom name to display

IconOverrideBrushName

type: FName

description: Brush icon to use instead of the class icon

OnSubobjectCreated

type: FOnSubobjectCre...

description: Callback when a new subobject is created

SortPriority

description: Custom sort priority to use (smaller means sorted first)


description: Gets a pointer to the component, or nullptr if it is not valid

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


description: Gets the parent owning actor for the component, or nullptr if it is not valid

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetParentOwningActor() const


description: Determines whether the property path is valid or not

code: bool IsValid() const


code: bool operator== ( const [FComponentPropertyPath](API\Editor\UnrealEd\FComponentPropertyPath) & InRHS ) const


code: bool operator!= ( const [FComponentPropertyPath](API\Editor\UnrealEd\FComponentPropertyPath) & InRHS ) const


description: Resets the property path

code: void Reset()


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


className: FComponentPropertyPath

description: Describes a chain of properties from the parent actor of a given component, to the component itself.

code: struct FComponentPropertyPath


className: FComponentTypeEntry

code: struct FComponentTypeEntry

ComponentAssetName

description: Name of the component, corresponds to asset name for blueprint components

ComponentClass

type: TObjectPtr< cla...

description: Optional pointer to theUClass, will be nullptr for blueprint components that aren't loaded

ComponentName

description: Name of the component, as typed by the user


description: Attempts to locate the class entry corresponding to the given object path.

code: FComponentClassComboEntryPtr FindClassEntryForObjectPath ( [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) InObjectPath ) const


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


description: Schedules a full update of the component type registry on the next frame

code: void Invalidate()


description: Called when a specific class has been updated and should force the component type registry to update as well

code: void InvalidateClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > ClassToUpdate )


description:
Called when the user changes the text in the search box.  Pointer that will be set to the (globally shared) component type list
Deleate that can be used to handle change notifications. change notifications are raised when entries are added or removed from the component type list

code: FOnComponentTypeListChanged & SubscribeToComponentList ( [TArray](API\Runtime\Core\Containers\TArray)< FComponentClassComboEntryPtr > *& OutComponentList )


code: FOnComponentTypeListChanged & SubscribeToComponentList ( const [TArray](API\Runtime\Core\Containers\TArray)< [FComponentTypeEntry](API\Editor\UnrealEd\FComponentTypeEntry) > *& OutComponentList )


className: FComponentTypeRegistry

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

code: struct FComponentTypeRegistry


description: Draw visualization for the supplied component

code: virtual void DrawVisualization ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


description: Draw HUD on viewport for the supplied component

code: virtual void DrawVisualizationHUD ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, const [FViewport](API\Runtime\Engine\FViewport) * Viewport, const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas )


className: FPropertyNameAndIndex

description: So deprecated code expecting this as an inner class still works.


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


description: Get a component pointer from the property name

code: static [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * GetComponentFromPropertyName ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * CompOwner, const [FPropertyNameAndIndex](API\Editor\UnrealEd\FComponentVisualizer\FPropertyNameAndIndex) & Property )


description: Find the name of the property that points to this component

code: static [FPropertyNameAndIndex](API\Editor\UnrealEd\FComponentVisualizer\FPropertyNameAndIndex) GetComponentPropertyName ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component )


code: virtual bool GetCustomInputCoordinateSystem ( const [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, FMatrix & OutMatrix ) const


code: virtual bool GetWidgetLocation ( const [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, FVector & OutLocation ) const


description: Get currently edited component, this is needed to reset the active visualizer after undo/redo

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


description: Handle box select input

code: virtual bool HandleBoxSelect ( const FBox & InBox, [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport )


description: Handle frustum select input

code: virtual bool HandleFrustumSelect ( const [FConvexVolume](API\Runtime\Engine\FConvexVolume) & InFrustum, [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport )


code: virtual bool HandleInputDelta ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport, FVector & DeltaTranslate, FRotator & DeltaRotate, FVector & DeltaScale )


code: virtual bool HandleInputKey ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FKey](API\Runtime\InputCore\FKey) Key, EInputEvent Event )


description: Handle click modified by Alt, Ctrl and/or Shift. The input HitProxy may not be on this component.

code: virtual bool HandleModifiedClick ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [HHitProxy](API\Runtime\Engine\HHitProxy) * HitProxy, const [FViewportClick](API\Editor\UnrealEd\FViewportClick) & Click )


description: Pass snap input to active visualizer

code: virtual bool HandleSnapTo ( const bool bInAlign, const bool bInUseLineTrace, const bool bInUseBounds, const bool bInUsePivot, [AActor](API\Runtime\Engine\GameFramework\AActor) * InDestination )


description: Return whether focus on selection should focus on bounding box defined by active visualizer

code: virtual bool HasFocusOnSelectionBoundingBox ( FBox & OutBoundingBox )


code: virtual bool IsVisualizingArchetype() const


description: Notify that many component properties have been modified

code: static void NotifyPropertiesModified ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, const [TArray](API\Runtime\Core\Containers\TArray)< [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > & Properties, [EPropertyChangeType::Type](API\Runtime\CoreUObject\UObject\Type) PropertyChangeType )


description: Notify that a component property has been modified

code: static void NotifyPropertyModified ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property, [EPropertyChangeType::Type](API\Runtime\CoreUObject\UObject\Type) PropertyChangeType )


description: Show this visualizer if the component is directly is selected

code: virtual bool ShouldShowForSelectedSubcomponents ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component )


description: Only show this visualizer if the actor is selected

code: virtual bool ShowWhenSelected()


description: Gets called when the mouse tracking has started (dragging behavior)

code: virtual void TrackingStarted ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient )


description: Gets called when the mouse tracking has stopped (dragging behavior)

code: virtual void TrackingStopped ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, bool bInDidMove )


code: virtual bool VisProxyHandleClick ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [HComponentVisProxy](API\Editor\UnrealEd\HComponentVisProxy) * VisProxy, const [FViewportClick](API\Editor\UnrealEd\FViewportClick) & Click )


className: FComponentVisualizer

description: Base class for a component visualizer, that draw editor information for a particular component class

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


description: Clear active component visualizer

code: void ClearActiveComponentVis()


description: Generate context menu for the component visualizer

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


description: Get custom widget coordinate system from active visualizer

code: bool GetCustomInputCoordinateSystem ( const [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, FMatrix & OutMatrix ) const


description: Get widget location from active visualizer

code: bool GetWidgetLocation ( const [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, FVector & OutLocation ) const


description: Handle a click on the specified editor viewport client

code: bool HandleClick ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [HHitProxy](API\Runtime\Engine\HHitProxy) * HitProxy, const [FViewportClick](API\Editor\UnrealEd\FViewportClick) & Click )


description: Pass frustum select input to active visualizer

code: bool HandleFrustumSelect ( const [FConvexVolume](API\Runtime\Engine\FConvexVolume) & InFrustum, [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport ) const


description: Pass delta input to active visualizer

code: bool HandleInputDelta ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport, FVector & InDrag, FRotator & InRot, FVector & InScale ) const


description: Pass key input to active visualizer

code: bool HandleInputKey ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FKey](API\Runtime\InputCore\FKey) Key, EInputEvent Event ) const


description: Activate a component visualizer given a clicked proxy

code: bool HandleProxyForComponentVis ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [HHitProxy](API\Runtime\Engine\HHitProxy) * HitProxy, const [FViewportClick](API\Editor\UnrealEd\FViewportClick) & Click )


description: Pass snap input to active visualizer

code: bool HandleSnapTo ( const bool bInAlign, const bool bInUseLineTrace, const bool bInUseBounds, const bool bInUsePivot, [AActor](API\Runtime\Engine\GameFramework\AActor) * InDestination )


code: bool HasFocusOnSelectionBoundingBox ( FBox & OutBoundingBox ) const


description: Returns whether there is currently an active visualizer

code: bool IsActive() const


description: Returns whether the component being visualized is an archetype or not

code: bool IsVisualizingArchetype() const


description: Activate a component visualizer given the specific visualizer

code: bool SetActiveComponentVis ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FComponentVisualizer](API\Editor\UnrealEd\FComponentVisualizer) > & InVisualizer )


code: void TrackingStarted ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient )


code: void TrackingStopped ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, bool bInDidMove )


code: virtual ~FComponentVisualizerManager()


className: FComponentVisualizerManager

description: Class that managed active component visualizer and routes input to it

code: class FComponentVisualizerManager


description: Attempt to add the provided objects to the consolidation panel; Only adds objects which are compatible with objects already existing within the panel, if any

code: static void AddConsolidationObjects ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, [UObject](API\Runtime\CoreUObject\UObject\UObject) * SelectedItem )


description:
Determine the compatibility of the passed in objects with the objects already present in the consolidation panel
true if all of the passed in objects are compatible, false otherwise

code: static bool DetermineAssetCompatibility ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InProposedObjects, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OutCompatibleObjects )


className: WidgetInstance

description: A pointer to an existing instance of our Widget (if any)

code: static [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< SConsolidateToolWidget > WidgetInstance;


className: FConsolidateToolWindow

code: class FConsolidateToolWindow


description: FGCObjectinterface; Serialize any object references

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


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

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


description: Sets the contents of a Tag or Collection to be the InAssetList. Assets not mentioned in the list will be untagged.

code: template<class AssetSetPolicy> bool AssignSetContent ( [FName](API\Runtime\Core\UObject\FName) InSetName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) InType, const [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > & InAssetList )


description: Clears the content of a Tag or Collection

code: template<class AssetSetPolicy> bool ClearAssetSet ( [FName](API\Runtime\Core\UObject\FName) InSetName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) InSetType )


description:
Clear the given collection
bool true if successful, false if failed

code: bool ClearCollection ( [FName](API\Runtime\Core\UObject\FName) InCollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) InType )


description: Creates a new collection

code: template<class AssetSetPolicy> bool CreateAssetSet ( [FName](API\Runtime\Core\UObject\FName) InSetName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) InSetType )


description:
Create a new tag
bool true if successful, false if failed

code: bool CreateCollection ( [FName](API\Runtime\Core\UObject\FName) CollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) InType )


description:
Initialize the Collection helper
bool true if successful, false if failed

code: bool Initialize()


className: FConsolidationResults

description: Helper struct to detail the results of a consolidation operation

code: struct FConsolidationResults : public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject)

DirtiedPackages

type: TArray<TObject...

description: Packages dirtied by a consolidation operation

FailedConsolidationObjs

description: Objects which failed consolidation (partially consolidated)

InvalidConsolidationObjs

description: Objects which were not valid for consolidation


description:
Retrieve the assets contained in the given collection.
True if collection was created successfully

code: bool QueryAssetsInCollection ( [FName](API\Runtime\Core\UObject\FName) InCollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) InType, [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > & OutAssetPaths )


description: Deprecated* FNames containing full asset paths are deprecated. UseFSoftObjectPathinstead.

code: bool QueryAssetsInCollection ( [FName](API\Runtime\Core\UObject\FName) InCollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) InType, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutAssetPathNames )


description: Get the list of all assets in the specified Collection or Tag

code: template<class AssetSetPolicy> bool QuerySetContent ( [FName](API\Runtime\Core\UObject\FName) InCollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) InType, [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > & OutAssetPaths )


description:
Fill the given collection with the given list of assets
bool true if successful, false if not.

code: bool SetCollection ( [FName](API\Runtime\Core\UObject\FName) InCollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) InType, const [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > & InAssetList )


description: Shutdown the collection helper

code: void Shutdown()


description:
Update the given collection with the lists of adds/removes
bool true if successful, false if not.

code: bool UpdateCollection ( [FName](API\Runtime\Core\UObject\FName) InCollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) InType, const [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > & InAddList, const [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > & InRemoveList )


description: Add and remove assets for the specified Tag or Connection. Assets from InAddList are added; assets from InRemoveList are removed.

code: template<class AssetSetPolicy> bool UpdateSetContent ( [FName](API\Runtime\Core\UObject\FName) InSetName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) InType, const [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > & InAddList, const [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > & InRemoveList )


className: FContentHelper

description: Collection helper Used to create and update ContentBrowser collections

code: class FContentHelper

bInitialized

type: bool


className: FConvexDecompositionNotificationState

description: To make the convex decomposition notification appear, you simply set 'IsActive' to true and assign the current status message in 'Status'. Use the 'GConvexDecompositionNotificationState' pointer to get access to the global notification state.


description: Implicit construction for an options enumeration

code: FCopyOptions ( const [ECopyOptions::Type](API\Editor\UnrealEd\EditorUtilities__ECopyOptions__T-) InFlags )


description: Check whether we can copy the specified property

code: bool CanCopyProperty ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) & Property, [UObject](API\Runtime\CoreUObject\UObject\UObject) & Object ) const


className: FCopyOptions

description: Copy options structure for CopyActorProperties

code: struct FCopyOptions

Flags

description: User-specified flags for the copy

PropertyFilter

type: TFunction< bool...

description: User-specified custom property filter predicate


code: static void BroadcastPostChange ( [UCurveTable](API\Runtime\Engine\Engine\UCurveTable) * DataTable, [ECurveTableChangeInfo](API\Editor\UnrealEd\FCurveTableEditorUtils\ECurveTableChangeInfo) Info )


code: static void BroadcastPreChange ( [UCurveTable](API\Runtime\Engine\Engine\UCurveTable) * DataTable, [ECurveTableChangeInfo](API\Editor\UnrealEd\FCurveTableEditorUtils\ECurveTableChangeInfo) Info )


className: ECurveTableChangeInfo

code: enum ECurveTableChangeInfo { RowData, RowList, }


className: ERowMoveDirection

code: enum ERowMoveDirection { Up, Down, }


code: static FCurveTableEditorManager & Get&40;&41;


code: virtual void SelectionChange &40; const UCurveTable &42; CurveTable, FName RowName &41;


className: ListenerType

description:
SelectionChange(
constUCurveTable* CurveTable,FNameRowName)

code: class ListenerType : public InnerListenerType< FCurveTableEditorManager >


className: FCurveTableEditorManager

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

code: class FCurveTableEditorManager : public [FListenerManager< UCurveTable, ECurveTableChangeInfo >](API\Editor\UnrealEd\Kismet2\FListenerManager)


className: FCurveTableEditorUtils

code: struct FCurveTableEditorUtils


code: FCurveViewModel ( FRichCurveEditInfo InCurveInfo, [FLinearColor](API\Runtime\Core\Math\FLinearColor) InColor, bool bInIsLocked )


className: FCurveViewModel

description: Represents UI state for a curve displayed in the curve editor.

code: class FCurveViewModel

bIsLocked

description: Whether or not the curve is locked from editing.

bIsSelected

description: Whether or not the curve is selected.

bIsVisible

description: Whether or not the curve should be displayed in the UI.

Color

type: FLinearColor

description: The color which should be used to draw the curve and it's label in the UI.

CurveInfo

type: FRichCurveEditI...

description: The curve info for the curve being edited.


description: Return true if the an object of type ObjectClass is allowed to be created; If false is returned, the object and subobjects will be ignored.

code: virtual bool CanCreateClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ObjectClass, bool & bOmitSubObjs ) const


description: Return true if the an object of type ObjectClass is allowed to be created with a given name under the provided parent; If false is returned, the object and subobjects will be ignored.

code: virtual bool CanCreateObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [UClass](API\Runtime\CoreUObject\UObject\UClass) * ObjectClass, const [FName](API\Runtime\Core\UObject\FName) & InDesiredName ) const


description: Determine if it is possible to create objects from the specified TextBuffer

code: bool CanCreateObjectsFromText ( const [FString](API\Runtime\Core\Containers\FString) & TextBuffer ) const


description: Util to ensure that InName is a valid name for a new object within InParent. Will rename any existing object within InParent if it is called InName.

code: static void ClearObjectNameUsage ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName )


description: Allow child class to override new object parent (only called when parent supplied to ProcessBuffer is NULL

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


description: Post handling of constructed objects by the factory


description: Parse a text buffer and factories objects from it, subject to the restrictions imposed byCanCreateClass()

code: void ProcessBuffer ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, EObjectFlags Flags, const [FString](API\Runtime\Core\Containers\FString) & TextBuffer )


code: void ProcessBuffer ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, EObjectFlags Flags, const TCHAR * TextBuffer )


description: This is called on each created object after PreEditChange and the property text is imported, but before PostEditChange

code: virtual void ProcessConstructedObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * CreatedObject )


description: If we cant do anything with the line ourselves hand off to child class

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


description: Provide the opportunity to change the name during import

code: virtual void UpdateObjectName ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ObjectClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) & InOutObjName )


description: Constructor for the factory; takes a context for emitting warnings such as GWarn

code: FCustomizableTextObjectFactory ( [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * InWarningContext )


className: FCustomizableTextObjectFactory

description: This class is a simple customizable object factory driven from a text buffer. Subclasses need to implement CanCreateClass and ProcessConstructedObject.

code: class FCustomizableTextObjectFactory

InstanceGraph

type: FObjectInstanci...

WarningContext

type: FFeedbackContex...


className: FDataTableEditorColumnHeaderData

code: struct FDataTableEditorColumnHeaderData

ColumnId

description: Unique ID used to identify this column

DesiredColumnWidth

type: float

description: The calculated width of this column taking into account the cell data for each row

DisplayName

type: FText

description: Display name of this column

Property

type: constFProperty...

description: TheFPropertyfor the variable in this column


className: FDataTableEditorRowListViewData

code: struct FDataTableEditorRowListViewData

CellData

type: TArray<FText>

description: Array corresponding to each cell in this row

DesiredRowHeight

description: The calculated height of this row taking into account the cell data for each column

DisplayName

description: Display name of this row

RowId

description: Unique ID used to identify this row

RowNum

description: Insertion number of the row


code: static uint8 * AddRow ( [UDataTable](API\Runtime\Engine\Engine\UDataTable) * DataTable, [FName](API\Runtime\Core\UObject\FName) RowName )


description: Add a UI action for search for references, useful for customizations

code: static void AddSearchForReferencesContextMenu ( class [FDetailWidgetRow](API\Editor\PropertyEditor\FDetailWidgetRow) & RowNameDetailWidget, FExecuteAction SearchForReferencesAction )


code: static uint8 * AddRowAboveOrBelowSelection ( [UDataTable](API\Runtime\Engine\Engine\UDataTable) * DataTable, const [FName](API\Runtime\Core\UObject\FName) & RowName, const [FName](API\Runtime\Core\UObject\FName) & NewRowName, ERowInsertionPosition InsertPosition )


code: static void BroadcastPostChange ( [UDataTable](API\Runtime\Engine\Engine\UDataTable) * DataTable, [EDataTableChangeInfo](API\Editor\UnrealEd\FDataTableEditorUtils\EDataTableChangeInfo) Info )


code: static void BroadcastPreChange ( [UDataTable](API\Runtime\Engine\Engine\UDataTable) * DataTable, [EDataTableChangeInfo](API\Editor\UnrealEd\FDataTableEditorUtils\EDataTableChangeInfo) Info )


description: Generic version that works with any datatable-like structure

code: static void CacheDataForEditing ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * RowStruct, const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), uint8 * > & RowMap, [TArray](API\Runtime\Core\Containers\TArray)< FDataTableEditorColumnHeaderDataPtr > & OutAvailableColumns, [TArray](API\Runtime\Core\Containers\TArray)< FDataTableEditorRowListViewDataPtr > & OutAvailableRows )


description: Reads a data table and parses out editable copies of rows and columns

code: static void CacheDataTableForEditing ( const [UDataTable](API\Runtime\Engine\Engine\UDataTable) * DataTable, [TArray](API\Runtime\Core\Containers\TArray)< FDataTableEditorColumnHeaderDataPtr > & OutAvailableColumns, [TArray](API\Runtime\Core\Containers\TArray)< FDataTableEditorRowListViewDataPtr > & OutAvailableRows )


code: static bool DiffersFromDefault ( [UDataTable](API\Runtime\Engine\Engine\UDataTable) * DataTable, [FName](API\Runtime\Core\UObject\FName) RowName )


code: static uint8 * DuplicateRow ( [UDataTable](API\Runtime\Engine\Engine\UDataTable) * DataTable, [FName](API\Runtime\Core\UObject\FName) SourceRowName, [FName](API\Runtime\Core\UObject\FName) RowName )


className: EDataTableChangeInfo

code: enum EDataTableChangeInfo { RowData, RowList, }


code: enum ERowMoveDirection { Up, Down, }


code: static FDataTableEditorManager & Get&40;&41;


code: virtual void SelectionChange &40; const UDataTable &42; DataTable, FName RowName &41;


code: class ListenerType : public InnerListenerType< FDataTableEditorManager >


className: FDataTableEditorManager

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

code: class FDataTableEditorManager : public [FListenerManager< UDataTable, EDataTableChangeInfo >](API\Editor\UnrealEd\Kismet2\FListenerManager)


className: FOnDataTableStructSelected

description: Delegate called when a data table struct is selected

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


description: Fills in an array with all possible DataTable structs, unloaded and loaded

code: static void GetPossibleStructAssetData ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & StructAssets )


description: Short description for a data or curve handle

code: static [FText](API\Runtime\Core\Internationalization\FText) GetHandleShortDescription ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * TableAsset, [FName](API\Runtime\Core\UObject\FName) RowName )


description: Returns all script structs that can be used as a data table row. This only includes loaded ones

code: static [TArray](API\Runtime\Core\Containers\TArray)< [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * > GetPossibleStructs()


description: Tooltip text for the data table row type

code: static [FText](API\Runtime\Core\Internationalization\FText) GetRowTypeInfoTooltipText ( FDataTableEditorColumnHeaderDataPtr ColumnHeaderDataPtr )


description: Doc excerpt name for the data table row type

code: static [FString](API\Runtime\Core\Containers\FString) GetRowTypeTooltipDocExcerptName ( FDataTableEditorColumnHeaderDataPtr ColumnHeaderDataPtr )


description: Utility function which verifies that the specified struct type is viable for data tables

code: static bool IsValidTableStruct ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * Struct )


description: Creates a combo box that allows selecting from the list of possible row structures

code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeRowStructureComboBox ( [FOnDataTableStructSelected](API\Editor\UnrealEd\FDataTableEditorUtils\FOnDataTableStructSelected) OnSelected )


code: static bool MoveRow ( [UDataTable](API\Runtime\Engine\Engine\UDataTable) * DataTable, [FName](API\Runtime\Core\UObject\FName) RowName, [ERowMoveDirection](API\Editor\UnrealEd\FDataTableEditorUtils\ERowMoveDirection) Direction, int32 NumRowsToMoveBy )


code: static bool RemoveRow ( [UDataTable](API\Runtime\Engine\Engine\UDataTable) * DataTable, [FName](API\Runtime\Core\UObject\FName) Name )


code: static bool RenameRow ( [UDataTable](API\Runtime\Engine\Engine\UDataTable) * DataTable, [FName](API\Runtime\Core\UObject\FName) OldName, [FName](API\Runtime\Core\UObject\FName) NewName )


code: static bool ResetToDefault ( [UDataTable](API\Runtime\Engine\Engine\UDataTable) * DataTable, [FName](API\Runtime\Core\UObject\FName) RowName )


code: static bool SelectRow ( const [UDataTable](API\Runtime\Engine\Engine\UDataTable) * DataTable, [FName](API\Runtime\Core\UObject\FName) RowName )


className: VariableTypesTooltipDocLink

description: Link to variable type doc

code: static const [FString](API\Runtime\Core\Containers\FString) VariableTypesTooltipDocLink = TEXT("Shared/Editor/Blueprint/VariableTypes");


className: FDataTableEditorUtils

code: struct FDataTableEditorUtils


description: Brings up a property window to edit the passed in object.

code: void EditObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, bool bShouldShowNonEditable )


description: Exec handler, parsing the passed in command

code: virtual bool Exec_Editor ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


className: FDebugToolExec

description: This class servers as an interface to debugging tools like "EDITOBJECT" which can be invoked by console commands which are parsed by the exec function.

code: class FDebugToolExec : public [FExec](API\Runtime\Core\Misc\FExec)


className: FDeselectedActorsEvent

code: class FDeselectedActorsEvent


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FDisplayedAssetEntryInfo](API\Editor\UnrealEd\FDisplayedAssetEntryInfo) > Make ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset, [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InNewSkeleton )


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


code: FDisplayedAssetEntryInfo ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset, [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InNewSkeleton )


className: FDisplayedAssetEntryInfo

code: class FDisplayedAssetEntryInfo

AnimAsset

type: UObject*

NewSkeleton

type: USkeleton*


description: Ends a mouse drag behavior (the user has let go of the mouse button).

code: virtual void EndDrag()


description: Updates the drag tool's end location with the specified delta. The end location is snapped to the editor constraints if bUseSnapping is true.

code: virtual void AddDelta ( const FVector & InDelta )


description: true if we are dragging

code: bool IsDragging() const


description: Rendering stub for 2D viewport drag tools.

code: virtual void Render ( [FCanvas](API\Runtime\Engine\FCanvas) * Canvas )


code: virtual void Render ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas )


code: virtual void Render3D ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


code: FDragTool ( [FEditorModeTools](API\Editor\UnrealEd\FEditorModeTools) * InModeTools )


description: Starts a mouse drag behavior. The start location is snapped to the editor constraints if bUseSnapping is true.

code: virtual void StartDrag ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, const FVector & InStartWorld, const FVector2D & InStartScreen )


className: FDragTool

description: The base class that all drag tools inherit from. The drag tools implement special behaviors for the user clicking and dragging in a viewport.

code: class FDragTool

bAltDown

description: These flags store the state of various buttons that were pressed when the drag was started.

bConvertDelta

description: Does this drag tool need to have the mouse movement converted to the viewport orientation?

bIsDragging

description: True if we are dragging

bUseSnapping

description: If true, the drag tool wants to be passed grid snapped values.

End

type: FVector

ModeTools

type: FEditorModeTool...

Start

description: The start/end location of the current drag.


code: virtual void StartDrag ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, const FVector & InStart, const FVector2D & InStartScreen )


code: FDragTool_ActorBoxSelect ( [FLevelEditorViewportClient](API\Editor\UnrealEd\FLevelEditorViewportClient) * InLevelViewportClient )


description: Draws a box in the current viewport and when the mouse button is released, it selects/unselects everything inside of it.

code: class FDragTool_ActorBoxSelect : public [FDragTool](API\Editor\UnrealEd\FDragTool)


code: class FDragTool_ActorFrustumSelect : public [FDragTool](API\Editor\UnrealEd\FDragTool)


code: FDragTool_ActorFrustumSelect ( [FLevelEditorViewportClient](API\Editor\UnrealEd\FLevelEditorViewportClient) * InLevelViewportClient )


code: FDragTool_Measure ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient )


description: Draws a line in the current viewport and displays the distance between its start/end points in the center of it.

code: class FDragTool_Measure : public [FDragTool](API\Editor\UnrealEd\FDragTool)


description: Draws a line in the current viewport and display the view options

code: class FDragTool_ViewportChange : public [FDragTool](API\Editor\UnrealEd\FDragTool)


code: FDragTool_ViewportChange ( [FLevelEditorViewportClient](API\Editor\UnrealEd\FLevelEditorViewportClient) * InviewportClient )


className: FDropQuery

code: struct FDropQuery

bCanDrop

description: True if it's valid to drop the object at the location queried

HintText

description: Optional hint text that may be returned to the user.


className: FPluginEditingContext

code: struct FPluginEditingContext

PluginBeingEdited

type: TSharedPtr<IPl...


code: void CommitEdits ( [FPluginDescriptor](API\Runtime\Projects\FPluginDescriptor) & Descriptor )


code: virtual ~FPluginEditorExtension()


className: FPluginEditorExtension

description: Description of a plugin editor extension

code: struct FPluginEditorExtension : public [TSharedFromThis< FPluginEditorExtension >](API\Runtime\Core\Templates\TSharedFromThis)


description: Called just before the plugin is created

code: virtual void CustomizeDescriptorBeforeCreation ( [FPluginDescriptor](API\Runtime\Projects\FPluginDescriptor) & Descriptor )


description: Called after the plugin has been created

code: virtual void OnPluginCreated ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPlugin](API\Runtime\Projects\Interfaces\IPlugin) > NewPlugin )


description: Called to enforce any restrictions this template has on paths when it is first selected (so it doesn't generate an error unnecessarily)

code: virtual void UpdatePathWhenTemplateSelected ( [FString](API\Runtime\Core\Containers\FString) & InOutPath )


description: Called to change away from special folders if needed

code: virtual void UpdatePathWhenTemplateUnselected ( [FString](API\Runtime\Core\Containers\FString) & InOutPath )


description: Constructor

code: FPluginTemplateDescription ( [FText](API\Runtime\Core\Internationalization\FText) InName, [FText](API\Runtime\Core\Internationalization\FText) InDescription, [FString](API\Runtime\Core\Containers\FString) InOnDiskPath, bool InCanContainContent, [EHostType::Type](API\Runtime\Projects\EHostType__Type) InModuleDescriptorType, [ELoadingPhase::Type](API\Runtime\Projects\ELoadingPhase__Type) InLoadingPhase )


description: Called to performadditionalpath validation when the path is modified (the bCanBePlacedInEngine validation will have already occurred and passed by this point)

code: virtual bool ValidatePathForPlugin ( const [FString](API\Runtime\Core\Containers\FString) & ProposedAbsolutePluginPath, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMessage )


className: FPluginTemplateDescription

description: Description of a plugin template

code: struct FPluginTemplateDescription

bCanBePlacedInEngine

description: Can the plugin be in the engine folder?

bCanContainContent

description: Can the plugin contain content?

Description

description: Description of this template in the GUI

LoadingPhase

description: What is the expected Loading Phase for this plugin?

ModuleDescriptorType

description: What is the expected ModuleDescriptor type for this plugin?

Name

description: Name of this template in the GUI

OnDiskPath

type: FString

description: Path to the directory containing template files

PluginIconDynamicImageBrush

type: TSharedPtr<FSl...

description: Brush resource for the image that is dynamically loaded

SortPriority

description: Sorting priority (higer values go to the top of the list)


description: Returns the currently registered plugin templates.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FPluginTemplateDescription](API\Editor\UnrealEd\Features\FPluginTemplateDescription) > > & GetAddedPluginTemplates() const


description: Open the plugin editor for a plugin

code: void OpenPluginEditor ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPlugin](API\Runtime\Projects\Interfaces\IPlugin) > PluginToEdit, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > ParentWidget, FSimpleDelegate OnEditCommitted )


description: Further customize the detail panel experience when editing a specific plugin

code: FPluginEditorExtensionHandle RegisterPluginEditorExtension ( FOnPluginBeingEdited Extension )


description: Registers the specified plugin template with the New Plugin wizard

code: void RegisterPluginTemplate ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FPluginTemplateDescription](API\Editor\UnrealEd\Features\FPluginTemplateDescription) > Template )


description: Remove a customization

code: void UnregisterPluginEditorExtension ( FPluginEditorExtensionHandle ExtensionHandle )


description: Unregisters the specified plugin template from the New Plugin wizard

code: void UnregisterPluginTemplate ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FPluginTemplateDescription](API\Editor\UnrealEd\Features\FPluginTemplateDescription) > Template )


className: IPluginsEditorFeature

description: Feature interface for a Plugins management UI

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


code: virtual ~FPluginTemplateDescription()


description: Factory method, tokens can only be constructed as shared refs

code: static void Create ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) * Log, [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) & OutMessage, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & OutSourceNodes )


code: static void Create ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) * Log, [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) & OutMessage, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & OutSourceNodes )


code: static void Create ( const TCHAR * String, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) * Log, [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) & OutMessage, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & OutSourceNodes )


code: static void Create ( const [FField](API\Runtime\CoreUObject\UObject\FField) * InField, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) * Log, [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) & OutMessage, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & OutSourceNodes )


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


code: const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetPin() const


description: BeginIMessageTokeninterface

code: virtual [EMessageToken::Type](API\Runtime\Core\Logging\EMessageToken__Type) GetType() const


className: FEdGraphToken

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

code: class FEdGraphToken : public [IMessageToken](API\Runtime\Core\Logging\IMessageToken)


description: Calculates an approximate bounding box for the specified nodes.

code: static FIntRect CalculateApproximateNodeBoundaries ( const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & Nodes )


description: Can we import nodes from this text ?

code: static bool CanImportNodesFromText ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * DestinationGraph, const [FString](API\Runtime\Core\Containers\FString) & TextToImport )


description: Also optionally populates *OutClonedNodes with the list of cloned objects.

code: static void CloneAndMergeGraphIn ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * MergeTarget, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog, bool bRequireSchemaMatch, bool bInIsCompiling, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > * OutClonedNodes )


description: Copy Common State of data from OldNode to NewNode

code: static void CopyCommonState ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * OldNode, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * NewNode )


description: Clones (deep copies) aUEdGraph, including all of it's nodes and pins and their links, maintaining a mapping from the clone to the source nodes (even across multiple clonings) A NewOuter of NULL indicates the transient package

code: static [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * CloneGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Source, [UObject](API\Runtime\CoreUObject\UObject\UObject) * NewOuter, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) * MessageLog, bool bCloningForCompile )


description: Exports a set of nodes to text

code: static void ExportNodesToText ( [TSet](API\Runtime\Core\Containers\TSet)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > NodesToExport, [FString](API\Runtime\Core\Containers\FString) & ExportedText )


description: Copy pin default values between nodes for any pins with matching names

code: static void CopyPinDefaults ( const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * NodeFrom, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * NodeTo )


description: Returns the first pin marked as an MapParam, usually returning nullptr

code: static [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FindMapParamPin ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node )


description: Returns the first pin marked as an ArrayParam, usually returning nullptr

code: static [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FindArrayParamPin ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node )


description: Returns the first pin referred to in a , and | delineated list of pin names

code: static [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FindPinFromMetaData ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node, [FName](API\Runtime\Core\UObject\FName) MetaData )


description: Returns the first pin marked as an SetParam, usually returning nullptr

code: static [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FindSetParamPin ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node )


code: void TouchNode &40; UEdGraphNode &42; Node &41;


code: void TraverseNodes &40; UEdGraphNode &42; Node &41;


className: FNodeVisitor

code: struct FNodeVisitor

VisitedNodes

type: TSet<UEdGraphN...


description: Finds the net associated with a particular pin

code: static [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetNetFromPin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )


description: Output a map of pin names to a set of connections given a function entry pin

code: static void GetPinConnectionMap ( const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node, [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [TSet](API\Runtime\Core\Containers\TSet)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * >> & OutPinConnections )


description: Returns true if the ParamaterName is marked as a Set, Map, or array param in the relevant function

code: static bool IsDynamicContainerParam ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, const [FName](API\Runtime\Core\UObject\FName) ParameterName )


description: Returns true if the ParameterName is marked as ArrayTypeDependentParams

code: static bool IsArrayDependentParam ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, const [FName](API\Runtime\Core\UObject\FName) ParameterName )


description: Imports a set of previously exported nodes into a graph

code: static void ImportNodesFromText ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * DestinationGraph, const [FString](API\Runtime\Core\Containers\FString) & TextToImport, [TSet](API\Runtime\Core\Containers\TSet)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & ImportedNodeSet )


description: Returns true if the ParameterName is marked as a MapParam, MapKeyParam, or MapValueParam in the relevant Function

code: static bool IsMapParam ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, const [FName](API\Runtime\Core\UObject\FName) ParameterName )


description: Returns true if the ParameterName is marked as a SetParam in the relevant Function

code: static bool IsSetParam ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, const [FName](API\Runtime\Core\UObject\FName) ParameterName )


description: Moves the contents of all of the children graphs of ParentGraph (recursively) into the MergeTarget graph. This does not clone, it's destructive to the ParentGraph

code: static void MergeChildrenGraphsIn ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * MergeTarget, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, bool bRequireSchemaMatch, bool bInIsCompiling, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) * MessageLog )


description: After pasting nodes, need to perform some fixup for pins etc.

code: static void PostProcessPastedNodes ( [TSet](API\Runtime\Core\Containers\TSet)< class [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & SpawnedNodes )


description: Reconnect the pin map to the given node

code: static void ReconnectPinMap ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node, const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [TSet](API\Runtime\Core\Containers\TSet)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * >> & PinConnections )


code: static void RegisterVisualNodeFactory ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGraphPanelNodeFactory](API\Editor\UnrealEd\FGraphPanelNodeFactory) > NewFactory )


code: static void RegisterVisualPinConnectionFactory ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGraphPanelPinConnectionFactory](API\Editor\UnrealEd\FGraphPanelPinConnectionFactory) > NewFactory )


code: static void RegisterVisualPinFactory ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGraphPanelPinFactory](API\Editor\UnrealEd\FGraphPanelPinFactory) > NewFactory )


code: static void RenameGraphToNameOrCloseToName ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, const [FString](API\Runtime\Core\Containers\FString) & DesiredName )


description: Tries to rename the graph to have a name similar to BaseName

code: static void RenameGraphCloseToName ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, const [FString](API\Runtime\Core\Containers\FString) & BaseName, int32 StartIndex )


code: static void UnregisterVisualPinConnectionFactory ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGraphPanelPinConnectionFactory](API\Editor\UnrealEd\FGraphPanelPinConnectionFactory) > OldFactory )


code: static void UnregisterVisualNodeFactory ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGraphPanelNodeFactory](API\Editor\UnrealEd\FGraphPanelNodeFactory) > OldFactory )


code: static void UnregisterVisualPinFactory ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGraphPanelPinFactory](API\Editor\UnrealEd\FGraphPanelPinFactory) > OldFactory )


className: VisualPinConnectionFactories

code: static [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGraphPanelPinConnectionFactory](API\Editor\UnrealEd\FGraphPanelPinConnectionFactory) > > VisualPinConnectionFactories;


className: VisualNodeFactories

code: static [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGraphPanelNodeFactory](API\Editor\UnrealEd\FGraphPanelNodeFactory) > > VisualNodeFactories;


className: VisualPinFactories

code: static [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGraphPanelPinFactory](API\Editor\UnrealEd\FGraphPanelPinFactory) > > VisualPinFactories;


className: FEdGraphUtilities

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

code: class FEdGraphUtilities


description: Reports an event to the analytics system of a build requirements failure

code: static void ReportBuildRequirementsFailure ( [FString](API\Runtime\Core\Containers\FString) EventName, [FString](API\Runtime\Core\Containers\FString) PlatformName, bool bHasCode, int32 Requirements )


description: Reports an event to the analytics system if it is enabled

code: static void ReportEvent ( [FString](API\Runtime\Core\Containers\FString) EventName, [FString](API\Runtime\Core\Containers\FString) PlatformName, bool bHasCode )


description: Reports an event to the analytics system if it is enabled with some extra parameters

code: static void ReportEvent ( [FString](API\Runtime\Core\Containers\FString) EventName, [FString](API\Runtime\Core\Containers\FString) PlatformName, bool bHasCode, const [TArray](API\Runtime\Core\Containers\TArray)< [FAnalyticsEventAttribute](API\Runtime\Analytics\FAnalyticsEventAttribute) > & ExtraParams )


description: Reports an event to the analytics system if it is enabled with some extra parameters with an error code

code: static void ReportEvent ( [FString](API\Runtime\Core\Containers\FString) EventName, [FString](API\Runtime\Core\Containers\FString) PlatformName, bool bHasCode, int32 ErrorCode, [TArray](API\Runtime\Core\Containers\TArray)< [FAnalyticsEventAttribute](API\Runtime\Analytics\FAnalyticsEventAttribute) > & ExtraParams )


description: Determine whether the error code should cause the reporter to display the message in a dialog.

code: static bool ShouldElevateMessageThroughDialog ( const int32 ErrorCode )


description: Translates the error code to something human readable

code: static [FString](API\Runtime\Core\Containers\FString) TranslateErrorCode ( int32 ErrorCode )


className: FEditorAnalytics

code: class FEditorAnalytics


description: Call this when an async custom build step has completed (successfully or not).

code: static void AsyncBuildCompleted()


className: bBuildingNavigationFromUserRequest

description: Static variable to cache data about user request. navigation builder works in a background and we have to cache this information

code: static bool bBuildingNavigationFromUserRequest = false;


className: CustomBuildTypes

description: Map of custom build types registered with us.

code: static [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), FCustomBuildType > CustomBuildTypes;


className: EAutomatedBuildBehavior

description: Enumeration representing automated build behavior in the event of an error

code: enum EAutomatedBuildBehavior { ABB_PromptOnError, ABB_FailOnError, ABB_ProceedOnError, }


description:
Start an automated build of all current maps in the editor. Upon successful conclusion of the build, the newly built maps will be submitted to source control.
true if the build/submission process executed successfully; false if it did not

code: static bool EditorAutomatedBuildAndSubmit ( const [FEditorAutomatedBuildSettings](API\Editor\UnrealEd\FEditorBuildUtils\FEditorAutomatedBuildSettings) & BuildSettings, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMessages )


description:
Perform an editor build with behavior dependent upon the specified id
true if the build completed successfully; false if it did not (or was manually canceled)

code: static bool EditorBuild ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [FName](API\Runtime\Core\UObject\FName) Id, const bool bAllowLightingDialog )


description: Perform an editor build for All Landscape Data

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


description:
Similar to EditorBuildTextureStreaming, but attempts to rebuild TextureStreamingData for all materials in loaded package(s).
true if any packages were dirtied in the process.

code: static bool EditorBuildMaterialTextureStreamingData ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package )


description:
Perform an editor build for texture streaming
true if the build completed successfully; false if it did not (or was manually canceled)

code: static bool EditorBuildTextureStreaming ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, EViewModeIndex SelectedViewMode )


description:
Perform an editor build for virtual textures
true if the build completed successfully; false if it did not (or was manually canceled)

code: static bool EditorBuildVirtualTexture ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description:
Validate if the editor build matching the specified id can be executed.
true if the build can be executed for the provided world

code: static bool EditorCanBuild ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [FName](API\Runtime\Core\UObject\FName) Id )


description: Constructor


className: FEditorAutomatedBuildSettings

description: Helper struct to specify settings for an automated editor build

code: struct FEditorAutomatedBuildSettings

bAutoAddNewFiles

type: bool

description: If true, built map files not already in the source control depot will be added

bCheckInPackages

description: If true, the editor will check in all checked out packages

bShutdownEditorOnCompletion

description: If true, the editor will shut itself down upon completion of the automated build

BuildErrorBehavior

type: EAutomatedBuild...

description: Behavior to take when a map build results in map check errors

bUseSCC

description: Use SCC to checkout/checkin files

ChangeDescription

description: Changelist description to use for the submission of the automated build

FailedToSaveBehavior

description: Behavior to take when a saveable map fails to save correctly

NewMapBehavior

description: Behavior to take when a map is discovered which has never been saved before

PackagesToCheckIn

type: TArray<FString...

description: Populate list with selected packages to check in

UnableToCheckoutFilesBehavior

description: Behavior to take when a map file cannot be checked out for some reason


description: Fills `RegisteredBuildTypes_ with the names of all build types registered by 'RegisterCustomBuildType'.

code: static void GetBuildTypes ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & RegisteredBuildTypes )


description: Fills provided arrays with localized menu entry and section labels.

code: static void GetBuildTypesLocalizedLabels ( [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & RegisteredBuildTypesEntryLabels, [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & RegisteredBuildTypesSectionLabels )


className: InProgressBuildId

description: Set to a valid build type if an async build is in progress.


description: Is there currently an (async) build in progress?

code: static bool IsBuildCurrentlyRunning()


description:
Check if navigation build was was triggered from editor as user request
true if the build was triggered as user request; false if it did not


description: Call it to notify that navigation builder finished building

code: static void PathBuildingFinished()


description:
Register a custom build type.
Register a custom build type.

code: static void RegisterCustomBuildType ( const [FName](API\Runtime\Core\UObject\FName) Id, const FDoEditorBuildDelegate & DoBuild, const [FName](API\Runtime\Core\UObject\FName) BuildAllExtensionPoint, const [FText](API\Runtime\Core\Internationalization\FText) & MenuEntryLabel, const [FText](API\Runtime\Core\Internationalization\FText) & MenuSectionLabel )


code: static void RegisterCustomBuildType ( const [FName](API\Runtime\Core\UObject\FName) Id, const FCanDoEditorBuildDelegate & CanDoBuild, const FDoEditorBuildDelegate & DoBuild, const [FName](API\Runtime\Core\UObject\FName) BuildAllExtensionPoint, const [FText](API\Runtime\Core\Internationalization\FText) & MenuEntryLabel, const [FText](API\Runtime\Core\Internationalization\FText) & MenuSectionLabel )


description:
Runs another instance of the current executable with the provided command line arguments. On success the current level will be unloaded. Using `MapToLoad_ allows to reload that specific level to reflect the changes.
True if process completed without returning any error code.

code: static bool RunWorldPartitionBuilder ( const [FString](API\Runtime\Core\Containers\FString) & MapToLoad, const [FText](API\Runtime\Core\Internationalization\FText) & ProgressText, const [FText](API\Runtime\Core\Internationalization\FText) & CancelledText, const [FText](API\Runtime\Core\Internationalization\FText) & FailureText, const [FString](API\Runtime\Core\Containers\FString) & CommandLineArguments )


description: Update every used material texture binding (seeFMaterialTextureInfo::TextureIndex)

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


description: Unregister a custom build type.

code: static void UnregisterCustomBuildType ( [FName](API\Runtime\Core\UObject\FName) Id )


className: FEditorBuildUtils

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

code: class FEditorBuildUtils


description: Access the configuration for this camera. Making changes is allowed.


description: Returns the configuration of this camera controller


description:
True if this camera currently has rotational velocity
True if this camera currently has rotational velocity.

code: bool IsRotating() const


description: Reset the different camera velocity.

code: void ResetVelocity()


description: Sets the configuration for this camera controller

code: void SetConfig ( const [FCameraControllerConfig](API\Editor\UnrealEd\FCameraControllerConfig) & InConfig )


description: Updates the position and orientation of the camera as well as other state (like velocity.) Should be called every frame.

code: virtual void UpdateSimulation ( const [FCameraControllerUserImpulseData](API\Editor\UnrealEd\FCameraControllerUserImpulseData) & UserImpulseData, const float DeltaTime, const bool bAllowRecoilIfNoImpulse, const float MovementSpeedScale, FVector & InOutCameraPosition, FVector & InOutCameraEuler, float & InOutCameraFOV )


description: Constructor

code: FEditorCameraController()


code: virtual ~FEditorCameraController()


className: FEditorCameraController

description: An interactive camera movement system. Supports simple physics-based animation.

code: class FEditorCameraController


description:
Utility function that concatenates the supplied sub-category with one that matches the root category id.
A concatenated text string, with the two categories separated by a pipe, '|', character.

code: namespace FEditorCategoryUtils { [FText](API\Runtime\Core\Internationalization\FText) FEditorCategoryUtils::BuildCategoryString ( const [FCommonEditorCategory::EValue](API\Editor\UnrealEd\FCommonEditorCategory\EValue) RootCategory, const [FText](API\Runtime\Core\Internationalization\FText) & SubCategory ) }


description:
Expands any keys found in the category string (any terms found in square brackets), and sanitizes the name (spacing individual words, etc.).
A concatenated text string, with the two categories separated by a pipe, '|', character.

code: namespace FEditorCategoryUtils { [FText](API\Runtime\Core\Internationalization\FText) FEditorCategoryUtils::GetCategoryDisplayString ( const [FText](API\Runtime\Core\Internationalization\FText) & UnsanitizedCategory ) }


description:
Expands any keys found in the category string (any terms found in square brackets), and sanitizes the name (spacing individual words, etc.).
A concatenated string, with the two categories separated by a pipe, '|', character.

code: namespace FEditorCategoryUtils { [FString](API\Runtime\Core\Containers\FString) FEditorCategoryUtils::GetCategoryDisplayString ( const [FString](API\Runtime\Core\Containers\FString) & UnsanitizedCategory ) }


description: Returns tooltip information for the specified category

code: namespace FEditorCategoryUtils { void FEditorCategoryUtils::GetCategoryTooltipInfo ( const [FString](API\Runtime\Core\Containers\FString) & Category, [FText](API\Runtime\Core\Internationalization\FText) & Tooltip, [FString](API\Runtime\Core\Containers\FString) & DocLink, [FString](API\Runtime\Core\Containers\FString) & DocExcerpt ) }


description: Parses out the class's "ShowCategories" metadata, and returns it segmented and sanitized.

code: namespace FEditorCategoryUtils { void FEditorCategoryUtils::GetClassShowCategories ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * Class, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & CategoriesOut ) }


description: Parses out the class's "HideCategories" metadata, and returns it segmented and sanitized.

code: namespace FEditorCategoryUtils { void FEditorCategoryUtils::GetClassHideCategories ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * Class, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & CategoriesOut, bool bHomogenize ) }


description:
Retrieves a qualified category path for the desired common category.
A text string, (empty if the common category was not registered)

code: namespace FEditorCategoryUtils { const [FText](API\Runtime\Core\Internationalization\FText) & FEditorCategoryUtils::GetCommonCategory ( const [FCommonEditorCategory::EValue](API\Editor\UnrealEd\FCommonEditorCategory\EValue) CategoryId ) }


description:
Returns the set of categories that should be hidden, categories that are both explicitly hidden and explicitly shown will not be included in this list (current behavior is that such categories should be shown). This occurs when you show a class that your parent has hidden.
The set of categories that should be hidden.

code: namespace FEditorCategoryUtils { [TSet](API\Runtime\Core\Containers\TSet)< [FString](API\Runtime\Core\Containers\FString) > FEditorCategoryUtils::GetHiddenCategories ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * Class ) }


description:
Checks to see if the category associated with the supplied common category id is hidden from the specified class.
True if the common category is hidden, false if not.

code: namespace FEditorCategoryUtils { bool FEditorCategoryUtils::IsCategoryHiddenFromClass ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * Class, const [FCommonEditorCategory::EValue](API\Editor\UnrealEd\FCommonEditorCategory\EValue) CategoryId ) }


description:
Checks to see if the specified category is hidden from the supplied class.
True if the category is hidden, false if not.

code: namespace FEditorCategoryUtils { bool FEditorCategoryUtils::IsCategoryHiddenFromClass ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * Class, const [FText](API\Runtime\Core\Internationalization\FText) & Category ) }


code: namespace FEditorCategoryUtils { bool FEditorCategoryUtils::IsCategoryHiddenFromClass ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * Class, const [FString](API\Runtime\Core\Containers\FString) & Category ) }


description: In metadata, keys are denoted by braces, like {Utilities} here:

code: namespace FEditorCategoryUtils { void FEditorCategoryUtils::RegisterCategoryKey ( const [FString](API\Runtime\Core\Containers\FString) & Key, const [FText](API\Runtime\Core\Internationalization\FText) & Category, const [FText](API\Runtime\Core\Internationalization\FText) & Tooltip ) }


description:
Checks to see if the specified category is hidden from the supplied Class, avoids recalculation of ClassHideCategories. Useful when checking the same class over and over again with different categories.
True if the category is hidden, false if not.

code: namespace FEditorCategoryUtils { bool FEditorCategoryUtils::IsCategoryHiddenFromClass ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & ClassHideCategories, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * Class, const [FString](API\Runtime\Core\Containers\FString) & Category ) }


code: namespace FEditorCategoryUtils { void FEditorCategoryUtils::RegisterCategoryKey ( const [FString](API\Runtime\Core\Containers\FString) & Key, const [FText](API\Runtime\Core\Internationalization\FText) & Category, const [FString](API\Runtime\Core\Containers\FString) & DocLink, const [FString](API\Runtime\Core\Containers\FString) & DocExcerpt ) }


description: Fetches aUClassfrom the string name of the classUClasspointer if it exists

code: namespace FEditorClassUtils { [UClass](API\Runtime\CoreUObject\UObject\UClass) * FEditorClassUtils::GetClassFromString ( const [FString](API\Runtime\Core\Containers\FString) & ClassName ) }


description:
Gets the class path from the asset tag (i.e. GeneratedClassPath tag on blueprints)
Class path or None if the asset cannot or doesn't have a class associated with it

code: namespace FEditorClassUtils { [FName](API\Runtime\Core\UObject\FName) FEditorClassUtils::GetClassPathFromAssetTag ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData ) }


description:
Gets the object path of the class associated with the specified asset (i.e. the BlueprintGeneratedClass of a Blueprint asset or the BlueprintGeneratedClass asset itself)
Class path or None if the asset cannot or doesn't have a class associated with it

code: namespace FEditorClassUtils { [FName](API\Runtime\Core\UObject\FName) FEditorClassUtils::GetClassPathFromAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, bool bGenerateClassPathIfMissing ) }


code: namespace FEditorClassUtils { [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) FEditorClassUtils::GetClassPathNameFromAssetTag ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData ) }


code: namespace FEditorClassUtils { [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) FEditorClassUtils::GetClassPathNameFromAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, bool bGenerateClassPathIfMissing ) }


description:
Gets the page that documentation for this class is contained on
Path to the documentation page

code: namespace FEditorClassUtils { [FString](API\Runtime\Core\Containers\FString) FEditorClassUtils::GetDocumentationPage ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class ) }


description:
Gets the excerpt to use for this class Excerpt will be contained on the page returned by GetDocumentationPage
Name of the to the documentation excerpt

code: namespace FEditorClassUtils { [FString](API\Runtime\Core\Containers\FString) FEditorClassUtils::GetDocumentationExcerpt ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class ) }


description:
Returns the link path to the documentation for a given class
The path to the documentation for the class

code: namespace FEditorClassUtils { [FString](API\Runtime\Core\Containers\FString) FEditorClassUtils::GetDocumentationLink ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, const [FString](API\Runtime\Core\Containers\FString) & OverrideExcerpt ) }


description: Return link path from a specified excerpt

code: namespace FEditorClassUtils { [FString](API\Runtime\Core\Containers\FString) FEditorClassUtils::GetDocumentationLinkFromExcerpt ( const [FString](API\Runtime\Core\Containers\FString) & DocLink, const [FString](API\Runtime\Core\Containers\FString) DocExcerpt ) }


description:
Returns the ID of the base documentation URL set for this class in its documentation excerpt.
The ID of the base URL

code: namespace FEditorClassUtils { [FString](API\Runtime\Core\Containers\FString) FEditorClassUtils::GetDocumentationLinkBaseUrl ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, const [FString](API\Runtime\Core\Containers\FString) & OverrideExcerpt ) }


description: Returns the ID of the base documentation URL set in the specified excerpt.

code: namespace FEditorClassUtils { [FString](API\Runtime\Core\Containers\FString) FEditorClassUtils::GetDocumentationLinkBaseUrlFromExcerpt ( const [FString](API\Runtime\Core\Containers\FString) & DocLink, const [FString](API\Runtime\Core\Containers\FString) DocExcerpt ) }


description:
Creates a link widget to the documentation for a given class
Shared pointer to the constructed tooltip

code: namespace FEditorClassUtils { [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > FEditorClassUtils::GetDocumentationLinkWidget ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class ) }


description: Create a link widget to the documentation for a potentially dynamic link widget.

code: namespace FEditorClassUtils { [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > FEditorClassUtils::GetDynamicDocumentationLinkWidget ( const [TAttribute](API\Runtime\Core\Misc\TAttribute)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & ClassAttribute ) }


description: Fetches the set of interface class object paths from an asset data entry containing the appropriate asset tag(s).

code: namespace FEditorClassUtils { void FEditorClassUtils::GetImplementedInterfaceClassPathsFromAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutClassPaths ) }


description:
Creates an hyperlink to the source code or blueprint for a given class formatted however you need. Example "Edit {0}" (or a spacer if the link is unavailable for some reason)
Shared pointer to the constructed widget

code: namespace FEditorClassUtils { [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > FEditorClassUtils::GetSourceLinkFormatted ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > ObjectWeakPtr, const [FText](API\Runtime\Core\Internationalization\FText) & BlueprintFormat, const [FText](API\Runtime\Core\Internationalization\FText) & CodeFormat ) }


description:
Creates an hyperlink to the source code or blueprint for a given class (or a text block/spacer if the link is unavailable for some reason)
Shared pointer to the constructed widget

code: namespace FEditorClassUtils { [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > FEditorClassUtils::GetSourceLink ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, const [FSourceLinkParams](API\Editor\UnrealEd\FSourceLinkParams) & Params ) }


description:
Gets the tooltip to display for a given class
Shared reference to the constructed tooltip

code: namespace FEditorClassUtils { [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SToolTip](API\Runtime\Slate\Widgets\SToolTip) > FEditorClassUtils::GetTooltip ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class ) }


description:
Creates an hyperlink to the source code or blueprint for a given class (or a spacer if the link is unavailable for some reason)
Shared pointer to the constructed widget

code: namespace FEditorClassUtils { [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > FEditorClassUtils::GetSourceLink ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > ObjectWeakPtr ) }


description:
Gets the tooltip to display for a given class with specified text for the tooltip
Shared reference to the constructed tooltip

code: namespace FEditorClassUtils { [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SToolTip](API\Runtime\Slate\Widgets\SToolTip) > FEditorClassUtils::GetTooltip ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, const [TAttribute](API\Runtime\Core\Misc\TAttribute)< [FText](API\Runtime\Core\Internationalization\FText) > & OverrideText ) }


description:
Returns whether the specified asset is aUBlueprintorUBlueprintGeneratedClass(or any of their derived classes)
Whether the specified asset is aUBlueprintorUBlueprintGeneratedClass(or any of their derived classes)

code: namespace FEditorClassUtils { bool FEditorClassUtils::IsBlueprintAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, bool * bOutIsBPGC ) }


description:
Generally, users supply the project path/name as the second argument of the editor command-line, but in some cases (like for the -diff command), we can infer the project from elements elsewhere in the command-line... This function serves as a fallback for determining the launching project path, and does special processing based off of commands that are found in the command-line.
True if the command-line contained enough info to pull a .uproject file from.

code: static bool ParseGameProjectPath ( const TCHAR * EditorCmdLine, [FString](API\Runtime\Core\Containers\FString) & ProjPathOut, [FString](API\Runtime\Core\Containers\FString) & GameNameOut )


description: Parses commands from the supplied command-line and invokes any tools/ settings that we're specified.

code: static void ProcessEditorCommands ( const TCHAR * CommandLine )


className: FEditorCommandLineUtils

code: struct FEditorCommandLineUtils


description: Renders the grid, pivot, and base info.

code: virtual void Draw ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


description: Draw green lines to indicate what the selected actor(s) are based on.

code: void DrawBaseInfo ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


description: Renders the editor's pivot.

code: void DrawPivot ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


className: EAxisLines

description: Types of axis lines we can draw for orthographic views

code: struct EAxisLines


code: virtual ~FEditorCommonDrawHelper()


className: FEditorCommonDrawHelper

description: Implements some basic functionality used by all editor viewports.

code: class FEditorCommonDrawHelper

BaseBoxColor

type: FColor

bDrawBaseInfo

type: uint32: 1

DepthPriorityGroup

type: ESceneDepthPrio...

GridColorAxis

description: Color of the grid on the main axes lines

GridColorMajor

description: Color of the grid on major axes lines (every Nth grid step line)

GridColorMinor

description: Color of grid lines at each grid interval

GridWidget

type: FGridWidget...

NumCells

description: The number of cells to draw.


className: ActorPropertiesChange

description: Called when properties of an actor have changed


className: BeginPIE

description: Sent when a PIE session is beginning (but hasn't actually started yet)


className: BeginStandaloneLocalPlay

description: Sent when PC local play session is starting


className: CancelPIE

description: Sent when a PIE session is cancelled


className: ChangeEditorMode

description: Called when the editor mode is changed


className: DisplayLoadErrors

description: Called when load errors are about to be displayed


className: EditorModeExit

description: Called when an editor mode is being exited


className: EditorModeIDEnter

description: Called when an editor mode ID is being entered


className: EditorModeEnter

description: Called when an editor mode is being entered


className: EditorModeIDExit

description: Called when an editor mode ID is being exited


className: EndPIE

description: Sent when a PIE session is ending


className: FitTextureToSurface

description: Fits the currently assigned texture to the selected surfaces


className: FOnAddLevelToWorld

description: Delegate type for when a new level is added to the world

code: typedef TMulticastDelegate_OneParam< void, [ULevel](API\Runtime\Engine\Engine\ULevel) * > FOnAddLevelToWorld


className: FOnApplyObjectToActor

description: Delegate type for when attempting to apply an object to an actor

code: typedef TMulticastDelegate_TwoParams< void, [UObject](API\Runtime\CoreUObject\UObject\UObject) *, [AActor](API\Runtime\Engine\GameFramework\AActor) * > FOnApplyObjectToActor


className: FOnAssetDragStarted

description: Delegate type for when a user starts dragging something out of content browser (can be multiple assets)

code: typedef TMulticastDelegate_TwoParams< void, const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > &, class [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * > FOnAssetDragStarted


className: FOnAssetPostImport

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

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


className: FOnAssetPreImport

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

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


className: FOnAssetReimport

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

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


className: FOnAssetsCanDelete

description: Delegate type to determine if a user requests can delete certain assets.

code: typedef TMulticastDelegate_TwoParams< void, const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > &, [FCanDeleteAssetResult](API\Editor\UnrealEd\FCanDeleteAssetResult) & > FOnAssetsCanDelete


className: FOnAssetsAddExtraObjectsToDelete

description: Delegate type for when a user requests to delete certain assets... It allows the addition of secondary assets that should also be deleted

code: typedef TMulticastDelegate_OneParam< void, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & > FOnAssetsAddExtraObjectsToDelete


className: FOnAssetsDeleted

description: Delegate type for when one or more assets have been deleted

code: typedef TMulticastDelegate_OneParam< void, const [TArray](API\Runtime\Core\Containers\TArray)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & > FOnAssetsDeleted


className: FOnAssetsPreDelete

description: Delegate type for when a user requests to delete certain assets... DOES NOT mean the asset(s) will be deleted (the user could cancel)

code: typedef TMulticastDelegate_OneParam< void, const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & > FOnAssetsPreDelete


className: FOnDeleteActorsBegin

description: Delegate type for before delete actors is handled

code: typedef TMulticastDelegate_NoParams< void > FOnDeleteActorsBegin


className: FOnDeleteActorsEnd

description: Delegate type for after delete actors is handled

code: typedef TMulticastDelegate_NoParams< void > FOnDeleteActorsEnd


className: FOnDuplicateActorsBegin

description: Delegate type for before edit duplicate actors is handled

code: typedef TMulticastDelegate_NoParams< void > FOnDuplicateActorsBegin


className: FOnDollyPerspectiveCamera

description: Delegate type for dollying/zooming editor camera movement

code: typedef TMulticastDelegate_TwoParams< void, const FVector &, int32 > FOnDollyPerspectiveCamera


className: FOnEditCopyActorsBegin

description: Delegate type for before edit copy actors is handled

code: typedef TMulticastDelegate_NoParams< void > FOnEditCopyActorsBegin


className: FOnDuplicateActorsEnd

description: Delegate type for after edit duplicate actors is handled

code: typedef TMulticastDelegate_NoParams< void > FOnDuplicateActorsEnd


className: FOnEditCopyActorsEnd

description: Delegate type for after edit copy actors is handled

code: typedef TMulticastDelegate_NoParams< void > FOnEditCopyActorsEnd


className: FOnEditCutActorsBegin

description: Delegate type for before edit cut actors is handled

code: typedef TMulticastDelegate_NoParams< void > FOnEditCutActorsBegin


className: FOnEditCutActorsEnd

description: Delegate type for after edit cut actors is handled

code: typedef TMulticastDelegate_NoParams< void > FOnEditCutActorsEnd


className: FOnEditorBoot

description: Delegate for when the editor has booted

code: typedef TMulticastDelegate_OneParam< void, double Duration > FOnEditorBoot


className: FOnEditorModeIDTransitioned

description: Delegate used for entering or exiting an editor mode

code: typedef TMulticastDelegate_OneParam< void, const FEditorModeID & > FOnEditorModeIDTransitioned


className: FOnEditorCameraMoved

description: Delegate type for editor camera movement

code: typedef TMulticastDelegate_FourParams< void, const FVector &, const FRotator &, ELevelViewportType, int32 > FOnEditorCameraMoved


className: FOnEditorInitialized

description: Delegate for when the editor has fully initialized

code: typedef TMulticastDelegate_OneParam< void, double Duration > FOnEditorInitialized


className: FOnEditorModeTransitioned

code: typedef TMulticastDelegate_OneParam< void, [FEdMode](API\Editor\UnrealEd\FEdMode) * > FOnEditorModeTransitioned


className: FOnEditPasteActorsBegin

description: Delegate type for before edit paste actors is handled

code: typedef TMulticastDelegate_NoParams< void > FOnEditPasteActorsBegin


className: FOnEditPasteActorsEnd

description: Delegate type for after edit paste actors is handled

code: typedef TMulticastDelegate_NoParams< void > FOnEditPasteActorsEnd


className: FOnFinishPickingBlueprintClass

description: Delegate type for finishing up construction of a new blueprint

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


className: FOnFitTextureToSurface

description: Delegate type for when a texture is fit to surface

code: typedef TMulticastDelegate_OneParam< void, [UWorld](API\Runtime\Engine\Engine\UWorld) * > FOnFitTextureToSurface


className: FOnFocusViewportOnActors

description: Delegate type for triggering when focusing on a set of actors

code: typedef TMulticastDelegate_OneParam< void, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & > FOnFocusViewportOnActors


className: FOnGridSnappingChanged

description: Delegate type for triggering when grid snapping has changed

code: typedef TMulticastDelegate_TwoParams< void, bool, float > FOnGridSnappingChanged


className: FOnMapChanged

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

code: typedef TMulticastDelegate_OneParam< void, uint32 > FOnMapChanged


className: FOnMapLoad

description: Delegate type for triggering when a map starts loading

code: typedef TMulticastDelegate_TwoParams< void, const [FString](API\Runtime\Core\Containers\FString) &, [FCanLoadMap](API\Editor\UnrealEd\FCanLoadMap) & > FOnMapLoad


className: FOnMapOpened

description: Delegate type for triggering when a map is opened

code: typedef TMulticastDelegate_TwoParams< void, const [FString](API\Runtime\Core\Containers\FString) &, bool > FOnMapOpened


className: FOnModeChanged

description: Delegate type for editor mode change events ( Params: FEditorModeID NewMode )

code: typedef TMulticastDelegate_OneParam< void, FEditorModeID > FOnModeChanged


className: FOnNewActorsPlaced

description: Delegate type for triggering when new actors are placed on to the viewport. Triggers before NewActorsDropped if placement is caused by a drop action

code: typedef TMulticastDelegate_TwoParams< void, [UObject](API\Runtime\CoreUObject\UObject\UObject) *, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & > FOnNewActorsPlaced


className: FOnNewActorsDropped

description: Delegate type for triggering when new actors are dropped on to the viewport via drag and drop

code: typedef TMulticastDelegate_TwoParams< void, const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > &, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & > FOnNewActorsDropped


className: FOnNewAssetCreation

description: Delegate type for beginning or finishing configuration of the properties of a new asset

code: typedef TMulticastDelegate_OneParam< void, [UFactory](API\Editor\UnrealEd\Factories\UFactory) * > FOnNewAssetCreation


className: FOnOpenReferenceViewer

description: Delegate type to handle viewing/editing a set of asset identifiers (which are packages or ids) in the reference viewer

code: typedef TMulticastDelegate_TwoParams< void, const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetIdentifier](API\Runtime\CoreUObject\AssetRegistry\FAssetIdentifier) >, const [FReferenceViewerParams](API\Runtime\CoreUObject\AssetRegistry\FReferenceViewerParams) > FOnOpenReferenceViewer


className: FOnPIEEvent

description: Delegate for a PIE event (begin, end, pause/resume, etc) (Params: bool bIsSimulating)

code: typedef TMulticastDelegate_OneParam< void, const bool > FOnPIEEvent


className: FOnPackageDeleted

description: Delegate type for when a user requests to delete certain package

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


className: FOnPostSaveExternalActors

description: Delegate type for post save external actors event, called by editor save codepaths and auto saves ( UWorld* World )

code: typedef TMulticastDelegate_OneParam< void, class [UWorld](API\Runtime\Engine\Engine\UWorld) * > FOnPostSaveExternalActors