className: UDDCProjectSettings

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


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

module: UnrealEd

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


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

code: virtual void PostInitProperties()


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


className: UEditorExperimentalSettings

description: Implements Editor settings for experimental features.

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

bAllowLateJoinInPIE

type: bool

description: Enable late joining in PIE

bAllowPotentiallyUnsafePropertyEditing

description: Allows editing of potentially unsafe properties during PIE. Advanced use only - use with caution.

bAllowVulkanPreview

description: Allow Vulkan Preview

bBreakOnExceptions

description: Break on Exceptions allows you to trap Access Nones and other exceptional events in Blueprints.

bContextMenuChunkAssignments

description: Allows ChunkIDs to be assigned to assets to via the content browser context menu.

bDisableCookInEditor

description: Disable cook in the editor

bDrawMidpointArrowsInBlueprints

description: Should arrows indicating data/execution flow be drawn halfway along wires?

bEnableAsyncSkinnedAssetCompilation

description: Enable async skinned asset compilation to improve import and map load time performance when compilation is required

bEnableAsyncSoundWaveCompilation

description: Enable async sound compilation to improve import and map load time performance when compilation is required

bEnableAsyncStaticMeshCompilation

description: Enable async static mesh compilation to improve import and map load time performance when compilation is required

bEnableAsyncTextureCompilation

description: Enable async texture compilation to improve PIE and map load time performance when compilation is required

bEnableLongPathsSupport

description: Allows creation of assets with paths longer than 260 characters.

bEnableMultithreadedLightmapEncoding

description: Enable multithreaded lightmap encoding (decreases time taken to encode lightmaps)

bEnableMultithreadedShadowmapEncoding

description: Enable multithreaded shadow map encoding (decreases time taken to encode shadow maps)

bEnableTranslationPicker

description: Allows usage of the Translation Picker

bExampleLayersAndBlends

description: When creating new Material Layers and Material Layer Blends, set up example graphs.

bFacialAnimationImporter

description: Enable experimental bulk facial animation importer (found in Developer Tools menu, requires editor restart)

bHDREditor

description: Allows the editor to run on HDR monitors on Windows 10

bLevelInstance

description: Allows creatingALevelInstanceactors

bMobilePIEPreviewDeviceLaunch

description: Enable experimental PIE preview device launch

bPackedLevelActor

description: Allows creatingAPackedLevelActorblueprint actors

bProceduralFoliage

description: Allows usage of the procedural foliage system

bTextAssetFormatSupport

description: Enables in-editor support for text asset formats

bToolbarCustomization

description: Allows for customization of toolbars and menus throughout the editor

bUseOpenCLForConvexHullDecomp

description: Whether to use OpenCL to accelerate convex hull decomposition (uses GPU to decrease time taken to decompose meshes, currently only available on Mac OS X)

bVirtualizedAssetRehydration

description: Enables in-editor support for rehydrating virtualized assets

ConsoleForGamepadLabels

type: TEnumAsByte<EC...

description: Specify which console-specific nomenclature to use for gamepad label text

HDREditorNITLevel

type: float

description: The brightness of the slate UI on HDR monitors


className: FSettingChangedEvent

description: Returns an event delegate that is executed when a setting has changed.

code: class FSettingChangedEvent : public TBaseMulticastDelegate_OneParam< void, FName >


code: void SetAutomaticallyCheckoutOnAssetModificationOverride ( bool InValue )


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


className: UEditorLoadingSavingSettings

description: Implements the Level Editor's loading and saving settings.

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

AutoReimportDirectorySettings

type: TArray<FAutoRe...

description: Directories being monitored for Auto Reimport

AutoSaveInteractionDelayInSeconds

description: The minimum number of seconds to wait after the last user interactions (with the editor) before auto-save can trigger

AutoSaveMaxBackups

description: How many auto save files to keep around

AutoSaveMethod

type: EAutoSaveMethod

description: What method should be used when performing an autosave?

AutoSaveTimeMinutes

description: The time interval after which to auto save

AutoSaveWarningInSeconds

description: The number of seconds warning before an autosave

type: uint32: 1

description: Whether to automatically checkout on asset modification

bAutoSaveContent

description: Whether to automatically save content packages during an autosave

bAutoSaveEnable

description: Whether to automatically save after a time interval

bAutoSaveMaps

description: Whether to automatically save maps during an autosave

bDeleteSourceFilesWithAssets

description: Internal setting to control whether we should ask the user whether we should automatically delete source files when their assets are deleted

bDirtyMigratedBlueprints

description: Whether to mark blueprints dirty if they are automatically migrated during loads

bForceCompilationAtStartup

description: Force project compilation at startup

bMonitorContentDirectories

description: Automatically reimports textures when a change to source content is detected

bPromptForCheckoutOnAssetModification

description: Whether to automatically prompt for SCC checkout on asset modification

bSCCAutoAddNewFiles

description: Auto add files to source control

bSCCUseGlobalSettings

description: Use global source control login settings, rather than per-project.

LoadLevelAtStartup

type: TEnumAsByte<EL...

description: Whether to load a default example map at startup

RestoreOpenAssetTabsOnRestart

type: ERestoreOpenAss...

description: Whether to restore previously open assets at startup after a clean shutdown

TextDiffToolPath

type: FFilePath

description: Specifies the file path to the tool to be used for diffing text files


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


className: UEditorMiscSettings

description: Implements the miscellaneous Editor settings.

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


description: UObjectinterface


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


className: UEditorPerformanceProjectSettings

description: Configure per-project performance settings for the Editor

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


description: Called when a property on this object is changed


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


description: Auto detects and applies the scalability benchmark

code: void AutoApplyScalabilityBenchmark()


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

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


description: true if the scalability benchmark is valid


description: Load the engine scalability benchmark results. Performs a benchmark if not yet valid.

code: void LoadScalabilityBenchmark()


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


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


className: UEditorSettings

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

bEnableDDCNotifications

description: Whether to enable any DDC Notifications

description: Whether to enable the S3 derived data cache backend

description: When checked, the most recently loaded project will be auto-loaded at editor startup if no other project was specified on the command line

description: Whether to enable the DDC path notification

bNotifyUseUnrealCloudDDC

description: Whether to enable the Unreal Cloud DDC notification

CompletedSurveys

type: TArray<FGuid>

description: The id's of the surveys completed

CreatedProjectPaths

type: TArray<FString...

description: The paths of projects created with the new project wizard.

EngineBenchmarkResult

description: Engine scalability benchmark results

GlobalLocalDDCPath

type: FDirectoryPath

description: Derived Data Cache Settings

description: Adjusts the Local Cache location for AWS/S3 downloaded package bundles.

GlobalSharedDDCPath

description: Adjusts the Shared cache location.

InProgressSurveys

description: The id's of the surveys currently in-progress

LocalDerivedDataCache

description: Project specific overide for the Local Cache location.

RecentlyOpenedProjectFiles

type: TArray<FRecent...

description: ===================================================================== The following options are NOT exposed in the preferences Editor (usually because there is a different way to set them interactively!) Game project files that were recently opened in the editor

SharedDerivedDataCache

description: Project specific overide for the Shared Cache location.


className: UEditorProjectAppearanceSettings

description: Editor project appearance settings. Stored in default config, per-project

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

AngleUnits

type: EUnit

DistanceUnits

type: TArray< EUnit >

ReferenceViewerDefaultMaxSearchBreadth

description: The default maximum search breadth for the reference viewer when opened.

ShowSearchableNames

type: EReferenceViewe...

description: Should the Reference Viewer have 'Show Searchable Names' checked by default when opened in this project.


description: Returns an event delegate that is executed when a setting has changed.


description: A subdued version of the users selection color (for use with inactive selection)


code: bool OnExportBegin ( const [FString](API\Runtime\Core\Containers\FString) & ExportToPath )


code: bool OnImportBegin ( const [FString](API\Runtime\Core\Containers\FString) & ImportFromPath )


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


className: UEditorStyleSettings

description: Implements the Editor style settings.

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

AdditionalSelectionColors

description: Additional colors used for selections with extra meaning

AssetEditorOpenLocation

type: EAssetEditorOpe...

description: New asset editor tabs will open at the specified location.

bColorVisionDeficiencyCorrection

description: Shifts the color spectrum to the visible range based on the current ColorVisionDeficiencyPreviewType

description: If you're correcting the color deficiency, you can use this to visualize what the correction looks like with the deficiency.

bEnableColorizedEditorTabs

type: uint32:  1

description: Should editor tabs be colorized according to the asset type

bEnableHighDPIAwareness

description: Enables high dpi support in the editor which will adjust the scale of elements in the UI to account for high DPI monitors The editor must be restarted for changes to take effect.

bEnableUserEditorLayoutManagement

description: Whether to enable the Editor UI Layout configuration tools for the user.

bExpandConfigurationMenus

description: When enabled, the Editor Preferences and Project Settings menu items in the main menu will be expanded with sub-menus for each settings section.

bShowAllAdvancedDetails

description: When enabled, the Advanced Details will always auto expand.

bShowFriendlyNames

description: When enabled, the C++ names for properties and functions will be displayed in a format that is easier to read

bShowHiddenPropertiesWhilePlaying

description: When Playing or Simulating, shows all properties (even non-visible and non-editable properties), if the object belongs to a simulating world.

bShowLaunchMenus

description: When enabled, the Launch menu items will be shown.

bShowNativeComponentNames

description: When enabled, the underlying Names for Components inherited from C++ will be shown alongside theirUPropertyVariable name

bShowProjectMenus

description: When enabled, the project subsection of the File menu will be shown.

bUseGrid

description: If true the material editor and blueprint editor will show a grid on it's background.

bUseSmallToolBarIcons

description: Whether to use small toolbar icons without labels or not.

CenterColor

type: FLinearColor

description: The color used to represent the center lines in the grid

ColorVisionDeficiencyPreviewType

type: EColorVisionDef...

description: Applies a color vision deficiency filter to the entire editor

CurrentAppliedTheme

type: FGuid

EditorWindowBackgroundColor

description: The color used to tint the editor window backgrounds

GraphBackgroundBrush

type: FSlateBrush

description: Optional brush used for graph backgrounds

GridSnapSize

description: The custom grid snap size to use

RegularColor

description: The color used to represent regular grid lines

RuleColor

description: The color used to represent ruler lines in the grid

SelectionColor

description: The color used to represent selection


description: UObjectinterface

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


code: ULevelEditor2DSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Configure settings for the 2D Level Editor

code: class ULevelEditor2DSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)

type: bool

description: If enabled, shows the 2D combined translate and rotate tool in the viewport toolbar.

bEnableSnapLayers

description: If enabled, shows the 2D layer snapping controls in the viewport toolbar.

SnapAxis

description: Sets the world space axis for 2D snap layers.

SnapLayers

description: Snap layers that are displayed in the viewport toolbar.


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


className: ULevelEditorMiscSettings

description: Configure miscellaneous settings for the Level Editor.

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

bAllowBackgroundAudio

type: uint32: 1

description: If checked audio playing in the editor will continue to play even if the editor is in the background

bAutoApplyLightingEnable

description: If checked lighting will be automatically applied to the level after a static lighting build is complete.

bAutoMoveBSPPivotOffset

description: If true, the pivot offset for BSP will be automatically moved to stay centered on its vertices

bAvoidRelabelOnPasteSelected

description: If enabled, will avoid relabeling actors inUUnrealEdEngine::edactPasteSelected

bBSPAutoUpdate

description: If true, BSP will auto-update

bCheckReferencesOnDelete

description: If enabled, will force checking references during a delete.

bCreateNewAudioDeviceForPlayInEditor

description: If checked, will create a new audio engine instance for the play-in-editor window.

bEnableEditorSounds

description: Enables audio feedback for certain operations in Unreal Editor, such as entering and exiting Play mode

bEnableRealTimeAudio

description: If true audio will be enabled in the editor. Does not affect PIE

bNavigationAutoUpdate

description: If true, Navigation will auto-update

bReplaceRespectsScale

description: If enabled, replacing actors will respect the scale of the original actor.

DefaultLevelStreamingClass

type: TSubclassOf<UL...

description: The default level streaming class to use when adding new streaming levels

EditorScreenshotSaveDirectory

description: The save directory for newly created screenshots

EditorVolumeLevel

type: float

description: Global volume setting for the editor

MinimumBoundsForCheckingSize

type: FVector


description: Adds a section to the screen resolution menu.

code: static void AddScreenResolutionSection ( [UToolMenu](API\Developer\ToolMenus\UToolMenu) * InToolMenu, const [TArray](API\Runtime\Core\Containers\TArray)< [FPlayScreenResolution](API\Editor\UnrealEd\Settings\FPlayScreenResolution) > * Resolutions, const [FString](API\Runtime\Core\Containers\FString) SectionName )


code: [FMargin](API\Runtime\SlateCore\Layout\FMargin) CalculateCustomUnsafeZones ( [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & CustomSafeZoneStarts, [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & CustomSafeZoneDimensions, [FString](API\Runtime\Core\Containers\FString) & DeviceType, FVector2D PreviewSize )


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


code: [FMargin](API\Runtime\SlateCore\Layout\FMargin) FlipCustomUnsafeZones ( [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & CustomSafeZoneStarts, [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & CustomSafeZoneDimensions, [FString](API\Runtime\Core\Containers\FString) & DeviceType, FVector2D PreviewSize )


description: Deprecated* Read AdditionalServerLaunchParmeters for a non-zero length instead.


description: Deprecated* Read AdditionalServerLaunchParmeters directly instead.

code: bool GetAdditionalLaunchOptions ( [FString](API\Runtime\Core\Containers\FString) & OutAdditionalLaunchOptions ) const


code: bool GetAdditionalServerGameOptions ( [FString](API\Runtime\Core\Containers\FString) & OutAdditionalServerGameOptions ) const


description: Deprecated* This feature has been removed. Set PlayNetMode == EPlayNetMode::PIE_Standalone instead.


code: bool GetAutoConnectToServer ( bool & OutAutoConnectToServer ) const


code: bool GetClientWindowSize ( FIntPoint & OutClientWindowSize ) const


description: Deprecated* Read bLaunchSeparateServer directly instead.

code: bool GetPlayNetDedicated ( bool & OutPlayNetDedicated ) const


code: bool GetPlayNetMode ( EPlayNetMode & OutPlayNetMode ) const


code: bool GetPlayNumberOfClients ( int32 & OutPlayNumberOfClients ) const


code: bool GetRouteGamepadToSecondWindow ( bool & OutRouteGamepadToSecondWindow ) const


code: bool GetRunUnderOneProcess ( bool & OutRunUnderOneProcess ) const


code: bool GetServerMapNameOverride ( [FString](API\Runtime\Core\Containers\FString) & OutStandaloneServerMapName ) const


code: int GetPrimaryPIEClientIndex() const


code: bool GetServerPort ( uint16 & OutServerPort ) const


code: bool IsClientWindowSizeActive() const


description: Should network emulation settings be applied or not

code: bool IsNetworkEmulationEnabled() const


code: bool IsPlayNetDedicatedActive() const


code: bool IsPlayNetModeActive() const


code: bool IsRunUnderOneProcessActive() const


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

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


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

code: virtual void PostInitProperties()


description:
Creates a widget for the resolution picker.
The widget.

code: void RegisterCommonResolutionsMenu()


code: void RescaleForMobilePreview ( const class [UDeviceProfile](API\Runtime\Engine\DeviceProfiles\UDeviceProfile) * DeviceProfile, int32 & PreviewWidth, int32 & PreviewHeight, float & ScaleFactor )


code: void SetClientWindowSize ( const FIntPoint InClientWindowSize )


code: PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid SetPlayNetDedicated ( const bool InPlayNetDedicated )


code: void SetPlayNumberOfClients ( const int32 InPlayNumberOfClients )


description: Accessors for fetching the values of multiplayer options, and returning whether the option is valid at this time.

code: void SetPlayNetMode ( const EPlayNetMode InPlayNetMode )


code: void SetRunUnderOneProcess ( const bool InRunUnderOneProcess )


code: void SetServerPort ( const uint16 InServerPort )


description: Recalculates and broadcasts safe zone size changes based on device to emulate and r.DebugSafeZone.TitleRatio values.

code: void UpdateCustomSafeZones()


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


className: ULevelEditorPlaySettings

description: Implements the Editor's play settings.

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

AdditionalLaunchParameters

type: FString

description: Extra parameters to be include as part of the command line for the standalone game.

AdditionalServerLaunchParameters

description: Additional options that will be passed to the server as arguments, for example -debug.

AutoRecompileBlueprints

description: Whether to automatically recompile blueprints on PIE

bAutoCompileBlueprintsOnLaunch

description: Whether to automatically recompile dirty Blueprints before launching

bEmulateStereo

description: Whether we should emulate stereo (helps checking VR rendering issues).

bLaunchSeparateServer

description: This is a rarely used option that will launch a separate server (possibly hidden in-process depending on RunUnderOneProcess) even if the net mode does not require a server (such as Standalone).

bOnlyLoadVisibleLevelsInPIE

description: True if Play In Editor should only load currently-visible levels in PIE.

bPromoteOutputLogWarningsDuringPIE

description: Should warnings and errors in the Output Log during "Play in Editor" be promoted to the message log?

bShouldMinimizeEditorOnNonVRPIE

description: Should we minimize the editor when non-VR PIE is clicked (default = false)

BuildGameBeforeLaunch

type: TEnumAsByte< EP...

description: Whether to build the game before launching on device.

bUseNonRealtimeAudioDevice

description: Whether to use a non-realtime audio device during PIE

CenterNewWindow

description: Whether the new window should be centered on the screen.

ClientFixedFPS

type: TArray< int32 >

CustomUnsafeZoneDimensions

type: TArray< FVector...

DisableStandaloneSound

description: Whether sound should be disabled when playing standalone games.

EnableGameSound

description: Whether to play sounds during PIE

EnablePIEEnterAndExitSounds

description: Whether to play a sound when entering and exiting PIE

GameGetsMouseControl

description: Should Play-in-Editor automatically give mouse control to the game on PIE start (default = false).

LaptopScreenResolutions

type: TArray<FPlaySc...

description: Collection of common screen resolutions on mobile phones.

LastExecutedLaunchDevice

description: The name of the last platform that the user ran a play session on.

LastExecutedLaunchModeType

type: TEnumAsByte< EL...

description: The last type of play-on session the user ran.

LastExecutedLaunchName

description: The name of the last device that the user ran a play session on.

LastExecutedPlayModeLocation

description: The last type of play location the user ran.

LastExecutedPlayModeType

description: The last type of play session the user ran.

LastSize

type: FIntPoint

description: The last known screen size for the first instance window (in pixels).

LaunchConfiguration

description: Which build configuration to use when launching on device.

MonitorScreenResolutions

description: Collection of common screen resolutions on desktop monitors.

MouseControlLabelPosition

description: Location on screen to anchor the mouse control label when in PIE mode.

MultipleInstancePositions

type: TArray< FIntPoi...

description: The last known screen positions of multiple instance windows (in pixels).

NetworkEmulationSettings

type: FLevelEditorPla...

description: Customizable settings allowing to emulate latency and packetloss for game network transmissions

NewWindowHeight

description: The height of the new view port window in pixels (0 = use the desktop's screen resolution).

NewWindowPosition

description: The position of the new view port window on the screen in pixels.

NewWindowWidth

description: The width of the new view port window in pixels (0 = use the desktop's screen resolution).

PackFilesForLaunch

type: EPlayOnPakFileM...

description: Whether to content should be stored in pak files when launching on device. */.

PIEAlwaysOnTop

description: Whether to always have the PIE window on top of the parent windows.

PIESafeZoneOverride

type: FMargin

PlayFromHerePlayerStartClassName

description: The PlayerStart class used when spawning the player at the current camera location.

PlayInEditorSoundQualityLevel

description: Which quality level to use when playing in editor

ShouldMinimizeEditorOnVRPIE

description: Should we minimize the editor when VR PIE is clicked (default = true)

ShowMouseControlLabel

description: Whether to show a label for mouse control gestures in the PIE view.

SoloAudioInFirstPIEClient

description: Whether to automatically solo audio in first PIE client.

TabletScreenResolutions

description: Collection of common screen resolutions on tablet devices.

TelevisionScreenResolutions

description: Collection of common screen resolutions on television screens.

UseMouseForTouch

description: While using the game viewport, it sends mouse movement and clicks as touch events, instead of as mouse events.

ViewportGetsHMDControl

description: Should Play-in-Viewport respect HMD orientations (default = false)


description: UObjectinterface


className: ULevelEditorProjectSettings

description: Configure per-project settings for the Level Editor

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


description: Returns an event delegate that is executed when a setting has changed.

code: class FSettingChangedEvent : public TBaseMulticastDelegate_OneParam< void, FName >


description: The instance settings for the given viewport; null if no settings were found for this viewport

code: const [FLevelEditorViewportInstanceSettings](API\Editor\UnrealEd\Settings\FLevelEditorViewportInstanceSett-) * GetViewportInstanceSettings ( const [FString](API\Runtime\Core\Containers\FString) & InConfigName ) const


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


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


description:
Checks whether percentage based scaling should be used for view ports.
true if percentage based scaling is enabled, false otherwise.

code: bool UsePercentageBasedScaling() const


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


className: ULevelEditorViewportSettings

description: Implements the Level Editor's view port settings.

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

ActiveSnapLayerIndex

description: The index of the snap plane to use when 2D Layer Snapping is enabled, from the array of Snap Layers set for the project.

ActorSnapDistance

description: Global actor snap distance setting for the editor

ActorSnapScale

description: Global actor snap scale for the editor

AspectRatioAxisConstraint

type: TEnumAsByte< en...

description: How to constrain perspective view port FOV

BackgroundDropDistance

description: Distance from the camera to place actors which are dropped on nothing in the view port.

bAllowArcballRotate

type: uint32:  1

description: Allow arcball rotation with rotate widget

bAllowScreenRotate

description: Allow screen rotation with rotate widget

bAllowTranslateRotateZWidget

description: Allow translate/rotate widget

bCenterZoomAroundCursor

description: If checked, in orthographic view ports zooming will center on the mouse position.

bClickBSPSelectsBrush

description: If true, Clicking a BSP selects the brush and ctrl+shift+click selects the surface.

bEnableActorSnap

description: If true actor snap will be enabled in the editor

bEnableLayerSnap

description: If enabled, new Actors that you drag into the viewport snap to the active 2D layer.

bEnableViewportCameraToUpdateFromPIV

description: Enables the editor perspective camera to be dropped at the last PlayInViewport cam position

bEnableViewportHoverFeedback

description: Enables real-time hover feedback when mousing over objects in editor view ports

bHighlightWithBrackets

description: If enabled, selected objects will be highlighted with brackets in all modes rather than a special highlight color.

bInvertMiddleMousePan

description: Whether or not to invert the direction of middle mouse panning in viewports

bInvertMouseLookYAxis

description: Whether or not to invert mouse on the y axis in free look mode

bInvertOrbitYAxis

description: Whether or not to invert mouse on y axis in orbit mode

bInvertRightMouseDollyYAxis

description: Whether or not to invert the direction of right mouse dolly on the Y axis in orbit mode

bLevelEditorJoystickControls

description: Enables joystick-based camera movement in 3D level editing viewports

bLevelStreamingVolumePrevis

description: If enabled, the viewport will stream in levels automatically when the camera is moved.

bOrbitCameraAroundSelection

description: If enabled, the camera will orbit around the current selection in the viewport

bPanMovesCanvas

description: If true, moves the canvas and shows the mouse. If false, uses original camera movement.

bPreviewSelectedCameras

description: When enabled, selecting a camera actor will display a live 'picture in picture' preview from the camera's perspective within the current editor view port.

bSaveEngineStats

description: When enabled, engine stats that are enabled in level viewports are preserved between editor sessions

bShowActorEditorContext

description: If true, viewport will show actor editor context (current level, current data layer(s), current folder)

BSPSelectionHighlightIntensity

description: Sets the intensity of the overlay displayed when an object is selected

bStrictBoxSelection

description: True if viewport box selection requires objects to be fully encompassed by the selection box to be selected

bTransparentBoxSelection

description: True if viewport box selection also selects occluded objects, false if only objects with visible pixels are selected

bUseAbsoluteTranslation

description: Whether to use mouse position as direct widget position.

bUseDistanceScaledCameraSpeed

description: If enabled, scale the perspective camera speed based on the distance between the camera and its look-at position

bUseLegacyCameraMovementNotifications

description: Camera movement notification toggle to switch back to the behavior that caused camera notifications to be sent during gizmo movement.

bUseLinkedOrthographicViewports

description: If checked all orthographic view ports are linked to the same position and move together.

description: If enabled will use power of 2 grid settings (e.g, 1,2,4,8,16,...,1024) instead of decimal grid sizes

bUseSelectionOutline

description: Whether to show selection outlines for selected Actors

description: When checked, orbit the camera by using the L or U keys when unchecked, Alt and Left Mouse Drag will orbit around the look at point

CameraPreviewSize

description: Affects the size of 'picture in picture' previews if they are enabled

CameraSpeed

description: How fast the perspective camera moves when flying through the world.

CameraSpeedScalar

description: Scalar applied to perspective camera movement to increase movement range.

CommonRotGridSizes

type: TArray< float >

description: User defined grid intervals for rotations

CurrentRotGridMode

type: TEnumAsByte< ER...

description: Controls which array of rotation grid values we are using

DecimalGridIntervals

description: The number of lines between each major line interval for decimal grids

DecimalGridSizes

description: Decimal grid sizes (for translation snapping and grid rendering)

description: Preset grid intervals for rotations

EditorViews

type: TMap<TSoftObje...

description: Store the last camera settings for all the viewport of each world loaded in the editor.

description: Enable the use of the experimental navigation in the flight camera controls.

FlightCameraControlType

type: TEnumAsByte< EW...

description: Enable the use of flight camera controls under various circumstances.

FoliageEditorControlType

type: ELandscapeFolia...

description: Choose the control scheme for foliage tools

GridEnabled

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

LandscapeEditorControlType

description: Choose the control scheme for landscape tools (ignored for pen input)

MaterialForDroppedTextures

type: TSoftObjectPtr<...

description: When dropping a texture in the viewport, create an instance of this material instead of creating a new material.

MaterialParamsForDroppedTextures

type: TMap< EMaterial...

description: When dropping a texture in the viewport, determines which material parameter to assign for each found texture type.

MeasuringToolUnits

type: TEnumAsByte< EM...

description: Specify the units used by the measuring tool

MinimumOrthographicZoom

description: The closest possible distance allowed when viewing through an orthographic camera

MouseScrollCameraSpeed

description: How fast the perspective camera moves through the world when using mouse scroll.

MouseSensitivty

description: The sensitivity of mouse movement when rotating the camera.

description: The number of lines between each major line interval for pow2 grids

description: Power of 2 grid sizes (for translation snapping and grid rendering)

PreviewMeshes

type: TArray<FSoftOb...

description: A list of meshes that can be used as preview mesh in the editor view port by holding down the backslash key

RotGridEnabled

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

ScalingGridSizes

description: Grid sizes for scaling

type: EScrollGestureD...

description: Direction of the scroll gesture for 3D viewports

ScrollGestureDirectionForOrthoViewports

description: Direction of the scroll gesture for orthographic viewports

SelectedSplinePointSizeAdjustment

description: The size adjustment to apply to selected spline points (in screen space units).

SnapScaleEnabled

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

SnapToSurface

type: FSnapToSurfaceS...

description: If enabled, actors will snap to surfaces in the viewport when dragged around

SplineLineThicknessAdjustment

description: The size adjustment to apply to spline line thickness which increases the spline's hit tolerance.

SplineTangentHandleSizeAdjustment

description: The size adjustment to apply to spline tangent handle (in screen space units).

SplineTangentScale

description: The scale to apply to spline tangent lengths

TransformWidgetSizeAdjustment

description: The size adjustment to apply to the translate/rotate/scale widgets (in Unreal units).


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


className: USkeletalMeshEditorSettings

description: Implements the settings for the skeletal mesh editor.

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

AnimPreviewDirectionalColor

type: FColor

AnimPreviewLightBrightness

type: float

AnimPreviewLightingDirection

type: FRotator


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


description: Set the instance settings for the given viewport

code: void SetViewportInstanceSettings ( const [FString](API\Runtime\Core\Containers\FString) & InConfigName, const [FLevelEditorViewportInstanceSettings](API\Editor\UnrealEd\Settings\FLevelEditorViewportInstanceSett-) & InConfigSettings )


className: SettingChangedEvent

description: Holds an event delegate that is executed when a setting has changed.


className: UStructViewerSettings

description: Implements the Struct Viewer's loading and saving settings.

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

DeveloperFolderType

type: EStructViewerDe...

description: The developer folder view modes used in SStructViewer

DisplayInternalStructs

type: bool

description: Whether to display internal use structs.


code: void Construct ( const [FArguments](API\Editor\UnrealEd\SExpanderArrow\FArguments) & InArgs, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > DetailsRow )


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


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

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


className: SExpanderArrow

description: see SDebugLineItem::GenerateWidgetForColumn (SKismetDebuggingView.cpp) for use example

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


description: Show notification on graph

code: virtual void AddNotification ( [FNotificationInfo](API\Runtime\Slate\Widgets\Notifications\FNotificationInfo) & Info, bool bSuccess )


className: AllInstances

description: Active GraphEditor wrappers; we will notify these about the module being unloaded so they can handle it gracefully.

code: static [TArray](API\Runtime\Core\Containers\TArray)< [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SGraphEditor](API\Editor\UnrealEd\SGraphEditor) > > AllInstances;


code: virtual bool CanCollapseNodes() const


code: virtual bool CanExpandNodes() const


description: Capture keyboard

code: virtual void CaptureKeyboard()


description: Clear the selection

code: virtual void ClearSelectionSet()


description: Loads the GraphEditorModule and constructs a GraphEditor as a child of this widget.

code: void Construct ( const [FArguments](API\Editor\UnrealEd\SGraphEditor\FArguments) & InArgs )


className: EPinVisibility

description: Pin visibility modes

code: enum EPinVisibility { Pin_Show, Pin_HideNoConnection, Pin_HideNoConnectionNoDefault, }


className: FActionMenuClosed

code: typedef TBaseDelegate_NoParams< void > FActionMenuClosed


code: WidgetArgsType & AdditionalCommands &40; TSharedPtr< FUICommandList > InArg &41;


code: WidgetArgsType & Appearance &40; const TAttribute< FGraphAppearanceInfo > & InAttribute &41;


code: WidgetArgsType & AssetEditorToolkit &40; TWeakPtr< FAssetEditorToolkit > InArg &41;


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


code: WidgetArgsType & DiffResults &40; TSharedPtr< TArray< FDiffSingleResult >> InArg &41;


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


code: WidgetArgsType & FocusedDiffResult &40; const TAttribute< int32 > & InAttribute &41;


code: WidgetArgsType & GraphEvents &40; FGraphEditorEvents InArg &41;


description: Deprecated* GraphToDiff is no longer supported. Use DiffResults instead

code: PRAGMA_DISABLE_DEPRECATION_WARNINGSWidgetArgsType & GraphToDiff &40; UEdGraph &42; InArg &41;


code: WidgetArgsType & GraphToEdit &40; UEdGraph &42; InArg &41;


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


code: WidgetArgsType & OnGraphModuleReloaded &40; const FEdGraphEvent & InDelegate &41;


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


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


description: Show overlay elements for the graph state such as the PIE and read-only borders and text

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


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


code: WidgetArgsType & TitleBar &40; TSharedPtr< SWidget > InArg &41;


code: typedef FArguments WidgetArgsType


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


className: FGraphEditorEvents

description: Info about events occurring in/on the graph

code: struct FGraphEditorEvents

OnCreateActionMenu

type: FOnCreateAction...

description: Called to create context menu for right clicking in empty area

OnCreateNodeOrPinMenu

type: FOnCreateNodeOr...

description: Called to create context menu for right clicking a node or pin, same parameters as GetContextMenuActions on schema

OnDisallowedPinConnection

type: FOnDisallowedPi...

description: Called when the user generates a warning tooltip because a connection was invalid

OnDoubleClicked

type: FOnDoubleClicke...

description: Called when the graph itself is double clicked

OnDropActor

type: FOnDropActor

description: Called when an actor is dropped on graph

OnDropStreamingLevel

type: FOnDropStreamin...

description: Called when a streaming level is dropped on graph

OnFocused

type: FOnFocused

description: Called when focus moves to graph

OnMouseButtonDown

type: FOnMouseButtonD...

description: Called when the graph is clicked

OnNodeDoubleClicked

type: FSingleNodeEven...

description: Called when a node is double clicked

OnNodeSingleClicked

type: FOnNodeSingleCl...

description: Called when a node is single-clicked without drag

OnNodeSpawnedByKeymap

type: FOnNodeSpawnedB...

description: Called when a keymap spawns a node

OnSelectionChanged

type: FOnSelectionCha...

description: Called when selection changes

OnSpawnNodeByShortcut

type: FOnSpawnNodeByS...

description: Called to spawn a node in the graph using a shortcut

OnTextCommitted

type: FOnNodeTextComm...

description: Called when text is committed on the graph

OnVerifyTextCommit

type: FOnNodeVerifyTe...

description: Called when text is being committed on the graph to verify


description: Returns the first graph editor that is viewing the specified graph.

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SGraphEditor](API\Editor\UnrealEd\SGraphEditor) > FindGraphEditorForGraph ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph )


className: FOnCreateActionMenu

code: typedef TBaseDelegate_FiveParams< [FActionMenuContent](API\Editor\UnrealEd\FActionMenuContent), [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) *, const FVector2D &, const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > &, bool, [FActionMenuClosed](API\Editor\UnrealEd\SGraphEditor\FActionMenuClosed) > FOnCreateActionMenu


code: void FocusCommentNodes ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & CommentNodes, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & RelatedNodes )


className: FOnCreateNodeOrPinMenu

code: typedef TBaseDelegate_FiveParams< [FActionMenuContent](API\Editor\UnrealEd\FActionMenuContent), [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) *, const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) *, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) *, [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) *, bool > FOnCreateNodeOrPinMenu


className: FOnDisallowedPinConnection

code: typedef TBaseDelegate_TwoParams< void, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) *, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > FOnDisallowedPinConnection


className: FOnDoubleClicked

code: typedef TBaseDelegate_NoParams< void > FOnDoubleClicked


className: FOnDropActor

code: typedef TBaseDelegate_ThreeParams< void, const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< class [AActor](API\Runtime\Engine\GameFramework\AActor) > > &, class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) *, const FVector2D & > FOnDropActor


className: FOnFocused

code: typedef TBaseDelegate_OneParam< void, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SGraphEditor](API\Editor\UnrealEd\SGraphEditor) > & > FOnFocused


className: FOnDropStreamingLevel

code: typedef TBaseDelegate_ThreeParams< void, const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< class [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) > > &, class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) *, const FVector2D & > FOnDropStreamingLevel


className: FOnMouseButtonDown

code: typedef TBaseDelegate_TwoParams< [FReply](API\Runtime\SlateCore\Input\FReply), const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) &, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & > FOnMouseButtonDown


className: FOnNodeSingleClicked

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


className: FOnNodeSpawnedByKeymap

code: typedef TBaseDelegate_NoParams< void > FOnNodeSpawnedByKeymap


className: FOnSelectionChanged

code: typedef TBaseDelegate_OneParam< void, const FGraphPanelSelectionSet & > FOnSelectionChanged


className: FOnSpawnNodeByShortcut

code: typedef TBaseDelegate_TwoParams< [FReply](API\Runtime\SlateCore\Input\FReply), [FInputChord](API\Runtime\Slate\Framework\Commands\FInputChord), const FVector2D & > FOnSpawnNodeByShortcut


description: Get Bounds for the specified node, returns false on failure

code: virtual bool GetBoundsForNode ( const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InNode, class [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & Rect, float Padding ) const


description: Get Bounds for selected nodes, false if nothing selected

code: virtual bool GetBoundsForSelectedNodes ( class [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & Rect, float Padding )


description: The current graph being edited

code: [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetCurrentGraph() const


code: virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * GetGraphNodeForMenu()


description: Returns the graph panel used for this graph editor

code: virtual [SGraphPanel](API\Editor\GraphEditor\SGraphPanel) * GetGraphPanel() const


code: virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetGraphPinForMenu()


code: virtual int32 GetNumberOfSelectedNodes() const


code: virtual FVector2D GetPasteLocation() const


description: a reference to the list of selected graph nodes

code: virtual const FGraphPanelSelectionSet & GetSelectedNodes() const


description: Returns the currently selected node if there is a single node selected (if there are multiple nodes selected or none selected, it will return nullptr)

code: virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * GetSingleSelectedNode() const


description: Get the title bar if there is one

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


description: Gets the current graph view bookmark

code: virtual void GetViewBookmark ( [FGuid](API\Runtime\Core\Misc\FGuid) & OutBookmarkId )


description: Gets the view location of the graph

code: virtual void GetViewLocation ( FVector2D & OutLocation, float & OutZoomAmount )


description: Check if node title is visible with optional flag to ensure it is

code: virtual bool IsNodeTitleVisible ( const class [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node, bool bRequestRename )


description: Bring the specified node into view

code: virtual void JumpToNode ( const class [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * JumpToMe, bool bRequestRename, bool bSelectNode )


description: Bring the specified pin into view

code: virtual void JumpToPin ( const class [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * JumpToMe )


description: Lock two graph editors together

code: virtual void LockToGraphEditor ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SGraphEditor](API\Editor\UnrealEd\SGraphEditor) > Other )


description: Invoked when the Graph being edited changes in some way.

code: virtual void NotifyGraphChanged()


code: void NotifyPostPropertyChange ( const [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangeEvent, const [FString](API\Runtime\Core\Containers\FString) & PropertyName )


code: void NotifyPrePropertyChange ( const [FString](API\Runtime\Core\Containers\FString) & PropertyName )


code: virtual void OnDistributeNodesH()


code: virtual void OnDistributeNodesV()


description: Invoked when the underlying Graph is being changed.

code: virtual void OnGraphChanged ( const struct [FEdGraphEditAction](API\Runtime\Engine\FEdGraphEditAction) & InAction )


description: Invoked to let this widget know that the GraphEditor module has been reloaded.

code: void OnModuleReloaded()


description: Invoked to let this widget know that the GraphEditor module is being unloaded.

code: void OnModuleUnloading()


code: virtual void OnStraightenConnections()


code: virtual void RefreshNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) & Node )


description: Register an active timer on the graph editor.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< FActiveTimerHandle > RegisterActiveTimer ( float TickPeriod, FWidgetActiveTimerDelegate TickFunction )


description: Common methods for MaterialEditor and BlueprintEditor's focusing related nodes feature

code: void ResetAllNodesUnrelatedStates()


description: Select all nodes

code: virtual void SelectAllNodes()


description: Sets the current node, pin and connection factory.

code: virtual void SetNodeFactory ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FGraphNodeFactory](API\Editor\GraphEditor\FGraphNodeFactory) > & NewNodeFactory )


description: Set the selection status of a node

code: virtual void SetNodeSelection ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node, bool bSelect )


description: Set the pin visibility mode

code: virtual void SetPinVisibility ( [EPinVisibility](API\Editor\UnrealEd\SGraphEditor\EPinVisibility) InVisibility )


description: Set new viewer location and optionally set the current bookmark

code: virtual void SetViewLocation ( const FVector2D & Location, float ZoomAmount, const [FGuid](API\Runtime\Core\Misc\FGuid) & BookmarkId )


code: virtual void StraightenConnections()


code: virtual void StraightenConnections ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * SourcePin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinToAlign ) const


description: Unlock two graph editors from each other

code: virtual void UnlockFromGraphEditor ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SGraphEditor](API\Editor\UnrealEd\SGraphEditor) > Other )


description: Zooms out to fit either all nodes or only the selected ones.

code: virtual void ZoomToFit ( bool bOnlySelection )


className: SGraphEditor

description: Interface and wrapper for GraphEditor widgets. Gracefully handles the GraphEditorModule being unloaded.

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

AssetEditorToolkit

type: TWeakPtr<FAsse...

EdGraphObj

type: UEdGraph*

description: The Graph we are currently editing


code: void Construct ( const [FArguments](API\Editor\UnrealEd\SIndent\FArguments) & InArgs, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > DetailsRow )


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: SIndent

description: see SDebugLineItem::GenerateWidgetForColumn (SKismetDebuggingView.cpp) for use example

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


className: FArguments

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


code: void Construct ( const [FArguments](API\Editor\UnrealEd\SKeySelector\FArguments) & InArgs )


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


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


code: WidgetArgsType & CurrentKey &40; const TAttribute< TOptional< FKey > > & InAttribute &41;


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


code: WidgetArgsType & OnKeyChanged &40; const FOnKeyChanged & InDelegate &41;


code: WidgetArgsType & TreeViewHeight &40; const TAttribute< FOptionalSize > & InAttribute &41;


code: WidgetArgsType & TreeViewWidth &40; const TAttribute< FOptionalSize > & InAttribute &41;


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


description: Treeview support functions

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > GenerateKeyTreeRow ( FKeyTreeItem InItem, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & OwnerTree )


description: Helper to generate the filtered list of keys, based on the search string matching

code: bool GetChildrenMatchingSearch ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & SearchTokens, const [TArray](API\Runtime\Core\Containers\TArray)< FKeyTreeItem > & UnfilteredList, [TArray](API\Runtime\Core\Containers\TArray)< FKeyTreeItem > & OutFilteredList )


description: Gets tooltip on the KeySelector when it is disabled


description: Determine the best icon to represent the given key.

code: const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetIconFromKey ( [FKey](API\Runtime\InputCore\FKey) Key ) const


description: Gets a succinct description for the key being manipulated


code: void GetKeyChildren ( FKeyTreeItem InItem, [TArray](API\Runtime\Core\Containers\TArray)< FKeyTreeItem > & OutChildren )


description: Gets a description tooltip for the key being manipulated


description: Toggles the icon's color when in listen mode


description: Gets the icon for the key being manipulated

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


description: Gets the Menu Content, setting it up if necessary

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


description: Gets a tooltip for the selected key


code: void GetSearchTokens ( const [FString](API\Runtime\Core\Containers\FString) & SearchString, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutTokens ) const


description: Gets bEnabledFromKeyStructCustomization bool


description: Start listening for the next key press


description:
Called when an analog value changes on a button that supports analog
Returns whether the event was handled, along with other possible actions

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnAnalogValueChanged ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FAnalogInputEvent](API\Runtime\SlateCore\Input\FAnalogInputEvent) & InAnalogInputEvent )


description: Key searching support

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


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


description: Input listeners

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


code: void OnKeySelectionChanged ( FKeyTreeItem Selection, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) SelectInfo )


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

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


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

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


description:
Called when the mouse wheel is spun. This event is bubbled.
Returns whether the event was handled, along with other possible actions

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


description: Assigns the heard input as the current key

code: [FReply](API\Runtime\SlateCore\Input\FReply) ProcessHeardInput ( [FKey](API\Runtime\InputCore\FKey) KeyHeard )


description: Sets tooltip on the KeySelector when it is disabled

code: void SetDisabledKeySelectorToolTip ( const [FText](API\Runtime\Core\Internationalization\FText) & InToolTip )


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

code: virtual bool SupportsKeyboardFocus() const


description: Sets bool to produce tooltip notifying this key selector it was disabled from KeyStructCustomization

code: void SetEnabledFromKeyStructCustomization ( bool bIsEnabled )


className: SKeySelector

description: Widget for selecting an input key

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

bEnabledFromKeyStructCustomization

type: bool

CategoryFont

type: FSlateFontInfo

description: Font used for category tree entries

CurrentKey

type: TAttribute<TOp...

description: The key attribute that we're modifying with this widget, or an empty optional if the key contains multiple values

DisabledSelectorToolTip

type: FText

description: Tooltip to display on the selector when the selector is disabled

FilteredKeyTreeRoot

type: TArray< FKeyTre...

description: Array containing a filtered list, according to the text in the searchbox

FilterTextBox

type: TSharedPtr<SSe...

KeyComboButton

type: TSharedPtr<SCo...

description: Combo Button that shows current key and icon

KeyFont

description: Font used for key tree entries

KeyTreeRoot

description: Array containing the unfiltered list of all values this key could possibly have

KeyTreeView

type: TSharedPtr< SKe...

MenuContent

type: TSharedPtr<SWi...

description: Reference to the menu content that's displayed when the key button is clicked on

OnKeyChanged

type: FOnKeyChanged

description: Delegate that is called every time the key changes.

TreeViewHeight

type: TAttribute<FOp...

description: Desired height of the tree view widget

TreeViewWidth

description: Desired width of the tree view widget


code: typedef FArguments WidgetArgsType


code: void Construct ( const [FArguments](API\Editor\UnrealEd\SListViewSelectorDropdownMenu\FArguments) & InArgs, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SSearchBox](API\Runtime\Slate\Widgets\Input\SSearchBox) > InDefaultFocusWidget, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SListView](API\Editor\UnrealEd\Editor\SListView)< ListType > > InTargetListView )


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


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


description: Deprecated* Use CloseWindow that takes in an EAssetEditorCloseReason instead

code: virtual bool CloseWindow()


className: SListViewSelectorDropdownMenu

description: This is a container widget to help refocus to a listview widget from a searchbox or other text box widgets that are used in conjunction. Will refocus when the up or down arrows are pressed, and will commit a selection when enter is pressed regardless of where focus is.

code: template<typename ListType> class SListViewSelectorDropdownMenu : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


code: virtual bool CloseWindow ( EAssetEditorCloseReason InCloseReason )


code: void Construct ( const [FArguments](API\Editor\UnrealEd\SMiniCurveEditor\FArguments) & InArgs )


code: WidgetArgsType & CurveOwner &40; FCurveOwnerInterface &42; InArg &41;


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


code: WidgetArgsType & ParentWindow &40; TWeakPtr< SWindow > InArg &41;


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


code: virtual void FocusWindow ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToFocusOn )


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > GetAssociatedTabManager()


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


code: virtual double GetLastActivationTime()


code: virtual void InvokeTab ( const struct [FTabId](API\Runtime\Slate\Framework\Docking\FTabId) & TabId )


code: virtual bool IsPrimaryEditor() const


code: virtual void RemoveEditingAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )


className: SMiniCurveEditor

code: class SMiniCurveEditor : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget), public [IAssetEditorInstance](API\Editor\UnrealEd\Subsystems\IAssetEditorInstance)

WidgetWindow

type: TWeakPtr<SWind...


code: void Construct ( const [FArguments](API\Editor\UnrealEd\SReplaceMissingSkeletonDialog\FArguments) & InArgs )


code: WidgetArgsType & AnimAssets &40; TArray< TWeakObjectPtr< UObject >> InArg &41;


code: typedef FArguments WidgetArgsType


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


code: [FReply](API\Runtime\SlateCore\Input\FReply) OnButtonClick ( [EAppReturnType::Type](API\Runtime\Core\GenericPlatform\EAppReturnType__Type) ButtonID )


code: void OnSkeletonSelected ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & Replacement )


className: SReplaceMissingSkeletonDialog

code: class SReplaceMissingSkeletonDialog : public [SWindow](API\Runtime\SlateCore\Widgets\SWindow)

AssetsToReplaceSkeletonOn

type: TArray<TWeakOb...

SelectedAsset

type: FAssetData


description: Widget construction.

code: void Construct ( const [FArguments](API\Editor\UnrealEd\SScalabilitySettings\FArguments) & InArgs )


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


className: SScalabilitySettings

description: Scalability settings configuration widget

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


code: void Construct ( const [FArguments](API\Editor\UnrealEd\SSelectFolderDlg\FArguments) & InArgs )


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


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


description: Gets the resulting asset path


description: Displays the dialog in a blocking fashion


code: void OnPathChange ( const [FString](API\Runtime\Core\Containers\FString) & NewPath )


className: SSelectFolderDlg

code: class SSelectFolderDlg : public [SWindow](API\Runtime\SlateCore\Widgets\SWindow)


description: Handle closing to dialog window

code: void CloseWindow()


description: Constructs this widget

code: void Construct ( const [FArguments](API\Editor\UnrealEd\SSkeletonBoneRemoval\FArguments) & InArgs )


description: The bones to remove (for list display)

code: WidgetArgsType & BonesToRemove &40; TArray< FName > InArg &41;


description: Message to display to the user

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


code: typedef FArguments WidgetArgsType


description: The window this panel has been placed in

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


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


description: Create an individual row for the bone name list

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > GenerateSkeletonBoneRow ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FName](API\Runtime\Core\UObject\FName) > InBoneName, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & OwnerTable )


description: Button Handlers


description:
Show Modal window
true if successfully selected new skeleton

code: static bool ShowModal ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > BonesToRemove, const [FText](API\Runtime\Core\Internationalization\FText) & WarningMessage )


code: WidgetArgsType & BoneNames &40; TArray< FName > &42; InArg &41;


className: SSkeletonBoneRemoval

description: Slate panel for choose displaying bones to remove

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

BoneNames

type: TArray<TShared...

description: List of bone names that will be removed

bShouldContinue

description: Did the user choose to continue

WidgetWindow

description: Reference to our window


code: void Construct ( const [FArguments](API\Editor\UnrealEd\SSkeletonCompareWidget\FArguments) & InArgs )


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


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


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > GenerateBonePairRow ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FBoneTrackPair](API\Editor\UnrealEd\FBoneTrackPair) > InBonePair, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & OwnerTable )


className: SSkeletonCompareWidget

description: 2 columns - bone pair widget

code: class SSkeletonCompareWidget : public [SSkeletonWidget](API\Editor\UnrealEd\SSkeletonWidget)


code: void SkeletonSelectionChanged ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData )


code: void Construct ( const [FArguments](API\Editor\UnrealEd\SSkeletonListWidget\FArguments) & InArgs )


code: WidgetArgsType & InitialViewType &40; EAssetViewType::Type InArg &41;


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


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


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > GenerateSkeletonRow ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InSkeleton, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & OwnerTable )


className: SSkeletonListWidget

description: 1 columns - just show bone list

code: class SSkeletonListWidget : public [SSkeletonWidget](API\Editor\UnrealEd\SSkeletonWidget)


code: void Construct ( const [FArguments](API\Editor\UnrealEd\SSkeletonSelectorWindow\FArguments) & InArgs )


code: void ConstructButtons ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SVerticalBox](API\Runtime\SlateCore\Widgets\SVerticalBox) > ParentBox )


code: void ConstructWindowFromAnimBlueprint ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * AnimBlueprint )


code: void ConstructWindowFromAnimSet ( [UAnimSet](API\Runtime\Engine\Animation\UAnimSet) * InAnimSet )


code: void ConstructWindowFromMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh )


code: typedef FArguments WidgetArgsType


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


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


className: SSkeletonSelectorWindow

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


code: [USkeleton](API\Runtime\Engine\Animation\USkeleton) * GetSelectedSkeleton() const


className: SSkeletonWidget

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

CurSelectedSkeleton

type: USkeleton*


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


code: void Construct ( const [FArguments](API\Editor\UnrealEd\STextHighlightOverlay\FArguments) & InArgs )


code: SLATE_DEFAULT_SLOT &40; FArguments, Content &41; const


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


className: STextHighlightOverlay

description: note: the text in Content must be scaled, positioned, etc exactly the same as a standardSTextBlockwould be in order for the highlight to match up properly

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


code: void Construct ( const [FArguments](API\Editor\UnrealEd\STransformViewportToolBar\FArguments) & InArgs )


code: WidgetArgsType & CommandList &40; TSharedPtr< FUICommandList > InArg &41;


code: WidgetArgsType & Extenders &40; TSharedPtr< FExtender > InArg &41;


code: WidgetArgsType & OnCamSpeedChanged &40; const FOnCamSpeedChanged & InDelegate &41;


code: WidgetArgsType & OnCamSpeedScalarChanged &40; const FOnCamSpeedScalarChanged & InDelegate &41;


code: WidgetArgsType & Viewport &40; TSharedPtr< class SEditorViewport > InArg &41;


code: typedef FArguments WidgetArgsType


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


description:
Static: Creates a widget for the main tool bar
New widget

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeTransformToolBar ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) > InExtenders )


className: STransformViewportToolBar

description: A delegate that is executed when adding menu content. Viewport toolbar containing transform, grid snapping, local to world and camera speed controls.

code: class STransformViewportToolBar : public [SViewportToolBar](API\Editor\UnrealEd\SViewportToolBar)


description: Clears the entire set of expanded items.

code: void ClearExpandedItems()


description: Deprecated* ClearItemsSource is deprecated. You probably want to use ClearRootItemsSource.

code: void ClearItemsSource()


description: Construct this widget

code: void Construct ( const [FArguments](API\Editor\UnrealEd\STreeView\FArguments) & InArgs )


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


code: WidgetArgsType & AllowOverscroll &40; EAllowOverscroll InArg &41;


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


code: WidgetArgsType & ConsumeMouseWheel &40; EConsumeMouseWheel InArg &41;


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


code: WidgetArgsType & ExternalScrollbar &40; TSharedPtr< SScrollBar > InArg &41;


code: WidgetArgsType & FixedLineScrollOffset &40; TOptional< double > InArg &41;


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


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


code: WidgetArgsType & HeaderRow &40; TSharedPtr< SHeaderRow > InArg &41;


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


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


code: TUniquePtr<::UE::Slate::ItemsSource::IItemsSource< ItemType > > MakeTreeItemsSource &40; TSharedRef< STableViewBase > InWidget &41; const


code: WidgetArgsType & MaxPinnedItems &40; const TAttribute< int32 > & InAttribute &41;


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


code: WidgetArgsType & OnEnteredBadState &40; const FOnTableViewBadState & InDelegate &41;


code: WidgetArgsType & OnExpansionChanged &40; const FOnExpansionChanged & InDelegate &41;


code: WidgetArgsType & OnGenerateRow &40; const FOnGenerateRow & InDelegate &41;


code: WidgetArgsType & OnGeneratePinnedRow &40; const FOnGenerateRow & InDelegate &41;


code: WidgetArgsType & OnGetChildren &40; const FOnGetChildren & InDelegate &41;


code: WidgetArgsType & OnIsSelectableOrNavigable &40; const FIsSelectableOrNavigable & InDelegate &41;


code: WidgetArgsType & OnItemScrolledIntoView &40; const FOnItemScrolledIntoView & InDelegate &41;


description: Assign this to get more diagnostics from the list view.

code: WidgetArgsType & OnItemToString_Debug &40; const FOnItemToString_Debug & InDelegate &41;


description: Callback delegate to have first chance handling of the OnKeyDown event

code: WidgetArgsType & OnKeyDownHandler &40; const FOnKeyDown & InDelegate &41;


code: WidgetArgsType & OnMouseButtonClick &40; const FOnMouseButtonClick & InDelegate &41;


code: WidgetArgsType & OnMouseButtonDoubleClick &40; const FOnMouseButtonDoubleClick & InDelegate &41;


code: WidgetArgsType & OnRowReleased &40; const FOnWidgetToBeRemoved & InDelegate &41;


code: WidgetArgsType & OnSelectionChanged &40; const FOnSelectionChanged & InDelegate &41;


code: WidgetArgsType & OnSetExpansionRecursive &40; const FOnSetExpansionRecursive & InDelegate &41;


code: WidgetArgsType & OnTreeViewScrolled &40; const FOnTableViewScrolled & InDelegate &41;


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


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


code: WidgetArgsType & ScrollbarDragFocusCause &40; EFocusCause InArg &41;


code: WidgetArgsType & ScrollBarStyle &40; const FScrollBarStyle &42; InArg &41;


code: WidgetArgsType & SelectionMode &40; const TAttribute< ESelectionMode::Type > & InAttribute &41;


code: WidgetArgsType & TreeItemsSource &40; const TArray< ItemType > &42; InArg &41;


code: WidgetArgsType & TreeItemsSource &40; ::UE::Slate::Containers::TObservableArray< ItemType > &42; InArg &41;


code: WidgetArgsType & TreeItemsSource &40; TSharedPtr<::UE::Slate::Containers::TObservableArray< ItemType >> InArg &41;


code: WidgetArgsType & TreeItemsSource &40; TSharedRef<::UE::Slate::Containers::TObservableArray< ItemType >> InArg &41;


code: WidgetArgsType & TreeViewStyle &40; const FTableViewStyle &42; InArg &41;


code: WidgetArgsType & WheelScrollMultiplier &40; float InArg &41;


code: typedef FArguments WidgetArgsType


description: If true, Show the current hierarchy of items pinned at the top of the Tree View

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


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


className: FIsSelectableOrNavigable

code: typedef typename TSlateDelegates< ItemType >::[FIsSelectableOrNavigable](API\Editor\UnrealEd\Editor\SListView\FIsSelectableOrNavigable) FIsSelectableOrNavigable


className: FOnExpansionChanged

code: typedef typename TSlateDelegates< ItemType >::[FOnExpansionChanged](API\Editor\UnrealEd\STreeView\FOnExpansionChanged) FOnExpansionChanged


className: FOnGenerateRow

code: typedef typename TSlateDelegates< ItemType >::[FOnGenerateRow](API\Editor\UnrealEd\Editor\SListView\FOnGenerateRow) FOnGenerateRow


className: FOnGetChildren

code: typedef typename TSlateDelegates< ItemType >::[FOnGetChildren](API\Editor\UnrealEd\STreeView\FOnGetChildren) FOnGetChildren


className: FOnItemScrolledIntoView

code: typedef typename TSlateDelegates< ItemType >::[FOnItemScrolledIntoView](API\Editor\UnrealEd\Editor\SListView\FOnItemScrolledIntoView) FOnItemScrolledIntoView


code: typedef typename TSlateDelegates< ItemType >::[FOnItemToString_Debug](API\Editor\UnrealEd\Editor\SListView\FOnItemToString_Debug) FOnItemToString_Debug


className: FOnMouseButtonClick

code: typedef typename TSlateDelegates< ItemType >::[FOnMouseButtonClick](API\Editor\UnrealEd\Editor\SListView\FOnMouseButtonClick) FOnMouseButtonClick


className: FOnMouseButtonDoubleClick

code: typedef typename TSlateDelegates< ItemType >::[FOnMouseButtonDoubleClick](API\Editor\UnrealEd\Editor\SListView\FOnMouseButtonDoubleClick) FOnMouseButtonDoubleClick


className: FOnSetExpansionRecursive

code: typedef typename TSlateDelegates< ItemType >::[FOnSetExpansionRecursive](API\Editor\UnrealEd\STreeView\FOnSetExpansionRecursive) FOnSetExpansionRecursive


className: FOnWidgetToBeRemoved

code: typedef typename [SListView](API\Editor\UnrealEd\Editor\SListView)< ItemType >::[FOnWidgetToBeRemoved](API\Editor\UnrealEd\Editor\SListView\FOnWidgetToBeRemoved) FOnWidgetToBeRemoved


description:
Given a TreeItem, create a Widget to represent it in the tree view.
A widget that represents this item.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > GenerateNewWidget ( ItemType InItem )


description: Deprecated* GetItems is deprecated. You probably want to use GetRootItems.

code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< const ItemType > GetItems() const


description: Generates a set of items that are currently expanded.

code: void GetExpandedItems ( [TItemSet](API\Editor\UnrealEd\Editor\SListView\TItemSet) & ExpandedItems ) const


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< const ItemType > GetRootItems() const


description: Deprecated* HasValidItemsSource is deprecated. You probably want to use HasValidRootItemsSource.

code: bool HasValidItemsSource() const


code: bool HasValidRootItemsSource() const


description: true if the item is expanded; false otherwise.

code: bool IsItemExpanded ( const ItemType & InItem ) const


className: MapKeyFuncs

code: typedef typename [TListTypeTraits](API\Runtime\Slate\Framework\Views\TListTypeTraits)< ItemType >::[MapKeyFuncs](API\Editor\UnrealEd\Editor\SListView\MapKeyFuncs) MapKeyFuncs


className: MapKeyFuncsSparse

code: typedef typename [TListTypeTraits](API\Runtime\Slate\Framework\Views\TListTypeTraits)< ItemType >::[MapKeyFuncsSparse](API\Editor\UnrealEd\Editor\SListView\MapKeyFuncsSparse) MapKeyFuncsSparse


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

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


description:
Given: an array of items (ItemsSource) each of which potentially has a child. Task: populate the LinearizedItems array with a flattened version of the visible data items. In the process, remove any items that are not visible while maintaining any collapsed items that may have expanded children.
true if we encountered expanded children; false otherwise.

code: bool PopulateLinearizedItems ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const ItemType > InItemsSource, [TArray](API\Runtime\Core\Containers\TArray)< ItemType > & InLinearizedItems, [TArray](API\Runtime\Core\Containers\TArray)< [FItemInfo](API\Runtime\Slate\Widgets\Views\FItemInfo) > & NewDenseItemInfos, [TBitArray](API\Runtime\Core\Containers\TBitArray)<> NeedsParentWire, [TItemSet](API\Editor\UnrealEd\Editor\SListView\TItemSet) & OutNewSelectedItems, [TSparseItemMap](API\Editor\UnrealEd\STreeView\TSparseItemMap) & NewSparseItemInfo, bool bAddingItems, int32 ParentIndex )


className: NullableItemType

code: typedef typename [TListTypeTraits](API\Runtime\Slate\Framework\Views\TListTypeTraits)< ItemType >::NullableType NullableItemType


code: int32 PopulatePinnedItems ( const [TArray](API\Runtime\Core\Containers\TArray)< ItemType > & InItemsSource, [TArray](API\Runtime\Core\Containers\TArray)< ItemType > & InPinnedItems, const [STableViewBase::FReGenerateResults](API\Runtime\Slate\Widgets\Views\STableViewBase\FReGenerateResults) & Results )


description: Notify the ItemsWidget that we changed its selection. Triggers asOnSelectionChanged().

code: virtual void Private_SignalSelectionChanged ( [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) SelectInfo )


description: Update generate Widgets for Items as needed and clean up any Widgets that are no longer needed. Re-arrange the visible widget order as necessary.

code: virtual [STableViewBase::FReGenerateResults](API\Runtime\Slate\Widgets\Views\STableViewBase\FReGenerateResults) ReGenerateItems ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry )


description: Completely wipe existing widgets and fully regenerate them on next tick.

code: virtual void RebuildList()


description: Queue up a regeneration of the linearized items on the next tick.

code: virtual void RequestListRefresh()


description: Set whether some data item is expanded or not.

code: void SetItemExpansion ( const ItemType & InItem, bool InShouldExpandItem )


description: Deprecated* SetItemsSource is deprecated. You probably want to use SetTreeItemsSource.

code: void SetItemsSource ( const [TArray](API\Runtime\Core\Containers\TArray)< ItemType > * InListItemsSource )


code: void SetItemsSource ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)<::[UE::Slate::Containers::TObservableArray](API\Runtime\SlateCore\Containers\TObservableArray)< ItemType >> InListItemsSource )


code: void SetItemsSource ( [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [UE::Slate::ItemsSource::IItemsSource](API\Runtime\Slate\Widgets\Views\IItemsSource)< ItemType >> Provider )


description: Set the Root items. The tree will generate widgets to represent these items.

code: void SetRootItemsSource ( const [TArray](API\Runtime\Core\Containers\TArray)< ItemType > * InItemsSource )


description: Set the RootItemsSource. The tree will generate widgets to represent these items.

code: void SetRootItemsSource ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [UE::Slate::Containers::TObservableArray](API\Runtime\SlateCore\Containers\TObservableArray)< ItemType >> InItemsSource )


description: Establishes a new list of root items being observed by the list. Wipes all existing state and requests and will fully rebuild on the next tick.

code: void SetRootItemsSource ( [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [UE::Slate::ItemsSource::IItemsSource](API\Runtime\Slate\Widgets\Views\IItemsSource)< ItemType >> Provider )


description: Collapse all the items in the tree and expand InItem

code: void SetSingleExpandedItem ( const ItemType & InItem )


code: void SetStyle ( const [FTableViewStyle](API\Runtime\SlateCore\Styling\FTableViewStyle) * InStyle )


description: Set the TreeItemsSource. The Tree will generate widgets to represent these items.

code: void SetTreeItemsSource ( const [TArray](API\Runtime\Core\Containers\TArray)< ItemType > * InItemsSource )


description: SeeSWidget::Tick()

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


className: TItemSet

code: typedef [TSet](API\Runtime\Core\Containers\TSet)< ItemType, typename [TListTypeTraits](API\Runtime\Slate\Framework\Views\TListTypeTraits)< ItemType >::SetKeyFuncs > TItemSet


description: Default constructor.

code: STreeView()


className: STreeView

description: TreeView setup is virtually identical to that of ListView. Additionally, TreeView introduces a new delegate:OnGetChildren().OnGetChildren()takes some DataItem being observed by the tree and returns that item's children. Like ListView, TreeView operates exclusively with pointers to DataItems.

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

DenseItemInfos

type: TArray<FItemIn...

description: Info needed by every item in the linearized version of the tree.

LinearizedItems

type: TArray< ItemTyp...

description: A linearized version of the items being observed by the tree view.

OnExpansionChanged

type: FOnExpansionCha...

description: The delegate that is invoked whenever an item in the tree is expanded or collapsed.

OnGetChildren

type: FOnGetChildren

description: The delegate that is invoked whenever we need to gather an item's children.

OnSetExpansionRecursive

type: FOnSetExpansion...

description: The delegate that is invoked to recursively expand/collapse a tree items children.

SparseItemInfos

type: TSparseItemMap

description: Info needed by a small fraction of tree items; some of these are not visible to the user.

Style

type: constFTableVie...

description: Style resource for the tree


className: FOnDeleteActorsBegin

description: Delegate type for before delete actors is handled

code: class FOnDeleteActorsBegin


className: FOnDeleteActorsEnd

description: Delegate type for after delete actors is handled

code: class FOnDeleteActorsEnd


className: FOnDuplicateActorsBegin

description: Delegate type for before edit duplicate actors is handled

code: class FOnDuplicateActorsBegin


className: FOnDuplicateActorsEnd

description: Delegate type for after edit duplicate actors is handled

code: class FOnDuplicateActorsEnd


className: FOnEditCopyActorsBegin

description: Delegate type for before edit copy actors is handled

code: class FOnEditCopyActorsBegin


className: FOnEditCopyActorsEnd

description: Delegate type for after edit copy actors is handled

code: class FOnEditCopyActorsEnd


className: FOnEditCutActorsBegin

description: Delegate type for before edit cut actors is handled

code: class FOnEditCutActorsBegin


className: FOnEditCutActorsEnd

description: Delegate type for after edit cut actors is handled

code: class FOnEditCutActorsEnd


className: FOnEditNewActorsDropped

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

code: class FOnEditNewActorsDropped


className: FOnEditNewActorsPlaced

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: class FOnEditNewActorsPlaced


className: FOnEditPasteActorsBegin

description: Delegate type for before edit paste actors is handled

code: class FOnEditPasteActorsBegin


className: FOnEditPasteActorsEnd

description: Delegate type for after edit paste actors is handled

code: class FOnEditPasteActorsEnd


className: FCreateExtensionWidget

description: Delegate that generates theSExtensionPanelcontent widget. TheFWeakObjectPtrparam is an opaque context specific to the panel that is being extended which can be used to customize or populate the extension widget.

code: typedef TBaseDelegate_OneParam< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) >, [FWeakObjectPtr](API\Runtime\CoreUObject\UObject\FWeakObjectPtr) > FCreateExtensionWidget


className: FGenericCreateWidget

code: typedef TBaseDelegate_OneParam< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) >, const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & > FGenericCreateWidget


className: FPanelExtensionFactory

code: struct FPanelExtensionFactory

CreateExtensionWidget

type: FCreateExtensio...

Identifier

type: FName

description: An identifier to allow removal later on.

SortWeight

description: Weight used when sorting against other factories for this panel (higher weights sort first)


className: FRegisteredModeInfo

code: struct FRegisteredModeInfo

ModeClass

type: TWeakObjectPtr<...

ModeInfo

type: FEditorModeInfo


description: Deprecated* Use CloseWindow that takes in an EAssetEditorCloseReason instead

code: virtual bool CloseWindow()


code: virtual bool CloseWindow ( EAssetEditorCloseReason InCloseReason )


code: void FocusWindow ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToFocusOn )


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > GetAssociatedTabManager()


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


description: Deprecated* Toolbar tab no longer exists and tab ID will return None; do not add it to layouts

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


description: If false, the asset being edited will not be included in reopen assets prompt on restart

code: virtual bool IncludeAssetInRestoreOpenAssetsPrompt() const


code: void InvokeTab ( const struct [FTabId](API\Runtime\Slate\Framework\Docking\FTabId) & TabId )


code: void RemoveEditingAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )


className: IAssetEditorInstance

description: This class keeps track of a currently open asset editor; allowing it to be brought into focus, closed, etc..., without concern for how the editor was implemented.

code: class IAssetEditorInstance


className: IImportSubsystemTask

description: Interface for tasks that need delayed execution

code: class IImportSubsystemTask


description: Constructs the widget

code: void Construct ( const [FArguments](API\Editor\UnrealEd\Subsystems\SExtensionPanel\FArguments) & InArgs )


description: The widget to use as content ifFPanelExtensionFactory::CreateExtensionWidgetreturns nullptr

code: WidgetArgsType & DefaultWidget &40; const TAttribute< TSharedPtr< SWidget > > & InAttribute &41;


description: Context used to customize or populate the extension widget (specific to each panel extension)

code: WidgetArgsType & ExtensionContext &40; const TAttribute< FWeakObjectPtr > & InAttribute &41;


description: The ID to identify this Extension point

code: WidgetArgsType & ExtensionPanelID &40; const TAttribute< FName > & InAttribute &41;


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

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


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


className: SExtensionPanel

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


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


code: static [UActorEditorContextSubsystem](API\Editor\UnrealEd\Subsystems\UActorEditorContextSubsystem) * Get()


code: [TArray](API\Runtime\Core\Containers\TArray)< [IActorEditorContextClient](API\Editor\UnrealEd\IActorEditorContextClient) * > GetDisplayableClients() const


description: Implement this for initialization of instances of the system

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


code: void RegisterClient ( [IActorEditorContextClient](API\Editor\UnrealEd\IActorEditorContextClient) * Client )


code: void ResetContext ( [IActorEditorContextClient](API\Editor\UnrealEd\IActorEditorContextClient) * Client )


code: void UnregisterClient ( [IActorEditorContextClient](API\Editor\UnrealEd\IActorEditorContextClient) * Client )


className: UActorEditorContextSubsystem

description: UActorEditorContextSubsystem

code: class UActorEditorContextSubsystem : public [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem)


description: Close all open asset editors

code: bool CloseAllAssetEditors()


description: Close all active editors for the supplied asset and return the number of asset editors that were closed

code: int32 CloseAllEditorsForAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )


description:
Creates a scriptable editor mode based on ID name, which will be owned by the given Owner, if that name exists in the map of editor modes found at system startup.
A pointer to the createdUEdModeor nullptr, if the given ModeID does not exist in the set of known modes.

code: [UEdMode](API\Editor\UnrealEd\Tools\UEdMode) * CreateEditorModeWithToolsOwner ( FEditorModeID ModeID, [FEditorModeTools](API\Editor\UnrealEd\FEditorModeTools) & Owner )


description: Fill in the given section with the recent assets for the given asset editor instance

code: void CreateRecentAssetsMenuForEditor ( const [IAssetEditorInstance](API\Editor\UnrealEd\Subsystems\IAssetEditorInstance) * InAssetEditorInstance, [FToolMenuSection](API\Developer\ToolMenus\FToolMenuSection) & InSection )


className: FAssetEditorOpenEvent

description: Called when an asset editor is actually opened

code: class FAssetEditorOpenEvent : public TBaseMulticastDelegate_OneParam< void, UObject * >


className: FAssetEditorRequestCloseEvent

description: Event called when CloseAllEditorsForAsset/RemoveAssetFromAllEditors is called

code: class FAssetEditorRequestCloseEvent : public TBaseMulticastDelegate_TwoParams< void, UObject *, EAssetEditorCloseReason >


className: FAssetEditorRequestOpenEvent

description: Called when an asset editor is requested to be opened

code: class FAssetEditorRequestOpenEvent : public TBaseMulticastDelegate_OneParam< void, UObject * >


description: Returns the primary editor if one is already open for the specified asset. If there is one open and bFocusIfOpen is true, that editor will be brought to the foreground and focused if possible.

code: [IAssetEditorInstance](API\Editor\UnrealEd\Subsystems\IAssetEditorInstance) * FindEditorForAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, bool bFocusIfOpen )


description:
Returns information about an editor mode, based on the given ID.
True if OutModeInfo was filled out successfully, otherwise false.

code: bool FindEditorModeInfo ( const FEditorModeID & InModeID, [FEditorModeInfo](API\Editor\EditorFramework\Tools\FEditorModeInfo) & OutModeInfo ) const


description: Close any editor which is not this one

code: void CloseOtherEditors ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [IAssetEditorInstance](API\Editor\UnrealEd\Subsystems\IAssetEditorInstance) * OnlyEditor )


description: Returns all editors currently opened for the specified asset or any of its subobjects

code: [TArray](API\Runtime\Core\Containers\TArray)< [IAssetEditorInstance](API\Editor\UnrealEd\Subsystems\IAssetEditorInstance) * > FindEditorsForAssetAndSubObjects ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )


description: Returns all editors currently opened for the specified asset

code: [TArray](API\Runtime\Core\Containers\TArray)< [IAssetEditorInstance](API\Editor\UnrealEd\Subsystems\IAssetEditorInstance) * > FindEditorsForAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )


className: FOnAssetOpenedInEditorEvent

description: Called when an asset has been opened in an editor

code: class FOnAssetOpenedInEditorEvent : public TBaseMulticastDelegate_TwoParams< void, UObject *, IAssetEditorInstance * >


className: FOnAssetsOpenedInEditorEvent

description: Called when an asset editor is opening and before widgets are constructed

code: class FOnAssetsOpenedInEditorEvent : public TBaseMulticastDelegate_TwoParams< void, const TArray< UObject * > &, IAssetEditorInstance * >


description: Get all assets currently being tracked with open editors

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


description: Get the permission list that controls which editor modes are exposed


description: Get the current value of bAutoRestoreAndDisableSaving

code: [TOptional](API\Runtime\Core\IO\TOptional)< bool > GetAutoRestoreAndDisableSavingOverride() const


description:
Creates an array of all known FEditorModeInfos, sorted by their priority, from greatest to least.
The sorted array of FEditorModeInfos.

code: [TArray](API\Runtime\Core\Containers\TArray)< [FEditorModeInfo](API\Editor\EditorFramework\Tools\FEditorModeInfo) > GetEditorModeInfoOrderedByPriority() const