description: Get menu for breaking links to specific nodes

code: void GetBreakLinkToSubMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InGraphPin ) const


description: Gets actions that should be added to the right-click context menu for a node or pin

module: UnrealEd

code: virtual void GetContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const


description: Returns schema action to create comment from implemention

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > GetCreateCommentAction() const


description: Returns the current cache title refresh ID that is appropriate for the passed node

code: virtual int32 GetCurrentVisualizationCacheID() const


description: Get all actions that can be performed when right clicking on a graph or drag-releasing on a graph from a pin

code: virtual void GetGraphContextActions ( [FGraphContextMenuBuilder](API\Runtime\Engine\EdGraph\FGraphContextMenuBuilder) & ContextMenuBuilder ) const


description: Gets the type of this pin (must be part of aUMaterialGraphNode_Base)

code: static uint32 GetMaterialValueType ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * MaterialPin )


description: Returns the currently selected graph node count

code: virtual int32 GetNodeSelectionCount ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph ) const


code: void GetPaletteActions ( [FGraphActionMenuBuilder](API\Runtime\Engine\EdGraph\FGraphActionMenuBuilder) & ActionMenuBuilder, const [FString](API\Runtime\Core\Containers\FString) & CategoryName, bool bMaterialFunction ) const


description: Get the weight modifiers from the console variable settings


className: InactivePinColor

code: static const [FLinearColor](API\Runtime\Core\Math\FLinearColor) InactivePinColor = FLinearColor(0.05f, 0.05f, 0.05f);


description:
Checks if a CacheRefreshID is out of date
TRUE if dirty

code: virtual bool IsCacheVisualizationOutOfDate ( int32 InVisualizationCacheID ) const


description: Connect a pin to one of the Material Function's outputs

code: void OnConnectToFunctionOutput ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InGraphPin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InFuncPin )


description: Connect a pin to one of the Material's inputs

code: void OnConnectToMaterial ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InGraphPin, int32 ConnIndex )


description: Handles double-clicking on a pin<->pin connection

code: virtual void OnPinConnectionDoubleCicked ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinA, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinB, const FVector2D & GraphPosition ) const


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


description:
Gets the draw color of a pin based on it's type.
The color representing the passed in type.

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetPinTypeColor ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType ) const


description: Allowable PinType.PinCategory values.

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


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


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


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


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


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


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


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


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


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


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


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


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


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


description: Common PinType.PinSubCategory values.

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


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


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


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


code: static const [FName](API\Runtime\Core\UObject\FName) PSC_Vector4;


description:
Perform any logic necessary to safely remove this node from the graph.
Whether or not the node was successfully deleted.

code: virtual bool SafeDeleteNodeFromGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node ) const


description: Update the detail view

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


description: Update material when the default value of a material node's pin has changed

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


description:
Try to make a connection between two pins.
True if a connection was made/broken (graph was modified); false if the connection failed and had no side effects.

code: virtual bool TryCreateConnection ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * A, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * B ) const


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


className: UMaterialGraphSchema

code: class UMaterialGraphSchema : public [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema)


code: namespace ObjectTools { enum EAllowCancelDuringDelete { AllowCancel, CancelNotAllowed, } }


code: namespace ObjectTools { enum EAllowCancelDuringPrivatize { AllowCancel, CancelNotAllowed, } }


code: namespace ObjectTools { enum EInUseSearchFlags { None = 0, SkipCompilingAssets = 1, } }


description: Options for in use object tagging

code: namespace ObjectTools { enum EInUseSearchOption { SO_CurrentLevel, SO_VisibleLevels, SO_LoadedLevels, } }


code: namespace ObjectTools { void ObjectTools::ForceReplaceReferences ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FReplaceRequest](API\Editor\UnrealEd\FReplaceRequest) > Requests, [TSet](API\Runtime\Core\Containers\TSet)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & ObjectsToReplaceWithin ) }


description: Add all linked to nodes to this pin to selection

code: void SelectAllInputNodes ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InGraphPin )


description: Populates two strings with all of the file types and extensions the provided factory supports.

code: namespace ObjectTools { void ObjectTools::GenerateFactoryFileExtensions ( const [UFactory](API\Editor\UnrealEd\Factories\UFactory) * InFactory, [FString](API\Runtime\Core\Containers\FString) & out_Filetypes, [FString](API\Runtime\Core\Containers\FString) & out_Extensions, [TMultiMap](API\Runtime\Core\Containers\TMultiMap)< uint32, [UFactory](API\Editor\UnrealEd\Factories\UFactory) * > & out_FilterIndexToFactory ) }


code: namespace ObjectTools { [EInUseSearchFlags](API\Editor\UnrealEd\ObjectTools__EInUseSearchFlags) & ObjectTools::operator|= ( [EInUseSearchFlags](API\Editor\UnrealEd\ObjectTools__EInUseSearchFlags) & Lhs, [EInUseSearchFlags](API\Editor\UnrealEd\ObjectTools__EInUseSearchFlags) Rhs ) }


code: namespace ObjectTools { [EInUseSearchFlags](API\Editor\UnrealEd\ObjectTools__EInUseSearchFlags) & ObjectTools::operator&= ( [EInUseSearchFlags](API\Editor\UnrealEd\ObjectTools__EInUseSearchFlags) & Lhs, [EInUseSearchFlags](API\Editor\UnrealEd\ObjectTools__EInUseSearchFlags) Rhs ) }


code: namespace ObjectTools { [EInUseSearchFlags](API\Editor\UnrealEd\ObjectTools__EInUseSearchFlags) & ObjectTools::operator^= ( [EInUseSearchFlags](API\Editor\UnrealEd\ObjectTools__EInUseSearchFlags) & Lhs, [EInUseSearchFlags](API\Editor\UnrealEd\ObjectTools__EInUseSearchFlags) Rhs ) }


code: namespace ObjectTools { constexpr [EInUseSearchFlags](API\Editor\UnrealEd\ObjectTools__EInUseSearchFlags) ObjectTools::operator| ( [EInUseSearchFlags](API\Editor\UnrealEd\ObjectTools__EInUseSearchFlags) Lhs, [EInUseSearchFlags](API\Editor\UnrealEd\ObjectTools__EInUseSearchFlags) Rhs ) }


code: namespace ObjectTools { constexpr [EInUseSearchFlags](API\Editor\UnrealEd\ObjectTools__EInUseSearchFlags) ObjectTools::operator& ( [EInUseSearchFlags](API\Editor\UnrealEd\ObjectTools__EInUseSearchFlags) Lhs, [EInUseSearchFlags](API\Editor\UnrealEd\ObjectTools__EInUseSearchFlags) Rhs ) }


code: namespace ObjectTools { constexpr [EInUseSearchFlags](API\Editor\UnrealEd\ObjectTools__EInUseSearchFlags) ObjectTools::operator^ ( [EInUseSearchFlags](API\Editor\UnrealEd\ObjectTools__EInUseSearchFlags) Lhs, [EInUseSearchFlags](API\Editor\UnrealEd\ObjectTools__EInUseSearchFlags) Rhs ) }


code: namespace ObjectTools { constexpr bool ObjectTools::operator! ( [EInUseSearchFlags](API\Editor\UnrealEd\ObjectTools__EInUseSearchFlags) E ) }


code: void SetViewportConfigsToDefault()


code: bool operator== ( const [FAssetEditorOptions](API\Editor\UnrealEd\Preferences\FAssetEditorOptions) & InOptions ) const


code: namespace ObjectTools { constexpr [EInUseSearchFlags](API\Editor\UnrealEd\ObjectTools__EInUseSearchFlags) ObjectTools::operator~ ( [EInUseSearchFlags](API\Editor\UnrealEd\ObjectTools__EInUseSearchFlags) E ) }


code: FAssetEditorOptions ( const [FName](API\Runtime\Core\UObject\FName) & InContext )


className: FAssetEditorOptions

description: Options that should be unique per asset editor (like skeletal mesh or anim sequence editors)

code: struct FAssetEditorOptions

Context

type: FName

description: The name of the asset editor properties apply to

ViewportConfigs

type: FViewportConfig...

description: Per-viewport configuration


description: Gets the localized descriptive text for the class


description: Gets the localized name text for the class


code: FClassPickerDefaults ( const [FString](API\Runtime\Core\Containers\FString) & InClassName, const [FString](API\Runtime\Core\Containers\FString) & InAssetClass )


code: FClassPickerDefaults ( [FString](API\Runtime\Core\Containers\FString) && InClassName, [FString](API\Runtime\Core\Containers\FString) && InAssetClass )


className: FClassPickerDefaults

description: Default Classes for the Class Picker Dialog

code: struct FClassPickerDefaults

AssetClass

type: FString

description: The name of the asset type being created

ClassName

description: The name of the class to select


className: FEditorCommand

description: A parameterless exec command that can be bound to hotkeys and menu items in the editor.

code: struct FEditorCommand


className: FEditorCommandCategory

description: This class stores options global to the entire editor.A category to store a list of commands.

code: struct FEditorCommandCategory


className: FEditorKeyBinding

description: This class handles hotkey binding management for the editor.An editor hotkey binding to a parameterless exec.

code: struct FEditorKeyBinding

bAltDown

type: uint32: 1

Key

type: FKey


className: FViewportConfigOptions

description: Persistent per-viewport options

code: struct FViewportConfigOptions

CameraFollowMode

type: EAnimationViewp...

description: Persisted camera follow mode for a viewport

CameraSpeedScalar

type: float

ViewModeIndex

type: TEnumAsByte< EV...


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


className: UAnimationBlueprintEditorOptions

description: A configuration class used by the UAnimationBlueprint Editor to save editor settings across sessions.

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

bHideUnrelatedNodes

description: If true, fade nodes which are not connected to the selected nodes


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


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


className: UCascadeOptions

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

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

BackgroundColor

type: FColor

bCenterCascadeModuleText

description: If true, center the module name and buttons in the module box.

bUseSlimCascadeDraw

description: If true, use the 'slimline' module drawing method in cascade.

description: The number of units the mouse must move before considering the module as dragged.

FloorPosition

type: FVector

FloorRotation

type: FRotator

MotionModeRadius

description: The radius of the motion mode

SlimCascadeDrawHeight

description: The height to use for the 'slimline' module drawing method in cascade.


className: UCurveEdOptions

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

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

BackgroundColor

type: FLinearColor


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


className: ULightmassOptionsObject

description: Lightmass Options Object Property window wrapper for various Lightmass settings

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

DebugSettings

type: FLightmassDebug...

SwarmSettings

type: FSwarmDebugOpti...


className: UMaterialEditorOptions

description: A configuration class used by theUMaterialEditor to save editor settings across sessions.

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

bAlwaysRefreshAllPreviews

description: If true, always refresh all expression previews.

bHideUnusedConnectorsSetting

description: If true, don't render connectors that are not connected to anything.

bLivePreviewUpdate

type: uint32:  1

description: If true, always refresh the material preview.

bRealtimeExpressionViewport

description: If true, the linked object viewport updates in realtime.

bRealtimeMaterialViewport

description: If true, the 3D material preview viewport updates in realtime.

bShowGrid

description: If true, render grid the preview scene.

bUseUnsortedMenus

description: If false, use expression categorized menus.

FavoriteExpressions

type: TArray<FString...

description: The users favorite material expressions.


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


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


className: UMaterialStatsOptions

description: A configuration class used by the FMaterialStats to save settings across sessions.

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


className: FOnIsClassAllowed

code: typedef TBaseDelegate_OneParam< bool, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > FOnIsClassAllowed


className: FOnIsPropertyAllowed

code: typedef TBaseDelegate_OneParam< bool, const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > FOnIsPropertyAllowed


className: FOnUpdateSettingsMulticaster

code: typedef TMulticastDelegate_TwoParams< void, const [UPersonaOptions](API\Editor\UnrealEd\Preferences\UPersonaOptions) *, [EPropertyChangeType::Type](API\Runtime\CoreUObject\UObject\Type) > FOnUpdateSettingsMulticaster


code: [FAssetEditorOptions](API\Editor\UnrealEd\Preferences\FAssetEditorOptions) & GetAssetEditorOptions ( const [FName](API\Runtime\Core\UObject\FName) & InContext )


description: Returns whether or not the supplied class can be used in the current editor context.

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


description: Returns whether or not the supplied properties can be used in the current editor context.

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


code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterOnUpdateSettings ( const FOnUpdateSettingsMulticaster::FDelegate & Delegate )


code: void SetAllowIncompatibleSkeletonSelection ( bool bState )


code: void SetAutoAlignFloorToMesh ( bool bInAutoAlignFloorToMesh )


code: void SetBranchingPointTimingNodeColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor )


code: void SetCameraSpeed ( [FName](API\Runtime\Core\UObject\FName) InContext, int32 InCameraSpeed, int32 InViewportIndex )


code: void SetCameraSpeedScalar ( [FName](API\Runtime\Core\UObject\FName) InContext, float InCameraSpeedScalar, int32 InViewportIndex )


code: void SetDefaultLocalAxesSelection ( uint32 InDefaultLocalAxesSelection )


code: void SetDefaultBoneDrawSelection ( uint32 InDefaultBoneAxesSelection )


code: void SetHighlightOrigin ( bool bInHighlightOrigin )


code: void SetMuteAudio ( bool bInMuteAudio )


code: void SetNotifyTimingNodeColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor )


description: Sets a delegate that allows external code to restrict which features can be used within the Persona editor by filtering which classes are allowed.

code: void SetOnIsClassAllowed ( const [FOnIsClassAllowed](API\Editor\UnrealEd\Preferences\UPersonaOptions\FOnIsClassAllowed) & InOnIsClassAllowed )


description: Sets a delegate that allows external code to restrict which features can be used within the Persona editor by filtering which properties are allowed.

code: void SetOnIsPropertyAllowed ( const [FOnIsPropertyAllowed](API\Editor\UnrealEd\Preferences\UPersonaOptions\FOnIsPropertyAllowed) & InOnIsPropertyAllowed )


code: void SetSectionTimingNodeColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor )


code: void SetShowGrid ( bool bInShowGrid )


code: void SetShowMeshStats ( int32 InShowMeshStats )


code: void SetUseAudioAttenuation ( bool bInUseAudioAttenuation )


code: void SetViewCameraFollow ( [FName](API\Runtime\Core\UObject\FName) InContext, EAnimationViewportCameraFollowMode InCameraFollowMode, [FName](API\Runtime\Core\UObject\FName) InCameraFollowBoneName, int32 InViewportIndex )


code: void SetViewFOV ( [FName](API\Runtime\Core\UObject\FName) InContext, float InViewFOV, int32 InViewportIndex )


code: void SetViewModeIndex ( [FName](API\Runtime\Core\UObject\FName) InContext, EViewModeIndex InViewModeIndex, int32 InViewportIndex )


code: void UnregisterOnUpdateSettings ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) Object )


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


className: UPersonaOptions

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

AnimationCurveGroupingDelimiters

description: Delimiters to split animation curve names for grouping

AssetEditorOptions

type: TArray<FAssetE...

description: Options that should be unique per asset editor (like skeletal mesh or anim sequence editors)

bAllowIncompatibleSkeletonSelection

type: bool

description: Whether to allow animation assets that are incompatible with the current skeleton/skeletal mesh to be selected.

bAllowMeshSectionSelection

description: Whether or not Skeletal Mesh Section selection should be enabled by default for the Animation Editor(s)

bAlwaysOpenAnimationAssetsInNewTab

description: Whether or not the Animation Editor opens in an additional tab when double clicking an animation asset or if it reuses an already existing Animation Editor tab.

bAutoAlignFloorToMesh

description: Whether or not the floor should be aligned to the Skeletal Mesh's bounds by default for the Animation Editor(s)

bExpandTreeOnSelection

description: Whether to focus and expand an item's tree recursively based on selection

bFlattenSkeletonHierarchyWhenFiltering

description: Whether to keep the hierarchy or flatten it when searching for bones, sockets etc.

bHideParentsWhenFiltering

description: Whether to hide parent items when filtering or to display them grayed out

bHighlightOrigin

description: Whether or not the XYZ axis at the origin should be highlighted on the grid by default

bMuteAudio

description: Whether or not audio should be muted by default for the Animation Editor(s)

bPauseAnimationOnCameraMove

description: Pause the preview animation if playing when moving the camera and resume when finished

bShowGrid

description: Whether or not the grid should be visible by default for the Animation Editor(s)

bTimelineDisplayCurveKeys

description: Whether to display keys in the timeline's curve tracks

bTimelineDisplayFormatSecondary

description: Whether to display secondary format (times/frames) in the anim timeline

bTimelineDisplayPercentage

description: Whether to display percentage in the anim timeline

bUseInlineSocketEditor

description: Whether to use a socket editor that is created in-line inside the skeleton tree, or whether to use the separate details panel

bUseTreeViewForAnimationCurves

description: Whether to use tree view for animation curves

CurveEditorSnapInterval

description: Snap value used to determine scrub resolution of the curve timeline

DefaultBoneDrawSelection

description: Indexused to determine which Bone Draw Mode should be used by default for the Animation Editor(s)

DefaultLocalAxesSelection

description: Indexused to determine which ViewMode should be used by default for the Animation Editor(s)

NumFolderFiltersInAssetBrowser

description: The number of folder filters to allow at any one time in the animation tool's asset browser

OnSettingsChange

type: FOnUpdateSettin...

ShowMeshStats

description: Currently Stats can have None, Basic and Detailed. Please refer to EDisplayInfoMode.

TimelineDisplayFormat

type: EFrameNumberDis...

description: Display format for the anim timeline

TimelineEnabledSnaps

type: TArray<FName>

description: Whether to snap to various things

TimelineScrubSnapValue

description: Snap value used to determine scrub resolution of the anim timeline


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


className: UPhysicsAssetEditorOptions

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

bExposeLegacyMenuSimulationControls

description: The following are for enabling/disabling controls at runtime.

bHideKinematicBodies

description: When set, disables rendering for kinematic bodies

bHideSimulatedBodies

description: When set, disables rendering for simulated bodies

bRenderOnlySelectedConstraints

type: uint32: 1

description: Whether to only render selected constraints

bResetClothWhenSimulating

description: When set, cloth will reset each time simulation is toggled

bShowConstraintsAsPoints

description: Whether to draw constraints as points

bSimulationFloorCollisionEnabled

description: Toggle collisions with floor in the simulation

bSolidRenderingForSelectedOnly

description: When set, turns opacity of solid rendering for unselected bodies to zero

bUpdateJointsFromAnimation

description: Lets you manually control the physics/animation

bUseGravityOverride

description: Toggle gravity override vs gravity scale

CollisionOpacity

description: Opacity of 'solid' rendering

CollisionViewMode

type: EPhysicsAssetEd...

description: View mode for collision in edit mode

ConstraintDrawSize

description: Controls how large constraints are drawn in Physics Asset Editor

ConstraintViewMode

description: View mode for constraints in edit mode

GravityOverrideZ

description: Gravity override used in the simulation

GravScale

description: Scale factor for the gravity used in the simulation

HandleAngularDamping

description: Angular damping of mouse spring forces

HandleAngularStiffness

description: Angular stiffness of mouse spring forces

HandleLinearDamping

description: Linear damping of mouse spring forces

HandleLinearStiffness

description: Linear stiffness of mouse spring forces

InteractionDistance

description: Raycast distance when poking or grabbing

InterpolationSpeed

description: How quickly we interpolate the physics target transform for mouse spring forces

MaxFPS

description: Max FPS for simulation in PhysicsAssetEditor.

MeshViewMode

description: View mode for meshes in edit mode

PhysicsUpdateMode

type: TEnumAsByte<EP...

description: Determines whether simulation of root body updates component transform

PokeBlendTime

description: Time taken to blend from physics to animation.

PokePauseTime

description: Time between poking ragdoll and starting to blend back.

PokeStrength

description: Strength of the impulse used when poking with left mouse button

SimulationCollisionViewMode

description: View mode for collision in simulation mode

SimulationConstraintViewMode

description: View mode for constraints in simulation mode

SimulationMeshViewMode

description: View mode for meshes in simulation mode


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


className: UUnrealEdKeyBindings

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

KeyBindings

type: TArray< struct ...

description: Array of keybindings


className: FGetNewAssetDefaultClasses

description: Delegate to override NewAssetDefaultClasses

code: typedef TBaseDelegate_NoParams< const [TArray](API\Runtime\Core\Containers\TArray)< [FClassPickerDefaults](API\Editor\UnrealEd\Preferences\FClassPickerDefaults) > & > FGetNewAssetDefaultClasses


className: FIsCPPAllowed

description: Delegate to disallow C++ creation/editing from the editor

code: typedef TBaseDelegate_NoParams< bool > FIsCPPAllowed


description: Generates a mapping from commnands to their parent sets for quick lookup.

code: void GenerateCommandMap()


description: Attempts to locate a exec command bound to a hotkey.

code: [FString](API\Runtime\Core\Containers\FString) GetExecCommand ( [FKey](API\Runtime\InputCore\FKey) Key, bool bAltDown, bool bCtrlDown, bool bShiftDown, [FName](API\Runtime\Core\UObject\FName) EditorSet )


description: Get default objects in the blueprint class dialog

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FClassPickerDefaults](API\Editor\UnrealEd\Preferences\FClassPickerDefaults) > & GetNewAssetDefaultClasses() const


description: Returns whether C++ creation/editing from the editor is allowed

code: bool IsCPPAllowed()


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()


className: UUnrealEdOptions

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

bExpandClassPickerClassList

description: If true, the list of classes in the class picker dialog will be expanded

CommandMap

type: TMap<FName, in...

description: Mapping of command name's to array index.

EditorCategories

description: Categories of commands.

EditorCommands

description: Commands that can be bound to in the editor.

EditorKeyBindings

type: TObjectPtr< cla...

description: Pointer to the key bindings object that actually stores key bindings for the editor.

NewAssetDefaultClasses

type: TArray<FClassP...

description: The array of default objects in the blueprint class dialog


description: Constructs the about screen widgets

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


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

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


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


className: SAboutScreen

description: About screen contents widget

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


code: WidgetArgsType & World &40; UWorld &42; InArg &41;


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


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


className: SActorEditorContext

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


code: virtual void Construct ( const [FArguments](API\Editor\UnrealEd\SAnimationCompressionSelectionDi-\FArguments) & InArgs, const [FAnimationCompressionSelectionDialogConfig](API\Editor\UnrealEd\FAnimationCompressionSelectionDi-) & InConfig )


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


className: FOnAssetSelected

description: Called from the Dialog when an asset has been selected.

code: typedef TBaseDelegate_OneParam< void, const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & > FOnAssetSelected


description: Sets the delegate handler for when an open operation is committed

code: void SetOnAssetSelected ( const [FOnAssetSelected](API\Editor\UnrealEd\SAnimationCompressionSelectionDi-\FOnAssetSelected) & InHandler )


code: SAnimationCompressionSelectionDialog()


className: SAnimationCompressionSelectionDialog

description: Dialog to prompt user to select an animation compression settings asset.

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


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


code: WidgetArgsType & EditorViewportClient &40; TSharedPtr< FEditorViewportClient > InArg &41;


code: WidgetArgsType & ViewportSize &40; const TAttribute< FVector2D > & InAttribute &41;


code: typedef FArguments WidgetArgsType


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


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


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


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


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


className: SAssetEditorViewport

code: class SAssetEditorViewport : public [SEditorViewport](API\Editor\UnrealEd\SEditorViewport)

ConfigKey

type: FName

ParentTabContent

type: TWeakPtr<FView...


description: WrapsSOverlay::AddSlot()


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


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


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


description: Gets the Viewport Tab that created this overlay

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FViewportTabContent](API\Editor\EditorFramework\FViewportTabContent) > GetViewportTab() const


description:
Returns the cached size of this viewport overlay
The size that was cached

code: const FVector2D & GetCachedSize() const


description: WrapsSOverlay::RemoveSlot()

code: void RemoveSlot()


description: Overridden fromSWidget

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


description: Default constructor

code: SAssetEditorViewportsOverlay()


className: SAssetEditorViewportsOverlay

description: Overlay wrapper class so that we can cache the size of the widget It will also store the ViewportLayout data because that data can't be stored per app; it must be stored per viewport overlay in case the app that made it closes.

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


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


code: WidgetArgsType & Skeleton &40; USkeleton &42; InArg &41;


code: typedef FArguments WidgetArgsType


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


description: SEditorViewportinterface


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

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


code: void SetSkeleton ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton )


className: SBasePoseViewport

code: class SBasePoseViewport : public [SEditorViewport](API\Editor\UnrealEd\SEditorViewport)


description: Construct child widgets that comprise this widget.

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


code: WidgetArgsType & BonePair &40; TSharedPtr< FBoneTrackPair > InArg &41;


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


description:
Users ofSMultiColumnTableRowwould usually some piece of data associated with it. The type of this data is ItemType; it's the stuff that your TableView (i.e. List or Tree) is visualizing. The ColumnName tells you which column of the TableView we need to make a widget for. Make a widget and return it.
a widget to represent the contents of a cell in this row of a TableView.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GenerateWidgetForColumn ( const [FName](API\Runtime\Core\UObject\FName) & InColumnName )


className: SBonePairRow

code: class SBonePairRow : public [SMultiColumnTableRow< TSharedPtr< FBoneTrackPair > >](API\Runtime\Slate\Widgets\Views\SMultiColumnTableRow)


description: LeafWidgets should compute their DesiredSize based solely on their visual representation. There is no need to take child widgets into account as LeafWidgets have none by definition. For example, the TextBlock widget simply measures the area necessary to display its text with the given font and font size.

code: virtual FVector2D ComputeDesiredSize ( float ) const


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


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


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


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


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


className: HandleRect

description: Local space rectangle of each gradient stop handle

code: static const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) HandleRect;


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

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


description:
Called when a mouse button is double clicked. Override this in derived classes.
Returns whether the event was handled, along with other possible actions

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnMouseButtonDoubleClick ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InMyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InMouseEvent )


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

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


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

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


description: The system will use this event to notify a widget that the cursor has left it. This event is uses a custom bubble strategy.

code: virtual void OnMouseLeave ( const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


description: Whenever possible, LeafWidgets should avoid dealing with layout properties. See TextBlock for an example.

code: virtual int32 OnPaint ( const [FPaintArgs](API\Runtime\SlateCore\Types\FPaintArgs) & Args, const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & MyCullingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & OutDrawElements, int32 LayerId, const [FWidgetStyle](API\Runtime\SlateCore\Styling\FWidgetStyle) & InWidgetStyle, bool bParentEnabled ) const


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: Sets the curve that is being edited by this editor

code: void SetCurveOwner ( [FCurveOwnerInterface](API\Runtime\Engine\Curves\FCurveOwnerInterface) * InCurveOwner )


description: SWidgetInterface

code: virtual bool SupportsKeyboardFocus() const


className: SColorGradientEditor

code: class SColorGradientEditor : public [SLeafWidget](API\Runtime\SlateCore\Widgets\SLeafWidget)


code: void Construct ( const [FArguments](API\Editor\UnrealEd\SCommonEditorViewportToolbarBase\FArguments) & InArgs, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ICommonEditorViewportToolbarInfoProvider](API\Editor\UnrealEd\ICommonEditorViewportToolbarInfo-) > InInfoProvider )


description: Build the screen percentage menu.

code: static void ConstructScreenPercentageMenu ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & MenuBuilder, class [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient )


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


description: Extension allowing derived classes to add to left-aligned portion of the toolbar slots.

code: virtual void ExtendLeftAlignedToolbarSlots ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SHorizontalBox](API\Runtime\SlateCore\Widgets\SHorizontalBox) > MainBoxPtr, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SViewportToolBar](API\Editor\UnrealEd\SViewportToolBar) > ParentToolBarPtr ) const


description: Extension allowing derived classes to add to the options menu.

code: virtual void ExtendOptionsMenu ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & OptionsMenuBuilder ) const


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


code: WidgetArgsType & PreviewProfileController &40; TSharedPtr< IPreviewProfileController > InArg &41;


code: typedef FArguments WidgetArgsType


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


description:
Generates the toolbar show menu content
The widget containing the show menu content

code: virtual TSharedRef< SWidget > GenerateShowMenu&40;&41; const


description: Merges the extender list from the host with the specified extender and returns the results.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) > GetCombinedExtenderList ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) > MenuExtender ) const


description: Returns the info provider for this viewport.


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


code: virtual bool GetShowScalabilityMenu() const


description: Gets the extender for the view menu

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) > GetViewMenuExtender() const


description: Get the viewport client.

code: [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) & GetViewportClient() const


description: Creates and returns the asset viewr profile combo box.


description: Creates the view menu widget (override point for children)

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [SEditorViewportViewMenu](API\Editor\UnrealEd\SEditorViewportViewMenu) > MakeViewMenu()


description: Invoked when the asset viewer profile combo box selection changes.

code: void OnAssetViewerProfileComboBoxSelectionChanged ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FString](API\Runtime\Core\Containers\FString) > NewSelection, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) )


description: Called when the ScreenPercentage slider is adjusted in the viewport

code: void OnScreenPercentageValueChanged ( int32 NewValue )


description: Called when the FOV slider is adjusted in the perspective viewport

code: virtual void OnFOVValueChanged ( float NewValue ) const


description: Update the list of asset viewer profiles displayed by the combo box.

code: void UpdateAssetViewerProfileList()


description: Clear the current combo list selection

code: void ClearSelection()


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


className: SCommonEditorViewportToolbarBase

description: A viewport toolbar widget for an asset or level editor that is placed in a viewport

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


code: WidgetArgsType & CustomClassFilters &40; TArray< TSharedRef< IClassViewerFilter >> InArg &41;


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


code: WidgetArgsType & OnComponentClassSelected &40; const FComponentClassSelected & InDelegate &41;


code: WidgetArgsType & OnSubobjectClassSelected &40; const FSubobjectClassSelected & InDelegate &41;


code: typedef FArguments WidgetArgsType


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


className: FComponentClassFilterData

description: Internal data used to facilitate component class filtering

code: struct FComponentClassFilterData

ClassFilter

type: TSharedPtr<ICl...

FilterFuncs

type: TSharedPtr<FCl...


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > GenerateAddComponentRow ( FComponentClassComboEntryPtr Entry, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & OwnerTable ) const


description: Updates the filtered list of component names.

code: void GenerateFilteredComponentList()


description: Returns a component name without the substring "Component" and sanitized for display

code: static [FString](API\Runtime\Core\Containers\FString) GetSanitizedComponentName ( FComponentClassComboEntryPtr Entry )


code: void OnAddComponentSelectionChanged ( FComponentClassComboEntryPtr InItem, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) SelectInfo )


description: Callback when the user commits the text in the searchbox

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


description: Update list of component classes

code: void UpdateComponentClassList()


className: SComponentClassCombo

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


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


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


description: Called when the user changes the text in the search box.

code: void OnSearchBoxTextChanged ( const [FText](API\Runtime\Core\Internationalization\FText) & InSearchText )


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


description: Gets the resulting asset name


description: Gets the resulting full asset path (path+'/'+name)


description: Gets the resulting asset path


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


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


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


description: Displays the dialog in a blocking fashion


description: Ensures supplied package name information is valid

code: bool ValidatePackage()


className: SCreateAnimationAssetDlg

description: Dialog to prompt users to decide an animation asset name

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

AssetName

type: FText


description: Constructs this widget with InArgs

code: void Construct ( const [FArguments](API\Editor\UnrealEd\SCreateAssetFromObject\FArguments) & InArgs, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > InParentWindow )


description: The default suffix to use for the asset filename

code: WidgetArgsType & AssetFilenameSuffix &40; FString InArg &41;


description: The path we begin naviagation at

code: WidgetArgsType & AssetPath &40; FString InArg &41;


description: The label for the create button

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


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


description: The text to display at the top of the dialog

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


description: Action to perform when create clicked

code: WidgetArgsType & OnCreateAssetAction &40; const FOnPathChosen & InDelegate &41;


code: typedef FArguments WidgetArgsType


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


className: SCreateAssetFromObject

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


description: Constructs the credits screen widgets

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


className: SCreditsScreen

description: Credit screen widget that displays a scrolling list contributors.

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


className: FArguments

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


description: Do we have all of the data we need to import this asset?

code: bool CanImport() const


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


className: CurveInterpModePtr

description: Typedef for curve enum pointers

code: typedef [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< ERichCurveInterpMode > CurveInterpModePtr


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


code: WidgetArgsType & TempImportDataTable &40; UDataTable &42; InArg &41;


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


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


code: [FString](API\Runtime\Core\Containers\FString) GetCurveTypeText ( [CurveInterpModePtr](API\Runtime\Core\Templates\TSharedPtr) InterpMode ) const


description: Whether to show table row options


description: Whether to show details panel


code: [FString](API\Runtime\Core\Containers\FString) GetImportTypeText ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< ECSVImportType > Type ) const


description: Get the import type we selected

code: ECSVImportType GetSelectedImportType()


description: Get the interpolation mode we selected


description: Get the row struct we selected


description: Called when 'Cancel' button is pressed


description: Called to create a widget for each curve interpolation enum

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeCurveTypeWidget ( [CurveInterpModePtr](API\Runtime\Core\Templates\TSharedPtr) InterpMode )


description: Called to create a widget for each struct

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeImportTypeItemWidget ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< ECSVImportType > Type )


description: Called when import type changes

code: void OnImportTypeSelected ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< ECSVImportType > Selection, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) SelectionType )


description: If we should import

code: bool ShouldImport()


description: Called when 'OK' button is pressed


description: Called when datatable row is selected

code: void OnStructSelected ( [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * NewStruct )


description: If the current settings should be applied to all items being imported

code: bool ShouldImportAll()


className: SCSVImportOptions

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


description: Since we create aUFactoryobject, it needs to be serialized

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


description: Return whether any curve view models are selected

code: bool AnyCurveViewModelsSelected() const


description: Clear the selected curve view models

code: void ClearSelectedCurveViewModels()


description: Closes the popup created by GenericTextEntryModeless

code: void CloseEntryPopupMenu()


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


className: EDragState

description: Represents the different states of a drag operation

code: enum EDragState { PreDrag, DragKey, FreeDrag, DragTangent, MarqueeSelect, Pan, Zoom, None, }


code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * CreateCurveObject ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UCurveBase](API\Runtime\Engine\Curves\UCurveBase) > CurveType, [UObject](API\Runtime\CoreUObject\UObject\UObject) * PackagePtr, [FName](API\Runtime\Core\UObject\FName) & AssetName )


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


className: EMovementAxisLock

code: enum EMovementAxisLock { AxisLock_Horizontal, AxisLock_Vertical, None, }


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


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


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


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


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


code: WidgetArgsType & DesiredSize &40; const TAttribute< FVector2D > & InAttribute &41;


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


code: WidgetArgsType & GridColor &40; FLinearColor InArg &41;


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


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


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


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


code: WidgetArgsType & OnSetInputViewRange &40; const FOnSetInputViewRange & InDelegate &41;


code: WidgetArgsType & OnSetAreCurvesVisible &40; const FOnSetAreCurvesVisible & InDelegate &41;


code: WidgetArgsType & OnSetOutputViewRange &40; const FOnSetOutputViewRange & InDelegate &41;


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


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


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


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


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


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


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


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


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


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


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


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


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


code: WidgetArgsType & XAxisName &40; TOptional< FString > InArg &41;


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


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


code: float FrameToTime ( int32 InFrame ) const


description: Modeless Version of the String Entry Box

code: void GenericTextEntryModeless ( const [FText](API\Runtime\Core\Internationalization\FText) & DialogText, const [FText](API\Runtime\Core\Internationalization\FText) & DefaultText, FOnTextCommitted OnTextComitted )


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


description: Gets whether autoframe will be invoked (combination of allow auto frame and curve editor auto frame setting)

code: bool GetAutoFrame() const


description: Gets a list of the commands handled by this control


description: Construct an object of typeUCurveFactoryand return it's reference


code: WidgetArgsType & YAxisName &40; TOptional< FString > InArg &41;


description: Get the currently edited curve

code: [FCurveOwnerInterface](API\Runtime\Engine\Curves\FCurveOwnerInterface) * GetCurveOwner() const


description: Get the curves to will be used during a fit operation

code: [TArray](API\Runtime\Core\Containers\TArray)< [FRealCurve](API\Runtime\Engine\Curves\FRealCurve) * > GetCurvesToFit() const


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

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


description: Access the user-supplied settings object

code: [UCurveEditorSettings](API\Editor\CurveEditor\UCurveEditorSettings) * GetSettings() const


description: Get Time Step for vertical line drawing

code: virtual float GetTimeStep ( [FTrackScaleInfo](API\Editor\UnrealEd\FTrackScaleInfo) & ScaleInfo ) const


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

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


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

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


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

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


description: Gets or sets whether autoframing is allowed

code: bool GetAllowAutoFrame() const


description: Called when this widget had captured the mouse, but that capture has been revoked for some reason.

code: virtual void OnMouseCaptureLost ( const [FCaptureLostEvent](API\Runtime\SlateCore\Input\FCaptureLostEvent) & CaptureLostEvent )


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:
The widget should respond by populating the OutDrawElements array with FDrawElements that represent it and any of its children. Called by the non-virtual OnPaint to enforce pre/post conditions during OnPaint.
The maximum layer ID attained by this widget or any of its children.

code: virtual int32 OnPaint ( const [FPaintArgs](API\Runtime\SlateCore\Types\FPaintArgs) & Args, const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & MyCullingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & OutDrawElements, int32 LayerId, const [FWidgetStyle](API\Runtime\SlateCore\Styling\FWidgetStyle) & InWidgetStyle, bool bParentEnabled ) const


code: void SetAllowAutoFrame ( bool bInAllowAutoFrame )


description: Called to determine if we should render the focus brush.

code: virtual [TOptional](API\Runtime\Core\IO\TOptional)< bool > OnQueryShowFocus ( const EFocusCause InFocusCause ) const


description: Set the curve that is being edited by this track widget. Also provide an option to enable/disable editing

code: void SetCurveOwner ( [FCurveOwnerInterface](API\Runtime\Engine\Curves\FCurveOwnerInterface) * InCurveOwner, bool bCanEdit )


description: Set Default output values when range is too small

code: virtual void SetDefaultOutput ( const float MinZoomRange )


description: Update view range

code: void SetInputMinMax ( float NewMin, float NewMax )


code: void SetOutputMinMax ( float NewMin, float NewMax )


description: Set flag that allows scrolling up/down over the widget from the outside without it handling the scroll wheel event

code: void SetRequireFocusToZoom ( bool bInRequireFocusToZoom )


description: Set the selected curve view model that matches the rich curve

code: void SetSelectedCurveViewModel ( [FRealCurve](API\Runtime\Engine\Curves\FRealCurve) * Curve )


description: Set new zoom to fit

code: void SetZoomToFit ( bool bNewZoomToFitVertical, bool bNewZoomToFitHorizontal )


description: Ensure that selected keys and tangents are still valid

code: void ValidateSelection()


description: Convert time to frames and vice versa

code: int32 TimeToFrame ( float InTime ) const


code: void ZoomToFit ( const bool bZoomToFitAll )


description: Zoom to fit

code: void ZoomToFitHorizontal ( const bool bZoomToFitAll )


code: void ZoomToFitVertical ( const bool bZoomToFitAll )


description: Destructor

code: ~SCurveEditor()


className: SCurveEditor

code: class SCurveEditor : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget), public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject), public [FEditorUndoClient](API\Editor\UnrealEd\FEditorUndoClient)

bAreCurvesVisible

type: TAttribute< boo...

description: Whether or not curves are being displayed

bInputSnappingEnabled

description: Whether or not input snapping is enabled.

bIsUsingSlider

description: True if the sliders are being used to adjust point values

bOutputSnappingEnabled

description: Whether or not output snapping is enabled.

bShowCurveSelector

description: Whether or not to show the curve selector widgets.

bShowTimeInFrames

description: Show time in frames.

bShowZoomButtons

description: True if the internal zoom buttons should be visible.

bZoomToFitHorizontal

description: True if you want the curve editor to fit to zoom

CurveToolTip

type: TSharedPtr<STo...

description: The tooltip control for the curves.

CurveToolTipInputText

description: The text for the input portion of the tooltip.

CurveToolTipNameText

description: The text for the name portion of the tooltip.

CurveToolTipOutputText

description: The text for the output portion of the tooltip.

CurveViewModels

type: TArray<TShared...

description: The view models for the curves.

DraggedKeyHandle

type: FKeyHandle

description: A handle to the key which was clicked to start a key drag operation.

DragState

type: EDragState

description: The state of the current drag operation happening with the widget, if any.

DragThreshold

type: float

description: The number of pixels which the mouse must move before a drag operation starts.

EntryPopupMenu

type: TWeakPtr<IMenu...

description: Generic Popup Entry

GridColor

type: FLinearColor

description: The color used to draw the grid lines.

InputAxisName

description: The text to display for the input axis.

InputFrameAxisName

description: The text to display for the input (frame) axis.

InputSnap

type: TAttribute< flo...

description: The snapping value for the input domain.

MouseDownLocation

description: The location of mouse during the last OnMouseButtonDown callback in widget local coordinates.

MouseMoveLocation

description: The location of the mouse during the last OnMouseMove callback in widget local coordinates.

MovementAxisLock

type: EMovementAxisLo...

description: The movement axis lock state

OutputAxisName

description: The text to display for the output axis.

OutputSnap

description: The snapping value for the output domain.

PreDragKeyLocations

type: TMap<FKeyHandl...

description: A map of selected key handle to their starting locations at the beginning of a drag operation.

PreDragTangents

description: A map of selected key handles to their tangent values at the beginning of a drag operation.

ReduceTolerance

description: The tolerance to use when reducing curves

TimelineLength

description: How long the overall timeline is

ViewMaxInput

description: Maximum input of view range

ViewMaxOutput

description: Min output view range

ViewMinInput

description: Minimum input of view range

ViewMinOutput

description: Max output view range


description: Call this function to build a 'text' widget that can display the present feature level

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


description: Build the exposure menu using EV100 settings

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > BuildFixedEV100Menu() const


description: true if realtime can be toggled (it cannot be toggled directly if there is an override in place)

code: bool CanToggleRealtime() const


description: Changes the auto exposure setting for this viewport

code: void ChangeExposureSetting()


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


code: virtual bool DoesAllowScreenCapture()


code: WidgetArgsType & ViewportSize &40; const TAttribute< FVector2D > & InAttribute &41;


description: Sets whether stereo rendering is allowed for this viewport. Advanced use only

code: void EnableStereoRendering ( const bool bInEnableStereoRendering )


code: typedef FArguments WidgetArgsType


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


description: The viewport command list

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


description: The visibility of the current feature level preview text display


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

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


description: The currentFSceneViewportshared pointer


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) > GetViewportClient() const


description: Gets the world this viewport is for

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


description: Invalidates the viewport to ensure it is redrawn during the next tick. This is implied every frame while the viewportIsRealtime().

code: void Invalidate()


description: true if the 2d mode widget is visible

code: virtual bool Is2DModeVisible() const


description: true if the specified coordinate system the active one active

code: virtual bool IsCoordSystemActive ( ECoordSystem CoordSystem ) const


description: Checks if auto exposure setting is selected

code: bool IsExposureSettingSelected() const


description: Called to know whether the fixed EV100 slider is enabled.

code: bool IsFixedEV100Enabled() const


description:
Checks if a show flag is enabled in this viewport
true if the show flag is enabled, false otherwise

code: bool IsShowFlagEnabled ( uint32 EngineShowFlagIndex ) const


description: True if the viewport is being updated in realtime

code: bool IsRealtime() const


description: Checks if Stat command is visible in this viewport

code: virtual bool IsStatCommandVisible ( [FString](API\Runtime\Core\Containers\FString) CommandName ) const


description: true if the translate/rotate mode widget is visible

code: virtual bool IsTranslateRotateModeVisible() const


description: True if the viewport is currently visible

code: virtual bool IsVisible() const


description: true if the specified widget mode is active

code: virtual bool IsWidgetModeActive ( [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) Mode ) const


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

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


description: Cycles between world and local coordinate systems

code: virtual void OnCycleCoordinateSystem()


description: Moves between widget modes

code: virtual void OnCycleWidgetMode()


description: Called when fixed EV100 slider is adjusted

code: void OnFixedEV100ValueChanged ( float NewValue )


description:
KEY INPUT Called when focus is given to this widget. This event does not bubble.
Returns whether the event was handled, along with other possible actions

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnFocusReceived ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FFocusEvent](API\Runtime\SlateCore\Input\FFocusEvent) & InFocusEvent )


description: Called when the user wants to focus the viewport to the current selection


description: Called by the fixed EV100 slider to get the fixed EV100 value

code: float OnGetFixedEV100Value() const


description: The visibility of the viewport focus indicator.

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


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


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


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

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


description: Changes the snapping grid size


description: Called to test whether surface snapping is enabled or not

code: static bool OnIsSurfaceSnapEnabled()


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: Toggles realtime on/off for the viewport. Slate tick/paint is ensured when realtime is on.

code: void OnToggleRealtime()


description: UI Command delegate bindings

code: void OnToggleStats()


description: Called when surface snapping has been enabled/disabled

code: static void OnToggleSurfaceSnap()


description: Implement this to add an arbitrary set of toolbars or other overlays to the inside of the viewport.

code: virtual void PopulateViewportOverlays ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SOverlay](API\Runtime\SlateCore\Widgets\SOverlay) > Overlay )


description: Sets whether this viewport can render directly to the back buffer. Advanced use only

code: void SetRenderDirectlyToWindow ( const bool bInRenderDirectlyToWindow )


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: Ticks this widget with Geometry. Override in derived classes, but always call the parent implementation.

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


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


code: void TogglePreviewingScreenPercentage()


description: Toggles a show flag in this viewport

code: void ToggleShowFlag ( uint32 EngineShowFlagIndex )


description: Toggles Stat command visibility in this viewport

code: virtual void ToggleStatCommand ( [FString](API\Runtime\Core\Containers\FString) CommandName )


code: virtual void UpdateInViewportMenuLocation ( const FVector2D InLocation )


code: void Construct ( const [FArguments](API\Editor\UnrealEd\SEditorViewportToolBarButton\FArguments) & Declaration )


className: SEditorViewport

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

Client

type: TSharedPtr<FEd...

description: The client responsible for setting up the scene

CommandList

type: TSharedPtr<FUI...

description: Commandlist used in the viewport (Maps commands to viewport specific actions)

LastTickTime

type: double

description: The last time the viewport was ticked (for visibility determination)

SceneViewport

type: TSharedPtr<FSc...

description: Viewport that renders the scene provided by the viewport client

ViewportOverlay

type: TSharedPtr<SOv...

ViewportWidget

type: TSharedPtr<SVi...

description: Widget where the scene viewport is drawn in


description: The button type to use

code: WidgetArgsType & ButtonType &40; EUserInterfaceActionType InArg &41;


description: Style to use when this is a regular button type

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


description: Style to use when this is a check box type

code: WidgetArgsType & CheckBoxStyle &40; const FCheckBoxStyle &42; InArg &41;


description: Checked state of the button

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


description: Called when the button is clicked

code: WidgetArgsType & OnClicked &40; const FOnClicked & InDelegate &41;


code: typedef FArguments WidgetArgsType


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


description: Style name of an image to use. Simple two state images are supported. An image can be different depending on checked/unchecked state

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


className: SEditorViewportToolBarButton

description: A simple class that represents a toolbar button in an editor viewport toolbar

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


description: Constructs the menu

code: void Construct ( const [FArguments](API\Editor\UnrealEd\SEditorViewportToolbarMenu\FArguments) & Declaration )


description: The foreground color of the content

code: WidgetArgsType & ForegroundColor &40; const TAttribute< FSlateColor > & InAttribute &41;


description: The image to show in the menu. If both the label and image are valid, the button image is used. Note that if this image is used, the label icon will not be displayed.

code: WidgetArgsType & Image &40; FName InArg &41;


description: The label to show in the menu

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


description: Optional icon to display next to the label

code: WidgetArgsType & LabelIcon &40; const TAttribute< const FSlateBrush &42; > & InAttribute &41;


description: Style to use

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


description: Content to show in the menu

code: WidgetArgsType & OnGetMenuContent &40; const FOnGetContent & InDelegate &41;


description: We need to know about the toolbar we are in

code: WidgetArgsType & ParentToolBar &40; TSharedPtr< class SViewportToolBar > InArg &41;


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


description:
Called to query the tool tip text for this widget, but will return an empty text for menu bar items when a menu for that menu bar is already open
Tool tip text, or an empty text if filtered out

code: [FText](API\Runtime\Core\Internationalization\FText) GetFilteredToolTipText ( [TAttribute](API\Runtime\Core\Misc\TAttribute)< [FText](API\Runtime\Core\Internationalization\FText) > ToolTipText ) const


description: Returns parent tool bar

code: [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< class [SViewportToolBar](API\Editor\UnrealEd\SViewportToolBar) > GetParentToolBar() const


className: SEditorViewportToolbarMenu

description: Widget that opens a menu when clicked

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

MenuName

type: FName

description: Name of tool menu

ParentToolBar

type: TWeakPtr< class...

description: Parent tool bar for querying other open menus


description: true if this menu is open

code: bool IsMenuOpen() const


className: BaseMenuName

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


code: void Construct ( const [FArguments](API\Editor\UnrealEd\SEditorViewportViewMenu\FArguments) & InArgs, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SEditorViewport](API\Editor\UnrealEd\SEditorViewport) > InViewport, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [SViewportToolBar](API\Editor\UnrealEd\SViewportToolBar) > InParentToolBar )


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


code: typedef FArguments WidgetArgsType


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


code: virtual void RegisterMenus() const


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


className: SEditorViewportViewMenu

code: class SEditorViewportViewMenu : public [SEditorViewportToolbarMenu](API\Editor\UnrealEd\SEditorViewportToolbarMenu)

MenuExtenders

type: TSharedPtr< cla...

Viewport

type: TWeakPtr<SEdit...


code: namespace ELoadLevelAtStartup { enum Type { None, ProjectDefault, LastOpened, } }


code: FParseContext &40; bool bInEnableLogging &41;


className: FParseContext

code: struct FParseContext

bEnableLogging

type: bool

MountedPaths

type: TArray< TPair< ...


description: Parse and validate the specified source directory / mount point combination

code: static bool ParseSourceDirectoryAndMountPoint ( [FString](API\Runtime\Core\Containers\FString) & SourceDirectory, [FString](API\Runtime\Core\Containers\FString) & MountPoint, const [FParseContext](API\Editor\UnrealEd\Settings\FAutoReimportDirectoryConfig\FParseContext) & InContext )


className: FAutoReimportWildcard

description: A filter used by the auto reimport manager to explicitly include/exclude files matching the specified wildcard

code: struct FAutoReimportWildcard

bInclude

description: When true, files that match this wildcard will be included (if it doesn't fail any other filters), when false, matches will be excluded from the reimporter

Wildcard

type: FString

description: The wildcard filter as a string.


className: FAutoReimportDirectoryConfig

description: Auto reimport settings for a specific directory

code: struct FAutoReimportDirectoryConfig

MountPoint

description: Where SourceDirectory points to an ordinary file system path, MountPoint specifies the virtual mounted location to import new files to.

SourceDirectory

description: The source directory to monitor.

Wildcards

type: TArray<FAutoRe...

description: A set of wildcard filters to apply to this directory


description: Convert the PIE settings into CmdLine settings


description: Convert the PIE settings into URL settings


description: Convert the PIE settings into NetDriver settings

code: void ConvertToNetDriverSettings ( [FPacketSimulationSettings](API\Runtime\Engine\Engine\FPacketSimulationSettings) & OutNetDriverSettings ) const


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


code: bool IsEmulationEnabledForTarget ( NetworkEmulationTarget CurrentTarget ) const


bIsNetworkEmulationEnabled

description: When true will apply the emulation settings when launching the game.

CurrentProfile

description: The profile name of the settings currently applied.

EmulationTarget

type: NetworkEmulatio...

InPackets

type: FNetworkEmulati...

description: Settings that add latency and packet loss to all incoming packets.

OutPackets

description: Settings that add latency and packet loss to all outgoing packets.


description: Called when the header of the property (the row in the details panel where the property is shown) If nothing is added to the row, the header is not displayed

code: virtual void CustomizeHeader ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle, [FDetailWidgetRow](API\Editor\PropertyEditor\FDetailWidgetRow) & HeaderRow, [IPropertyTypeCustomizationUtils](API\Editor\PropertyEditor\IPropertyTypeCustomizationUtils) & CustomizationUtils )


description: Called when the children of the property should be customized or extra rows added

code: virtual void CustomizeChildren ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle, [IDetailChildrenBuilder](API\Editor\PropertyEditor\IDetailChildrenBuilder) & ChildBuilder, [IPropertyTypeCustomizationUtils](API\Editor\PropertyEditor\IPropertyTypeCustomizationUtils) & CustomizationUtils )


code: bool HandleAreSettingsEnabled() const


description: Checks to see if separate server was launched, the number of player clients is greater than one, or if the current net play mode is not standalone


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyTypeCustomization](API\Editor\PropertyEditor\IPropertyTypeCustomization) > MakeInstance()


description: Combo button handlers.

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


code: void OnEmulationProfileChanged ( int32 Index ) const


description: Details customization for FEditorPlayNetworkEmulationSettings

code: class FLevelEditorPlayNetworkEmulationSettingsDetail : public [IPropertyTypeCustomization](API\Editor\PropertyEditor\IPropertyTypeCustomization)


className: FLevelEditorViewporEditorViews

code: struct FLevelEditorViewporEditorViews

LevelViewportsInfo

type: TArray<FLevelV...


code: FLevelEditorViewportInstanceSettings()


className: FLevelEditorViewportInstanceSettings

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

bIsRealtime

description: Whether this viewport is updating in real-time.

bShowFullToolbar

description: When enabled, the full viewport toolbar will be shown. When disabled, a compact toolbar is used.

bShowOnScreenStats

description: Whether viewport statistics should be shown.

BufferVisualizationMode

description: The buffer visualization mode for the viewport.

EditorShowFlagsString

description: A set of flags that determines visibility for various scene elements (FEngineShowFlags), converted to string form.

EnabledStats

type: TArray<FString...

description: Whether viewport statistics should be enabled by default.

ExposureSettings

type: FExposureSettin...

description: Setting to allow designers to override the automatic expose.

FarViewPlane

type: float

description: Position of the var plane in the editor viewport

FOVAngle

description: Field of view angle for the viewport.

GPUSkinCacheVisualizationMode

description: The GPU Skin Cache visualization mode for the viewport.

GroomVisualizationMode

description: The Groom visualization mode for the viewport.

LumenVisualizationMode

description: The Lumen visualization mode for the viewport.

NaniteVisualizationMode

description: The Nanite visualization mode for the viewport.

OrthoViewModeIndex

type: TEnumAsByte< EV...

description: View mode to set when this viewport is not of type LVT_Perspective.

PerspViewModeIndex

description: View mode to set when this viewport is of type LVT_Perspective.

StrataVisualizationMode

description: The Strata visualization mode for the viewport.

ViewportType

type: TEnumAsByte< EL...

description: The viewport type

VirtualShadowMapVisualizationMode

description: The virtual shadow map visualization mode for the viewport.


description: Implements a key -> value pair for the per-instance view port settings

ConfigName

description: Name identifying this config.

ConfigSettings

type: FLevelEditorVie...

description: Settings for this config.


code: FMode2DLayer ( [FString](API\Runtime\Core\Containers\FString) InName, float InDepth )


description: 2D layer settings

code: struct FMode2DLayer

Depth

description: The position of this snap layer's plane along the Snap Axis.

Name

description: A descriptive name for this snap layer.


className: FNetworkEmulationPacketSettings

code: struct FNetworkEmulationPacketSettings

MaxLatency

description: Maximum latency to add to packets. We use a random value between the minimum and maximum (when 0 = always the minimum value)

MinLatency

description: Minimum latency to add to packets.

PacketLossPercentage

description: Ratio of packets to randomly drop (0 = none, 100 = all)


className: FPlayScreenResolution

description: Holds information about a screen resolution to be used for playing.

code: struct FPlayScreenResolution

AspectRatio

description: The screen resolution's aspect ratio (as a string).

bCanSwapAspectRatio

description: Whether or not this device supports both landscape and portrait modes

Description

description: The description text for this screen resolution.

Height

description: The screen resolution's height (in pixels).

ProfileName

description: The name of the device profile this links to

Width

description: The screen resolution's width (in pixels).


code: bool operator== ( const [FRecentProjectFile](API\Editor\UnrealEd\Settings\FRecentProjectFile) & Other ) const


code: bool operator== ( const [FString](API\Runtime\Core\Containers\FString) & OtherProjectName ) const


code: FRecentProjectFile ( const [FString](API\Runtime\Core\Containers\FString) & InProjectName, [FDateTime](API\Runtime\Core\Misc\FDateTime) InLastOpenTime )


className: FRecentProjectFile

code: struct FRecentProjectFile

LastOpenTime

type: FDateTime

description: Timestamp of the last time the editor opened this project

ProjectName

description: Path to the project


className: FSnapToSurfaceSettings

description: Settings that control the behavior of the "snap to surface" feature

code: struct FSnapToSurfaceSettings

bEnabled

description: Whether snapping to surfaces in the world is enabled

bSnapRotation

description: Whether objects should match the rotation of the surfaces they snap to

SnapOffsetExtent

description: The amount of offset to apply when snapping to surfaces


className: UAnimBlueprintSettings

description: Implements Editor settings for animation blueprints

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

bAllowAnimBlueprints

description: Whether to allow using animation blueprints

bAllowDelegates

description: Whether to allow delegates to be created/displayed in animation blueprints

bAllowEventGraphs

description: Whether to allow event graphs to be created/displayed in animation blueprints

bAllowMacros

description: Whether to allow macros to be created/displayed in animation blueprints

bAllowPoseWatches

description: Whether to allow pose watches to be created/displayed in animation blueprints

BaseFunctionOverrideAllowList

type: TArray<FName>

description: The set of allowed base functions if restricted

bPerformValidation

description: Whether or not anim blueprint should perform allow-list validation

bRestrictBaseFunctionOverrides

description: Whether to allow restrict which base function overrides can created/displayed in animation blueprints

description: Whether to allow input events to be created/displayed in animation blueprints.


description: UObjectinterface

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


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


className: UBlueprintEditorProjectSettings

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

type: TArray<TSoftCl...

description: Any blueprint deriving from one of these base classes will be allowed to recompile during Play-in-Editor (This setting exists both as an editor preference and project setting, and will be allowed if listed in either place)

bEnableChildActorExpansionInTreeView

type: uint8:  1

description: Enable the option to expand child actor components within component tree views (experimental).

bValidateUnloadedSoftActorReferences

description: If enabled, the editor will load packages to look for soft references to actors when deleting/renaming them.

DefaultChildActorTreeViewMode

type: EChildActorComp...

description: Default view mode to use for child actor components in a Blueprint actor's component tree hierarchy (experimental).

DisabledCompilerMessages

description: List of compiler messages that have been suppressed completely - message suppression is only advisable when using blueprints that you cannot update and are raising innocuous warnings.

DisabledCompilerMessagesExceptEditor

description: List of compiler messages that have been suppressed outside of full, interactive editor sessions for the current project - useful for silencing warnings that were added to the engine after project inception and are going to be addressed as they are found by content authors

NamespacesToAlwaysInclude

description: A list of namespace identifiers that all Blueprint assets in the project should import by default. Requires Blueprint namespace features to be enabled in editor preferences. Editing this list will also cause any visible Blueprint editor windows to be closed.

SuppressedDeprecationMessages

description: List of deprecated UProperties/UFunctions to supress warning messages for - useful for source changes that would otherwise cause content warnings The easiest way to populate this list is using the context menu on nodes with deprecated references


className: FSettingChangedEvent

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

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


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.

code: virtual void PostInitProperties()


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


className: SettingChangedEvent

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


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


className: UClassViewerSettings

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

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

DeveloperFolderType

type: EClassViewerDev...

description: The developer folder view modes used inSClassViewer

DisplayInternalClasses

type: bool

description: Whether to display internal use classes.


className: FGetUIActionFromLevelPlaySettings

code: typedef TBaseDelegate_OneParam< [FUIAction](API\Runtime\Slate\Framework\Commands\FUIAction), const [FPlayScreenResolution](API\Editor\UnrealEd\Settings\FPlayScreenResolution) & > FGetUIActionFromLevelPlaySettings


className: UCommonResolutionMenuContext

code: class UCommonResolutionMenuContext : public [UToolMenuContextBase](API\Developer\ToolMenus\UToolMenuContextBase)

GetUIActionFromLevelPlaySettings

type: FGetUIActionFro...


description: Gets whether we are allowed to display the C++ folders or not

code: bool GetDisplayCppFolders() const


description: Deprecated* The bOverride flag is no longer necessary. The override can now be set on SAssetView::OverrideShowDeveloperFolders().

code: bool GetDisplayDevelopersFolder ( bool bExcludeOverride ) const


description: Gets whether we are allowed to display the developers folder or not, optional flag ignoring the override

code: bool GetDisplayDevelopersFolder() const


description: Gets whether we are allowed to display the engine folder or not, optional flag ignoring the override

code: bool GetDisplayEngineFolder() const


description: Deprecated* The bOverride flag is no longer necessary. The override can now be set on SAssetView::OverrideShowEngineFolder().

code: bool GetDisplayEngineFolder ( bool bExcludeOverride ) const


description: Gets whether we are allowed to display the favorite folders or not

code: bool GetDisplayFavorites() const


description: Gets whether we are allowed to display the L10N folder (contains localized assets) or not

code: bool GetDisplayL10NFolder() const


description: Gets whether we are allowed to display the plugin folders or not

code: bool GetDisplayPluginFolders() const


description: Deprecated* The bOverride flag is no longer necessary. The override can now be set on SAssetView::OverrideShowPluginFolders().

code: bool GetDisplayPluginFolders ( bool bExcludeOverride ) const


description: Gets whether we should dock the collections view under the paths view

code: bool GetDockCollections() const


description: Gets whether text searches should also search asset paths (instead of asset name only)

code: bool GetIncludeAssetPaths() const


description: Gets whether text searches should also search in asset class names

code: bool GetIncludeClassNames() const


description: Gets whether text searches should also search for collection names

code: bool GetIncludeCollectionNames() 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: Sets whether we are allowed to display C++ folders or not

code: void SetDisplayCppFolders ( bool bDisplay )


description: Sets whether we are allowed to display the developers folder or not, optional flag for setting override instead

code: void SetDisplayDevelopersFolder ( bool bInDisplayDevelopersFolder )


code: void SetDisplayDevelopersFolder ( bool bInDisplayDevelopersFolder, bool bOverride )


description: Sets whether we are allowed to display the engine folder or not, optional flag for setting override instead

code: void SetDisplayEngineFolder ( bool bInDisplayEngineFolder )


code: void SetDisplayEngineFolder ( bool bInDisplayEngineFolder, bool bOverride )


description: Sets whether we are allowed to display favorite folders or not

code: void SetDisplayFavorites ( bool bInDisplayFavorites )


description: Sets whether we are allowed to display the L10N folder (contains localized assets) or not

code: void SetDisplayL10NFolder ( bool bInDisplayL10NFolder )


description: Sets whether we are allowed to display the plugin folders or not

code: void SetDisplayPluginFolders ( bool bInDisplayPluginFolders )


code: void SetDisplayPluginFolders ( bool bInDisplayPluginFolders, bool bOverride )


description: Sets whether we should dock the collections view under the paths view

code: void SetDockCollections ( bool bInDockCollections )


description: Sets whether text searches should also search asset paths (instead of asset name only)

code: void SetIncludeAssetPaths ( bool bInclude )


description: Sets whether text searches should also search in asset class names

code: void SetIncludeClassNames ( bool bInclude )


description: Sets whether text searches should also search for collection names

code: void SetIncludeCollectionNames ( bool bInclude )


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


className: UContentBrowserSettings

description: Implements content browser settings. These are global not per-project

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

bDisplayContentFolderSuffix

description: Whether to append 'Content' text to displayed folder names

bDisplayFriendlyNameForPluginFolders

description: Whether display friendly name as plugin folder names

description: Enables the rendering of Material Instance thumbnail previews

bOrganizeFolders

description: Whether to organize folders in the content browser

bShowAllFolder

description: Whether to group root folders under a common folder in the path view

DisplayEmptyFolders

description: Whether to empty display folders in the asset view of the content browser.

DisplayFolders

description: Whether to display folders in the asset view of the content browser.

FilterRecursively

description: Whether to filter recursively when a filter is applied in the asset view of the content browser.

NumObjectsToLoadBeforeWarning

description: The number of objects to load at once in the Content Browser before displaying a warning about loading many assets

RealTimeThumbnails

description: Whether to render thumbnails for loaded assets in real-time in the Content Browser


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

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