className: FProjectExternalContentInterfaceGetter

description: Delegate to override theIProjectExternalContentInterface

code: typedef TBaseDelegate_NoParams< [IProjectExternalContentInterface](API\Editor\UnrealEd\IProjectExternalContentInterface) * > FProjectExternalContentInterfaceGetter


className: FSelectCommand

description: Delegate definition for the execute function that follows

module: UnrealEd

code: typedef TBaseDelegate_OneParam< void, [UModel](API\Runtime\Engine\UModel) * > FSelectCommand


className: FSelectInWorldCommand

code: typedef TBaseDelegate_TwoParams< void, [UWorld](API\Runtime\Engine\Engine\UWorld) *, [UModel](API\Runtime\Engine\UModel) * > FSelectInWorldCommand


className: FShouldDisableCPUThrottling

description: An array of delegates that can force disable throttling cpu usage if any of them return false.

code: typedef TBaseDelegate_NoParams< bool > FShouldDisableCPUThrottling


className: FSelectUnloadedActorsEvent

description: Called to allow selection of unloaded actors

code: class FSelectUnloadedActorsEvent : public TBaseMulticastDelegate_OneParam< void, const TArray< FGuid > & >


className: FViewportClientListChangedEvent

description: Called when the viewport clients list changed

code: class FViewportClientListChangedEvent : public TBaseMulticastDelegate_NoParams< void >


description: Game-specific function called by Map_Check BEFORE iterating over all actors.

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


description: Game-specific function called per-actor by Map_Check

code: virtual bool Game_Map_Check_Actor ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, bool bCheckDeprecatedOnly, [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


description: Creates a SPIEViewport for the specified instance. This is used for Play in New Window, but not for instances that live in the level editor viewport.

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class SPIEViewport > GeneratePIEViewportWindow ( const [FRequestPlaySessionParams](API\Editor\UnrealEd\FRequestPlaySessionParams) & InSessionParams, int32 InViewportIndex, const [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & InWorldContext, EPlayNetMode InNetMode, [UGameViewportClient](API\Runtime\Engine\Engine\UGameViewportClient) * InViewportClient, [FSlatePlayInEditorInfo](API\Editor\UnrealEd\FSlatePlayInEditorInfo) & InSlateInfo )


description: Return the current active shader platform in the editor


description: Return the active feature level. This will be the chosen Settings->Preview Rendering Level if the Preview Mode button is highlighted or SM5 if the Preview Mode button has been clicked and isn't highlighted.


description:
Retrieves the active viewport from the editor.
The currently active viewport.


description: Returns the actor grouping utility class that performs all grouping related tasks This will create the class instance if it doesn't exist.


description: List of all viewport clients

code: const [TArray](API\Runtime\Core\Containers\TArray)< class [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * > & GetAllViewportClients()


code: const [TArray](API\Runtime\Core\Containers\TArray)< class [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * > & GetAllViewportClients() const


description: Gets all assets which can be synced to in content browser for current selection

code: void GetAssetsToSyncToContentBrowser ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, bool bAllowBrowseToAssetOverride )


description: Function to return unique list of the classes of the assets currently selected in content browser (loaded/not loaded)

code: void GetContentBrowserSelectionClasses ( [TArray](API\Runtime\Core\Containers\TArray)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & Selection ) const


description: Function to return list of assets currently selected in the content browser

code: void GetContentBrowserSelections ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Selections ) const


description: Access the array of grid interval options

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


description: Accesses the array of snap grid position options

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


description: Accesses the array of snap grid rotation options

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


description: The feature used to create new worlds, by default. Overridden for feature level preview in the editor

code: virtual [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) GetDefaultWorldFeatureLevel() const


description: Get a Subsystem of specified type

code: template<typename TSubsystemClass> TSubsystemClass * GetEditorSubsystem() const


description: Do not hold onto this Array reference unless you are sure the lifetime is less than that ofUGameInstance

code: template<typename TSubsystemClass> const [TArray](API\Runtime\Core\Containers\TArray)< TSubsystemClass * > & GetEditorSubsystemArray() const


description: Get a Subsystem of specified type

code: [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem) * GetEditorSubsystemBase ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem) > SubsystemClass ) const


description: Returns the WorldContext for the editor world. For now, there will always be exactly 1 of these in the editor.

code: [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & GetEditorWorldContext ( bool bEnsureIsGWorld )


description: Returns the Editors world manager instance.


description: The first selected class (either aUClasstype itself, or theUClassgenerated by a blueprint), or null if there are no class or blueprint types selected

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


description:
Returns list of all foliage types used in the world
List of all foliage types used in the world

code: [TArray](API\Runtime\Core\Containers\TArray)< [UFoliageType](API\Runtime\Foliage\UFoliageType) * > GetFoliageTypesInWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description:
Gets the user-friendly, localized (if exists) name of a property
the friendly name for the property. localized first, then metadata, then the property's name.

code: static [FString](API\Runtime\Core\Containers\FString) GetFriendlyName ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property, [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * OwnerStruct )


description: Gets the scene viewport for a viewport client

code: [FSceneViewport](API\Runtime\Engine\Slate\FSceneViewport) * GetGameSceneViewport ( [UGameViewportClient](API\Runtime\Engine\Engine\UGameViewportClient) * ViewportClient ) const


description: Get the location offset applied by the grid based on the grid size and active viewport.

code: FVector GetGridLocationOffset ( bool bUniformOffset ) const


code: [ULevelEditorDragDropHandler](API\Editor\UnrealEd\ULevelEditorDragDropHandler) * GetLevelEditorDragDropHandler() const


description: List of level editor viewport clients for level specific actions

code: const [TArray](API\Runtime\Core\Containers\TArray)< class [FLevelEditorViewportClient](API\Editor\UnrealEd\FLevelEditorViewportClient) * > & GetLevelViewportClients()


description: Gets all levels which can be synced to in content browser for current selection

code: void GetLevelsToSyncToContentBrowser ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & Objects )


code: const [TArray](API\Runtime\Core\Containers\TArray)< class [FLevelEditorViewportClient](API\Editor\UnrealEd\FLevelEditorViewportClient) * > & GetLevelViewportClients() const


description: Returns whether or not the map build in progressed was canceled by the user.

code: virtual bool GetMapBuildCancelled() const


description: Get tick rate limitor.

code: virtual float GetMaxTickRate ( float DeltaTime, bool bAllowFrameRateSmoothing ) const


code: virtual [UGameViewportClient](API\Runtime\Engine\Engine\UGameViewportClient) * GetNextPIEViewport ( [UGameViewportClient](API\Runtime\Engine\Engine\UGameViewportClient) * CurrentViewport )


description: Gets all objects which can be synced to in content browser for current selection

code: void GetObjectsToSyncToContentBrowser ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & Objects, bool bAllowBrowseToAssetOverride )


code: virtual void GetPackageList ( [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > * InPackages, [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )


description:
Retrieves the PIE viewport from the editor.
The PIE viewport. NULL if there is no PIE viewport active.


description: Returns the WorldContext for the PIE world, by default will get the first one which will be the server or simulate instance. You need to iterate the context list if you want all the pie world contexts.

code: [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) * GetPIEWorldContext ( int32 WorldPIEInstance )


description: Pivot handling.

code: virtual FVector GetPivotLocation()


description: Returns information about the currently active Play In Editor session. Unset if there is no active PIE session.

code: const [TOptional](API\Runtime\Core\IO\TOptional)< [FPlayInEditorSessionInfo](API\Editor\UnrealEd\FPlayInEditorSessionInfo) > GetPlayInEditorSessionInfo() const


description: Returns the last device that was used via the Launcher.


description: Returns the currently set PlaySessionRequest (if any). Unset if there is no session queued or has already been started (seeGetPlayInEditorSessionInfo())

code: const [TOptional](API\Runtime\Core\IO\TOptional)< [FRequestPlaySessionParams](API\Editor\UnrealEd\FRequestPlaySessionParams) > GetPlaySessionRequest() const


description: Returns the preview audio component


description: Return the ini platform name the current preview platform, or false if there is no preview platform.

code: virtual bool GetPreviewPlatformName ( [FName](API\Runtime\Core\UObject\FName) & PlatformName ) const


description: the returned pointer cannot be null


description:
Computes a color to use for property coloration for the given object.
true if a color was successfully set on OutColor, false otherwise.

code: virtual bool GetPropertyColorationColor ( class [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FColor](API\Runtime\Core\Math\FColor) & OutColor )


description: Accessor for current property-based coloration settings.

code: virtual void GetPropertyColorationTarget ( [FString](API\Runtime\Core\Containers\FString) & OutPropertyValue, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) *& OutProperty, [UClass](API\Runtime\CoreUObject\UObject\UClass) *& OutCommonBaseClass, [FEditPropertyChain](API\Runtime\CoreUObject\UObject\FEditPropertyChain) *& OutPropertyChain )


description: Access user setting for audio level. Fractional volume 0.0->1.0

code: float GetRealTimeAudioVolume() const


description: Queries for a list of assets that are referenced by the current editor selection (actors, surfaces, etc.)

code: void GetReferencedAssetsForEditorSelection ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & Objects, const bool bIgnoreOtherAssetsIfBPReferenced )


description: Returns pointer to a temporary render target. If it has not already been created, does so here.

code: [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * GetScratchRenderTarget ( const uint32 MinSize )


description: Returns the number of currently selected actors.

code: int32 GetSelectedActorCount() const


description: Returns anFSelectionIteratorthat iterates over the set of selected actors.


description: Returns the set of selected actors.

code: [USelection](API\Editor\UnrealEd\USelection) * GetSelectedActors() const


description: Returns the number of currently selected components.

code: int32 GetSelectedComponentCount() const


description: Returns anFSelectionIteratorthat iterates over the set of selected components.


description: the set of selected components.

code: [USelection](API\Editor\UnrealEd\USelection) * GetSelectedComponents() const


description: the set of selected non-actor objects.

code: [USelection](API\Editor\UnrealEd\USelection) * GetSelectedObjects() const


description: the appropriate selection set for the specified object class.

code: [USelection](API\Editor\UnrealEd\USelection) * GetSelectedSet ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class ) const


description: Get the selection state of the current level (its actors and components) so that it might be restored later.

code: void GetSelectionStateOfLevel ( [FSelectionStateOfLevel](API\Editor\UnrealEd\Editor\FSelectionStateOfLevel) & OutSelectionStateOfLevel ) const


description:
Fills level viewport client transform used in simulation mode
true if function succeeded, false if failed

code: bool GetSimulateInEditorViewTransform ( FTransform & OutViewTransform ) const


description: Queries for a list of assets that are soft referenced by the current editor selection (actors, surfaces, etc.)

code: void GetSoftReferencedAssetsForEditorSelection ( [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > & SoftObjects )


description: Returns the Editors timer manager instance.

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FTimerManager](API\Runtime\Engine\FTimerManager) > GetTimerManager()


description: Returns the stored position at that index.

code: void GetWindowSizeAndPositionForInstanceIndex ( [ULevelEditorPlaySettings](API\Editor\UnrealEd\Settings\ULevelEditorPlaySettings) & InEditorPlaySettings, const int32 InInstanceIndex, const [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & InWorldContext, FIntPoint & OutSize, FIntPoint & OutPosition )


description: Gives focus to the server or first PIE client viewport

code: void GiveFocusToLastClientPIEViewport()


description: Decreased the positional snap grid setting (will not decrease passed the minimum value)

code: void GridSizeDecrement()


description: Increase the positional snap grid setting (will not increase passed the maximum value)

code: void GridSizeIncrement()


code: bool HandleAutoMergeStaticMeshCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleAddSelectedCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


description: Attempts to gracefully handle a failure to travel to the default map.

code: virtual void HandleBrowseToDefaultMapFailure ( [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & Context, const [FString](API\Runtime\Core\Containers\FString) & TextURL, const [FString](API\Runtime\Core\Containers\FString) & Error )


code: bool HandleBugItCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleBugItGoCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


description: Exec command handlers

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


code: bool HandleBuildMaterialTextureStreamingData ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandlecheckSoundsCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


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


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


code: bool HandleDumpPublicCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleFixupBadAnimNotifiersCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleJumpToCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: void HandleLaunchCanceled ( double TotalTime, bool bHasCode, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SNotificationItem](API\Runtime\Slate\Widgets\Notifications\SNotificationItem) > NotificationItemPtr )


code: void HandleLaunchCompleted ( bool Succeeded, double TotalTime, int32 ErrorCode, bool bHasCode, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SNotificationItem](API\Runtime\Slate\Widgets\Notifications\SNotificationItem) > NotificationItemPtr )


code: bool HandleLightmassDebugCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleLightmassDebugMaterialCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleLightmassDebugPaddingCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleLightmassImmediateImportCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleLightmassImmediateProcessCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleLightmassPaddingCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleLightmassProfileCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleLightmassSortCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleLightmassStatsCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleListMapPackageDependenciesCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


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


description: Notification of network error messages, allows the engine to handle the failure

code: virtual void HandleNetworkFailure ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * NetDriver, [ENetworkFailure::Type](API\Runtime\NetCore\Net\Core\Connection\ENetworkFailure__Type) FailureType, const [FString](API\Runtime\Core\Containers\FString) & ErrorString )


description: Callback for object changes during undo/redo.

code: void HandleObjectTransacted ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, const class [FTransactionObjectEvent](API\Runtime\CoreUObject\Misc\FTransactionObjectEvent) & InTransactionObjectEvent )


description: Handle requests from slate application to open assets.

code: bool HandleOpenAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )


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


code: bool HandleRemoveArchtypeFlagCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


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


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


code: bool HandleSetDetailModeCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: void HandleStageCompleted ( const [FString](API\Runtime\Core\Containers\FString) & InStage, double StageTime, bool bHasCode, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SNotificationItem](API\Runtime\Slate\Widgets\Notifications\SNotificationItem) > NotificationItemPtr )


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


description: Launch on callbacks

code: void HandleStageStarted ( const [FString](API\Runtime\Core\Containers\FString) & InStage, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SNotificationItem](API\Runtime\Slate\Widgets\Notifications\SNotificationItem) > NotificationItemPtr )


code: bool HandleStartMovieCaptureCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleSwarmDistributionCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleTagSoundsCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleTestPropsCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


description: true if there are selected locked actors

code: bool HasLockedActors()


code: bool HandleToggleSocketGModeCommand ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


description: Open a Fbx file with the given name, and import each sequence with the supplied Skeleton. This is only possible if each track expected in the Skeleton is found in the target file. If not the case, a warning is given and import is aborted. If Skeleton is empty (ie. TrackBoneNames is empty) then we use this Fbx file to form the track names array.

code: static [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * ImportFbxAnimation ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, class [UFbxAnimSequenceImportData](API\Editor\UnrealEd\Factories\UFbxAnimSequenceImportData) * ImportData, const TCHAR * InFilename, const TCHAR * AnimName, bool bImportMorphTracks )


description: Initialize the game engine.

code: virtual void Init ( [IEngineLoop](API\Runtime\Engine\IEngineLoop) * InEngineLoop )


description: Constructs a default cube builder brush, this function MUST be called at the AFTERUEditorEngine::Initin order to guarantee builder brush and other required subsystems exist.

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


description: Initializes the Editor.

code: void InitEditor ( [IEngineLoop](API\Runtime\Engine\IEngineLoop) * InEngineLoop )


description: Loads all Engine object references from their corresponding config entries.


code: virtual bool InitializePhysicsSceneForSaveIfNecessary ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, bool & bOutForceInitialized )


description: Initialize Portal RPC.

code: void InitializePortal()


description: Invalidates all editor viewports and hit proxies, used when global changes like Undo/Redo may have invalidated state everywhere


description: Deprecated* InvalidateChildViewports is deprecated

code: void InvalidateChildViewports ( [FSceneViewStateInterface](API\Runtime\Engine\FSceneViewStateInterface) * InParentView, bool bInvalidateHitProxies )


description: Checks to see if any viewport is set to update in realtime.

code: bool IsAnyViewportRealtime()


description: Test whether actor/component modification during delta movement is currently enabled?

code: bool IsDeltaModificationEnabled() const


description: Checks if the cook by the book is finished

code: virtual bool IsCookByTheBookInEditorFinished() const


description: Utility function that can determine whether some input world is using materials who's shaders are emulated in the editor

code: bool IsEditorShaderPlatformEmulated ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description: Return whether the feature level preview enabled via Settings->Preview Rendering Level is currently active/displaying.


code: bool IsGridSizePowerOfTwo() const


description: Query to tell if the editor is currently in a mode where it wants XR HMD tracking to be used (like in the VR editor or VR PIE preview).

code: bool IsHMDTrackingAllowed() const


description: Return whether the feature level preview is enabled for use via the user accessing Settings->Preview Rendering Level.


description: Checks to see if the asynchronous lighting build is running or not


description: Allow for game specific override to determine if login should be treated as successful for pass-through handling instead

code: virtual bool IsLoginPIESuccessful ( int32 LocalUserNum, bool bWasSuccessful, const [FString](API\Runtime\Core\Containers\FString) & ErrorString, const [FPieLoginStruct](API\Editor\UnrealEd\FPieLoginStruct) & DataStruct )


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


description:
Checks if a provided package is valid to be saved. For startup packages, it asks user for confirmation.
true if the provided package is valid to be saved

code: virtual bool IsPackageOKToSave ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * InPackage, const [FString](API\Runtime\Core\Containers\FString) & InFilename, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) * Error )


description: Utility function that checks if, for the current shader platform used by the editor, there's an available offline shader compiler

code: bool IsOfflineShaderCompilerAvailable ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description:
Checks if a provided package is valid to be auto-added to a default changelist based on several specifications (and if the user has elected to enable the feature). Only brand-new packages will be allowed.
true if the provided package is valid to be auto-added to a default source control changelist

code: bool IsPackageValidForAutoAdding ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * InPackage, const [FString](API\Runtime\Core\Containers\FString) & InFilename )


description: Are we playing on a local PC session?

code: bool IsPlayingOnLocalPCSession() const


description: Are we playing via the Launcher?

code: bool IsPlayingViaLauncher() const


description: Returns true if we are currently either PIE/SIE in the editor, false if we are not (even if we would start next tick). SeeIsPlaySessionInProgress()

code: bool IsPlayingSessionInEditor() const


description: true if there are active PIE instances logged into an online platform

code: bool IsPlayingWithOnlinePIE() const


description: Returns true if Playing in Editor, Simulating in Editor, or are either of these queued to start on the next tick.

code: bool IsPlaySessionInProgress() const


description: true if property coloration color has a valid implementation

code: virtual bool IsPropertyColorationColorFeatureActivated() const


description: Returns true if we are going to start PIE/SIE on the next tick, false if we are not (or if we are already in progress). SeeIsPlaySessionInProgress()

code: bool IsPlaySessionRequestQueued() const


description: Mostly done to check if PIE is being set up, go GWorld is going to change, and it's not reallythe_G_WorldNOTE: hope this goes away once PIE and regular game triggering are not that separate code paths

code: virtual bool IsSettingUpPlayWorld() const


description: Returns true if we are currently Simulating in Editor, or are going to start Simulating in Editor on the next tick.


description: Returns true if we are going to start Simulating in Editor on the next tick, false if we are not (or we are already simulating). SeeIsSimulateInEditorInProgress()

code: bool IsSimulateInEditorQueued() const


description: Returns true if the editors timer manager is valid (may not be during early startup);

code: bool IsTimerManagerValid()


description: Returns true if we are currently Simulating in Editor, false if we are not (even if we would next tick). SeeIsSimulateInEditorInProgress()

code: bool IsSimulatingInEditor() const


code: bool IsTransactionActive() const


description: Returns True is a world info Actor is selected

code: bool IsWorldSettingsSelected()


description: Returns true if the user has queued a Play in Editor (in VR Mode) or one is currently running.

code: bool IsVRPreviewActive() const


description: Launch a new process with settings pulled from the specified parameters.

code: virtual void LaunchNewProcess ( const [FRequestPlaySessionParams](API\Editor\UnrealEd\FRequestPlaySessionParams) & InParams, const int32 InInstanceNum, EPlayNetMode NetMode, bool bIsDedicatedServer )


description: Access user setting for audio mute.

code: bool IsRealTimeAudioMuted() const


description: Ensures the assets specified are loaded and adds them to the global selection set

code: void LoadAndSelectAssets ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, [UClass](API\Runtime\CoreUObject\UObject\UClass) * TypeOfAsset )


description: Function pair used to save and restore the global feature level

code: void LoadEditorFeatureLevel()


description: Load the list of maps from the given section of the Editor.ini file Supports sections contains other sections - but DOES NOT HANDLE CIRCULAR REFERENCES!!!

code: void LoadMapListFromIni ( const [FString](API\Runtime\Core\Containers\FString) & InSectionName, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutMapList )


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IAssetReferenceFilter](API\Editor\UnrealEd\Editor\IAssetReferenceFilter) > MakeAssetReferenceFilter ( const [FAssetReferenceFilterContext](API\Editor\UnrealEd\Editor\FAssetReferenceFilterContext) & Context )


description: Replace all selected brushes with the current Brush.

code: virtual void mapBrushPut()


code: virtual void MapSelectFlags ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, uint32 Flags )


description: Put the first selected brush into the current Brush.

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


description: Map brush selection virtuals from EditorCsg.cpp.

code: virtual void MapSelectOperation ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, EBrushType BrushType )


description: Send all selected brushes in a level to the front of the hierarchy.

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


description: Send all selected brushes in a level to the back of the hierarchy.

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


description: Swaps position in the actor list for the first two selected actors in the current level

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


description: Moves an actor in front of a camera specified by the camera's origin and direction. The distance the actor is in front of the camera depends on the actors bounding cylinder or a default value if no bounding cylinder exists.

code: void MoveActorInFrontOfCamera ( [AActor](API\Runtime\Engine\GameFramework\AActor) & InActor, const FVector & InCameraOrigin, const FVector & InCameraDirection )


code: virtual void MapSetBrush ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, EMapSetBrushFlags PropertiesMask, uint16 BrushColor, [FName](API\Runtime\Core\UObject\FName) Group, uint32 SetPolyFlags, uint32 ClearPolyFlags, uint32 BrushType, int32 DrawType )


description: Moves all viewport cameras to the target actor.

code: void MoveViewportCamerasToActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) & Actor, bool bActiveViewportOnly )


description: Moves all viewport cameras to focus on the provided array of actors.

code: void MoveViewportCamerasToActor ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors, bool bActiveViewportOnly )


code: void MoveViewportCamerasToActor ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors, const [TArray](API\Runtime\Core\Containers\TArray)< [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * > & Components, bool bActiveViewportOnly )


description: Moves all viewport cameras to focus on the provided bounding box.

code: void MoveViewportCamerasToBox ( const FBox & BoundingBox, bool bActiveViewportOnly, float DrawDebugBoxTimeInSeconds ) const


description: Moves all viewport cameras to focus on the provided set of elements.

code: void MoveViewportCamerasToElement ( const [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * SelectionSet, bool bActiveViewportOnly ) const


description: Moves all viewport cameras to focus on the provided component.

code: void MoveViewportCamerasToComponent ( const [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * Component, bool bActiveViewportOnly )


description:
Clears out the current map, if any, and creates a new blank map.
Pointer to the map that was created.

code: [UWorld](API\Runtime\Engine\Engine\UWorld) * NewMap ( bool bIsPartitionedWorld )


description: Set user setting for audio mute.

code: void MuteRealTimeAudio ( bool bMute )


code: virtual void NoteSelectionChange ( bool bNotify )


code: virtual void NoteActorMovement()


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


description: Called when all PIE instances have been successfully logged in

code: virtual void OnAllPIEInstancesStarted()


description: Deprecated* This function is no longer used.


description: Called when the level editor viewport clients list changed


description: Above function but called a frame later, to stop PIE login from happening from a network callback

code: virtual void OnLoginPIEComplete_Deferred ( int32 LocalUserNum, bool bWasSuccessful, [FString](API\Runtime\Core\Containers\FString) ErrorString, [FPieLoginStruct](API\Editor\UnrealEd\FPieLoginStruct) DataStruct )


description:
Displays a modal message dialog
Returns the result of the modal message box

code: [EAppReturnType::Type](API\Runtime\Core\GenericPlatform\EAppReturnType__Type) OnModalMessageDialog ( EAppMsgCategory InMessageCategory, [EAppMsgType::Type](API\Runtime\Core\GenericPlatform\EAppMsgType__Type) InMessage, const [FText](API\Runtime\Core\Internationalization\FText) & InText, const [FText](API\Runtime\Core\Internationalization\FText) & InTitle )


description: Deprecated* Use the ImportSubsystem instead. GEditor->GetEditorSubsystem()


description: Delegate called as each PIE instance login is complete, continues creating the PIE world for a single instance

code: virtual void OnLoginPIEComplete ( int32 LocalUserNum, bool bWasSuccessful, const [FString](API\Runtime\Core\Containers\FString) & ErrorString, [FPieLoginStruct](API\Editor\UnrealEd\FPieLoginStruct) DataStruct )


description: Deprecated* Use FCoreUObjectDelegates::OnObjectsReplaced instead.


description: Return the delegate that is called when the bugitgo command is called


description: Invoked after aUWorldis saved to update editor systems

code: virtual void OnPostSaveWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FObjectPostSaveContext](API\Runtime\CoreUObject\UObject\FObjectPostSaveContext) ObjectSaveContext )


description: Invoked before aUWorldis saved to update editor systems

code: virtual void OnPreSaveWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) ObjectSaveContext )


description: Return the delegate that is called when the preview feature level changes


description: Return the delegate that is called when the preview platform changes


description: This function should be called to notify the editor that new materials were added to our scene or some materials were modified

code: void OnSceneMaterialsModified()


description: Callback when script execution starts, might switch world

code: void OnScriptExecutionEnd ( const struct [FBlueprintContextTracker](API\Runtime\CoreUObject\UObject\FBlueprintContextTracker) & ContextTracker )


code: void OnScriptExecutionStart ( const struct [FBlueprintContextTracker](API\Runtime\CoreUObject\UObject\FBlueprintContextTracker) & ContextTracker, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject, const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * ContextFunction )


description:
Returns whether an object should replace an exisiting one or not
Returns whether the objects should replace the already existing ones.

code: bool OnShouldLoadOnTop ( const [FString](API\Runtime\Core\Containers\FString) & Filename )


description:
Hack to switch worlds for the PIE window before and after a slate event
The ID of the world to restore later or -1 if no world to restore

code: int32 OnSwitchWorldForSlatePieWindow ( int32 WorldID, int32 WorldPIEInstance )


description: Called via a delegate to toggle between the editor and pie world

code: void OnSwitchWorldsForPIE ( bool bSwitchToPieWorld, [UWorld](API\Runtime\Engine\Engine\UWorld) * OverrideWorld )


description: Called to switch to a specific PIE instance, where -1 means the editor world

code: void OnSwitchWorldsForPIEInstance ( int32 WorldPIEInstance )


description: Handler for when viewport close request is made.

code: void OnViewportCloseRequested ( [FViewport](API\Runtime\Engine\FViewport) * InViewport )


description:
Check whether the specified package file is a map
true if the package is not a map file

code: bool PackageIsAMapFile ( const TCHAR * PackageFilename, [FText](API\Runtime\Core\Internationalization\FText) & OutNotMapReason )


description: Parents one actor to another Check the validity of this call withCanParentActors().

code: void ParentActors ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ParentActor, [AActor](API\Runtime\Engine\GameFramework\AActor) * ChildActor, const [FName](API\Runtime\Core\UObject\FName) SocketName, [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * Component )


description: Check the InCmdParams for "MAPINISECTION=". If found, fill in OutMapList with the proper map names.

code: void ParseMapSectionIni ( const TCHAR * InCmdParams, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutMapList )


description: Plays an editor sound (if the user has sounds enabled.)

code: void PlayEditorSound ( [USoundBase](API\Runtime\Engine\Sound\USoundBase) * InSound )


description: Plays an editor sound, loading the sound on demand if necessary (if the user has sounds enabled.) The reference to the sound asset is not retained.

code: void PlayEditorSound ( const [FString](API\Runtime\Core\Containers\FString) & SoundAssetName )


description: Makes a request to start a play from editor session (in editor or on a remote platform)

code: virtual void PlayMap ( const FVector * StartLocation, const FRotator * StartRotation, int32 DestinationConsole, int32 InPlayInViewportIndex, bool bUseMobilePreview )


description: Called when the debugger has paused the active PIE or SIE session

code: void PlaySessionPaused()


description: Plays a preview of a specified sound or node

code: [UAudioComponent](API\Runtime\Engine\Components\UAudioComponent) * PlayPreviewSound ( [USoundBase](API\Runtime\Engine\Sound\USoundBase) * Sound, [USoundNode](API\Runtime\Engine\Sound\USoundNode) * SoundNode )


description: Pastes selected actors from the clipboard. NOTE: Doesn't support pasting prefab instance actors!

code: void PasteSelectedActorsFromClipboard ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const [FText](API\Runtime\Core\Internationalization\FText) & TransDescription, const EPasteTo PasteTo )


description: Called when the debugger has resumed the active PIE or SIE session

code: void PlaySessionResumed()


description: Called when the debugger has single-stepped the active PIE or SIE session

code: void PlaySessionSingleStepped()


description: returns true if poly not available

code: static bool polyFindBrush ( [UModel](API\Runtime\Engine\UModel) * InModel, int32 iSurf, [FPoly](API\Runtime\Engine\Engine\FPoly) & Poly )


description: Deprecated* polyFindMaster is deprecated; please use polyFindBrush instead

code: virtual bool polyFindMaster ( [UModel](API\Runtime\Engine\UModel) * InModel, int32 iSurf, [FPoly](API\Runtime\Engine\Engine\FPoly) & Poly )


description: Takes a list of polygons and returns a list of the outside edges (edges which are not shared by other polys in the list).

code: virtual void polyGetOuterEdgeList ( [TArray](API\Runtime\Core\Containers\TArray)< [FPoly](API\Runtime\Engine\Engine\FPoly) > * InPolyList, [TArray](API\Runtime\Core\Containers\TArray)< [FEdge](API\Runtime\Core\Math\FEdge) > * InEdgeList )


code: virtual void polyIntersectSet ( [UModel](API\Runtime\Engine\UModel) * Model )


code: virtual void polyMemorizeSet ( [UModel](API\Runtime\Engine\UModel) * Model )


code: virtual void polySelectAdjacentFloors ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [UModel](API\Runtime\Engine\UModel) * Model )


code: virtual void polyRememberSet ( [UModel](API\Runtime\Engine\UModel) * Model )


code: virtual void polySelectAdjacents ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [UModel](API\Runtime\Engine\UModel) * Model )


code: virtual void polySelectAdjacentSlants ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [UModel](API\Runtime\Engine\UModel) * Model )


description: Populates a list with all polys that are linked to the specified poly. The resulting list includes the original poly.

code: virtual void polyGetLinkedPolys ( [ABrush](API\Runtime\Engine\Engine\ABrush) * InBrush, [FPoly](API\Runtime\Engine\Engine\FPoly) * InPoly, [TArray](API\Runtime\Core\Containers\TArray)< [FPoly](API\Runtime\Engine\Engine\FPoly) > * InPolyList )


code: virtual void polySelectAdjacentWalls ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [UModel](API\Runtime\Engine\UModel) * Model )


description: Bsp Poly selection virtuals from EditorCsg.cpp.

code: virtual void polySelectAll ( [UModel](API\Runtime\Engine\UModel) * Model )


code: virtual void polySelectCoplanars ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [UModel](API\Runtime\Engine\UModel) * Model )


code: virtual void polySelectMatchingBrush ( [UModel](API\Runtime\Engine\UModel) * Model )


code: virtual void polySelectMatchingGroups ( [UModel](API\Runtime\Engine\UModel) * Model )


code: virtual void polySelectMatchingItems ( [UModel](API\Runtime\Engine\UModel) * Model )


description: Selects surfaces whose material matches that of any selected surfaces.

code: virtual void polySelectMatchingMaterial ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, bool bCurrentLevelOnly )


description: Selects surfaces whose lightmap resolution matches that of any selected surfaces.

code: virtual void polySelectMatchingResolution ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, bool bCurrentLevelOnly )


code: virtual void polySelectReverse ( [UModel](API\Runtime\Engine\UModel) * Model )


code: virtual void polySelectZone ( [UModel](API\Runtime\Engine\UModel) * Model )


description: Sets and clears all Bsp node flags. Affects all nodes, even ones that don't really exist.

code: virtual void polySetAndClearPolyFlags ( [UModel](API\Runtime\Engine\UModel) * Model, uint32 SetBits, uint32 ClearBits, bool SelectedOnly, bool UpdateBrush )


description: Pan textures on selected polys. Doesn't do transaction tracking.

code: virtual void polyTexPan ( [UModel](API\Runtime\Engine\UModel) * Model, int32 PanU, int32 PanV, int32 Absolute )


description: Takes a list of polygons and creates a new list of polys which have no overlapping edges. It splits edges as necessary to achieve this.

code: virtual void polySplitOverlappingEdges ( [TArray](API\Runtime\Core\Containers\TArray)< [FPoly](API\Runtime\Engine\Engine\FPoly) > * InPolyList, [TArray](API\Runtime\Core\Containers\TArray)< [FPoly](API\Runtime\Engine\Engine\FPoly) > * InResult )


description: Scale textures on selected polys. Doesn't do transaction tracking.

code: virtual void polyTexScale ( [UModel](API\Runtime\Engine\UModel) * Model, float UU, float UV, float VU, float VV, bool Absolute )


code: virtual void polyUnionSet ( [UModel](API\Runtime\Engine\UModel) * Model )


description: Doesn't do any transaction tracking.

code: static void polyUpdateBrush ( [UModel](API\Runtime\Engine\UModel) * Model, int32 iSurf, bool bUpdateTexCoords, bool bOnlyRefreshSurfaceMaterials )


description: Deprecated* polyUpdateMaster is deprecated; please use polyUpdateBrush instead

code: virtual void polyUpdateMaster ( [UModel](API\Runtime\Engine\UModel) * Model, int32 iSurf, bool bUpdateTexCoords, bool bOnlyRefreshSurfaceMaterials )


code: virtual void polyXorSet ( [UModel](API\Runtime\Engine\UModel) * Model )


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


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

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


description: Called before creating PIE instance(s).

code: virtual [FGameInstancePIEResult](API\Runtime\Engine\Engine\FGameInstancePIEResult) PreCreatePIEInstances ( const bool bAnyBlueprintErrors, const bool bStartInSpectatorMode, const float PIEStartTime, const bool bSupportsOnlinePIE, int32 & InNumOnlinePIEInstances )


description: Called before creating a PIE server instance.

code: virtual [FGameInstancePIEResult](API\Runtime\Engine\Engine\FGameInstancePIEResult) PreCreatePIEServerInstance ( const bool bAnyBlueprintErrors, const bool bStartInSpectatorMode, const float PIEStartTime, const bool bSupportsOnlinePIE, int32 & InNumOnlinePIEInstances )


description: Called at shutdown, just before the exit purge.

code: virtual void PreExit()


description: Handles freezing/unfreezing of rendering

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


description: Handles frezing/unfreezing of streaming

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


description: Called when game client received input key

code: bool ProcessDebuggerCommands ( const [FKey](API\Runtime\InputCore\FKey) InKey, const [FModifierKeysState](API\Runtime\ApplicationCore\GenericPlatform\FModifierKeysState) ModifierKeyState, EInputEvent EventType )


description: Rebuilds levels containing currently selected brushes and should be invoked after a brush has been modified

code: void RebuildAlteredBSP()


description: Quickly rebuilds a single level (no bounds build, visibility testing or Bsp tree optimization).

code: void RebuildLevel ( [ULevel](API\Runtime\Engine\Engine\ULevel) & Level )


description: Rebuilds the map.

code: void RebuildMap ( [UWorld](API\Runtime\Engine\Engine\UWorld) * RebuildMap, [EMapRebuildType](API\Editor\UnrealEd\Editor\UEditorEngine\EMapRebuildType) RebuildType )


description: Builds up a model from a given set of brushes. Used by BspConversionTool to build brushes before converting them to static meshes.

code: void RebuildModelFromBrushes ( [TArray](API\Runtime\Core\Containers\TArray)< [ABrush](API\Runtime\Engine\Engine\ABrush) * > & BrushesToBuild, [UModel](API\Runtime\Engine\UModel) * Model )


description: Builds up a model from a set of brushes. Used by RebuildLevel.

code: void RebuildModelFromBrushes ( [UModel](API\Runtime\Engine\UModel) * Model, bool bSelectedBrushesOnly, bool bTreatMovableBrushesAsStatic )


description: Turns all navigable static geometry ofULevelinto polygon soup stored in passed Level (ULevel::StaticNavigableGeometry)

code: virtual void RebuildStaticNavigableGeometry ( [ULevel](API\Runtime\Engine\Engine\ULevel) * Level )


description: Redraws all editor viewport clients.

code: void RedrawAllViewports ( bool bInvalidateHitProxies )


description: Register a client tool to receive undo events

code: void RegisterForUndo ( class [FEditorUndoClient](API\Editor\UnrealEd\FEditorUndoClient) * UndoClient )


description: Reimport animation using SourceFilePath and SourceFileStamp

code: static bool ReimportFbxAnimation ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence, class [UFbxAnimSequenceImportData](API\Editor\UnrealEd\Factories\UFbxAnimSequenceImportData) * ImportData, const TCHAR * InFilename, bool & bOutImportAll, const bool bFactoryShowOptions, [UFbxImportUI](API\Editor\UnrealEd\Factories\UFbxImportUI) * ReimportUI )


description: Remove a level editor viewport client

code: void RemoveLevelViewportClients ( [FLevelEditorViewportClient](API\Editor\UnrealEd\FLevelEditorViewportClient) * ViewportClient )


description: Remove the roll, pitch and/or yaw from the perspective viewports' cameras.

code: void RemovePerspectiveViewRotation ( bool Roll, bool Pitch, bool Yaw )


description: Remove a viewport client

code: void RemoveViewportClients ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient )


description: Deprecated* To remove realtime overrides, please now provide a system name to make sure you remove the correct override.

code: void RemoveViewportsRealtimeOverride()


description: Removes the current realtime override. If there was another realtime override set it will restore that override

code: void RemoveViewportsRealtimeOverride ( [FText](API\Runtime\Core\Internationalization\FText) SystemDisplayName )


description: Object management.

code: virtual void RenameObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [UObject](API\Runtime\CoreUObject\UObject\UObject) * NewOuter, const TCHAR * NewName, ERenameFlags Flags )


description: Replaces specified Actors with the same number of a different kind of Actor using the specified factory to spawn the new Actors note that only Location, Rotation, Drawscale, Drawscale3D, Tag, and Group are copied from the old Actors

code: void ReplaceActors ( [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * Factory, const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorsToReplace, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > * OutNewActors, bool bCopySourceProperties )


description: Replaces the selected Actors with the same number of a different kind of Actor using the specified factory to spawn the new Actors note that only Location, Rotation, Drawscale, Drawscale3D, Tag, and Group are copied from the old Actors

code: void ReplaceSelectedActors ( [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * Factory, const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, bool bCopySourceProperties )


description: Request to create a new PIE window and join the currently running PIE session. Deferred until the next tick.

code: void RequestLateJoin()


description: Request that the current PIE/SIE session should end. This should be used to end the game if its not safe to directly call EndPlayMap in your stack frame

code: void RequestEndPlayMap()


description: Request a play session (Play in Editor, Play in New Process, Launcher) with the configured parameters. SeeFRequestPlaySessionParamsfor more details.

code: void RequestPlaySession ( const [FRequestPlaySessionParams](API\Editor\UnrealEd\FRequestPlaySessionParams) & InParams )


description: Redraws all level editing viewport clients.

code: virtual void RedrawLevelEditingViewports ( bool bInvalidateHitProxies )


description: Makes a request to start a play from a Slate editor session

code: void RequestToggleBetweenPIEandSIE()


description: each set is independent and a selected actor might not be in the object selection set.

code: void ResetAllSelectionSets()


code: virtual void ResetPIEAudioSetting ( [UWorld](API\Runtime\Engine\Engine\UWorld) * CurrentPieWorld )


description: Returns an audio component linked to the current scene that it is safe to play a sound on

code: [UAudioComponent](API\Runtime\Engine\Components\UAudioComponent) * ResetPreviewAudioComponent ( [USoundBase](API\Runtime\Engine\Sound\USoundBase) * Sound, [USoundNode](API\Runtime\Engine\Sound\USoundNode) * SoundNode )


code: void ResetTransaction ( const [FText](API\Runtime\Core\Internationalization\FText) & Reason )


description: Restores any realtime viewports that have been disabled by DisableRealtimeViewports. This won't disable viewporst that were realtime when DisableRealtimeViewports has been called and got latter toggled to be realtime.

code: void RestoreRealtimeViewports()


description: Decreased the rotational snap grid setting (will not decrease passed the minimum value)

code: void RotGridSizeDecrement()


description: Increase the rotational snap grid setting (will not increase passed the maximum value)

code: void RotGridSizeIncrement()


description: Execute a command that is safe for rebuilds.

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


description: Will run a batch mark for add source control operation for files recently saved if source control is enabled

code: void RunDeferredMarkForAddFiles ( bool )


description: The editor wrapper forUPackage::Save. Auto-adds files to source control when necessary

code: [FSavePackageResultStruct](API\Runtime\CoreUObject\UObject\FSavePackageResultStruct) Save ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * InOuter, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset, const TCHAR * Filename, const [FSavePackageArgs](API\Runtime\CoreUObject\UObject\FSavePackageArgs) & SaveArgs )


description: Asks the player to save dirty maps, if this fails it will return false.

code: bool SaveMapsForPlaySession()


description: The editor wrapper forUPackage::SavePackage. Auto-adds files to source control when necessary

code: bool SavePackage ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * InOuter, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset, const TCHAR * Filename, const [FSavePackageArgs](API\Runtime\CoreUObject\UObject\FSavePackageArgs) & SaveArgs )


description: Selection.

code: virtual void SelectActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, bool bInSelected, bool bNotify, bool bSelectEvenIfHidden, bool bForceRefresh )


description: Selects all actors with the same class as the current selection

code: void SelectAllActorsWithClass ( bool bArchetype )


description: Selects or deselects a BSP surface in the persistent level'sUModel. Does nothing if GEdSelectionLock is true.

code: virtual void SelectBSPSurf ( [UModel](API\Runtime\Engine\UModel) * InModel, int32 iSurf, bool bSelected, bool bNoteSelectionChange )


description: Selects actors that match the property coloration settings.

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


code: virtual void SelectComponent ( class [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, bool bInSelected, bool bNotify, bool bSelectEvenIfHidden )


code: virtual void SelectGroup ( class [AGroupActor](API\Editor\UnrealEd\Editor\AGroupActor) * InGroupActor, bool bForceSelection, bool bInSelected, bool bNotify )


description: Selects the currently selected actor(s) levels in the level browser

code: void SelectLevelInLevelBrowser ( bool bDeselectOthers )


description: A pointer to the named actor or NULL if not found.

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * SelectNamedActor ( const TCHAR * TargetActorName )


description: Sets the selected positional snap grid setting

code: void SetGridSize ( int32 InIndex )


description: Deselect all actors. Does nothing if GEdSelectionLock is true.

code: virtual void SelectNone ( bool bNoteSelectionChange, bool bDeselectBSPSurfs, bool WarnAboutManyActors )


description: Sets the flag that states whether or not the map build was canceled.

code: virtual void SetMapBuildCancelled ( bool InCancelled )


description: Sets the delegate for when the focused PIE window is changed

code: void SetPIEInstanceWindowSwitchDelegate ( [FPIEInstanceWindowSwitch](API\Editor\UnrealEd\Editor\UEditorEngine\FPIEInstanceWindowSwitch) PIEInstanceWindowSwitchDelegate )


description: Pause or unpause all PIE worlds. Returns true if successful

code: bool SetPIEWorldsPaused ( bool Paused )


description: Sets the editor's pivot location, and optionally the pre-pivots of actors.

code: virtual void SetPivot ( FVector NewPivot, bool bSnapPivotToGrid, bool bIgnoreAxis, bool bAssignPivot )


description: Changes the state of preview mesh mode to on or off.

code: void SetPreviewMeshMode ( bool bState )


description: Call this function to change the feature level and to override the material quality platform of the editor and PIE worlds

code: void SetPreviewPlatform ( const [FPreviewPlatformInfo](API\Editor\UnrealEd\Editor\FPreviewPlatformInfo) & NewPreviewPlatform, bool bSaveSettings )


description: Sets property value and property chain to be used for property-based coloration.

code: virtual void SetPropertyColorationTarget ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const [FString](API\Runtime\Core\Containers\FString) & PropertyValue, class [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property, class [UClass](API\Runtime\CoreUObject\UObject\UClass) * CommonBaseClass, class [FEditPropertyChain](API\Runtime\CoreUObject\UObject\FEditPropertyChain) * PropertyChain )


description: Set user setting for audio mute. Fractional volume 0.0->1.0

code: void SetRealTimeAudioVolume ( float VolumeLevel )


description: Restore the selection state of the current level (its actors and components) from a previous state.

code: void SetSelectionStateOfLevel ( const [FSelectionStateOfLevel](API\Editor\UnrealEd\Editor\FSelectionStateOfLevel) & InSelectionStateOfLevel )


description: Sets the selected Rotational snap grid setting

code: void SetRotGridSize ( int32 InIndex, enum ERotationGridMode InGridMode )


code: void SetScaleGridSize ( int32 InIndex )


description: Overrides the realtime state all viewports until RemoveViewportsRealtimeOverride is called. The state of this override is not preserved between editor sessions.

code: void SetViewportsRealtimeOverride ( bool bShouldBeRealtime, [FText](API\Runtime\Core\Internationalization\FText) SystemDisplayName )


description:
Checks the state of the selected actors and notifies the user of any potentially unknown destructive actions which may occur as the result of deleting the selected actors. In some cases, displays a prompt to the user to allow the user to choose whether to abort the deletion.
false to allow the selected actors to be deleted, true if the selected actors should not be deleted.

code: virtual bool ShouldAbortActorDeletion() const


description:
If a PIE world exists, give the user the option to terminate it.
true if a PIE session exists and the user refused to end it, false otherwise.

code: bool ShouldAbortBecauseOfPIEWorld()


description:
If an unsaved world exists that would be lost in a map transition, give the user the option to cancel a map load.
true if an unsaved world exists and the user refused to continue, false otherwise.

code: bool ShouldAbortBecauseOfUnsavedWorld()


description: Allows the editor to accept or reject the drawing of wire frame brush shapes based on mode and tool.

code: virtual bool ShouldDrawBrushWireframe ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


description: true if there is an end play map request queued

code: bool ShouldEndPlayMap() const


description: true to throttle CPU usage based on current state (usually editor minimized or not in foreground)

code: virtual bool ShouldThrottleCPUUsage() const


description:
Snaps an element in a direction. Optionally will align with the trace normal.
Whether or not the actor was moved.

code: bool SnapElementTo ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const bool InAlign, const bool InUseLineTrace, const bool InUseBounds, const bool InUsePivot, const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InDestination, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > InElementsToIgnore )


description: Snaps the view of the camera to that of the provided element.

code: void SnapViewTo ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


description:
Spawns a PlayFromHere playerstart in the given world if there is a location set to spawn in.
true if spawn succeeded, false if failed. Returns true even if no object was spawned (due to location not being set).

code: bool SpawnPlayFromHereStart ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [AActor](API\Runtime\Engine\GameFramework\AActor) *& PlayerStartPIE )


description:
Spawns a PlayFromHere playerstart in the given world
true if spawn succeeded, false if failed

code: bool SpawnPlayFromHereStart ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [AActor](API\Runtime\Engine\GameFramework\AActor) *& PlayerStartPIE, const FVector & StartLocation, const FRotator & StartRotation )


description: Start cook by the book in the editor process space

code: virtual void StartCookByTheBookInEditor ( const [TArray](API\Runtime\Core\Containers\TArray)< [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * > & TargetPlatforms, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & CookMaps, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & CookDirectories, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & CookCultures, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & IniMapSections )


description: Start a Play in Editor session with the given parameters. Called by StartQueuedPlaySessionRequestImpl based on request settings.

code: virtual void StartPlayInEditorSession ( [FRequestPlaySessionParams](API\Editor\UnrealEd\FRequestPlaySessionParams) & InRequestParams )


description: Start a Play in New Process session with the given parameters. Called by StartQueuedPlaySessionRequestImpl based on request settings.

code: virtual void StartPlayInNewProcessSession ( [FRequestPlaySessionParams](API\Editor\UnrealEd\FRequestPlaySessionParams) & InRequestParams )


description: Start a Launcher session with the given parameters. Called by StartQueuedPlaySessionRequestImpl based on request settings.

code: virtual void StartPlayUsingLauncherSession ( [FRequestPlaySessionParams](API\Editor\UnrealEd\FRequestPlaySessionParams) & InRequestParams )


description: Kicks off a "Request Play Session" request if there is one set. This should not be called mid-transaction.

code: void StartQueuedPlaySessionRequest()


description: Start the queued Play Session Request. After this is called the queued play session request will be cleared.


description: Stores the position of the window for that instance index. Doesn't save it to the CDO until the play session ends.

code: void StoreWindowSizeAndPositionForInstanceIndex ( const int32 InInstanceIndex, const FIntPoint & InSize, const FIntPoint & InPosition )


description:
This chunk is for Play in Editor.
true if the editor is able to launch PIE with online platform support

code: bool SupportsOnlinePIE() const


description: Syncs the selected actors' levels to the content browser

code: void SyncActorLevelsToContentBrowser()


description: Synchronizes the content or generic browser's selected object to the one specified.

code: void SyncBrowserToObject ( const struct [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetToSync, bool bFocusContentBrowser )


description: Synchronizes the content or generic browser's selected objects to the collection specified.

code: void SyncBrowserToObjects ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjectsToSync, bool bFocusContentBrowser )


code: void SyncBrowserToObjects ( const [TArray](API\Runtime\Core\Containers\TArray)< struct [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & InAssetsToSync, bool bFocusContentBrowser )


code: void SyncBrowserToObject ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToSync, bool bFocusContentBrowser )


description: Syncs the selected actors objects to the content browser

code: void SyncToContentBrowser ( bool bAllowOverrideMetadata )


description: Triggers a high res screen shot for current editor viewports.

code: virtual void TakeHighResScreenShots()


description: Destroy the current play session and perform miscellaneous cleanup

code: virtual void TeardownPlaySession ( [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & PieWorldContext )


description: Toggles PIE to SIE or vice-versa

code: void ToggleBetweenPIEandSIE ( bool bNewSession )


description: Update everything.

code: virtual void Tick ( float DeltaSeconds, bool bIdleMode )


description: Toggle the feature level preview

code: void ToggleFeatureLevelPreview()


description: Toggles the movement lock on selected actors so they may or may not be moved with the transform widgets

code: void ToggleSelectedActorMovementLock()


description: Backs up the current editor selection and then clears it. Optionally reselects the instances in the Play world.

code: void TransferEditorSelectionToPlayInstances ( const bool bInSelectInstances )


code: bool UndoTransaction ( bool bCanRedo )


description: Unregister a client from receiving undo events

code: void UnregisterForUndo ( class [FEditorUndoClient](API\Editor\UnrealEd\FEditorUndoClient) * UndoEditor )


description: Updates the asynchronous static light building

code: void UpdateBuildLighting()


description: Updates a single viewport

code: bool UpdateSingleViewportClient ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, const bool bInAllowNonRealtimeViewportToDraw, bool bLinkedOrthoMovement )


description: Updates the position of the preview mesh in the level.

code: void UpdatePreviewMesh()


description:
Uses the supplied factory to create an actor at the clicked location and adds to level.
A pointer to the new actor, or NULL on fail.

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * UseActorFactory ( [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * Factory, const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, const FTransform * ActorLocation, EObjectFlags ObjectFlags )


code: [AActor](API\Runtime\Engine\GameFramework\AActor) * UseActorFactoryOnCurrentSelection ( [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * Factory, const FTransform * InActorTransform, EObjectFlags ObjectFlags )


description: True if percentage based scaling is enabled

code: bool UsePercentageBasedScaling() const


description:
Warns the user of any hidden levels, and prompts them with a Yes/No dialog for whether they wish to continue with the operation. No dialog is presented if all levels are visible. The return value is true if no levels are hidden or the user selects "Yes", or false if the user selects "No".
false if the user selects "No", true otherwise.

code: bool WarnAboutHiddenLevels ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, bool bIncludePersistentLvl ) const


description: Checks if asynchronous lighting is building, if so, it throws a warning notification and returns true


code: virtual bool WorldIsPIEInNewViewport ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


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


description: UObjectinterface

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


description: UObjectinterface

code: virtual void PostInitProperties()


className: UEditorEngine

description: Engine that drives the Editor. Separate fromUGameEnginebecause it may have much different functionality than desired for an instance of a game itself.

code: class UEditorEngine : public [UEngine](API\Runtime\Engine\Engine\UEngine)

ActorFactories

type: TArray<TObject...

description: Array of actor factories created at editor startup and used by context menu etc.

ActorGroupingUtils

type: TObjectPtr< cla...

ActorGroupingUtilsClassName

type: FSoftClassPath

ActorsThatWereSelected

type: TArray<TWeakOb...

description: When Simulating In Editor, an array of all actors that were selected when it began

Bad

description: Textures.

bAllowMultiplePIEWorlds

type: uint32: 1

description: Allows multiple PIE worlds under a single instance.

bCheckForLockActors

type: bool

description: Whether or not to recheck the current actor selection for lock actors the next time HasLockActors is called

bCheckForWorldSettingsActors

description: Whether or not to recheck the current actor selection for world settings actors the next time IsWorldSettingsSelected is called

bCustomCameraAlignEmitter

description: If "Camera Align" emitter handling uses a custom zoom or not

bDrawParticleHelpers

description: If true, then draw particle debug helpers in editor viewports

bDrawSocketsInGMode

description: If true, then draw sockets when socket snapping is enabled in 'g' mode

bEnableLODLocking

description: If true, same type views will be camera tied, and ortho views will use perspective view for LOD parenting

bEnableSocketSnapping

description: If true, socket snapping is enabled in the main level viewports.

bFastRebuild

description: Toggles.

bHasLockedActors

description: Cached state of whether or not we have locked actors in the selection

bIgnoreSelectionChange

description: True if we should ignore noting any changes to selection on undo/redo

bIsCompiling

description: Whether or not the editor is currently compiling

bIsEndingPlay

description: Used to prevent reentrant calls toEndPlayMap().

bIsToggleBetweenPIEandSIEQueued

description: Has a request to toggle between PIE and SIE been made?

bIsWorldSettingsSelected

description: Cached state of whether or not we have a worldsettings actor in the selection

bLastViewAndLocationValid

description: Are the lastview/rotation variables valid

bMobilePreviewPortrait

description: Mobile preview settings for what orientation to default to

bNotifyUndoRedoSelectionChange

description: True if we should force a selection change notification during an undo/redo

bRequestEndPlayMapQueued

description: True if there is a pending end play map queued

BrushBuilders

description: Brush builders that have been created in the editor

bShowBrushMarkerPolys

description: If true, show translucent marker polygons on the builder brush and volumes.

bShowPreviewMesh

description: When true, the preview mesh mode is activated.

bSquelchTransactionNotification

description: True if we should not display notifications about undo/redo

bSuspendBroadcastPostUndoRedo

description: True if we should suspend notifying clients post undo/redo

bUATSuccessfullyCompiledOnce

description: This flag is used to skip UAT compilation on every launch if it was successfully compiled once.

BuildPlayDevice

description: Currently targeted device for mobile previewer.

CachedEditorShaderPlatform

type: EShaderPlatform

description: Cached ShaderPlatform so the editor can go back to after previewing

ClickFlags

description: Other variables.

ClickLocation

type: FVector

ClickPlane

type: FPlane

CurrentPlayWorldDestination

description: The current play world destination (I.E console).

CustomCameraAlignEmitterDistance

type: float

description: The distance to place the camera from an emitter actor when custom zooming is enabled

DefaultWorldFeatureLevel

type: ERHIFeatureLeve...

description: The feature level we should use when loading or creating a new world

DetailMode

type: TEnumAsByte< en...

description: Setting for the detail mode to show in the editor viewports.

EditorCube

description: Used in UnrealEd for showing materials.

EditorFont

description: Font used by Canvas-based editors.

EditorWorld

description: When Simulating In Editor, a pointer to the original (non-simulating) editor world

GameCommandLine

type: FString

InEditorGameURLOptions

description: Additional per-user/per-game options set in the .ini file.

LastPlayUsingLauncherDeviceId

description: The last platform we ran on (as selected by the drop down or via automation) Stored outside of the Session Info as the UI needs access to this at all times.

LastViewLocation

description: Cached version of the view location at the point the PIE session was ended

LastViewRotation

type: FRotator

LauncherSessionInfo

type: TOptional<FLau...

description: If set, there is a active attempt to use the Launcher.

LauncherWorker

type: TSharedPtr< cla...

description: Launcher Worker.

ObjectsThatExistInEditorWorld

type: FUObjectAnnotat...

description: Annotation to track which PIE/SIE (PlayWorld) UObjects have counterparts in the EditorWorld

OutputLogErrorsToMessageLogProxyPtr

description: The output log -> message log redirector for use during PIE

PIEInstanceWindowSwitchDelegate

type: FPIEInstanceWin...

PlayFromHerePlayerStartClass

type: TSubclassOf< cl...

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

PlayInEditorSessionInfo

type: TOptional<FPla...

description: If set, transient information about the current Play in Editor session which persists until the session stops.

PlayOnLocalPCSessions

type: TArray<FPlayOn...

description: List of New Process sessions that are currently active, started by this Editor instance.

PlaySessionRequest

type: TOptional<FReq...

description: Specifies whether or not there has been a Play Session requested to be kicked off on the next Tick.

PlayWorld

description: A pointer to aUWorldthat is the duplicated/saved-loaded to be played in with "Play From Here"

PlayWorldDestination

description: Where did the person want to play? Where to play the game - -1 means in editor, 0 or more is an index into the GConsoleSupportContainer

PostBugItGoCalled

type: FPostBugItGoCal...

PreviewFeatureLevelChanged

type: FPreviewFeature...

PreviewMeshComp

description: A mesh component used to preview in editor without spawning a static mesh actor.

PreviewMeshIndex

description: The index of the mesh to use from the list of preview meshes.

PreviewPlatform

type: FPreviewPlatfor...

description: The feature level and platform we should use when loading or creating a new world

PreviewSoundCue

description: Audio.

ProjectExternalContentInterfaceGetter

type: FProjectExterna...

description: Temporary render target that can be used by the editor.

ShouldDisableCPUThrottlingDelegates

type: TArray<FShould...

SlatePlayInEditorMap

type: TMap<FName,FS...

description: Maps world contexts to their slate data

TempModel

description: Objects.

UserEditedPlayWorldURL

description: Play world url string edited by a user.

UserOpenedFile

description: The name of the file currently being opened in the editor. "" if no file is being opened.

UseSizingBox

description: Advanced.


className: UEditorPerformanceSettings

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

type: uint32:  1

description: Disables realtime viewports by default when connected via a remote session

bEnableScalabilityWarningIndicator

description: When enabled, a warning will appear in the viewport when your editors scalability settings are non-default and you may be viewing a low quality scene

bEnableVSync

description: Should VSync be enabled in editor?

bMonitorEditorPerformance

type: uint32: 1

description: When turned on, the editor will constantly monitor performance and adjust scalability settings for you when performance drops (disabled in debug)

bShowFrameRateAndMemory

description: When enabled, the application frame rate, memory and Unreal object count will be displayed in the main editor UI

bThrottleCPUWhenNotForeground

description: Lowers CPU usage when the editor is in the background and not the active application

DisplayName

description: Bydefault the editor will adjust scene scaling (quality) for high DPI in order to ensure consistent performance with very large render targets.

EditCondition

description: Editor viewport screen percentage


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

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


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


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


className: FUserSettingChangedEvent

description: Delegate for when a user setting has changed

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


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


className: UEditorPerProjectUserSettings

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

AssetViewerProfileIndex

description: Per project user settings for which asset viewer profile should be used.

AssetViewerProfileName

type: FString

bAllowSelectTranslucent

description: True if user should be allowed to select translucent objects in perspective viewports

bAlwaysBuildUAT

type: bool

description: Always build UAT before launching the game. It will decrease iteration times if disabled

bAlwaysGatherBehaviorTreeDebuggerData

description: If enabled, behavior tree debugger will collect its data even when all behavior tree editor windows are closed

bAnimationReimportWarnings

description: If enabled, will compare an animation's sequence length and curves against the old data and inform the user if something changed

bAutoloadCheckedOutPackages

description: Color curve: Release->Attack happens instantly Attack holds for AttackHoldPeriod, then Decays from Attack to Sustain for DecayPeriod with DecayExponent, then Sustain holds for SustainHoldPeriod, then Releases from Sustain to Release for ReleasePeriod with ReleaseExponent

bAutomaticallyHotReloadNewClasses

description: If enabled, any newly added classes will be automatically compiled and trigger a hot-reload of the module they were added to

bDisplayActionListItemRefIds

description: If enabled, tooltips on SGraphPaletteItems will show the associated action's string id

description: If enabled, blackboard keys displayed in blackboard editor and key selector will be sorted in alphabetical order .

bDisplayDocumentationLink

description: If enabled, tooltips linked to documentation will show the developer the link bound to that UI item

bDisplayEngineVersionInBadge

description: When enabled, Engine Version Number is displayed in the ProjectBadge

bDisplayUIExtensionPoints

description: ===================================================================== The following options are exposed in the Preferences Editor If enabled, any newly opened UI menus, menu bars, and toolbars will show the developer hooks that would accept extensions

bEnableSwarmDebugging

description: Enable swarm debugging features. Temp ssf files are not removed. Detailed message printing

bGetAttentionOnUATCompletion

description: If enabled, the Editor will attempt to get the users attention whenever a UAT task (such as cooking or packaging) is completed

bKeepAttachHierarchy

description: If enabled, export level with attachment hierarchy set

bKeepFbxNamespace

description: If enabled, the fbx parser will keep the fbx namespaces, otherwise the namespace will be append to fbx node.

BlueprintFavorites

type: TObjectPtr< cla...

bPreviewFeatureLevelActive

description: Is feature level preview currently active

bShowCompilerLogOnCompileError

description: If enabled, the compile message log window will open if there is a compiler error on Hot Reload

bShowImportDialogAtReimport

description: If enabled, the fbx option dialog will show when user re-import a fbx

bShowSelectionSubcomponents

description: If this is true, all of an actors' components will be drawn when the actor or one of its component is selected

bSuppressFullyLoadPrompt

description: If this is true, the user will not be asked to fully load a package before saving or before creating a new object

bUseCurvesForDistributions

description: Select to make Distributions use the curves, not the baked lookup tables.

bUseSimplygonSwarm

description: When enabled, use SimplygonSwarm Module / server to create proxies

DataSourceFolder

type: FDirectoryPath

description: Specify a project data source folder to store relative source file path to ease the re-import process

PreviewDeviceProfileName

type: FName

PreviewFeatureLevel

description: The feature level we should use when loading or creating a new world

PreviewPlatformName

description: The platform name to preview, or NAME_None if there is no preview platform

PreviewShaderFormatName

description: The shader format to preview, or NAME_None if there is no preview platform

PreviewShaderPlatformName

description: The shader platform to preview, or NAME_None if there is no preview platform

description: Controls the minimum value at which the property matrix editor will display a loading bar when pasting values

SCSViewportCameraSpeed

description: How fast the SCS viewport camera moves

SimplygonServerIP

description: Server IP for the distributed Simplygon server

SimplygonSwarmDelay

description: Time between JSON net requests for Simplygon Swarm

SwarmIntermediateFolder

description: Folder in which Simplygon Swarm will store intermediate texture and mesh data that is uploaded to the Swarm

SwarmNumOfConcurrentJobs

description: Number of concurrent swarm jobs to execute. This is independent of the main job queue.


className: UFirstDerivedPropertyEditorTestObject

code: class UFirstDerivedPropertyEditorTestObject : public [UPropertyEditorTestInstancedObject](API\Editor\UnrealEd\Editor\UPropertyEditorTestInstancedObje-)


className: UHideCategoriesBase

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


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


className: UPropertyEditorRowGeneratorTest

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


className: UPropertyEditorTestInstancedObject

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


className: UPropertyEditorTestObject

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


className: USecondDerivedPropertyEditorTestObject

code: class USecondDerivedPropertyEditorTestObject : public [UPropertyEditorTestInstancedObject](API\Editor\UnrealEd\Editor\UPropertyEditorTestInstancedObje-)


className: UShowCategoriesTest

code: class UShowCategoriesTest : public [UHideCategoriesBase](API\Editor\UnrealEd\Editor\UHideCategoriesBase)


className: UTestSparseClassData

code: class UTestSparseClassData : public [UTestSparseClassDataBase](API\Editor\UnrealEd\Editor\UTestSparseClassDataBase)


className: UTestSparseClassDataBase

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


description:
Begins a new undo transaction. An undo transaction is defined as all actions which take place when the user selects "undo" a single time. If there is already an active transaction in progress, increments that transaction's action counter instead of beginning a new transaction.
Number of active actions whenBegin()was called; values greater than 0 indicate that there was already an existing undo transaction in progress.

code: virtual int32 Begin ( const TCHAR * SessionContext, const [FText](API\Runtime\Core\Internationalization\FText) & Description )


description: Cancels the current transaction, no longer capture actions to be placed in the undo buffer.

code: virtual void Cancel ( int32 StartIndex )


description:
Determines whether the redo option should be selectable.
true if the "Redo" option should be selectable.

code: virtual bool CanRedo ( [FText](API\Runtime\Core\Internationalization\FText) * Text )


description:
Determines whether the undo option should be selectable.
true if the "Undo" option should be selectable.

code: virtual bool CanUndo ( [FText](API\Runtime\Core\Internationalization\FText) * Text )


description: Clears all undo barriers.

code: virtual void ClearUndoBarriers()


description: True if this record contains a reference to a pie object

code: virtual bool ContainsPieObjects() const


description:
Disables the transaction buffer from serializing the set of objects it references.
true if the transaction buffer is able to serialize object references.


description:
Enables the transaction buffer to serialize the set of objects it references.
true if the transaction buffer is able to serialize object references.


description:
Attempts to close an undo transaction. Only successful if the transaction's action counter is 1.
Number of active actions whenEnd()was called; a value of 1 indicates that the transaction was successfully closed

code: virtual int32 End()


description:
Gets the transaction queue index from its TransactionId.
The queue index or INDEX_NONE if not found.

code: virtual int32 FindTransactionIndex ( const [FGuid](API\Runtime\Core\Misc\FGuid) & TransactionId ) const


description: Gets the current undo barrier's position in transaction queue

code: virtual int32 GetCurrentUndoBarrier() const


description:
Gets the current length of the transaction queue.
Queue length.

code: virtual int32 GetQueueLength() const


description:
Returns the description of the redo action that will be performed next. This is the text that is shown next to the "Redo" item in the menu.
text describing the next redo transaction


description:
Gets the transaction at the specified queue index.
A read-only pointer to the transaction, or NULL if it does not exist.

code: virtual const [FTransaction](API\Editor\UnrealEd\Editor\FTransaction) * GetTransaction ( int32 QueueIndex ) const


description:
Returns the description of the undo action that will be performed next. This is the text that is shown next to the "Undo" item in the menu.
text describing the next undo transaction

code: virtual [FTransactionContext](API\Runtime\Core\Misc\FTransactionContext) GetUndoContext ( bool bCheckWhetherUndoPossible )


description:
Gets the number of transactions that were undone and can be redone.
Undo count.

code: virtual int32 GetUndoCount() const


description:
Determines the amount of data currently stored by the transaction buffer.
number of bytes stored in the undo buffer

code: virtual SIZE_T GetUndoSize() const


description: Returns whether there are any active actions; i.e. whether actions are currently being captured into the undo buffer.

code: virtual bool IsActive()


description: Checks if a specific object is referenced by the transaction buffer

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


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


description: Wrapper for checking if the transaction buffer is allowed to serialize object references.


description: Checks if a specific object is in the transaction currently underway

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


description:
Executes an redo transaction, redoing all actions contained by that transaction.
true if the transaction was successfully redone

code: virtual bool Redo()


description: Removes the last set undo barrier from the transaction buffer.

code: virtual void RemoveUndoBarrier()


description: Resets the entire undo buffer; deletes all undo transactions.

code: virtual void Reset ( const [FText](API\Runtime\Core\Internationalization\FText) & Reason )


description: Set passed object as the primary context object for transactions

code: virtual void SetPrimaryUndoObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Sets an undo barrier at the current point in the transaction buffer. Undoing beyond this point will not be allowed until the barrier is removed.

code: virtual void SetUndoBarrier()


description:
Executes an undo transaction, undoing all actions contained by that transaction.
true if the transaction was successfully undone

code: virtual bool Undo ( bool bCanRedo )


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


description: Implementation of the begin function. Used to create a specific transaction type

code: template<typename TTransaction> int32 BeginInternal ( const TCHAR * SessionContext, const [FText](API\Runtime\Core\Internationalization\FText) & Description )


className: UTransactor

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


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


description:
Begins a new undo transaction. An undo transaction is defined as all actions which take place when the user selects "undo" a single time. If there is already an active transaction in progress, increments that transaction's action counter instead of beginning a new transaction.
Number of active actions whenBegin()was called; values greater than 0 indicate that there was already an existing undo transaction in progress.

code: virtual int32 Begin ( const TCHAR * SessionContext, const [FText](API\Runtime\Core\Internationalization\FText) & Description )


description: Cancels the current transaction, no longer capture actions to be placed in the undo buffer.

code: virtual void Cancel ( int32 StartIndex )


description:
Determines whether the redo option should be selectable.
true if the "Redo" option should be selectable.

code: virtual bool CanRedo ( [FText](API\Runtime\Core\Internationalization\FText) * Text )


description:
Determines whether the undo option should be selectable.
true if the "Undo" option should be selectable.

code: virtual bool CanUndo ( [FText](API\Runtime\Core\Internationalization\FText) * Text )


description: Validates the state of the transaction buffer.

code: void CheckState() const


description: Clears all undo barriers.

code: virtual void ClearUndoBarriers()


description: True if this record contains a reference to a pie object

code: virtual bool ContainsPieObjects() const


description:
Disables the transaction buffer from serializing the set of objects it references.
true if the transaction buffer is able to serialize object references.


description:
Enables the transaction buffer to serialize the set of objects it references.
true if the transaction buffer is able to serialize object references.


description:
Attempts to close an undo transaction. Only successful if the transaction's action counter is 1.
Number of active actions whenEnd()was called; a value of 1 indicates that the transaction was successfully closed

code: virtual int32 End()


description:
Gets the transaction queue index from its TransactionId.
The queue index or INDEX_NONE if not found.

code: virtual int32 FindTransactionIndex ( const [FGuid](API\Runtime\Core\Misc\FGuid) & TransactionId ) const


description: Because properties are destroyed here,Super::FinishDestroy()should always be called at the end of your child class'sFinishDestroy()method, rather than at the beginning.

code: virtual void FinishDestroy()


className: FOnTransactorBeforeRedoUndo

description: OnUndo

code: class FOnTransactorBeforeRedoUndo : public TBaseMulticastDelegate_OneParam< void, const FTransactionContext & >


className: FOnTransactorRedo

description: OnUndo

code: class FOnTransactorRedo : public TBaseMulticastDelegate_TwoParams< void, const FTransactionContext &, bool >


className: FOnTransactorUndoBufferChanged

description: OnRedo

code: class FOnTransactorUndoBufferChanged : public TBaseMulticastDelegate_NoParams< void >


className: FOnTransactorTransactionStateChanged

description: Gets an event delegate that is executed when a transaction state changes.

code: class FOnTransactorTransactionStateChanged : public TBaseMulticastDelegate_TwoParams< void, const FTransactionContext &, ETransactionStateEventType >


className: FOnTransactorUndo

description: OnRedo

code: class FOnTransactorUndo : public TBaseMulticastDelegate_TwoParams< void, const FTransactionContext &, bool >


description: Gets the current undo barrier's position in transaction queue

code: virtual int32 GetCurrentUndoBarrier() const


description:
Gets the current length of the transaction queue.
Queue length.

code: virtual int32 GetQueueLength() const


description:
Returns the description of the redo action that will be performed next. This is the text that is shown next to the "Redo" item in the menu.
text describing the next redo transaction


description:
Gets the transaction at the specified queue index.
A read-only pointer to the transaction, or NULL if it does not exist.

code: virtual const [FTransaction](API\Editor\UnrealEd\Editor\FTransaction) * GetTransaction ( int32 QueueIndex ) const


description:
Returns the description of the undo action that will be performed next. This is the text that is shown next to the "Undo" item in the menu.
text describing the next undo transaction

code: virtual [FTransactionContext](API\Runtime\Core\Misc\FTransactionContext) GetUndoContext ( bool bCheckWhetherUndoPossible )


description:
Gets the number of transactions that were undone and can be redone.
Undo count.

code: virtual int32 GetUndoCount() const


description:
Determines the amount of data currently stored by the transaction buffer.
number of bytes stored in the undo buffer

code: virtual SIZE_T GetUndoSize() const


description: Constructor.

code: void Initialize ( SIZE_T InMaxMemory )


description: Returns whether there are any active actions; i.e. whether actions are currently being captured into the undo buffer.

code: virtual bool IsActive()


description: Checks if a specific object is referenced by the transaction buffer

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


description: Wrapper for checking if the transaction buffer is allowed to serialize object references.


description: Checks if a specific object is in the transaction currently underway

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


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


description:
Executes an redo transaction, redoing all actions contained by that transaction.
true if the transaction was successfully redone

code: virtual bool Redo()


description: Removes the last set undo barrier from the transaction buffer.

code: virtual void RemoveUndoBarrier()


description: Sets an undo barrier at the current point in the transaction buffer. Undoing beyond this point will not be allowed until the barrier is removed.

code: virtual void SetUndoBarrier()


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

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


description: Set passed object as the primary context object for transactions

code: virtual void SetPrimaryUndoObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Resets the entire undo buffer; deletes all undo transactions.

code: virtual void Reset ( const [FText](API\Runtime\Core\Internationalization\FText) & Reason )


description:
Executes an undo transaction, undoing all actions contained by that transaction.
true if the transaction was successfully undone

code: virtual bool Undo ( bool bCanRedo )


className: UTransBuffer

description: Transaction tracking system, manages the undo and redo buffer.

code: class UTransBuffer : public [UTransactor](API\Editor\UnrealEd\Editor\UTransactor)

ActiveCount

description: Number of actions in the current transaction

ActiveRecordCounts

type: TArray< int32 >

description: The cached count of the number of object records each time a transaction is begun

MaxMemory

description: Maximum number of bytes the transaction buffer is allowed to occupy

ResetReason

type: FText

description: Text describing the reason that the undo buffer is empty

UndoBarrierStack

description: Undo barrier stack

UndoBuffer

type: TArray<TShared...

description: Variables.

UndoCount

description: Number of transactions that have been undone, and are eligible to be redone


description: true if selection of translucent objects in perspective viewports is allowed

code: virtual bool AllowSelectTranslucent() const