code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


module: UnrealEd

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


code: virtual [ALightWeightInstanceManager](API\Runtime\Engine\GameFramework\ALightWeightInstanceManager) * MakeNewLightWeightInstanceManager ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) Name, EObjectFlags Flags )


className: ULightWeightInstanceFactory

code: class ULightWeightInstanceFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

ParentClass

type: TSubclassOf< cl...

description: The parent class of the created blueprint.


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


className: UMaterialFactoryNew

description: MaterialFactoryNew.

code: class UMaterialFactoryNew : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

InitialTexture

type: TObjectPtr< cla...

description: An initial texture to place in the newly created material


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


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


className: UMaterialFunctionFactoryNew

description: MaterialFunctionFactoryNew.

code: class UMaterialFunctionFactoryNew : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


className: UMaterialFunctionInstanceFactory

code: class UMaterialFunctionInstanceFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


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


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

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


description: MaterialFunctionFactoryNew.

code: class UMaterialFunctionMaterialLayerBlendFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


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


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


className: UMaterialFunctionMaterialLayerFactory

description: MaterialFunctionFactoryNew.

code: class UMaterialFunctionMaterialLayerFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


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


code: class UMaterialFunctionMaterialLayerInstanceFactory : public [UMaterialFunctionInstanceFactory](API\Editor\UnrealEd\Factories\UMaterialFunctionInstanceFactory)


code: static [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * FindExistingMaterialFromSearchLocation ( const [FString](API\Runtime\Core\Containers\FString) & MaterialFullName, const [FString](API\Runtime\Core\Containers\FString) & BasePackagePath, EMaterialSearchLocation SearchLocation, [FText](API\Runtime\Core\Internationalization\FText) & OutError )


code: static [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * FindExistingMaterial ( const [FString](API\Runtime\Core\Containers\FString) & BasePath, const [FString](API\Runtime\Core\Containers\FString) & MaterialFullName, const bool bRecursivePaths, [FText](API\Runtime\Core\Internationalization\FText) & OutError )


className: UMaterialImportHelpers

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


description:
Create a new object by class.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


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


className: UMaterialInstanceConstantFactoryNew

description: MaterialInstanceConstantFactoryNew.

code: class UMaterialInstanceConstantFactoryNew : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


className: UMaterialParameterCollectionFactoryNew

description: MaterialParameterCollectionFactoryNew.h.

code: class UMaterialParameterCollectionFactoryNew : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


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


description: Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties

code: virtual bool ConfigureProperties()


description: Returns the name of the factory for menus

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


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

code: virtual uint32 GetMenuCategories() const


code: virtual [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * MakeNewMirrorDataTable ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) Name, EObjectFlags Flags )


code: void OnWindowUserActionDelegate ( bool bCreate, [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InSkeleton, [UMirrorTableFindReplaceExpressions](API\Editor\UnrealEd\Factories\UMirrorTableFindReplaceExpressio-) * InFindReplaceExpressions, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InResultStruct )


className: UMirrorDataTableFactory

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

code: class UMirrorDataTableFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


className: UMirrorTableFindReplaceExpressions

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

FindReplaceExpressions

type: TArray<FMirror...

description: Collection of animations for motion matching.


description:
Create a new object by importing it from a text buffer.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateText ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, const TCHAR * Type, const TCHAR *& Buffer, const TCHAR * BufferEnd, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


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


className: UModelFactory

description: ModelFactory.

code: class UModelFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


className: UObjectLibraryFactory

code: class UObjectLibraryFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


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


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


className: UPackageFactory

description: PackageFactory.

code: class UPackageFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


description:
Create a new object by importing it from a binary buffer.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateBinary ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, const TCHAR * Type, const uint8 *& Buffer, const uint8 * BufferEnd, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


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


className: UPackFactory

description: Factory for unpacking upack files

code: class UPackFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


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


className: UParticleSystemFactoryNew

description: ParticleSystemFactoryNew.

code: class UParticleSystemFactoryNew : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


code: virtual bool ConfigureProperties()


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


className: UPhysicalMaterialFactoryNew

code: class UPhysicalMaterialFactoryNew : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

PhysicalMaterialClass

type: TSubclassOf<UP...


description:
Check to see if the handler is capable of reimporting the object
true if this handler is capable of reimporting the provided object

code: virtual bool CanReimport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutFilenames )


description: Get the import priority for this handler. Import handlers with higher priority values will take precedent over lower priorities.

code: virtual int32 GetPriority() const


description: Attempt to reimport the specified object from its sourceEReimportResult::Succeededif this handler was able to handle reimporting the provided object,EReimportResult::Failedif this handler was unable to handle reimporting the provided object orEReimportResult::Cancelledif the handler was cancelled part-way through re-importing the provided object.

code: virtual [EReimportResult::Type](API\Editor\UnrealEd\EReimportResult__Type) Reimport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj )


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


description: Sets the reimport path(s) for the specified object

code: virtual void SetReimportPaths ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & NewReimportPaths )


className: UPhysicalMaterialMaskFactory

code: class UPhysicalMaterialMaskFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory), public [FReimportHandler](API\Editor\UnrealEd\FReimportHandler)


description: Create a physics asset from a skeletal mesh

code: static [UObject](API\Runtime\CoreUObject\UObject\UObject) * CreatePhysicsAssetFromMesh ( [FName](API\Runtime\Core\UObject\FName) InAssetName, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkelMesh, bool bSetToMesh )


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


className: UPhysicsAssetFactory

code: class UPhysicsAssetFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

TargetSkeletalMesh

type: TObjectPtr<USk...

description: The skeletal mesh with which to initialize this physics asset.


code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateText ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, const TCHAR * Type, const TCHAR *& Buffer, const TCHAR * BufferEnd, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


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


className: UPolysFactory

description: PolysFactory.

code: class UPolysFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


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


className: UPoseAssetFactory

code: class UPoseAssetFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

PoseNames

type: TArray<FString...

description: Optional.

SourceAnimation

description: Used when creating a composite from an AnimSequence, becomes the only AnimSequence contained


code: virtual bool ConfigureProperties()


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


description: Returns the tooltip text description of this factory

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


description: Returns true if this factory should be shown in the New Asset menu (by default calls CanCreateNew).

code: virtual bool ShouldShowInNewMenu() const


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


className: UPreviewMeshCollectionFactory

code: class UPreviewMeshCollectionFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

CurrentSkeleton

type: TWeakObjectPtr<...

description: The current skeleton we are creating collections for


code: virtual bool CanReimport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutFilenames )


code: virtual int32 GetPriority() const


code: virtual [EReimportResult::Type](API\Editor\UnrealEd\EReimportResult__Type) Reimport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj )


code: virtual void SetReimportPaths ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & NewReimportPaths )


className: UReimportCurveFactory

code: class UReimportCurveFactory : public [UCSVImportFactory](API\Editor\UnrealEd\Factories\UCSVImportFactory), public [FReimportHandler](API\Editor\UnrealEd\FReimportHandler)


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


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


className: UReimportCurveTableFactory

code: class UReimportCurveTableFactory : public [UCSVImportFactory](API\Editor\UnrealEd\Factories\UCSVImportFactory), public [FReimportHandler](API\Editor\UnrealEd\FReimportHandler)


description:
Whether the specified file can be imported by this factory.
true if the file is supported, false otherwise.

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


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


className: UReimportDataTableFactory

code: class UReimportDataTableFactory : public [UCSVImportFactory](API\Editor\UnrealEd\Factories\UCSVImportFactory), public [FReimportHandler](API\Editor\UnrealEd\FReimportHandler)


description: true if this factory is being used for automated import. Dialogs and user input should be disabled if this method returns true

code: virtual bool IsAutomatedImport() const


description: Call after multiple import happen

code: virtual void PostImportCleanUp()


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


className: UReimportFbxAnimSequenceFactory

description: ReimportFbxAnimSequenceFactory.

code: class UReimportFbxAnimSequenceFactory : public [UFbxFactory](API\Editor\UnrealEd\Factories\UFbxFactory), public [FReimportHandler](API\Editor\UnrealEd\FReimportHandler)


description: Script helper to allow fbx scene reimport from scripted language

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


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


className: UReimportFbxSceneFactory

code: class UReimportFbxSceneFactory : public [UFbxSceneImportFactory](API\Editor\UnrealEd\Factories\UFbxSceneImportFactory), public [FReimportHandler](API\Editor\UnrealEd\FReimportHandler)


code: virtual bool CanReimport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutFilenames )


code: virtual int32 GetPriority() const


code: virtual [EReimportResult::Type](API\Editor\UnrealEd\EReimportResult__Type) Reimport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj )


code: virtual [EReimportResult::Type](API\Editor\UnrealEd\EReimportResult__Type) Reimport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, int32 SourceFileIndex )


code: virtual void SetReimportPaths ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & NewReimportPaths )


description: Sets the reimport path(s) for the specified object at the specified index

code: virtual void SetReimportPaths ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, const [FString](API\Runtime\Core\Containers\FString) & NewReimportPath, const int32 SourceIndex )


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


className: UReimportFbxSkeletalMeshFactory

description: ReimportFbxSkeletalMeshFactory.

code: class UReimportFbxSkeletalMeshFactory : public [UFbxFactory](API\Editor\UnrealEd\Factories\UFbxFactory), public [FReimportHandler](API\Editor\UnrealEd\FReimportHandler)


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


className: UReimportFbxStaticMeshFactory

description: ReimportFbxStaticMeshFactory.

code: class UReimportFbxStaticMeshFactory : public [UFbxFactory](API\Editor\UnrealEd\Factories\UFbxFactory), public [FReimportHandler](API\Editor\UnrealEd\FReimportHandler)


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


description: Reimports specified texture from its source material, if the meta-data exists


code: virtual bool IsAutomatedImport() const


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


className: UReimportTextureFactory

code: class UReimportTextureFactory : public [UTextureFactory](API\Editor\UnrealEd\Factories\UTextureFactory), public [FReimportHandler](API\Editor\UnrealEd\FReimportHandler)


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


className: UReimportVectorFieldStaticFactory

description: ReimportTextureFactory.

code: class UReimportVectorFieldStaticFactory : public [UVectorFieldStaticFactory](API\Editor\UnrealEd\Factories\UVectorFieldStaticFactory), public [FReimportHandler](API\Editor\UnrealEd\FReimportHandler)


description: whether or not this scene importer can also create assets and thus must ask the user where they want to place content

code: virtual bool ImportsAssets() const


className: USceneImportFactory

description: Base class for all factories that import objects into a scene (e.g in a level)

code: class USceneImportFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


description: Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties

code: virtual bool ConfigureProperties()


description:
Create a new object by class.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


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


className: USkeletonFactory

code: class USkeletonFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

TargetSkeletalMesh

description: The skeletal mesh with which to initialize this skeleton.


description: Returns the name of the factory for menus

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


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


className: USlateBrushAssetFactory

description: Factory for creating SlateBrushAssets

code: class USlateBrushAssetFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

InitialTexture

description: An initial texture to assign to the newly created slate brush


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


className: USlateWidgetStyleAssetFactory

description: Factory for creating SlateStyles

code: class USlateWidgetStyleAssetFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

StyleType

type: TSubclassOf<US...


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


className: USpecularProfileFactory

code: class USpecularProfileFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


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


className: UStringTableFactory

code: class UStringTableFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


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


className: UStructureFactory

code: class UStructureFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


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


className: USubsurfaceProfileFactory

code: class USubsurfaceProfileFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


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

code: virtual uint32 GetMenuCategories() const


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


className: USubUVAnimationFactory

description: Factory for SubUVAnimation assets

code: class USubUVAnimationFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

InitialTexture

description: An initial texture to use


description: true if the factory can currently create a new object from scratch.

code: virtual bool CanCreateNew() const


code: bool CheckArrayTexturesCompatibility()


code: virtual bool ConfigureProperties()


code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


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


code: UTexture2DArrayFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Factory for creating volume texture

code: class UTexture2DArrayFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

InitialTextures

type: TArray<TObject...


description: Draws a thumbnail for the object that was specified.

code: virtual void Draw ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, int32 X, int32 Y, uint32 Width, uint32 Height, [FRenderTarget](API\Runtime\Engine\FRenderTarget) * Viewport, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, bool bAdditionalViewFamily )


description: BeginUThumbnailRendererObject.

code: virtual void GetThumbnailSize ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, float Zoom, uint32 & OutWidth, uint32 & OutHeight ) const


code: UTexture2DArrayThumbnailRenderer ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: This thumbnail renderer displays the texture 2d array

code: class UTexture2DArrayThumbnailRenderer : public [UTextureThumbnailRenderer](API\Editor\UnrealEd\ThumbnailRendering\UTextureThumbnailRenderer)


description: Returns true if this factory should be shown in the New Asset menu (by default calls CanCreateNew).

code: virtual bool ShouldShowInNewMenu() const


code: UTexture2DFactoryNew ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UTexture2DFactoryNew : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

Height

description: Height of new texture

Width

description: Width of new texture


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


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


className: UTextureCubeArrayFactory

description: Factory for creating volume texture

code: class UTextureCubeArrayFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


className: UTextureCubeArrayThumbnailRenderer

description: This thumbnail renderer displays the texture cube array

code: class UTextureCubeArrayThumbnailRenderer : public [UTextureThumbnailRenderer](API\Editor\UnrealEd\ThumbnailRendering\UTextureThumbnailRenderer)


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


className: bSuppressImportOverwriteDialog

description: This variable is static because inStaticImportObject()the type of the factory is not known.

code: static bool bSuppressImportOverwriteDialog = false;


description: Create a texture given the appropriate input parameters

code: virtual [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * CreateTexture2D ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) Name, EObjectFlags Flags )


className: UTextureCubeThumbnailRenderer

code: class UTextureCubeThumbnailRenderer : public [UTextureThumbnailRenderer](API\Editor\UnrealEd\ThumbnailRendering\UTextureThumbnailRenderer)


code: virtual [UTexture2DArray](API\Runtime\Engine\Engine\UTexture2DArray) * CreateTexture2DArray ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) Name, EObjectFlags Flags )


code: virtual [UTextureCube](API\Runtime\Engine\Engine\UTextureCube) * CreateTextureCube ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) Name, EObjectFlags Flags )


description: true if it supports this class

code: virtual bool DoesSupportClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )


className: EImageImportFlags

description: Flags to be used when calling ImportImage

code: enum EImageImportFlags { None = 0, AllowNonPowerOfTwo = 1 << 0, AllowReturnOfCompressedData = 1 << 1, }


description:
Create a new object by importing it from a binary buffer.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateBinary ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, const TCHAR * Type, const uint8 *& Buffer, const uint8 * BufferEnd, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


className: bForceOverwriteExistingSettings

description: Force overwriting the existing texture without the dialog box

code: static bool bForceOverwriteExistingSettings = false;


description:
Whether the specified file can be imported by this factory.
true if the file is supported, false otherwise.

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


code: void FindCubeMapFace ( const [FString](API\Runtime\Core\Containers\FString) & ParsedText, const [FString](API\Runtime\Core\Containers\FString) & FaceString, [UTextureCube](API\Runtime\Engine\Engine\UTextureCube) & TextureCube, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) *& TextureFace )


description: the parser that is capable of parsing a json string of import settings for this factory

code: virtual [IImportSettingsParser](API\Editor\UnrealEd\Factories\IImportSettingsParser) * GetImportSettingsParser()


code: bool InitializeFromT3DTextureCubeDataText ( [UTextureCube](API\Runtime\Engine\Engine\UTextureCube) * InTextureCube, const TCHAR *& Buffer, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


code: bool InitializeFromT3DTexture2DDataText ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * InTexture2D, const TCHAR *& Buffer, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


description:
Initializes the given texture from the TextureData text block supplied. The TextureData text block is assumed to have been generated by the UTextureExporterT3D.
bool true if successful, false if not

code: bool InitializeFromT3DTextureDataText ( [UTexture](API\Runtime\Engine\Engine\UTexture) * InTexture, const [FString](API\Runtime\Core\Containers\FString) & Text, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


description: IImportSettingsParserinterface

code: virtual void ParseFromJson ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FJsonObject](API\Runtime\Json\Dom\FJsonObject) > ImportSettingsJson )


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

code: virtual void PostInitProperties()


description: Suppresses the dialog box that, when importing over an existing texture, asks if the users wishes to overwrite its settings. This is primarily for reimporting textures.

code: static void SuppressImportOverwriteDialog ( bool bOverwriteExistingSettings )


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


className: UTextureFactory

code: class UTextureFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory), public [IImportSettingsParser](API\Editor\UnrealEd\Factories\IImportSettingsParser)

AlphaCoverageThresholds

description: Channel values to compare to when preserving alpha coverage from a mask.

bAlphaToEmissive

type: uint32: 1

description: If enabled, link the texture's alpha to the created material's emissive color

bAlphaToOpacityMask

description: If enabled, link the texture's alpha to the created material's opacity mask

bAlphaToRoughness

description: If enabled, link the texture's alpha to the created material's specular color

bCreateMaterial

description: If enabled, a material will automatically be created for the texture

bDeferCompression

description: If enabled, compression is deferred until the texture is saved

bDoScaleMipsForAlphaCoverage

type: bool

description: Whether mip RGBA should be scaled to preserve the number of pixels with Value >= AlphaCoverageThresholds

bFlipNormalMapGreenChannel

description: If enabled, the texture's green channel will be inverted. This is useful for some normal maps

bIsDoingAReimport

description: Keep track of if we are doing a reimport

Blending

type: TEnumAsByte< en...

description: The blend mode of the created material

bPreserveBorder

description: If enabled, preserve the value of border pixels when creating mip-maps

bRGBToBaseColor

description: If enabled, link the texture to the created material's base color

bRGBToEmissive

description: If enabled, link the texture to the created material's emissive color

bTwoSided

description: If enabled, the created material will be two-sided

bUseHashAsGuid

description: If enabled, we are using the texture content hash as the guid.

bUseNewMipFilter

description: Whether to use newer & faster mip generation filter, same quality but produces slightly different results from previous implementation

bUsingExistingSettings

description: If enabled, we are using the existing settings for a texture that already existed.

ColorSpaceMode

type: ETextureSourceC...

description: Mode for how to determine the color space of the source image.

CompressionSettings

description: Compression settings for the texture

HDRImportShouldBeLongLatCubeMap

type: TEnumAsByte<EA...

description: Store YesAll/NoAll responses:

LODGroup

description: The group the texture belongs to

MipGenSettings

description: The mip-map generation settings for the texture; Allows customization of the content of the mip-map chain

NoAlpha

description: If enabled, the texture's alpha channel will be discarded during compression

ShadingModel

description: The shading model of the created material

UdimRegexPattern

type: FString

description: The pattern to use to match UDIM files to indices.


description:
Create a new object by class.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


code: UTextureRenderTarget2DArrayFactoryNew ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: TextureRenderTargetCubeFactoryNew.

code: class UTextureRenderTarget2DArrayFactoryNew : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

Format

description: Surface format of new texture

Height

description: Height of new texture

Slices

description: Depth of new texture

Width

description: Width of new texture


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


className: UTextureRenderTargetCubeFactoryNew

description: TextureRenderTargetCubeFactoryNew.

code: class UTextureRenderTargetCubeFactoryNew : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

Format

description: Surface format of new texture

description: Width of new texture


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


className: UTextureRenderTargetFactoryNew

description: TextureRenderTargetFactoryNew.

code: class UTextureRenderTargetFactoryNew : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

description: Pixel format of the texture render target

Height

description: Height of the texture render target

Width

description: Width of the texture render target


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


className: UTextureRenderTargetVolumeFactoryNew

description: TextureRenderTargetCubeFactoryNew.

code: class UTextureRenderTargetVolumeFactoryNew : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

Depth

description: Depth of new texture

Format

description: Surface format of new texture

Height

description: Height of new texture

description: Width of new texture


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


className: UTouchInterfaceFactory

code: class UTouchInterfaceFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


description:
Check to see if the handler is capable of reimporting the object
true if this handler is capable of reimporting the provided object

code: virtual bool CanReimport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutFilenames )


description: Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties

code: virtual bool ConfigureProperties()


description: Get the import priority for this handler. Import handlers with higher priority values will take precedent over lower priorities.

code: virtual int32 GetPriority() const


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

code: virtual void PostInitProperties()


description: Sets the reimport path(s) for the specified object

code: virtual void SetReimportPaths ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & NewReimportPaths )


description: Attempt to reimport the specified object from its sourceEReimportResult::Succeededif this handler was able to handle reimporting the provided object,EReimportResult::Failedif this handler was unable to handle reimporting the provided object orEReimportResult::Cancelledif the handler was cancelled part-way through re-importing the provided object.

code: virtual [EReimportResult::Type](API\Editor\UnrealEd\EReimportResult__Type) Reimport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj )


description: Returns true if this factory should be shown in the New Asset menu (by default calls CanCreateNew).

code: virtual bool ShouldShowInNewMenu() const


description: Creates the import options structure for this font

code: void SetupFontImportOptions()


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


className: UTrueTypeFontFactory

code: class UTrueTypeFontFactory : public [UTextureFactory](API\Editor\UnrealEd\Factories\UTextureFactory), public [FReimportHandler](API\Editor\UnrealEd\FReimportHandler)

bFontSelected

description: True if a font was selected during the non-legacy creation process

bPropertiesConfigured

description: True when the font dialog was shown for this factory during the non-legacy creation process

ImportOptions

description: Import options for this font


description:
Make a UDIM virtual texture from a list of regular 2D textures
UTexture2D* Pointer to the UDIM texture or null if failed

code: static [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * MakeUDIMVirtualTextureFromTexture2Ds ( [FString](API\Runtime\Core\Containers\FString) OutputPathName, const [TArray](API\Runtime\Core\Containers\TArray)< [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * > & SourceTextures, const [TArray](API\Runtime\Core\Containers\TArray)< FIntPoint > & BlockCoords, bool bKeepExistingSettings, bool bCheckOutAndSave )


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


className: UUDIMTextureFunctionLibrary

code: class UUDIMTextureFunctionLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


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


className: UVariableFrameStrippingSettingsFactory

code: class UVariableFrameStrippingSettingsFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


description:
Whether the specified file can be imported by this factory.
true if the file is supported, false otherwise.

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


description:
Create a new object by importing it from a binary buffer.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateBinary ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, const TCHAR * Type, const uint8 *& Buffer, const uint8 * BufferEnd, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


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


className: UVectorFieldStaticFactory

code: class UVectorFieldStaticFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


code: virtual bool ConfigureProperties()


description: Returns the name of the factory for menus

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


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


className: UVolumeTextureFactory

description: Factory for creating volume texture

code: class UVolumeTextureFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

InitialTexture

description: An initial texture to assign to the newly created volume texture


description: Returns the tooltip text description of this factory

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


description: Returns the documentation excerpt that should be use for the rich tool tip for this factory

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


description: Returns the documentation page that should be use for the rich tool tip for this factory

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


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


className: UWorldFactory

code: class UWorldFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

FeatureLevel

type: ERHIFeatureLeve...

WorldType

type: TEnumAsByte<EW...


code: [FActorPlacementFolder](API\Editor\UnrealEd\FActorPlacementFolder) & operator= ( const [FFolder](API\Runtime\Engine\FFolder) & InOtherFolder )


className: FActorPlacementFolder

code: struct FActorPlacementFolder

ActorFolderGuid

type: FGuid

Path

type: FName


description: A struct containing the settings to control theSAnimationCompressionSelectionDialogcreation.

DefaultSelectedAsset

type: UAnimBoneCompre...

DialogTitleOverride

type: FText


code: void AddRemappedAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * OriginalAsset, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * NewAsset )


description: Duplicates the assets stored for retargetting, populating maps of original assets to new asset

code: void DuplicateAssetsToRetarget ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * DestinationPackage, const [FNameDuplicationRule](API\Editor\UnrealEd\FNameDuplicationRule) * NameRule )


description: Return all duplicates

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


description: Returns the duplicate of the supplied object if there is one, otherwise NULL

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


description: Returns theUObjectthat was chosen to retarget if there was only one in the first place

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


description: Were we supplied anything that we can retarget

code: bool HasAssetsToRetarget() const


description: Did we duplicate any assets

code: bool HasDuplicates() const


description: Retarget the contained assets

code: void RetargetAnimations ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * OldSkeleton, [USkeleton](API\Runtime\Engine\Animation\USkeleton) * NewSkeleton )


code: FAnimationRetargetContext ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & AssetsToRetarget, bool bRetargetReferredAssets, bool bInConvertAnimationDataInComponentSpaces, const [FNameDuplicationRule](API\Editor\UnrealEd\FNameDuplicationRule) & NameRule )


code: FAnimationRetargetContext ( [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) >> AssetsToRetarget, bool bRetargetReferredAssets, bool bInConvertAnimationDataInComponentSpaces, const [FNameDuplicationRule](API\Editor\UnrealEd\FNameDuplicationRule) & NameRule )


className: FAnimationRetargetContext

code: class FAnimationRetargetContext


description: Clean up the children of this component.

code: void CleanupComponentChildren ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * Component )


description: FThumbnailPreviewSceneimplementation.

code: virtual void GetViewMatrixParameters ( const float InFOVDegrees, FVector & OutOrigin, float & OutOrbitPitch, float & OutOrbitYaw, float & OutOrbitZoom ) const


description: Sets the animation to use in the nextCreateView()

code: bool SetAnimation ( class [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimation )


description: Constructor

code: FAnimationSequenceThumbnailScene()


className: FAnimationSequenceThumbnailScene

code: class FAnimationSequenceThumbnailScene : public [FThumbnailPreviewScene](API\Editor\UnrealEd\FThumbnailPreviewScene)


description: Sets the animation blueprint to use in the nextCreateView()

code: bool SetAnimBlueprint ( class [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InBlueprint )


description: Constructor

code: FAnimBlueprintThumbnailScene()


className: FAnimBlueprintThumbnailScene

code: class FAnimBlueprintThumbnailScene : public [FThumbnailPreviewScene](API\Editor\UnrealEd\FThumbnailPreviewScene)


description: true if the specified object is an 'IgnoreClasses' type.

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


description: true if the specified object is not a subobject of one of the IngoreOuters.

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


description: true if the specified objects should be serialized to determine asset references.

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


description: FArchiveTopLevelReferenceCollectorconstructor

code: FArchiveTopLevelReferenceCollector ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > * InObjectArray, const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InIgnoreOuters, const [TArray](API\Runtime\Core\Containers\TArray)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & InIgnoreClasses )


className: FArchiveTopLevelReferenceCollector

description: An archive for collecting object references that are top-level objects.

code: class FArchiveTopLevelReferenceCollector : public [FArchiveUObject](API\Runtime\CoreUObject\Serialization\FArchiveUObject)


description: Add an object to the list of pending deleted assets, this will invalidate the scanning state.

code: void AddObjectToDelete ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


description: Returns true if it is valid to delete the current objects with no problems.

code: bool CanDelete() const


description: Returns true if it is valid to force the delete of the current assets.

code: bool CanForceDelete() const


description: Returns true if it's valid to replace the references of the pending deleted objects.

code: bool CanReplaceReferences() const


description: Returns true if it is valid to force the delete of the current assets with the provided asset.

code: bool CanReplaceReferencesWith ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData ) const


description: Deletes any source content files referenced by the assets

code: void DeleteSourceContentFiles()


description: Performs the delete if it's possible.

code: bool DoDelete()


description: Performs a force delete on the pending deleted assets if possible.

code: bool DoForceDelete()


description: Performs the replace references action if possible with the provided asset.

code: bool DoReplaceReferences ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & ReplaceReferencesWith )


className: EState

description: States used to manage the async deletion process.

code: enum EState { Waiting = 0, StartScanning, Scanning, UpdateActions, Finished, }


className: FOnStateChanged

description: Fires whenever the state changes.

code: class FOnStateChanged : public TBaseMulticastDelegate_OneParam< void, EState >


description: Gets the packages of the assets on disk that reference the pending deleted objects; won't be accurate until the scanning process completes.

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


description: Gets the number of objects successfully deleted.

code: int32 GetDeletedObjectCount() const


description: Returns the pending deleted assets.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FPendingDelete](API\Editor\UnrealEd\FPendingDelete) > > * GetPendingDeletedAssets() const


description: Returns a map of currently discovered source content files, and the number of times they are referenced by non-deleted assets

code: const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), int32 > & GetPendingDeletedSourceFileCounts() const


description: Gets the 0..1 progress of the scanning.

code: float GetProgress() const


description: Gets the current text to display for the current progress of the scanning.


description: Returns the current state of the deletion process


description: Goes to the next actor in the loaded level if it is available

code: bool GoToNextReferenceInLevel() const


description: Check whether we have any source files residing under monitored, mounted paths to delete


description: Is any of the pending deleted assets being referenced in memory.


description: Is any of the pending deleted assets being referenced in the undo stack.


description: Returns true if the package is one of the pending deleted assets.

code: bool IsAssetInPendingDeletes ( const [FName](API\Runtime\Core\UObject\FName) & PackageName ) const


description: Returns true if the object is one of the pending deleted assets.

code: bool IsObjectInPendingDeletes ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject ) const


description: Ticks the delete model which does a little work before returning so that we don't completely block when deleting a lot of things.

code: void Tick ( const float InDeltaTime )


description: Constructor

code: FAssetDeleteModel ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjectsToDelete )


description: Destructor

code: ~FAssetDeleteModel()


className: FAssetDeleteModel

description: The model behind a delete operation, which is an asynchronous process because of all the checks that must be performed against the GC for UObjects, and looking up references for assets through the asset registry.

code: class FAssetDeleteModel


code: [FPreviewScene](API\Runtime\Engine\FPreviewScene) * GetPreviewScene() const


description: Returns the set of selected actors.

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


description: Returns the set of selected components.

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


description: the set of selected non-actor objects.

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


description: Returns the world that is being edited by this mode manager

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


code: virtual void SetPreviewScene ( [FPreviewScene](API\Runtime\Engine\FPreviewScene) * NewPreviewScene )


code: virtual ~FAssetEditorModeManager()


className: FAssetEditorModeManager

code: class FAssetEditorModeManager : public [FEditorModeTools](API\Editor\UnrealEd\FEditorModeTools)

ActorSet

type: USelection*...

PreviewScene

type: FPreviewScene&...


code: FAssetEditorViewportConstructionArgs()


className: FAssetEditorViewportConstructionArgs

description: Arguments for constructing a viewport

bRealtime

description: Whether the viewport should default to realtime

ConfigKey

description: A config key for loading/saving settings for the viewport

IsEnabled

type: TAttribute< boo...

description: Widget enabled attribute

ParentLayout

type: TSharedPtr<FAs...

description: The viewport's parent layout

ViewportType

type: ELevelViewportT...

description: The viewport's desired type


description: Builds a viewport layout and returns the widget containing the layout

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > BuildViewportLayout ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > InParentDockTab, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEditorViewportTabContent](API\Editor\UnrealEd\FEditorViewportTabContent) > InParentTab, const [FString](API\Runtime\Core\Containers\FString) & LayoutString )


code: virtual void FactoryPaneConfigurationFromTypeName ( const [FName](API\Runtime\Core\UObject\FName) & InLayoutConfigTypeName )


description: Create an instance of a custom viewport from the specified viewport type name

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > FactoryViewport ( [FName](API\Runtime\Core\UObject\FName) InTypeName, const [FAssetEditorViewportConstructionArgs](API\Editor\UnrealEd\FAssetEditorViewportConstruction-) & ConstructionArgs )


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


description: Returns the parent tab content object

code: [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FEditorViewportTabContent](API\Editor\UnrealEd\FEditorViewportTabContent) > GetParentTabContent() const


description: Return the stat id to use for this tickable

code: virtual [TStatId](API\Runtime\Core\Stats\TStatId) GetStatId() const


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object is ready to be ticked. This is required for example for allUObjectderived classes as they might be loaded async and therefore won't be ready immediately.
true if object is ready to be ticked, false otherwise.

code: virtual bool IsTickable() const


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


description:
Sets up the layout based on the specific layout configuration implementation.
The base widget representing the layout. This is commonly a splitter.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeViewportLayout ( const [FString](API\Runtime\Core\Containers\FString) & LayoutString )


description: Delegate called to get the visibility of the non-maximized viewports The non-maximized viewports are not visible if there is a maximized viewport on top of them

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


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


description: FTickableEditorObjectinterface

code: virtual void Tick ( float DeltaTime )


description: Constructor

code: FAssetEditorViewportLayout()


description: Destructor

code: virtual ~FAssetEditorViewportLayout()


className: FAssetEditorViewportLayout

description: Base class for viewport layout configurations Handles maximizing and restoring well as visibility of specific viewports.

code: class FAssetEditorViewportLayout : public [TSharedFromThis< FAssetEditorViewportLayout >](API\Runtime\Core\Templates\TSharedFromThis), public [FEditorViewportLayout](API\Editor\EditorFramework\FEditorViewportLayout), public [FTickableEditorObject](API\Editor\UnrealEd\FTickableEditorObject)

ParentTab

type: TWeakPtr<SDock...

description: The parent tab where this layout resides

ParentTabContent

type: TWeakPtr<FEdit...

description: The parent tab content object where this layout resides

ViewportsOverlayPtr

type: TWeakPtr<SAsse...

description: The overlay widget that handles what viewports should be on top (non-maximized or maximized)


description: Returns the typename of this layout Generally one of EditorViewportConfigurationNames

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


code: void LoadConfig ( const [FString](API\Runtime\Core\Containers\FString) & LayoutString, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(const [FString](API\Runtime\Core\Containers\FString) &, const [FName](API\Runtime\Core\UObject\FName))> LoadAdditionalLayoutInfoCallback )


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


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


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeViewportLayout ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FAssetEditorViewportLayout](API\Editor\UnrealEd\FAssetEditorViewportLayout) > InParentLayout, const [FString](API\Runtime\Core\Containers\FString) & LayoutString )


code: void ReplaceWidget ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > OriginalWidget, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > ReplacementWidget )


code: void SaveConfig ( const [FString](API\Runtime\Core\Containers\FString) & LayoutString, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(const [FString](API\Runtime\Core\Containers\FString) &)> SaveAdditionalLayoutInfoCallback ) const


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


className: FAssetEditorViewportPaneLayout

code: class FAssetEditorViewportPaneLayout


className: FAssetImportResultRef

code: typedef [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FImportResult](API\Runtime\InterchangeEngine\FImportResult), ESPMode::ThreadSafe > FAssetImportResultRef


description: Inform about change in skeleton asset that requires saving

code: static void SkeletonNeedsToBeSaved ( const class [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton )


code: static void CannotEditCookedAsset ( const class [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )


className: FAssetNotifications

code: class FAssetNotifications


description: Returns true if we can't cleanly mark the pending objects as private (there are illegal references detected)

code: bool CanForcePrivatize()


description: Add an object to the list of pending private assets, this will invalidate the scanning state

code: void AddObjectToPrivatize ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * InOwningPackage )


description: Returns true if it is valid to mark private the pending objects with no problems (there are no illegal references detected)

code: bool CanPrivatize()


description: Marks the pending private objects as private and nulls out all detected illegal references

code: bool DoForcePrivatize()


description: Fires whenever the state changes

code: class FOnStateChanged : public TBaseMulticastDelegate_OneParam< void, EState >


description: Performs the privatization action if possible

code: bool DoPrivatize()


code: enum EState { Waiting = 0, StartScanning, Scanning, Finished, }


description: Gets the packages of the assets on disk that would illegally reference the pending private objects if they were made private; won't be accurate until the scanning process completes.

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


description: Gets the number of objects successfully made private

code: int32 GetObjectsPrivatizedCount() const


description: Returns the pending private assets

code: const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FPendingPrivateAsset](API\Editor\UnrealEd\FPendingPrivateAsset) > > * GetPendingPrivateAssets() const


description: Gets the 0..1 progress of the scan

code: float GetProgress() const


description: Gets the current text to display for the current progress of the scan


description: Returns the current state of the scanning process


description: Are any of the pending assets being referenced in memory.


description: Are any of the pending assets being referenced in the undo stack.


description: Ticks the privatize model which does a timeslice of work before returning

code: void Tick ( const float InDeltaTime )


code: FAssetPrivatizeModel ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjectsToPrivatize )


className: FAssetPrivatizeModel

code: class FAssetPrivatizeModel


className: FOnAssetDataChanged

code: class FOnAssetDataChanged : public TBaseMulticastDelegate_NoParams< void >


description: The object we are rendering the thumbnail for

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


description: The asset data for the object we are rendering the thumbnail for

code: const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & GetAssetData() const


description:
Returns the size of the viewport
The size of the viewport (thumbnail size)

code: virtual FIntPoint GetSize() const


description:
Returns a slate texture used to draw the rendered viewport in Slate.
The texture used to display the viewports content

code: virtual [FSlateShaderResource](API\Runtime\SlateCore\Textures\FSlateShaderResource) * GetViewportRenderTargetTexture() const


description: A slate widget representing this thumbnail

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeThumbnailWidget ( const [FAssetThumbnailConfig](API\Editor\UnrealEd\FAssetThumbnailConfig) & InConfig )


description: Re-renders this thumbnail

code: void RefreshThumbnail()


description: Sets the asset to render the thumnail for

code: void SetAsset ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset )


description: Returns true if the viewport should be vsynced.

code: virtual bool RequiresVsync() const


code: void SetAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData )


description: Updates if this thumbnail should be realtime rendered via the pool

code: void SetRealTime ( bool bRealTime )


code: FAssetThumbnail ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset, uint32 InWidth, uint32 InHeight, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FAssetThumbnailPool](API\Editor\UnrealEd\FAssetThumbnailPool) > & InThumbnailPool )


code: FAssetThumbnail ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAsset, uint32 InWidth, uint32 InHeight, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FAssetThumbnailPool](API\Editor\UnrealEd\FAssetThumbnailPool) > & InThumbnailPool )


className: FAssetThumbnailConfig

description: A struct containing details about how the asset thumbnail should behave

code: struct FAssetThumbnailConfig

AssetTypeColorOverride

type: TOptional<FLin...

bAllowAssetSpecificThumbnailOverlay

type: bool

ColorStripOrientation

type: EThumbnailColor...

GenericThumbnailSize

type: TAttribute< int...

HighlightedText

type: TAttribute<FTe...

HintColorAndOpacity

type: TAttribute<FLi...

Padding

type: FMargin

ThumbnailLabel

type: EThumbnailLabel...


className: FAssetThumbnail

description: Interface for rendering a thumbnail in a slate viewport

code: class FAssetThumbnail : public [ISlateViewport](API\Runtime\SlateCore\Rendering\ISlateViewport), public [TSharedFromThis< FAssetThumbnail >](API\Runtime\Core\Templates\TSharedFromThis)


description:
Accesses the texture for an object. If a thumbnail was recently rendered this function simply returns the thumbnail. If it was not, it requests a new one be generated No assumptions should be made about whether or not it was rendered
The thumbnail for the asset or NULL if one could not be produced

code: [FSlateTexture2DRHIRef](API\Runtime\Engine\Slate\FSlateTexture2DRHIRef) * AccessTexture ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, uint32 Width, uint32 Height )


description: Adds a referencer to keep textures around as long as they are needed

code: void AddReferencer ( const [FAssetThumbnail](API\Editor\UnrealEd\FAssetThumbnail) & AssetThumbnail )


className: CustomThumbnailTagName

code: static [FName](API\Runtime\Core\UObject\FName) CustomThumbnailTagName = "CustomThumbnail";


className: FThumbnailRendered

description: Register/Unregister a callback for when thumbnails are rendered

code: class FThumbnailRendered : public TBaseMulticastDelegate_OneParam< void, const FAssetData & >


description: Return the stat id to use for this tickable

code: virtual [TStatId](API\Runtime\Core\Stats\TStatId) GetStatId() const


className: FThumbnailRenderFailed

description: Register/Unregister a callback for when thumbnails fail to render

code: class FThumbnailRenderFailed : public TBaseMulticastDelegate_OneParam< void, const FAssetData & >


description: Returns true if the thumbnail for the specified asset in the specified size is in the stack of thumbnails to render

code: bool IsInRenderStack ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FAssetThumbnail](API\Editor\UnrealEd\FAssetThumbnail) > & Thumbnail ) const


description: Returns true if the thumbnail for the specified asset in the specified size has been rendered

code: bool IsRendered ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FAssetThumbnail](API\Editor\UnrealEd\FAssetThumbnail) > & Thumbnail ) const


description: Checks if any new thumbnails are queued

code: virtual bool IsTickable() const


description: Brings all items in ThumbnailsToPrioritize to the front of the render stack if they are actually in the stack

code: void PrioritizeThumbnails ( const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FAssetThumbnail](API\Editor\UnrealEd\FAssetThumbnail) > > & ThumbnailsToPrioritize, uint32 Width, uint32 Height )


description: Re-renders the specified thumbnail

code: void RefreshThumbnail ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FAssetThumbnail](API\Editor\UnrealEd\FAssetThumbnail) > & ThumbnailToRefresh )


description: Removes a referencer to clean up textures that are no longer needed

code: void RemoveReferencer ( const [FAssetThumbnail](API\Editor\UnrealEd\FAssetThumbnail) & AssetThumbnail )


description: Enables/disables realtime thumbnail behavior

code: void SetRealTimeThumbnail ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FAssetThumbnail](API\Editor\UnrealEd\FAssetThumbnail) > & Thumbnail, bool bRealTimeThumbnail )


description: Ticks the pool, rendering new thumbnails as needed

code: virtual void Tick ( float DeltaTime )


description: Constructor

code: FAssetThumbnailPool ( uint32 InNumInPool, double InMaxFrameTimeAllowance, uint32 InMaxRealTimeThumbnailsPerFrame )


description: Destructor to free all remaining resources

code: ~FAssetThumbnailPool()


className: FAssetThumbnailPool

description: Utility class for keeping track of, rendering, and recycling thumbnails rendered in Slate

code: class FAssetThumbnailPool : public [FTickableEditorObject](API\Editor\UnrealEd\FTickableEditorObject)


description: Binds vertex and pixel shaders for this element

code: virtual void BindShaders ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, [FGraphicsPipelineStateInitializer](API\Runtime\RHI\FGraphicsPipelineStateInitialize-) & GraphicsPSOInit, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, const FMatrix & InTransform, const float InGamma, const FMatrix & ColorWeights, const [FTexture](API\Runtime\RenderCore\FTexture) * Texture )


code: FBatchedElementTexture2DPreviewParameters ( float InMipLevel, float InLayerIndex, float InSliceIndex, bool bInIsNormalMap, bool bInIsSingleChannel, bool bInIsSingleVTPhysicalSpace, bool bInIsVirtualTexture, bool bInIsTextureArray, bool bInUsePointSampling )


description: Batched element parameters for previewing 2d textures.

code: class FBatchedElementTexture2DPreviewParameters : public [FBatchedElementParameters](API\Runtime\Engine\FBatchedElementParameters)


code: FBatchedElementVolumeTexturePreviewParameters ( bool InViewModeAsDepthSlices, int32 InSizeZ, float InMipLevel, float InOpacity, bool InShowSlices, const FRotator & InTraceOrientation, bool bInUsePointSampling )


code: class FBatchedElementVolumeTexturePreviewParameters : public [FBatchedElementParameters](API\Runtime\Engine\FBatchedElementParameters)


code: FBindingChainElement ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * InFunction )


code: FBindingChainElement ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty, int32 InArrayIndex )


className: FBindingChainElement

description: An element in a binding chain

code: struct FBindingChainElement

ArrayIndex

description: Optional array index if this element refers to an array

Field

type: FFieldVariant

description: Field that this this chain element refers to


code: FBindingContextStruct ( [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InStruct, const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * InIcon, const [FText](API\Runtime\Core\Internationalization\FText) & InDisplayText, const [FText](API\Runtime\Core\Internationalization\FText) & InTooltipText, const [FText](API\Runtime\Core\Internationalization\FText) & InSection )


className: FBindingContextStruct

description: Binding context struct allow to describe information for a struct to bind to using the binding widget. An array of structs is passed to the widget to describe the context in which the binding exists. When the widget selectes a property from binding context struct array, the firstFBindingChainElement's index correlates to the array passed to the widget.

code: struct FBindingContextStruct

DisplayText

type: FText

description: Text to display for this item in the popup. If left empty, struct's display text will be used.

Icon

type: constFSlateBru...

description: Icon to display in the popup menu.

Section

description: Name of the section to put the struct to. If left empty, no section will be created.

Struct

type: UStruct*

description: The struct to bind to.

TooltipText

description: Tooltip to show, or if empty, the tool tip will be set to the same as popup text.


description: Clean up the children of this component.

code: void CleanupComponentChildren ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * Component )


description: FThumbnailPreviewSceneimplementation.

code: virtual void GetViewMatrixParameters ( const float InFOVDegrees, FVector & OutOrigin, float & OutOrbitPitch, float & OutOrbitYaw, float & OutOrbitZoom ) const


description: Sets the animation to use in the nextCreateView()

code: bool SetBlendSpace ( class [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) * InBlendSpace )


description: Constructor

code: FBlendSpaceThumbnailScene()


className: FBlendSpaceThumbnailScene

code: class FBlendSpaceThumbnailScene : public [FThumbnailPreviewScene](API\Editor\UnrealEd\FThumbnailPreviewScene)


description: Create category message for the diff UI

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FBlueprintDifferenceTreeEntry](API\Editor\UnrealEd\FBlueprintDifferenceTreeEntry) > CreateCategoryEntry ( const [FText](API\Runtime\Core\Internationalization\FText) & LabelText, const [FText](API\Runtime\Core\Internationalization\FText) & ToolTipText, FOnDiffEntryFocused FocusCallback, const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FBlueprintDifferenceTreeEntry](API\Editor\UnrealEd\FBlueprintDifferenceTreeEntry) > > & Children, bool bHasDifferences )


description: Create category message for the merge UI

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FBlueprintDifferenceTreeEntry](API\Editor\UnrealEd\FBlueprintDifferenceTreeEntry) > CreateCategoryEntryForMerge ( const [FText](API\Runtime\Core\Internationalization\FText) & LabelText, const [FText](API\Runtime\Core\Internationalization\FText) & ToolTipText, FOnDiffEntryFocused FocusCallback, const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FBlueprintDifferenceTreeEntry](API\Editor\UnrealEd\FBlueprintDifferenceTreeEntry) > > & Children, bool bHasRemoteDifferences, bool bHasLocalDifferences, bool bHasConflicts )


description: Displays message to user saying there are no differences


description: Displays message to user warning that there may be undetected differences


code: FBlueprintDifferenceTreeEntry ( FOnDiffEntryFocused InOnFocus, FGenerateDiffEntryWidget InGenerateWidget, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FBlueprintDifferenceTreeEntry](API\Editor\UnrealEd\FBlueprintDifferenceTreeEntry) > > InChildren )


description: Refreshes components for the specified blueprint

code: void BlueprintChanged ( class [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


className: FBlueprintDifferenceTreeEntry

code: class FBlueprintDifferenceTreeEntry

Children

type: TArray<TShared...

GenerateWidget

type: FGenerateDiffEn...

OnFocus

type: FOnDiffEntryFoc...


description: Sets the static mesh to use in the nextCreateView()

code: void SetBlueprint ( class [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


description: Get the scene thumbnail info to use for the object currently being rendered

code: virtual [USceneThumbnailInfo](API\Editor\UnrealEd\ThumbnailRendering\USceneThumbnailInfo) * GetSceneThumbnailInfo ( const float TargetDistance ) const


description: Constructor/Destructor

code: FBlueprintThumbnailScene()


className: FBlueprintThumbnailScene

code: class FBlueprintThumbnailScene : public [FClassActorThumbnailScene](API\Editor\UnrealEd\FClassActorThumbnailScene)


code: FBoneTrackPair ( [FName](API\Runtime\Core\UObject\FName) InBone1, [FName](API\Runtime\Core\UObject\FName) InBone2 )


className: FBoneTrackPair

code: struct FBoneTrackPair

type: FName


code: FBspSurfIdx ( [FBspSurf](API\Runtime\Engine\FBspSurf) * InSurf, int32 InIdx )


className: FBspSurfIdx

code: class FBspSurfIdx

Surf

type: FBspSurf*


className: BuildAIPaths

description: Build all AI paths

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


className: BuildAll

description: Build everything

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


className: BuildAllLandscape

description: Build All Landscape Data

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


className: BuildAllOnlySelectedPaths

description: Build everything except for paths only build selected

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


className: BuildAllSubmit

description: Build everything and submit to source control

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


className: BuildGeometry

description: Build all geometry

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


className: BuildLandscapeSplineMeshes

description: Build landscape spline meshes

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


className: BuildHierarchicalLOD

description: Build HLODs

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


className: BuildLighting

description: Build lighting

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


className: BuildMinimap

description: Build minimap

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


className: BuildSelectedAIPaths

description: Build only selected AI paths

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


className: BuildTextureStreaming

description: Build texture streaming

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


className: BuildVirtualTexture

description: Build virtual textures

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


className: BuildVisibleGeometry

description: Build only visible geometry

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


className: FBuildOptions

description: Names of the built-in editor build types.

code: struct FBuildOptions


description: Helper function that extracts custom attribute curves from a specified Fbx node, omiting attributes directly applied to the bones.

code: namespace FbxAnimUtils { void FbxAnimUtils::ExtractAttributeCurves ( fbxsdk::FbxNode * InNode, bool bInDoNotImportCurveWithZero, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(fbxsdk::FbxAnimCurve *, const [FString](API\Runtime\Core\Containers\FString) &)> ImportFunction ) }


description: Helper function used to check whether we should import the specified curve.

code: namespace FbxAnimUtils { bool FbxAnimUtils::ShouldImportCurve ( fbxsdk::FbxAnimCurve * Curve, bool bDoNotImportWithZeroValues ) }


description: This allow to add a prefix to the material name when unreal material get created. This prefix can just modify the name of the asset for materials (i.e. TEXT("Mat")) This prefix can modify the package path for materials (i.e. TEXT("/Materials/")). /**

code: *Or both ( i.e. TEXT )


code: void ResetForReimportAnimation()


code: static void ResetOptions ( [FBXImportOptions](API\Editor\UnrealEd\FBXImportOptions) * OptionsToReset )


code: bool ShouldImportTangents() const


code: bool ShouldImportNormals() const


className: FBXImportOptions

code: struct FBXImportOptions

AnimationLengthImportType

type: EFBXAnimationLe...

AnimationName

type: FString

AnimationRange

type: FIntPoint

BaseMaterial

type: UMaterialInterf...

description: Material import options.

bCanShowDialog

description: General options.

bCombineToSingle

description: Static Mesh options.

bImportMorph

description: Skeletal Mesh options.

bReorderMaterialToFbxOrder

description: If true the materials will be reorder to follow the fbx order.

DistanceFieldResolutionScale

type: float

ImportRotation

type: FRotator

ImportTranslation

type: FVector

ImportType

type: EFBXImportType

LodDistances

type: TArray< float >

MaterialCurveSuffixes

type: TArray<FString...

MaterialSearchLocation

type: EMaterialSearch...

NormalGenerationMethod

type: EFBXNormalGener...

NormalImportMethod

type: EFBXNormalImpor...

OverlappingThresholds

type: FOverlappingThr...

OverrideMaterials

type: TMap< uint64, c...

description: This data allow to override some fbx Material(point by the uint64 id) with existing unreal material asset.

PhysicsAsset

type: UPhysicsAsset&...

SkeletonForAnimation

type: USkeleton*

description: Animation option.

VertexColorImportOption

type: EVertexColorImp...

VertexOverrideColor

type: FColor


className: FbxMeshInfo

code: struct FbxMeshInfo

bIsSkelMesh

type: bool

LODGroup

type: FString


className: FbxNodeInfo

description: Node use to store the scene hierarchy transform will be relative to the parent.

code: struct FbxNodeInfo

Transform

type: FbxAMatrix


className: FbxSceneInfo

code: struct FbxSceneInfo

bHasAnimation

description: True if it has animation

FrameRate

type: double

HierarchyInfo

type: TArray<FbxNode...

MeshInfo

type: TArray<FbxMesh...

NonSkinnedMeshNum

description: Data for static mesh

SkinnedMeshNum

description: Data for skeletal mesh

TotalGeometryNum

description: Common data


code: FCachedComponentVisualizer ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FComponentVisualizer](API\Editor\UnrealEd\FComponentVisualizer) > & InVisualizer )


className: FCachedComponentVisualizer

code: struct FCachedComponentVisualizer

ComponentPropertyPath

type: FComponentPrope...

Visualizer

type: TSharedPtr<FCo...


description: Constructor

code: FCameraControllerConfig()


className: FCameraControllerConfig

description: Configuration data for the camera controller object

code: class FCameraControllerConfig

bEnableFOVRecoil

description: FOV zooming configurationTrue if FOV should snap back when flight controls are released

bForceRotationalPhysics

description: Allows xbox controller to temporarily force rotational physics on

bInvertX

description: Invert the impulses on the x axis

bInvertY

description: Invert the impulses on the y axis

bLockedPitch

description: True if we wish to constrain the pitch to a min/max angle

bPlanarCamera

description: Whether the camera is planar or free flying

bUsePhysicsBasedFOV

description: True if FOV zooming should use a physics model with velocity

bUsePhysicsBasedMovement

description: Movement configurationTrue if camera movement (forward/backward/left/right) should use a physics model with velocity

bUsePhysicsBasedRotation

description: Rotation configurationTrue if camera rotation (yaw/pitch/roll) should use a physics model with velocity

FOVAccelerationRate

type: float

description: FOV acceleration rate in degrees per second per second

FOVVelocityDampingAmount

description: FOV velocity damping amount in 'velocities' per second

ImpulseDeadZoneAmount

description: General configurationImpulses below this amount will be ignored

MaximumAllowedFOV

description: Maximum allowed camera FOV in degrees

MaximumAllowedPitchRotation

description: Maximum allowed camera pitch rotation in degrees

MaximumFOVSpeed

description: Maximum FOV change speed in degrees per second

MaximumMovementSpeed

description: Maximum movement speed in units per second

MaximumRotationSpeed

description: Maximum rotation speed in degrees per second

MinimumAllowedFOV

description: Minimum allowed camera FOV in degrees

MinimumAllowedPitchRotation

description: Minimum allowed camera pitch rotation in degrees

MovementAccelerationRate

description: Movement acceleration rate in units per second per second

MovementVelocityDampingAmount

description: Movement velocity damping amount in 'velocities' per second

PitchTrim

description: Camera Trim (pitch offset)

RotationAccelerationRate

description: Rotation acceleration rate in degrees per second per second

RotationMultiplier

description: Multiplier for rotation movement

RotationVelocityDampingAmount

description: Rotation velocity damping amount in 'velocities' per second

TranslationMultiplier

description: Multiplier for translation movement

ZoomMultiplier

description: Multiplier for zoom movement


description: Constructor

code: FCameraControllerUserImpulseData()


className: FCameraControllerUserImpulseData

description: Wrapper structure for all of the various user input parameters for camera movement

code: class FCameraControllerUserImpulseData

MoveForwardBackwardImpulse

description: Scalar user input for moving forwards (positive) or backwards (negative)

MoveRightLeftImpulse

description: Scalar user input for moving right (positive) or left (negative)

MoveUpDownImpulse

description: Scalar user input for moving up (positive) or down (negative)

RotatePitchImpulse

description: Scalar user input for pitching up (positive) or down (negative)

RotatePitchVelocityModifier

description: Velocity modifier for pitching up (positive) or down (negative)

RotateRollImpulse

description: Scalar user input for rolling clockwise (positive) or counter-clockwise (negative)

RotateRollVelocityModifier

description: Velocity modifier for rolling clockwise (positive) or counter-clockwise (negative)

RotateYawImpulse

description: Scalar user input for turning right (positive) or left (negative)

RotateYawVelocityModifier

description: Velocity modifier for turning right (positive) or left (negative)

ZoomOutInImpulse

description: Scalar user input for increasing FOV (zoom out, positive) or decreasing FOV (zoom in, negative)


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


code: FCanDeleteAssetResult ( [FCanDeleteAssetResult](API\Editor\UnrealEd\FCanDeleteAssetResult) && )


className: FCanDeleteAssetResult

description: Helper struct for the FOnAssetsCanDelete delegate

code: struct FCanDeleteAssetResult


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


className: FCanLoadMap

description: Helper struct for the FOnLoadMap delegate

code: struct FCanLoadMap


code: FCanLoadMap ( [FCanLoadMap](API\Editor\UnrealEd\FCanLoadMap) && )


description: Inserts aFChangeinstance into the compound change data

code: template<typename T, typename... TArgs> void AddTransactionChange ( TArgs &&... Args )


code: static bool CanTransactChanges()


description: Whether or not a transaction is currently pending

code: bool IsTransactionPending()


description: Closes the currently pending transaction, inserting aFCompoundChangeobject, containing anyFChange's transacted during the transaction, into GUndo alongside of the currently targetedUObjectinstance

code: void CloseTransaction()


description: Opens a new transaction with the provided description

code: void OpenTransaction ( const [FText](API\Runtime\Core\Internationalization\FText) & TransactionDescription )


description: Set theUObjectinstance for which to transactFChange's

code: void SetTransactionObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InTransactionObject )


code: FChangeTransactor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InTransactionObject )


className: FChangeTransactor

description: Helper structure used for insertingFChangebased undo/redo operations inside of the GUndo (ITransaction) instance. The operations are targeted a specificUObject, which is used as the 'transactional' object. The transactions themselves are initiated using the ITransactor API using GEngine as the instance.

code: struct FChangeTransactor


description: Closes the file, releasing its memory.

code: void CloseDocument()


description: Creates and readies an empty document for export.

code: void CreateDocument()


description: Exports the mesh and the actor information for a brush actor.

code: void ExportBrush ( [ABrush](API\Runtime\Engine\Engine\ABrush) * Actor, [UModel](API\Runtime\Engine\UModel) * Model, bool bConvertToStaticMesh, [INodeNameAdapter](API\Editor\UnrealEd\INodeNameAdapter) & NodeNameAdapter )


description: Exports the camera-specific information for a camera actor.

code: void ExportCamera ( [ACameraActor](API\Runtime\Engine\Camera\ACameraActor) * Actor, bool bExportComponents, [INodeNameAdapter](API\Editor\UnrealEd\INodeNameAdapter) & NodeNameAdapter )


description: Exports the basic scene information to a file.

code: void ExportLevelMesh ( [ULevel](API\Runtime\Engine\Engine\ULevel) * Level, bool bSelectedOnly, [INodeNameAdapter](API\Editor\UnrealEd\INodeNameAdapter) & NodeNameAdapter, bool bSaveAnimSeq )


description: Exports the light-specific information for a light actor.

code: void ExportLight ( [ALight](API\Runtime\Engine\Engine\ALight) * Actor, [INodeNameAdapter](API\Editor\UnrealEd\INodeNameAdapter) & NodeNameAdapter )


description: The function is saving the dialog state in a user ini file and reload it from there. It is not changing the CDO.

code: void FillExportOptions ( bool bBatchMode, bool bShowOptionDialog, const [FString](API\Runtime\Core\Containers\FString) & FullPath, bool & OutOperationCanceled, bool & bOutExportAll )


code: void SetKeepHierarchy ( bool bInKeepHierarchy )


code: void SetTransformBaking ( bool bBakeTransforms )


description: Writes the file to disk and releases it.

code: void WriteToFile ( const TCHAR * Filename )


className: FCinematicExporter

description: Base cinematic exporter class. Except for CImporter, consider the other classes as private.

code: class FCinematicExporter

bBakeKeys

description: When true, a key will exported per frame at the set frames-per-second (FPS).

bKeepHierarchy

description: When true, we'll export with hierarchical relation of attachment with relative transform


description: Get the scene thumbnail info to use for the object currently being rendered

code: [USceneThumbnailInfo](API\Editor\UnrealEd\ThumbnailRendering\USceneThumbnailInfo) * GetSceneThumbnailInfo ( const float TargetDistance ) const


description: FThumbnailPreviewSceneimplementation.

code: virtual void GetViewMatrixParameters ( const float InFOVDegrees, FVector & OutOrigin, float & OutOrbitPitch, float & OutOrbitYaw, float & OutOrbitZoom ) const


description: Returns true if this component can be visualized

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


description: Exports the mesh and the actor information for a static mesh actor.

code: void ExportStaticMesh ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * StaticMeshComponent, [INodeNameAdapter](API\Editor\UnrealEd\INodeNameAdapter) & NodeNameAdapter )


description: Sets the object (class or blueprint) used in the nextCreateView()

code: void SpawnPreviewActor ( class [UClass](API\Runtime\CoreUObject\UObject\UClass) * Obj )


className: FClassActorThumbnailScene

code: class FClassActorThumbnailScene : public [FThumbnailPreviewScene](API\Editor\UnrealEd\FThumbnailPreviewScene)


description: Find the small icon to use for the supplied actor

code: static const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * FindIconForActor ( const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [AActor](API\Runtime\Engine\GameFramework\AActor) > & InActor )


description: Find the best fitting small icon to use for the supplied actor array

code: static const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * FindIconForActors ( const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > > & InActors, [UClass](API\Runtime\CoreUObject\UObject\UClass) *& CommonBaseClass )


description: Find the large thumbnail name to use for the supplied class

code: static const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * FindThumbnailForClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, const [FName](API\Runtime\Core\UObject\FName) & InDefaultName )


code: static [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) FindSlateIconForActor ( const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [AActor](API\Runtime\Engine\GameFramework\AActor) > & InActor )


description: Utility function to convert an asset into the most suitable class possible for use by the icon finder

code: static const [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetIconClassForAssetData ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, bool * bOutIsClassType )


description: Utility function to convert a Blueprint into the most suitable class possible for use by the icon finder

code: static const [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetIconClassForBlueprint ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint )


className: FClassIconFinder

code: class FClassIconFinder


code: virtual [USceneThumbnailInfo](API\Editor\UnrealEd\ThumbnailRendering\USceneThumbnailInfo) * GetSceneThumbnailInfo ( const float TargetDistance ) const


description: Sets the class use in the nextCreateView()

code: void SetClass ( class [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )


description: Constructor/Destructor

code: FClassThumbnailScene()


className: FClassThumbnailScene

code: class FClassThumbnailScene : public [FClassActorThumbnailScene](API\Editor\UnrealEd\FClassActorThumbnailScene)


className: EValue

code: enum EValue { AI, Animation, Audio, Development, Effects, Gameplay, Input, Math, Networking, Pawn, Physics, Rendering, Transformation, Utilities, FlowControl, UserInterface, AnimNotify, BranchPoint, String, Text, Name, Enum, Struct, Macro, Delegates, Class, Variables, }


className: FCommonEditorCategory

description: This gives users the ability to reference shared categories across the engine, but gives us the freedom to easily remap them as needed (also gives us the ability to easily localize these categories). Games can override these default mappings with theRegisterCategoryKey()function.

code: struct FCommonEditorCategory


description: Get the index of the batch.

code: int32 GetBatchId() const


description: Get the index into the batch.

code: int32 GetId() const


description: Check this handle for validity.

code: bool IsValid() const


code: FCompiledPropertyAccessHandle &40; int32 InId, int32 InBatchId &41;


className: FCompiledPropertyAccessHandle

description: Handle used to describe property accesses that have been compiled.

code: struct FCompiledPropertyAccessHandle


className: AssetToBrokerMap

description: Map from asset type to theprimarybroker for that type.

code: static [TMap](API\Runtime\Core\Containers\TMap)< [UClass](API\Runtime\CoreUObject\UObject\UClass) *, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IComponentAssetBroker](API\Editor\UnrealEd\IComponentAssetBroker) > > > AssetToBrokerMap;


className: AssetToComponentClassMap

description: Map from an asset class to all component classes that can use it The first one in the array is the 'primary'

code: static [TMap](API\Runtime\Core\Containers\TMap)< [UClass](API\Runtime\CoreUObject\UObject\UClass) *, FComponentClassList > AssetToComponentClassMap;


description: Assign the assigned asset to the supplied component

code: static bool AssignAssetToComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset )


className: bShutSystemDown

code: static bool bShutSystemDown = false;


className: bInitializedBuiltinMap

code: static bool bInitializedBuiltinMap = false;


className: ComponentToBrokerMap

description: Map from component type to the broker for that type.

code: static [TMap](API\Runtime\Core\Containers\TMap)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) >, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IComponentAssetBroker](API\Editor\UnrealEd\IComponentAssetBroker) > > ComponentToBrokerMap;