description: Function to tell you if a socket name already exists. SocketParentType determines where we will look to see if the socket exists, i.e. mesh or skeleton

code: bool DoesSocketAlreadyExist ( const class [USkeletalMeshSocket](API\Runtime\Engine\Engine\USkeletalMeshSocket) * InSocket, const [FText](API\Runtime\Core\Internationalization\FText) & InSocketName, ESocketParentType SocketParentType, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh ) const


description: Function to tell you if a virtual bone name is already in use

module: SkeletonEditor

code: bool DoesVirtualBoneAlreadyExist ( const [FString](API\Runtime\Core\Containers\FString) & InVBName ) const


description: Handle drag-drop socket duplication

code: [USkeletalMeshSocket](API\Runtime\Engine\Engine\USkeletalMeshSocket) * DuplicateSocket ( const struct [FSelectedSocketInfo](API\Editor\UnrealEd\Animation\FSelectedSocketInfo) & SocketInfoToDuplicate, const [FName](API\Runtime\Core\UObject\FName) & NewParentBoneName, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh )


description:
Get the named blend profile
nullptr if none was found

code: [UBlendProfile](API\Runtime\Engine\Animation\UBlendProfile) * GetBlendProfile ( const [FName](API\Runtime\Core\UObject\FName) & InBlendProfileName )


description: Get the blend profiles that this skeleton currently contains

code: const [TArray](API\Runtime\Core\Containers\TArray)< class [UBlendProfile](API\Runtime\Engine\Animation\UBlendProfile) * > & GetBlendProfiles() const


description: WrapUSkeleton::GetBoneTranslationRetargetingMode

code: [EBoneTranslationRetargetingMode::Type](API\Runtime\Engine\Animation\EBoneTranslationRetargetingMode_-) GetBoneTranslationRetargetingMode ( [FName](API\Runtime\Core\UObject\FName) InBoneName ) const


description: Populates OutAssets with the AnimSequences that match this current skeleton

code: void GetCompatibleAnimSequences ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & OutAssets )


description: Get the skeleton. Const - to modify the skeleton you should use the wrapper methods below

code: const [USkeleton](API\Runtime\Engine\Animation\USkeleton) & GetSkeleton() const


description: Checks to see if the editable skeleton is valid. It is possible to force-delete theUSkeleton.

code: bool IsSkeletonValid() const


description: Load any additional meshes we may have


description:
This will invalidate all animations that were linked before, but this is needed
true if success

code: void RecreateBoneTree ( class [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * NewPreviewMesh )


description: Broadcasts tree refresh delegate

code: void RefreshBoneTree()


description: Refresh retarget sources

code: void RefreshRetargetSources ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InRetargetSourceNames )


description: Refreshes the rig config, validating the mappings


description: Register a delegate to be called when this skeletons notifies are changed

code: void RegisterOnNotifiesChanged ( const FSimpleMulticastDelegate::FDelegate & InDelegate )


description: Register a delegate to be called when this skeletons slots are changed

code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterOnSlotsChanged ( const FSimpleMulticastDelegate::FDelegate & InDelegate )


description: Deprecated* Please useIInterface_AnimCurveMetaData::RegisterOnCurveMetaDataChanged.

code: virtual [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterOnSmartNameChanged ( const FOnSmartNameChanged::FDelegate & InOnSmartNameChanged )


description: Register a slot node

code: void RegisterSlotNode ( const [FName](API\Runtime\Core\UObject\FName) & InSlotName )


description: Remove the specifed blend profile

code: void RemoveBlendProfile ( [UBlendProfile](API\Runtime\Engine\Animation\UBlendProfile) * InBlendProfile )


description: Remove a compatible skeleton

code: void RemoveCompatibleSkeleton ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InCompatibleSkeleton )


description: Deprecated* Please useIInterface_AnimCurveMetaData::RemoveCurveMetaData.

code: virtual void RemoveSmartnamesAndFixupAnimations ( const [FName](API\Runtime\Core\UObject\FName) & InContainerName, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InNames )


description: Remove any bones that are not used by any skeletal meshes

code: void RemoveUnusedBones()


description:
Rename a notify
the number of animations modified

code: int32 RenameNotify ( const [FName](API\Runtime\Core\UObject\FName) NewName, const [FName](API\Runtime\Core\UObject\FName) OldName, bool bRenameInAnimations )


description: Rename the specified retarget source

code: void RenameRetargetSource ( const [FName](API\Runtime\Core\UObject\FName) InOldName, const [FName](API\Runtime\Core\UObject\FName) InNewName )


description: Rename a slot name

code: void RenameSlotName ( const [FName](API\Runtime\Core\UObject\FName) InOldSlotName, const [FName](API\Runtime\Core\UObject\FName) InNewSlotName )


description: Deprecated* Please useIInterface_AnimCurveMetaData::RenameCurveMetaData.

code: virtual void RenameSmartname ( const [FName](API\Runtime\Core\UObject\FName) InContainerName, [SmartName::UID_Type](API\Runtime\Engine\UID_Type) InNameUid, const [FName](API\Runtime\Core\UObject\FName) InNewName )


description: Rename a socket on the mesh or the skeleton

code: void RenameSocket ( const [FName](API\Runtime\Core\UObject\FName) OldSocketName, const [FName](API\Runtime\Core\UObject\FName) NewSocketName, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh )


description:
Rename a sync marker
the number of animations modified

code: int32 RenameSyncMarker ( [FName](API\Runtime\Core\UObject\FName) NewName, const [FName](API\Runtime\Core\UObject\FName) OldName, bool bRenameInAnimations )


description: Rename an existing virtual bone

code: void RenameVirtualBone ( const [FName](API\Runtime\Core\UObject\FName) OriginalName, const [FName](API\Runtime\Core\UObject\FName) InVBName )


description: Set the additional skeletal meshes we use when previewing this skeleton

code: void SetAdditionalPreviewSkeletalMeshes ( class [UDataAsset](API\Runtime\Engine\Engine\UDataAsset) * InPreviewCollectionAsset )


description: Change an existing blend profile's mode (See EBlendProfileMode for details)

code: void SetBlendProfileMode ( [FName](API\Runtime\Core\UObject\FName) InBlendProfileName, EBlendProfileMode ProfileMode )


description: Set the blend profile scale for the specified bone

code: void SetBlendProfileScale ( const [FName](API\Runtime\Core\UObject\FName) & InBlendProfileName, const [FName](API\Runtime\Core\UObject\FName) & InBoneName, float InNewScale, bool bInRecurse )


description: WrapUSkeleton::SetBoneTranslationRetargetingMode

code: void SetBoneTranslationRetargetingMode ( [FName](API\Runtime\Core\UObject\FName) InBoneName, [EBoneTranslationRetargetingMode::Type](API\Runtime\Engine\Animation\EBoneTranslationRetargetingMode_-) NewRetargetingMode )


description: Deprecated* Please useIInterface_AnimCurveMetaData::SetCurveMetaDataBoneLinks.

code: virtual void SetCurveMetaBoneLinks ( const [FSmartName](API\Runtime\Engine\Animation\FSmartName) & CurveName, const [TArray](API\Runtime\Core\Containers\TArray)< [FBoneReference](API\Runtime\Engine\Animation\FBoneReference) > & BoneLinks, uint8 InMaxLOD )


description: Deprecated* Please useIInterface_AnimCurveMetaData::SetCurveMetaDataMaterial.

code: virtual void SetCurveMetaDataMaterial ( const [FSmartName](API\Runtime\Engine\Animation\FSmartName) & CurveName, bool bOverrideMaterial )


description: Deprecated* Please useIInterface_AnimCurveMetaData::SetCurveMetaDataMorphTarget.

code: virtual void SetCurveMetaDataMorphTarget ( const [FSmartName](API\Runtime\Engine\Animation\FSmartName) & CurveName, bool bOverrideMorphTarget )


description: Set the preview mesh in the skeleton

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


description: Set a rig bone mapping

code: void SetRigBoneMapping ( const [FName](API\Runtime\Core\UObject\FName) & InNodeName, const [FName](API\Runtime\Core\UObject\FName) & InBoneName )


description: Set multiple bone mappings

code: void SetRigBoneMappings ( const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FName](API\Runtime\Core\UObject\FName) > & InMappings )


description: Set the rig config

code: void SetRigConfig ( class URig * InRig )


description: Set the parent of a socket

code: void SetSocketParent ( const [FName](API\Runtime\Core\UObject\FName) & SocketName, const [FName](API\Runtime\Core\UObject\FName) & NewParentName, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh )


description: Set the group name of the specified slot

code: void SetSlotGroupName ( const [FName](API\Runtime\Core\UObject\FName) & InSlotName, const [FName](API\Runtime\Core\UObject\FName) & InGroupName )


description: Unregister a delegate to be called when this skeletons notifies are changed

code: void UnregisterOnNotifiesChanged ( void * Thing )


description: Unregister a delegate to be called when this skeletons slots are changed

code: void UnregisterOnSlotsChanged ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InHandle )


description: Deprecated* Please use IInterface_AnimCurveMetaData::UnegisterOnCurveMetaDataChanged.

code: virtual void UnregisterOnSmartNameChanged ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InHandle )


description: Create RefLocalPoses from InSkeletalMesh

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


description:
Makes sure all attached objects are valid and removes any that aren't.
NumberOfBrokenAssets

code: int32 ValidatePreviewAttachedObjects()


className: IEditableSkeleton

description: Interface used to deal with skeletons that are currently being edited

code: class IEditableSkeleton


description: Get the asset browser we host

code: [IAnimationSequenceBrowser](API\Editor\Persona\IAnimationSequenceBrowser) * GetAssetBrowser() const


className: ISkeletonEditor

code: class ISkeletonEditor : public [FPersonaAssetEditorToolkit](API\Editor\Persona\FPersonaAssetEditorToolkit), public [IHasPersonaToolkit](API\Editor\Persona\IHasPersonaToolkit)


description: Creates a new blend profile picker instance

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateBlendProfilePicker ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InSkeleton, const [FBlendProfilePickerArgs](API\Editor\SkeletonEditor\FBlendProfilePickerArgs) & InArgs )


description: Creates a new editable skeleton instance

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IEditableSkeleton](API\Editor\SkeletonEditor\IEditableSkeleton) > CreateEditableSkeleton ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InSkeleton )


description: Creates a new skeleton editor instance

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISkeletonEditor](API\Editor\SkeletonEditor\ISkeletonEditor) > CreateSkeletonEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, class [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InSkeleton )


description: Creates a new skeleton tree instance

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISkeletonTree](API\Editor\SkeletonEditor\ISkeletonTree) > CreateSkeletonTree ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InSkeleton, const [FSkeletonTreeArgs](API\Editor\SkeletonEditor\FSkeletonTreeArgs) & InSkeletonTreeArgs )


description: Creates a new skeleton tree instance

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISkeletonTree](API\Editor\SkeletonEditor\ISkeletonTree) > CreateSkeletonTree ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IEditableSkeleton](API\Editor\SkeletonEditor\IEditableSkeleton) > & InEditableSkeleton, const [FSkeletonTreeArgs](API\Editor\SkeletonEditor\FSkeletonTreeArgs) & InSkeletonTreeArgs )


description: Creates a new skeleton tree instance & registers a tab factory with the supplied tab factories

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FWorkflowTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabFactory) > CreateSkeletonTreeTabFactory ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FWorkflowCentricApplication](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowCentricApplication) > & InHostingApp, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISkeletonTree](API\Editor\SkeletonEditor\ISkeletonTree) > & InSkeletonTree )


className: FSkeletonEditorToolbarExtender

description: Get all toolbar extenders

code: typedef TBaseDelegate_TwoParams< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) >, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) >, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISkeletonEditor](API\Editor\SkeletonEditor\ISkeletonEditor) > > FSkeletonEditorToolbarExtender


className: ISkeletonEditorModule

code: class ISkeletonEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface), public [IHasMenuExtensibility](API\Editor\UnrealEd\Toolkits\IHasMenuExtensibility), public [IHasToolBarExtensibility](API\Editor\UnrealEd\Toolkits\IHasToolBarExtensibility)


description: Attached the supplied assets to the tree to the specified attach item (bone/socket)

code: void AttachAssets ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > & TargetItem, const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & AssetData )


className: BlendProfile

code: static BlendProfile;


className: DebugVisualization

code: static DebugVisualization;


className: Retargeting

code: static Retargeting;


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


description: Deselect everything that is currently selected

code: void DeselectAll()


description: Duplicate the socket and select it

code: void DuplicateAndSelectSocket ( const [FSelectedSocketInfo](API\Editor\UnrealEd\Animation\FSelectedSocketInfo) & SocketInfoToDuplicate, const [FName](API\Runtime\Core\UObject\FName) & NewParentBoneName )


description: Get editable skeleton that this widget is editing

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IEditableSkeleton](API\Editor\SkeletonEditor\IEditableSkeleton) > GetEditableSkeleton() const


description: Get the pinned commands widget, if any, for this tree

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPinnedCommandList](API\Editor\PinnedCommandList\IPinnedCommandList) > GetPinnedCommandList() const


description: Get preview scene that this widget is editing

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IPersonaPreviewScene](API\Editor\Persona\IPersonaPreviewScene) > GetPreviewScene() const


description: Get the search box widget, if any, for this tree

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


description: Gets the currently selected blend profile


description: Get the selected items

code: [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > > GetSelectedItems() const


description: Manually refresh the tree

code: void Refresh()


description: Manually refresh the tree filter

code: void RefreshFilter()


description: Registers a delegate to be called when the selected items have changed

code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterOnSelectionChanged ( const FOnSkeletonTreeSelectionChanged & Delegate )


description: Select items using the passed in predicate

code: void SelectItemsBy ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > &, bool &)> Predicate ) const


description: Set the selected bone

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


description: Set the selected bone

code: void SetSelectedBone ( const [FName](API\Runtime\Core\UObject\FName) & InBoneName, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) InSelectInfo )


description: Set the selected socket

code: void SetSelectedSocket ( const struct [FSelectedSocketInfo](API\Editor\UnrealEd\Animation\FSelectedSocketInfo) & InSocketInfo )


description: Set the skeletal mesh we optionally work with

code: void SetSkeletalMesh ( class [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * NewSkeletalMesh )


className: ISkeletonTree

description: Interface used to deal with skeleton editing UI

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


description: Build an array of skeleton tree items to display in the tree.

code: void Build ( [FSkeletonTreeBuilderOutput](API\Editor\SkeletonEditor\FSkeletonTreeBuilderOutput) & Output )


description: Apply filtering to the tree items

code: void Filter ( const [FSkeletonTreeFilterArgs](API\Editor\SkeletonEditor\FSkeletonTreeFilterArgs) & InArgs, const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) >> & InItems, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) >> & OutFilteredItems )


description: Allows the builder to contribute to filtering an item

code: ESkeletonTreeFilterResult FilterItem ( const [FSkeletonTreeFilterArgs](API\Editor\SkeletonEditor\FSkeletonTreeFilterArgs) & InArgs, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > & InItem )


description: Setup this builder with links to the tree and preview scene

code: void Initialize ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [ISkeletonTree](API\Editor\SkeletonEditor\ISkeletonTree) > & InSkeletonTree, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IPersonaPreviewScene](API\Editor\Persona\IPersonaPreviewScene) > & InPreviewScene, FOnFilterSkeletonTreeItem InOnFilterSkeletonTreeItem )


description: Get whether this builder is showing bones

code: bool IsShowingAttachedAssets() const


code: bool IsShowingBones() const


code: bool IsShowingSockets() const


code: virtual ~ISkeletonTreeBuilder()


className: ISkeletonTreeBuilder

description: Interface to implement to provide custom build logic to skeleton trees

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


description: true if this item can be renamed

code: bool CanRenameItem() const


description: Builds the slate widget for any inline data editing

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GenerateInlineEditWidget ( const [TAttribute](API\Runtime\Core\Misc\TAttribute)< [FText](API\Runtime\Core\Internationalization\FText) > & FilterText, FIsSelected InIsSelected )


description: Unregisters a delegate to be called when the selected items have changed

code: void UnregisterOnSelectionChanged ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) DelegateHandle )


description: Builds the slate widget for the data column

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GenerateWidgetForDataColumn ( const [FName](API\Runtime\Core\UObject\FName) & DataColumnName, FIsSelected InIsSelected )


description: Builds the slate widget for the name column

code: void GenerateWidgetForNameColumn ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SHorizontalBox](API\Runtime\SlateCore\Widgets\SHorizontalBox) > Box, const [TAttribute](API\Runtime\Core\Misc\TAttribute)< [FText](API\Runtime\Core\Internationalization\FText) > & FilterText, FIsSelected InIsSelected )


description: Return the name used to attach to this item


description: The array of children for this item

code: [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > > & GetChildren()


description: The filtered array of children for this item

code: [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > > & GetFilteredChildren()


description: Get the editable skeleton the tree represents

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IEditableSkeleton](API\Editor\SkeletonEditor\IEditableSkeleton) > GetEditableSkeleton() const


description: Get the current filter result


description: Get the object represented by this item, if any

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


description: Get this item's parent

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > GetParent() const


description: Get the name of the item that this row represents


description: The owning skeleton tree

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [ISkeletonTree](API\Editor\SkeletonEditor\ISkeletonTree) > GetSkeletonTree() const


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


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


description: Handle a drag and drop enter event

code: void HandleDragEnter ( const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragDropEvent )


description: Handle a drag and drop leave event

code: void HandleDragLeave ( const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragDropEvent )


description: Handle a drag and drop drop event

code: [FReply](API\Runtime\SlateCore\Input\FReply) HandleDrop ( const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragDropEvent )


description: true if the item has an in-line editor widget

code: bool HasInlineEditor() const


description: Get whether this item begins expanded or not

code: bool IsInitiallyExpanded() const


description: Check if this item can cast safely to the specified template type

code: template<typename TType> bool IsOfType() const


description: Get the expansion state of the inline editor

code: bool IsInlineEditorExpanded() const


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


description: Builds the table row widget to display this info

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > MakeTreeRowWidget ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & InOwnerTable, const [TAttribute](API\Runtime\Core\Misc\TAttribute)< [FText](API\Runtime\Core\Internationalization\FText) > & InFilterText )


description: Handler for when the user double clicks on this item in the tree

code: void OnItemDoubleClicked()


description: Requests a rename on the the tree row item

code: void RequestRename()


description: Set the current filter result

code: void SetFilterResult ( ESkeletonTreeFilterResult InResult )


description: Set this item's parent

code: void SetParent ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > InParent )


description: Toggle the expansion state of the inline editor

code: void ToggleInlineEditorExpansion()


code: virtual ~ISkeletonTreeItem()


className: ISkeletonTreeItem

description: Interface for a skeleton tree item

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


description: Returns true if a given transform component differs from the reference.

code: bool DiffersFromDefault ( [ESlateTransformComponent::Type](API\Developer\AnimationWidgets\ESlateTransformComponent__Type) Component, [ETransformType](API\Editor\SkeletonEditor\UBoneProxy\ETransformType) TransformType ) const


className: ETransformType

code: enum ETransformType { TransformType_Bone, TransformType_Reference, TransformType_Mesh, }


description: Static method to retrieve a value for a list of proxies

code: static [TOptional](API\Runtime\Core\IO\TOptional)< [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) > GetMultiNumericValue ( [ESlateTransformComponent::Type](API\Developer\AnimationWidgets\ESlateTransformComponent__Type) Component, [ESlateRotationRepresentation::Type](API\Developer\AnimationWidgets\ESlateRotationRepresentation__Ty-) Representation, [ESlateTransformSubComponent::Type](API\Developer\AnimationWidgets\ESlateTransformSubComponent__Typ-) SubComponent, [ETransformType](API\Editor\SkeletonEditor\UBoneProxy\ETransformType) TransformType, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UBoneProxy](API\Editor\SkeletonEditor\UBoneProxy) * > BoneProxies )


description: Method to react to retrieval of numeric values for the widget

code: [TOptional](API\Runtime\Core\IO\TOptional)< [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) > GetNumericValue ( [ESlateTransformComponent::Type](API\Developer\AnimationWidgets\ESlateTransformComponent__Type) Component, [ESlateRotationRepresentation::Type](API\Developer\AnimationWidgets\ESlateRotationRepresentation__Ty-) Representation, [ESlateTransformSubComponent::Type](API\Developer\AnimationWidgets\ESlateTransformSubComponent__Typ-) SubComponent, [ETransformType](API\Editor\SkeletonEditor\UBoneProxy\ETransformType) TransformType ) 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


description: Method to react to changes of numeric values in the widget

code: void OnNumericValueCommitted ( [ESlateTransformComponent::Type](API\Developer\AnimationWidgets\ESlateTransformComponent__Type) Component, [ESlateRotationRepresentation::Type](API\Developer\AnimationWidgets\ESlateRotationRepresentation__Ty-) Representation, [ESlateTransformSubComponent::Type](API\Developer\AnimationWidgets\ESlateTransformSubComponent__Typ-) SubComponent, [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) Value, [ETextCommit::Type](API\Runtime\SlateCore\Types\ETextCommit__Type) CommitType, [ETransformType](API\Editor\SkeletonEditor\UBoneProxy\ETransformType) TransformType, bool bIsCommit )


code: static void OnMultiNumericValueCommitted ( [ESlateTransformComponent::Type](API\Developer\AnimationWidgets\ESlateTransformComponent__Type) Component, [ESlateRotationRepresentation::Type](API\Developer\AnimationWidgets\ESlateRotationRepresentation__Ty-) Representation, [ESlateTransformSubComponent::Type](API\Developer\AnimationWidgets\ESlateTransformSubComponent__Typ-) SubComponent, [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) Value, [ETextCommit::Type](API\Runtime\SlateCore\Types\ETextCommit__Type) CommitType, [ETransformType](API\Editor\SkeletonEditor\UBoneProxy\ETransformType) TransformType, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UBoneProxy](API\Editor\SkeletonEditor\UBoneProxy) * > BoneProxies, bool bIsCommit )


code: void OnPostEditChangeProperty ( [FName](API\Runtime\Core\UObject\FName) PropertyName, bool bIsCommit )


description: Overload based on a property name

code: void OnPreEditChange ( [FName](API\Runtime\Core\UObject\FName) PropertyName, bool bIsCommit )


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

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


description: UObjectinterface

code: virtual void PreEditChange ( [FEditPropertyChain](API\Runtime\CoreUObject\UObject\FEditPropertyChain) & PropertyAboutToChange )


description: Resets the bone transform's component to its reference.

code: void ResetToDefault ( [ESlateTransformComponent::Type](API\Developer\AnimationWidgets\ESlateTransformComponent__Type) InComponent, [ETransformType](API\Editor\SkeletonEditor\UBoneProxy\ETransformType) TransformType )


description: FTickableEditorObjectinterface

code: virtual void Tick ( float DeltaTime )


className: UBoneProxy

description: Proxy object used to display/edit bone transforms

code: class UBoneProxy : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [FTickableEditorObject](API\Editor\UnrealEd\FTickableEditorObject)

bIsTickable

type: bool

description: Flag indicating whether thisFTickableEditorObjectshould actually tick

bIsTransformEditable

description: Flag indicating whether this bone's transform is editable

bLocalLocation

description: Whether to use local or world location

bLocalRotation

description: Whether to use local or world rotation

bLocalScale

description: Whether to use local or world rotation

bManipulating

description: Flag indicating we are in the middle of a drag operation

BoneName

type: FName

description: The name of the bone we have selected

Location

type: FVector

description: Bone location

MeshLocation

description: Mesh Location. Non zero when processing root motion

MeshRotation

type: FRotator

description: Mesh Rotation. Non zero when processing root motion

MeshScale

description: Mesh Scale

PreviousLocation

description: Handle property deltas.

ReferenceLocation

description: Bone reference location (local)

ReferenceRotation

description: Bone reference rotation (local)

ReferenceScale

description: Bone reference scale (local)

Rotation

description: Bone rotation

Scale

description: Bone scale

SkelMeshComponent

type: TWeakObjectPtr<...

description: The skeletal mesh component we glean our transform data from

WeakPreviewScene

type: TWeakPtr<IPers...


className: USkeletonToolMenuContext

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

SkeletonEditor

type: TWeakPtr<ISkel...


description: Get reference to the SourceControlWindowExtender module instance

module: SourceControlWindowExtender


className: ISourceControlWindowExtenderModule

description: SourceControlWindowExtender module interface

code: class ISourceControlWindowExtenderModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: Default Constructor

module: SourceControlWindows

code: FCheckinResultInfo()


className: FCheckinResultInfo

description: Info supplied as argument to delegate FSourceControlWindowsOnCheckInComplete called byFSourceControlWindows::ChoosePackagesToCheckIn()and optional argument to PromptForCheckin().

code: struct FCheckinResultInfo

bAutoCheckedOut

description: True if added and modified files were automatically checked out from source control again after being submitted, false if not

Description

type: FText

description: Text that describes result whether failed, cancelled or successful.

FilesAdded

type: TArray<FString...

description: Files that were added.

FilesSubmitted

description: Files that were modified and checked in.

Result

description: Succeeded - if packages were selected and successfully checked in, Cancelled - if the user aborted the process, Failed - if an issue was encountered during the process


description: Determines whether we can choose packages to check in (we can't if an operation is already in progress)


description: Determines whether we can sync to latest

code: static bool CanSyncLatest()


description: Callback forChoosePackagesToCheckIn(), continues to bring up UI once source control operations are complete

code: static void ChoosePackagesToCheckInCallback ( const [FSourceControlOperationRef](API\Developer\SourceControl\FSourceControlOperationRef) & InOperation, [ECommandResult::Type](API\Developer\SourceControl\ECommandResult__Type) InResult, FSourceControlWindowsOnCheckInComplete OnCompleteDelegate )


className: ChoosePackagesToCheckInNotification

description: The notification in place while we choose packages to check in

code: static [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< class [SNotificationItem](API\Runtime\Slate\Widgets\Notifications\SNotificationItem) > ChoosePackagesToCheckInNotification;


description: Called when the user selection process has completed and we have packages to check in.

code: static void ChoosePackagesToCheckInCompleted ( const [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & LoadedPackages, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & PackageNames, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & ConfigFiles, [FCheckinResultInfo](API\Editor\SourceControlWindows\FCheckinResultInfo) & OutResultInfo )


description: Delegate called when the user has decided to cancel the check in process

code: static void ChoosePackagesToCheckInCancelled ( [FSourceControlOperationRef](API\Developer\SourceControl\FSourceControlOperationRef) InOperation )


description:
Opens a user dialog to choose packages to submit.
true - if command successfully in progress and OnCompleteDelegate will be called when complete, false - if immediately unable to comply (such as source control not enabled)

code: static bool ChoosePackagesToCheckIn ( const FSourceControlWindowsOnCheckInComplete & OnCompleteDelegate )


description:
Displays file diff against shelved file
true if the diff could be performed

code: static bool DiffAgainstShelvedFile ( const [FSourceControlStateRef](API\Developer\SourceControl\FSourceControlStateRef) & InFileState )


description:
Displays file diff against workspace version
true if the diff could be performed

code: static bool DiffAgainstWorkspace ( const [FString](API\Runtime\Core\Containers\FString) & InFileName )


description: Display file revision history for the provided packages

code: static void DisplayRevisionHistory ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InPackagesNames )


description: Delegate called when the user clicks submit. if the return value is true the submit dialog is closed. Otherwise it is left open for further corrections

code: static bool OnSubmitClicked ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class SSourceControlSubmitWidget > SourceControlWidget )


description:
Display check in dialog for the specified packages
true - if completed successfully in progress and OnCompleteDelegate will be called when complete, false - if immediately unable to comply (such as source control not enabled)

code: static bool PromptForCheckin ( bool bUseSourceControlStateCache, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InPackageNames, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InPendingDeletePaths, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InConfigFiles )


description:
Display check in dialog for the specified packages and get additional result information
true - if completed successfully in progress and OnCompleteDelegate will be called when complete, false - if immediately unable to comply (such as source control not enabled)

code: static bool PromptForCheckin ( [FCheckinResultInfo](API\Editor\SourceControlWindows\FCheckinResultInfo) & OutResultInfo, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InPackageNames, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InPendingDeletePaths, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InConfigFiles, bool bUseSourceControlStateCache )


description: Revert all locally modified files, and reload the world


description:
Prompt the user with a revert files dialog, allowing them to specify which packages, if any, should be reverted.
true if the files were reverted; false if the user canceled out of the dialog

code: static bool PromptForRevert ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InPackageNames, bool bInReloadWorld )


description: Determines if the Submit Content action should be visible or not


description:
Saves all unsaved levels and assets and then - conditionally - performs anFSyncoperation to get latest and reloads the world
true - if command completed successfully.

code: static bool SyncLatest()


code: bool CanShowChangelistsTab() const


className: FSourceControlWindows

code: class FSourceControlWindows


className: FChangelistFileDoubleClickedEvent

code: class FChangelistFileDoubleClickedEvent : public TBaseMulticastDelegate_OneParam< void, const FString & >


description: Get reference to the SourceControlWindows module instance

code: static [ISourceControlWindowsModule](API\Editor\SourceControlWindows\ISourceControlWindowsModule) & Get()


code: void SelectFiles ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Filenames )


code: void ShowChangelistsTab()


code: static [ISourceControlWindowsModule](API\Editor\SourceControlWindows\ISourceControlWindowsModule) * TryGet()


className: ISourceControlWindowsModule

description: SourceControlWindows module interface

code: class ISourceControlWindowsModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: SelectedItem

code: struct SelectedItem

FileName

type: FString


className: USourceControlHistoryWidgetContext

description: Context object for SSourceControlHistoryWidget's right-click context menu to get info about which history widget is trying to generate the menu

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

HistoryWidget

type: TWeakPtr< class...


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


className: USourceControlMenuContext

description: Source control window menu context providing information for menu extenders.

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

SelectedChangelist

type: FSourceControlC...


className: FSparseVolumeTextureModule

description: A sparse volume texture

module: SparseVolumeTexture

code: class FSparseVolumeTextureModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


module: StaticMeshEditor

code: FCreateProxyMeshActorOptions()


className: FCreateProxyMeshActorOptions

code: struct FCreateProxyMeshActorOptions : public [FJoinStaticMeshActorsOptions](API\Editor\StaticMeshEditor\FJoinStaticMeshActorsOptions)

BasePackageName

description: The package path you want to save to. ie: /Game/MyFolder.

bSpawnMergedActor

description: Spawn the new merged actors.

MeshProxySettings

type: FMeshProxySetti...


code: FJoinStaticMeshActorsOptions()


className: FJoinStaticMeshActorsOptions

code: struct FJoinStaticMeshActorsOptions

bDestroySourceActors

description: Destroy the provided Actors after the operation.

bRenameComponentsFromSource

description: Rename StaticMeshComponents based on source Actor's name.

NewActorLabel

description: Name of the new spawned Actor to replace the provided Actors.


code: FMergeStaticMeshActorsOptions()


className: FMergeStaticMeshActorsOptions

code: struct FMergeStaticMeshActorsOptions : public [FJoinStaticMeshActorsOptions](API\Editor\StaticMeshEditor\FJoinStaticMeshActorsOptions)

bSpawnMergedActor

description: Spawn the new merged actors.

MeshMergingSettings

type: FMeshMergingSet...


description: Initialize commands

code: virtual void RegisterCommands()


code: FStaticMeshEditorCommands()


className: FStaticMeshEditorCommands

description: Unreal StaticMesh editor actions

code: class FStaticMeshEditorCommands : public [TCommands< FStaticMeshEditorCommands >](API\Runtime\Slate\Framework\Commands\TCommands)

BakeMaterials

type: TSharedPtr<FUI...

description: Collision Menu Commands.

FindSource

description: Mesh Menu Commands.

ReimportMesh

description: Mesh toolbar Commands.

SetShowNaniteFallback

description: StaticMesh Editor Commands

SetShowNormals

description: View Menu Commands.

ToggleShowNormals

description: Toolbar commands


code: FStaticMeshReductionOptions()


className: FStaticMeshReductionOptions

code: struct FStaticMeshReductionOptions

bAutoComputeLODScreenSize

description: If true, the screen sizes at which LODs swap are computed automatically

ReductionSettings

type: TArray<FStatic...

description: Array of reduction settings to apply to each new LOD mesh.


code: FStaticMeshReductionSettings()


className: FStaticMeshReductionSettings

code: struct FStaticMeshReductionSettings

PercentTriangles

type: float

description: Percentage of triangles to keep. Ranges from 0.0 to 1.0: 1.0 = no reduction, 0.0 = no triangles.

ScreenSize

description: ScreenSize to display this LOD. Ranges from 0.0 to 1.0.


description: Adds primitive information to the selected prims list

code: void AddSelectedPrim ( const [FPrimData](API\Editor\StaticMeshEditor\IStaticMeshEditor\FPrimData) & InPrimData, bool bClearSelection )


description: Broadcast when selected LOD changes

code: void BroadcastOnSelectedLODChanged()


description:
Calculates the bounding box of our selected primitives
True, if there are any prims selected

code: bool CalcSelectedPrimsAABB ( FBox & OutBox ) const


description: Removes all primitive data from the list

code: void ClearSelectedPrims()


description: Copy all the selected primitives to clipboard

code: int32 CopySelectedPrims() const


description: This is called when Apply is pressed in the dialog. Does the actual processing.

code: void DoDecomp ( uint32 InHullCount, int32 InMaxHullVerts, uint32 InHullPrecision )


description: Duplicates all the selected primitives and selects them

code: void DuplicateSelectedPrims ( const FVector * InOffset )


description: Duplicate the selected socket

code: void DuplicateSelectedSocket()


className: FOnPostUndo

description: Post undo.


className: FOnPostUndoMulticaster

description: Called after an undo is performed to give child widgets a chance to refresh.

code: typedef TMulticastDelegate_NoParams< void > FOnPostUndoMulticaster


code: bool operator&61;&61; &40; const FPrimData & Other &41; const


className: FPrimData

description: Primitive data use to track which aggregate geometry is selected

code: struct FPrimData

PrimType

type: EAggCollisionSh...


code: FPrimData &40; EAggCollisionShape::Type InPrimType, int32 InPrimIndex &41;


className: FRegisterTabSpawnersEvent

description: Delegate to be called when the tabs are being registered

code: class FRegisterTabSpawnersEvent : public TBaseMulticastDelegate_OneParam< void, const TSharedRef< class FTabManager > & >


code: class FStaticMeshEditorDockingExtentionTabsEvent : public TBaseMulticastDelegate_OneParam< void, const TSharedRef< FTabManager::FStack > & >


className: FStaticMeshEditorClosedEvent

code: class FStaticMeshEditorClosedEvent : public TBaseMulticastDelegate_NoParams< void >


className: FUnregisterTabSpawnersEvent

description: Delegate to be called when the tabs are being unregistered

code: class FUnregisterTabSpawnersEvent : public TBaseMulticastDelegate_OneParam< void, const TSharedRef< class FTabManager > & >


description: Retrieves the current LOD index

code: int32 GetCurrentLODIndex()


description: Retrieves the current LOD level. 0 is auto, 1 is base.

code: int32 GetCurrentLODLevel()


description: Retrieves the currently selected UV channel.

code: int32 GetCurrentUVChannel()


description: Retrieve editor custom data. Return INDEX_NONE if the key is invalid

code: virtual int32 GetCustomData ( const int32 Key ) const


description:
Fetches the transform of the last primitive to be selected
True, if there was a prim selected

code: bool GetLastSelectedPrimTransform ( FTransform & OutTransform ) const


description:
Retrieves the number of triangles in the current static mesh or it's forced LOD.
The number of triangles for the specified LOD level.

code: int32 GetNumTriangles ( int32 LODLevel ) const


description:
Retrieves the number of UV channels available.
The number of triangles for the specified LOD level.

code: int32 GetNumUVChannels ( int32 LODLevel ) const


description:
Retrieves the number of vertices in the current static mesh or it's forced LOD.
The number of vertices for the specified LOD level.

code: int32 GetNumVertices ( int32 LODLevel ) const


description:
Gets the transform of the specified primitive
The transform of the specified primitive

code: FTransform GetPrimTransform ( const [FPrimData](API\Editor\StaticMeshEditor\IStaticMeshEditor\FPrimData) & InPrimData ) const


description: Retrieves the selected edge set.

code: [TSet](API\Runtime\Core\Containers\TSet)< int32 > & GetSelectedEdges()


description: Retrieves the currently selected socket from the Socket Manager.

code: [UStaticMeshSocket](API\Runtime\Engine\Engine\UStaticMeshSocket) * GetSelectedSocket() const


description: Retrieves the current static mesh displayed in the Static Mesh Editor.


description: Retrieves the static mesh component.

code: [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * GetStaticMeshComponent() const


description: Get the active view mode

code: EViewModeIndex GetViewMode() const


description: Get the Static Mesh Editor's the viewport client


description: Checks to see if any prims are selected

code: bool HasSelectedPrims() const


description: Checks to see if the prim data is valid compared with the static mesh

code: bool IsPrimValid ( const [FPrimData](API\Editor\StaticMeshEditor\IStaticMeshEditor\FPrimData) & InPrimData ) const


description:
Checks to see if the parsed primitive data is selected
True, if the prim is selected

code: bool IsSelectedPrim ( const [FPrimData](API\Editor\StaticMeshEditor\IStaticMeshEditor\FPrimData) & InPrimData ) const


description: Paste all the selected primitives from clipboard

code: int32 PasteCopiedPrims()


description: Refreshes everything in the Static Mesh Editor.

code: void RefreshTool()


description: Refreshes the Static Mesh Editor's viewport.

code: void RefreshViewport()


description: Registers a delegate to be called after an Undo operation

code: void RegisterOnPostUndo ( const [FOnPostUndo](API\Editor\StaticMeshEditor\IStaticMeshEditor\FOnPostUndo) & Delegate )


description: Register callback to be able to be notify when the select LOD is change

code: void RegisterOnSelectedLODChanged ( const FOnSelectedLODChanged & Delegate, bool UnregisterOnRefresh )


description: Removes all invalid primitives from the list

code: void RemoveInvalidPrims()


description: Removes primitive information to the selected prims list

code: void RemoveSelectedPrim ( const [FPrimData](API\Editor\StaticMeshEditor\IStaticMeshEditor\FPrimData) & InPrimData )


description: Requests to rename selected socket

code: void RequestRenameSelectedSocket()


description: Rotates the selected primitives by the specified amount

code: void RotateSelectedPrims ( const FRotator & InRot )


description: Scales the selected primitives by the specified amount

code: void ScaleSelectedPrims ( const FVector & InScale )


description: Store the custom data using the key. Remark: The custom data memory should be clear when the editor is close by the user, this is not persistent data. Currently we use it to store the state of the editor UI to restore it properly when a refresh happen.

code: virtual void SetCustomData ( const int32 Key, const int32 CustomData )


description: Sets the transform of the specified primitive

code: void SetPrimTransform ( const [FPrimData](API\Editor\StaticMeshEditor\IStaticMeshEditor\FPrimData) & InPrimData, const FTransform & InPrimTransform ) const


description: Set the currently selected socket in the Socket Manager.

code: void SetSelectedSocket ( [UStaticMeshSocket](API\Runtime\Engine\Engine\UStaticMeshSocket) * InSelectedSocket )


description: Set the display name for the secondary toolbar and its associated menu item

code: void SetSecondaryToolbarDisplayName ( [FText](API\Runtime\Core\Internationalization\FText) DisplayName )


description: Translates the selected primitives by the specified amount

code: void TranslateSelectedPrims ( const FVector & InDrag )


description: Unregisters a delegate to be called after an Undo operation

code: void UnregisterOnPostUndo ( [SWidget](API\Runtime\SlateCore\Widgets\SWidget) * Widget )


description: Unregister callback to free up the ressources

code: void UnRegisterOnSelectedLODChanged ( void * Thing )


className: IStaticMeshEditor

description: Public interface to Static Mesh Editor

code: class IStaticMeshEditor : public [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit)

OnStaticMeshEditorDockingExtentionTabs

type: IStaticMeshEdit...


description: Creates a new static mesh editor.

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IStaticMeshEditor](API\Editor\StaticMeshEditor\IStaticMeshEditor) > CreateStaticMeshEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )


className: FOnRegisterLayoutExtensions

code: class FOnRegisterLayoutExtensions : public TBaseMulticastDelegate_OneParam< void, FLayoutExtender & >


className: FStaticMeshEditorOpenedEvent

description: Delegate to be called when a Material Editor is created, for toolbar, tab, and menu extension

code: class FStaticMeshEditorOpenedEvent : public TBaseMulticastDelegate_OneParam< void, TWeakPtr< IStaticMeshEditor > >


className: IStaticMeshEditorModule

description: Static mesh editor module interface

code: class IStaticMeshEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface), public [IHasMenuExtensibility](API\Editor\UnrealEd\Toolkits\IHasMenuExtensibility), public [IHasToolBarExtensibility](API\Editor\UnrealEd\Toolkits\IHasToolBarExtensibility)


description:
Add simple collisions to a static mesh. This method replicates what is done when invoking menu entries "Collision > Add [...] Simplified Collision" in the Mesh Editor.
An integer indicating the index of the collision newly created. A negative value indicates the addition failed.

code: int32 AddSimpleCollisionsWithNotification ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const EScriptCollisionShapeType ShapeType, bool bApplyChanges )


description: Same as AddSimpleCollisionsWithNotification but changes are automatically applied.

code: int32 AddSimpleCollisions ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const EScriptCollisionShapeType ShapeType )


className: FStaticMeshEditorToolbarExtender

code: typedef TBaseDelegate_TwoParams< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) >, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) >, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IStaticMeshEditor](API\Editor\StaticMeshEditor\IStaticMeshEditor) > > FStaticMeshEditorToolbarExtender


description:
Adds an empty UV channel at the end of the existing channels on the given LOD of a StaticMesh.
true if a UV channel was added.

code: bool AddUVChannel ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 LODIndex )


description:
Compute convex collisions for a set of static meshes. Any existing collisions will be removed from the static meshes. This method replicates what is done when invoking menu entry "Collision > Auto Convex Collision" in the Mesh Editor.
A boolean indicating if the addition was successful or not.

code: bool BulkSetConvexDecompositionCollisionsWithNotification ( const [TArray](API\Runtime\Core\Containers\TArray)< [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * > & StaticMeshes, int32 HullCount, int32 MaxHullVerts, int32 HullPrecision, bool bApplyChanges )


description: Same as SetConvexDecompositionCollisionsWithNotification but changes are automatically applied.

code: bool BulkSetConvexDecompositionCollisions ( const [TArray](API\Runtime\Core\Containers\TArray)< [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * > & StaticMeshes, int32 HullCount, int32 MaxHullVerts, int32 HullPrecision )


description:
Build a proxy mesh actor that can replace a set of mesh actors.
Success of the proxy creation

code: bool CreateProxyMeshActor ( const [TArray](API\Runtime\Core\Containers\TArray)< class [AStaticMeshActor](API\Runtime\Engine\Engine\AStaticMeshActor) * > & ActorsToMerge, const [FCreateProxyMeshActorOptions](API\Editor\StaticMeshEditor\FCreateProxyMeshActorOptions) & MergeOptions, class [AStaticMeshActor](API\Runtime\Engine\Engine\AStaticMeshActor) *& OutMergedActor )


description: Enables/disables mesh section shadow casting for a specific LOD.

code: void EnableSectionCastShadow ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, bool bCastShadow, int32 LODIndex, int32 SectionIndex )


description: Enables/disables mesh section collision for a specific LOD.

code: void EnableSectionCollision ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, bool bCollisionEnabled, int32 LODIndex, int32 SectionIndex )


description:
Generates box UV mapping in the specified UV channel on the given LOD of a StaticMesh.
true if the UV mapping was generated.

code: bool GenerateBoxUVChannel ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 LODIndex, int32 UVChannelIndex, const FVector & Position, const FRotator & Orientation, const FVector & Size )


description:
Generates cylindrical UV mapping in the specified UV channel on the given LOD of a StaticMesh.
true if the UV mapping was generated.

code: bool GenerateCylindricalUVChannel ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 LODIndex, int32 UVChannelIndex, const FVector & Position, const FRotator & Orientation, const FVector2D & Tiling )


description:
Generates planar UV mapping in the specified UV channel on the given LOD of a StaticMesh.
true if the UV mapping was generated.

code: bool GeneratePlanarUVChannel ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 LODIndex, int32 UVChannelIndex, const FVector & Position, const FRotator & Orientation, const FVector2D & Tiling )


description:
Get the Collision Trace behavior of a static mesh
the Collision Trace behavior.

code: [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< ECollisionTraceFlag > GetCollisionComplexity ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )


description:
Get number of convex collisions present on a static mesh.
An integer representing the number of convex collisions on the input static mesh. An negative value indicates that the command could not be executed. See log for explanation.

code: int32 GetConvexCollisionCount ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )


description: Copy the build options with the specified LOD build settings.

code: void GetLodBuildSettings ( const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const int32 LodIndex, [FMeshBuildSettings](API\Runtime\Engine\Engine\FMeshBuildSettings) & OutBuildOptions )


description:
Get number of LODs present on a static mesh.
the number of LODs present on the input mesh. An negative value indicates that the command could not be executed. See log for explanation.

code: int32 GetLodCount ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )


description:
Get the LODGroup for the specified static mesh
LODGroup

code: [FName](API\Runtime\Core\UObject\FName) GetLODGroup ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )


description:
Gets the material slot used for a specific LOD section.
MaterialSlotIndexIndexof the material slot used by the section or INDEX_NONE in case of error.

code: int32 GetLODMaterialSlot ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 LODIndex, int32 SectionIndex )


description: Copy the reduction options with the specified LOD reduction settings.

code: void GetLodReductionSettings ( const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const int32 LodIndex, [FMeshReductionSettings](API\Runtime\Engine\Engine\FMeshReductionSettings) & OutReductionOptions )


description:
Get an array of LOD screen sizes for evaluation.
array of LOD screen sizes.

code: [TArray](API\Runtime\Core\Containers\TArray)< float > GetLodScreenSizes ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )


description: Get the Nanite Settings for the meshFMeshNaniteSettingsstruct for the given static mesh

code: [FMeshNaniteSettings](API\Runtime\Engine\Engine\FMeshNaniteSettings) GetNaniteSettings ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )


description: Get number of Materials for a StaticMesh

code: int32 GetNumberMaterials ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )


description: Get number of StaticMesh verts for an LOD

code: int32 GetNumberVerts ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 LODIndex )


description:
Get number of simple collisions present on a static mesh.
An integer representing the number of simple collisions on the input static mesh. An negative value indicates that the command could not be executed. See log for explanation.

code: int32 GetSimpleCollisionCount ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )


description:
Returns the number of UV channels for the given LOD of a StaticMesh.
the number of UV channels.

code: int32 GetNumUVChannels ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 LODIndex )


description: Check whether a static mesh component has vertex colors

code: bool HasInstanceVertexColors ( [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * StaticMeshComponent )


description: Check whether a static mesh has vertex colors

code: bool HasVertexColors ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )


description:
Import or re-import a LOD into the specified base mesh. If the LOD do not exist it will import it and add it to the base static mesh. If the LOD already exist it will re-import the specified LOD.
the index of the LOD that was imported or re-imported. Will return INDEX_NONE if anything goes bad.

code: int32 ImportLOD ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * BaseStaticMesh, const int32 LODIndex, const [FString](API\Runtime\Core\Containers\FString) & SourceFilename )


description:
Inserts an empty UV channel at the specified channel index on the given LOD of a StaticMesh.
true if a UV channel was added.

code: bool InsertUVChannel ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 LODIndex, int32 UVChannelIndex )


description:
Checks if a specific LOD mesh section has collision.
True if the collision is enabled for the specified LOD of the StaticMesh section.

code: bool IsSectionCollisionEnabled ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 LODIndex, int32 SectionIndex )


description:
Create a new Actor in the level that contains a duplicate of all the Actors Static Meshes Component. The ActorsToJoin need to be in the same Level. This will have a low impact on performance but may help the edition by grouping the meshes under a single Actor.
The new created actor.

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * JoinStaticMeshActors ( const [TArray](API\Runtime\Core\Containers\TArray)< class [AStaticMeshActor](API\Runtime\Engine\Engine\AStaticMeshActor) * > & ActorsToJoin, const [FJoinStaticMeshActorsOptions](API\Editor\StaticMeshEditor\FJoinStaticMeshActorsOptions) & JoinOptions )


description:
Merge the meshes into a unique mesh with the provided StaticMeshActors. There are multiple options on how to merge the meshes and their materials. The ActorsToMerge need to be in the same Level. This may have a high impact on performance depending of the MeshMergingSettings options.
if the operation is successful.

code: bool MergeStaticMeshActors ( const [TArray](API\Runtime\Core\Containers\TArray)< class [AStaticMeshActor](API\Runtime\Engine\Engine\AStaticMeshActor) * > & ActorsToMerge, const [FMergeStaticMeshActorsOptions](API\Editor\StaticMeshEditor\FMergeStaticMeshActorsOptions) & MergeOptions, class [AStaticMeshActor](API\Runtime\Engine\Engine\AStaticMeshActor) *& OutMergedActor )


description:
Re-import all the custom LODs present in the specified static mesh.
true if re-import all LODs works, false otherwise see log for explanation.

code: bool ReimportAllCustomLODs ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )


description:
Remove collisions from a static mesh. This method replicates what is done when invoking menu entries "Collision > Remove Collision" in the Mesh Editor.
A boolean indicating if the removal was successful or not.

code: bool RemoveCollisionsWithNotification ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, bool bApplyChanges )


description: Same as RemoveCollisionsWithNotification but changes are applied.

code: bool RemoveCollisions ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )


description:
Remove LODs on a static mesh except LOD 0.
A boolean indicating if the removal was successful, true, or not.

code: bool RemoveLods ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )


description:
Removes the UV channel at the specified channel index on the given LOD of a StaticMesh.
true if the UV channel was removed.

code: bool RemoveUVChannel ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 LODIndex, int32 UVChannelIndex )


description: Find the references of the material MaterialToReplaced on all the MeshComponents of all the Actors provided and replace it by NewMaterial.

code: void ReplaceMeshComponentsMaterialsOnActors ( const [TArray](API\Runtime\Core\Containers\TArray)< class [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors, class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * MaterialToBeReplaced, class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * NewMaterial )


description: Find the references of the material MaterialToReplaced on all the MeshComponents provided and replace it by NewMaterial.

code: void ReplaceMeshComponentsMaterials ( const [TArray](API\Runtime\Core\Containers\TArray)< class [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * > & MeshComponents, class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * MaterialToBeReplaced, class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * NewMaterial )


description: Find the references of the mesh MeshToBeReplaced on all the MeshComponents provided and replace it by NewMesh. The editor should not be in play in editor mode.

code: void ReplaceMeshComponentsMeshes ( const [TArray](API\Runtime\Core\Containers\TArray)< class [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * > & MeshComponents, class [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * MeshToBeReplaced, class [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * NewMesh )


description: Find the references of the mesh MeshToBeReplaced on all the MeshComponents of all the Actors provided and replace it by NewMesh.

code: void ReplaceMeshComponentsMeshesOnActors ( const [TArray](API\Runtime\Core\Containers\TArray)< class [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors, class [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * MeshToBeReplaced, class [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * NewMesh )


description: Sets StaticMeshFlag bAllowCPUAccess

code: void SetAllowCPUAccess ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, bool bAllowCPUAccess )


description:
Add a convex collision to a static mesh. Any existing collisions will be removed from the static mesh. This method replicates what is done when invoking menu entry "Collision > Auto Convex Collision" in the Mesh Editor.
A boolean indicating if the addition was successful or not.

code: bool SetConvexDecompositionCollisionsWithNotification ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 HullCount, int32 MaxHullVerts, int32 HullPrecision, bool bApplyChanges )


description: Same as SetConvexDecompositionCollisionsWithNotification but changes are automatically applied.

code: bool SetConvexDecompositionCollisions ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 HullCount, int32 MaxHullVerts, int32 HullPrecision )


description: Set Generate Lightmap UVs for StaticMesh

code: bool SetGenerateLightmapUVs ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, bool bGenerateLightmapUVs )


description: Set the LOD build options for the specified LOD index.

code: void SetLodBuildSettings ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const int32 LodIndex, const [FMeshBuildSettings](API\Runtime\Engine\Engine\FMeshBuildSettings) & BuildOptions )


description:
Adds or create a LOD at DestinationLodIndex using the geometry from SourceStaticMesh SourceLodIndex
The index of the LOD that was set. It can be different than DestinationLodIndex if it wasn't a valid index. A negative value indicates that the LOD was not set. See log for explanation.

code: int32 SetLodFromStaticMesh ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * DestinationStaticMesh, int32 DestinationLodIndex, [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * SourceStaticMesh, int32 SourceLodIndex, bool bReuseExistingMaterialSlots )


description:
Set the LODGroup for the specified static mesh
Success

code: bool SetLODGroup ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, [FName](API\Runtime\Core\UObject\FName) LODGroup, bool bRebuildImmediately )


description: Sets the material slot for a specific LOD.

code: void SetLODMaterialSlot ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 MaterialSlotIndex, int32 LODIndex, int32 SectionIndex )


description: Set the LOD reduction for the specified LOD index.

code: void SetLodReductionSettings ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const int32 LodIndex, const [FMeshReductionSettings](API\Runtime\Engine\Engine\FMeshReductionSettings) & ReductionOptions )


description: Same as SetLodsWithNotification but changes are applied.

code: int32 SetLods ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const [FStaticMeshReductionOptions](API\Editor\StaticMeshEditor\FStaticMeshReductionOptions) & ReductionOptions )


description:
Set LOD screen sizes.
A boolean indicating if setting the screen sizes was successful.

code: bool SetLodScreenSizes ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const [TArray](API\Runtime\Core\Containers\TArray)< float > & ScreenSizes )


description:
Remove then add LODs on a static mesh. The static mesh must have at least LOD 0. The LOD 0 of the static mesh is kept after removal. The build settings of LOD 0 will be applied to all subsequent LODs.
the number of LODs generated on the input mesh. An negative value indicates that the reduction could not be performed. See log for explanation. No action will be performed if ReductionOptions.ReductionSettings is empty

code: int32 SetLodsWithNotification ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const [FStaticMeshReductionOptions](API\Editor\StaticMeshEditor\FStaticMeshReductionOptions) & ReductionOptions, bool bApplyChanges )


description: Get the Nanite Settings for the mesh

code: void SetNaniteSettings ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, [FMeshNaniteSettings](API\Runtime\Engine\Engine\FMeshNaniteSettings) NaniteSettings, bool bApplyChanges )


code: UStaticMeshEditorSubsystem()


className: UStaticMeshEditorSubsystem

description: UStaticMeshEditorSubsystemSubsystem for exposing static mesh functionality to scripts

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


description: The predefined stats pages built into this module

module: StatsViewer

code: namespace EStatsPage { enum Type { CookerStats, LightingBuildInfo, PrimitiveStats, StaticMeshLightingInfo, TextureStats, ShaderCookerStats, } }


description: Struct used to further customize object hyperlink custom columns.

OnGenerateWidget

type: FOnGenerateWidg...

description: Delegate called to generate a custom widget for display in a cell of aUObjectcustom column.

OnIsClassSupported

type: FOnIsClassSuppo...

description: Delegate used to query whether aUClassis supported by aUObjectcustom column.

OnObjectHyperlinkClicked

type: FOnObjectHyperl...

description: Delegate called when a hyperlink is clicked in aUObjectcustom column Note that this is not called if OnGenerateWidget is bound.


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


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


code: virtual bool HasReadOnlyEditMode()


description: BeginIPropertyTableCellPresenterinterface

code: virtual bool RequiresDropDown()


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


className: FStatsCellPresenter

description: Boilerplate implementations ofIPropertyTableCellPresenterfunctions. Here so we dont have to override all these functions each time.

code: class FStatsCellPresenter : public [IPropertyTableCellPresenter](API\Editor\PropertyEditor\IPropertyTableCellPresenter)

Text

description: EndIPropertyTableCellPresenterinterface The text we display - we just store this as we never need toeditproperties in the stats viewer, only view them.


description: Get any column customizations that this page wants to use.

code: virtual void GetCustomColumns ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyTableCustomColumn](API\Editor\PropertyEditor\IPropertyTableCustomColumn) > > & OutCustomColumns ) const


description: Get custom filter to display in the top part of the stats viewer, can return nullptr

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetCustomFilter ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< class [IStatsViewer](API\Editor\StatsViewer\IStatsViewer) > InParentStatsViewer )


description: Get custom widget to display in the top part of the stats viewer, can return nullptr

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetCustomWidget ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< class [IStatsViewer](API\Editor\StatsViewer\IStatsViewer) > InParentStatsViewer )


description: Get the class of the entry we handle This is needed to display the search filter's combo button

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


description: Get the name of the entry type to be displayed in the page selection dropdown

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


description: Get the name of the entry type

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


description: Get the number of object sets this page supports

code: virtual int32 GetObjectSetCount() const


description: Get the name of the object set, to be displayed in the dropdown

code: virtual [FString](API\Runtime\Core\Containers\FString) GetObjectSetName ( int32 InObjectSetIndex ) const


description: Get the tooltip of the object set, to be displayed over the object set the dropdown

code: virtual [FString](API\Runtime\Core\Containers\FString) GetObjectSetToolTip ( int32 InObjectSetIndex ) const


description: Get the tooltip to be displayed over the page selection dropdown

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


description: Get the currently displayed object set

code: virtual int32 GetSelectedObjectSet() const


description: Get the world used for page statistics.

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


description: Check if this page wants to refresh itself

code: virtual bool IsRefreshPending() const


description: Check if this page wants to show itself

code: virtual bool IsShowPending() const


description: Sends a requests to the stats page to refresh itself the next chance it gets

code: virtual void Refresh ( bool bRefresh )


description: Set the currently displayed object set

code: virtual void SetSelectedObjectSet ( int32 InObjectSetIndex )


description: Set a specific world to use for page statistics.

code: virtual void SetWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld )


description: BeginIStatsPageinterface

code: virtual void Show ( bool bInShow )


className: FStatsPage

description: Template for all stats pages/factories. These classes generate uniform arrays of identically-typed objects that are displayed in a PropertyTable. Boilerplate implementations are below that all pages in this module currently more-or-less share

code: template<typename Entry> class FStatsPage : public [IStatsPage](API\Editor\StatsViewer\IStatsPage)

bRefresh

type: bool

description: Flag to refresh the page

bShow

description: Flag to show the page

ObjectSetEnum

type: UEnum*

description: EndIStatsPageinterface The enum we use for our object set

ObjectSetIndex

description: Selected object set index

StatsWorld

type: TWeakObjectPtr<...

description: The world to use for pages that need to query actors/components.


description: Clears all pages

code: virtual void Clear()


description:
Creates a stats viewer custom column, supporting weak object references.
New column customization

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyTableCustomColumn](API\Editor\PropertyEditor\IPropertyTableCustomColumn) > CreateObjectCustomColumn ( const struct [FObjectHyperlinkColumnInitializationOptions](API\Editor\StatsViewer\FObjectHyperlinkColumnInitializa-) & InOptions ) const


description:
EndIModuleInterfaceinterface Creates a stats viewer widget
New stats viewer widget

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IStatsViewer](API\Editor\StatsViewer\IStatsViewer) > CreateStatsViewer() const


description:
Creates a customized stats viewer widget.
New stats viewer widget

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IStatsViewer](API\Editor\StatsViewer\IStatsViewer) > CreateStatsViewer ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, uint32 EnabledDefaultPagesMask, const [FName](API\Runtime\Core\UObject\FName) & ViewerName ) const


description: Get a page of the stats module by enum type

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IStatsPage](API\Editor\StatsViewer\IStatsPage) > GetPage ( [EStatsPage::Type](API\Editor\StatsViewer\EStatsPage__Type) InType )


description: Get a page of the stats module by name

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IStatsPage](API\Editor\StatsViewer\IStatsPage) > GetPage ( const [FName](API\Runtime\Core\UObject\FName) & InPageName )


description: Register a page for this module to use

code: virtual void RegisterPage ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IStatsPage](API\Editor\StatsViewer\IStatsPage) > InPage )


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


description: BeginIModuleInterfaceinterface

code: virtual void StartupModule()


description: Unregister a page for this module to use

code: virtual void UnregisterPage ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IStatsPage](API\Editor\StatsViewer\IStatsPage) > InPage )


className: FStatsViewerModule

code: class FStatsViewerModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: Adds a stats entry to the page Not all pages have to override this - only ones that accept transient data output from processes that do not persist in the editor

code: virtual void AddEntry ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InEntry )


description: Clears any entries added viaAddEntry()Not all pages have to override this - only ones that accept transient data output from processes that do not persist in the editor


description: Fill the output array with statistic objects to be displayed

code: void Generate ( [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > > & OutObjects ) const


description: Totals are displayed by mapping the CPP name of the columns property to the total string in the OutTotals map.

code: void GenerateTotals ( const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > > & InObjects, [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FText](API\Runtime\Core\Internationalization\FText) > & OutTotals ) const


description: Get any column customizations that this page wants to use.

code: void GetCustomColumns ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyTableCustomColumn](API\Editor\PropertyEditor\IPropertyTableCustomColumn) > > & OutCustomColumns ) const


description: Get custom filter to display in the top part of the stats viewer, can return nullptr

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetCustomFilter ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< class [IStatsViewer](API\Editor\StatsViewer\IStatsViewer) > InParentStatsViewer )


description: Get custom widget to display in the top part of the stats viewer, can return nullptr

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetCustomWidget ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< class [IStatsViewer](API\Editor\StatsViewer\IStatsViewer) > InParentStatsViewer )


description: Get the name of the entry type to be displayed in the page selection dropdown

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


description: Get the class of the entry we handle This is needed to display the search filter's combo button

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


description: Get the name of the entry type


description: Get the number of object sets this page supports

code: int32 GetObjectSetCount() const


description: Get the name of the object set, to be displayed in the dropdown

code: [FString](API\Runtime\Core\Containers\FString) GetObjectSetName ( int32 InObjectSetIndex ) const


description: Get the tooltip of the object set, to be displayed over the object set the dropdown

code: [FString](API\Runtime\Core\Containers\FString) GetObjectSetToolTip ( int32 InObjectSetIndex ) const


description: Get the currently displayed object set

code: int32 GetSelectedObjectSet() const


description: Get the tooltip to be displayed over the page selection dropdown

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


description: Check if this page wants to refresh itself

code: bool IsRefreshPending() const


description: Get the world used for page statistics.

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


description: Check if this page wants to show itself

code: bool IsShowPending() const


description: Called back each time the page is hidden

code: virtual void OnHide()


description: Called back each time the page is shown

code: virtual void OnShow ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< class [IStatsViewer](API\Editor\StatsViewer\IStatsViewer) > InParentStatsViewer )


description: Sends a requests to the stats page to refresh itself the next chance it gets

code: void Refresh ( bool bRefresh )


description: Set the currently displayed object set

code: void SetSelectedObjectSet ( int32 InObjectSetIndex )


description: Set a specific world to use for page statistics.

code: void SetWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld )


description: Tries to switch the currently displayed page to this one

code: void Show ( bool bShow )


className: IStatsPage

description: The UI supports the following UPROPERTY metadata: ColumnWidth - Integer value. The (proportionally-based, not absolute) width of the properties column. ShowTotal - Either true or false. Whether the column header should attempt to show a total (provided inGenerate()via the OutTotals map). SortMode - Either Ascending or Descending. If this is specified then the properties column will be sorted on table creation. Unit - Text value displayed next to table entries and totals

code: class IStatsPage


description: Get the currently selected object set

code: int32 GetObjectSetIndex() const


description: Get the property table we are displaying

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IPropertyTable](API\Editor\PropertyEditor\IPropertyTable) > GetPropertyTable()


description: Sends a requests to the Stats Viewer to refresh itself the next chance it gets

code: void Refresh()


className: IStatsViewer

description: The public interface for the Stats Viewer widget

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


code: void SwitchAndFilterPage ( int32 Table, const [FString](API\Runtime\Core\Containers\FString) & FilterValue, const [FString](API\Runtime\Core\Containers\FString) & FilterProperty )


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


className: UCookerStats

description: Note: We assume that asset files are not larger than 2GB, because the StatsViewer is still lacking int64 support.

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

Assets

type: TArray<TWeakOb...

description: The assets contained in the file.

Path

description: Asset path without the name "package.[group.]"

SizeAfter

description: The size of the assets after cooking.

SizeBefore

description: The size of the assets before cooking.


description: Set the values for this stats entry

code: virtual void Set ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > Object, double LightingTime, float UnmappedTexelsPercentage, int32 UnmappedTexelsMemory, int32 TotalTexelMemory )


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


className: ULightingBuildInfo

description: Statistics page for lighting.

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

LevelName

type: FString

description: The name of the level this object resides in

LightingTime

description: The lighting time this object took.

Object

description: The actor and/or object that is related to this info.

TotalTexelMemory

description: The memory consumed by all texels for this object, in KB

UnmappedTexelsMemory

description: The memory consumed by unmapped texels for this object, in KB

UnmappedTexelsPercentage

description: The percentage of unmapped texels for this object.


description: Update internal strings

code: void UpdateNames()


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


className: UPrimitiveStats

description: Statistics page for primitives.

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

Actors

description: Actor(s) that use the resource - click to select & zoom Actor(s)

Count

description: Number of occurrences in map

HWInstances

description: Hardware instances

InstSections

description: Instanced section count of mesh

InstTriangles

description: Triangle count of all mesh occurances (Count * Tris)

InstVertexColorMem

description: Per component vertex color stat for static meshes in KB

LightMapData

description: Light map data in KB

LightsLM

description: Average number of lightmap lights relevant to each instance

LightsOther

description: Average number of other lights relevant to each instance

LightsTotal

description: (Avg OL + Avg LM) / Count

LMSMResolution

description: Light/shadow map resolution

Object

description: Resource (e.g.UStaticMesh,USkeletalMesh,UModelComponent, UTerrainComponent, etc

ObjLightCost

description: Avg OL * Sections

RadiusAvg

type: double

description: Average radius of bounding sphere of instance in map

RadiusMax

description: Maximum radius of bounding sphere of instance in map

RadiusMin

description: Minimum radius of bounding sphere of instance in map

ResourceSize

description: Resource size in KB

Sections

description: Section count of mesh

Triangles

description: Triangle count of mesh

Type

description: Type name

VertexColorMem

description: Vertex color stat for static and skeletal meshes in KB


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


className: UShaderCookerStats

description: Statistics page for shader cooker stats.

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

Category

description: Material Category

Compiled

description: Number of shaders compilations

CompileTime

description: Time spent compiling

Cooked

description: Number of shaders cooked

Name

description: Material name

Path

description: Material path

Permutations

description: Number of permutations

Platform

description: Material platform


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


className: UStaticMeshLightingInfo

description: Statistics page for static meshes.

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

bHasLightmapTexCoords

description: Does the Lightmap have UVs?

bTextureMapping

description: Current mapping type flag - not displayed

LevelName

description: Cached version of the level name this object resides in

LightMapLightCount

description: Num lightmap lights

LightmapTextureNames

type: TArray<FString...

description: The lighting texture names that the static mesh component references.

ShadowMapLightCount

description: Number of lights generating shadow maps on the primitive.

StaticLightingResolution

description: The static lighting resolution the texture mapping was estimated with.

StaticMesh

description: The source StaticMesh that is related to this info.

StaticMeshActor

description: The actor that is related to this error/warning.

StaticMeshComponent

description: The staticmesh component that is related to this info.

TextureLightMapMemoryUsage

description: Estimated memory usage in KB for light map texel data.

TextureMapping

description: Current mapping type string

TextureShadowMapMemoryUsage

description: Estimated memory usage in KB for shadow map texel data.

VertexLightMapMemoryUsage

description: Estimated memory usage in KB for light map vertex data.

VertexShadowMapMemoryUsage

description: Estimated memory usage in KB for shadow map vertex data.


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


className: UTextureStats

description: Statistics page for textures.

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

Actors

description: Actor(s) - click to select & zoom Actor(s)

CurrentDim

description: Current Dimension e.g 256x256

CurrentKB

description: The memory used currently in KB

Format

type: TEnumAsByte< EP...

description: The texture format, e.g. PF_DXT1

FullyLoadedKB

description: The memory used when the texture is fully loaded in KB

Group

type: TEnumAsByte< Te...

description: The texture group, TEXTUREGROUP_MAX is not used, e.g. TEXTUREGROUP_World

LastTimeRendered

description: Relative time it was used for rendering the last time

LODBias

description: LOD Bias for this texture. (Texture LODBias + Texture group)

MaxDim

description: Max Dimension e.g. 256x256, not including the format

NumUses

description: The number of times the texture is used

Path

description: Texture path without the name "package.[group.]"

Texture

description: Texture - click to go to asset

Type

description: Texture type e.g. 2D, 3D, Cube, "" if not known, ...

Virtual

description: Is the texture virtual? Yes/No


className: FStatusBarData

module: StatusBar

code: struct FStatusBarData

ConsoleEditBox

type: TSharedPtr<SWi...

StatusBarWidget

type: TWeakPtr< SStat...


code: bool operator== ( const [FStatusBarMessageHandle](API\Editor\StatusBar\FStatusBarMessageHandle) & OtherHandle ) const


code: FStatusBarMessageHandle &40; int32 InId &41;


className: FStatusBarMessageHandle

code: struct FStatusBarMessageHandle


code: static [IStatusBarModule](API\Editor\StatusBar\IStatusBarModule) & Get()


className: IStatusBarModule

description: The public interface to this module

code: class IStatusBarModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: true if a status bar was found for the active window immediately behind a Notification Window


description: true if a status bar was found for the active window

code: bool ActiveWindowHasStatusBar() const


description: Removes all messages from the status bar

code: void ClearStatusBarMessages ( [FName](API\Runtime\Core\UObject\FName) StatusBarName )


description: Internal cleanup

code: virtual void Deinitialize()


description: Forces all drawers to dismiss. Usually it dismisses with focus. Only call this if there is some reason an open drawer would be invalid for the current state of the editor.

code: bool ForceDismissDrawer()


description: Creates a new instance of a status bar widget

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeStatusBarWidget ( [FName](API\Runtime\Core\UObject\FName) UniqueStatusBarName, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > & InParentTab )


className: MessageHandleCounter

code: static int32 MessageHandleCounter = 0;


description:
Opens the content browser drawer for a status bar residing in the active window
true if the content browser was opened or false if no status bar in the active window was found

code: bool OpenContentBrowserDrawer()


description:
Opens the output log drawer for a status bar residing in the active window
true if the output log was opened or false if no status bar in the active window was found

code: bool OpenOutputLogDrawer()


description: Removes a message from the status bar. When messages are removed the previous message on the stack (if any) is displayed

code: void PopStatusBarMessage ( [FName](API\Runtime\Core\UObject\FName) StatusBarName, [FStatusBarMessageHandle](API\Editor\StatusBar\FStatusBarMessageHandle) InHandle )


description:
Pushes a new status bar message
A handle to the message for clearing it later

code: [FStatusBarMessageHandle](API\Editor\StatusBar\FStatusBarMessageHandle) PushStatusBarMessage ( [FName](API\Runtime\Core\UObject\FName) StatusBarName, const [TAttribute](API\Runtime\Core\Misc\TAttribute)< [FText](API\Runtime\Core\Internationalization\FText) > & InMessage )


code: [FStatusBarMessageHandle](API\Editor\StatusBar\FStatusBarMessageHandle) PushStatusBarMessage ( [FName](API\Runtime\Core\UObject\FName) StatusBarName, const [TAttribute](API\Runtime\Core\Misc\TAttribute)< [FText](API\Runtime\Core\Internationalization\FText) > & InMessage, const [TAttribute](API\Runtime\Core\Misc\TAttribute)< [FText](API\Runtime\Core\Internationalization\FText) > & InHintText )


code: void RegisterDrawer ( [FName](API\Runtime\Core\UObject\FName) StatusBarName, [FWidgetDrawerConfig](API\Developer\ToolWidgets\FWidgetDrawerConfig) && Drawer, int32 SlotIndex )


description: Prepares for use

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


description:
Focuses the debug console or opens the output log drawer on the status bar for status bar residing in the passed in parent window
true if a status bar debug console was found and focused

code: bool ToggleDebugConsole ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > ParentWindow, bool bAlwaysToggleDrawer )


description: Tries to toggle the given drawer

code: bool TryToggleDrawer ( const [FName](API\Runtime\Core\UObject\FName) DrawerId )


description: Unregisters and destroys the drawer with the given DrawerId

code: void UnregisterDrawer ( [FName](API\Runtime\Core\UObject\FName) StatusBarName, [FName](API\Runtime\Core\UObject\FName) DrawerId )


className: UStatusBarSubsystem

code: class UStatusBarSubsystem : public [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem), public [IProgressNotificationHandler](API\Runtime\Slate\Framework\Notifications\IProgressNotificationHandler)


description:
Creates an instance of string table editor object.
Interface to the new string table editor

module: StringTableEditor

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IStringTableEditor](API\Editor\StringTableEditor\IStringTableEditor) > CreateStringTableEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, [UStringTable](API\Runtime\Engine\Internationalization\UStringTable) * StringTable )


description: Gets the extensibility managers for outside entities to extend static mesh editor's menus and toolbars


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


className: StringTableEditorAppIdentifier

description: StringTable Editor app identifier string

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


className: FStringTableEditorModule

description: String Table Editor module

code: class FStringTableEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface), public [IHasMenuExtensibility](API\Editor\UnrealEd\Toolkits\IHasMenuExtensibility), public [IHasToolBarExtensibility](API\Editor\UnrealEd\Toolkits\IHasToolBarExtensibility)


description: Notify the String Table editor that it needs to refresh due to an external String Table change.

code: void RefreshStringTableEditor ( const [FString](API\Runtime\Core\Containers\FString) & NewSelection )


className: IStringTableEditor

description: String Table Editor public interface

code: class IStringTableEditor : public [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit)


description: Checks if the given struct is a child-of any of the structs in a set.EFilterReturn::Passedif it is a child-of a struct in the set,EFilterReturn::Failedif it is not,EFilterReturn::NoItemsif the set is empty.

module: StructViewer

code: virtual EStructFilterReturn IfInChildOfStructsSet ( [TSet](API\Runtime\Core\Containers\TSet)< const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * > & InSet, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InStruct )


description: Checks if the struct is in the structs set.EFilterReturn::Passedif the struct is in the structs set,EFilterReturn::Failedif it is not,EFilterReturn::NoItemsif the set is empty.

code: virtual EStructFilterReturn IfInStructsSet ( [TSet](API\Runtime\Core\Containers\TSet)< const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * > & InSet, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InStruct )


code: virtual ~FStructViewerFilterFuncs()