description: Create a static motion controller mesh for the current HMD platform

code: [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * CreateMotionControllerMesh ( [AActor](API\Runtime\Engine\GameFramework\AActor) * OwningActor, [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * AttachmentToComponent, [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * OptionalControllerMesh )


description: Derived classes can override this to return a derived state struct, and add their own saved state.

module: VREditor


description: Will update the TransformGizmo Actor with the next Gizmo type

code: void CycleTransformGizmoHandleType()


className: EColors

description: Colors

code: enum EColors { DefaultColor, SelectionColor, WorldDraggingColor, UIColor, UISelectionBarColor, UISelectionBarHoverColor, UICloseButtonColor, UICloseButtonHoverColor, TotalCount, }


description: When the user actually enters the VR Editor mode

code: virtual void Enter()


description: When the user leaves the VR Editor mode

code: virtual void Exit ( bool bShouldDisableStereo )


className: FOnPlaceDraggedMaterial

description: Delegate to be called when a material is placed

code: class FOnPlaceDraggedMaterial : public TBaseMulticastDelegate_ThreeParams< void, UPrimitiveComponent *, UMaterialInterface *, bool & >


className: FOnPlacePreviewActor

description: Delegate to be called when a preview actor is placed

code: class FOnPlacePreviewActor : public TBaseMulticastDelegate_OneParam< void, bool >


className: FOnToggleVRModeDebug

description: Delegate to be called when the debug mode is toggled.

code: class FOnToggleVRModeDebug : public TBaseMulticastDelegate_OneParam< void, bool >


className: FOnVREditingModeExit

code: typedef TBaseDelegate_NoParams< void > FOnVREditingModeExit


className: FSavedEditorState

description: Saved information about the editor and viewport we possessed, so we can restore it after exiting VR mode

code: struct FSavedEditorState : public FBaseSavedEditorState

AutoChangeMode

type: EAutoChangeMode

bKeyAllEnabled

type: bool

DragTriggerDistance

type: float


className: FOnVRTickHandle

code: class FOnVRTickHandle : public TBaseMulticastDelegate_OneParam< void, const float >


description: Gets the container for all the assets of VREditor.

code: const [UVREditorAssetContainer](API\Editor\VREditor\UVREditorAssetContainer) & GetAssetContainer() const


description: Gets the color.

code: [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetColor ( const [EColors](API\Editor\VREditor\UVREditorMode\EColors) Color ) const


description: Gets the current Gizmo handle type


description: Get the default near clipping plane for VR editing.

code: float GetDefaultVRNearClipPlane() const


description: Returns the currently active sequencer


description: Gets the hand interactor

code: [UVREditorInteractor](API\Editor\VREditor\UVREditorInteractor) * GetHandInteractor ( const EControllerHand ControllerHand ) const


description:
Gets the world space transform of the HMD (head)
World space space HMD transform

code: virtual FTransform GetHeadTransform() const


description: Returns the type of HMD we're dealing with


description: Gives start and end points in world space for an active laser, or returns false if there is no active laser for the specified hand.

code: virtual bool GetLaserForHand ( EControllerHand InHand, FVector & OutLaserStart, FVector & OutLaserEnd ) const


description: Returns the Unreal controller ID for the motion controllers we're using

code: int32 GetMotionControllerID() const


description: Gets the transform of the user's HMD in room space


description: Gets the world space transform of the calibrated VR room origin. When using a seated VR device, this will feel like the camera's world transform (before any HMD positional or rotation adjustments are applied.)

code: virtual FTransform GetRoomTransform() const


description: Gets the saved editor state from entering the mode

code: const [FSavedEditorState](API\Editor\VREditor\UVREditorMode\FSavedEditorState) & GetSavedEditorState() const


description: Returns the time since the VR Editor mode was last entered


description: Get Teleporter


description: Gets access to the VR UI system (const)

code: const [UVREditorUISystem](API\Editor\VREditor\UI\UVREditorUISystem) & GetUISystem() const


description: Gets access to the VR UI system


code: const [TArray](API\Runtime\Core\Containers\TArray)< [UVREditorInteractor](API\Editor\VREditor\UVREditorInteractor) * > GetVRInteractors() const


description: Gets access to the world interaction system (const)

code: const [UViewportWorldInteraction](API\Editor\ViewportInteraction\UViewportWorldInteraction) & GetWorldInteraction() const


description: Gets access to the world interaction system


description: Gets the world scale factor, which can be multiplied by a scale vector to convert to room space

code: float GetWorldScaleFactor() const


description: Initialize the VREditor

code: virtual void Init()


description: Return true if currently aiming to teleport.

code: bool IsAimingTeleport() const


description: Returns if the VR Mode is in debug mode.

code: static bool IsDebugModeEnabled()


description: Returns whether or not the flashlight is visible

code: bool IsFlashlightOn() const


description: If the mode was completely initialized

code: bool IsFullyInitialized() const


description: Checks to see if the specified interactor is aiming roughly toward the specified capsule

code: bool IsHandAimingTowardsCapsule ( class [UViewportInteractor](API\Editor\ViewportInteraction\UViewportInteractor) * Interactor, const FTransform & CapsuleTransform, const FVector CapsuleStart, const FVector CapsuleEnd, const float CapsuleRadius, const float MinDistanceToCapsule, const FVector CapsuleFrontDirection, const float MinDotForAimingAtCapsule ) const


description: Returns whether game view is currently active.

code: bool IsInGameView() const


description: Lets other modules know if the radial menu is visible on a given interactor so input should be handled differently

code: bool IsShowingRadialMenu ( const class [UVREditorInteractor](API\Editor\VREditor\UVREditorInteractor) * Interactor ) const


description: Loads and returns the container for all the assets of VREditor.

code: static [UVREditorAssetContainer](API\Editor\VREditor\UVREditorAssetContainer) & LoadAssetContainer()


code: template<class T> static T OvershootEaseOut ( T Alpha, const float OvershootAmount )


description: Plays sound at location.

code: void PlaySound ( [USoundBase](API\Runtime\Engine\Sound\USoundBase) * SoundBase, const FVector & InWorldLocation, const float InVolume )


code: virtual bool NeedsSyntheticDpad()


description: Tick after the ViewportWorldInteraction is ticked

code: void PostTick ( const float DeltaTime )


description: Tick before the ViewportWorldInteraction is ticked

code: void PreTick ( const float DeltaTime )


description: Refresh the current actor preview widget on an in-world UI panel

code: void RefreshActorPreviewWidget ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > InWidget, int32 Index, [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, bool bIsPanelDetached )


code: void SaveSequencerSettings ( bool bInKeyAllEnabled, EAutoChangeMode InAutoChangeMode, const class [USequencerSettings](API\Editor\Sequencer\USequencerSettings) & InSequencerSettings )


description: Runtime and plugin modules can force VR Editor to refresh using this function

code: void RefreshVREditorSequencer ( class [ISequencer](API\Editor\Sequencer\ISequencer) * InCurrentSequencer )


description: Display the scene more closely to how it would appear at runtime (as opposed to edit time).

code: void SetGameView ( bool bGameView )


description: Sets a new transform for the room, in world space. This is basically setting the editor's camera transform for the viewport

code: void SetRoomTransform ( const FTransform & NewRoomTransform )


description: Overrides the HMD device type, which is otherwise derived from the XR system name.

code: void SetHMDDeviceTypeOverride ( [FName](API\Runtime\Core\UObject\FName) InOverrideType )


description: Deprecated* This method is no longer used; the associated warning is no longer displayed.

code: virtual bool ShouldDisplayExperimentalWarningOnEntry() const


description: Shutdown the VREditor

code: virtual void Shutdown()


description: Call this to start exiting VR mode

code: void StartExitingVRMode()


description: Snaps the current selected actor to the ground

code: void SnapSelectedActorsToGround()


description: Toggles the debug mode.

code: static void ToggleDebugMode()


description: Spawns a flashlight on the specified hand

code: void ToggleFlashlight ( class [UVREditorInteractor](API\Editor\VREditor\UVREditorInteractor) * Interactor )


description: Check whether the UISystem exists

code: bool UISystemIsActive() const


description: Reparent actors to a new world

code: virtual void TransitionWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * NewWorld, EEditorWorldExtensionTransitionState TransitionState )


description: General way to spawn an external SlateUI from a radial menu

code: void UpdateExternalSlateUI ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > InWidget, [FName](API\Runtime\Core\UObject\FName) Name, FVector2D InSize )


description: General way to spawn an external UMG UI from a radial menu

code: void UpdateExternalUMGUI ( const struct [FVREditorFloatingUICreationContext](API\Editor\VREditor\UI\FVREditorFloatingUICreationConte-) & CreationContext )


description: Returns true if the user wants to exit this mode

code: virtual bool WantsToExitMode() const


description: Default constructor

code: UVREditorMode()


description: Derived classes can override this to return a derived state struct, and add their own saved state.


className: UVREditorMode

description: VR Editor Mode. Extends editor viewports with functionality for VR controls and object manipulation

code: class UVREditorMode : public [UVREditorModeBase](API\Editor\VREditor\UVREditorModeBase)

AppTimeModeEntered

type: FTimespan

description: App time that we entered this mode

AutoScalerSystem

type: TObjectPtr< cla...

description: Automatic scale system

AvatarActor

description: Avatar visualsActor with components to represent the VR avatar in the world, including motion controller meshes

bIsFlashlightOn

description: If there is currently a flashlight in the scene

bIsFullyInitialized

description: True if VR mode is fully initialized and ready to render

bWantsToExitMode

description: True if we currently want to exit VR mode.

CurrentGizmoType

type: EGizmoHandleTyp...

description: The current Gizmo type that is used for the TransformGizmo Actor

FlashlightComponent

type: USpotLightCompo...

description: FlashlightSpotlight for the flashlight

InteractorClass

type: TSoftClassPtr< ...

description: The controller to use when UnrealEd is in VR mode.

Interactors

type: TArray<TObject...

description: Interactors

MotionControllerID

description: InputThe Unreal controller ID for the motion controllers we're using

OnPlaceDraggedMaterialEvent

type: FOnPlaceDragged...

description: Event broadcast when a material is placed

OnPlacePreviewActorEvent

type: FOnPlacePreview...

description: Event broadcast when a preview actor is placed

type: FOnVREditingMod...

description: Used to override dockable area restoration behavior

TeleportActor

description: Teleporter system

TeleporterClass

description: The teleporter to use when UnrealEd is in VR mode.

TickHandle

type: FOnVRTickHandle

description: Subsystems registered

UISystem

description: SubsystemsVR UI system

VREditorWindowWeakPtr

type: TWeakPtr< class...

description: The VR editor window, if it's open right now

WorldInteraction

description: World interactionWorld interaction manager


code: virtual void Exit ( bool bShouldDisableStereo )


className: FBaseSavedEditorState

description: Saved information about the editor and viewport we possessed, so we can restore it after exiting VR mode

code: struct FBaseSavedEditorState

ShowFlags

type: FEngineShowFlag...

TrackingOrigin

type: EHMDTrackingOri...

ViewLocation

type: FVector

ViewportType

type: ELevelViewportT...

ViewRotation

type: FRotator


className: FOnVRModeEntryComplete

description: Delegate to be called when async VR mode entry has been completed.

code: typedef TMulticastDelegate_NoParams< void > FOnVRModeEntryComplete


description: Close the current viewport

code: virtual void CloseViewport ( bool bShouldDisableStereo )


description: Returns the user's head pose in world space.

code: virtual FTransform GetHeadTransform() const


description: Gives start and end points in world space for an active laser, or returns false if there is no active laser for the specified hand.

code: virtual bool GetLaserForHand ( EControllerHand InHand, FVector & OutLaserStart, FVector & OutLaserEnd ) const


description: TODO: Deprecate these in favor of replacements below; viewport may be null.

code: const [SLevelViewport](API\Editor\LevelEditor\SLevelViewport) & GetLevelViewportPossessedForVR() const


description: Returns the transform which takes poses from XR tracking space ("room" space) to world space.

code: virtual FTransform GetRoomTransform() const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const [SLevelViewport](API\Editor\LevelEditor\SLevelViewport) > GetVrLevelViewport() const


description: Initialize extension

code: virtual void Init()


description: Returns true if we're actually using VR, or false if we're faking it

code: virtual bool IsActuallyUsingVR() const


description: Gets the saved editor state from entering the mode


code: const [FBaseSavedEditorState](API\Editor\VREditor\UVREditorModeBase\FBaseSavedEditorState) & SavedEditorStateChecked() const


description: Shut down extension when world is destroyed

code: virtual void Shutdown()


description: Start using the viewport passed

code: virtual void StartViewport ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SLevelViewport](API\Editor\LevelEditor\SLevelViewport) > Viewport )


description: Returns true if the user wants to exit this mode

code: virtual bool WantsToExitMode() const


className: UVREditorModeBase

code: class UVREditorModeBase : public [UEditorWorldExtension](API\Editor\UnrealEd\UEditorWorldExtension)

bActuallyUsingVR

type: bool

description: True if we're in using an actual HMD in this mode, or false if we're "faking" VR mode for testing

OnVRModeEntryCompleteEvent

type: FOnVRModeEntryC...

description: Delegate broadcast when async VR mode entry is completed.

SavedEditorStatePtr

type: TSharedPtr<FBa...

VREditorLevelViewportWeakPtr

type: TWeakPtr<SLeve...


description: Default constructor that sets up CDO properties

code: UVRModeSettings()


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

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


className: UVRModeSettings

description: Implements the settings for VR Mode.

code: class UVRModeSettings : public [UVISettings](API\Editor\ViewportInteraction\UVISettings)

bAutokeySequences

type: uint32:  1

description: Whether or not sequences should be autokeyed.

bEnableAutoVREditMode

description: If true, wearing a Vive or Oculus Rift headset will automatically enter VR Editing mode

bShowWorldMovementGrid

description: Show the movement grid for orientation while moving through the world

bShowWorldMovementPostProcess

description: Dim the surroundings while moving through the world

bShowWorldScaleProgressBar

description: Display a progress bar while scaling that shows your current scale

DoubleClickTime

type: float

description: The maximum time in seconds between two clicks for a double-click to register

GizmoScale

description: The size of the transform gizmo

InteractorHand

type: EInteractorHand

description: Which hand should have the primary interactor laser on it.

ModeClass

description: The mode extension to use when UnrealEd is in VR mode.

description: The amount (between 0-1) you have to depress the Oculus Touch controller trigger to register a press

description: The amount (between 0-1) you have to depress the Vive controller trigger to register a press

UIBrightness

description: Adjusts the brightness of the UI panels


description: Gets the gizmo mode for selected object

code: EGizmoHandleTypes GetGizmoMode() const


description: Returns the current InputComponent. This will be NULL unless bReceivesEditorInput is set to true.

code: [UInputComponent](API\Runtime\Engine\Components\UInputComponent) * GetInputComponent() const


description: Sets whether we should actually use an HMD. Call this before activating VR mode

code: virtual void SetActuallyUsingVR ( bool bShouldActuallyUseVR )


code: bool GetReceivesEditorInput() const


description: Gets all actors that are selected in the world editor

code: static [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > GetSelectedActors()


description: Gets the trackpad slide delta

code: virtual float GetSlideDelta_Implementation() const


description: Sets the gizmo mode for selected object

code: void SetGizmoMode ( EGizmoHandleTypes InGizmoMode )


code: void SetReceivesEditorInput ( bool bInValue )


description: Sets up all components

code: virtual void SetupComponent_Implementation ( [AActor](API\Runtime\Engine\GameFramework\AActor) * OwningActor )


code: virtual void Shutdown_Implementation()


description: Default constructor

code: UVRScoutingInteractor()


className: UVRScoutingInteractor

description: Represents the interactor in the world

code: class UVRScoutingInteractor : public [UVREditorInteractor](API\Editor\VREditor\UVREditorInteractor)

FlyingIndicatorComponent

type: TObjectPtr< cla...

description: Shown in Navigation mode


code: namespace VRActionTypes { static const [FName](API\Runtime\Core\UObject\FName) VRActionTypes::ConfirmRadialSelection ( "ConfirmRadialSelection" ) }


code: namespace VRActionTypes { static const [FName](API\Runtime\Core\UObject\FName) VRActionTypes::Modifier2 ( "Modifier2" ) }


code: namespace VRActionTypes { static const [FName](API\Runtime\Core\UObject\FName) VRActionTypes::Modifier ( "Modifier" ) }


code: namespace VRActionTypes { static const [FName](API\Runtime\Core\UObject\FName) VRActionTypes::Touch ( "Touch" ) }


code: namespace VRActionTypes { static const [FName](API\Runtime\Core\UObject\FName) VRActionTypes::TrackpadDown ( "TrackpadDown" ) }


code: namespace VRActionTypes { static const [FName](API\Runtime\Core\UObject\FName) VRActionTypes::TrackpadLeft ( "TrackpadLeft" ) }


code: namespace VRActionTypes { static const [FName](API\Runtime\Core\UObject\FName) VRActionTypes::TrackpadPositionX ( "TrackpadPosition_X" ) }


code: namespace VRActionTypes { static const [FName](API\Runtime\Core\UObject\FName) VRActionTypes::TrackpadPositionY ( "TrackpadPosition_Y" ) }


code: namespace VRActionTypes { static const [FName](API\Runtime\Core\UObject\FName) VRActionTypes::TrackpadRight ( "TrackpadRight" ) }


code: namespace VRActionTypes { static const [FName](API\Runtime\Core\UObject\FName) VRActionTypes::TrackpadUp ( "TrackpadUp" ) }


code: namespace VRActionTypes { static const [FName](API\Runtime\Core\UObject\FName) VRActionTypes::TriggerAxis ( "TriggerAxis" ) }


description: The menu structure that is populated by tab spawners

module: WorkspaceMenuStructure

code: virtual const [IWorkspaceMenuStructure](API\Editor\WorkspaceMenuStructure\IWorkspaceMenuStructure) & GetWorkspaceMenuStructure() const


description: Reset the "Level Editor" category to its default state

code: virtual void ResetLevelEditorCategory()


description: Reset the "Tools" category to its default state

code: virtual void ResetToolsCategory()


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: FWorkspaceMenuStructureModule

description: The module that defines a structure of the workspace menu. Tab spawners place themselves into one of the categories/groups in this structure upon registration.

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


description: See diagram above

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FWorkspaceItem](API\Runtime\Slate\Framework\Docking\FWorkspaceItem) > GetAutomationToolsCategory() const


description: See diagram above


description: See diagram above

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FWorkspaceItem](API\Runtime\Slate\Framework\Docking\FWorkspaceItem) > GetDeveloperToolsLogCategory() const


description: Get the root of the edit menu structure. Pass this into PopulateTabSpawnerMenu()

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FWorkspaceItem](API\Runtime\Slate\Framework\Docking\FWorkspaceItem) > GetEditOptions() const


description: See diagram above

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FWorkspaceItem](API\Runtime\Slate\Framework\Docking\FWorkspaceItem) > GetLevelEditorCategory() const


description: See diagram above

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FWorkspaceItem](API\Runtime\Slate\Framework\Docking\FWorkspaceItem) > GetLevelEditorModesCategory() const


description: Get the root of the menu structure. Pass this into PopulateTabSpawnerMenu()

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FWorkspaceItem](API\Runtime\Slate\Framework\Docking\FWorkspaceItem) > GetStructureRoot() const


description: See diagram above

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FWorkspaceItem](API\Runtime\Slate\Framework\Docking\FWorkspaceItem) > GetToolsCategory() const


description: Alternate root for the Tools menu

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FWorkspaceItem](API\Runtime\Slate\Framework\Docking\FWorkspaceItem) > GetToolsStructureRoot() const


className: IWorkspaceMenuStructure

code: class IWorkspaceMenuStructure


code: namespace WorkspaceMenu { const [IWorkspaceMenuStructure](API\Editor\WorkspaceMenuStructure\IWorkspaceMenuStructure) & WorkspaceMenu::GetMenuStructure() }


code: namespace WorkspaceMenu { [FWorkspaceMenuStructureModule](API\Editor\WorkspaceMenuStructure\FWorkspaceMenuStructureModule) & WorkspaceMenu::GetModule() }


description: Creates a levels composition widget

module: WorldBrowser

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


description: Creates a levels details widget

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


description: Creates a levels hierarchy widget

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


className: FOnBrowseWorld

code: class FOnBrowseWorld : public TBaseMulticastDelegate_OneParam< void, UWorld * >


className: FOnWorldBrowserModuleShutdown

description: Delegate called when WorldBrowserModule is shutdown.

code: typedef TMulticastDelegate_NoParams< void > FOnWorldBrowserModuleShutdown


description: world model shared between all World Browser editors

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class FLevelCollectionModel > SharedWorldModel ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: Called before the module is unloaded, right before the module object is destroyed.

code: virtual void ShutdownModule()


description: Called right after the module DLL has been loaded and the module object has been created

code: virtual void StartupModule()


className: FWorldBrowserModule

description: The module holding all of the UI related pieces for SubLevels management

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

OnBrowseWorld

type: FOnBrowseWorld


description: Called to drop the specified objects on this item. Only called ifValidateDrop()allows.

code: void OnDrop ( const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragEvent, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< SWorldHierarchyImpl > Hierarchy )


description: Called to test whether the specified payload can be dropped onto this tree item

code: FValidationInfo ValidateDrop ( const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragEvent ) const


className: IDropTarget

description: Interface for validating drag/drop movement

code: struct IDropTarget


code: void AddChild ( FWorldTreeItemRef Child )


description: Appends all level models for this tree item to the supplied array

code: void AppendLevelModels ( FLevelModelList & OutLevelModels ) const


description: Can this ever become the current item?

code: virtual bool CanBeCurrent() const


description: Returns true if this item can have its parent changed

code: bool CanChangeParents() const


description: Returns true if the item can have children

code: bool CanHaveChildren() const


description: Can this item be saved?

code: virtual bool CanSave() const


description: Create the parent item for this item, if it should have one

code: FWorldTreeItemPtr CreateParent() const


className: FlagsType

code: struct FlagsType

bChildrenRequiresSort

type: bool:  1


className: FOnRenameRequest

code: typedef TBaseDelegate_NoParams< void > FOnRenameRequest


description: Generates a context menu option for this item if and only if it's the only item selected in the hierarchy

code: virtual void GenerateContextMenu ( [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, const SWorldHierarchyImpl & Hierarchy )


description: Gets the set of all ancestor paths for this item

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


code: FFolderTreeItem * GetAsFolderTreeItem() const


code: FLevelModelTreeItem * GetAsLevelModelTreeItem() const


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


description: Gets the display string for this item


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


code: virtual float GetHierarchyItemBrushWidth() const


description: Gets the ID for this tree item

code: FWorldTreeItemID GetID() const


description: Gets all level models for this tree item and its children

code: FLevelModelList GetLevelModels() const


code: virtual bool GetLevelSelectionFlag() const


description: Gets the draw color for the item

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetDrawColor() const


description: Gets the tooltip for this item's lock icon


code: FWorldTreeItemPtr GetParent() const


description: Gets the filename of the package for this item, if one exists

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


description: Gets the ID of the parent item, even if it is not yet constructed

code: FWorldTreeItemID GetParentID() const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< FLevelModel > GetRootItem() const


description: Gets the tooltip text for this item's save icon


description: Gets the sort priority of the item. A higher value means it will appear first in the list

code: int32 GetSortPriority() const


description: Gets the tooltip for this item


description: Does this item have color button controls?

code: virtual bool HasColorButtonControls() const


description: Gets the tooltip for this item's visibility icon


description: Gets the level model for this item, excluding its children

code: virtual FLevelModelList GetModel() const


description: Does this item have Kismet controls?

code: virtual bool HasKismet() const


description: Does this item have lighting controls?

code: virtual bool HasLightingControls() const


description: Can the lock state on this item be toggled?

code: virtual bool HasLockControls() const


description: Returns true if this item has an associated level model with it

code: virtual bool HasModel ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< FLevelModel > InLevelModel ) const


description: Does the item have a valid package?

code: virtual bool HasValidPackage() const


description: Can visibility on this item be toggled?

code: virtual bool HasVisibilityControls() const


description: Is this the current item?

code: virtual bool IsCurrent() const


description: Is the item dirty?

code: virtual bool IsDirty() const


code: virtual bool IsLightingScenario() const


description: Is the item loaded?

code: virtual bool IsLoaded() const


description: Is the item read-only?

code: virtual bool IsReadOnly() const


description: Is the item transient?

code: virtual bool IsTransient() const


description: Make this item the current item

code: virtual void MakeCurrent()


code: virtual void OnLockAllButSelected()


code: virtual void OnLockOnlySelected()


code: virtual void OnShowAllButSelected()


code: virtual void OnShowOnlySelected()


code: virtual void OnToggleLightingScenario()


code: virtual void OnToggleVisibility()


code: virtual void PopulateLevelModelList ( FLevelModelList & InModelList )


code: void RemoveChild ( const FWorldTreeItemRef & Child )


description: Sets the item's expansion state

code: virtual void SetExpansion ( bool bExpanded )


code: virtual void SetDrawColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Color )


description: Sets the item's locked status

code: void SetLocked ( bool bLocked )


description: Changes the parent path of this item, without changing the name of this item

code: void SetParentPath ( const [FName](API\Runtime\Core\UObject\FName) & InParentPath )


description: Sets the item's visible status

code: void SetVisible ( bool bVisible )


className: IWorldTreeItem

description: Base tree item interface for the World Browser

code: struct IWorldTreeItem : public [WorldHierarchy::IDropTarget](API\Editor\WorldBrowser\IDropTarget), public [TSharedFromThis< IWorldTreeItem >](API\Runtime\Core\Templates\TSharedFromThis)

Children

type: TArray< FWorldT...

description: The children of this tree item, if any

Flags

type: FlagsType

Parent

type: FWorldTreeItemP...

description: The parent of this tree item. Can be null.

RenameRequestEvent

type: FOnRenameReques...

SWorldHierarchy

type: friend

WorldModel

type: TWeakPtr< FLeve...


description: Utility function to get the parent path for a specific path

code: namespace WorldHierarchy { [FName](API\Runtime\Core\UObject\FName) WorldHierarchy::GetParentPath ( const [FName](API\Runtime\Core\UObject\FName) & InPath ) }


description: Convert the specified map to a world partition map.

module: WorldPartitionEditor

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


description: Creates a Content Bundle Browser widget

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


description: Creates a world partition widget

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


description: Returns if world partition is in advanced mode or not.

code: virtual bool GetAdvancedMode() const


description: Returns if bugit command in the editor is disabled or not.

code: virtual bool GetDisableBugIt() const


description: Returns if loading in the editor is disabled or not.

code: virtual bool GetDisableLoadingInEditor() const


description: Returns if pie is disabled or not.

code: virtual bool GetDisablePIE() const


description: Returns foliage grid size setting that should be assigned to newAWorldSettingsactors.

code: virtual int32 GetInstancedFoliageGridSize() const


description: Returns placement grid size setting that should be assigned to newAWorldSettingsactors.

code: virtual int32 GetPlacementGridSize() const


description: Returns if there's a content bundle in editing mode.

code: virtual bool IsEditingContentBundle() const


description: Returns if the content bundle is in editing mode.

code: virtual bool IsEditingContentBundle ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ContentBundleGuid ) const


description: Return the commandlet execution event


description: Return the commandlet post-execution event

code: virtual FOnPostExecuteCommandlet & OnPostExecuteCommandlet()


description: Return the commandlet pre-execution event

code: virtual FOnPreExecuteCommandlet & OnPreExecuteCommandlet()


description: Return the world added event.


code: virtual void SetAdvancedMode ( bool bInAdvancedMode )


code: virtual void SetDisableBugIt ( bool bInDisableBugIt )


description: Returns the threshold from which minimap generates a warning if its WorldUnitsPerPixel is above this value.

code: virtual int32 GetMinimapLowQualityWorldUnitsPerPixelThreshold() const


code: virtual void SetDisableLoadingInEditor ( bool bInDisableLoadingInEditor )


code: virtual void SetDisablePIE ( bool bInDisablePIE )


description: Called before the module is unloaded, right before the module object is destroyed.

code: virtual void ShutdownModule()


description: Called right after the module DLL has been loaded and the module object has been created

code: virtual void StartupModule()


description: Run a world partition builder for the current map. Will display a dialog to specify options for the generation.

code: virtual bool RunBuilder ( const [FRunBuilderParams](API\Runtime\Engine\WorldPartition\IWorldPartitionEditorModule\FRunBuilderParams) & InParams )


className: FWorldPartitionEditorModule

description: The module holding all of the UI related pieces for SubLevels management

code: class FWorldPartitionEditorModule : public [IWorldPartitionEditorModule](API\Runtime\Engine\WorldPartition\IWorldPartitionEditorModule)


code: static [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FContentBundleHiearchy](API\Editor\WorldPartitionEditor\WorldPartition\ContentBundle\Outliner\FContentBundleHi-) > Create ( [FContentBundleMode](API\Editor\WorldPartitionEditor\WorldPartition\ContentBundle\Outliner\FContentBundleMo-) * Mode )


description: Create a linearization of all applicable items in the hierarchy

code: virtual void CreateItems ( [TArray](API\Runtime\Core\Containers\TArray)< FSceneOutlinerTreeItemPtr > & OutItems ) const


description: Create a linearization of all direct and indirect children of a given item in the hierarchy

code: virtual void CreateChildren ( const FSceneOutlinerTreeItemPtr & Item, [TArray](API\Runtime\Core\Containers\TArray)< FSceneOutlinerTreeItemPtr > & OutChildren ) const


code: virtual ~FContentBundleHiearchy()


description: Find or optionally create a parent item for a given tree item

code: virtual FSceneOutlinerTreeItemPtr FindOrCreateParentItem ( const [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) & Item, const [TMap](API\Runtime\Core\Containers\TMap)< [FSceneOutlinerTreeItemID](API\Editor\SceneOutliner\FSceneOutlinerTreeItemID), FSceneOutlinerTreeItemPtr > & Items, bool bCreate )


className: FContentBundleHiearchy

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

code: class FContentBundleHiearchy : public [ISceneOutlinerHierarchy](API\Editor\SceneOutliner\ISceneOutlinerHierarchy)


description: Returns a context menu widget based on the current selection

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


code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ISceneOutlinerHierarchy](API\Editor\SceneOutliner\ISceneOutlinerHierarchy) > CreateHierarchy()


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


code: [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FContentBundleEditor](API\Runtime\Engine\WorldPartition\ContentBundle\FContentBundleEditor) > GetSelectedContentBundle ( [SSceneOutliner](API\Editor\SceneOutliner\SSceneOutliner) * InSceneOutliner ) const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FContentBundleEditor](API\Runtime\Engine\WorldPartition\ContentBundle\FContentBundleEditor) > GetSelectedContentBundlePin ( [SSceneOutliner](API\Editor\SceneOutliner\SSceneOutliner) * InSceneOutliner ) const


description: Called by the outliner when a tree item is double clicked

code: virtual void OnItemDoubleClick ( FSceneOutlinerTreeItemPtr Item )


description: Called by the outliner when a key is pressed

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


description: Rebuild all mode data

code: virtual void Rebuild()


code: void RegisterContextMenu()


code: void ToggleContentBundleActivation ( const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FContentBundleEditor](API\Runtime\Engine\WorldPartition\ContentBundle\FContentBundleEditor) > & ContentBundle )


code: void UnregisterContextMenu()


code: FContentBundleMode ( const [FContentBundleModeCreationParams](API\Editor\WorldPartitionEditor\WorldPartition\ContentBundle\Outliner\FContentBundleMo-_1) & Params )


code: ~FContentBundleMode()


className: FContentBundleMode

code: class FContentBundleMode : public [ISceneOutlinerMode](API\Editor\SceneOutliner\ISceneOutlinerMode)


code: FContentBundleModeCreationParams ( [SSceneOutliner](API\Editor\SceneOutliner\SSceneOutliner) * InSceneOutliner )


className: FContentBundleModeCreationParams

code: struct FContentBundleModeCreationParams

SceneOutliner

type: SSceneOutliner...


code: virtual const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > ConstructRowWidget ( FSceneOutlinerTreeItemRef TreeItem, const [STableRow](API\Runtime\Slate\Widgets\Views\STableRow)< FSceneOutlinerTreeItemPtr > & Row )


description: BeginISceneOutlinerColumnImplementation.


code: virtual bool SupportsSorting() const


code: FContentBundleOutlinerActorCountColumn ( [ISceneOutliner](API\Editor\SceneOutliner\ISceneOutliner) & SceneOutliner )


className: FContentBundleOutlinerActorCountColumn

code: class FContentBundleOutlinerActorCountColumn : public [ISceneOutlinerColumn](API\Editor\SceneOutliner\ISceneOutlinerColumn)


code: virtual void SortItems ( [TArray](API\Runtime\Core\Containers\TArray)< FSceneOutlinerTreeItemPtr > & OutItems, const [EColumnSortMode::Type](API\Runtime\Slate\Widgets\Views\EColumnSortMode__Type) SortMode ) const


code: FContentBundleOutlinerClientColumn ( [ISceneOutliner](API\Editor\SceneOutliner\ISceneOutliner) & SceneOutliner )


className: FContentBundleOutlinerClientColumn

code: class FContentBundleOutlinerClientColumn : public [ISceneOutlinerColumn](API\Editor\SceneOutliner\ISceneOutlinerColumn)


code: FContentBundleOutlinerEditingColumn ( [ISceneOutliner](API\Editor\SceneOutliner\ISceneOutliner) & SceneOutliner )


className: FContentBundleOutlinerEditingColumn

code: class FContentBundleOutlinerEditingColumn : public [ISceneOutlinerColumn](API\Editor\SceneOutliner\ISceneOutlinerColumn)


code: FContentBundleOutlinerStatusColumn ( [ISceneOutliner](API\Editor\SceneOutliner\ISceneOutliner) & SceneOutliner )


className: FContentBundleOutlinerStatusColumn

code: class FContentBundleOutlinerStatusColumn : public [ISceneOutlinerColumn](API\Editor\SceneOutliner\ISceneOutlinerColumn)


description: Check whether it should be possible to interact with this tree item

code: virtual bool CanInteract() const


code: bool Filter ( [FFilterPredicate](API\Editor\SceneOutliner\ISceneOutlinerTreeItem\FFilterPredicate) Pred ) const


className: FFilterPredicate

code: typedef TBaseDelegate_OneParam< bool, const [FContentBundleEditor](API\Runtime\Engine\WorldPartition\ContentBundle\FContentBundleEditor) * > FFilterPredicate


code: FInitializationValues &40; const TWeakPtr< FContentBundleEditor > & InContentBundleEditor, const FContentBundleMode & InMode &41;


className: FInitializationValues

code: struct FInitializationValues

ContentBundleEditor

type: constTWeakPtr<...

Mode

type: constFContentB...


className: FInteractivePredicate

code: typedef TBaseDelegate_OneParam< bool, const [FContentBundleEditor](API\Runtime\Engine\WorldPartition\ContentBundle\FContentBundleEditor) * > FInteractivePredicate


description: Generate the label widget for this item

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GenerateLabelWidget ( [ISceneOutliner](API\Editor\SceneOutliner\ISceneOutliner) & Outliner, const [STableRow](API\Runtime\Slate\Widgets\Views\STableRow)< FSceneOutlinerTreeItemPtr > & InRow )


description: Get the raw string to display for this tree item - used for sorting

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


description: Get the ID that represents this tree item. Used to reference this item in a map

code: virtual [FSceneOutlinerTreeItemID](API\Editor\SceneOutliner\FSceneOutlinerTreeItemID) GetID() const


code: bool GetInteractiveState ( [FInteractivePredicate](API\Editor\SceneOutliner\ISceneOutlinerTreeItem\FInteractivePredicate) Pred ) const


description: BeginISceneOutlinerTreeItemImplementation

code: virtual bool IsValid() const


className: Type

code: static const [FSceneOutlinerTreeItemType](API\Editor\SceneOutliner\FSceneOutlinerTreeItemType) Type;


code: FContentBundleTreeItem ( const [FInitializationValues](API\Editor\WorldPartitionEditor\WorldPartition\ContentBundle\Outliner\FContentBundleTr-\FInitializationV-) & InitializationValues )


className: FContentBundleTreeItem

code: struct FContentBundleTreeItem : public [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem)


code: void Construct ( const [FArguments](API\Editor\SceneOutliner\SSceneOutliner\FArguments) & InArgs, const [FSceneOutlinerInitializationOptions](API\Editor\SceneOutliner\FSceneOutlinerInitializationOpti-) & InitOptions )


code: SContentBundleOutliner()


code: void SelectContentBundle ( const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FContentBundleEditor](API\Runtime\Engine\WorldPartition\ContentBundle\FContentBundleEditor) > & ContentBundle )


code: virtual ~SContentBundleOutliner()


className: SContentBundleOutliner

code: class SContentBundleOutliner : public [SSceneOutliner](API\Editor\SceneOutliner\SSceneOutliner)


code: void Construct ( const [FArguments](API\Editor\WorldPartitionEditor\WorldPartition\ContentBundle\SContentBundleBr-\FArguments) & InArgs )


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

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


className: SContentBundleBrowser

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


code: bool ActivateContentBundleEditing ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FContentBundleEditor](API\Runtime\Engine\WorldPartition\ContentBundle\FContentBundleEditor) > & ContentBundleEditor )


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


code: bool DeactivateContentBundleEditing ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FContentBundleEditor](API\Runtime\Engine\WorldPartition\ContentBundle\FContentBundleEditor) > & ContentBundleEditor )


code: virtual void DoDenitialize()


code: virtual void DoInitialize()


code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetActorEditorContextWidget ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld ) const


code: virtual bool GetActorEditorContextDisplayInfo ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [FActorEditorContextClientDisplayInfo](API\Editor\UnrealEd\FActorEditorContextClientDisplay-) & OutDiplayInfo ) const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FContentBundleEditor](API\Runtime\Engine\WorldPartition\ContentBundle\FContentBundleEditor) > GetEditorContentBundle ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ContentBundleGuid ) const


code: virtual FOnActorEditorContextClientChanged & GetOnActorEditorContextClientChanged()


code: bool IsEditingContentBundle() const


code: bool IsEditingContentBundle ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ContentBundleGuid ) const


code: bool IsEditingContentBundle ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FContentBundleEditor](API\Runtime\Engine\WorldPartition\ContentBundle\FContentBundleEditor) > & ContentBundleEditor ) const


code: virtual void OnExecuteActorEditorContextAction ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const EActorEditorContextAction & InType, [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


className: UContentBundleEditingSubmodule


code: virtual bool ActivateContentBundleEditing ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FContentBundleEditor](API\Runtime\Engine\WorldPartition\ContentBundle\FContentBundleEditor) > & ContentBundleEditor ) const


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


code: virtual bool DeactivateContentBundleEditing ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FContentBundleEditor](API\Runtime\Engine\WorldPartition\ContentBundle\FContentBundleEditor) > & ContentBundleEditor ) const


code: void DeselectActors ( [FContentBundleEditor](API\Runtime\Engine\WorldPartition\ContentBundle\FContentBundleEditor) & EditorContentBundle )


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FContentBundleEditor](API\Runtime\Engine\WorldPartition\ContentBundle\FContentBundleEditor) > GetEditorContentBundleForActor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FContentBundleEditor](API\Runtime\Engine\WorldPartition\ContentBundle\FContentBundleEditor) > GetEditorContentBundle ( const [UContentBundleDescriptor](API\Runtime\Engine\WorldPartition\ContentBundle\UContentBundleDescriptor) * ContentBundleDescriptor ) const


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FContentBundleEditor](API\Runtime\Engine\WorldPartition\ContentBundle\FContentBundleEditor) > GetEditorContentBundle ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ContentBundleGuid ) const


description: Implement this for initialization of instances of the system

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


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


code: bool IsContentBundleEditingActivated ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FContentBundleEditor](API\Runtime\Engine\WorldPartition\ContentBundle\FContentBundleEditor) > & ContentBundleEditor ) const


code: virtual bool IsEditingContentBundle() const


code: virtual void NotifyContentBundleAdded ( const [FContentBundleEditor](API\Runtime\Engine\WorldPartition\ContentBundle\FContentBundleEditor) * ContentBundle )


code: virtual void NotifyContentBundleRemoved ( const [FContentBundleEditor](API\Runtime\Engine\WorldPartition\ContentBundle\FContentBundleEditor) * ContentBundle )


code: virtual void NotifyContentBundleRemovedContent ( const [FContentBundleEditor](API\Runtime\Engine\WorldPartition\ContentBundle\FContentBundleEditor) * ContentBundle )


code: virtual void NotifyContentBundleInjectedContent ( const [FContentBundleEditor](API\Runtime\Engine\WorldPartition\ContentBundle\FContentBundleEditor) * ContentBundle )


code: virtual void NotifyContentBundleChanged ( const [FContentBundleEditor](API\Runtime\Engine\WorldPartition\ContentBundle\FContentBundleEditor) * ContentBundle )


code: virtual void PopContentBundleEditing()


code: virtual void PushContentBundleEditing()


code: void SelectActors ( [FContentBundleEditor](API\Runtime\Engine\WorldPartition\ContentBundle\FContentBundleEditor) & EditorContentBundle )


code: void ReferenceAllActors ( [FContentBundleEditor](API\Runtime\Engine\WorldPartition\ContentBundle\FContentBundleEditor) & EditorContentBundle )


code: void UnreferenceAllActors ( [FContentBundleEditor](API\Runtime\Engine\WorldPartition\ContentBundle\FContentBundleEditor) & EditorContentBundle )


code: UContentBundleEditorSubsystem()


className: UContentBundleEditorSubsystem

code: class UContentBundleEditorSubsystem : public [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem), public [IContentBundleEditorSubsystemInterface](API\Runtime\Engine\WorldPartition\ContentBundle\IContentBundleEd-)


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


code: virtual void DoInitialize()


code: virtual void DoDenitialize()


code: bool IsInitialize() const


className: UContentBundleEditorSubsystemModule

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


code: virtual const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > ConstructRowWidget ( FSceneOutlinerTreeItemRef TreeItem, const [STableRow](API\Runtime\Slate\Widgets\Views\STableRow)< FSceneOutlinerTreeItemPtr > & Row )


className: ID

description: EndISceneOutlinerColumnImplementation.


code: virtual bool SupportsSorting() const


code: FWorldPartitionActorFilterColumn ( [ISceneOutliner](API\Editor\SceneOutliner\ISceneOutliner) & SceneOutliner )


className: FWorldPartitionActorFilterColumn

code: class FWorldPartitionActorFilterColumn : public [ISceneOutlinerColumn](API\Editor\SceneOutliner\ISceneOutlinerColumn)


code: static [FSceneOutlinerTreeItemID](API\Editor\SceneOutliner\FSceneOutlinerTreeItemID) ComputeTreeItemID ( const [FWorldPartitionActorFilterDataLayerItem::FTreeItemData](API\Editor\WorldPartitionEditor\WorldPartition\Filter\FWorldPartitionA-_1\FTreeItemData) & InData )


code: FTreeItemData &40; const FWorldPartitionActorFilter &42; InFilter, const FSoftObjectPath & InAssetPath &41;


className: FTreeItemData

code: struct FTreeItemData

AssetPath

type: constFSoftObje...

Filter

type: constFWorldPar...


code: const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & GetAssetPath() const


code: bool GetDefaultValue() const


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


code: const [FWorldPartitionActorFilter](API\Runtime\Engine\WorldPartition\Filter\FWorldPartitionActorFilter) * GetFilter() const


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


code: virtual [FSceneOutlinerTreeItemID](API\Editor\SceneOutliner\FSceneOutlinerTreeItemID) GetID() const


code: virtual bool IsValid() const


code: static const [FSceneOutlinerTreeItemType](API\Editor\SceneOutliner\FSceneOutlinerTreeItemType) Type;


code: FWorldPartitionActorFilterDataLayerItem ( const [FTreeItemData](API\Editor\WorldPartitionEditor\WorldPartition\Filter\FWorldPartitionA-_1\FTreeItemData) & InData )


className: FWorldPartitionActorFilterDataLayerItem


code: static [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FWorldPartitionActorFilterHierarchy](API\Editor\WorldPartitionEditor\WorldPartition\Filter\FWorldPartitionA-_2) > Create ( [FWorldPartitionActorFilterMode](API\Editor\WorldPartitionEditor\WorldPartition\Filter\FWorldPartitionA-_5) * Mode )


code: virtual void CreateChildren ( const FSceneOutlinerTreeItemPtr & Item, [TArray](API\Runtime\Core\Containers\TArray)< FSceneOutlinerTreeItemPtr > & OutChildren ) const


code: virtual void CreateChildren &40; const FSceneOutlinerTreeItemPtr & Item, TArray< FSceneOutlinerTreeItemPtr > & OutItems, bool bRecursive &41; const


code: virtual FSceneOutlinerTreeItemPtr FindOrCreateParentItem ( const [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) & Item, const [TMap](API\Runtime\Core\Containers\TMap)< [FSceneOutlinerTreeItemID](API\Editor\SceneOutliner\FSceneOutlinerTreeItemID), FSceneOutlinerTreeItemPtr > & Items, bool bCreate )


code: virtual void CreateItems ( [TArray](API\Runtime\Core\Containers\TArray)< FSceneOutlinerTreeItemPtr > & OutItems ) const


className: FWorldPartitionActorFilterHierarchy

code: class FWorldPartitionActorFilterHierarchy : public [ISceneOutlinerHierarchy](API\Editor\SceneOutliner\ISceneOutlinerHierarchy)


code: static [FSceneOutlinerTreeItemID](API\Editor\SceneOutliner\FSceneOutlinerTreeItemID) ComputeTreeItemID ( const [FWorldPartitionActorFilterItem::FTreeItemData](API\Editor\WorldPartitionEditor\WorldPartition\Filter\FWorldPartitionA-_3\FTreeItemData) & InData )


code: FTreeItemData &40; const FWorldPartitionActorFilter &42; InFilter &41;


code: struct FTreeItemData


code: FWorldPartitionActorFilterItem ( const [FTreeItemData](API\Editor\WorldPartitionEditor\WorldPartition\Filter\FWorldPartitionA-_3\FTreeItemData) & InData )


className: FWorldPartitionActorFilterItem

code: struct FWorldPartitionActorFilterItem : public [FWorldPartitionActorFilterItemBase](API\Editor\WorldPartitionEditor\WorldPartition\Filter\FWorldPartitionA-_4)


code: virtual bool CanInteract() const


description: Generate the label widget for this item

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GenerateLabelWidget ( [ISceneOutliner](API\Editor\SceneOutliner\ISceneOutliner) & Outliner, const [STableRow](API\Runtime\Slate\Widgets\Views\STableRow)< FSceneOutlinerTreeItemPtr > & InRow )


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


code: FWorldPartitionActorFilterItemBase ( [FSceneOutlinerTreeItemType](API\Editor\SceneOutliner\FSceneOutlinerTreeItemType) InType )


className: FWorldPartitionActorFilterItemBase

code: struct FWorldPartitionActorFilterItemBase : public [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem)


code: void Apply ( [FWorldPartitionActorFilter](API\Runtime\Engine\WorldPartition\Filter\FWorldPartitionActorFilter) & InOutResult ) const


code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ISceneOutlinerHierarchy](API\Editor\SceneOutliner\ISceneOutlinerHierarchy) > CreateHierarchy()


code: void Apply &40; FWorldPartitionActorFilter &42; Result &41; const


code: FDataLayerFilter &40; bool bInOverride, bool bInIncluded &41;


className: FDataLayerFilter

description:
FDataLayerFilter(
bool bInOverride,bool bInIncluded)

code: struct FDataLayerFilter


code: FFilter &40; TSharedPtr< FWorldPartitionActorFilter > LevelFilter, const TArray< const FWorldPartitionActorFilter &42; > & SelectedFilters &41;


className: FFilter

description: Struct holding multi selection values that might be null if they differ between actors

code: class FFilter


code: [FFilter::FDataLayerFilters](API\Editor\WorldPartitionEditor\WorldPartition\Filter\FWorldPartitionA-_5\FFilter\FDataLayerFilter-) & FindChecked ( const [FWorldPartitionActorFilter](API\Runtime\Engine\WorldPartition\Filter\FWorldPartitionActorFilter) * InFilter ) const


code: const [FWorldPartitionActorFilter](API\Runtime\Engine\WorldPartition\Filter\FWorldPartitionActorFilter) * GetFilter() const


description: Get the sort priority of an item

code: virtual int32 GetTypeSortPriority ( const [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) & Item ) const


description: Rebuild all mode data

code: virtual void Rebuild()


className: FWorldPartitionActorFilterMode

code: class FWorldPartitionActorFilterMode : public [ISceneOutlinerMode](API\Editor\SceneOutliner\ISceneOutlinerMode)


code: FWorldPartitionActorFilterMode ( [SSceneOutliner](API\Editor\SceneOutliner\SSceneOutliner) * InSceneOutliner, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FFilter](API\Editor\WorldPartitionEditor\WorldPartition\Filter\FWorldPartitionA-_5\FFilter) > InFilter )


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

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


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

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


description: Registered (FLevelInstanceEditorModule::StartupModule) Property Customization for properties of typeFWorldPartitionActorFilter.

code: struct FWorldPartitionActorFilterPropertyTypeCustomization : public [IPropertyTypeCustomization](API\Editor\PropertyEditor\IPropertyTypeCustomization)


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

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


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


className: UHLODLayerFactory

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


code: void Construct ( const [FArguments](API\Editor\WorldPartitionEditor\WorldPartition\SWorldPartitionE-\FArguments) & InArgs )


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


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWorldPartitionEditorGrid](API\Editor\WorldPartitionEditor\WorldPartition\SWorldPartitionEditorGrid) > CreateInstance ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWorldPartitionEditorGrid](API\Editor\WorldPartitionEditor\WorldPartition\SWorldPartitionEditorGrid) > & InPtr, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

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


code: virtual int64 GetSelectionSnap() const


code: int64 GetSelectionSnap &40; float & FadeRatio, float & CellScreenSize &41; const


code: virtual int32 PaintGrid ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & MyCullingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & OutDrawElements, int32 LayerId ) const


className: WantedCellScreenSize

code: static float WantedCellScreenSize = 64.0f;


className: SWorldPartitionEditorGridSpatialHash

code: class SWorldPartitionEditorGridSpatialHash : public [SWorldPartitionEditorGrid2D](API\Editor\WorldPartitionEditor\WorldPartition\SWorldPartitionEditorGrid2D)


code: void Construct ( const [FArguments](API\Editor\WorldPartitionEditor\WorldPartition\SWorldPartitionEditor\FArguments) & InArgs )


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


code: virtual void Reconstruct()


code: virtual void FocusBox ( const FBox & Box ) const


code: virtual void Refresh()


code: ~SWorldPartitionEditor()


className: SWorldPartitionEditor

code: class SWorldPartitionEditor : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget), public [IWorldPartitionEditor](API\Runtime\Engine\WorldPartition\IWorldPartitionEditor)


description:
Note thatComputeDesiredSize()is meant as an aide to the developer. It is NOT meant to be very robust in many cases. If your widget is simulating a bouncing ball, you should just return a reasonable size; e.g. 160x160. Let the programmer set up a reasonable rule of resizing the bouncy ball simulation.
The desired size.

code: virtual FVector2D ComputeDesiredSize ( float LayoutScaleMultiplier ) const


code: void Construct ( const [FArguments](API\Editor\WorldPartitionEditor\WorldPartition\SWorldPartitionEditorGrid\FArguments) & InArgs )


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWorldPartitionEditorGrid](API\Editor\WorldPartitionEditor\WorldPartition\SWorldPartitionEditorGrid) > CreateInstance ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWorldPartitionEditorGrid](API\Editor\WorldPartitionEditor\WorldPartition\SWorldPartitionEditorGrid) > & InPtr, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


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


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


description: Should be renamed to GetVisibleChildren (not ALL children will be returned in all cases).

code: virtual [FChildren](API\Runtime\SlateCore\Layout\FChildren) * GetChildren()


code: bool GetObserverView ( FVector & Location, FRotator & Rotation ) const


code: static [PartitionEditorGridCreateInstanceFunc](API\Runtime\Core\GenericPlatform\TFunction) GetPartitionEditorGridCreateInstanceFunc ( [FName](API\Runtime\Core\UObject\FName) Name )


code: typedef FArguments WidgetArgsType


code: bool GetPlayerView ( FVector & Location, FRotator & Rotation ) const


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


code: const [UWorldPartition](API\Runtime\Engine\WorldPartition\UWorldPartition) * GetWorldPartition() const


description: Compute the Geometry of all the children and add populate the ArrangedChildren list with their values. Each type of Layout panel should arrange children based on desired behavior.

code: virtual void OnArrangeChildren ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, [FArrangedChildren](API\Runtime\SlateCore\Layout\FArrangedChildren) & ArrangedChildren ) const


className: PartitionEditorGridCreateInstanceFunc


description: Interface to register world partition editors.

code: static void RegisterPartitionEditorGridCreateInstanceFunc ( [FName](API\Runtime\Core\UObject\FName) Name, [PartitionEditorGridCreateInstanceFunc](API\Runtime\Core\GenericPlatform\TFunction) CreateFunc )


code: SWorldPartitionEditorGrid()


className: SWorldPartitionEditorGrid

description: Base class for world partition editors (goes hand in hand with correspondingUWorldPartitionclass via GetWorldPartitionEditorName)

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


code: void ClearSelection()


code: void ConvertSelectedRegionsToActors()


code: void CreateRegionFromSelection()


code: int32 DrawTextLabel ( [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & OutDrawElements, int32 LayerId, const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const [FString](API\Runtime\Core\Containers\FString) & Label, const FVector2D & Pos, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Color, const [FSlateFontInfo](API\Runtime\SlateCore\Fonts\FSlateFontInfo) & Font ) const


description: Initialize commands

code: virtual void RegisterCommands&40;&41;


className: FEditorCommands

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

BugItHere

type: TSharedPtr<FUI...


code: static uint32 GetKeyHash &40; KeyInitType Key &41;


code: static bool Matches &40; KeyInitType A, KeyInitType B &41;


code: static KeyInitType GetSetKey &40; ElementInitType Entry &41;


className: FKeyFuncs

code: struct FKeyFuncs : public [BaseKeyFuncs< TWeakInterfacePtr< IWorldPartitionActorLoaderInterface >, TWeakInterfacePtr< IWorldPartitionActorLoaderInterface >, false >](API\Runtime\Core\Containers\BaseKeyFuncs)


className: FLoaderInterfaceStack


code: virtual void FocusBox ( const FBox & Box ) const


code: virtual [FChildren](API\Runtime\SlateCore\Layout\FChildren) * GetChildren()


code: virtual int64 GetSelectionSnap() const


code: bool IsFollowPlayerInPIE() const


code: bool IsInteractive() const


code: void LoadSelectedRegions()


code: void MoveCameraHere()


code: virtual void OnArrangeChildren ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, [FArrangedChildren](API\Runtime\SlateCore\Layout\FArrangedChildren) & ArrangedChildren ) const


description: The system asks each widget under the mouse to provide a cursor. This event is bubbled.FCursorReply::Unhandled()if the event is not handled; returnFCursorReply::Cursor()otherwise.

code: virtual [FCursorReply](API\Runtime\SlateCore\Input\FCursorReply) OnCursorQuery ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & CursorEvent ) const


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

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


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

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


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

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


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

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


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

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


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

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


code: virtual uint32 PaintActors ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & MyCullingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & OutDrawElements, uint32 LayerId ) const


code: virtual int32 PaintMeasureTool ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & MyCullingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & OutDrawElements, int32 LayerId ) const


code: virtual int32 PaintGrid ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & MyCullingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & OutDrawElements, int32 LayerId ) const


code: virtual int32 PaintMinimap ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & MyCullingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & OutDrawElements, int32 LayerId ) const


code: virtual uint32 PaintSelection ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & MyCullingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & OutDrawElements, uint32 LayerId ) const


code: virtual int32 PaintSoftwareCursor ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & MyCullingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & OutDrawElements, int32 LayerId ) const


code: virtual uint32 PaintTextInfo ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & MyCullingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & OutDrawElements, uint32 LayerId ) const


code: virtual uint32 PaintViewer ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & MyCullingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & OutDrawElements, uint32 LayerId ) const


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

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


code: void UnloadSelectedRegions()


code: void UpdateSelectionBox ( bool bSnap )


description: Minimap.

code: void UpdateWorldMiniMapDetails()


code: void UpdateTransform() const


code: class SWorldPartitionEditorGrid2D : public [SWorldPartitionEditorGrid](API\Editor\WorldPartitionEditor\WorldPartition\SWorldPartitionEditorGrid)

bFollowPlayerInPIE

type: bool

ChildSlot

type: FSingleWidgetCh...

CommandList

type: constTSharedRe...

DirtyActorGuids

type: TSet<FGuid>

HoveredLoaderInterface

type: FLoaderInterfac...

PaintTime

type: double

Scale

type: float

SelectBox

type: FBox

ShownActorGuids

description: Updated every tick.

SmallLayoutFont

type: FSlateFontInfo

TickTime

description: Profiling.

ViewportWidget

type: TSharedPtr<SWo...

WorldMiniMapBrush

type: FSlateBrush


className: UWorldPartitionConvertOptions

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

CommandletClass

type: TSubclassOf<UW...

LongPackageName

type: FString


code: UWorldPartitionEditorSettings()


className: UWorldPartitionEditorSettings

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


description: Adds ability system attribute defaults from this game feature

module: AbilitySystemGameFeatureActions

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, Meta=(DisplayName="Add Attribute Defaults")) class UGameFeatureAction_AddAttributeDefaults : public [UGameFeatureAction](API\Plugins\GameFeatures\UGameFeatureAction)

AttribDefaultTableNames

type: TArray<FSoftOb...

description: List of attribute default tables to add


description: Called when the object owning the action is registered for possible activation, this is called even if a feature never activates

code: virtual void OnGameFeatureRegistering()


module: ACLPlugin

code: virtual void * allocate ( size_t size, size_t alignment )


code: virtual void deallocate ( void * ptr, size_t size )


className: ACLAllocator

description: The ACL allocator implementation simply forwards to the default heap allocator.

code: class ACLAllocator : public iallocator


className: ACLCompressionLevel

description: An enum for ACL compression levels.

code: enum ACLCompressionLevel { ACLCL_Lowest, ACLCL_Low, ACLCL_Medium, ACLCL_High, ACLCL_Highest, }


className: ACLSafetyFallbackResult

description: An enum that represents the result of attempting to use a safety fallback codec.

code: enum ACLSafetyFallbackResult { Success, Failure, Ignored, }


className: ACLVectorFormat

description: An enum for ACL Vector3 formats.

code: enum ACLVectorFormat { ACLVF_Vector3_96, ACLVF_Vector3_Variable, }


className: ACLVisualFidelity

description: An enum to represent the ACL visual fidelity level.

code: enum ACLVisualFidelity { Highest, Medium, Lowest, }


className: ACLVisualFidelityChangeResult

description: An enum to represent the result of latent visual fidelity change requests.

code: enum ACLVisualFidelityChangeResult { Dispatched, Completed, Failed, }


className: BuildACLTransformTrackArray

code: acl::track_array_qvvf BuildACLTransformTrackArray ( [ACLAllocator](API\Plugins\ACLPlugin\ACLAllocator) & AllocatorImpl, const [FCompressibleAnimData](API\Runtime\Engine\Animation\FCompressibleAnimData) & CompressibleAnimData, float DefaultVirtualVertexDistance, float SafeVirtualVertexDistance, bool bBuildAdditiveBase )


description: ICompressedAnimDataimplementation.

code: virtual void Bind ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint8 > BulkData )


code: virtual int64 GetApproxCompressedSize() const


code: const acl::compressed_tracks * GetCompressedTracks() const


className: ACLRotationFormat

description: UE4 equivalents for some ACL enums An enum for ACL rotation formats.

code: enum ACLRotationFormat { ACLRF_Quat_128, ACLRF_QuatDropW_96, ACLRF_QuatDropW_Variable, }


className: FACLCompressedAnimData

code: struct FACLCompressedAnimData : public [ICompressedAnimData](API\Runtime\Engine\Animation\ICompressedAnimData)

CompressedByteStream

type: TArrayView< uin...

description: Holds the compressed_tracks instance


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


description: ICompressedAnimDataimplementation.


className: FFidelityChangeRequest

description: Represents a pending visual fidelity change request

code: struct FFidelityChangeRequest

Fidelity

type: ACLVisualFideli...


className: FACLDatabaseCompressedAnimData

code: struct FACLDatabaseCompressedAnimData : public [ICompressedAnimData](API\Runtime\Engine\Animation\ICompressedAnimData)

Codec

type: constUAnimBone...

description: The codec instance that owns us.

CompressedByteStream

description: Maps the compressed_tracks instance. Used in cooked build only.

CompressedClip

type: TArray< uint8 >

description: Holds the compressed_tracks instance for the anim sequence

DatabaseContext

description: Maps the database context instance. Used in cooked build only.

SequenceNameHash

description: The sequence name hash that owns this data.


className: GetCompressionLevel

code: acl::compression_level8 GetCompressionLevel ( [ACLCompressionLevel](API\Plugins\ACLPlugin\ACLCompressionLevel) Level )


className: GetVectorFormat

code: acl::vector_format8 GetVectorFormat ( [ACLVectorFormat](API\Plugins\ACLPlugin\ACLVectorFormat) Format )


className: GetRotationFormat

description: Editor only utilities

code: acl::rotation_format8 GetRotationFormat ( [ACLRotationFormat](API\Plugins\ACLPlugin\ACLRotationFormat) Format )


code: static [IACLPlugin](API\Plugins\ACLPlugin\IACLPlugin) & Get()


className: IACLPlugin

description: The main ACL plugin module interface.

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


className: QuatCast

code: rtm::quatf RTM_SIMD_CALL QuatCast ( const FQuat4d & Input )


code: rtm::quatf RTM_SIMD_CALL QuatCast ( const FQuat4f & Input )


code: FQuat4f RTM_SIMD_CALL QuatCast ( rtm::quatf_arg0 Input )


className: QuatCastD

code: FQuat RTM_SIMD_CALL QuatCastD ( rtm::quatf_arg0 Input )


className: TransformCast

code: rtm::qvvf RTM_SIMD_CALL TransformCast ( const FTransform & Input )


code: FTransform RTM_SIMD_CALL TransformCast ( rtm::qvvf_arg0 Input )


description: UObjectimplementation.

code: virtual void BeginDestroy()


description: Retrieves the current visual fidelity level.


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Animation|ACL", Meta=(DisplayName="Get Database Visual Fidelity")) static [ACLVisualFidelity](API\Plugins\ACLPlugin\ACLVisualFidelity) GetVisualFidelity ( [UAnimationCompressionLibraryDatabase](API\Plugins\ACLPlugin\UAnimationCompressionLibraryData-) * DatabaseAsset )


description: UObjectimplementation.

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


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

code: virtual void PostLoad()


description: Objects created from within PreSave will NOT have PreSave called on them!!!

code: virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


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

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


description: Initiate a latent database change in visual fidelity by streaming in/out as necessary.

code: void SetVisualFidelity ( [ACLVisualFidelity](API\Plugins\ACLPlugin\ACLVisualFidelity) VisualFidelity )


description: Initiate a latent database change in quality by streaming in/out as necessary.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Animation|ACL", Meta=(DisplayName="Set Database Visual Fidelity", WorldContext="WorldContextObject", Latent, LatentInfo="LatentInfo", ExpandEnumAsExecs="Result")) static void SetVisualFidelity ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [FLatentActionInfo](API\Runtime\Engine\Engine\FLatentActionInfo) LatentInfo, [UAnimationCompressionLibraryDatabase](API\Plugins\ACLPlugin\UAnimationCompressionLibraryData-) * DatabaseAsset, [ACLVisualFidelityChangeResult](API\Plugins\ACLPlugin\ACLVisualFidelityChangeResult) & Result, [ACLVisualFidelity](API\Plugins\ACLPlugin\ACLVisualFidelity) VisualFidelity )


description: Updates the internal list of anim sequences that reference this database. Returns whether or not anything changed.


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


className: UAnimationCompressionLibraryDatabase

description: An ACL database object references severalUAnimSequenceinstances that it contains.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, Config=Engine, Meta=(DisplayName="ACL Database")) class UAnimationCompressionLibraryDatabase : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Decompress a single bone.

code: virtual void DecompressBone ( [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext, int32 TrackIndex, FTransform & OutAtom ) const


description: UAnimBoneCompressionCodecimplementation.

code: virtual void DecompressPose ( [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext, const BoneTrackArray & RotationPairs, const BoneTrackArray & TranslationPairs, const BoneTrackArray & ScalePairs, [TArrayView](API\Runtime\Core\Containers\TArrayView)< FTransform > & OutAtoms ) const


description: UAnimBoneCompressionCodec_ACLBaseimplementation

code: virtual void GetCompressionSettings ( acl::compression_settings & OutSettings, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform ) const


description: Party code - Epic Games End

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< class [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * > GetOptimizationTargets() const


description: UAnimBoneCompressionCodecimplementation

code: virtual void PopulateDDCKey ( const [UE::Anim::Compression::FAnimDDCKeyArgs](API\Runtime\Engine\Animation\FAnimDDCKeyArgs) & KeyArgs, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


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


description: Uses the open source Animation Compression Library with default settings suitable for general purpose animations.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, Config=Engine, Meta=(DisplayName="Anim Compress ACL")) class UAnimBoneCompressionCodec_ACL : public [UAnimBoneCompressionCodec_ACLBase](API\Plugins\ACLPlugin\UAnimBoneCompressionCodec_ACLBas-)

OptimizationTargets

type: TArray<TObject...

description: The skeletal meshes used to estimate the skinning deformation during compression.


code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ICompressedAnimData](API\Runtime\Engine\Animation\ICompressedAnimData) > AllocateAnimData() const


description: Handles Byte-swapping incoming animation data from a MemoryReader

code: virtual void ByteSwapIn ( [ICompressedAnimData](API\Runtime\Engine\Animation\ICompressedAnimData) & AnimData, [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint8 > CompressedData, [FMemoryReader](API\Runtime\Core\Serialization\FMemoryReader) & MemoryStream ) const


description: Handles Byte-swapping outgoing animation data to an array of BYTEs

code: virtual void ByteSwapOut ( [ICompressedAnimData](API\Runtime\Engine\Animation\ICompressedAnimData) & AnimData, [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint8 > CompressedData, [FMemoryWriter](API\Runtime\Core\Serialization\FMemoryWriter) & MemoryStream ) const


code: virtual [ACLSafetyFallbackResult](API\Plugins\ACLPlugin\ACLSafetyFallbackResult) ExecuteSafetyFallback ( acl::iallocator & Allocator, const acl::compression_settings & Settings, const acl::track_array_qvvf & RawClip, const acl::track_array_qvvf & BaseClip, const acl::compressed_tracks & CompressedClipData, const [FCompressibleAnimData](API\Runtime\Engine\Animation\FCompressibleAnimData) & CompressibleAnimData, [FCompressibleAnimDataResult](API\Runtime\Engine\Animation\FCompressibleAnimDataResult) & OutResult )


description: Party code - Epic Games Begin


description: Our implementation.

code: virtual bool UseDatabase() const


code: virtual void RegisterWithDatabase ( const [FCompressibleAnimData](API\Runtime\Engine\Animation\FCompressibleAnimData) & CompressibleAnimData, [FCompressibleAnimDataResult](API\Runtime\Engine\Animation\FCompressibleAnimDataResult) & OutResult )


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


code: virtual bool Compress ( const [FCompressibleAnimData](API\Runtime\Engine\Animation\FCompressibleAnimData) & CompressibleAnimData, [FCompressibleAnimDataResult](API\Runtime\Engine\Animation\FCompressibleAnimDataResult) & OutResult )


description: The base codec implementation for ACL support.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, MinimalAPI) class UAnimBoneCompressionCodec_ACLBase : public [UAnimBoneCompressionCodec](API\Runtime\Engine\Animation\UAnimBoneCompressionCodec)

CompressionLevel

type: TEnumAsByte<AC...

description: The compression level to use.

DefaultVirtualVertexDistance

description: The default virtual vertex distance for normal bones.

ErrorThreshold

description: The error threshold to use when optimizing and compressing the animation sequence.

GetOptimizationTargets

type: void virtual Ge...

description: Party code - Epic Games Begin

SafeVirtualVertexDistance

description: The virtual vertex distance for bones that requires extra accuracy.


description: Decompress a single bone.


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


description: Uses the open source Animation Compression Library with custom settings suitable for debugging purposes.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, Config=Engine, Meta=(DisplayName="Anim Compress ACL Custom")) class UAnimBoneCompressionCodec_ACLCustom : public [UAnimBoneCompressionCodec_ACLBase](API\Plugins\ACLPlugin\UAnimBoneCompressionCodec_ACLBas-)

ConstantRotationThresholdAngle

description: The threshold used to detect constant rotation tracks.

ConstantScaleThreshold

description: The threshold used to detect constant scale tracks.

ConstantTranslationThreshold

description: The threshold used to detect constant translation tracks.

RotationFormat

description: The rotation format to use.

ScaleFormat

description: The scale format to use.

TranslationFormat

description: The translation format to use.


description: Decompresses all the specified bone tracks. The caller is responsible for pre-filling the output pose with sensible values (e.g. reference/bind/additive identity pose) as the codec will only decompress and write out tracks that are contained in the compressed data.

code: virtual void DecompressPose ( [FAnimSequenceDecompressionContext](API\Runtime\Engine\Animation\FAnimSequenceDecompressionContex-) & DecompContext, const BoneTrackArray & RotationPairs, const BoneTrackArray & TranslationPairs, const BoneTrackArray & ScalePairs, [TArrayView](API\Runtime\Core\Containers\TArrayView)< FTransform > & OutAtoms ) const


description: Part code - Epic Games Begin

code: virtual void GetCompressionSettings ( acl::compression_settings & OutSettings, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform ) const


description: Part code - Epic Games End

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< class [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * > GetOptimizationTargets() const


description: UObject.

code: virtual void GetPreloadDependencies ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OutDeps )


description: UAnimBoneCompressionCodecimplementation

code: virtual void PopulateDDCKey ( const [UE::Anim::Compression::FAnimDDCKeyArgs](API\Runtime\Engine\Animation\FAnimDDCKeyArgs) & KeyArgs, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Objects created from within PreSave will NOT have PreSave called on them!!!

code: virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


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


description: UAnimBoneCompressionCodec_ACLBaseimplementation.


description: Uses the open source Animation Compression Library with default settings and database support. The referenced database can be used to strip the least important keyframes on a per platform basis or they can be streamed in/out on demand through Blueprint or C++.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, Config=Engine, Meta=(DisplayName="Anim Compress ACL Database")) class UAnimBoneCompressionCodec_ACLDatabase : public [UAnimBoneCompressionCodec_ACLBase](API\Plugins\ACLPlugin\UAnimBoneCompressionCodec_ACLBas-)

DatabaseAsset

type: TObjectPtr<UAn...

description: The database asset that will hold the compressed animation data.


description: UAnimBoneCompressionCodecimplementation


description: UAnimBoneCompressionCodec_ACLBaseimplementation


description: Uses the open source Animation Compression Library with the safest and least destructive settings suitable when animations must be preserved with near raw fidelity.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, Config=Engine, Meta=(DisplayName="Anim Compress ACL Safe")) class UAnimBoneCompressionCodec_ACLSafe : public [UAnimBoneCompressionCodec_ACLBase](API\Plugins\ACLPlugin\UAnimBoneCompressionCodec_ACLBas-)


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


description: Compresses the curve data from an animation sequence.

code: virtual bool Compress ( const [FCompressibleAnimData](API\Runtime\Engine\Animation\FCompressibleAnimData) & AnimSeq, [FAnimCurveCompressionResult](API\Runtime\Engine\Animation\FAnimCurveCompressionResult) & OutResult )


description: Decompress a single curve. Note: Codecs shouldNOTrely on any member properties during decompression. Decompression behavior should entirely be driven by code and the compressed data.

code: virtual float DecompressCurve ( const [FCompressedAnimSequence](API\Runtime\Engine\Animation\FCompressedAnimSequence) & AnimSeq, [FName](API\Runtime\Core\UObject\FName) CurveName, float CurrentTime ) const


description: UAnimCurveCompressionCodecimplementation.

code: virtual void DecompressCurves ( const [FCompressedAnimSequence](API\Runtime\Engine\Animation\FCompressedAnimSequence) & AnimSeq, [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & Curves, float CurrentTime ) const


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


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


description: Uses the open source Animation Compression Library with default settings suitable for general purpose animation curves.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, Config=Engine, Meta=(DisplayName="ACL Curves")) class UAnimCurveCompressionCodec_ACL : public [UAnimCurveCompressionCodec](API\Runtime\Engine\Animation\UAnimCurveCompressionCodec)

CurvePrecision

description: The curve precision to target when compressing the animation curves.

MorphTargetPositionPrecision

description: The mesh deformation precision to target when compressing morph target animation curves.

MorphTargetSource

type: TObjectPtr< cla...

description: The skeletal mesh used to estimate the morph target deformation during compression.


code: struct UE4DebugDBDecompressionSettings : public debug_transform_decompression_settings


description: Only support our latest version.

code: static constexpr acl::compressed_tracks_version16 version_supported()


code: struct UE4DefaultDatabaseSettings : public default_database_settings


code: struct UE4DefaultDBDecompressionSettings : public [UE4DefaultDecompressionSettings](API\Plugins\ACLPlugin\UE4DefaultDecompressionSettings)


description: The decompression settings used by ACL

code: struct UE4DefaultDecompressionSettings : public default_transform_decompression_settings


code: static constexpr acl::rotation_format8 get_rotation_format ( acl::rotation_format8 )


code: static constexpr bool is_rotation_format_supported ( acl::rotation_format8 format )


code: struct UE4SafeDecompressionSettings : public [UE4DefaultDecompressionSettings](API\Plugins\ACLPlugin\UE4DefaultDecompressionSettings)


className: VectorCast

description: RTM <-> UE4 conversion utilities

code: rtm::vector4f RTM_SIMD_CALL VectorCast ( const FVector3d & Input )


code: rtm::vector4f RTM_SIMD_CALL VectorCast ( const FVector3f & Input )


code: FVector3f RTM_SIMD_CALL VectorCast ( rtm::vector4f_arg0 Input )


className: VectorCastD

code: FVector RTM_SIMD_CALL VectorCastD ( rtm::vector4f_arg0 Input )


module: ACLPluginEditor

code: static [IACLPluginEditor](API\Plugins\ACLPluginEditor\IACLPluginEditor) & Get()


code: static bool IsAvailable()


className: IACLPluginEditor

description: The editor ACL plugin module interface.

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


description: Entry point for your commandlet

code: virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )


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


className: UACLDatabaseBuildCommandlet

description: This commandlet is used to update instances ofUAnimationCompressionLibraryDatabaseto ensure their mapping is up-to-date.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UACLDatabaseBuildCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)


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


className: UACLStatsDumpCommandlet

description: See cpp implementation for example usage and supported arguments.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UACLStatsDumpCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)

ACLCodec

type: UAnimBoneCompre...

PerformClipExtraction

type: bool


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

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


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


description: Copyright 2020 Nicholas Frechette. All Rights Reserved.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=Object, MinimalAPI) class UAnimationCompressionLibraryDatabaseFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


description: Adds the actor to the specified layer

module: ActorLayerUtilities

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Layer) static void AddActorToLayer ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const [FActorLayer](API\Plugins\ActorLayerUtilities\FActorLayer) & Layer )


className: FActorLayer

Name

type: FName

description: The name of this layer


description: Get all the actors in this layer

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Layer, Meta=(WorldContext=WorldContextObject)) static [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > GetActors ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [FActorLayer](API\Plugins\ActorLayerUtilities\FActorLayer) & ActorLayer )


description: Removes the actor from the specified layer

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Layer) static void RemoveActorFromLayer ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const [FActorLayer](API\Plugins\ActorLayerUtilities\FActorLayer) & Layer )


className: ULayersBlueprintLibrary

description: Function library containing methods for interacting with editor layers

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class ULayersBlueprintLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


description: Pure virtual to override; describe and instantiate the commands in here by using the UI COMMAND macro.

module: ActorPalette

code: virtual void RegisterCommands()


className: FActorPaletteCommands

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

ResetCameraView

type: TSharedPtr<FUI...


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: IModuleInterfaceimplementation

code: virtual void StartupModule()


className: FActorPaletteModule

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