className: UInputTriggerTap

description: UInputTriggerTapInput must be actuated then released within TapReleaseTimeThreshold seconds to trigger.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(NotBlueprintable, MinimalAPI, Meta=(DisplayName="Tap")) class UInputTriggerTap : public [UInputTriggerTimedBase](API\Plugins\EnhancedInput\UInputTriggerTimedBase)

TapReleaseTimeThreshold

description: Release within this time-frame to trigger a tap.


description: Calculates the new held duration given the current player input and delta time.

module: EnhancedInput

code: float CalculateHeldDuration ( const [UEnhancedPlayerInput](API\Plugins\EnhancedInput\UEnhancedPlayerInput) *const PlayerInput, const float DeltaTime ) const


description: Provide debug output for use with ShowDebug EnhancedInput. Return an empty string to disable display.

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


description: Determines what kind of trigger events can happen from the behavior of this trigger.

code: virtual [ETriggerEventsSupported](API\Plugins\EnhancedInput\ETriggerEventsSupported) GetSupportedTriggerEvents() const


className: UInputTriggerTimedBase

description: Base class for building triggers that have firing conditions governed by elapsed time. This class transitions state to Ongoing once input is actuated, and will track Ongoing input time until input is released. Inheriting classes should provide the logic for Triggered transitions.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Config=Input) class UInputTriggerTimedBase : public [UInputTrigger](API\Plugins\EnhancedInput\UInputTrigger)

bAffectedByTimeDilation

type: bool

description: Should global time dilation be applied to the held duration? Default is set to false.

HeldDuration

type: float

description: How long have we been actuating this trigger?


description: Transitions to Ongoing on actuation. Never triggers.

code: virtual [ETriggerState](API\Plugins\EnhancedInput\ETriggerState) UpdateState_Implementation ( const [UEnhancedPlayerInput](API\Plugins\EnhancedInput\UEnhancedPlayerInput) * PlayerInput, [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) ModifiedValue, float DeltaTime )


description: FNameMappingName;

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() static const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & GetKnownMappingNames()


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


description:
Generic function to validate objects during changelist validations, etc.
Valid if this object has data validation rules set up for it and the data for this object is valid. Returns Invalid if it does not pass the rules. Returns NotValidated if no rules are set for this object.

code: virtual EDataValidationResult IsDataValid ( class [FDataValidationContext](API\Runtime\CoreUObject\Misc\FDataValidationContext) & Context ) const


code: virtual [FName](API\Runtime\Core\UObject\FName) MakeMappingName ( const [FEnhancedActionKeyMapping](API\Plugins\EnhancedInput\FEnhancedActionKeyMapping) * OwningActionKeyMapping ) const


className: UPlayerMappableKeySettings

description: Hold setting information of an Action Input or a Action Key Mapping for setting screen and save purposes. Experimental: Do not count on long term support for this structure.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(DefaultToInstanced, EditInlineNew, DisplayName="Player Mappable Key Settings (Experimental)") class UPlayerMappableKeySettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

DisplayCategory

type: FText

description: The category that this player mapping is in

DisplayName

description: The localized display name of this key mapping. Use this when displaying the mappings to a user.

Metadata

type: TObjectPtr<UOb...

description: Metadata that can used to store any other related items to this key mapping such as icons, ability assets, etc.

Name

type: FName

description: A unique name for this player mapping to be saved with.

SupportedKeyProfiles

type: FGameplayTagCon...

description: If this key mapping should only be added when a specific key profile is equipped, then set those here.


className: EPlayerMappableKeySlot

description: The "Slot" that a player mappable key is in. Used by UI to allow for multiple keys to be bound by the player for a single player mapping

code: enum EPlayerMappableKeySlot { First = 0, Second, Third, Fourth, Fifth, Sixth, Seventh, Unspecified, Max, }


description: Returns true if this row has any mappings in it

code: bool HasAnyMappings() const


className: FKeyMappingRow

description: Since a single mapping can have multiple bindings to it and this system should be Blueprint friendly, this needs to be a struct (blueprint don't support nested containers).

Mappings

type: TSet<FPlayerKe...


className: FMapPlayerKeyArgs

description: Arguments that can be used when mapping a player key

bCreateMatchingSlotIfNeeded

type: uint8:  1

description: If there is not a player mapping already with the same Slot and Hardware Device ID, then create a new mapping for this slot.

bDeferOnSettingsChangedBroadcast

description: Defers setting changed delegates until the next frame if set to true.

HardwareDeviceId

description: An OPTIONAL specifier about what kind of hardware this mapping is for.

MappingName

description: The name of the mapping for this key.

NewKey

type: FKey

description: The new Key that this should be mapped to

ProfileId

type: FGameplayTag

description: The Key Mapping Profile identifier that this mapping should be set on.

Slot

type: EPlayerMappable...

description: What slot this key mapping is for


description: Returns the input action asset associated with this player key mapping

code: const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * GetAssociatedInputAction() const


description: Returns the key that the player has mapped. If the player has not mapped one yet, then this returns the default key mapping from the input mapping context.

code: const [FKey](API\Runtime\InputCore\FKey) & GetCurrentKey() const


description: Returns the default key that this mapping is to

code: const [FKey](API\Runtime\InputCore\FKey) & GetDefaultKey() const


description: The localized display name for the category to use for this mapping

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


description: The localized display name to use for this mapping

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


description: Gets the supported hardware device feature flags associated with this key mapping. Taken from the HardwareDeviceId.


description: Returns the optional hardware device ID that this mapping is specific to

code: const [FHardwareDeviceIdentifier](API\Runtime\Engine\GameFramework\FHardwareDeviceIdentifier) & GetHardwareDeviceId() const


description: The uniqueFNameassociated with this mapping. This is defined by this mappings owning Input Action or the individual Enhanced Action Key Mapping if it is overridden

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


description: Gets the primary device type associated with this key mapping. Taken from the HardwareDeviceId.


description: Returns what player mappable slot this mapping is in


description: Returns true if this mapping has been customized by the player, and false if it has not been.

code: bool IsCustomized() const


className: InvalidMapping

description: A static invalid player key mapping to be used for easy comparisons in blueprint

code: static [FPlayerKeyMapping](API\Plugins\EnhancedInput\UserSettings\FPlayerKeyMapping) InvalidMapping = FPlayerKeyMapping();


description: Returns true if this mapping has been modified since it was registered from an IMC

code: const bool IsDirty() const


description: Returns true if this player mapping is valid

code: bool IsValid() const


code: bool operator== ( const [FPlayerKeyMapping](API\Plugins\EnhancedInput\UserSettings\FPlayerKeyMapping) & Other ) const


code: bool operator!= ( const [FPlayerKeyMapping](API\Plugins\EnhancedInput\UserSettings\FPlayerKeyMapping) & Other ) const


description: Resets the current mapping to the default one

code: void ResetToDefault()


description: Sets the value of the current key to the one given

code: void SetCurrentKey ( const [FKey](API\Runtime\InputCore\FKey) & NewKey )


description: Sets the value of the hardware device ID that this custom key mapping is associated with. This can be used to filter key mappings per input device

code: void SetHardwareDeviceId ( const [FHardwareDeviceIdentifier](API\Runtime\Engine\GameFramework\FHardwareDeviceIdentifier) & InDeviceId )


description: Print out some debug information about this player key mappings


description: Sets the Default Key on this mapping to that of the given ActionKeyMapping. Checks for customization of this key. This is for use during player key registration.

code: void UpdateDefaultKeyFromActionKeyMapping ( const [FEnhancedActionKeyMapping](API\Plugins\EnhancedInput\FEnhancedActionKeyMapping) & OriginalMapping )


description: Updates the metadata properties on this player mapped key based on the given enhanced action mapping. This will populate the fields on this struct that are not editable by the player such as the localized display name and default key.

code: void UpdateMetadataFromActionKeyMapping ( const [FEnhancedActionKeyMapping](API\Plugins\EnhancedInput\FEnhancedActionKeyMapping) & OriginalMapping )


code: FPlayerKeyMapping ( const [FEnhancedActionKeyMapping](API\Plugins\EnhancedInput\FEnhancedActionKeyMapping) & OriginalMapping, [EPlayerMappableKeySlot](API\Plugins\EnhancedInput\UserSettings\EPlayerMappableKeySlot) InSlot, const [FHardwareDeviceIdentifier](API\Runtime\Engine\GameFramework\FHardwareDeviceIdentifier) & InHardwareDevice )


className: FPlayerKeyMapping

description: Represents a single key mapping that is set by the player

AssociatedInputAction

type: TObjectPtr< con...

description: The input action associated with this player key mapping

bIsDirty

description: True if this key mapping is dirty (i.e. has been changed by the player)

CurrentKey

description: The key that the player has mapped to

DefaultKey

description: The default key that this mapping was set to in its input mapping context

DisplayCategory

description: Localized display category of this mapping

DisplayName

description: Localized display name of this mapping

HardwareDeviceId

type: FHardwareDevice...

description: An optional Hardware Device specifier for this mapping

MappingName

description: The name of the mapping for this key

description: What slot this key is mapped to


className: FPlayerMappableKeyProfileCreationArgs

description: Arguments that can be used when creating a new mapping profile

DisplayName

description: The display name of this profile

ProfileIdentifier

description: The uniqiue identifier that this profile should have

ProfileType

type: TSubclassOf<UE...

UserId

type: FPlatformUserId

description: The user ID of theULocalPlayerthat this profile is associated with


code: FPlayerMappableKeyProfileCreationArgs()


className: FPlayerMappableKeyQueryOptions

description: Options when querying what keys are mapped to a specific action on the player mappable key profile.

bMatchBasicKeyTypes

description: If true, then only keys that have the same value for IsGamepadKey, IsTouch, and IsGesture will be included in the results of this query

bMatchKeyAxisType

description: If true, then only keys that have the same value of IsAxis1D, IsAxis2D, and IsAxis3D will be included in the results of this query

KeyToMatch

description: If specified, then this key will be used to match against when checking if the key types and axis are the same.

MappingName

description: The mapping name to search for

RequiredDeviceFlags

description: If set, then only player mappings whose Hardware Device Identifier that has the same flags as this will be included in the results

RequiredDeviceType

type: EHardwareDevice...

description: If set, then only player mappings whose hardware device identifier that has the same primary input device type will be included in the results of this query

SlotToMatch

description: The key slot that will be required to match if set.


code: FPlayerMappableKeyQueryOptions()


className: RangeType

code: enum &123; RangeType = 0 &125;


code: static constexpr underlying_type &40; EPlayerMappableKeySlot &41;


code: template<> struct TEnumRangeTraits< EPlayerMappableKeySlot >


description: Apply any custom input settings to your user.Bydefault, this will just broadcast the OnSettingsApplied delegate which is a useful hook to maybe rebuild some UI or do other user facing updates.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Enhanced Input|User Settings") virtual void ApplySettings()


description: Creates a new profile with this name and type.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Enhanced Input|User Settings", Meta=(DeterminesOutputType="InArgs.ProfileType")) virtual [UEnhancedPlayerMappableKeyProfile](API\Plugins\EnhancedInput\UserSettings\UEnhancedPlayerMappableKeyProfil-) * CreateNewKeyProfile ( const [FPlayerMappableKeyProfileCreationArgs](API\Plugins\EnhancedInput\UserSettings\FPlayerMappableKeyProfileCreatio-) & InArgs )


description: OnAsyncSaveComplete will be called upon save completion.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Enhanced Input|User Settings") virtual void AsyncSaveSettings()


description: Override this function if you wish to have Input Device Specific Player Key mappings. For example, specify hardware devices based on some metadata on theUPlayerMappableKeySettingsof the action mapping, or infer a device based on the type ofFKeyit is.

code: virtual [FHardwareDeviceIdentifier](API\Runtime\Engine\GameFramework\FHardwareDeviceIdentifier) DetermineHardwareDeviceForActionMapping ( const [FEnhancedActionKeyMapping](API\Plugins\EnhancedInput\FEnhancedActionKeyMapping) & ActionMapping ) const


className: FEnhancedInputUserSettingsApplied

description: Called after the settings have been applied from the ApplySettings call.

code: class FEnhancedInputUserSettingsApplied


description: Returns the current player key mapping for the given row name in the given slot

code: virtual const [FPlayerKeyMapping](API\Plugins\EnhancedInput\UserSettings\FPlayerKeyMapping) * FindCurrentMappingForSlot ( const [FName](API\Runtime\Core\UObject\FName) MappingName, const [EPlayerMappableKeySlot](API\Plugins\EnhancedInput\UserSettings\EPlayerMappableKeySlot) InSlot ) const


className: FEnhancedInputUserSettingsChanged

description: Fired when the user settings have changed, such as their key mappings.

code: class FEnhancedInputUserSettingsChanged


description: Returns the Input Action associated with the given player mapping name

code: const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * FindInputActionForMapping ( const [FName](API\Runtime\Core\UObject\FName) MappingName ) const


description: Returns a set of all player key mappings for the given mapping name.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Enhanced Input|User Settings") virtual const [TSet](API\Runtime\Core\Containers\TSet)< [FPlayerKeyMapping](API\Plugins\EnhancedInput\UserSettings\FPlayerKeyMapping) > & FindMappingsInRow ( const [FName](API\Runtime\Core\UObject\FName) MappingName ) const


className: FMappableKeyProfileChanged

description: Fired when you equip a different key profile

code: class FMappableKeyProfileChanged


className: FMappingContextRegisteredWithSettings

description: Registering input mapping contexts for access to them from your UI, even if they are from a plugin Fired when a new input mapping context is registered. Useful if you need to update your UI


description: Returns all player saved key profiles

code: const [TMap](API\Runtime\Core\Containers\TMap)< [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag), [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UEnhancedPlayerMappableKeyProfile](API\Plugins\EnhancedInput\UserSettings\UEnhancedPlayerMappableKeyProfil-) > > & GetAllSavedKeyProfiles() const


description: Gets the currently selected key profile

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure, Category="Enhanced Input|User Settings") virtual const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & GetCurrentKeyProfileIdentifier() const


description: Get the current key profile that the user has set

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure, Category="Enhanced Input|User Settings") [UEnhancedPlayerMappableKeyProfile](API\Plugins\EnhancedInput\UserSettings\UEnhancedPlayerMappableKeyProfil-) * GetCurrentKeyProfile() const


code: template<class T> T * GetCurrentKeyProfileAs() const


description: Returns the key profile with the given name if one exists. Null if one doesn't exist

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure, Category="Enhanced Input|User Settings") virtual [UEnhancedPlayerMappableKeyProfile](API\Plugins\EnhancedInput\UserSettings\UEnhancedPlayerMappableKeyProfil-) * GetKeyProfileWithIdentifier ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & ProfileId ) const


code: template<class T> T * GetKeyProfileWithIdentifierAs ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & ProfileId ) const


code: [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * GetLocalPlayer() const


code: virtual void Initialize ( [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * LP )


description: Gets all the currently registered mapping contexts with the settings

code: const [TSet](API\Runtime\Core\Containers\TSet)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< const [UInputMappingContext](API\Plugins\EnhancedInput\UInputMappingContext) > > & GetRegisteredInputMappingContexts() const


description: Returns true if this mapping context is currently registered with the settings

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure, Category="Enhanced Input|User Settings") bool IsMappingContextRegistered ( const [UInputMappingContext](API\Plugins\EnhancedInput\UInputMappingContext) * IMC ) const


description: Loads or creates new user settings for the owning local player of the given player input

code: static [UEnhancedInputUserSettings](API\Plugins\EnhancedInput\UserSettings\UEnhancedInputUserSettings) * LoadOrCreateSettings ( [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * LP )


description: Sets the player mapped key on the current key profile.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Enhanced Input|User Settings", Meta=(AutoCreateRefTerm="FailureReason")) virtual void MapPlayerKey ( const [FMapPlayerKeyArgs](API\Plugins\EnhancedInput\UserSettings\FMapPlayerKeyArgs) & InArgs, [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & FailureReason )


code: virtual void OnAsyncSaveComplete ( const [FString](API\Runtime\Core\Containers\FString) & SlotName, const int32 UserIndex, bool bSuccess )


description: This does nothing by default.

code: virtual void OnKeyMappingRegistered ( [FPlayerKeyMapping](API\Plugins\EnhancedInput\UserSettings\FPlayerKeyMapping) & RegisteredMapping, const [FEnhancedActionKeyMapping](API\Plugins\EnhancedInput\FEnhancedActionKeyMapping) & SourceMapping )


description: This does nothing by default, but some subclasses may want to modify the mapping. Perhaps to change to a specific hardware device ID or something like that

code: virtual void OnKeyMappingUpdated ( [FPlayerKeyMapping](API\Plugins\EnhancedInput\UserSettings\FPlayerKeyMapping) * ChangedMapping, const [FMapPlayerKeyArgs](API\Plugins\EnhancedInput\UserSettings\FMapPlayerKeyArgs) & InArgs, const bool bIsBeingUnmapped )


description: Registers multiple mapping contexts with the settings

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Enhanced Input|User Settings") bool RegisterInputMappingContexts ( const [TSet](API\Runtime\Core\Containers\TSet)< [UInputMappingContext](API\Plugins\EnhancedInput\UInputMappingContext) * > & MappingContexts )


description: This will be called for each key profile when users initially call RegisterInputMappingContext, and on load during Serialize to correctly populate a loaded profile with all the known registered IMC's mappings.

code: virtual bool RegisterKeyMappingsToProfile ( [UEnhancedPlayerMappableKeyProfile](API\Plugins\EnhancedInput\UserSettings\UEnhancedPlayerMappableKeyProfil-) & Profile, const [UInputMappingContext](API\Plugins\EnhancedInput\UInputMappingContext) * IMC )


description: Resets each player mapped key to it's default value from the Input Mapping Context that it was registered from. If a key did not come from an IMC (i.e. it was added additionally by the player) then it will be reset to EKeys::Invalid.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Enhanced Input|User Settings", Meta=(AutoCreateRefTerm="FailureReason")) virtual void ResetAllPlayerKeysInRow ( const [FMapPlayerKeyArgs](API\Plugins\EnhancedInput\UserSettings\FMapPlayerKeyArgs) & InArgs, [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & FailureReason )


description: Synchronously save the settings to a hardcoded save game slot. This will work for simple games, but if you need to integrate it into an advanced save system you should Serialize this object out with the rest of your save data.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Enhanced Input|User Settings") virtual void SaveSettings()


description: Resets the given key profile to default key mappings

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Enhanced Input|User Settings", Meta=(AutoCreateRefTerm="FailureReason")) virtual void ResetKeyProfileToDefault ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & ProfileId, [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & FailureReason )


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: Changes the currently active key profile to the one with the given name. Returns true if the operation was successful.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Enhanced Input|User Settings", Meta=(ReturnDisplayName="Was Successful")) virtual bool SetKeyProfile ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & InProfileId )


description: Draw debug information on the screen for these user settings.

code: void ShowDebugInfo ( [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas ) const


description: Unmaps a single player mapping that matches the given Mapping name, slot, and hardware device.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Enhanced Input|User Settings", Meta=(AutoCreateRefTerm="FailureReason")) virtual void UnMapPlayerKey ( const [FMapPlayerKeyArgs](API\Plugins\EnhancedInput\UserSettings\FMapPlayerKeyArgs) & InArgs, [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & FailureReason )


description: Removes this mapping context from the registered mapping contexts

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Enhanced Input|User Settings") virtual bool UnregisterInputMappingContext ( const [UInputMappingContext](API\Plugins\EnhancedInput\UInputMappingContext) * IMC )


description: Registers this mapping context with the user settings. This will iterate all the key mappings in the context and create an initial Player Mappable Key for every mapping that is marked as mappable.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Enhanced Input|User Settings") virtual bool RegisterInputMappingContext ( const [UInputMappingContext](API\Plugins\EnhancedInput\UInputMappingContext) * IMC )


description: Removes multiple mapping contexts from the registered mapping contexts

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Enhanced Input|User Settings") bool UnregisterInputMappingContexts ( const [TSet](API\Runtime\Core\Containers\TSet)< [UInputMappingContext](API\Plugins\EnhancedInput\UInputMappingContext) * > & MappingContexts )


className: UEnhancedInputUserSettings

description: To customize this for your game, you can create a subclass of it and change the "UserSettingsClass" in the Enhanced Input Project Settings.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=GameUserSettings, DisplayName="Enhanced Input User Settings (Experimental)", Category="Enhanced Input|User Settings") class UEnhancedInputUserSettings : public [USaveGame](API\Runtime\Engine\GameFramework\USaveGame)

CurrentProfileIdentifier

description: The current key profile that is equipped by the user.

DeferredSettingsChangedTimerHandle

type: FTimerHandle

description: Used to track when a settings change callback has been deferred till the next frame.

OnKeyProfileChanged

type: FMappableKeyPro...

OnMappingContextRegistered

type: FMappingContext...

OnSettingsApplied

type: FEnhancedInputU...

OwningLocalPlayer

type: TWeakObjectPtr<...

description: The owning Local Player object of these settings

RegisteredMappingContexts

type: TSet<TObjectPt...

description: Set of currently registered input mapping contexts that may not be currently active on the user, but you want to track for creating a menu for key mappings.

SavedKeyProfiles

type: TMap<FGameplay...

description: All of the known Key Profiles for this user, including the currently active profile.


description: Returns true if the given player key mapping passes the query filter provided.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Enhanced Input|User Settings") virtual bool DoesMappingPassQueryOptions ( const [FPlayerKeyMapping](API\Plugins\EnhancedInput\UserSettings\FPlayerKeyMapping) & PlayerMapping, const [FPlayerMappableKeyQueryOptions](API\Plugins\EnhancedInput\UserSettings\FPlayerMappableKeyQueryOptions) & Options ) const


description: A helper function to print out all the current profile settings to the log.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Enhanced Input|User Settings") virtual void DumpProfileToLog() const


description: This function will only ever be called byUEnhancedInputUserSettings::SetKeyProfile.

code: virtual void EquipProfile()


description: Returns a pointer to the player key mapping that fits with the given arguments. Returns null if none exist.

code: virtual [FPlayerKeyMapping](API\Plugins\EnhancedInput\UserSettings\FPlayerKeyMapping) * FindKeyMapping ( const [FMapPlayerKeyArgs](API\Plugins\EnhancedInput\UserSettings\FMapPlayerKeyArgs) & InArgs ) const


description: Get all the key mappings associated with the given mapping name on this profile

code: [FKeyMappingRow](API\Plugins\EnhancedInput\UserSettings\FKeyMappingRow) * FindKeyMappingRowMutable ( const [FName](API\Runtime\Core\UObject\FName) InMappingName )


code: const [FKeyMappingRow](API\Plugins\EnhancedInput\UserSettings\FKeyMappingRow) * FindKeyMappingRow ( const [FName](API\Runtime\Core\UObject\FName) InMappingName ) const


description: Provides a space for subclasses to add additional debug info if desired.Bydefault this will draw info about all player mapped keys.

code: virtual void ShowDebugInfoInternal ( [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas ) const


description: Returns the number of keys for the given mapping name

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Enhanced Input|User Settings", Meta=(ReturnDisplayName="Number of keys")) virtual int32 GetMappedKeysInRow ( const [FName](API\Runtime\Core\UObject\FName) MappingName, [TArray](API\Runtime\Core\Containers\TArray)< [FKey](API\Runtime\InputCore\FKey) > & OutKeys ) const


description: Returns the number of mappings to this key

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Enhanced Input|User Settings", Meta=(ReturnDisplayName="Number of mappings")) virtual int32 GetMappingNamesForKey ( const [FKey](API\Runtime\InputCore\FKey) & InKey, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutMappingNames ) const


description: If the given Out Array is empty, then the Default Mapping will be applied to the player, but no player mapped keys will be.

code: virtual int32 GetPlayerMappedKeysForRebuildControlMappings ( const [FEnhancedActionKeyMapping](API\Plugins\EnhancedInput\FEnhancedActionKeyMapping) & DefaultMapping, [TArray](API\Runtime\Core\Containers\TArray)< [FKey](API\Runtime\InputCore\FKey) > & OutKeys ) const


description: This returns a map of "Mapping Name" -> Player Mappings to that name

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure, Category="Enhanced Input|User Settings") const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FKeyMappingRow](API\Plugins\EnhancedInput\UserSettings\FKeyMappingRow) > & GetPlayerMappingRows() const


description: Get the localized display name for this profile

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure, Category="Enhanced Input|User Settings") const [FText](API\Runtime\Core\Internationalization\FText) & GetProfileDisplayName() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure, Category="Enhanced Input|User Settings") const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & GetProfileIdentifer() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Enhanced Input|User Settings", Meta=(DisplayName="Find Key Mapping", AutoCreateRefTerm="OutKeyMapping")) void K2_FindKeyMapping ( [FPlayerKeyMapping](API\Plugins\EnhancedInput\UserSettings\FPlayerKeyMapping) & OutKeyMapping, const [FMapPlayerKeyArgs](API\Plugins\EnhancedInput\UserSettings\FMapPlayerKeyArgs) & InArgs ) const


description: Returns the number of player mapped keys to the given Default Mapping

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Enhanced Input|User Settings", Meta=(ReturnDisplayName="Number of mappings")) virtual int32 QueryPlayerMappedKeys ( const [FPlayerMappableKeyQueryOptions](API\Plugins\EnhancedInput\UserSettings\FPlayerMappableKeyQueryOptions) & Options, [TArray](API\Runtime\Core\Containers\TArray)< [FKey](API\Runtime\InputCore\FKey) > & OutKeys ) const


description: Resets every player key mapping to this mapping back to it's default value

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Enhanced Input|User Settings") void ResetMappingToDefault ( const [FName](API\Runtime\Core\UObject\FName) InMappingName )


description: Resets all the key mappings in this profile to their default value from their Input Mapping Context.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Enhanced Input|User Settings") virtual void ResetToDefault()


description: Because the key mapping profile is serialized as a subobject of theUEnhancedInputUserSettingsand requires some custom serialization logic, you should not override the Serialize method on your custom key profile. If you need to add custom serialization logic then you can create a struct UPROPERTY and override the struct's serialization logic, which will prevent you from running into possible issues with subobjects.

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Enhanced Input|User Settings") virtual void SetDisplayName ( const [FText](API\Runtime\Core\Internationalization\FText) & NewDisplayName )


description: Returns a string that can be used to debug the current key mappings.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Enhanced Input|User Settings") virtual [FString](API\Runtime\Core\Containers\FString) ToString() const


description: This function will only ever be called byUEnhancedInputUserSettings::SetKeyProfile

code: virtual void UnEquipProfile()


className: UEnhancedPlayerMappableKeyProfile

description: Represents one "Profile" that a user can have for their player mappable keys

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class UEnhancedPlayerMappableKeyProfile : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

DisplayName

type: FText

description: The localized display name of this profile

OwningUserId

description: The platform user id of the owning Local Player of this profile.

PlayerMappedKeys

type: TMap<FName,FK...

description: A map of "Mapping Row Name" to all key mappings associated with it.

ProfileIdentifier

description: The ID of this profile.


module: EnvironmentQueryEditor

code: FEnvionmentQueryNodeStats()


className: FEnvionmentQueryNodeStats

code: struct FEnvionmentQueryNodeStats

AvgTime

type: float


className: EnvironmentQueryEditorAppIdentifier

description: EQS Editor app identifier string

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


description: Creates an instance of EQS editor. Only virtual so that it can be called across the DLL boundary.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IEnvironmentQueryEditor](API\Plugins\EnvironmentQueryEditor\IEnvironmentQueryEditor) > CreateEnvironmentQueryEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, class [UEnvQuery](API\Runtime\AIModule\EnvironmentQuery\UEnvQuery) * Query )


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


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

code: virtual void ShutdownModule()


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

code: virtual void StartupModule()


className: FEnvironmentQueryEditorModule

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


className: IEnvironmentQueryEditor

description: EnvQuery Editor public interface

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


code: virtual bool CanCreateActorFrom ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMsg )


description: Given an instance of an actor, find the wrapped asset object which can be used to create a validFAssetData. Returns nullptr if the given ActorInstance is not valid for this factory. Override this function if the factory actor is a different class than the asset data's class which this factory operates on. For example, if this is the static mesh actor factory, the class of the asset data isUStaticMesh, but the actor factory's class isAStaticMeshActor

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetAssetFromActorInstance ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorInstance )


description: Subclasses may implement this to modify the actor after it has been spawned IMPORTANT: If you override this, you should usually also overridePostCreateBlueprint()!

code: virtual void PostSpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * NewActor )


className: UActorFactoryEnvironmentQuery

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

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, Config=Editor, CollapseCategories, HideCategories=Object) class UActorFactoryEnvironmentQuery : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)


description:
Determine if a connection can be created between two pins.
An empty string if the connection is legal, otherwise a message describing why the connection would fail.

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


description: Populate new graph with any default nodes

code: virtual void CreateDefaultNodesForGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph ) const


description:
Determine if two nodes can be merged
An empty string if the merge is legal, otherwise a message describing why the merge would fail.

code: virtual const [FPinConnectionResponse](API\Runtime\Engine\EdGraph\FPinConnectionResponse) CanMergeNodes ( const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * A, const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * B ) const


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

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


code: virtual void GetSubNodeClasses ( int32 SubNodeFlags, [TArray](API\Runtime\Core\Containers\TArray)< [FGraphNodeClassData](API\Editor\AIGraph\FGraphNodeClassData) > & ClassData, [UClass](API\Runtime\CoreUObject\UObject\UClass) *& GraphNodeClass ) const


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


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI) class UEdGraphSchema_EnvironmentQuery : public [UAIGraphSchema](API\Editor\AIGraph\UAIGraphSchema)


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

code: virtual bool CanCreateNew() const


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


className: UEnvironmentQueryFactory

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


code: void CalculateAllWeights()


code: virtual void CollectAllNodeInstances ( [TSet](API\Runtime\Core\Containers\TSet)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & NodeInstances )


code: void CreateEnvQueryFromGraph ( class [UEnvironmentQueryGraphNode](API\Plugins\EnvironmentQueryEditor\UEnvironmentQueryGraphNode) * RootEdNode )


code: virtual void Initialize()


code: virtual void MarkVersion()


code: virtual void OnLoaded()


code: virtual void OnNodeInstanceRemoved ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * NodeInstance )


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


code: void ResetProfilerStats()


code: void SpawnMissingNodes()


code: void SpawnMissingSubNodes ( [UEnvQueryOption](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryOption) * Option, [TSet](API\Runtime\Core\Containers\TSet)< [UEnvQueryTest](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryTest) * > ExistingTests, [UEnvironmentQueryGraphNode](API\Plugins\EnvironmentQueryEditor\UEnvironmentQueryGraphNode) * OptionNode )


code: void StoreProfilerStats ( const [FEQSDebugger::FStatsInfo](API\Runtime\AIModule\EnvironmentQuery\FEQSDebugger\FStatsInfo) & Stats )


code: virtual void UpdateAsset ( int32 UpdateFlags )


code: void UpdateDeprecatedGeneratorClasses()


code: virtual void UpdateVersion()


code: void UpdateVersion_CollectClassData()


code: void UpdateVersion_NestedNodes()


code: void UpdateVersion_FixupOuters()


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


className: UEnvironmentQueryGraph

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UEnvironmentQueryGraph : public [UAIGraph](API\Editor\AIGraph\UAIGraph)


description: Determine if this node can be created under the specified schema

code: virtual bool CanCreateUnderSpecifiedSchema ( const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * Schema ) const


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


code: virtual [UEnvironmentQueryGraph](API\Plugins\EnvironmentQueryEditor\UEnvironmentQueryGraph) * GetEnvironmentQueryGraph()


description: Gets the name of this node, shown in title bar

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


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


className: UEnvironmentQueryGraphNode

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UEnvironmentQueryGraphNode : public [UAIGraphNode](API\Editor\AIGraph\UAIGraphNode)


description:
Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).

code: virtual void AllocateDefaultPins()


code: void CalculateWeights()


code: void CreateAddTestSubMenu ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph ) const


description: Gets a list of actions that can be done to this particular node

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


description: A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called. This method is not called when a node is reconstructed, etc...

code: virtual void PostPlacedNewNode()


description: Updates ClassData from node instance

code: virtual void UpdateNodeClassData()


description: Perform any steps necessary prior to copying a node into the paste buffer

code: virtual void PrepareForCopying()


code: virtual void ResetNodeOwner()


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


code: void UpdateNodeData()


bStatShowOverlay

type: uint32:  1

StatsPerGenerator

type: TArray<FEnvion...


description: Check if node has any errors, used for assigning colors on graph

code: virtual bool HasErrors() const


code: void LogDebugError ( const [FString](API\Runtime\Core\Containers\FString) & Message )


code: void LogDebugMessage ( const [FString](API\Runtime\Core\Containers\FString) & Message )


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


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


bHasDebugError

type: bool

DebugMessages

type: TArray<FString...


description: Initialize instance object

code: virtual void InitializeInstance()


code: void SetDisplayedWeight ( float Pct, bool bNamed )


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


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


bHasNamedWeight

description: Weight is passed as named param

bTestEnabled

description: Toggles test

Stats

type: FEnvionmentQuer...

TestWeightPct

description: Weight percent for display


className: FCallbackBase

description: Used to store a pointer to the EOS callback object without knowing type

module: EOSShared

code: class FCallbackBase


className: Minor

description: The minor component of the current version.

module: EpicStageApp

code: static const uint16 Minor = 8;


className: Major

description: The major component of the current version.

code: static const uint16 Major = 1;


className: FEpicStageAppAPIVersion

description: Holds info about a version of the stage app API.

code: struct FEpicStageAppAPIVersion


className: Patch

description: The patch component of the current version.

code: static const uint16 Patch = 0;


description: Get the current semantic version for the stage app API as a formatted string.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Development", Meta=(BlueprintThreadSafe)) static [FString](API\Runtime\Core\Containers\FString) GetAPIVersion()


description: Get the port number used to access the remote control web interface for this engine instance.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Development", Meta=(BlueprintThreadSafe)) static int32 GetRemoteControlWebInterfacePort()


className: UStageAppFunctionLibrary

description: Generally useful Blueprint/remote functions for Epic Stage App integration.

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


description: Gets the category for the settings, some high level grouping like, Editor, Engine, Game...etc.

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


description: Gets the settings container name for the settings, either Project or Editor

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


description: The unique name for your section of settings, uses the class'sFName.

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


description: Gets the section text, uses the classes DisplayName by default.

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


className: UStageAppSettings

description: Global settings for Epic Stage App integration.

DiscoveryEndpoint

type: FString

description: The IP endpoint to listen to for app discovery messages.

DiscoveryPort

description: The port to listen to for app discovery messages.

DiscoverySocketWaitTime

description: How many seconds to wait for app discovery messages.


className: BeginAttributeEditorToolIdentifier

module: ExampleCharacterFXEditor

code: static const [FString](API\Runtime\Core\Containers\FString) BeginAttributeEditorToolIdentifier = TEXT("BeginAttributeEditorTool");


description: Interface that subclasses need to implementRegisterCommands()needs actualUInteractiveToolinstances for all the Tools that want to provide Actions which will be connected to hotkeys. We can do this based on the CDO's for each tool, returned by GetMutableDefault(). The Tool CDOs are not owned by a ToolManager and we will only call .GetActionSet() on them.

code: virtual void GetToolDefaultObjectList ( [TArray](API\Runtime\Core\Containers\TArray)< [UInteractiveTool](API\Runtime\InteractiveToolsFramework\UInteractiveTool) * > & ToolCDOs )


description: If you override this function, call this base version to set up Accept/Cancel buttons.

code: virtual void RegisterCommands()


code: FExampleCharacterFXEditorCommands()


description: FBaseCharacterFXEditorModeToolkit.

code: virtual const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetActiveToolIcon ( const [FString](API\Runtime\Core\Containers\FString) & Identifier ) const


description: For a specific tool palette category, construct and fill ToolbarBuilder with the category's tools

code: virtual void BuildToolPalette ( [FName](API\Runtime\Core\UObject\FName) PaletteName, class [FToolBarBuilder](API\Runtime\Slate\Framework\MultiBox\FToolBarBuilder) & ToolbarBuilder )


description: Returns the localized name of this toolkit type (typically just "editor")

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


description: IToolkit.

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


className: FExampleCharacterFXEditorModeToolkit

description: The editor mode toolkit is responsible for the panel on the side in the editor that shows mode and tool properties.

code: class FExampleCharacterFXEditorModeToolkit : public [FBaseCharacterFXEditorModeToolkit](API\Plugins\BaseCharacterFXEditor\FBaseCharacterFXEditorModeToolki-)


description: NOTE: Only necessary because we want to allow opening specific asset types from the content browser.

code: void RegisterMenus()


className: FExampleCharacterFXEditorCommands

code: class FExampleCharacterFXEditorCommands : public [TBaseCharacterFXEditorCommands< FExampleCharacterFXEditorCommands >](API\Plugins\BaseCharacterFXEditor\TBaseCharacterFXEditorCommands)

BeginAttributeEditorTool

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: FExampleCharacterFXEditorModule

description: NOTE: If the Editor is the default editor for an asset type then this class can be simplified. Much of the code is here to enable opening the editor from the content browser for some specified asset types (e.g. SkeletalMesh, StaticMesh) See also the note in ExampleCharacterFXEditorSubsystem.h

code: class FExampleCharacterFXEditorModule : public [FBaseCharacterFXEditorModule](API\Plugins\BaseCharacterFXEditor\FBaseCharacterFXEditorModule)


description: Access the singleton instance for this style set

code: static [FExampleCharacterFXEditorStyle](API\Plugins\ExampleCharacterFXEditor\FExampleCharacterFXEditorStyle) & Get()


className: FExampleCharacterFXEditorStyle

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

code: class FExampleCharacterFXEditorStyle : public [FSlateStyleSet](API\Runtime\SlateCore\Styling\FSlateStyleSet)


className: StyleName

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


description: Override this to get the Mode ID of the concrete CharacterFXEditorMode.

code: virtual FEditorModeID GetEditorModeId() const


description: Returns the invariant name of this toolkit type


description: Returns the localized name of this toolkit

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


code: FExampleCharacterFXEditorToolkit ( [UAssetEditor](API\Editor\UnrealEd\Tools\UAssetEditor) * InOwningAssetEditor )


className: FExampleCharacterFXEditorToolkit

code: class FExampleCharacterFXEditorToolkit : public [FBaseCharacterFXEditorToolkit](API\Plugins\BaseCharacterFXEditor\FBaseCharacterFXEditorToolkit)


description: Inherited fromUAssetEditorand called inUAssetEditor::Initialize. Override this to create a subclass ofFBaseCharacterFXEditorToolkit.

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FBaseAssetToolkit](API\Editor\UnrealEd\Tools\FBaseAssetToolkit) > CreateToolkit()


className: UExampleCharacterFXEditor


description: Override these to specify supported ToolTargets and tools.

code: virtual void AddToolTargetFactories()


code: virtual void BindCommands()


code: virtual void CreateToolkit()


description: Called by InitializeTargets; override to populate tool targets for given assets.

code: virtual void CreateToolTargets ( const [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) >> & AssetsIn )


code: static const FEditorModeID EM_ExampleCharacterFXEditorModeId = TEXT("EM_ExampleCharacterFXEditorModeId");


code: virtual void Exit()


description: Called by the corresponding EditorToolkit. Creates ToolTargets from OriginalObjectsToEdit. Override to add custom per-target setup.

code: virtual void InitializeTargets ( const [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) >> & AssetsIn )


code: virtual void RegisterTools()


code: virtual FBox SceneBoundingBox() const


code: UExampleCharacterFXEditorMode()


className: UExampleCharacterFXEditorMode

DynamicMeshComponents

type: TArray<TObject...

description: NOTE: Since the Example CharacterFX Editor is not the "default" editor for a particular asset type and we still want to have something to render, we instead store a set of temporary DynamicMeshComponents here.


description: Checks that all of the assets are valid targets for an editor session. This is preferable over AreObjectsValidTargets when we haveFAssetDatabecause it allows us to avoid forcing a load of the underlying UObjects (for instance to avoid triggering a load when right clicking an asset in the content browser).

code: virtual bool AreAssetsValidTargets ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & InAssets ) const


description: Gets the tool target requirements for the mode.

code: static const [FToolTargetTypeRequirements](API\Runtime\InteractiveToolsFramework\ToolTargets\FToolTargetTypeRequirements) & GetToolTargetRequirements()


description: Checks that all of the objects are valid targets for an editor session.

code: virtual bool AreObjectsValidTargets ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects ) const


description: Tries to build the core targets that provide meshes for tools to work on.

code: virtual void BuildTargets ( const [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) >> & ObjectsIn, const [FToolTargetTypeRequirements](API\Runtime\InteractiveToolsFramework\ToolTargets\FToolTargetTypeRequirements) & TargetRequirements, [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UToolTarget](API\Runtime\InteractiveToolsFramework\ToolTargets\UToolTarget) >> & TargetsOut )


description: Create tool target factories based on what type of tool targets are supported

code: virtual void CreateToolTargetFactories ( [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UToolTargetFactory](API\Runtime\InteractiveToolsFramework\ToolTargets\UToolTargetFactory) >> & Factories ) const


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


description: Implement this for initialization of instances of the system

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


description: Needs to be called when an editor instance is closed so that the subsystem knows to create a new one for these objects if they are opened again.

code: virtual void NotifyThatExampleCharacterFXEditorClosed ( [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) >> ObjectsItWasEditing )


description: Either brings to the front an existing editor instance that is editing one of these objects, if one exists, or starts up a new instance editing all of these objects.

code: virtual void StartExampleCharacterFXEditor ( [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) >> ObjectsToEdit )


className: UExampleCharacterFXEditorSubsystem

description: It's included here as an example, but if the concrete AssetEditor is associated with an asset type this class may not be necessary.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UExampleCharacterFXEditorSubsystem : public [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem)

OpenedEditorInstances

type: TMap<TObjectPt...

description: Manage instances of the editor.

ToolTargetManager

type: TObjectPtr<UTo...

description: Used to let the subsystem figure out whether targets are valid.


description: OVERRIDE THIS.

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


className: UExampleCharacterFXEditorUISubsystem


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.

module: ExampleCustomDataInterface

code: virtual void ShutdownModule()


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


className: FExampleCustomDataInterfaceModule

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


module: ExrReaderGpu


description: IModuleInterfaceimplementation start


className: FExrReaderGpuModule

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


description: Load the external source asynchronously, the returnedTFuturegives a validIDatasmithSceneTSharedPtrif successful. TheFExternalSourcemust have theFExternalSourceCapabilities::bSupportAsynchronousLoadingenabled to call this.

module: ExternalSource

code: [TFuture](API\Runtime\Core\Async\TFuture)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithScene](API\Runtime\DatasmithCore\IDatasmithScene) > > AsyncLoad()


description: Cancel any pendingAsyncLoad()operation, pendingTFuturewill return invalidTSharedPtr.

code: void CancelAsyncLoad()


description: Interrupt async task notification and clear all registered delegates. Used for when a source becomes unavailable.


className: FOptionalScenePromise

code: typedef [TOptional](API\Runtime\Core\IO\TOptional)< [TPromise](API\Runtime\Core\Async\TPromise)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithScene](API\Runtime\DatasmithCore\IDatasmithScene) > > > FOptionalScenePromise


description: DISCLAIMER: The translator is exposed here as a temporary workaround in order to set the import option before the load and load assets with bulk data (StaticMeshes/LoadLevelSequence/etc.). We should not rely on this for anything else as this will be removed once Import options can be set directly onFExternalSource.

code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithTranslator](API\Plugins\DatasmithTranslator\IDatasmithTranslator) > & GetAssetTranslator()


description: Return the DatasmithScene if it is loaded, return an invalidTSharedPtrotherwise.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithScene](API\Runtime\DatasmithCore\IDatasmithScene) > GetDatasmithScene() const


description: As long asUFactorydoes not offer a way to importFExternalSourcedirectly, we must rely on using filepaths, even for source that are not on the file system.


description: Return the name of the scene that will be loaded. #ueent_todo This is only required because of the way the Datasmith reimport works. Consider removing it when we adapt the ExternalSource to interchange.


description: Gives the hash of the source, only returns a valid hash after loading the scene.


code: const [FSourceUri](API\Plugins\ExternalSource\FSourceUri) & GetSourceUri() const


description: True when the ExternalSource is currently loading the source asynchronously.

code: bool IsAsyncLoading() const


description: Return true if the resource pointed by this ExternalSource is available for being loaded.

code: bool IsAvailable() const


description: Return true if the loaded scene is out-of-sync and needs to be reloaded.

code: bool IsOutOfSync() const


description: Load the external source and return a validIDatasmithSceneTSharedPtrif successful. TheFExternalSourcemust have theFExternalSourceCapabilities::bSupportSynchronousLoadingenabled to call this.


description:
Synchronously load the DatasmithScene. Upon success,GetDatasmithScene()should return a valid scene.
a valid SharedPtr if the operation was successful.


description: Override the name of the scene that will be loaded. If the pointer is nullptr, the override will be reset. #ueent_todo This is only required because of the way the Datasmith reimport works. Consider removing it when we adapt the ExternalSource to interchange.

code: void SetSceneName ( const TCHAR * SceneName )


description:
Starts an async task for loading the DatasmithScene. When the task is completed, TriggerOnExternalSourceLoaded() should be called to notify that the Scene is now available.
true if the async loading task is running.

code: bool StartAsyncLoad()


description: Loads a scene from the translator and starts a new translator load lifecycle.

code: bool TranslatorLoadScene ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithScene](API\Runtime\DatasmithCore\IDatasmithScene) > & Scene )


description: Broadcast OnExternalSourceChanged delegates and set pending TPromises.

code: void TriggerOnExternalSourceChanged()


description: Attempt to load theFExternalSourceaccording to its supported capabilities.


code: FExternalSource ( const [FSourceUri](API\Plugins\ExternalSource\FSourceUri) & InSourceUri )


code: virtual ~FExternalSource()


className: FExternalSource

description: Class allowing to load aIDatasmithScenefrom a source URI.

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

OnExternalSourceChanged

type: OnExternalSourc...

description: Delegate called on main thread every time the loaded data is updated.


className: FExternalSourceCapabilities

code: struct FExternalSourceCapabilities

bSupportAsynchronousLoading

description: FExternalSource::AsyncLoad()should only be called when this capability is enabled.

bSupportSynchronousLoading

description: FExternalSource::Load()should only be called when this capability is enabled.


description: Try to get theFSourceUriregistered in the AssetData. If no SourceUri is registered, an invalidFSourceUriis returned.

code: static [FSourceUri](API\Plugins\ExternalSource\FSourceUri) FromAssetData ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData )


description: Generate aFSourceUrifrom the given filepath.

code: static [FSourceUri](API\Plugins\ExternalSource\FSourceUri) FromFilePath ( const [FString](API\Runtime\Core\Containers\FString) & FilePath )


description: Returns the Tag that should be used for registering the SourceUri of an asset in its correspondingFAssetData.


description: Return the scheme used for file URIs : "file"

code: static const [FString](API\Runtime\Core\Containers\FString) & GetFileScheme()


description: Return the path of theFSourceUriThe path, for now no distinction is made between the authority and the path.

code: FStringView GetPath() const


code: FStringView GetQuery() const


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


code: FStringView GetScheme() const


description:
Check if theFSourceUrihas the provided scheme.
True if the Uri has the provided scheme.

code: bool HasScheme ( const [FString](API\Runtime\Core\Containers\FString) & InScheme ) const


description: Return if theFSourceUriis a properly structure valid uri.

code: bool IsValid() const


code: bool operator== ( const [FSourceUri](API\Plugins\ExternalSource\FSourceUri) & Other ) const


code: bool operator!= ( const [FSourceUri](API\Plugins\ExternalSource\FSourceUri) & Other ) const


description: Return theFSourceUrias a string.

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


code: FSourceUri ( const [FString](API\Runtime\Core\Containers\FString) & InUri )


code: FSourceUri ( const [FString](API\Runtime\Core\Containers\FString) & InScheme, const [FString](API\Runtime\Core\Containers\FString) & InPath )


code: template<typename TContainer> FSourceUri ( const [FString](API\Runtime\Core\Containers\FString) & InScheme, const [FString](API\Runtime\Core\Containers\FString) & InPath, const TContainer & QueryContainer )


code: static [IExternalSourceModule](API\Plugins\ExternalSource\IExternalSourceModule) & Get()


code: [UE::DatasmithImporter::IUriManager](API\Plugins\ExternalSource\IUriManager) & GetManager() const


code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [UE::DatasmithImporter::FExternalSource](API\Plugins\ExternalSource\FExternalSource) > GetOrCreateExternalSource ( const [UE::DatasmithImporter::FSourceUri](API\Plugins\ExternalSource\FSourceUri) & Uri )


description: Open a dialog window for browsing ExternalSource based on the passed URI Scheme

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExternalSource](API\Plugins\ExternalSource\FExternalSource) > BrowseExternalSource ( const [FName](API\Runtime\Core\UObject\FName) & UriScheme, const [FSourceUri](API\Plugins\ExternalSource\FSourceUri) & DefaultSourceUri ) const


description: Return true if there is a registered UriResolver that can generate aFExternalSourcefrom the given Uri.

code: bool CanResolveUri ( const [FSourceUri](API\Plugins\ExternalSource\FSourceUri) & Uri ) const


description: Using the registered UriManagers, return theFExternalSourceassociated to the given Uri, either by creating it or returning a cached value. Returns nullptr if the Uri is not compatible.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExternalSource](API\Plugins\ExternalSource\FExternalSource) > GetOrCreateExternalSource ( const [FSourceUri](API\Plugins\ExternalSource\FSourceUri) & Uri ) const


className: FSourceUri

description: URI container class used for referencing external sources. TODO - A proper standardized version should be implemented in a Runtime/Core module to unify all URI implementations across the engine. For example, a URI implementation is provided in Plugins\Media\ElectraPlayer\Source\ElectraPlayerRuntime\Private\Runtime\Utilities\URI.h

code: class FSourceUri


description: Return an array containing all the scheme supported by the registered URiResolvers.

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


description: Register the provided UriResolver in the manager.

code: void RegisterResolver ( [FName](API\Runtime\Core\UObject\FName) ResolverName, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IUriResolver](API\Plugins\ExternalSource\IUriResolver) > & UriResolver )


code: template<typename ImportDataType> [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExternalSource](API\Plugins\ExternalSource\FExternalSource) > TryGetExternalSourceFromImportData ( const ImportDataType & ImportSourceData ) const


className: IExternalSourceModule

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


description: Unregister the UriResolver associated to the provided name.

code: bool UnregisterResolver ( [FName](API\Runtime\Core\UObject\FName) ResolverName )


className: IUriManager

code: class IUriManager


description: Open a dialog window for browsing ExternalSources associated to this UriResolver

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExternalSource](API\Plugins\ExternalSource\FExternalSource) > BrowseExternalSource ( const [FSourceUri](API\Plugins\ExternalSource\FSourceUri) & DefaultUri ) const


description: Return true if the UriResolver can generate aFExternalSourcefrom the given Uri.


description: Return theFExternalSourceassociated to the given Uri, either by creating it or returning a cached value. Returns nullptr if the Uri is not compatible.


description: Return the URI scheme handled by the UriResolver.


className: OnExternalSourceChangedDelegate

code: typedef TMulticastDelegate_OneParam< void, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [UE::DatasmithImporter::FExternalSource](API\Plugins\ExternalSource\FExternalSource) > & > OnExternalSourceChangedDelegate


className: IUriResolver

code: class IUriResolver


code: namespace UE { namespace DatasmithImporter { uint32 UE::DatasmithImporter::GetTypeHash ( const [FSourceUri](API\Plugins\ExternalSource\FSourceUri) & SourceUri ) } }


module: Fab

code: static [IFabModule](API\Plugins\Fab\IFabModule) & Get()


className: IFabModule

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


description: UAudioComponentinterface

module: FacialAnimation

code: virtual void FadeIn ( float FadeInDuration, float FadeVolumeLevel, float StartTime, const EAudioFaderCurve FadeType )


description: This function allows designers to call a delayed Stop on an Audio Component instance while applying a volume curve over time. Parameters allow designers to indicate the duration of the fade and the curve shape.

code: virtual void FadeOut ( float FadeOutDuration, float FadeVolumeLevel, const EAudioFaderCurve FadeCurve )


description: ICurveSourceInterfaceinterface

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


code: virtual void GetCurves_Implementation ( [TArray](API\Runtime\Core\Containers\TArray)< [FNamedCurveValue](API\Runtime\Engine\Animation\FNamedCurveValue) > & OutCurve ) const


description: Returns TRUE if the targeted Audio Component’s sound is playing. Doesn't indicate if the sound is paused or fading in/out. UseGetPlayState()to get the full play state.

code: virtual bool IsPlaying() const


code: virtual float GetCurveValue_Implementation ( [FName](API\Runtime\Core\UObject\FName) CurveName ) const


description: Begins playing the targeted Audio Component's sound at the designated Start Time, seeking into a sound.

code: virtual void Play ( float StartTime )


description: Stop an audio component's sound, issue any delegates if needed

code: virtual void Stop()


description: UActorComponentinterface

code: virtual void TickComponent ( float DeltaTime, enum ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )


code: UAudioCurveSourceComponent()


className: UAudioCurveSourceComponent

description: An audio component that also provides curves to drive animation

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=Audio, Experimental, Meta=(BlueprintSpawnableComponent)) class UAudioCurveSourceComponent : public [UAudioComponent](API\Runtime\Engine\Components\UAudioComponent), public [ICurveSourceInterface](API\Runtime\Engine\Animation\ICurveSourceInterface)

CurveSourceBindingName

type: FName

description: Get the name that this curve source can be bound to by.

CurveSyncOffset

description: Offset in time applied to audio position when evaluating curves


className: FFacialAnimationImportItem

module: FacialAnimationEditor

code: struct FFacialAnimationImportItem


module: FastbuildController

code: enum EFASTBuild_ReturnCodes { FBUILD_OK = 0, FBUILD_BUILD_FAILED = -1, FBUILD_ERROR_LOADING_BFF = -2, FBUILD_BAD_ARGS = -3, FBUILD_ALREADY_RUNNING = -4, FBUILD_FAILED_TO_SPAWN_WRAPPER = -5, FBUILD_FAILED_TO_SPAWN_WRAPPER_FINAL = -6, FBUILD_WRAPPER_CRASHED = -7, }


code: static [FArchive](API\Runtime\Core\Serialization\FArchive) * CreateFileHelper ( const [FString](API\Runtime\Core\Containers\FString) & InFileName )


code: static void FASTBuildWriteScriptFileHeader ( const [TArray](API\Runtime\Core\Containers\TArray)< [FTask](API\Developer\DistributedBuildInterface\FTask) * > & InCompilationTasks, [FArchive](API\Runtime\Core\Serialization\FArchive) & ScriptFile, const [FString](API\Runtime\Core\Containers\FString) & WorkerName )


code: static [FString](API\Runtime\Core\Containers\FString) GetShaderFullPathOfShaderDependency ( const [FString](API\Runtime\Core\Containers\FString) & InVirtualPath )


code: static [FString](API\Runtime\Core\Containers\FString) ReplaceEnvironmentVariablesInPath ( const [FString](API\Runtime\Core\Containers\FString) & ExtraFilePartialPath )


code: static void WriteDependenciesForShaderToScript ( const [TArray](API\Runtime\Core\Containers\TArray)< [FTask](API\Developer\DistributedBuildInterface\FTask) * > & InCompilationTasks, [FArchive](API\Runtime\Core\Serialization\FArchive) & ScriptFile )


code: static void WriteDependenciesToFileUsingWildcardPath ( [FArchive](API\Runtime\Core\Serialization\FArchive) & ScriptFile, [FString](API\Runtime\Core\Containers\FString) ParsedPath )


code: static void WriteShaderWorkerDependenciesToFile ( [FArchive](API\Runtime\Core\Serialization\FArchive) & ScriptFile )


code: static void WritePlatformCompilerDependenciesToFile ( [FArchive](API\Runtime\Core\Serialization\FArchive) & ScriptFile )


className: FastBuildUtilities

code: class FastBuildUtilities


description:
Callback for a single file or a directory in a directory iteration.
true if the iteration should continue.

code: virtual bool Visit ( const TCHAR * FilenameOrDirectory, bool bIsDirectory )


code: FDependencyEnumerator ( [FArchive](API\Runtime\Core\Serialization\FArchive) & InScriptFile, const TCHAR * InPrefix, const TCHAR * InExtension )


className: FDependencyEnumerator

code: class FDependencyEnumerator : public [IPlatformFile::FDirectoryVisitor](API\Runtime\Core\GenericPlatform\IPlatformFile\FDirectoryVisitor)

Extension

type: const TCHAR ...

ScriptFile

type: FArchive&


code: FDependencyUniqueArrayEnumerator ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InFullUniqueDependenciesArray, const TCHAR * InPrefix, const TCHAR * InExtension )


code: bool AreTasksDispatched() const


className: FDependencyUniqueArrayEnumerator

code: class FDependencyUniqueArrayEnumerator : public [IPlatformFile::FDirectoryVisitor](API\Runtime\Core\GenericPlatform\IPlatformFile\FDirectoryVisitor)


code: bool AreTasksPending() const


description: Returns a new file path to be used for writing input data to.


code: void DeRegisterDispatchedTasks ( const [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & InTasksID )


description: Launches a task. Returns a future which can be waited on for the results.

code: virtual [TFuture](API\Runtime\Core\Async\TFuture)< [FDistributedBuildTaskResult](API\Developer\DistributedBuildInterface\FDistributedBuildTaskResult) > EnqueueTask ( const [FTaskCommandData](API\Developer\DistributedBuildInterface\FTaskCommandData) & CommandData )


code: void EnqueueTask ( [FTask](API\Developer\DistributedBuildInterface\FTask) * Task )


code: static [FFastBuildControllerModule](API\Plugins\FastbuildController\FFastBuildControllerModule) & Get()


code: const [TMap](API\Runtime\Core\Containers\TMap)< uint32, [FTask](API\Developer\DistributedBuildInterface\FTask) * > & GetDispatchedTasks() const


description: Returns the name of the controller. Used for logging purposes.

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


code: int32 GetPendingTasksAmount() const


code: FCriticalSection * GetTasksCS() const


code: virtual void InitializeController()


description: Returns true if the controller may be used.

code: virtual bool IsSupported()


code: void ReEnqueueDispatchedTasks()


code: void RegisterDispatchedTask ( [FTask](API\Developer\DistributedBuildInterface\FTask) * DispatchedTask )


code: virtual [FString](API\Runtime\Core\Containers\FString) RemapPath ( const [FString](API\Runtime\Core\Containers\FString) & SourcePath ) const


code: void ReportJobProcessed ( [FTask](API\Developer\DistributedBuildInterface\FTask) * CompletedTask, const [FTaskResponse](API\Developer\DistributedBuildInterface\FTaskResponse) & InTaskResponse )


code: virtual bool RequiresRelativePaths()


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

code: virtual void StartupModule()


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()


code: FFastBuildControllerModule()


code: virtual ~FFastBuildControllerModule()


className: FFastBuildControllerModule

code: class FFastBuildControllerModule : public [IDistributedBuildController](API\Developer\DistributedBuildInterface\IDistributedBuildController)


description: Checks the file system to find any results form the submitted jobs

code: void GatherBuildResults() const


description: Used to know when this thread has finished the main loop

code: bool IsWorkDone() const


description: Checks if the FastBuild process is still running properly and handles bad situations

code: void MonitorFastBuildProcess()


description: Main loop

code: virtual uint32 Run()


description: Creates the threads and starts the main loop

code: void StartThread()


description: Aborts the main loop as soon as possible

code: virtual void Stop()


description: Takes all tasks from the queue and creates a FastBuild Script to the kick off the pending jobs

code: void SubmitPendingJobs()


code: FFastBuildJobProcessor ( [FFastBuildControllerModule](API\Plugins\FastbuildController\FFastBuildControllerModule) & InControllerModule )


code: void WriteScriptFileToDisk ( const [TArray](API\Runtime\Core\Containers\TArray)< [FTask](API\Developer\DistributedBuildInterface\FTask) * > & PendingTasks, const [FString](API\Runtime\Core\Containers\FString) & ScriptFilename, const [FString](API\Runtime\Core\Containers\FString) & WorkerName ) const


code: virtual ~FFastBuildJobProcessor()


className: FFastBuildJobProcessor

code: class FFastBuildJobProcessor : public [FRunnable](API\Runtime\Core\HAL\FRunnable)

bForceStop

type: FThreadSafeBool

description: Used to abort the current processing loop

bIsWorkDone

description: Set to true when the main loop finishes

BuildProcessHandle

type: FProcHandle

ControllerModule

type: FFastBuildContr...

PipeRead

type: void *

Thread

type: FRunnableThread...

description: The runnable thread


description: Creates the HLOD Outliner widget

module: FbxAutomationTestBuilder

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


code: virtual void RegisterTabSpawner ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FWorkspaceItem](API\Runtime\Slate\Framework\Docking\FWorkspaceItem) > & WorkspaceGroup )


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()


code: virtual void UnregisterTabSpawner()


className: FFbxAutomationBuilderModule

description: The module holding all of the UI related pieces for pixel inspector

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


description: Generates a menu section for the specified objects.

module: FieldSystemEditor

code: virtual void GetActions ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, struct [FToolMenuSection](API\Developer\ToolMenus\FToolMenuSection) & Section )


description: Returns the categories that this asset type appears in. The return value is one or more flags from EAssetTypeCategories.

code: virtual uint32 GetCategories()


description: IAssetTypeActionsImplementation.

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


description: Get the supported class of this type.

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


description: Returns the thumbnail info for the specified asset, if it has one.

code: virtual [UThumbnailInfo](API\Runtime\Engine\EditorFramework\UThumbnailInfo) * GetThumbnailInfo ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) const


description: Returns the color associated with this type

code: virtual [FColor](API\Runtime\Core\Math\FColor) GetTypeColor() const


description: Opens the asset editor for the specified objects. If EditWithinLevelEditor is valid, the world-centric editor will be used.

code: virtual void OpenAssetEditor ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > EditWithinLevelEditor )


className: FFieldSystemCommands

description: The public interface to this module

code: class FFieldSystemCommands


code: class FAssetTypeActions_FieldSystem : public [FAssetTypeActions_Base](API\Developer\AssetTools\FAssetTypeActions_Base)


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

code: static [IFieldSystemEditorModule](API\Plugins\FieldSystemEditor\Field\IFieldSystemEditorModule) & Get()


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


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.


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


className: IFieldSystemEditorModule

description: The public interface to this module

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


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: static [UFieldSystem](API\Runtime\FieldSystemEngine\Field\UFieldSystem) * StaticFactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) Name, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


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


className: UFieldSystemFactory

description: Factory which allows import of an FieldSystemAsset Factory for Simple Cube

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UFieldSystemFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


description: IAnalyticsProviderModuleinterface. Creates the analytics provider given a configuration delegate. The keys required exactly match the field names in the Config object.

module: FileLogging

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IAnalyticsProvider](API\Runtime\Analytics\Interfaces\IAnalyticsProvider) > CreateAnalyticsProvider ( const FAnalyticsProviderConfigurationDelegate & GetConfigValue ) const


code: static [FAnalyticsFileLogging](API\Plugins\FileLogging\FAnalyticsFileLogging) & Get()


className: FAnalyticsFileLogging

description: The public interface to this module

code: class FAnalyticsFileLogging : public [IAnalyticsProviderModule](API\Runtime\Analytics\Interfaces\IAnalyticsProviderModule)


description: Provides a mechanism to read the section based information into thisUObject's properties

module: FlurryEditor

code: virtual void ReadConfigSettings()


className: FFlurryEditorModule

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


description: Provides a mechanism to save this object's properties to the section based ini values

code: virtual void WriteConfigSettings()


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


className: UFlurrySettings

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UFlurrySettings : public [UAnalyticsSettingsBase](API\Runtime\AnalyticsVisualEditing\UAnalyticsSettingsBase)


className: EFractureModeNewAssetLocation

description: Control the default asset folder presented when using the "New" tool to create a Geometry Collection in Fracture Mode.

module: FractureEditor

code: enum EFractureModeNewAssetLocation { SourceAssetFolder, LastUsedFolder, ContentBrowserFolder, }


className: EOutlinerColumnMode

code: enum EOutlinerColumnMode { State = 0, Damage = 1, Removal = 2, Collision = 3, Size = 4, }


code: static void AddAdditionalAttributesIfRequired ( [UGeometryCollection](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollection) * GeometryCollectionObject )


description: FGCObjectinterface

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


code: virtual void BuildToolPalette ( [FName](API\Runtime\Core\UObject\FName) Palette, class [FToolBarBuilder](API\Runtime\Slate\Framework\MultiBox\FToolBarBuilder) & ToolbarBuilder )


code: bool CanExecuteAction ( [UFractureActionTool](API\Plugins\FractureEditor\UFractureActionTool) * InActionTool ) const


code: bool CanExecuteModal() const


code: bool CanSetModalTool ( [UFractureModalTool](API\Plugins\FractureEditor\UFractureModalTool) * InActiveTool ) const


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > CreateHierarchyTab ( const [FSpawnTabArgs](API\Runtime\Slate\Framework\Docking\FSpawnTabArgs) & Args )


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > CreateStatisticsTab ( const [FSpawnTabArgs](API\Runtime\Slate\Framework\Docking\FSpawnTabArgs) & Args )


code: void ExecuteAction ( [UFractureActionTool](API\Plugins\FractureEditor\UFractureActionTool) * InActionTool )


className: FGeometryCollectionPtr

code: typedef [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection), ESPMode::ThreadSafe > FGeometryCollectionPtr


code: [UFractureModalTool](API\Plugins\FractureEditor\UFractureModalTool) * GetActiveTool() const


description: Modes Panel Header Information

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


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


description: Returns the localized name of this toolkit type (typically just "editor")

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


description: View Settings.

code: float GetExplodedViewValue() const


code: virtual [FEdMode](API\Editor\UnrealEd\FEdMode) * GetEditorMode() const


code: bool GetHideUnselectedValue() const


description: the inline content that this toolkit returns

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


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetLevelViewMenuContent ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle )


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

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


code: int32 GetLevelViewValue() const


code: static void GetSelectedGeometryCollectionComponents ( [TSet](API\Runtime\Core\Containers\TSet)< [UGeometryCollectionComponent](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollect-) * > & GeomCompSelection )


code: void GetStatisticsSummary ( FGeometryCollectionStatistics & Stats ) const


description: IToolkitinterface

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


description: the name of Tool Palette

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetToolPaletteDisplayName ( [FName](API\Runtime\Core\UObject\FName) Palette ) const


description: Returns the number of Mode specific tabs in the mode toolbar

code: virtual void GetToolPaletteNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & PaletteNames ) const


description: Exclusive Tool Palettes only allow users to use tools from one palette at a time

code: virtual bool HasExclusiveToolPalettes() const


description: Integrated Tool Palettes show up in the same panel as their details

code: virtual bool HasIntegratedToolPalettes() const


description: FModeToolkitinterface

code: virtual void Init ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UEdMode](API\Editor\UnrealEd\Tools\UEdMode) > InOwningMode )


code: void InvalidateCachedDetailPanelState ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ChangedObject )


description: Invalidate the hit proxies for all level viewports; we need to do this after updating geometry collection(s)

code: void InvalidateHitProxies()


code: bool IsActiveTool ( [UFractureModalTool](API\Plugins\FractureEditor\UFractureModalTool) * InActiveTool )


code: void OnExplodedViewValueChanged()


code: void OnHideUnselectedChanged()


code: void OnLevelViewValueChanged()


description: Modal Command Callback.


description: Update any View Property Changes.

code: void OnObjectPostEditChange ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: void OnSetExplodedViewValue ( float NewValue )


code: void OnSetLevelViewValue ( int32 NewValue )


className: PaletteNames

code: static const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > PaletteNames = { FName(TEXT("Generate")), FName(TEXT("Select")), FName(TEXT("Fracture")), FName(TEXT("Edit")), FName(TEXT("Cluster")), FName(TEXT("Embed")), FName(TEXT("Utilities")) };


code: virtual void OnToolPaletteChanged ( [FName](API\Runtime\Core\UObject\FName) PaletteName )


description: FModeToolkitinterface

code: virtual void RequestModeUITabs()


code: void SetActiveTool ( [UFractureModalTool](API\Plugins\FractureEditor\UFractureModalTool) * InActiveTool )


code: void SetBoneSelection ( [UGeometryCollectionComponent](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollect-) * InRootComponent, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & InSelectedBones, bool bClearCurrentSelection, int32 FocusBoneIdx )


code: void SetOutlinerColumnMode ( [EOutlinerColumnMode](API\Plugins\FractureEditor\EOutlinerColumnMode) ColumnMode )


code: void SetOutlinerComponents ( const [TArray](API\Runtime\Core\Containers\TArray)< [UGeometryCollectionComponent](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollect-) * > & InNewComponents )


code: void ToggleShowBoneColors()


code: void RegenerateHistogram()


code: void UpdateExplodedVectors ( [UGeometryCollectionComponent](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollect-) * GeometryCollectionComponent ) const


code: void UpdateHideForComponent ( [UGeometryCollectionComponent](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollect-) * Component )


code: FFractureEditorModeToolkit()


code: ~FFractureEditorModeToolkit()


className: FFractureEditorModeToolkit

code: class FFractureEditorModeToolkit : public [FModeToolkit](API\Editor\UnrealEd\Toolkits\FModeToolkit), public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject)

ExplodedViewWidget

type: TSharedPtr<SWi...


description: Extensibility Manager for Adding Fracture Tools

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExtensibilityManager](API\Editor\UnrealEd\Toolkits\FExtensibilityManager) > GetToolBarExtensibilityManager() const


code: virtual void ShutdownModule()


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


className: FFractureEditorModule

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


className: FFractureModeCustomSectionColor

description: Defines a color to be used for a particular Tool Palette Section

Color

type: FLinearColor

description: Custom Header Color

SectionName

description: Name of Section in Fracture Mode Tool Palette


className: FFractureModeCustomToolColor

Color

description: Custom Tool Color

ToolName

description: Name of Section or Tool in Fracture Mode Tool Palette


code: static void SelectNeighbors ( [UGeometryCollectionComponent](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollect-) * GeometryCollectionComponent )


code: static void ClearSelectedBones ( [UGeometryCollectionComponent](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollect-) * GeometryCollectionComponent )


description: Sets the selected bones on a geometry collection component

code: static void ToggleSelectedBones ( [UGeometryCollectionComponent](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollect-) * GeometryCollectionComponent, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & BoneIndices, bool bClearCurrentSelection, bool bAdd, bool bSnapToLevel )


className: FFractureSelectionTools

code: class FFractureSelectionTools


description: Called when details should be customized

code: virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization) > MakeInstance ( [FFractureEditorModeToolkit](API\Plugins\FractureEditor\FFractureEditorModeToolkit) * FractureToolkit )


code: FFractureViewSettingsCustomization ( [FFractureEditorModeToolkit](API\Plugins\FractureEditor\FFractureEditorModeToolkit) * FractureToolkit )


className: FFractureViewSettingsCustomization

code: class FFractureViewSettingsCustomization : public [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization)


code: FHistogramSettingsCustomization ( [FFractureEditorModeToolkit](API\Plugins\FractureEditor\FFractureEditorModeToolkit) * FractureToolkit )


className: FHistogramSettingsCustomization

code: class FHistogramSettingsCustomization : public [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization)


code: FOutlinerSettingsCustomization ( [FFractureEditorModeToolkit](API\Plugins\FractureEditor\FFractureEditorModeToolkit) * FractureToolkit )


className: FOutlinerSettingsCustomization

code: class FOutlinerSettingsCustomization : public [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization)


code: namespace FractureTransactionContexts { static const TCHAR FractureTransactionContexts::SelectBoneContext = TEXT("SelectGeometryCollectionBone"); }


code: FTextAndSlateColor ( const [FText](API\Runtime\Core\Internationalization\FText) & InText, const [FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) & InColor )