description:
Checks to see if any content packages are dirty (that is, they need to be saved.)
true if any content packages are dirty

code: bool AnyContentPackagesAreDirty() const


description:
Checks to see if any worlds are dirty (that is, they need to be saved.)
true if any worlds are dirty

module: UnrealEd

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


description: Uses the current selection state to attach actors together. Last selected Actor becomes the base.

code: void AttachSelectedActors()


description: Attempts to prompt the user with a balloon notification to checkout modified packages from source control. Will defer prompting the user if they are interacting with something


description: Cancels the current cook by the book in editor


description: Can the editor do cook by the book in the editor process space

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


description: Can the editor act as a cook on the fly server

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


description: Can the given actor be deleted?

code: virtual bool CanDeleteActor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, [FText](API\Runtime\Core\Internationalization\FText) * OutReason ) const


description: Can the given component be deleted?

code: virtual bool CanDeleteComponent ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent, [FText](API\Runtime\Core\Internationalization\FText) * OutReason ) const


description: General functions. Cleans up after major events like e.g. map changes.

code: virtual void Cleanse ( bool ClearSelection, bool Redraw, const [FText](API\Runtime\Core\Internationalization\FText) & TransReset, bool bTransReset )


description: Returns whether saving the specified package is allowed

code: virtual bool CanSavePackage ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * PackageToSave )


code: virtual bool CanSelectActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, bool InSelected, bool bSelectEvenIfHidden, bool bWarnIfLevelLocked ) const


description: Closes the main editor frame.

code: virtual void CloseEditor()


description: Copy the given actors to the clipboard. Does not copy PrefabInstance actors or parts of Prefabs.

code: virtual void CopyActors ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & InActorsToCopy, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [FString](API\Runtime\Core\Containers\FString) * DestinationData ) const


description: Copy the given components to the clipboard.

code: virtual void CopyComponents ( const [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & InComponentsToCopy, [FString](API\Runtime\Core\Containers\FString) * DestinationData ) const


description: Will create a map of currently visible BSP surfaces.

code: virtual void CreateBSPVisibilityMap ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [TMap](API\Runtime\Core\Containers\TMap)< [AActor](API\Runtime\Engine\GameFramework\AActor) *, [TArray](API\Runtime\Core\Containers\TArray)< int32 >> & OutBSPMap, bool & bOutAllVisible )


description: Deselect all surfaces.

code: virtual void DeselectAllSurfaces()


description:
Delete the given components.
true unless the delete operation was aborted.

code: virtual bool DeleteComponents ( const [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & InComponentsToDelete, [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * InSelectionSet, const bool bVerifyDeletionCanHappen )


description:
Deletes the given actors.
true unless the delete operation was aborted.

code: virtual bool DeleteActors ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & InActorsToDelete, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * InSelectionSet, const bool bVerifyDeletionCanHappen, const bool bWarnAboutReferences, const bool bWarnAboutSoftReferences )


description: CanDeleteComponentandCanDeleteActor.

code: bool CanDeleteSelectedActors ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const bool bStopAtFirst, const bool bLogUndeletable, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > * OutDeletableActors ) const


description:
Checks to see if there are any packages in the PackageToNotifyState map that are not checked out by the user
True if packages need to be checked out.


description: Draw component visualizers HUD elements for components for selected actors

code: void DrawComponentVisualizersHUD ( const [FViewport](API\Runtime\Engine\FViewport) * Viewport, const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas )


description: Duplicates the given actors. Handles the case where you are trying to duplicate PrefabInstance actors.

code: virtual void DuplicateActors ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & InActorsToDuplicate, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutNewActors, [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, const FVector & LocationOffset )


description: Draw component visualizers for components for selected actors

code: void DrawComponentVisualizers ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


description: Duplicate the given components.

code: virtual void DuplicateComponents ( const [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & InComponentsToDuplicate, [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & OutNewComponents )


description: This is a high level routine which may ultimately call edactDuplicateSelected

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


description: Align the origin with the current grid.

code: virtual void edactAlignOrigin()


description: Align all vertices with the current grid.

code: virtual void edactAlignVertices()


description: Final - Override CopyComponents or CopyActors instead.

code: virtual void edactCopySelected ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [FString](API\Runtime\Core\Containers\FString) * DestinationData )


description:
Final - Override DeleteComponents or DeleteActors instead
true unless the delete operation was aborted.

code: virtual bool edactDeleteSelected ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, bool bVerifyDeletionCanHappen, bool bWarnAboutReferences, bool bWarnAboutSoftReferences )


description: Final - Override DuplicateComponents or DuplicateActors instead.

code: virtual void edactDuplicateSelected ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, bool bOffsetLocations )


description: Hide selected actors and BSP models by marking their bHiddenEdTemporary flags true. Will not modify/dirty actors/BSP.

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


description: Mark all selected actors and BSP models to be hidden upon editor startup, by setting their bHiddenEd flag to true, if it is not already. This directly modifies/dirties the relevant actors/BSP.

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


description: Hide unselected actors and BSP models by marking their bHiddenEdTemporary flags true. Will not modify/dirty actors/BSP.

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


description: Final - Override PasteComponents or PasteActors instead.

code: virtual void edactPasteSelected ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, bool bDuplicate, bool bOffsetLocations, bool bWarnIfHidden, const [FString](API\Runtime\Core\Containers\FString) * SourceData )


description: Replace all actors of the specified source class with actors of the destination class.

code: virtual void edactReplaceClassWithClass ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [UClass](API\Runtime\CoreUObject\UObject\UClass) * SrcClass, [UClass](API\Runtime\CoreUObject\UObject\UClass) * DstClass )


description: Replace all selected brushes with the default brush.

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


description: Replace all selected non-brush actors with the specified class.

code: virtual void edactReplaceSelectedNonBrushWithClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )


description: Select all actors and BSP models, except those which are hidden.

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


description: Select all children actors of the current selection.

code: virtual void edactSelectAllChildren ( bool bRecurseChildren )


description: Select all actors in a level that are marked for deletion.

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


description: Invert the selection of all actors and BSP models.

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


description: Select all emitter actors that have the same particle system template assigned to them as the selected ones.


description: Select all material actors that have the same material assigned to them as the selected ones.


description: Select all actors that have the same skeletal mesh assigned to them as the selected ones.

code: virtual void edactSelectMatchingSkeletalMesh ( bool bAllClasses )


description: Select all actors that have the same static mesh assigned to them as the selected ones.

code: virtual void edactSelectMatchingStaticMesh ( bool bAllClasses )


description: Select all actors in a particular class.

code: virtual void edactSelectOfClass ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )


description: Select all actors of a particular class and archetype.

code: virtual void edactSelectOfClassAndArchetype ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > InClass, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InArchetype )


description: Select the relevant lights for all selected actors

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


description: Select all actors in a particular class and its subclasses.

code: virtual void edactSelectSubclassOf ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )


description: Attempt to unhide all actors and BSP models by setting their bHiddenEdTemporary flags to false if they are true. Note: Will not unhide actors/BSP hidden by higher priority visibility settings, such as bHiddenEdGroup, but also will not modify/dirty actors/BSP.

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


description: Show selected actors and BSP models by marking their bHiddenEdTemporary flags false. Will not modify/dirty actors/BSP.

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


description: Mark all actors and BSP models to be shown upon editor startup, by setting their bHiddenEd flag to false, if it is not already. This directly modifies/dirties the relevant actors/BSP.

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


description: Mark all selected actors and BSP models to be shown upon editor startup, by setting their bHiddenEd flag to false, if it not already. This directly modifies/dirties the relevant actors/BSP.

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


description: UnrealEdSrv stuff.

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


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


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


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


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


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


className: FComponentVisualizerForSelection

description: The list of visualizers to draw when selection changes

code: struct FComponentVisualizerForSelection

ComponentVisualizer

type: FCachedComponen...

IsEnabledDelegate

type: TOptional<TFun...


className: FGetTemplateMapInfos

description: Delegate to override TemplateMapInfos

code: typedef TBaseDelegate_NoParams< const [TArray](API\Runtime\Core\Containers\TArray)< [FTemplateMapInfo](API\Editor\UnrealEd\Editor\FTemplateMapInfo) > & > FGetTemplateMapInfos


description: Find a component visualizer for the given component class name

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FComponentVisualizer](API\Editor\UnrealEd\FComponentVisualizer) > FindComponentVisualizer ( [FName](API\Runtime\Core\UObject\FName) ComponentClassName ) const


description: Find a component visualizer for the given component class (checking parent classes too)

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FComponentVisualizer](API\Editor\UnrealEd\FComponentVisualizer) > FindComponentVisualizer ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ComponentClass ) const


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

code: virtual void FinishDestroy()


description: Identify any brushes whose sense is inverted and repair them

code: void FixAnyInvertedBrushes ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description: Generate the package thumbails if they are needed.

code: [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * GeneratePackageThumbnailsIfRequired ( const TCHAR * Str, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & ThumbNamesToUnload )


description: Returns the configuration of attachment that would result from calling AttachSelectedActors at this point in time

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetDesiredAttachmentState ( [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutNewChildren )


description: Returns the number of dirty packages that require checkout.


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

code: virtual bool GetMapBuildCancelled() const


description: The package auto-saver instance used by the editor

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


description: Pivot handling.

code: virtual FVector GetPivotLocation()


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


description: Gets the project default map templates without any runtime overrides

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FTemplateMapInfo](API\Editor\UnrealEd\Editor\FTemplateMapInfo) > & GetProjectDefaultMapTemplates() const


description: Puts all of theAVolumeclasses into the passed in array and sorts them by class name.

code: static void GetSortedVolumeClasses ( [TArray](API\Runtime\Core\Containers\TArray)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > * VolumeClasses )


description: Get the index of the provided sprite categoryIndexof the provided sprite category, if possible; INDEX_NONE otherwise

code: virtual int32 GetSpriteCategoryIndex ( const [FName](API\Runtime\Core\UObject\FName) & InSpriteCategory )


description: Gets the canonical list of map templates that should be visible in new level picker. This function calls OnGetTemplateMapInfos to allow runtime override of the default maps

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FTemplateMapInfo](API\Editor\UnrealEd\Editor\FTemplateMapInfo) > & GetTemplateMapInfos() const


description: Returns the thumbnail manager and creates it if missing


description: Returns the global instance of the editor options class.


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


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


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


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


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


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


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


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


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


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


description: Return if we have write permission under the mount point this packages lives in.

code: bool HasMountWritePermissionForPackage ( const [FString](API\Runtime\Core\Containers\FString) & PackageName )


description: Deprecated* Use HasMountWritePermissionForPackage instead

code: bool HasMountWritePersmissionForPackage ( const [FString](API\Runtime\Core\Containers\FString) & PackageName )


description: Initialize the game engine.

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


description: true if the engine is autosaving a package

code: virtual bool IsAutosaving() const


code: bool IsComponentSelected ( const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * PrimComponent )


description: Checks if the cook by the book is finished

code: virtual bool IsCookByTheBookInEditorFinished() const


description: Return whether the pivot has been moved independently or not

code: bool IsPivotMovedIndependently() const


description:
Checks whether the specified map is a template map.
true if the map is a template map, false otherwise.

code: bool IsTemplateMap ( const [FString](API\Runtime\Core\Containers\FString) & MapName ) const


description: Returns true if the user is currently interacting with a viewport.

code: bool IsUserInteracting()


description: Go through a map of BSP and make only the requested objects visible.

code: virtual void MakeBSPMapVisible ( const [TMap](API\Runtime\Core\Containers\TMap)< [AActor](API\Runtime\Engine\GameFramework\AActor) *, [TArray](API\Runtime\Core\Containers\TArray)< int32 >> & InBSPMap, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: Exec command handlers

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


description: If all selected actors belong to the same level, that level is made the current level.

code: void MakeSelectedActorsLevelCurrent()


description: Builds a list of sprite categories for use in menus

code: static void MakeSortedSpriteInfo ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FSpriteCategoryInfo](API\Runtime\Engine\Components\FSpriteCategoryInfo) > & OutSortedSpriteInfo )


code: virtual void NoteActorMovement()


code: virtual void NoteSelectionChange ( bool bNotify )


code: virtual void NotifyPostChange ( const [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyThatChanged )


code: virtual void NotifyPreChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )


description: Called by color picker change event

code: void OnColorPickerChanged()


description: Called when the element selection set associated with the global editor selection changes

code: void OnEditorElementSelectionChanged ( const [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * SelectionSet )


description: Called when global editor selection changes

code: void OnEditorSelectionChanged ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * SelectionThatChanged )


description: Called when a HISM tree has finished building

code: void OnHISMTreeBuilt ( [UHierarchicalInstancedStaticMeshComponent](API\Runtime\Engine\Components\UHierarchicalInstancedStaticMesh-) * Component, bool bWasAsyncBuild )


description: true if only editor-visible levels should be loaded in Play-In-Editor sessions

code: virtual bool OnlyLoadEditorVisibleLevelsInPIE() const


description: Called when a package has has its dirty state updated

code: void OnPackageDirtyStateUpdated ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Pkg )


description: Called when a package is automatically checked out from source control

code: void OnPackagesCheckedOut ( const [FSourceControlOperationRef](API\Developer\SourceControl\FSourceControlOperationRef) & SourceControlOp, [ECommandResult::Type](API\Developer\SourceControl\ECommandResult__Type) ResultType, [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) >> Packages )


description: Caled by FCoreDelegate::PostGarbageCollect

code: void OnPostGarbageCollect()


description: Called by the viewport client before a windows message is processed

code: void OnPreWindowsMessage ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, uint32 Message )


description: Called by the viewport client after a windows message is processed

code: void OnPostWindowsMessage ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, uint32 Message )


description: Called when a package's source control state is updated

code: void OnSourceControlStateUpdated ( const [FSourceControlOperationRef](API\Developer\SourceControl\FSourceControlOperationRef) & SourceControlOp, [ECommandResult::Type](API\Developer\SourceControl\ECommandResult__Type) ResultType, [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) >> Packages )


description: Called when the element selection set pointer set on the global editor selection changes

code: void OnEditorElementSelectionPtrChanged ( [USelection](API\Editor\UnrealEd\USelection) * Selection, [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * OldSelectionSet, [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * NewSelectionSet )


description: Shows the SceneStatsWindow, creating it first if it hasn't been initialized.

code: void OpenSceneStatsWindow()


description: Shows the TextureStatsWindow, creating it first if it hasn't been initialized.

code: void OpenTextureStatsWindow()


description: Paste the actors from the clipboard.

code: virtual void PasteActors ( [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutPastedActors, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const FVector & LocationOffset, bool bDuplicate, bool bWarnIfHidden, const [FString](API\Runtime\Core\Containers\FString) * SourceData )


description: Paste the components from the clipboard.

code: virtual void PasteComponents ( [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & OutPastedComponents, [AActor](API\Runtime\Engine\GameFramework\AActor) * TargetActor, const bool bWarnIfHidden, const [FString](API\Runtime\Core\Containers\FString) * SourceData )


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

code: virtual void PreExit()


description: Called whenever the actor selection has changed to invalidate any cached state

code: void PostActorSelectionChanged()


description: true if level streaming should prefer to stream levels from disk instead of duplicating them from editor world

code: virtual bool PreferToStreamLevelsInPIE() const


description: Prompts the user with a modal checkout dialog to checkout packages from source control. This should only be called by the auto prompt to checkout package notification system. For a general checkout packages routine useFEditorFileUtils::PromptToCheckoutPackages

code: void PromptToCheckoutModifiedPackages ( bool bPromptAll )


description: Redraws all level editing viewport clients.

code: virtual void RedrawLevelEditingViewports ( bool bInvalidateHitProxies )


description: Register a function to draw extra information when a particular component is selected

code: void RegisterComponentVisualizer ( [FName](API\Runtime\Core\UObject\FName) ComponentClassName, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FComponentVisualizer](API\Editor\UnrealEd\FComponentVisualizer) > Visualizer )


description:
Replaces the specified actor with a new actor of the specified class. The new actor will be selected if the current actor was selected.
The new actor.

code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * ReplaceActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * CurrentActor, [UClass](API\Runtime\CoreUObject\UObject\UClass) * NewActorClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Archetype, bool bNoteSelectionChange )


description: Selection.

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


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

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


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


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


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

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


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 )


code: void SetCurrentClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )


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

code: virtual void SetMapBuildCancelled ( bool InCancelled )


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

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


description: Set whether the pivot has been moved independently or not

code: void SetPivotMovedIndependently ( bool bMovedIndependently )


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

code: virtual bool ShouldAbortActorDeletion() const


description: Should the deletion of the given actors be outright aborted?

code: virtual bool ShouldAbortActorDeletion ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & InActorsToDelete, [FText](API\Runtime\Core\Internationalization\FText) * OutReason ) const


description: Should the deletion of the given components be outright aborted?

code: virtual bool ShouldAbortComponentDeletion ( const [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & InComponentsToDelete, [FText](API\Runtime\Core\Internationalization\FText) * OutReason ) const


description: Hook replacements.

code: void ShowActorProperties()


description: Shows the LightingStaticMeshInfoWindow, creating it first if it hasn't been initialized.

code: void ShowLightingStaticMeshInfoWindow()


description: Displays a toast notification or warning when a package is dirtied, indicating that it needs checking out (or that it cannot be checked out)

code: void ShowPackageNotification()


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

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


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

code: virtual void TakeHighResScreenShots()


description: Update everything.

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


description: Unregister component visualizer function

code: void UnregisterComponentVisualizer ( [FName](API\Runtime\Core\UObject\FName) ComponentClassName )


description: Updates the property windows to show the data of the supplied ActorList

code: void UpdateFloatingPropertyWindowsFromActorList ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorList, bool bForceRefresh )


description: Updates the property windows of selected actors

code: void UpdateFloatingPropertyWindows ( bool bForceRefresh, bool bNotifyActorSelectionChanged )


description: Called to reset the editor's pivot (widget) location using the currently selected objects. Usually called when the selection changes.

code: void UpdatePivotLocationForSelection ( bool bOnChange )


description: Updates the volume actor visibility for all viewports based on the passed in volume class

code: void UpdateVolumeActorVisibility ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InVolumeActorClass, [FLevelEditorViewportClient](API\Editor\UnrealEd\FLevelEditorViewportClient) * InViewport )


description: Checks the destination level visibility and warns the user if they are trying to paste to a hidden level, offering the option to cancel the operation or unhide the level that is hidden

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


className: UUnrealEdEngine

code: class UUnrealEdEngine : public [UEditorEngine](API\Editor\UnrealEd\Editor\UEditorEngine), public [FNotifyHook](API\Runtime\CoreUObject\Misc\FNotifyHook)

AnimationCompressionAlgorithms

type: TArray<TObject...

description: Global list of instanced animation compression algorithms.

AutoReimportManager

type: TObjectPtr< cla...

description: Manager responsible for configuring auto reimport

bNeedWarningForPkgEngineVer

type: uint32: 1

description: Whether the user needs to be prompted about a package being saved with an engine version newer than the current one or not

bPivotMovedIndependently

type: bool

description: Whether the pivot has been moved independently

bShowPackageNotification

description: Whether there is a pending package notification

CheckOutNotificationWeakPtr

type: TWeakPtr<SNoti...

description: Weak Pointer to the file checkout notification toast.

ClassesToIgnoreDeleteReferenceWarning

description: When deleting actors, these types should not generate warnings when references will be broken (this should only be types that don't affect gameplay)

ComponentVisManager

type: FComponentVisua...

description: Manages currently active visualizer and routes interactions to it

ComponentVisualizerMap

type: TMap<FName,TS...

description: Map from component class to visualizer object to use

CookServer

description: Cooker server incase we want to cook on the side while editing...

CurrentLODParentActor

description: Current target for LOD parenting operations (actors will use this as the replacement)

EditorOptionsInst

description: Global instance of the editor options class.

MaterialCopyPasteBuffer

description: A buffer for implementing material expression copy/paste.

PackageAutoSaver

type: TUniquePtr<IPa...

description: The package auto-saver instance used by the editor

PackagesDirtiedThisTick

type: TArray<TWeakOb...

description: A list of packages dirtied this tick

PackagesToBeFullyLoadedAtStartup

type: TArray<FString...

description: Array of packages to be fully loaded at Editor startup.

PackageToNotifyState

type: TMap<TWeakObje...

description: A mapping of packages to their checkout notify state.

PerformanceMonitor

type: FPerformanceMon...

description: Instance responsible for monitoring this editor's performance

SoundCueCopyPasteBuffer

description: A buffer for implementing sound cue nodes copy/paste.

SpriteIDToIndexMap

type: TMap<FName, in...

description: Mapping of sprite category ids to their matching indices in the sorted sprite categories array

VisualizersForSelection

type: TArray<FCompon...


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


className: UUnrealEdTypes

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


description: The maximum number of actors we should select before a performance warning message is displayed to the user

code: namespace EditorActorSelectionDefs { static const int32 EditorActorSelectionDefs::MaxActorsToSelectBeforeWarning = 5000; }


description: Duplicates the supplied AssetsToDuplicate and returns a map of original asset to duplicate. Templated wrapper that calls DuplicateAssetInternal.TMapof original animation to duplicate

code: namespace EditorAnimUtils { template<class AssetType> [TMap](API\Runtime\Core\Containers\TMap)< AssetType *, AssetType * > EditorAnimUtils::DuplicateAssets ( const [TArray](API\Runtime\Core\Containers\TArray)< AssetType * > & AssetsToDuplicate, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * DestinationPackage, const [FNameDuplicationRule](API\Editor\UnrealEd\FNameDuplicationRule) * NameRule ) }


code: namespace EditorAnimUtils { template<class AssetType> void EditorAnimUtils::GetAssetsFromProperties ( [TArray](API\Runtime\Core\Containers\TArray)< [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > InProperties, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Scope, [TArray](API\Runtime\Core\Containers\TArray)< AssetType * > & OutAssets ) }


description: Check if the editor is in a valid state to run a command.

code: namespace EditorScriptingHelpers { bool EditorScriptingHelpers::CheckIfInEditorAndPIE() }


description: From "AssetClass'/Game/Folder/MyAsset.MyAsset', "AssetClass /Game/Folder/MyAsset.MyAsset, "/Game/Folder/MyAsset.MyAsset", "/Game/Folder/", "/Game/Folder" "/Game/Folder/MyAsset.MyAsset:InnerAsset.2ndInnerAsset" and convert to "/Game/Folder"

code: namespace EditorScriptingHelpers { [FString](API\Runtime\Core\Containers\FString) EditorScriptingHelpers::ConvertAnyPathToLongPackagePath ( const [FString](API\Runtime\Core\Containers\FString) & AnyPath, [FString](API\Runtime\Core\Containers\FString) & OutFailureReason ) }


description: Object name is inferred from package name when missing

code: namespace EditorScriptingHelpers { [FString](API\Runtime\Core\Containers\FString) EditorScriptingHelpers::ConvertAnyPathToObjectPath ( const [FString](API\Runtime\Core\Containers\FString) & AssetPath, [FString](API\Runtime\Core\Containers\FString) & OutFailureReason ) }


code: namespace EditorScriptingHelpers { [FString](API\Runtime\Core\Containers\FString) EditorScriptingHelpers::ConvertAnyPathToSubObjectPath ( const [FString](API\Runtime\Core\Containers\FString) & AssetPath, [FString](API\Runtime\Core\Containers\FString) & OutFailureReason ) }


description: Check if the Path have a valid root

code: namespace EditorScriptingHelpers { bool EditorScriptingHelpers::HasValidRoot ( const [FString](API\Runtime\Core\Containers\FString) & ObjectPath ) }


description: Check if the Path is a valid ContentBrowser Path

code: namespace EditorScriptingHelpers { bool EditorScriptingHelpers::IsAValidPath ( const [FString](API\Runtime\Core\Containers\FString) & Path, const TCHAR * InvalidChar, [FString](API\Runtime\Core\Containers\FString) & OutFailureReason ) }


description: Check if the AssetPath can be used to create a new asset

code: namespace EditorScriptingHelpers { bool EditorScriptingHelpers::IsAValidPathForCreateNewAsset ( const [FString](API\Runtime\Core\Containers\FString) & ObjectPath, [FString](API\Runtime\Core\Containers\FString) & OutFailureReason ) }


description: Options for CopyActorProperties

code: namespace EditorUtilities { namespace ECopyOptions { enum Type { Default = 0, PreviewOnly = 1 << 0, CallPostEditChangeProperty = 1 << 1, CallPostEditMove = 1 << 2, OnlyCopyEditOrInterpProperties = 1 << 3, PropagateChangesToArchetypeInstances = 1 << 4, FilterBlueprintReadOnly = 1 << 5, SkipInstanceOnlyProperties = 1 << 6, } } }


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


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


code: namespace EditorViewportConfigurationNames { static const [FName](API\Runtime\Core\UObject\FName) EditorViewportConfigurationNames::FourPanes2x2 ( "FourPanes2x2" ) }


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


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


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


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


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


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


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


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


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


description: Default camera position for level editor perspective viewports

code: namespace EditorViewportDefs { const FVector EditorViewportDefs::DefaultPerspectiveViewLocation ( 0. 0f, 1024. 0f, 512. 0f ) }


description: Default camera orientation for level editor perspective viewports

code: namespace EditorViewportDefs { const FRotator EditorViewportDefs::DefaultPerspectiveViewRotation ( -15. 0f, -90. 0f, 0 ) }


description: Default camera field of view angle for level editor perspective viewports

code: namespace EditorViewportDefs { const float EditorViewportDefs::DefaultPerspectiveFOVAngle ( 90. 0f ) }


code: namespace EDragTool { enum Type { BoxSelect, FrustumSelect, Measure, ViewportChange, } }


description: The different directory identifiers

code: namespace ELastDirectory { enum Type { UNR, BRUSH, FBX, FBX_ANIM, GENERIC_IMPORT, GENERIC_EXPORT, GENERIC_OPEN, GENERIC_SAVE, MESH_IMPORT_EXPORT, WORLD_ROOT, LEVEL, PROJECT, NEW_ASSET, MAX, } }


code: static void ApplyDeltaToActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const bool InIsDelta, const FVector * InDeltaTranslationPtr, const FRotator * InDeltaRotationPtr, const FVector * InDeltaScalePtr, const FVector & InPivotLocation, const [FInputDeviceState](API\Runtime\InteractiveToolsFramework\FInputDeviceState) & InInputState )


code: virtual bool GetFocusBounds ( const [TTypedElement](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElement)< [ITypedElementWorldInterface](API\Runtime\Engine\Elements\Interfaces\ITypedElementWorldInterface) > & InElementWorldHandle, FBoxSphereBounds & OutBounds )


code: virtual void GizmoManipulationDeltaUpdate ( const [TTypedElement](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElement)< [ITypedElementWorldInterface](API\Runtime\Engine\Elements\Interfaces\ITypedElementWorldInterface) > & InElementWorldHandle, const [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) InWidgetMode, const [EAxisList::Type](API\Runtime\Core\Math\EAxisList__Type) InDragAxis, const [FInputDeviceState](API\Runtime\InteractiveToolsFramework\FInputDeviceState) & InInputState, const FTransform & InDeltaTransform, const FVector & InPivotLocation )


code: virtual void GizmoManipulationStarted ( const [TTypedElement](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElement)< [ITypedElementWorldInterface](API\Runtime\Engine\Elements\Interfaces\ITypedElementWorldInterface) > & InElementWorldHandle, const [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) InWidgetMode )


code: virtual void GizmoManipulationStopped ( const [TTypedElement](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElement)< [ITypedElementWorldInterface](API\Runtime\Engine\Elements\Interfaces\ITypedElementWorldInterface) > & InElementWorldHandle, const [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) InWidgetMode, const ETypedElementViewportInteractionGizmoManipulationType InManipulationType )


code: virtual void MirrorElement ( const [TTypedElement](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElement)< [ITypedElementWorldInterface](API\Runtime\Engine\Elements\Interfaces\ITypedElementWorldInterface) > & InElementWorldHandle, const FVector & InMirrorScale, const FVector & InPivotLocation )


code: virtual void Import ( [FContext](API\Runtime\Engine\Elements\Interfaces\FWorldElementPasteImporter\FContext) & Context )


className: FActorElementEditorPasteImporter

code: struct FActorElementEditorPasteImporter : public [FWorldElementPasteImporter](API\Runtime\Engine\Elements\Interfaces\FWorldElementPasteImporter)


description: ITypedElementDetailsObjectfor more details aboutthisproxy instance.

code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ITypedElementDetailsObject](API\Editor\EditorFramework\Elements\Interfaces\ITypedElementDetailsObject) > GetDetailsObject ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


className: UActorElementDetailsInterface

code: class UActorElementDetailsInterface : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [ITypedElementDetailsInterface](API\Editor\EditorFramework\Elements\Interfaces\ITypedElementDetailsInterface)


description:
Returns any asset datas for content objects referenced by handle. If the given handle itself has valid asset data, it should be returned as the last element of the array.
An array of valid asset datas.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > GetAllReferencedAssetDatas ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


className: UActorElementEditorAssetDataInterface

code: class UActorElementEditorAssetDataInterface : public [UActorElementAssetDataInterface](API\Runtime\Engine\Elements\Actor\UActorElementAssetDataInterface)


description: The instance returned from this function must have either SetElement or SetElementType called on it prior to being used.


description:
Attempt to deselect the given element.
True if the selection was changed, false otherwise.

code: virtual bool DeselectElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const FTypedElementListPtr & InSelectionSet, const [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) & InSelectionOptions )


code: static bool IsActorSelected ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, FTypedElementListConstRef InSelectionSet, const [FTypedElementIsSelectedOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementIsS-) & InSelectionOptions )


description: Test to see whether the given element is currently considered selected.

code: virtual bool IsElementSelected ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const FTypedElementListConstPtr & SelectionSetPtr, const [FTypedElementIsSelectedOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementIsS-) & InSelectionOptions )


description:
Attempt to select the given element.
True if the selection was changed, false otherwise.

code: virtual bool SelectElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const FTypedElementListPtr & InSelectionSet, const [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) & InSelectionOptions )


description: Test to see whether the given element prevents the selection set state from being transacted for undo/redo (eg, if the element belongs to a PIE instance).

code: virtual bool ShouldPreventTransactions ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


className: UActorElementEditorSelectionInterface

code: class UActorElementEditorSelectionInterface : public [UActorElementSelectionInterface](API\Runtime\Engine\Elements\Actor\UActorElementSelectionInterface)


code: virtual bool CanCopyElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


description: Can the given element be deleted?

code: virtual bool CanDeleteElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


description: Can the given element be duplicated?

code: virtual bool CanDuplicateElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


description: If you want to copy an array of elements that are potentially different types, you probably want to use the higher-levelUTypedElementCommonActions::CopyNormalizedElementsfunction instead.

code: virtual void CopyElements ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > InElementHandles, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Out )


description: If you want to delete an array of elements that are potentially different types, you probably want to use the higher-levelUTypedElementCommonActions::DeleteNormalizedElementsfunction instead.

code: virtual bool DeleteElements ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > InElementHandles, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * InSelectionSet, const [FTypedElementDeletionOptions](API\Runtime\Engine\Elements\Interfaces\FTypedElementDeletionOptions) & InDeletionOptions )


description: If you want to duplicate an array of elements that are potentially different types, you probably want to use the higher-levelUTypedElementCommonActions::DuplicateNormalizedElementsfunction instead.

code: virtual void DuplicateElements ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > InElementHandles, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const FVector & InLocationOffset, [TArray](API\Runtime\Core\Containers\TArray)< [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > & OutNewElements )


description: Get the local space offset of this element that should be added to its pivot location, if any.

code: virtual bool GetPivotOffset ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, FVector & OutPivotOffset )


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > GetSelectionElementsFromSelectionFunction ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const [FWorldSelectionElementArgs](API\Runtime\Engine\Elements\Interfaces\FWorldSelectionElementArgs) & SelectionArgs, const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< bool(const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) &, const [FWorldSelectionElementArgs](API\Runtime\Engine\Elements\Interfaces\FWorldSelectionElementArgs) &)> & SelectionFunction )


description: Return true if the element is in the Box Note: This should only be use for editor tools since it doesn't use the physics system and the performance would probably be to slow for a runtime application.

code: virtual bool IsElementInBox ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & Handle, const FBox & InBox, bool bMustEncompassEntireElement )


description: Return true if the element is in the volume Note: This should only be use for editor tools since it doesn't use the physics system and the performance would probably be to slow for a runtime application.

code: virtual bool IsElementInConvexVolume ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & Handle, const [FConvexVolume](API\Runtime\Engine\FConvexVolume) & InVolume, bool bMustEncompassEntireElement )


description: Notify that this element is done being moved.

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


description: Notify that this element is currently being moved.

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


description: Notify that this element is about to be moved.

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


description: Attempt to set the local space offset of this element that should be added to its pivot location.

code: virtual bool SetPivotOffset ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const FVector & InPivotOffset )


className: UActorElementEditorWorldInterface

code: class UActorElementEditorWorldInterface : public [UActorElementWorldInterface](API\Runtime\Engine\Elements\Actor\UActorElementWorldInterface)


className: UActorElementsCopy

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


code: virtual bool ExportText ( const [FExportObjectInnerContext](API\Runtime\Engine\FExportObjectInnerContext) * Context, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const TCHAR * Type, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Out, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, uint32 PortFlags )


code: UActorElementsExporterT3D ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UActorElementsExporterT3D : public [UExporter](API\Runtime\Engine\Exporters\UExporter)


code: static void ApplyDeltaToComponent ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * InComponent, const bool InIsDelta, const FVector * InDeltaTranslationPtr, const FRotator * InDeltaRotationPtr, const FVector * InDeltaScalePtr, const FVector & InPivotLocation, const [FInputDeviceState](API\Runtime\InteractiveToolsFramework\FInputDeviceState) & InInputState )


code: virtual bool GetFocusBounds ( const [TTypedElement](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElement)< [ITypedElementWorldInterface](API\Runtime\Engine\Elements\Interfaces\ITypedElementWorldInterface) > & InElementWorldHandle, FBoxSphereBounds & OutBounds )


code: virtual bool GetGizmoPivotLocation ( const [TTypedElement](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElement)< [ITypedElementWorldInterface](API\Runtime\Engine\Elements\Interfaces\ITypedElementWorldInterface) > & InElementWorldHandle, const [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) InWidgetMode, FVector & OutPivotLocation )


code: virtual void GizmoManipulationDeltaUpdate ( const [TTypedElement](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElement)< [ITypedElementWorldInterface](API\Runtime\Engine\Elements\Interfaces\ITypedElementWorldInterface) > & InElementWorldHandle, const [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) InWidgetMode, const [EAxisList::Type](API\Runtime\Core\Math\EAxisList__Type) InDragAxis, const [FInputDeviceState](API\Runtime\InteractiveToolsFramework\FInputDeviceState) & InInputState, const FTransform & InDeltaTransform, const FVector & InPivotLocation )


code: virtual void Import ( [FContext](API\Runtime\Engine\Elements\Interfaces\FWorldElementPasteImporter\FContext) & Context )


className: FComponentElementEditorPasteImporter

code: struct FComponentElementEditorPasteImporter : public [FWorldElementPasteImporter](API\Runtime\Engine\Elements\Interfaces\FWorldElementPasteImporter)


description: ITypedElementDetailsObjectfor more details aboutthisproxy instance.

code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ITypedElementDetailsObject](API\Editor\EditorFramework\Elements\Interfaces\ITypedElementDetailsObject) > GetDetailsObject ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


description: Is the given element considered "top-level" for editing? ie) Should it be edited simply from being part of the main selection set for a level?

code: virtual bool IsTopLevelElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


className: UComponentElementDetailsInterface

code: class UComponentElementDetailsInterface : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [ITypedElementDetailsInterface](API\Editor\EditorFramework\Elements\Interfaces\ITypedElementDetailsInterface)


description: The instance returned from this function must have either SetElement or SetElementType called on it prior to being used.


code: static bool IsComponentSelected ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent, FTypedElementListConstRef InSelectionSet, const [FTypedElementIsSelectedOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementIsS-) & InSelectionOptions )


code: virtual bool IsElementSelected ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const FTypedElementListConstPtr & SelectionSetPtr, const [FTypedElementIsSelectedOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementIsS-) & InSelectionOptions )


code: virtual bool ShouldPreventTransactions ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


code: virtual bool CanCopyElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


description: Can the given element be deleted?

code: virtual bool CanDeleteElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


description: Can the given element be duplicated?

code: virtual bool CanDuplicateElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


code: virtual bool DeleteElements ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > InElementHandles, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * InSelectionSet, const [FTypedElementDeletionOptions](API\Runtime\Engine\Elements\Interfaces\FTypedElementDeletionOptions) & InDeletionOptions )


code: virtual void CopyElements ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > InElementHandles, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Out )


code: virtual void DuplicateElements ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > InElementHandles, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const FVector & InLocationOffset, [TArray](API\Runtime\Core\Containers\TArray)< [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > & OutNewElements )


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > GetSelectionElementsFromSelectionFunction ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const [FWorldSelectionElementArgs](API\Runtime\Engine\Elements\Interfaces\FWorldSelectionElementArgs) & SelectionArgs, const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< bool(const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) &, const [FWorldSelectionElementArgs](API\Runtime\Engine\Elements\Interfaces\FWorldSelectionElementArgs) &)> & SelectionFunction )


code: virtual bool IsElementInBox ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & Handle, const FBox & InBox, bool bMustEncompassEntireElement )


code: virtual bool IsElementInConvexVolume ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & Handle, const [FConvexVolume](API\Runtime\Engine\FConvexVolume) & InVolume, bool bMustEncompassEntireElement )


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


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


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


className: UComponentElementEditorWorldInterface

code: class UComponentElementEditorWorldInterface : public [UComponentElementWorldInterface](API\Runtime\Engine\Elements\Component\UComponentElementWorldInterface)


className: UComponentElementsCopy

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


code: virtual bool ExportText ( const [FExportObjectInnerContext](API\Runtime\Engine\FExportObjectInnerContext) * Context, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const TCHAR * Type, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Out, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, uint32 PortFlags )


code: UComponentElementsExporterT3D ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UComponentElementsExporterT3D : public [UExporter](API\Runtime\Engine\Exporters\UExporter)


code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ITypedElementDetailsObject](API\Editor\EditorFramework\Elements\Interfaces\ITypedElementDetailsObject) > GetDetailsObject ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


className: UObjectElementDetailsInterface

code: class UObjectElementDetailsInterface : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [ITypedElementDetailsInterface](API\Editor\EditorFramework\Elements\Interfaces\ITypedElementDetailsInterface)


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


className: UObjectElementEditorSelectionInterface

code: class UObjectElementEditorSelectionInterface : public [UObjectElementSelectionInterface](API\Runtime\Engine\Elements\Object\UObjectElementSelectionInterface)


code: virtual bool ShouldPreventTransactions ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


description:
Attempt to deselect the given element.
True if the selection was changed, false otherwise.

code: virtual bool DeselectElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const FTypedElementListPtr & InSelectionSet, const [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) & InSelectionOptions )


description: Test to see whether the given element is currently considered selected.

code: virtual bool IsElementSelected ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const FTypedElementListConstPtr & SelectionSetPtr, const [FTypedElementIsSelectedOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementIsS-) & InSelectionOptions )


description:
Attempt to select the given element.
True if the selection was changed, false otherwise.

code: virtual bool SelectElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const FTypedElementListPtr & InSelectionSet, const [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) & InSelectionOptions )


className: USMInstanceElementDetailsInterface

code: class USMInstanceElementDetailsInterface : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [ITypedElementDetailsInterface](API\Editor\EditorFramework\Elements\Interfaces\ITypedElementDetailsInterface)


description: Can the given element be deleted?

code: virtual bool CanDeleteElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


description: Can the given element be duplicated?

code: virtual bool CanDuplicateElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


description: Can the element be promoted Generally available when the element is lighter representation of another element. Like promoting a static mesh instance from an instanced static static component to a static actor for example.

code: virtual bool CanPromoteElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


description: Default version calls DeleteElements with a single element.

code: virtual bool DeleteElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * InSelectionSet, const [FTypedElementDeletionOptions](API\Runtime\Engine\Elements\Interfaces\FTypedElementDeletionOptions) & InDeletionOptions )


description: If you want to delete an array of elements that are potentially different types, you probably want to use the higher-levelUTypedElementCommonActions::DeleteNormalizedElementsfunction instead.

code: virtual bool DeleteElements ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > InElementHandles, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * InSelectionSet, const [FTypedElementDeletionOptions](API\Runtime\Engine\Elements\Interfaces\FTypedElementDeletionOptions) & InDeletionOptions )


description: If you want to duplicate an array of elements that are potentially different types, you probably want to use the higher-levelUTypedElementCommonActions::DuplicateNormalizedElementsfunction instead.

code: virtual void DuplicateElements ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > InElementHandles, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const FVector & InLocationOffset, [TArray](API\Runtime\Core\Containers\TArray)< [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > & OutNewElements )


description: Default version calls DuplicateElements with a single element.

code: virtual [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) DuplicateElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const FVector & InLocationOffset )


description: Return true if the element is in the Box Note: This should only be use for editor tools since it doesn't use the physics system and the performance would probably be to slow for a runtime application.

code: virtual bool IsElementInBox ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & Handle, const FBox & InBox, bool bMustEncompassEntireElement )


description: Return true if the element is in the volume Note: This should only be use for editor tools since it doesn't use the physics system and the performance would probably be to slow for a runtime application.

code: virtual bool IsElementInConvexVolume ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & Handle, const [FConvexVolume](API\Runtime\Engine\FConvexVolume) & InVolume, bool bMustEncompassEntireElement )


description: Promote a element when possible Generally available when the element is lighter representation of another element. Like promoting a static mesh instance from an instanced static static component to a static actor for example.

code: virtual [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) PromoteElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, [UWorld](API\Runtime\Engine\Engine\UWorld) * OverrideWorld )


className: USMInstanceElementEditorWorldInterface


code: namespace EPropertyDiffType { enum Type { Invalid, PropertyAddedToA, PropertyAddedToB, PropertyValueChanged, } }


description: The various results we can receive from an object re-import

code: namespace EReimportResult { enum Type { Failed, Succeeded, Cancelled, } }


code: namespace EThumbnailLabel { enum Type { ClassName, AssetName, NoLabel, } }


code: namespace ETreeDiffType { enum Type { NODE_ADDED, NODE_REMOVED, NODE_TYPE_CHANGED, NODE_PROPERTY_CHANGED, NODE_MOVED, } }


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


className: UAnimSeqExportOption

description: Import data and options used when export an animation sequence

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

bEvaluateAllSkeletalMeshComponents

description: If true we evaluate all other skeletal mesh components under the same actor, this may be needed for example, to get physics to get baked

bExportAttributeCurves

description: If enabled, export the attribute curves from the animation

bExportMaterialCurves

description: If enabled, export the material curves from the animation

bExportMorphTargets

description: If enabled, export the morph targets from the animation

bExportTransforms

description: If enabled, export the transforms from the animation

bRecordInWorldSpace

description: If enabled we record in World Space otherwise we record from 0,0,0

bTransactRecording

description: Whether or not to transact the animation sequence data recording

CurveInterpolation

type: TEnumAsByte< ER...

description: This defines how values between keys are calculated for curves

DelayBeforeStart

type: FFrameNumber

description: Number of Display Rate frames to delay at the same frame before doing the export.

ExcludeAnimationNames

description: Exclude all animation bones/curves that match this list

IncludeAnimationNames

description: Include only the animation bones/curves that match this list

Interpolation

type: EAnimInterpolat...

description: This defines how values between keys are calculated for transforms

WarmUpFrames

description: Number of Display Rate frames to evaluate before doing the export.


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


description:
Export object to binary
False

code: virtual bool ExportBinary ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const TCHAR * Type, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, int32 FileIndex, uint32 PortFlags )


className: UAnimSequenceExporterFBX

description: AnimSequenceExporterFBX.

code: class UAnimSequenceExporterFBX : public [UExporterFBX](API\Editor\UnrealEd\Exporters\UExporterFBX)


className: UExporterFBX

code: class UExporterFBX : public [UExporter](API\Runtime\Engine\Exporters\UExporter)


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


className: UExportTextContainer

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

ExportText

type: FString

description: ExportText representation of one or more objects


description: Load UI settings from ini file

code: virtual void LoadOptions()


description: Save UI settings to ini file

code: virtual void SaveOptions()


description: Set all theFPropertyto the CDO value

code: void ResetToDefault()


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


className: UFbxExportOption

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

bASCII

type: uint32:  1

description: If enabled, save as ascii instead of binary

bExportLocalTime

description: If enabled, export sequencer animation in its local time, relative to its sequence.

bExportMorphTargets

description: If enabled, export the morph targets

bExportPreviewMesh

description: If enable, the preview mesh link to the exported animations will be also exported.

bExportSourceMesh

description: If enabled, export the highest LOD source data instead of the render data.

bForceFrontXAxis

description: If enabled, export with X axis as the front axis instead of default -Y

Collision

description: If enabled, export collision

FbxExportCompatibility

type: EFbxExportCompa...

description: This will set the fbx sdk compatibility when exporting to fbx file. The default value is 2013

LevelOfDetail

description: If enabled, export the level of detail

MapSkeletalMotionToRoot

description: If enable, Map skeletal actor motion to the root bone of the skeleton.

VertexColor

description: If enabled, export vertex color


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


className: ULevelExporterFBX

description: LevelExporterFBX.

code: class ULevelExporterFBX : public [UExporterFBX](API\Editor\UnrealEd\Exporters\UExporterFBX)


code: virtual bool ExportText ( const [FExportObjectInnerContext](API\Runtime\Engine\FExportObjectInnerContext) * Context, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const TCHAR * Type, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, uint32 PortFlags )


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


className: ULevelExporterLOD

code: class ULevelExporterLOD : public [UExporter](API\Runtime\Engine\Exporters\UExporter)


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


className: ULevelExporterOBJ

code: class ULevelExporterOBJ : public [UExporter](API\Runtime\Engine\Exporters\UExporter)


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


className: ULevelExporterSTL

code: class ULevelExporterSTL : public [UExporter](API\Runtime\Engine\Exporters\UExporter)


description: Allows the Exporter to export any extra information it would like about each instanced object. This occurs immediately after the component is exported.

code: virtual void ExportComponentExtra ( const [FExportObjectInnerContext](API\Runtime\Engine\FExportObjectInnerContext) * Context, const [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & Components, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, uint32 PortFlags )


description: Export Package Inner

code: virtual void ExportPackageInners ( [FExportPackageParams](API\Runtime\Engine\Exporters\UExporter\FExportPackageParams) & ExpPackageParams )


description: Export Package Object

code: virtual void ExportPackageObject ( [FExportPackageParams](API\Runtime\Engine\Exporters\UExporter\FExportPackageParams) & ExpPackageParams )


code: ULevelExporterT3D ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class ULevelExporterT3D : public [UExporter](API\Runtime\Engine\Exporters\UExporter)


code: UModelExporterT3D ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UModelExporterT3D : public [UExporter](API\Runtime\Engine\Exporters\UExporter)


code: UObjectExporterT3D ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UObjectExporterT3D : public [UExporter](API\Runtime\Engine\Exporters\UExporter)


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


code: virtual bool ExportText ( const [FExportObjectInnerContext](API\Runtime\Engine\FExportObjectInnerContext) * Context, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const TCHAR * Type, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, uint32 PortFlags )


className: UPolysExporterOBJ

code: class UPolysExporterOBJ : public [UExporter](API\Runtime\Engine\Exporters\UExporter)


code: UPolysExporterT3D ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UPolysExporterT3D : public [UExporter](API\Runtime\Engine\Exporters\UExporter)


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


className: URenderTargetCubeExporterHDR

code: class URenderTargetCubeExporterHDR : public [UTextureCubeExporterHDR](API\Editor\UnrealEd\Exporters\UTextureCubeExporterHDR)


description:
Export object to binary
False

code: virtual bool ExportBinary ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const TCHAR * Type, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, int32 FileIndex, uint32 PortFlags )


description: Returns whether this exporter supports the specific object.

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


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


className: URenderTargetExporterEXR

code: class URenderTargetExporterEXR : public [UExporter](API\Runtime\Engine\Exporters\UExporter)


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


className: URenderTargetExporterPNG

description: Note : URenderTargetExporterHDR deleted export to HDR is discouraged, use PNG or EXR

code: class URenderTargetExporterPNG : public [UExporter](API\Runtime\Engine\Exporters\UExporter)


code: USequenceExporterT3D ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class USequenceExporterT3D : public [UExporter](API\Runtime\Engine\Exporters\UExporter)


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


className: USkeletalMeshExporterFBX

description: SkeletalMeshExporterFBX.

code: class USkeletalMeshExporterFBX : public [UExporterFBX](API\Editor\UnrealEd\Exporters\UExporterFBX)


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


className: USoundExporterOGG

code: class USoundExporterOGG : public [UExporter](API\Runtime\Engine\Exporters\UExporter)


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


className: USoundExporterWAV

code: class USoundExporterWAV : public [UExporter](API\Runtime\Engine\Exporters\UExporter)


description: Number of binary files to export for this object. Should be 1 in the vast majority of cases. Noted exception would be multichannel sounds which have upto 8 raw waves stored within them.

code: virtual int32 GetFileCount ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const


code: virtual [FString](API\Runtime\Core\Containers\FString) GetUniqueFilename ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const TCHAR * Filename, int32 FileIndex, int32 FileCount ) const


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


className: USoundSurroundExporterWAV

description: SoundSurroundExporterWAV.

code: class USoundSurroundExporterWAV : public [UExporter](API\Runtime\Engine\Exporters\UExporter)


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


description:
Export object to binary
False

code: virtual bool ExportBinary ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const TCHAR * Type, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, int32 FileIndex, uint32 PortFlags )


className: UStaticMeshExporterFBX

description: StaticMeshExporterFBX.

code: class UStaticMeshExporterFBX : public [UExporterFBX](API\Editor\UnrealEd\Exporters\UExporterFBX)


code: virtual bool ExportText ( const [FExportObjectInnerContext](API\Runtime\Engine\FExportObjectInnerContext) * Context, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const TCHAR * Type, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, uint32 PortFlags )


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


className: UStaticMeshExporterOBJ

code: class UStaticMeshExporterOBJ : public [UExporter](API\Runtime\Engine\Exporters\UExporter)


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


className: UTextBufferExporterTXT

code: class UTextBufferExporterTXT : public [UExporter](API\Runtime\Engine\Exporters\UExporter)


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


description: Derived class exporter must implement :

code: virtual bool SupportsTexture ( [UTexture](API\Runtime\Engine\Engine\UTexture) * Texture ) const


className: UTextureCubeExporterHDR

description: TextureCubeExporterHDR.

code: class UTextureCubeExporterHDR : public [UExporter](API\Runtime\Engine\Exporters\UExporter)


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


className: UTextureExporterBMP

description: TextureExporterBMP.

code: class UTextureExporterBMP : public [UTextureExporterGeneric](API\Editor\UnrealEd\Exporters\UTextureExporterGeneric)


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


description: Should not get called :


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


className: UTextureExporterDDS

description: TextureExporterDDS.

code: class UTextureExporterDDS : public [UTextureExporterGeneric](API\Editor\UnrealEd\Exporters\UTextureExporterGeneric)


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


className: UTextureExporterEXR

description: TextureExporterEXR.

code: class UTextureExporterEXR : public [UTextureExporterGeneric](API\Editor\UnrealEd\Exporters\UTextureExporterGeneric)


description:
Export object to binary
False

code: virtual bool ExportBinary ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const TCHAR * Type, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, int32 FileIndex, uint32 PortFlags )


code: [UTexture](API\Runtime\Engine\Engine\UTexture) * GetExportTexture ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const


code: virtual int32 GetFileCount ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const


code: virtual [FString](API\Runtime\Core\Containers\FString) GetUniqueFilename ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const TCHAR * Filename, int32 FileIndex, int32 FileCount ) const


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


className: UTextureExporterGeneric

description: TextureExporterGeneric.

code: class UTextureExporterGeneric : public [UExporter](API\Runtime\Engine\Exporters\UExporter)


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


className: UTextureExporterHDR

description: TextureExporterHDR.

code: class UTextureExporterHDR : public [UTextureExporterGeneric](API\Editor\UnrealEd\Exporters\UTextureExporterGeneric)


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


className: UTextureExporterJPEG

description: JPEG is notUTextureExporterGenericJPEG exporter writes stored JPEG bits in TextureSource compressed payloads

code: class UTextureExporterJPEG : public [UExporter](API\Runtime\Engine\Exporters\UExporter)


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


className: UTextureExporterPCX

description: TextureExporterPCX.

code: class UTextureExporterPCX : public [UExporter](API\Runtime\Engine\Exporters\UExporter)


description: Derived class exporter must implement :

code: virtual bool SupportsTexture ( [UTexture](API\Runtime\Engine\Engine\UTexture) * Texture ) const


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


className: UTextureExporterPNG

description: TextureExporterPNG.

code: class UTextureExporterPNG : public [UTextureExporterGeneric](API\Editor\UnrealEd\Exporters\UTextureExporterGeneric)


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


className: UTextureExporterTGA

description: TextureExporterTGA.

code: class UTextureExporterTGA : public [UTextureExporterGeneric](API\Editor\UnrealEd\Exporters\UTextureExporterGeneric)


className: UVectorFieldExporter

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

code: class UVectorFieldExporter : public [UExporter](API\Runtime\Engine\Exporters\UExporter)


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


className: UVirtualTextureBuilderExporterBMP

code: class UVirtualTextureBuilderExporterBMP : public [UTextureExporterBMP](API\Editor\UnrealEd\Exporters\UTextureExporterBMP)


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


className: UVirtualTextureBuilderExporterDDS

code: class UVirtualTextureBuilderExporterDDS : public [UTextureExporterDDS](API\Editor\UnrealEd\Exporters\UTextureExporterDDS)


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


className: UVirtualTextureBuilderExporterEXR

code: class UVirtualTextureBuilderExporterEXR : public [UTextureExporterEXR](API\Editor\UnrealEd\Exporters\UTextureExporterEXR)


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


className: UVirtualTextureBuilderExporterHDR

code: class UVirtualTextureBuilderExporterHDR : public [UTextureExporterHDR](API\Editor\UnrealEd\Exporters\UTextureExporterHDR)


className: UVirtualTextureBuilderExporterPNG

code: class UVirtualTextureBuilderExporterPNG : public [UTextureExporterPNG](API\Editor\UnrealEd\Exporters\UTextureExporterPNG)


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


code: FActionMenuContent ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > InContent, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > InWidgetToFocus )


className: FActionMenuContent

description: Struct used to return info about action menu

code: struct FActionMenuContent

Content

type: TSharedRef<SWi...

OnMenuDismissed

type: FOnGraphContent...

WidgetToFocus

type: TSharedPtr<SWi...


code: FActorEditorContextClientDisplayInfo()


className: FActorEditorContextClientDisplayInfo

Brush

type: constFSlateBru...


description:
Places an actor instance using the factory appropriate for the type of asset
the actor that was created by the factory, or NULL if there aren't any factories for this asset (or the actor couldn't be created for some other reason)

code: static [AActor](API\Runtime\Engine\GameFramework\AActor) * AddActorForAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * AssetObj, bool SelectActor, EObjectFlags ObjectFlags, [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * FactoryToUse, const [FName](API\Runtime\Core\UObject\FName) Name )


description:
Places an actor instance using the factory appropriate for the type of asset using the current object selection as the asset
the actor that was created by the factory, or NULL if there aren't any factories for this asset (or the actor couldn't be created for some other reason)

code: static [AActor](API\Runtime\Engine\GameFramework\AActor) * AddActorFromSelection ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ActorClass, const FVector * ActorLocation, bool SelectActor, EObjectFlags ObjectFlags, [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * ActorFactory, const [FName](API\Runtime\Core\UObject\FName) Name )


code: FMenuItem &40; UActorFactory &42; InFactoryToUse, const FAssetData & InAssetData &41;


description:
Attempts to apply the material to the specified actor.
true if the material was successfully applied to the actor

code: static bool ApplyMaterialToActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * TargetActor, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * MaterialToApply, int32 OptionalMaterialSlot )


className: FMenuItem

description: Information about an add actor menu item

code: struct FMenuItem

AssetData

type: FAssetData

description: The asset data to use with the factory

FactoryToUse

type: UActorFactory&...

description: Actor factory used to spawn the actor when the menu item is clicked


description:
Find the appropriate actor factory for an asset by type.
the factory that is responsible for creating actors for the specified asset type.

code: static [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * GetFactoryForAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & DropData, bool bRequireValidObject )


description: Builds a list of strings for populating the actor factory context menu items. This menu is shown when the user right-clicks in a level viewport.

code: static void GenerateActorFactoryMenuItems ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [TArray](API\Runtime\Core\Containers\TArray)< [FMenuItem](API\Editor\UnrealEd\FActorFactoryAssetProxy\FMenuItem) > * OutMenuItems, bool ExcludeStandAloneFactories )


description:
Find the appropriate actor factory for an asset.
The factory that is responsible for creating actors for the specified asset

code: static [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * GetFactoryForAssetObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * AssetObj )


description:
Determines if the provided actor is capable of having a material applied to it.
true if the actor is valid for material application; false otherwise

code: static bool IsActorValidForMaterialApplication ( [AActor](API\Runtime\Engine\GameFramework\AActor) * TargetActor )


className: FActorFactoryAssetProxy

code: class FActorFactoryAssetProxy


className: FActorFolderProps

code: struct FActorFolderProps

bIsExpanded

type: bool


description: Pure virtual that must be overloaded by the inheriting class. Use this method to serialize any UObjects contained that you wish to keep around.

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


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


description: Create a new folder in the specified world, of the specified path

code: bool CreateFolder ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, const [FFolder](API\Runtime\Engine\FFolder) & InFolder )


description: Return if folder exists

code: bool ContainsFolder ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, const [FFolder](API\Runtime\Engine\FFolder) & InFolder )


description: Deprecated* CreateFolder usingFNamehas been deprecated. Please use new interface usingFFolder.

code: void CreateFolder ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, [FName](API\Runtime\Core\UObject\FName) Path )


description: Same as CreateFolder, but moves the current actor selection into the new folder as well

code: void CreateFolderContainingSelection ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, const [FFolder](API\Runtime\Engine\FFolder) & InFolder )


description: Deprecated* CreateFolderContainingSelection usingFNamehas been deprecated. Please use new interface usingFFolder.

code: void CreateFolderContainingSelection ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, [FName](API\Runtime\Core\UObject\FName) Path )


description: Deprecated* DeleteFolder usingFNamehas been deprecated. Please use new interface usingFFolder.

code: void DeleteFolder ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, [FName](API\Runtime\Core\UObject\FName) FolderToDelete )


description: Delete the specified folder in the world

code: void DeleteFolder ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, const [FFolder](API\Runtime\Engine\FFolder) & InFolderToDelete )


description: Apply an operation to each actor desc in the given list of folders.

code: static void ForEachActorDescInFolders ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & InPaths, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) *)> Operation, const [FFolder::FRootObject](API\Runtime\Engine\FFolder\FRootObject) & InFolderRootObject )


description: Apply an operation to each actor in the given list of folders. Will stop when operation returns false.

code: static void ForEachActorInFolders ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InPaths, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([AActor](API\Runtime\Engine\GameFramework\AActor) *)> Operation, const [FFolder::FRootObject](API\Runtime\Engine\FFolder\FRootObject) & InFolderRootObject )


code: static void ForEachActorInFolders ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & InPaths, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([AActor](API\Runtime\Engine\GameFramework\AActor) *)> Operation, const [FFolder::FRootObject](API\Runtime\Engine\FFolder\FRootObject) & InFolderRootObject )


description: Iterate on all folders of a world and pass it to the provided operation.

code: void ForEachFolder ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [FFolder](API\Runtime\Engine\FFolder) &)> Operation )


description: Iterate on all world's folders with the given root object and pass it to the provided operation.

code: void ForEachFolderWithRootObject ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, const [FFolder::FRootObject](API\Runtime\Engine\FFolder\FRootObject) & InFolderRootObject, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [FFolder](API\Runtime\Engine\FFolder) &)> Operation )


description: Singleton access

code: static [FActorFolders](API\Editor\UnrealEd\FActorFolders) & Get()