className: FOnPostSaveWorldWithContext

description: Delegate type for post save world events ( UWorld* World,FObjectPostSaveContextObjectSaveContext )

code: typedef TMulticastDelegate_TwoParams< void, class [UWorld](API\Runtime\Engine\Engine\UWorld) *, [FObjectPostSaveContext](API\Runtime\CoreUObject\UObject\FObjectPostSaveContext) > FOnPostSaveWorldWithContext


className: FOnPreDestructiveAssetAction

description: Delegate for when assets are about to undergo a destructive action caused by the Editor UI (Delete, Rename, Move, Privatize, etc.)

module: UnrealEd

code: typedef TMulticastDelegate_ThreeParams< void, const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > &, EDestructiveAssetActions, [FResultMessage](API\Editor\UnrealEd\Editor\FResultMessage) & > FOnPreDestructiveAssetAction


className: FOnPreSaveWorldWithContext

description: Delegate type for pre save world events ( UWorld* World,FObjectPreSaveContextObjectSaveContext )

code: typedef TMulticastDelegate_TwoParams< void, class [UWorld](API\Runtime\Engine\Engine\UWorld) *, [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) > FOnPreSaveWorldWithContext


className: FOnPreSaveExternalActors

description: Delegate type for pre save external actors event, called by editor save codepaths and auto saves ( UWorld* World )

code: typedef TMulticastDelegate_OneParam< void, class [UWorld](API\Runtime\Engine\Engine\UWorld) * > FOnPreSaveExternalActors


className: FOnRestartRequested

description: Delegate type for when the editor requests a restart, enables overriding how a restart is performed

code: typedef TBaseDelegate_OneParam< bool, const [FString](API\Runtime\Core\Containers\FString) & > FOnRestartRequested


className: FOnStandaloneLocalPlayEvent

description: Delegate for a standalone local play event (Params: uint32 processID)

code: typedef TMulticastDelegate_OneParam< void, const uint32 > FOnStandaloneLocalPlayEvent


className: FOnViewAssetIdentifiers

description: Delegate type to handle viewing/editing a set of asset identifiers which are packages or ids

code: typedef TMulticastDelegate_OneParam< void, [TArray](API\Runtime\Core\Containers\TArray)< [FAssetIdentifier](API\Runtime\CoreUObject\AssetRegistry\FAssetIdentifier) > > FOnViewAssetIdentifiers


className: LayerChange

description: Called when an actor is added to a layer


className: LoadSelectedAssetsIfNeeded

description: Called when an action is performed which interacts with the content browser; load any selected assets which aren't already loaded


className: MapChange

description: Called when the map has changed


className: NewCurrentLevel

description: Called when the CurrentLevel is switched to a new level. Note that this event won't be fired for temporary changes to the current level, such as when copying/pasting actors.


className: OnAddLevelToWorld

description: Called from FEditorUtils::AddLevelToWorld after the level is added successfully to the world.


className: OnActionAxisMappingsChanged

description: Called when Action or Axis mappings have been changed


className: OnApplyObjectToActor

description: Called when when attempting to apply an object to an actor (via drag drop)


className: OnAssetDragStarted

description: Called when a user starts dragging something out of content browser (can be multiple assets)


className: OnAssetPostImport

description: Called when new assets have been (re-)imported.


className: OnAssetPreImport

description: Called when new assets are being (re-)imported.


className: OnAssetReimport

description: Called after an asset has been reimported


className: OnAssetsAddExtraObjectsToDelete

description: Called when the user requests certain assets be deletedand allows the addition of secondary assets that should also be deleted


className: OnAssetsCanDelete

description: Called when the user requests assets to be deleted to determine if the operation is available.


className: OnAssetsDeleted

description: Called when one or more assets have been deleted


className: OnAssetsPreDelete

description: Called when the user requests certain assets be deleted (DOES NOT imply that the asset will be deleted... the user could cancel)


className: OnDeleteActorsBegin

description: Sent when delete begin called


className: OnDeleteActorsEnd

description: Sent when delete end called


className: OnDollyPerspectiveCamera

description: Called when the editor camera is moved


className: OnDuplicateActorsBegin

description: Sent before duplicate is handled


className: OnDuplicateActorsEnd

description: Sent after duplicate is handled


className: OnEditAssetIdentifiers

description: Called to try and edit an asset identifier, which could be a package or searchable name


className: OnEditCopyActorsBegin

description: Sent before edit copy is handled


className: OnEditCopyActorsEnd

description: Sent after edit copy is handled


className: OnEditCutActorsBegin

description: Sent before edit cut is handled


className: OnEditCutActorsEnd

description: Sent after edit cut is handled


className: OnConfigureNewAssetProperties

description: Called when beginning configuration of a new asset


className: OnEditorBoot

description: Called when the editor has booted


className: OnEditorCameraMoved

description: Called when the editor camera is moved


className: OnEditorInitialized

description: Called when the editor has initialized


className: OnEditPasteActorsBegin

description: Sent before edit paste is handled


className: OnEditPasteActorsEnd

description: Sent after edit paste is handled


className: OnEnableGestureRecognizerChanged

description: Called when a user changes theUInputSettings::bEnableGestureRecognizersetting to refresh the available actions.


className: OnFinishPickingBlueprintClass

description: Called when finishing picking a new blueprint class during construction


className: OnFocusViewportOnActors

description: Called when focusing viewport on a set of actors


className: OnGridSnappingChanged

description: Called when grid snapping is changed


className: OnLightingBuildFailed

description: Called when a lighting build has failed (maybe called twice if cancelled)


className: OnLightingBuildKept

description: Called when a lighting build has been kept


className: OnLightingBuildStarted

description: Called when a lighting build has started


className: OnLightingBuildSucceeded

description: Called when a lighting build has succeeded


className: OnMapLoad

description: Called before LoadMap is processed


className: OnMapOpened

description: Called when a map is opened, giving map name, and whether it was a template


className: OnNewActorsDropped

description: Called when new actors are dropped on to the viewport


className: OnNewActorsPlaced

description: Called when new actors are placed in the viewport


className: OnOpenAssetAudit

description: Called when you want to view things in the asset audit window


className: OnOpenReferenceViewer

description: Called when you want to view things in the reference viewer, these are bound to by asset manager editor plugins


className: OnOpenSizeMap

description: Called when you want to view things in the size map


className: OnPackageDeleted

description: Called when one or more packages have been deleted through save


className: OnPostAssetValidation

description: Called after asset validation happens by the Asset Validation subsystem.


className: OnPreAssetValidation

description: Called before any asset validation happens via the Asset Validation subsystem.


className: OnNewAssetCreated

description: Called when finishing configuration of a new asset


className: OnPreDestructiveAssetAction

description: Called when an asset is about to undergo a destructive action caused by the Editor UI (Delete, Move, Rename, Privatize, etc.)


className: OnPreSwitchBeginPIEAndSIE

description: Sent just before the user switches between from PIE to SIE, or vice-versa. Passes in whether we are currently in SIE


className: OnRestartRequested

description: Called when the editor requests a restart


className: OnShutdownPostPackagesSaved

description: Called on editor shutdown after packages have been successfully saved


className: OnSwitchBeginPIEAndSIE

description: Sent after the user switches between from PIE to SIE, or vice-versa. Passes in whether we are currently in SIE


className: PausePIE

description: Sent when a PIE session is paused


className: PostLandscapeLayerUpdated

description: Called after Landscape layer infomap update have completed


className: PostPIEStarted

description: Sent when a PIE session has fully started and afterBeginPlay()has been called


className: PostSaveExternalActors

description: Called after any number of external actors has been saved


className: PostSaveWorldWithContext

description: Called after SaveWorld is processed


className: PostUndoRedo

description: Called after an undo/redo


className: PreBeginPIE

description: Sent when a PIE session is beginning (before we decide if PIE can run - allows clients to avoid blocking PIE)


className: PrePIEEnded

description: Sent when a PIE session is ending, before anything else happens


className: PreSaveExternalActors

description: Called before any number of external actors will be saved


className: PreSaveWorldWithContext

description: Called before SaveWorld is processed


className: PropertySelectionChange

description: Within a property window, the currently selected item was changed.


className: RefreshEditor

description: Called when the editor needs to be refreshed


className: RefreshAllBrowsers

description: Called when all browsers need to be refreshed


className: RefreshLayerBrowser

description: Called when the layer browser need to be refreshed


className: RefreshLevelBrowser

description: Called when the level browser need to be refreshed


className: RefreshPrimitiveStatsBrowser

description: Called when the primitive stats browser need to be refreshed


className: ResumePIE

description: Sent when a PIE session is resumed


className: SelectedProps

description: Sent when requesting to display the properties of selected actors or BSP surfaces


className: SingleStepPIE

description: Sent when a PIE session is single-stepped


className: SurfProps

description: Surfprops changed


className: FEditorDelegates

description: FEditorDelegatesDelegates used by the editor.

code: struct FEditorDelegates


description: Fetches the last directory used for the specified typeFStringthe string that was last set

code: [FString](API\Runtime\Core\Containers\FString) GetLastDirectory ( [ELastDirectory::Type](API\Editor\UnrealEd\ELastDirectory__Type) InLastDir ) const


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


description: Removes override of config file, config section and default directory

code: void ResetOverride()


description: Initializes the "LastDir" array with default directories for loading/saving files

code: void LoadLastDirectories()


description: Writes the current "LastDir" array back out to the config files

code: void SaveLastDirectories()


description: Sets the last directory used for the specified type

code: void SetLastDirectory ( [ELastDirectory::Type](API\Editor\UnrealEd\ELastDirectory__Type) InLastDir, const [FString](API\Runtime\Core\Containers\FString) & InLastStr )


className: FEditorDirectories

code: class FEditorDirectories


description: Unloads the specified package potentially containing an inactive world. When returning false, OutErrorMessage is supplied with a display string describing the reason why the world could not be unloaded.

code: static bool AttemptUnloadInactiveWorldPackage ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * PackageToUnload, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMessage )


description: Overrides how configuration is saved and the default directory

code: void SetOverride ( const [FString](API\Runtime\Core\Containers\FString) & InConfigFile, const [FString](API\Runtime\Core\Containers\FString) & InConfigSectionName, const [FString](API\Runtime\Core\Containers\FString) & InDefaultDir )


description:
Saves all asset packages to the specified directory.
true if one or more packages were autosaved; false otherwise

code: static bool AutosaveContentPackages ( const [FString](API\Runtime\Core\Containers\FString) & AbsoluteAutosaveDir, const int32 AutosaveIndex, const bool bForceIfNotInList, const [TSet](API\Runtime\Core\Containers\TSet)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) >, [TWeakObjectPtrSetKeyFuncs](API\Runtime\Core\UObject\TWeakObjectPtrSetKeyFuncs)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) >> > & DirtyPackagesForAutoSave )


description:
Saves all asset packages to the specified directory.
Success if saved at least one faile. NothingToDo if there was nothing to save. Failure on at least one auto-save failure.

code: static [EAutosaveContentPackagesResult::Type](API\Editor\UnrealEd\EAutosaveContentPackagesResult__-) AutosaveContentPackagesEx ( const [FString](API\Runtime\Core\Containers\FString) & AbsoluteAutosaveDir, const int32 AutosaveIndex, const bool bForceIfNotInList, const [TSet](API\Runtime\Core\Containers\TSet)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) >, [TWeakObjectPtrSetKeyFuncs](API\Runtime\Core\UObject\TWeakObjectPtrSetKeyFuncs)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) >> > & DirtyPackagesForAutoSave )


description: Saves all levels to the specified directory.

code: static bool AutosaveMap ( const [FString](API\Runtime\Core\Containers\FString) & AbsoluteAutosaveDir, const int32 AutosaveIndex, const bool bForceIfNotInList, const [TSet](API\Runtime\Core\Containers\TSet)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) >, [TWeakObjectPtrSetKeyFuncs](API\Runtime\Core\UObject\TWeakObjectPtrSetKeyFuncs)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) >> > & DirtyPackagesForAutoSave )


code: static [EAutosaveContentPackagesResult::Type](API\Editor\UnrealEd\EAutosaveContentPackagesResult__-) AutosaveMapEx ( const [FString](API\Runtime\Core\Containers\FString) & AbsoluteAutosaveDir, const int32 AutosaveIndex, const bool bForceIfNotInList, const [TSet](API\Runtime\Core\Containers\TSet)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) >, [TWeakObjectPtrSetKeyFuncs](API\Runtime\Core\UObject\TWeakObjectPtrSetKeyFuncs)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) >> > & DirtyPackagesForAutoSave )


className: bIsPromptingForCheckoutAndSave

description: Flag used to determine if the checkout and save prompt is already open to prevent re-entrance

code: static bool bIsPromptingForCheckoutAndSave = false;


className: bIsLoadingDefaultStartupMap

code: static bool bIsLoadingDefaultStartupMap = false;


className: bSkipExternalObjectSave

description: Flag used in SaveMap to skip saving external objects and only save the map

code: static bool bSkipExternalObjectSave = false;


description:
Check out the specified packages from source control and report any errors while checking out
the result of the check out operation

code: static [ECommandResult::Type](API\Developer\SourceControl\ECommandResult__Type) CheckoutPackages ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & PkgsToCheckOut, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > * OutPackagesCheckedOut, const bool bErrorIfAlreadyCheckedOut )


description:
Check out the specified packages from source control and report any errors while checking out
true if all the packages were checked out successfully

code: static [ECommandResult::Type](API\Developer\SourceControl\ECommandResult__Type) CheckoutPackages ( const [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & PkgsToCheckOut, [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > * OutPackagesCheckedOut, const bool bErrorIfAlreadyCheckedOut, const bool bConfirmPackageBranchCheckOutStatus )


className: EGarbageCollectionOption

description: Used to decide how to handle garbage collection.

code: enum EGarbageCollectionOption { GCO_SkipGarbageCollection = 0, GCO_CollectGarbage = 1, }


className: EPromptReturnCode

description: Enum used for prompt returns

code: enum EPromptReturnCode { PR_Success, PR_Failure, PR_Declined, PR_Cancelled, }


description:
Helper function used to extract the package name from the object path
The package name from the string

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


code: static void Export ( bool bExportSelectedActorsOnly )


description: Looks for config files for the current project.

code: static void FindAllConfigFiles ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutConfigFiles )


description: Looks for package files in the known content paths on disk.

code: static void FindAllPackageFiles ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutPackages )


description: Looks for source control submittable non-package config files for the current project.

code: static void FindAllSubmittableConfigFiles ( [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FSourceControlStatePtr](API\Developer\SourceControl\FSourceControlStatePtr) > & OutConfigFiles )


description: Looks for source control submittable files in the known content paths on disk.

code: static void FindAllSubmittablePackageFiles ( [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FSourceControlStatePtr](API\Developer\SourceControl\FSourceControlStatePtr) > & OutPackages, const bool bIncludeMaps )


description: Looks for source control submittable non-package project files for the current project.

code: static void FindAllSubmittableProjectFiles ( [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FSourceControlStatePtr](API\Developer\SourceControl\FSourceControlStatePtr) > & OutProjectFiles )


className: FOnLevelPickingCancelled

code: typedef TBaseDelegate_NoParams< void > FOnLevelPickingCancelled


className: FOnLevelsChosen

code: typedef TBaseDelegate_OneParam< void, const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & > FOnLevelsChosen


className: FOnLoadMapEnd

code: typedef TMulticastDelegate_OneParam< void, const [FString](API\Runtime\Core\Containers\FString) &Filename > FOnLoadMapEnd


className: FOnLoadMapStart

code: typedef TMulticastDelegate_NoParams< void > FOnLoadMapStart


className: FOnPrepareWorldsForExplicitSave

code: typedef TMulticastDelegate_OneParam< void, [TArray](API\Runtime\Core\Containers\TArray)< [UWorld](API\Runtime\Engine\Engine\UWorld) * > Worlds > FOnPrepareWorldsForExplicitSave


className: FPromptForCheckoutAndSaveParams

code: struct FPromptForCheckoutAndSaveParams

bAlreadyCheckedOut

type: bool

description: If true the user will be prompted with a list of packages to save, otherwise all passed in packages are saved

bCanBeDeclined

description: If true, the user will not be prompted with the source control dialog

bIsExplicitSave

description: If true, offer a "Don't Save" option in addition to "Cancel", which will not result in a cancellation return code.

bPromptToSave

description: If true, only packages that are dirty in PackagesToSave will be saved

Message

type: FText

description: If bPromptToSave true provides a dialog title

OutFailedPackages

type: TArray<UPackag...

description: If bPromptToSave true provides a dialog message

Title

description: If true, marks the save as explicit.


code: static bool Default &40; UPackage &42; &41;


className: FShouldIgnorePackage

code: struct FShouldIgnorePackage


className: FShouldIgnorePackageFunctionRef

description: Dirty Package Ignore


description: Get the autosave filename for the given package.

code: static [FString](API\Runtime\Core\Containers\FString) GetAutoSaveFilename ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) *const Package, const [FString](API\Runtime\Core\Containers\FString) & AbsoluteAutosaveDir, const int32 AutoSaveIndex, const [FString](API\Runtime\Core\Containers\FString) & PackageExt )


description: Appends array with all currently dirty content packages.

code: static void GetDirtyContentPackages ( [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & OutDirtyPackages, const [FShouldIgnorePackageFunctionRef](API\Editor\UnrealEd\FEditorFileUtils\FShouldIgnorePackageFunctionRef) & ShouldIgnorePackageFunction )


description: Appends array with all currently dirty packages

code: static void GetDirtyPackages ( [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & OutDirtyPackages, const [FShouldIgnorePackageFunctionRef](API\Editor\UnrealEd\FEditorFileUtils\FShouldIgnorePackageFunctionRef) & ShouldIgnorePackageFunction )


description: Appends array with all currently dirty world packages.

code: static void GetDirtyWorldPackages ( [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & OutDirtyPackages, const [FShouldIgnorePackageFunctionRef](API\Editor\UnrealEd\FEditorFileUtils\FShouldIgnorePackageFunctionRef) & ShouldIgnorePackageFunction )


code: static [FString](API\Runtime\Core\Containers\FString) GetFilename ( const [FName](API\Runtime\Core\UObject\FName) & PackageName )


code: static [FString](API\Runtime\Core\Containers\FString) GetFilename ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * LevelObject )


description:
Returns a file filter string appropriate for a specific file interaction.
A filter string.

code: static [FString](API\Runtime\Core\Containers\FString) GetFilterString ( EFileInteraction Interaction )


code: static [FOnLoadMapEnd](API\Editor\UnrealEd\FEditorFileUtils\FOnLoadMapEnd) & GetOnLoadMapEndDelegate()


code: static [FOnLoadMapStart](API\Editor\UnrealEd\FEditorFileUtils\FOnLoadMapStart) & GetOnLoadMapStartDelegate()


description: Presents the user with a file dialog for importing. If the import is not a merge (bMerging is false), AskSaveChanges() is called first.

code: static void Import()


code: static void Import ( const [FString](API\Runtime\Core\Containers\FString) & InFilename )


description: Whether or not we're in the middle of loading the simple startup map

code: static bool IsLoadingStartupMap()


description:
Helper function used to decide whether a package name is a map package or not. Map packages aren't added to the additional package list.
True if package is a map

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


code: static bool IsMapPackageAsset ( const [FString](API\Runtime\Core\Containers\FString) & ObjectPath, [FString](API\Runtime\Core\Containers\FString) & MapFilePath )


description: Returns true if the specified map filename is valid for loading or saving. When returning false, OutErrorMessage is supplied with a display string describing the reason why the map name is invalid.

code: static bool IsValidMapFilename ( const [FString](API\Runtime\Core\Containers\FString) & MapFilename, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMessage )


description: Loads a simple example map

code: static void LoadDefaultMapAtStartup()


description: Prompts the user to save the current map if necessary, the presents a load dialog and loads a new map if selected by the user.

code: static bool LoadMap()


description: Opens a non-modal dialog to allow the user to choose a level

code: static void OpenLevelPickingDialog ( const [FOnLevelsChosen](API\Editor\UnrealEd\FEditorFileUtils\FOnLevelsChosen) & OnLevelsChosen, const [FOnLevelPickingCancelled](API\Editor\UnrealEd\FEditorFileUtils\FOnLevelPickingCancelled) & OnLevelPickingCancelled, bool bAllowMultipleSelection )


className: PackagesNotSavedDuringSaveAll

description: Set of packages to ignore for save/checkout when using SaveAll.

code: static [TSet](API\Runtime\Core\Containers\TSet)< [FString](API\Runtime\Core\Containers\FString) > PackagesNotSavedDuringSaveAll;


description:
Loads the specified map. Does not prompt the user to save the current map.
true on success, false otherwise

code: static bool LoadMap ( const [FString](API\Runtime\Core\Containers\FString) & Filename, bool LoadAsTemplate, const bool bShowProgress )


className: PackagesNotToPromptAnyMore

description: Set of packages which should no longer prompt for checkouts / to be made writable.

code: static [TSet](API\Runtime\Core\Containers\TSet)< [FString](API\Runtime\Core\Containers\FString) > PackagesNotToPromptAnyMore;


description: Broadcasts the OnPrepareWorldsForExplicitSave event to allow validation and changes to worlds before they're saved. Used for Editor triggered explicit saves caused by user input such as ctrl+s, or clicking the save button. Changes to worlds include dirtying the world itself or affecting its ExternalActors through Adds/Removes/Edits.

code: static void PrepareWorldsForExplicitSave ( [TArray](API\Runtime\Core\Containers\TArray)< [UWorld](API\Runtime\Engine\Engine\UWorld) * > Worlds )


description:
Optionally prompts the user for which of the provided packages should be saved, and then additionally prompts the user to check-out any of the provided packages which are under source control. If the user cancels their way out of either dialog, no packages are saved. It is possible the user will be prompted again, if the saving process fails for any reason. In that case, the user will be prompted on a package-by-package basis, allowing them to retry saving, skip trying to save the current package, or to again cancel out of the entire dialog. If the user skips saving a package that failed to save, the package will be added to the optional OutFailedPackages array, and execution will continue. After all packages are saved (or not), the user is provided with a warning about any packages that were writable on disk but not in source control, as well as a warning about which packages failed to save.
An enum value signifying success, failure, user declined, or cancellation. If any packages at all failed to save during execution, the return code will be failure, even if other packages successfully saved. If the user cancels at any point during any prompt, the return code will be cancellation, even though it is possible some packages have been successfully saved (if the cancel comes on a later package that can't be saved for some reason). If the user opts the "Don't
            Save" option on the dialog, the return code will indicate the user has declined out of the prompt. This way calling code can distinguish between a decline and a cancel and then proceed as planned, or abort its operation accordingly.

code: static [EPromptReturnCode](API\Editor\UnrealEd\FEditorFileUtils\EPromptReturnCode) PromptForCheckoutAndSave ( const [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & PackagesToSave, [FPromptForCheckoutAndSaveParams](API\Editor\UnrealEd\FEditorFileUtils\FPromptForCheckoutAndSaveParams) & InOutParams )


code: static [EPromptReturnCode](API\Editor\UnrealEd\FEditorFileUtils\EPromptReturnCode) PromptForCheckoutAndSave ( const [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & PackagesToSave, bool bCheckDirty, bool bPromptToSave, [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > * OutFailedPackages, bool bAlreadyCheckedOut, bool bCanBeDeclined )


code: static [EPromptReturnCode](API\Editor\UnrealEd\FEditorFileUtils\EPromptReturnCode) PromptForCheckoutAndSave ( const [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & PackagesToSave, bool bCheckDirty, bool bPromptToSave, const [FText](API\Runtime\Core\Internationalization\FText) & Title, const [FText](API\Runtime\Core\Internationalization\FText) & Message, [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > * OutFailedPackages, bool bAlreadyCheckedOut, bool bCanBeDeclined )


description:
Overloaded version of PromptToCheckOutLevels which prompts the user with a check-box dialog allowing them to check out the relevant level package if necessary
true if the user did not cancel out of the dialog and has potentially checked out some files (or if there is no source control integration); false if the user cancelled the dialog

code: static bool PromptToCheckoutLevels ( bool bCheckDirty, [ULevel](API\Runtime\Engine\Engine\ULevel) * SpecificLevelToCheckOut )


description:
Prompt the user with a check-box dialog allowing them to check out relevant level packages from source control
true if the user did not cancel out of the dialog and has potentially checked out some files (or if there is no source control integration); false if the user cancelled the dialog

code: static bool PromptToCheckoutLevels ( bool bCheckDirty, const [TArray](API\Runtime\Core\Containers\TArray)< [ULevel](API\Runtime\Engine\Engine\ULevel) * > & SpecificLevelsToCheckOut, [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > * OutPackagesNotNeedingCheckout )


description:
Prompt the user with a check-box dialog allowing them to check out the provided packages from source control, if desired
true if the user did not cancel out of the dialog and has potentially checked out some files (or if there is no source control integration); false if the user cancelled the dialog

code: static bool PromptToCheckoutPackages ( bool bCheckDirty, const [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & PackagesToCheckOut, [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > * OutPackagesCheckedOutOrMadeWritable, [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > * OutPackagesNotNeedingCheckout, const bool bPromptingAfterModify, const bool bAllowSkip )


description: Sets the active level filename so that "Save" operates on this file and "SaveAs" must be used on others

code: static void RegisterLevelFilename ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const [FString](API\Runtime\Core\Containers\FString) & NewLevelFilename )


description: Clears current level filename so that the user must SaveAs on next Save. Called by NewMap() after the contents of the map are cleared. Also called after loading a map template so that the template isn't overwritten.

code: static void ResetLevelFilenames()


description:
Saves the active level, prompting the use for checkout if necessary.
true on success, False on fail

code: static bool SaveCurrentLevel()


description: Does a SaveAs for the specified assets.

code: static void SaveAssetsAs ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & Assets, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OutSavedAssets )


description:
Looks at all currently loaded packages and saves them if their "bDirty" flag is set and they include specified clasees, optionally prompting the user to select which packages to save)
true on success, false on fail.

code: static bool SaveDirtyContentPackages ( [TArray](API\Runtime\Core\Containers\TArray)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & SaveContentClasses, const bool bPromptUserToSave, const bool bFastSave, const bool bNotifyNoPackagesSaved, const bool bCanBeDeclined )


description:
Looks at all currently loaded packages and saves them if their "bDirty" flag is set, optionally prompting the user to select which packages to save)
true on success, false on fail.

code: static bool SaveDirtyPackages ( const bool bPromptUserToSave, const bool bSaveMapPackages, const bool bSaveContentPackages, const bool bFastSave, const bool bNotifyNoPackagesSaved, const bool bCanBeDeclined, bool * bOutPackagesNeededSaving, const [FShouldIgnorePackageFunctionRef](API\Editor\UnrealEd\FEditorFileUtils\FShouldIgnorePackageFunctionRef) & ShouldIgnorePackageFunction )


description:
Saves the specified level. SaveAs is performed as necessary.
true if the level was saved.

code: static bool SaveLevel ( [ULevel](API\Runtime\Engine\Engine\ULevel) * Level, const [FString](API\Runtime\Core\Containers\FString) & DefaultFilename, [FString](API\Runtime\Core\Containers\FString) * OutSavedFilename )


description:
Does a saveAs for the specified level.
true if the world was saved.

code: static bool SaveLevelAs ( [ULevel](API\Runtime\Engine\Engine\ULevel) * Level, [FString](API\Runtime\Core\Containers\FString) * OutSavedFilename )


description:
Saves the specified map package, returning true on success.
true if the map was saved successfully.

code: static bool SaveMap ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FString](API\Runtime\Core\Containers\FString) & Filename )


description:
Saves packages which contain map data but are not map packages themselves.
true if the data packages were saved.

code: static bool SaveMapDataPackages ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, bool bCheckDirty )


description:
Save all packages corresponding to the specified world, with the option to override their path and also apply a prefix.
true if at least one level was saved. If bPIESaving, will be true is ALL worlds were saved.

code: static bool SaveWorlds ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const [FString](API\Runtime\Core\Containers\FString) & RootPath, const TCHAR * Prefix, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutFilenames )


description: Whether or not saving the map package should save the external objects packages


className: FEditorFileUtils

description: For saving map files through the main editor frame.

code: class FEditorFileUtils


description: Get the leaf name of a specified folder path

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


description: Check if the specified path is a child of the specified parent

code: static bool PathIsChildOf ( const [FName](API\Runtime\Core\UObject\FName) & PotentialChild, const [FName](API\Runtime\Core\UObject\FName) & Parent )


description: Get the parent path for the specified folder path

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


code: static bool PathIsChildOf ( const [FString](API\Runtime\Core\Containers\FString) & PotentialChild, const [FString](API\Runtime\Core\Containers\FString) & Parent )


className: FEditorFolderUtils

code: class FEditorFolderUtils


description: Create a new instance of our mode

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FEdMode](API\Editor\UnrealEd\FEdMode) > CreateMode() const


description: Gets the information pertaining to the mode type that this factory creates

code: virtual [FEditorModeInfo](API\Editor\EditorFramework\Tools\FEditorModeInfo) GetModeInfo() const


code: FEditorModeFactory ( const [FEditorModeInfo](API\Editor\EditorFramework\Tools\FEditorModeInfo) & InModeInfo )


code: FEditorModeFactory ( [FEditorModeInfo](API\Editor\EditorFramework\Tools\FEditorModeInfo) && InModeInfo )


className: FEditorModeFactory

code: struct FEditorModeFactory : public [IEditorModeFactory](API\Editor\UnrealEd\IEditorModeFactory)

FactoryCallback

type: FEditorModeFact...

description: Callback used to create an instance of this mode type

ModeInfo

type: FEditorModeInfo

description: Information pertaining to this factory's mode


className: FactoryMap

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< FEditorModeID, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IEditorModeFactory](API\Editor\UnrealEd\IEditorModeFactory) > > FactoryMap


description: Unregister your mode when it is no longer available like so (this will prompt the destruction of any existing modes of this type): /**

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


description: Const access to the internal factory map

code: const [FactoryMap](API\Runtime\Core\Containers\TMap) & GetFactoryMap() const


description: Get a currently registered mode information for specified ID

code: [FEditorModeInfo](API\Editor\EditorFramework\Tools\FEditorModeInfo) GetModeInfo ( FEditorModeID ModeID ) const


description: Event that is triggered whenever a mode is registered

code: FOnModeRegistered & OnModeRegistered()


description: Get a list of information for all currently registered modes, sorted by UI priority order

code: [TArray](API\Runtime\Core\Containers\TArray)< [FEditorModeInfo](API\Editor\EditorFramework\Tools\FEditorModeInfo) > GetSortedModeInfo() const


description: Event that is triggered whenever a mode is unregistered


description: Event that is triggered whenever a mode is registered or unregistered


description: Registers an editor mode type. Typically called from a module's StartupModule() routine.

code: template<class T> void RegisterMode ( FEditorModeID ModeID, [FText](API\Runtime\Core\Internationalization\FText) Name, [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) IconBrush, bool bVisible, int32 PriorityOrder )


description: Registers an editor mode. Typically called from a module's StartupModule() routine.

code: void RegisterMode ( FEditorModeID ModeID, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IEditorModeFactory](API\Editor\UnrealEd\IEditorModeFactory) > Factory )


description: Unregisters an editor mode. Typically called from a module's ShutdownModule() routine. Note: will exit the edit mode if it is currently active.

code: void UnregisterMode ( FEditorModeID ModeID )


className: FEditorModeRegistry

description: A registry of editor modes and factories

code: class FEditorModeRegistry


description: Activates the default modes defined by this class. Note that there can be more than one default mode, and this call will activate them all in sequence.

code: void ActivateDefaultMode()


description: Activates an editor mode. Shuts down all other active modes which cannot run with the passed in mode.

code: void ActivateMode ( FEditorModeID InID, bool bToggle )


code: void ActorsDuplicatedNotify ( [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & InPreDuplicateSelection, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & InPostDuplicateSelection, const bool bOffsetLocations )


code: void ActorSelectionChangeNotify()


description: Adds a new default mode to this tool's list of default modes. You can have multiple default modes, but they all must be compatible with each other.

code: void AddDefaultMode ( const FEditorModeID DefaultModeID )


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: bool AllowsViewportDragTool() const


description: true if we should allow widget move

code: bool AllowWidgetMove() const


description: Notifies all active modes of box selection attempts

code: bool BoxSelect ( FBox & InBox, bool InSelect )


description: Broadcasts the CoordSystemChangedEvent event

code: void BroadcastCoordSystemChanged ( ECoordSystem InCoordSystem )


description: Broadcasts the EditorModeIDChanged event

code: void BroadcastEditorModeIDChanged ( const FEditorModeID & ModeID, bool IsEnteringMode )


description: Broadcasts the WidgetModeChanged event

code: void BroadcastWidgetModeChanged ( [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) InWidgetMode )


description: Sets the active Modes ToolBar Palette Tab to the named Palettereturns true if all active EdModes are OK with an AutoSave happening now

code: bool CanAutoSave() const


description: Check with modes to see if the widget mode can be cycled

code: bool CanCycleWidgetMode() const


description: Notifies all active modes of captured mouse movement

code: bool CapturedMouseMove ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport, int32 InMouseX, int32 InMouseY )


description:
Allows editor modes to override the bounding box used to focus the viewport on a selection
bool true if a mode overrides the box and populated InOutBox, false if it did not populate InOutBox

code: bool ComputeBoundingBoxForViewportFocus ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * PrimitiveComponent, FBox & InOutBox )


description: Used to cycle widget modes

code: void CycleWidgetMode()


description: Deactivates all modes, note some modes can never be deactivated.

code: void DeactivateAllModes()


description: Deactivates an editor mode.

code: void DeactivateMode ( FEditorModeID InID )


code: void DeactivateModeAtIndex ( int32 Index )


description: Deprecated* This function is redundant, and is handled as part of a call to ActivateMode.

code: void DeactivateOtherVisibleModes ( FEditorModeID InMode )


description: True if we should disallow mouse delta tracking.

code: bool DisallowMouseDeltaTracking() const


description: Draws all active mode components

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


description: Deactivate the mode and entirely purge it from memory. Used when a mode type is unregistered

code: void DestroyMode ( FEditorModeID InID )


code: virtual void DrawBrackets ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport, const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas )


description: Draws the HUD for all active modes

code: void DrawHUD ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport, const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas )


description: Mouse tracking interface. Passes tracking messages to all active modes

code: bool EndTracking ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport )


description:
Returns true if the current mode is not the specified ModeID. Also optionally warns the user.
true if the current mode is not the specified mode.

code: bool EnsureNotInMode ( FEditorModeID ModeID, const [FText](API\Runtime\Core\Internationalization\FText) & ErrorMsg, bool bNotifyUser ) const


code: void ExitAllModesPendingDeactivate()


description: Exits the given editor mode

code: void ExitMode ( [UEdMode](API\Editor\UnrealEd\Tools\UEdMode) * InMode )


className: FCoordSystemChangedEvent

description: Delegate type for triggering when coordinate system changed

code: class FCoordSystemChangedEvent : public TBaseMulticastDelegate_OneParam< void, ECoordSystem >


className: FEditorModeIDChangedEvent

description: First parameter: The editor mode that was changed Second parameter: True if entering the mode, or false if exiting the mode

code: class FEditorModeIDChangedEvent : public TBaseMulticastDelegate_TwoParams< void, const FEditorModeID &, bool >


code: void ForEachEdMode ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([UEdMode](API\Editor\UnrealEd\Tools\UEdMode) *)> InCalllback ) const


code: template<class InterfaceToCastTo> void ForEachEdMode ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(InterfaceToCastTo *)> InCallback ) const


description: Notifies all active modes of frustum selection attempts

code: bool FrustumSelect ( const [FConvexVolume](API\Runtime\Engine\FConvexVolume) & InFrustum, [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, bool InSelect )


className: FWidgetModeChangedEvent

description: Delegate type for triggering when widget mode changed

code: class FWidgetModeChangedEvent : public TBaseMulticastDelegate_OneParam< void, UE::Widget::EWidgetMode >


description: Returns a pointer to an active mode specified by the passed in ID If the editor mode is not active, NULL is returned

code: const [FEdMode](API\Editor\UnrealEd\FEdMode) * GetActiveMode ( FEditorModeID InID ) const


code: [FEdMode](API\Editor\UnrealEd\FEdMode) * GetActiveMode ( FEditorModeID InID )


code: template<typename SpecificModeType> SpecificModeType * GetActiveModeTyped ( FEditorModeID InID )


code: template<typename SpecificModeType> const SpecificModeType * GetActiveModeTyped ( FEditorModeID InID ) const


code: [UEdMode](API\Editor\UnrealEd\Tools\UEdMode) * GetActiveScriptableMode ( FEditorModeID InID ) const


description: Returns the current CoordSystem

code: ECoordSystem GetCoordSystem ( bool bGetRawValue )


description: Returns the active tool of the passed in editor mode. If the passed in editor mode is not active or the mode has no active tool, NULL is returned

code: const [FModeTool](API\Editor\UnrealEd\FModeTool) * GetActiveTool ( FEditorModeID InID ) const


description: Get a cursor to override the default with, if any

code: bool GetCursor ( [EMouseCursor::Type](API\Runtime\ApplicationCore\GenericPlatform\EMouseCursor__Type) & OutCursor ) const


description: Returns the selection set for the toolkit host. (i.e. the selection set for the level editor)


description: Returns the currently focused viewport client

code: [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * GetFocusedViewportClient() const


description: Returns the currently hovered viewport client

code: [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * GetHoveredViewportClient() const


description: ToolsContext for this Mode Manager


code: FMatrix GetLocalCoordinateSystem()


description: Get override cursor visibility settings

code: bool GetOverrideCursorVisibility ( bool & bWantsOverride, bool & bHardwareCursorVisible, bool bSoftwareCursorVisible ) const


description:
Get a pivot point specified by any active modes around which the camera should orbit
true if a custom pivot point was specified, false otherwise.

code: bool GetPivotForOrbit ( FVector & OutPivot ) const


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

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


description: Returns the set of selected actors.

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


description: Returns the set of selected components.

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


description: the set of selected non-actor objects.

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


description: Returns the host for toolkits created via modes from this mode manager

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > GetToolkitHost() const


code: virtual [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * GetVertexTexture() const


description: Gets the widget axis to be drawn

code: [EAxisList::Type](API\Runtime\Core\Math\EAxisList__Type) GetWidgetAxisToDraw ( [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) InWidgetMode ) const


description: Returns a good location to draw the widget at.

code: FVector GetWidgetLocation() const


description: Get Scale On The Widget

code: float GetWidgetScale() const


description: Retrieves the current widget mode, taking overrides into account.


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

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


description: Notifies all active modes of mouse click messages.

code: bool HandleClick ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [HHitProxy](API\Runtime\Engine\HHitProxy) * HitProxy, const [FViewportClick](API\Editor\UnrealEd\FViewportClick) & Click )


description: Check if toolkit host exists

code: bool HasToolkitHost() const


description: Notifies all active modes of axis movement

code: bool InputAxis ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport, int32 ControllerId, [FKey](API\Runtime\InputCore\FKey) Key, float Delta, float DeltaTime )


description: Notifies all active modes of any change in mouse movement

code: bool InputDelta ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport, FVector & InDrag, FRotator & InRot, FVector & InScale )


description:
Notifies all active modes of keyboard input
Notifies all active modes of keyboard input via a viewport client

code: bool InputKey ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FKey](API\Runtime\InputCore\FKey) Key, EInputEvent Event, bool bRouteToToolsContext )


description: Returns whether or not the provided mode ID is a default mode

code: bool IsDefaultMode ( const FEditorModeID ModeID ) const


description: Returns true if the default modes are active. Note that there can be more than one default mode, and this will only return true if all default modes are active.

code: bool IsDefaultModeActive() const


description: Returns true if the passed in editor mode is active

code: bool IsModeActive ( FEditorModeID InID ) const


code: bool IsOnlyVisibleActiveMode ( FEditorModeID InMode ) const


code: bool IsOnlyActiveMode ( FEditorModeID InMode ) const


description: Returns true if all active EdModes are OK support operation on current asset

code: bool IsOperationSupportedForCurrentAsset ( EAssetOperation InOperation ) const


code: bool IsSelectionAllowed ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const bool bInSelected ) const


code: bool IsSelectionHandled ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const bool bInSelected ) const


code: bool IsSnapRotationEnabled() const


description: Is the viewport UI hidden?

code: bool IsViewportUIHidden() const


description: Loads the state that was saved in the INI file

code: void LoadConfig()


description: Load Widget Settings from Ini file

code: void LoadWidgetSettings()


description: Notifies all active modes that a viewport has lost focus

code: bool LostFocus ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport )


description: Notifies all active modes that a map change has occured

code: void MapChangeNotify()


code: bool MouseEnter ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport, int32 X, int32 Y )


code: bool MouseLeave ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport )


description: Notifies all active modes that the mouse has moved

code: bool MouseMove ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport, int32 X, int32 Y )


description: Delegate handlers

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


description: Removes the mode ID from the tools manager when a mode is unregistered

code: void OnModeUnregistered ( FEditorModeID ModeID )


description: Called by Editors when they are about to close

code: bool OnRequestClose()


description: Handles the notification when a world is going through GC to clean up any modes pending deactivation.

code: void OnWorldCleanup ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, bool bSessionEnded, bool bCleanupResources )


description: Called after converting mouse movement to drag/rot

code: bool PostConvertMouseMovement ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient )


description: Signal that client should run any PostRedo code

code: virtual void PostRedo ( bool bSuccess )


description: Calls PostUndo on all active modes

code: virtual void PostUndo ( bool bSuccess )


description: Called before converting mouse movement to drag/rot

code: bool PreConvertMouseMovement ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient )


description: Notifies all active modes of all captured mouse movement

code: bool ProcessCapturedMouseMoves ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< FIntPoint > & CapturedMouseMoves )


description: Notifies all active modes that a viewport has received focus

code: bool ReceivedFocus ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport )


code: void RemoveAllDelegateHandlers()


description: Removes a default mode

code: void RemoveDefaultMode ( const FEditorModeID DefaultModeID )


description: Renders all active modes

code: void Render ( const [FSceneView](API\Runtime\Engine\FSceneView) * InView, [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


description: Restores the selection to the state that was stored using the given key.

code: void RestoreSelection ( [FName](API\Runtime\Core\UObject\FName) SelectionStoreKey )


description: Saves the current state to the INI file

code: void SaveConfig()


description: Save Widget Settings to Ini file

code: void SaveWidgetSettings()


description: Whether or not the current selection has a scene component selected

code: bool SelectionHasSceneComponent() const


description: Notifies all active modes to empty their selections

code: void SelectNone()


description: Sets the current CoordSystem

code: void SetCoordSystem ( ECoordSystem NewCoordSystem )


description: Sets the current widget axis

code: void SetCurrentWidgetAxis ( [EAxisList::Type](API\Runtime\Core\Math\EAxisList__Type) NewAxis )


description: Set the default editor mode for these tools

code: void SetDefaultMode ( const FEditorModeID DefaultModeID )


description: Sets the hide viewport UI state

code: void SetHideViewportUI ( bool bInHideViewportUI )


description: Sets the pivot locations

code: void SetPivotLocation ( const FVector & Location, const bool bIncGridBase )


code: void SetShowWidget ( bool InShowWidget )


description: Changes the current widget mode.

code: void SetWidgetMode ( [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) InWidgetMode )


description: Sets the host for toolkits created via modes from this mode manager (can only be called once)

code: void SetToolkitHost ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > Host )


description: Allows you to temporarily override the widget mode. Call this function again withUE::Widget::WM_Noneto turn off the override.

code: void SetWidgetModeOverride ( [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) InWidgetMode )


description: Set Scale On The Widget

code: void SetWidgetScale ( float InScale )


description: True if brush vertices should be drawn

code: bool ShouldDrawBrushVertices() const


description: True if the passed in brush actor should be drawn in wireframe

code: bool ShouldDrawBrushWireframe ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor ) const


description: Whether or not the mode toolbox (where mode details panels and some tools are) should be shown.

code: bool ShouldShowModeToolbox() const


code: bool SnapRotatorToGridOverride ( FRotator & InRotation ) const


description: Mouse tracking interface. Passes tracking messages to all active modes

code: bool StartTracking ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport )


description: Stores the current selection under the given key, and clears the current selection state if requested.

code: void StoreSelection ( [FName](API\Runtime\Core\UObject\FName) SelectionStoreKey, bool bClearSelection )


code: bool TestAllModes ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([UEdMode](API\Editor\UnrealEd\Tools\UEdMode) *)> InCalllback, bool bExpected ) const


description: Ticks all active modes

code: void Tick ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, float DeltaTime )


description: True if any active mode uses a transform widget

code: bool UsesTransformWidget() const


description: True if any active mode uses the passed in transform widget

code: bool UsesTransformWidget ( [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) CheckMode ) const


className: FEditorModeTools

description: A helper class to store the state of the various editor modes.

code: class FEditorModeTools : public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject), public [FEditorUndoClient](API\Editor\UnrealEd\FEditorUndoClient), public [TSharedFromThis< FEditorModeTools >](API\Runtime\Core\Templates\TSharedFromThis)

ActiveScriptableModes

type: TArray<TObject...

description: A list of active editor modes.

bHideViewportUI

description: If true, the viewports will hide all UI overlays

bSelectionHasSceneComponent

description: If true the current selection has a scene component

bShowWidget

description: If 1, draw the widget and let the user interact with it.

CachedLocation

type: FVector

DefaultModeIDs

type: TArray< FEditor...

description: List of default modes for this tool. These must all be compatible with each other.

InfoString

type: FString

description: Draws in the top level corner of allFEditorViewportClientwindows (can be used to relay info to the user).

InteractiveToolsContext

type: TObjectPtr<UMo...

OverrideWidgetMode

description: If the widget mode is being overridden, this will be != WM_None.

PendingDeactivateModes

type: TMap< FEditorMo...

description: A list of previously active editor modes that we will potentially recycle

ToolkitHost

type: TWeakPtr<ITool...

description: The host of the toolkits created by these modes

type: float

description: The angles for the 2d translate rotate widget

TranslateRotateXAxisAngle

description: The angle for the translate rotate widget

WidgetMode

description: The mode that the editor viewport widget is in.

WidgetScale

description: Scale Factor for Widget


description: Return the transaction context for this client

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


description:
Called to see if the context of the current undo/redo operation is a match for the client Default state matching old context-less undo is Context="" and PrimaryObject=NULL
True if client wishes to handle the undo/redo operation for this context. False otherwise

code: virtual bool MatchesContext ( const [FTransactionContext](API\Runtime\Core\Misc\FTransactionContext) & InContext, const [TArray](API\Runtime\Core\Containers\TArray)< TPair< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, [FTransactionObjectEvent](API\Runtime\CoreUObject\Misc\FTransactionObjectEvent) >> & TransactionObjectContexts ) const


description: Signal that client should run any PostRedo code

code: virtual void PostRedo ( bool bSuccess )


description: Signal that client should run any PostUndo code

code: virtual void PostUndo ( bool bSuccess )


description: Always unregister for undo on destruction, just in case.

code: virtual ~FEditorUndoClient()


className: FEditorUndoClient

description: Interface for tools wanting to handle undo/redo operations

code: class FEditorUndoClient


description: Aborts mouse tracking (stop and cancel)

code: virtual void AbortTracking()


description: Overrides the realtime state of this viewport until RemoveViewportsRealtimeOverride is called. The state of this override is not preserved between editor sessions.

code: void AddRealtimeOverride ( bool bShouldBeRealtime, [FText](API\Runtime\Core\Internationalization\FText) SystemDisplayName )


description: FGCObjectinterface

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


description: Adjusts the current transform widget size by the provided delta value

code: void AdjustTransformWidgetSize ( const int32 SizeDelta )


description: Returns true if the viewport is allowed to be possessed for previewing cinematic sequences or keyframe animations

code: bool AllowsCinematicControl() const


description: Updates the rotate widget with the passed in delta rotation.

code: void ApplyDeltaToRotateWidget ( const FRotator & InRot )


description: Apply the required cursor visibility states from the RequiredCursorVisibiltyAndAppearance struct

code: void ApplyRequiredCursorVisibility ( bool bUpdateSoftwareCursorPostion )


description: Handle the camera about to be moved or stopped

code: virtual void BeginCameraMovement &40; bool bHasMovement &41;


description:
Configures the specifiedFSceneViewobject with the view and projection matrices for this viewport.
A pointer to the view within the view family which represents the viewport's primary view.

code: virtual [FSceneView](API\Runtime\Engine\FSceneView) * CalcSceneView ( [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) * ViewFamily, const int32 StereoViewIndex )


description: Helper function to calculate the safe frame rectangle on the current viewport

code: bool CalculateEditorConstrainedViewRect ( [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & OutSafeFrameRect, [FViewport](API\Runtime\Engine\FViewport) * InViewport, const float DPIScale )


description: Computes a matrix to use for viewport location and rotation

code: virtual FMatrix CalcViewRotationMatrix ( const FRotator & InViewRotation ) const


description: Whether or not the widget mode can be cycled

code: virtual bool CanCycleWidgetMode() const


description: Checks the viewport to see if the given object can be dropped using the given mouse coordinates local to this viewport

code: virtual [FDropQuery](API\Editor\UnrealEd\FDropQuery) CanDropObjectsAtCoordinates ( int32 MouseX, int32 MouseY, const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetInfo )


description: Whether or not the new widget mode can be set in this viewport

code: virtual bool CanSetWidgetMode ( [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) NewMode ) const


description: true if a drag tool can be used

code: virtual bool CanUseDragTool() const


description: Called when the mouse is moved while a window input capture is in effect

code: virtual void CapturedMouseMove ( [FViewport](API\Runtime\Engine\FViewport) * InViewport, int32 InMouseX, int32 InMouseY )


description: Translates the viewport so that the given LookAt point is at the center of viewport, while maintaining current Location/LookAt distance

code: void CenterViewportAtPoint ( const FVector & NewLookAt, bool bInstant )


description: Changes the buffer visualization mode for this viewport.

code: void ChangeBufferVisualizationMode ( [FName](API\Runtime\Core\UObject\FName) InName )


description: Changes the GPU Skin Cache visualization mode for this viewport

code: void ChangeGPUSkinCacheVisualizationMode ( [FName](API\Runtime\Core\UObject\FName) InName )


description: Changes the Groom visualization mode for this viewport.

code: void ChangeGroomVisualizationMode ( [FName](API\Runtime\Core\UObject\FName) InName )


description: Changes the Lumen visualization mode for this viewport.

code: void ChangeLumenVisualizationMode ( [FName](API\Runtime\Core\UObject\FName) InName )


description: Changes the Nanite visualization mode for this viewport.

code: void ChangeNaniteVisualizationMode ( [FName](API\Runtime\Core\UObject\FName) InName )


description: Changes the ray tracing debug visualization mode for this viewport

code: void ChangeRayTracingDebugVisualizationMode ( [FName](API\Runtime\Core\UObject\FName) InName )


description: Changes the Strata visualization mode for this viewport.

code: void ChangeStrataVisualizationMode ( [FName](API\Runtime\Core\UObject\FName) InName )


description: Changes the virtual shadow map visualization mode for this viewport.

code: void ChangeVirtualShadowMapVisualizationMode ( [FName](API\Runtime\Core\UObject\FName) InName )


description: Called when the mouse cursor is hovered over a hit proxy

code: virtual void CheckHoveredHitProxy ( [HHitProxy](API\Runtime\Engine\HHitProxy) * HoveredHitProxy )


description: Converts a generic movement delta into drag/rotation deltas based on the viewport and keys held down.

code: void ConvertMovementToDragRot ( const FVector & InDelta, FVector & InDragDelta, FRotator & InRotDelta ) const


code: void ConvertMovementToOrbitDragRot ( const FVector & InDelta, FVector & InDragDelta, FRotator & InRotDelta ) const


className: DefaultOrthoViewMode

description: Default view mode for orthographic viewports

code: static const EViewModeIndex DefaultOrthoViewMode = VMI_Lit;


className: DefaultPerspectiveViewMode

description: Default view mode for perspective viewports

code: static const EViewModeIndex DefaultPerspectiveViewMode = VMI_Lit;


description: If dragging an actor for placement, this function destroys the actor.

code: virtual void DestroyDropPreviewActors()


description: FViewElementDrawerinterface

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


description: Disable EngineShowFlags override if enabled

code: void DisableOverrideEngineShowFlags()


code: virtual void Draw ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas )


description: Draws a screen space bounding box around the specified actor

code: void DrawActorScreenSpaceBoundingBox ( [FCanvas](API\Runtime\Engine\FCanvas) * InCanvas, const [FSceneView](API\Runtime\Engine\FSceneView) * InView, [FViewport](API\Runtime\Engine\FViewport) * InViewport, [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor, const bool bInDrawBracket, const [FString](API\Runtime\Core\Containers\FString) & InLabelText )


description: Draws viewport axes

code: void DrawAxes ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, const FRotator * InRotation, [EAxisList::Type](API\Runtime\Core\Math\EAxisList__Type) InAxis )


code: void DrawBoundingBox ( FBox & Box, [FCanvas](API\Runtime\Engine\FCanvas) * InCanvas, const [FSceneView](API\Runtime\Engine\FSceneView) * InView, const [FViewport](API\Runtime\Engine\FViewport) * InViewport, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor, const bool bInDrawBracket, const [FString](API\Runtime\Core\Containers\FString) & InLabelText )


description: Called to draw onto the viewports 2D canvas

code: virtual void DrawCanvas ( [FViewport](API\Runtime\Engine\FViewport) & InViewport, [FSceneView](API\Runtime\Engine\FSceneView) & View, [FCanvas](API\Runtime\Engine\FCanvas) & Canvas )


description: Draws a visualization of the preview light if it was recently moved.

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


description: Draws viewport scale units

code: void DrawScaleUnits ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, const [FSceneView](API\Runtime\Engine\FSceneView) & InView )


description: Attempts to intelligently drop the given objects in the viewport, using the given mouse coordinates local to this viewport

code: virtual bool DropObjectsAtCoordinates ( int32 MouseX, int32 MouseY, const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & DroppedObjects, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutNewActors, bool bOnlyDropOnTarget, bool bCreateDropPreview, bool bSelectActors, [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * FactoryToUse )


description: Enables or disables camera lock

code: void EnableCameraLock ( bool bEnable )


description: Enable customization of the EngineShowFlags for rendering. After calling this function, the provided OverrideFunc will be passed a copy of .EngineShowFlags in Draw() just before rendering setup. Changes made to the ShowFlags will be used for that frame but .EngineShowFlags will not be modified.

code: void EnableOverrideEngineShowFlags ( [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void([FEngineShowFlags](API\Runtime\Engine\FEngineShowFlags) &)> OverrideFunc )


code: virtual void EndCameraMovement&40;&41;


className: ESceneDPIMode

description: DPI mode for scene rendering.

code: enum ESceneDPIMode { EditorDefault, EmulateLowDPI, HighDPI, }


description: Focuses the viewport to the center of the bounding box ensuring that the entire box is in view

code: void FocusViewportOnBox ( const FBox & BoundingBox, bool bInstant )


code: FRealtimeOverride &40; bool bInIsRealtime, FText InSystemDisplayName &41;


className: FRealtimeOverride

description: Temporary realtime overrides and user messages that are not saved between editor sessions. If any value has been pushed into the container, this viewport determines realtime from the last item, otherwise it reads the real realtime value.

code: struct FRealtimeOverride


className: FRequiredCursorState

description: Used to store the required cursor visibility states and override cursor appearance

code: struct FRequiredCursorState

bDontResetCursor

description: Should the software cursor position be reset to pre-drag

bHardwareCursorVisible

description: Should the hardware cursor be visible

bOverrideAppearance

description: Should we override the cursor appearance with the value in RequiredCursor

bSoftwareCursorVisible

description: Should the software cursor be visible

RequiredCursor

description: What the cursor should look like


description: Helper used by DrawSafeFrames to get the current safe frame aspect ratio.

code: virtual bool GetActiveSafeFrame ( float & OutAspectRatio ) const


description: The background color of the viewport

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


code: virtual uint32 GetCachedMouseX() const


code: virtual uint32 GetCachedMouseY() const


description: Get the camera speed for this viewport

code: float GetCameraSpeed() const


description: Get the camera speed for this viewport based on the specified speed setting

code: float GetCameraSpeed ( int32 SpeedSetting ) const


description: Get the camera speed setting for this viewport

code: virtual int32 GetCameraSpeedSetting() const


description: Returns theFTextdisplay name associated with CurrentBufferVisualizationMode.


description: Get the camera speed scalar for this viewport

code: virtual float GetCameraSpeedScalar() const


description: Returns theFTextdisplay name associated with CurrentGPUSkinCacheVisualizationMode.


description: Returns theFTextdisplay name associated with CurrentGroomVisualizationMode.


description: Returns theFTextdisplay name associated with CurrentLumenVisualizationMode.


description: Returns theFTextdisplay name associated with CurrentNaniteVisualizationMode.


description: Returns theFTextdisplay name associated with CurrentStrataVisualizationMode.


description: Returns theFTextdisplay name associated with CurrentVirtualShadowMapVisualizationMode.


description:
Retrieves the cursor that should be displayed by the OS
the cursor that the OS should display

code: virtual [EMouseCursor::Type](API\Runtime\ApplicationCore\GenericPlatform\EMouseCursor__Type) GetCursor ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, int32 X, int32 Y )


description:
Gets the world space cursor info from the current mouse position
AnFViewportCursorLocationcontaining information about the mouse position in world space.


description: default resolution fraction for UI based on display resolution and user settings.


description: Get the editor viewport widget

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SEditorViewport](API\Editor\UnrealEd\SEditorViewport) > GetEditorViewportWidget() const


description: Get a ptr to the enabled stats list

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > * GetEnabledStats() const


description: Get the far clipping plane override for this viewport.

code: float GetFarClipPlaneOverride() const


description: Returns the location of the object at the given viewport X,Y

code: FVector GetHitProxyObjectLocation ( int32 X, int32 Y )


description: Gets a joystick state cache for the specified controller ID

code: FCachedJoystickState * GetJoystickState ( const uint32 InControllerID )


description: The local coordinate system for the transform widget. For world coordiante system return the identity matrix

code: virtual FMatrix GetLocalCoordinateSystem() const


description: the current look at location

code: const FVector & GetLookAtLocation() const


description: Editor mode tool manager being used for this viewport client

code: [FEditorModeTools](API\Editor\UnrealEd\FEditorModeTools) * GetModeTools() const


description: Mouse info is usually transformed to gizmo space beforeFEdModehandles it, this allows raw delta X and Y access

code: [FMouseDeltaTracker](API\Editor\UnrealEd\FMouseDeltaTracker) * GetMouseDeltaTracker() const


description: Get the near clipping plane for this viewport.

code: float GetNearClipPlane() const


description: The number of units per pixel displayed in this viewport

code: float GetOrthoUnitsPerPixel ( const [FViewport](API\Runtime\Engine\FViewport) * Viewport ) const


description: The view mode to use when this viewport is not of type LVT_Perspective

code: EViewModeIndex GetOrthoViewMode() const


description: the current ortho zoom amount

code: float GetOrthoZoom() const


description: The view mode to use when this viewport is of type LVT_Perspective

code: EViewModeIndex GetPerspViewMode() const


description:
Get the custom pivot point around which the camera should orbit for this viewport
true if a custom pivot point was specified, false otherwise.

code: virtual bool GetPivotForOrbit ( FVector & OutPivot ) const


description:
Retrieves theFPreviewSceneused by this instance ofFEditorViewportClient.
The internalFPreviewScenepointer.


description: preview screen percentage for UI.


description: If an override is set this returns the message indicating what set it


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

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


description: The scene being rendered in this viewport

code: virtual [FSceneInterface](API\Runtime\Engine\FSceneInterface) * GetScene() const


description: Returns the scene depth at the given viewport X,Y

code: float GetSceneDepthAtLocation ( int32 X, int32 Y )


description: Get a ptr to the stat unit data for this viewport

code: virtual [FStatHitchesData](API\Runtime\Engine\FStatHitchesData) * GetStatHitchesData() const


description: the current viewport camera location

code: const FVector & GetViewLocation() const


code: virtual [FStatUnitData](API\Runtime\Engine\FStatUnitData) * GetStatUnitData() const


description: The current view mode in this viewport, for the current viewport type

code: EViewModeIndex GetViewMode() const


description: Returns the map allowing to convert from the viewmode param to a name.

code: [TMap](API\Runtime\Core\Containers\TMap)< int32, [FName](API\Runtime\Core\UObject\FName) > & GetViewModeParamNameMap()


description: Gets the dimensions of the viewport

code: void GetViewportDimensions ( FIntPoint & OutOrigin, FIntPoint & OutSize )


description: Returns the effective viewport type (taking into account any actor locking or camera possession)

code: virtual ELevelViewportType GetViewportType() const


description: the current viewport camera rotation

code: const FRotator & GetViewRotation() const


description: the view status to select the corresponding default screen percentage behavior


description: Gets ViewportCameraTransform object for the current viewport type


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


description: The current coordinate system for drawing and input of the transform widget. For world coordiante system return the identity matrix

code: virtual FMatrix GetWidgetCoordSystem() const


description: The coordinate system space (world or local) to display the widget in

code: virtual ECoordSystem GetWidgetCoordSystemSpace() const


description: The current display mode for transform widget

code: virtual [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) GetWidgetMode() const


description: The world space location of the transform widget

code: virtual FVector GetWidgetLocation() const


description:
Use the viewports Scene to get a world. Will use Global world instance of the scene or its world is invalid.
A valid pointer to the viewports world scene.

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


description: Delegate handler fired to determine the state of a show flag

code: virtual bool HandleIsShowFlagEnabled ( [FEngineShowFlags::EShowFlag](API\Runtime\Engine\FEngineShowFlags\EShowFlag) EngineShowFlagIndex ) const


description: Delegate handler fired when a show flag is toggled

code: virtual void HandleToggleShowFlag ( [FEngineShowFlags::EShowFlag](API\Runtime\Engine\FEngineShowFlags\EShowFlag) EngineShowFlagIndex )


description: Returns true if a placement dragging actor exists

code: virtual bool HasDropPreviewActors() const


description: Returns whether there's a realtime override registered with the given system name.

code: bool HasRealtimeOverride ( [FText](API\Runtime\Core\Internationalization\FText) SystemDisplayName ) const


description: Check an axis movement received by the viewport. If the viewport client uses the movement, it should return true to consume it.

code: virtual bool InputAxis ( [FViewport](API\Runtime\Engine\FViewport) * InViewport, int32 ControllerId, [FKey](API\Runtime\InputCore\FKey) Key, float Delta, float DeltaTime, int32 NumSamples, bool bGamepad )


className: ICustomTemporalUpscalerData

description: Used by the custom temporal upscaler plugin.

code: class ICustomTemporalUpscalerData


description:
Check an axis movement received by the viewport. If the viewport client uses the movement, it should return true to consume it.
True to consume the axis movement, false to pass it on.

code: virtual bool InputAxis ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) InputDevice, [FKey](API\Runtime\InputCore\FKey) Key, float Delta, float DeltaTime, int32 NumSamples, bool bGamepad )


code: void InputAxisForOrbit ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, const FVector & DragDelta, FVector & Drag, FRotator & Rot )


description:
Check a gesture event received by the viewport. If the viewport client uses the event, it should return true to consume it.
True to consume the gesture event, false to pass it on.

code: virtual bool InputGesture ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, EGestureEvent GestureType, const FVector2D & GestureDelta, bool bIsDirectionInvertedFromDevice )


description:
Check a key event received by the viewport. If the viewport client uses the event, it should return true to consume it.
True to consume the key event, false to pass it on.

code: virtual bool InputKey ( const [FInputKeyEventArgs](API\Runtime\Engine\FInputKeyEventArgs) & EventArgs )


description: Deprecated* This version of InputKey is deprecated. Please use the version that takesFInputKeyEventArgsinstead.

code: virtual bool InputKey ( [FViewport](API\Runtime\Engine\FViewport) * InViewport, int32 ControllerId, [FKey](API\Runtime\InputCore\FKey) Key, EInputEvent Event, float AmountDepressed, bool bGamepad )


description: Implements screenshot capture for editor viewports.

code: bool InputTakeScreenshot ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FKey](API\Runtime\InputCore\FKey) Key, EInputEvent Event )


description: Called to give the viewport client a chance to handle widgets being moved

code: virtual bool InputWidgetDelta ( [FViewport](API\Runtime\Engine\FViewport) * InViewport, [EAxisList::Type](API\Runtime\Core\Math\EAxisList__Type) CurrentAxis, FVector & Drag, FRotator & Rot, FVector & Scale )


code: virtual bool Internal_InputKey ( const [FInputKeyEventArgs](API\Runtime\Engine\FInputKeyEventArgs) & EventArgs )


code: virtual bool Internal_InputAxis ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) DeviceID, [FKey](API\Runtime\InputCore\FKey) Key, float Delta, float DeltaTime, int32 NumSamples, bool bGamepad )


description: Invalidates this viewport and optionally child views.

code: void Invalidate ( bool bInvalidateChildViews, bool bInvalidateHitProxies )


description: Invalidates the viewport widget (if valid) to register its active timer

code: void InvalidateViewportWidget()


description: If InViewportType is the active viewport type

code: bool IsActiveViewportType ( ELevelViewportType InViewportType ) const


description: If the viewport option in the array is the active viewport type


description: Utility functions to return the modifier key states.

code: bool IsAltPressed() const


description:
Checks if a buffer visualization mode is selected.
true if the supplied buffer visualization mode is checked

code: bool IsBufferVisualizationModeSelected ( [FName](API\Runtime\Core\UObject\FName) InName ) const


description: Is the aspect ratio currently constrained?

code: virtual bool IsAspectRatioConstrained() const


description: Callback for checking the camera lock flag.

code: bool IsCameraLocked() const


description:
Utility function to return whether the command accepts the key states
True if one of the command's chords accepts the input :

code: bool IsCommandChordPressed ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUICommandInfo](API\Runtime\Slate\Framework\Commands\FUICommandInfo) > InCommand, [FKey](API\Runtime\InputCore\FKey) InOptionalKey ) const


description: true if Override EngineShowFlags are currently enabled


description:
Returns whether or not the flight camera is active
true if the flight camera is active

code: bool IsFlightCameraActive() const


code: bool IsForcedRealtimeAudio() const


description:
Checks if a GPU Skin Cache visualization mode is selected
true if the supplied GPU Skin Cache visualization mode is checked

code: bool IsGPUSkinCacheVisualizationModeSelected ( [FName](API\Runtime\Core\UObject\FName) InName ) const


description: Returns true if this viewport is excluding non-game elements from its display

code: virtual bool IsInGameView() const


description:
Checks if a Groom visualization mode is selected.
true if the supplied Groom visualization mode is checked

code: bool IsGroomVisualizationModeSelected ( [FName](API\Runtime\Core\UObject\FName) InName ) const


description: If true, this is a level editor viewport

code: virtual bool IsLevelEditorClient() const


description: True if the window is in an immersive viewport

code: bool IsInImmersiveViewport() const


description: whether previewing for low DPI.

code: bool IsLowDPIPreview() const


description:
Checks if a Lumen visualization mode is selected.
true if the supplied Lumen visualization mode is checked

code: bool IsLumenVisualizationModeSelected ( [FName](API\Runtime\Core\UObject\FName) InName ) const


description:
Checks if a Nanite visualization mode is selected.
true if the supplied Nanite visualization mode is checked

code: bool IsNaniteVisualizationModeSelected ( [FName](API\Runtime\Core\UObject\FName) InName ) const


description: Returns true if this viewport is perspective.

code: bool IsPerspective() const


description: whether preview screen percentage for UI.


code: bool IsPrioritizedInputChordPressed ( const [FName](API\Runtime\Core\UObject\FName) InInputCordName ) const


description:
Checks if a ray tracing debug visualization mode is selected
true if the supplied ray tracing debug visualization mode is checked

code: bool IsRayTracingDebugVisualizationModeSelected ( [FName](API\Runtime\Core\UObject\FName) InName ) const


description: True if viewport is in realtime mode, false otherwise.

code: bool IsRealtime() const


description: true if there are any temp realtime overrides set

code: bool IsRealtimeOverrideSet() const


description: Callback for checking the bounds show flag.

code: bool IsSetShowBoundsChecked() const


description: Callback for checking the collision geometry show flag.

code: bool IsSetShowCollisionChecked() const


description: Callback for checking the grid show flag.

code: bool IsSetShowGridChecked() const


description: Returns true if this viewport is orthogonal. If hit proxies are ever used in-game, this will need to be overridden correctly in GameViewportClient.

code: virtual bool IsOrtho() const


code: bool IsSimulateInEditorViewport() const


description: Check whether a specific stat is enabled for this viewport

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


description: true if a mouse button is down and it's movement being tracked for operations inside the viewport

code: bool IsTracking() const


description:
Checks if a Strata visualization mode is selected.
true if the supplied Strata visualization mode is checked

code: bool IsStrataVisualizationModeSelected ( [FName](API\Runtime\Core\UObject\FName) InName ) const


description: Determines whether this viewport is currently allowed to use Absolute Movement

code: bool IsUsingAbsoluteTranslation ( bool bAlsoCheckAbsoluteRotation ) const


description: True if InViewModeIndex is the current view mode param

code: bool IsViewModeParam ( int32 InViewModeParam ) const


description: True if InViewModeIndex is the current view mode index

code: bool IsViewModeEnabled ( EViewModeIndex InViewModeIndex ) const


description:
Checks if a virtual shadow map visualization mode is selected.
true if the supplied virtual shadow map visualization mode is checked

code: bool IsVirtualShadowMapVisualizationModeSelected ( [FName](API\Runtime\Core\UObject\FName) InName ) const


description: True if the window is maximized or floating

code: bool IsVisible() const


description: Returns whether visualize debug material is enabled.


code: virtual void LostFocus ( [FViewport](API\Runtime\Engine\FViewport) * Viewport )


description:
Called to make a drag tool when the user starts dragging in the viewport
The new drag tool

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDragTool](API\Editor\UnrealEd\FDragTool) > MakeDragTool ( [EDragTool::Type](API\Editor\UnrealEd\EDragTool__Type) DragToolType )


description: Forces a cursor update and marks the window as a move has occurred

code: void MarkMouseMovedSinceClick()


className: MaxCameraSpeeds

description: The Maximum Mouse/Camera Speeds Setting supported

code: static const uint32 MaxCameraSpeeds = 8;


code: virtual void MouseEnter ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, int32 x, int32 y )


code: virtual void MouseLeave ( [FViewport](API\Runtime\Engine\FViewport) * Viewport )


code: virtual void MouseMove ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, int32 x, int32 y )


description: Moves the viewport Scamera according to the specified drag and rotation.

code: void MoveViewportCamera ( const FVector & InDrag, const FRotator & InRot, bool bDollyCamera )


code: virtual void NudgeSelectedObjects ( const struct [FInputEventState](API\Editor\UnrealEd\FInputEventState) & InputState )


description: Called when a user changes the camera speed

code: void OnChangeCameraSpeed ( const struct [FInputEventState](API\Editor\UnrealEd\FInputEventState) & InputState )


description: Called when a user dollys the perspective camera

code: void OnDollyPerspectiveCamera ( const struct [FInputEventState](API\Editor\UnrealEd\FInputEventState) & InputState )


description: Called when an editor mode has been (de)activated

code: void OnEditorModeIDChanged ( const FEditorModeID & EditorModeID, bool bIsEntering )


description: Opens the screenshot in the uses default bitmap viewer (determined by OS)

code: void OpenScreenshot ( [FString](API\Runtime\Core\Containers\FString) SourceFilePath )


description: Called when a user zooms the ortho viewport

code: void OnOrthoZoom ( const struct [FInputEventState](API\Editor\UnrealEd\FInputEventState) & InputState, float Scale )


code: [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) & operator= ( const [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) & )


description: Override the far clipping plane. Set to a negative value to disable the override.

code: void OverrideFarClipPlane ( const float InFarPlane )


description: Override the near clipping plane. Set to a negative value to disable the override.

code: void OverrideNearClipPlane ( float InNearPlane )


description: Called to override any post process settings for the view

code: virtual void OverridePostProcessSettings ( [FSceneView](API\Runtime\Engine\FSceneView) & View )


description: Perform default camera movement that would normally happen* This can be used by systems to override how the camera is triggered

code: void PeformDefaultCameraMovement ( FVector & Drag, FRotator & Rot, FVector & Scale )


description: Called when the perspective viewport camera moves

code: virtual void PerspectiveCameraMoved()


description:
Removes the last added realtime override. WARNING: it's recommended to use RemoveRealtimeOverride to prevent removing an override that belongs to another systems than yours.
Whether there was any realtime override to be popped.

code: bool PopRealtimeOverride()


description: Called from slate when input is finished for this frame, and we should process any queued mouse moves.

code: virtual void ProcessAccumulatedPointerInput ( [FViewport](API\Runtime\Engine\FViewport) * InViewport )


description: Called when the user clicks in the viewport

code: virtual void ProcessClick ( [FSceneView](API\Runtime\Engine\FSceneView) & View, [HHitProxy](API\Runtime\Engine\HHitProxy) * HitProxy, [FKey](API\Runtime\InputCore\FKey) Key, EInputEvent Event, uint32 HitX, uint32 HitY )


description: Handles clicking in the viewport

code: void ProcessClickInViewport ( const [FInputEventState](API\Editor\UnrealEd\FInputEventState) & InputState, [FSceneView](API\Runtime\Engine\FSceneView) & View )


description: Handles double clicking in the viewport

code: void ProcessDoubleClickInViewport ( const struct [FInputEventState](API\Editor\UnrealEd\FInputEventState) & InputState, [FSceneView](API\Runtime\Engine\FSceneView) & View )


description: FViewportClientinterface

code: virtual bool ProcessScreenShots ( [FViewport](API\Runtime\Engine\FViewport) * Viewport )


code: virtual void ReceivedFocus ( [FViewport](API\Runtime\Engine\FViewport) * Viewport )


description: Invalidates this and other linked viewports (anything viewing the same scene)


code: virtual void RedrawRequested ( [FViewport](API\Runtime\Engine\FViewport) * Viewport )


description: Functions for registering and evaluating prioritized input chords. When a prioritized chord evaluates true its required keys are ignored by all lower priority chords, providing a way to resolve conflict between input key combinations.

code: void RegisterPrioritizedInputChord ( const [FPrioritizedInputChord](API\Editor\UnrealEd\FPrioritizedInputChord) & InInputCord )


description:
Removes the most recent realtime override registered with the given system name.
Whether any matching realtime override was found.

code: bool RemoveRealtimeOverride ( [FText](API\Runtime\Core\Internationalization\FText) SystemDisplayName, bool bCheckMissingOverride )


description: Deprecated* RemoveRealtimeOverride now takes a system display name to help remove the correct override.

code: void RemoveRealtimeOverride()


description: Render the drag tool in the viewport

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


code: virtual void RequestInvalidateHitProxy ( [FViewport](API\Runtime\Engine\FViewport) * Viewport )


description: When non-zero, the viewport will render RealTimeFrameCount frames in real-time mode, then revert back to bIsRealtime this can be used to ensure that not only the viewport renders a frame, but also that the world ticks

code: virtual void RequestRealTimeFrames ( uint64 NumRealTimeFrames )


description: Restores realtime setting to stored value. This will only enable realtime and never disable it (unless bAllowDisable is true)

code: void RestoreRealtime ( const bool bAllowDisable )


description: Rotate through viewport view options

code: virtual void RotateViewportType()


className: SafePadding

description: Constant for how much the camera safe zone rectangle is inset when being displayed in the editor

code: static float const SafePadding = 0.075f;


description: Saves the realtime state to a config location. Does not save any temp overrides

code: void SaveRealtimeStateToConfig ( bool & ConfigVar ) const


description: Sets whether or not this viewport is allowed to be possessed by cinematic/scrubbing tools

code: void SetAllowCinematicControl ( bool bInAllowCinematicControl )


description: Callback for toggling the camera lock flag.

code: virtual void SetCameraLock()


description: This set ups camera for both orbit and non orbit control

code: void SetCameraSetup ( const FVector & LocationForOrbiting, const FRotator & InOrbitRotation, const FVector & InOrbitZoom, const FVector & InOrbitLookAt, const FVector & InViewLocation, const FRotator & InViewRotation )


description: Set the camera speed scalar for this viewport

code: virtual void SetCameraSpeedScalar ( float SpeedScalar )


description: Set the speed setting for the camera in this viewport

code: virtual void SetCameraSpeedSetting ( int32 SpeedSetting )


description: Sets the current axis being manipulated by the transform widget

code: virtual void SetCurrentWidgetAxis ( [EAxisList::Type](API\Runtime\Core\Math\EAxisList__Type) InAxis )


description: Sets all the stats that should be enabled for the viewport

code: virtual void SetEnabledStats ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InEnabledStats )


code: void SetCustomTemporalUpscalerData ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ICustomTemporalUpscalerData](API\Editor\UnrealEd\FEditorViewportClient\ICustomTemporalUpscalerData) > InCustomTemporalUpscalerData )


description: True to force realtime audio to be true, false to stop forcing it

code: void SetForcedAudioRealtime ( bool bShouldForceAudioRealtime )


code: void SetGameView ( bool bGameViewEnable )


code: void SetInitialViewTransform ( ELevelViewportType ViewportType, const FVector & ViewLocation, const FRotator & ViewRotation, float InOrthoZoom )


code: void SetIsCurrentLevelEditingFocus ( bool bInIsCurrentLevelEditingFocus )


description: Sets the look at location of the viewports camera for orbit *

code: void SetLookAtLocation ( const FVector & LookAt, bool bRecalculateView )


description: Set whether previewing for low DPI.

code: void SetLowDPIPreview ( bool LowDPIPreview )


description: Sets ortho zoom amount

code: void SetOrthoZoom ( float InOrthoZoom )


description: Sets whether preview screen percentage for UI.

code: void SetPreviewingScreenPercentage ( bool bIsPreviewing )


description: Set preview screen percentage on UI behalf.

code: void SetPreviewScreenPercentage ( int32 PreviewScreenPercentage )


description: Deprecated* SetRealtime no longer takes in bStoreCurrentValue parameter. For temporary overrides use AddRealtimeOverride

code: void SetRealtime ( bool bInRealtime, bool bStoreCurrentValue )


description: Sets whether or not the viewport updates in realtime. Note: This value is saved between editor sessions so it should not be used for temporary states. For that see SetRealtimeOverride

code: void SetRealtime ( bool bInRealtime )


description: Deprecated* SetRealtimeOverride is replaced with AddRealtimeOverride, as multiple overrides can now be added.

code: void SetRealtimeOverride ( bool bShouldBeRealtime, [FText](API\Runtime\Core\Internationalization\FText) SystemDisplayName )


description: Sets the required hardware and software cursor.

code: void SetRequiredCursor ( const bool bHardwareCursorVisible, const bool bSoftwareCursorVisible )


description: Aspect ratio bar display settings

code: void SetShowAspectRatioBarDisplay ( bool bEnable )


description: Overrides current cursor.

code: void SetRequiredCursorOverride ( bool WantOverride, [EMouseCursor::Type](API\Runtime\ApplicationCore\GenericPlatform\EMouseCursor__Type) RequiredCursor )