code: WidgetArgsType & NumOfKeys &40; const TAttribute< uint32 > & InAttribute &41;


description: Called when an frane is added before/after a selected frame

module: KismetWidgets

code: WidgetArgsType & OnAddAnimSequence &40; const FOnAddAnimSequence & InDelegate &41;


description: Called when an frame is appended in the beginning or at the end

code: WidgetArgsType & OnAppendAnimSequence &40; const FOnAppendAnimSequence & InDelegate &41;


code: WidgetArgsType & OnBarDrag &40; const FOnScrubBarDrag & InDelegate &41;


code: WidgetArgsType & OnBarCommit &40; const FOnScrubBarCommit & InDelegate &41;


description: Called right before the slider begins to move

code: WidgetArgsType & OnBeginSliderMovement &40; const FSimpleDelegate & InDelegate &41;


description: Called when an anim sequence is cropped before/after a selected frame

code: WidgetArgsType & OnCropAnimSequence &40; const FOnCropAnimSequence & InDelegate &41;


description: Called right after the slider handle is released by the user

code: WidgetArgsType & OnEndSliderMovement &40; const FOnFloatValueChanged & InDelegate &41;


description: Called to zero out selected frame's translation from origin

code: WidgetArgsType & OnReZeroAnimSequence &40; const FOnReZeroAnimSequence & InDelegate &41;


code: WidgetArgsType & OnSetInputViewRange &40; const FOnSetInputViewRange & InDelegate &41;


description: Called when the value is changed by slider or typing

code: WidgetArgsType & OnValueChanged &40; const FOnFloatValueChanged & InDelegate &41;


code: WidgetArgsType & SequenceLength &40; const TAttribute< float > & InAttribute &41;


description: The value to display

code: WidgetArgsType & Value &40; const TAttribute< float > & InAttribute &41;


description: View Input range

code: WidgetArgsType & ViewInputMin &40; const TAttribute< float > & InAttribute &41;


code: WidgetArgsType & ViewInputMax &40; const TAttribute< float > & InAttribute &41;


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

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


description: This function is used by a few random widgets and is mostly arbitrary. It could be moved anywhere.

code: static int32 GetDivider ( float InputMinX, float InputMaxX, FVector2D WidgetSize, float SequenceLength, int32 NumFrames )


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

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


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

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


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

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


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

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


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

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


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

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


className: SScrubWidget

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


code: void Construct ( const [FArguments](API\Editor\KismetWidgets\SSingleObjectDetailsPanel\FArguments) & InArgs, bool bAutomaticallyObserveViaGetObjectToObserve, bool bAllowSearch )


code: WidgetArgsType & HostCommandList &40; TSharedPtr< class FUICommandList > InArg &41;


code: WidgetArgsType & HostTabManager &40; TSharedPtr< class FTabManager > InArg &41;


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


description: Should be implemented by derived classes to provide the object being observed.

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


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


code: void SetPropertyWindowContents ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > Objects )


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

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


className: SSingleObjectDetailsPanel

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

PropertyView

type: TSharedPtr< cla...

description: Property viewing widget.


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPinTypeSelectorFilter](API\Editor\KismetWidgets\IPinTypeSelectorFilter) > GetPinTypeSelectorFilter() const


className: UPinTypeSelectorFilter

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

FilterClass

type: TSoftClassPtr< ...


module: LandscapeEditor

code: namespace ELandscapeToolTargetTypeMask { [ELandscapeToolTargetTypeMask::Type](API\Editor\LandscapeEditor\ELandscapeToolTargetTypeMask__Ty-) ELandscapeToolTargetTypeMask::FromType ( ELandscapeToolTargetType TargetType ) }


code: namespace ELandscapeToolTargetTypeMask { enum Type { Heightmap = 1 << static_cast<uint8>(ELandscapeToolTargetType::Heightmap), Weightmap = 1 << static_cast<uint8>(ELandscapeToolTargetType::Weightmap), Visibility = 1 << static_cast<uint8>(ELandscapeToolTargetType::Visibility), NA = 0, All = 0xFF, } }


className: FGizmoImportLayer

code: struct FGizmoImportLayer

bNoImport

type: bool

LayerFilename

type: FString


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: [FLandscapeBrushData](API\Editor\LandscapeEditor\FLandscapeBrushData) ApplyBrush ( const [TArray](API\Runtime\Core\Containers\TArray)< [FLandscapeToolInteractorPosition](API\Editor\LandscapeEditor\FLandscapeToolInteractorPosition) > & InteractorPositions )


code: virtual void BeginStroke ( float LandscapeX, float LandscapeY, class [FLandscapeTool](API\Editor\LandscapeEditor\FLandscapeTool) * CurrentTool )


code: virtual void EnterBrush()


code: virtual [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetBrushMaterial()


code: const TCHAR * GetBrushName()


code: virtual [TOptional](API\Runtime\Core\IO\TOptional)< FVector2D > GetLastMousePosition() const


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

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


code: virtual [TOptional](API\Runtime\Core\IO\TOptional)< bool > InputKey ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport, [FKey](API\Runtime\InputCore\FKey) InKey, EInputEvent InEvent )


code: virtual void LeaveBrush()


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


code: void MouseMove ( float LandscapeX, float LandscapeY )


code: virtual ~FLandscapeBrush()


className: FLandscapeBrush

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


code: FIntRect GetBounds() const


code: float * GetDataPtr ( FIntPoint Position )


code: const float * GetDataPtr ( FIntPoint Position ) const


description: For compatibility with older landscape code that uses inclusive bounds in 4 int32s.

code: void GetInclusiveBounds ( int32 & X1, int32 & Y1, int32 & X2, int32 & Y2 ) const


className: FLandscapeBrushData::operator bool

code: operator bool() const


code: FLandscapeBrushData ( FIntRect InBounds )


className: FLandscapeBrushData

code: class FLandscapeBrushData

Bounds

type: FIntRect

BrushAlpha

type: TArray< float >


code: FLandscapeBrushSet ( const TCHAR * InBrushSetName )


code: virtual ~FLandscapeBrushSet()


className: FLandscapeBrushSet

code: struct FLandscapeBrushSet

Brushes

type: TArray<FLandsc...

BrushSetName

type: constFName


className: FLandscapeFileInfo

code: struct FLandscapeFileInfo

DataScale

type: TOptional< FVec...

description: The inherent scale of the data format, if it has one, in centimeters The default for data with no inherent scale is 100,100,0.78125 (100.0/128, shown as 100 in the editor UI)

ErrorMessage

type: FText

description: Message to show as the warning/error result.

PossibleResolutions

description: Normally contains a single resolution, but .raw is awful.

ResultCode

type: ELandscapeImpor...

description: Whether the the file is usable or has errors/warnings.


code: FLandscapeFileResolution()


className: FLandscapeFileResolution

code: struct FLandscapeFileResolution


code: FLandscapeFileResolution ( uint32 InWidth, uint32 InHeight )


className: FLandscapeFileTypeInfo

code: struct FLandscapeFileTypeInfo

bSupportsExport

description: Whether this file type supports exporting from the editor back to file (All file types must supportimporting, but exporting is optional)

Description

description: Description of file type for the file selector.

Extensions

type: TArray<FString...

description: Extensions for this type, with leading dot, e.g. ".png".


className: FLandscapeImportData

code: template<class T> struct FLandscapeImportData

Data

type: TArray< T >

description: The Data.

ResultCode

description: Whether the import data is usable or has errors/warnings.


code: int32 FindDescriptorIndex ( int32 ImportWidth, int32 ImportHeight )


code: FLandscapeImportDescriptor()


className: FLandscapeImportDescriptor

code: struct FLandscapeImportDescriptor

FileDescriptors

description: Files contributing to this descriptor

FileResolutions

description: Single File Resolutions

ImportResolutions

description: Landscape Import Resolution based on File Coords + Resolutions

Scale

type: FVector

description: Scale of Import data


code: FLandscapeImportFileDescriptor()


code: FLandscapeImportFileDescriptor ( const [FString](API\Runtime\Core\Containers\FString) & InFilePath, const FIntPoint & InCoord )


code: static void ChooseBestComponentSizeForImport ( int32 Width, int32 Height, int32 & InOutQuadsPerSection, int32 & InOutSectionsPerComponent, FIntPoint & OutComponentCount )


className: FLandscapeImportFileDescriptor

code: struct FLandscapeImportFileDescriptor

Coord

type: FIntPoint

description: Which tile does that descriptor represent

FilePath

description: File path


code: static bool ExtractCoordinates ( const [FString](API\Runtime\Core\Containers\FString) & BaseFilename, FIntPoint & OutCoord, [FString](API\Runtime\Core\Containers\FString) & OutBaseFilePattern )


code: static ELandscapeImportResult GetHeightmapImportData ( const [FLandscapeImportDescriptor](API\Editor\LandscapeEditor\FLandscapeImportDescriptor) & ImportDescriptor, int32 DescriptorIndex, [TArray](API\Runtime\Core\Containers\TArray)< uint16 > & OutData, [FText](API\Runtime\Core\Internationalization\FText) & OutMessage )


description: If the operation was a Success/Error/Warning.

code: static ELandscapeImportResult GetHeightmapImportDescriptor ( const [FString](API\Runtime\Core\Containers\FString) & FilePath, bool bSingleFile, bool bFlipYAxis, [FLandscapeImportDescriptor](API\Editor\LandscapeEditor\FLandscapeImportDescriptor) & OutImportDescriptor, [FText](API\Runtime\Core\Internationalization\FText) & OutMessage )


code: template<typename T> static [TEnableIf](API\Runtime\Core\Templates\TEnableIf)< std::is_same_v< T, uint8 >, ELandscapeImportResult >::Type GetImportData ( const [FLandscapeImportDescriptor](API\Editor\LandscapeEditor\FLandscapeImportDescriptor) & ImportDescriptor, int32 DescriptorIndex, [FName](API\Runtime\Core\UObject\FName) LayerName, [TArray](API\Runtime\Core\Containers\TArray)< T > & OutData, [FText](API\Runtime\Core\Internationalization\FText) & OutMessage )


code: template<typename T> static [TEnableIf](API\Runtime\Core\Templates\TEnableIf)< std::is_same_v< T, uint16 >, ELandscapeImportResult >::Type GetImportDescriptor ( const [FString](API\Runtime\Core\Containers\FString) & FilePath, bool bSingleFile, bool bFlipYAxis, [FName](API\Runtime\Core\UObject\FName) LayerName, [FLandscapeImportDescriptor](API\Editor\LandscapeEditor\FLandscapeImportDescriptor) & OutImportDescriptor, [FText](API\Runtime\Core\Internationalization\FText) & OutMessage )


code: template<typename T> static [TEnableIf](API\Runtime\Core\Templates\TEnableIf)< std::is_same_v< T, uint8 >, ELandscapeImportResult >::Type GetImportDescriptor ( const [FString](API\Runtime\Core\Containers\FString) & FilePath, bool bSingleFile, bool bFlipYAxis, [FName](API\Runtime\Core\UObject\FName) LayerName, [FLandscapeImportDescriptor](API\Editor\LandscapeEditor\FLandscapeImportDescriptor) & OutImportDescriptor, [FText](API\Runtime\Core\Internationalization\FText) & OutMessage )


code: static void GetMatchingFiles ( const [FString](API\Runtime\Core\Containers\FString) & FilePathPattern, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutFilePaths )


code: static ELandscapeImportResult GetWeightmapImportData ( const [FLandscapeImportDescriptor](API\Editor\LandscapeEditor\FLandscapeImportDescriptor) & ImportDescriptor, int32 DescriptorIndex, [FName](API\Runtime\Core\UObject\FName) LayerName, [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & OutData, [FText](API\Runtime\Core\Internationalization\FText) & OutMessage )


code: static ELandscapeImportResult GetWeightmapImportDescriptor ( const [FString](API\Runtime\Core\Containers\FString) & FilePath, bool bSingleFile, bool bFlipYAxis, [FName](API\Runtime\Core\UObject\FName) LayerName, [FLandscapeImportDescriptor](API\Editor\LandscapeEditor\FLandscapeImportDescriptor) & OutImportDescriptor, [FText](API\Runtime\Core\Internationalization\FText) & OutMessage )


code: template<typename T> static [TEnableIf](API\Runtime\Core\Templates\TEnableIf)< std::is_same_v< T, uint16 >, ELandscapeImportResult >::Type GetImportData ( const [FLandscapeImportDescriptor](API\Editor\LandscapeEditor\FLandscapeImportDescriptor) & ImportDescriptor, int32 DescriptorIndex, [FName](API\Runtime\Core\UObject\FName) LayerName, [TArray](API\Runtime\Core\Containers\TArray)< T > & OutData, [FText](API\Runtime\Core\Internationalization\FText) & OutMessage )


code: static void TransformHeightmapImportData ( const [TArray](API\Runtime\Core\Containers\TArray)< uint16 > & InData, [TArray](API\Runtime\Core\Containers\TArray)< uint16 > & OutData, const [FLandscapeImportResolution](API\Editor\LandscapeEditor\FLandscapeImportResolution) & CurrentResolution, const [FLandscapeImportResolution](API\Editor\LandscapeEditor\FLandscapeImportResolution) & RequiredResolution, ELandscapeImportTransformType TransformType, FIntPoint Offset )


code: template<typename T> static [TEnableIf](API\Runtime\Core\Templates\TEnableIf)< std::is_same_v< T, uint16 >, void >::Type TransformImportData ( const [TArray](API\Runtime\Core\Containers\TArray)< T > & InData, [TArray](API\Runtime\Core\Containers\TArray)< T > & OutData, const [FLandscapeImportResolution](API\Editor\LandscapeEditor\FLandscapeImportResolution) & CurrentResolution, const [FLandscapeImportResolution](API\Editor\LandscapeEditor\FLandscapeImportResolution) & RequiredResolution, ELandscapeImportTransformType TransformType, FIntPoint Offset )


code: template<typename T> static [TEnableIf](API\Runtime\Core\Templates\TEnableIf)< std::is_same_v< T, uint8 >, void >::Type TransformImportData ( const [TArray](API\Runtime\Core\Containers\TArray)< T > & InData, [TArray](API\Runtime\Core\Containers\TArray)< T > & OutData, const [FLandscapeImportResolution](API\Editor\LandscapeEditor\FLandscapeImportResolution) & CurrentResolution, const [FLandscapeImportResolution](API\Editor\LandscapeEditor\FLandscapeImportResolution) & RequiredResolution, ELandscapeImportTransformType TransformType, FIntPoint Offset )


code: static void TransformWeightmapImportData ( const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & InData, [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & OutData, const [FLandscapeImportResolution](API\Editor\LandscapeEditor\FLandscapeImportResolution) & CurrentResolution, const [FLandscapeImportResolution](API\Editor\LandscapeEditor\FLandscapeImportResolution) & RequiredResolution, ELandscapeImportTransformType TransformType, FIntPoint Offset )


className: FLandscapeImportHelper

code: class FLandscapeImportHelper


className: FLandscapeImportLayer

code: struct FLandscapeImportLayer : public [FLandscapeImportLayerInfo](API\Runtime\Landscape\FLandscapeImportLayerInfo)

ImportDescriptor

type: FLandscapeImpor...

ThumbnailMIC

type: TObjectPtr<ULa...


code: FLandscapeImportResolution()


code: FLandscapeImportResolution ( uint32 InWidth, uint32 InHeight )


className: FLandscapeImportResolution

code: struct FLandscapeImportResolution


code: FLandscapePatternBrushWorldSpaceSettings ( const FVector2D & InOrigin, float InRotation, bool bInCenterTextureOnOrigin, float bRepeatSize )


bCenterTextureOnOrigin

description: If true, the texture used for the pattern is centered on the PatternOrigin.

RepeatSize

type: float


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


code: virtual bool AffectsEditLayers() const


code: bool BeginTool ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, const [FLandscapeToolTarget](API\Editor\LandscapeEditor\FLandscapeToolTarget) & Target, const FVector & InHitLocation )


code: virtual bool CanToolBeActivated() const


code: virtual bool DisallowMouseDeltaTracking() const


code: void EndTool ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient )


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


description: Get override cursor visibility settings

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


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


description: Returns the resolution difference when the Tool action is applied.

code: virtual int32 GetToolActionResolutionDelta() const


code: const TCHAR * GetToolName() const


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


code: virtual FVector GetWidgetLocation() const


code: virtual FMatrix GetWidgetRotation() const


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


code: virtual bool HitTrace ( const FVector & TraceStart, const FVector & TraceEnd, FVector & OutHitLocation )


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


code: virtual bool InputKey ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport, [FKey](API\Runtime\InputCore\FKey) InKey, EInputEvent InEvent )


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


code: virtual bool IsToolActive() const


code: bool MouseMove ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport, int32 x, int32 y )


code: virtual bool OverrideSelection() const


code: virtual bool OverrideWidgetLocation() const


code: virtual bool OverrideWidgetRotation() const


description: Called before mouse movement is converted to drag/rot

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


description: Called after mouse movement is converted to drag/rot

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


description: Functions which doesn't need Viewport data...

code: virtual void Process ( int32 Index, int32 Arg )


code: virtual bool ProcessEditCopy()


code: virtual bool ProcessEditCut()


code: virtual bool ProcessEditDelete()


code: virtual bool ProcessEditDuplicate()


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


code: virtual bool ProcessEditPaste()


code: virtual void SetCanToolBeActivated ( bool Value )


code: virtual void SetEditRenderType()


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


code: virtual bool SupportsMask()


code: virtual bool UseSphereTrace()


code: virtual bool UsesTransformWidget() const


code: virtual ~FLandscapeTool()


className: FLandscapeTool

description: FLandscapeTool

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

ValidBrushes

type: TArray<FName>


code: FLandscapeToolInteractorPosition ( FVector2D InPosition, const bool bInModifierPressed )


className: FLandscapeToolInteractorPosition

description: FLandscapeToolMousePosition - Struct to store mouse positions since the last time we applied the brush.

code: struct FLandscapeToolInteractorPosition

bModifierPressed

type: bool

Position

description: Stored in heightmap space.


className: FLandscapeToolTarget

code: struct FLandscapeToolTarget

LandscapeInfo

type: TWeakObjectPtr<...

LayerName

type: FName

TargetType

type: ELandscapeToolT...


code: template<typename T> [TEnableIf](API\Runtime\Core\Templates\TEnableIf)< std::is_same_v< T, uint8 >, const ILandscapeWeightmapFileFormat * >::Type GetFormatByExtension ( const TCHAR * Extension )


code: template<typename T> [TEnableIf](API\Runtime\Core\Templates\TEnableIf)< std::is_same_v< T, uint16 >, const ILandscapeHeightmapFileFormat * >::Type GetFormatByExtension ( const TCHAR * Extension )


code: const TCHAR * GetHeightmapExportDialogTypeString() const


code: FLandscapeImageFileCache & GetImageFileCache() const


description: Gets the type string used by the import/export file dialog.

code: const TCHAR * GetHeightmapImportDialogTypeString() const


description: Gets the heightmap/weightmap format associated with a given extension (null if no plugin is registered for this extension)

code: const ILandscapeHeightmapFileFormat * GetHeightmapFormatByExtension ( const TCHAR * Extension ) const


code: const ILandscapeWeightmapFileFormat * GetWeightmapFormatByExtension ( const TCHAR * Extension ) const


code: const TCHAR * GetWeightmapExportDialogTypeString() const


code: const TCHAR * GetWeightmapImportDialogTypeString() const


description: Register / unregister a landscape file format plugin.

code: void RegisterHeightmapFileFormat ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< ILandscapeHeightmapFileFormat > FileFormat )


code: void UnregisterHeightmapFileFormat ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< ILandscapeHeightmapFileFormat > FileFormat )


code: void RegisterWeightmapFileFormat ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< ILandscapeWeightmapFileFormat > FileFormat )


code: void UnregisterWeightmapFileFormat ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< ILandscapeWeightmapFileFormat > FileFormat )


className: ILandscapeEditorModule

description: LandscapeEditor module interface

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


code: virtual void Export ( const TCHAR * Filename, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const T > Data, [FLandscapeFileResolution](API\Editor\LandscapeEditor\FLandscapeFileResolution) DataResolution, FVector Scale )


description: Export a file (if supported)

code: virtual void Export ( const TCHAR * Filename, [FName](API\Runtime\Core\UObject\FName) LayerName, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const T > Data, [FLandscapeFileResolution](API\Editor\LandscapeEditor\FLandscapeFileResolution) DataResolution, FVector Scale ) const


description:
Gets info about this format
information about the file types supported by this file format plugin

code: const [FLandscapeFileTypeInfo](API\Editor\LandscapeEditor\FLandscapeFileTypeInfo) & GetInfo() const


code: virtual [FLandscapeImportData](API\Editor\LandscapeEditor\FLandscapeImportData)< T > Import ( const TCHAR * Filename, [FLandscapeFileResolution](API\Editor\LandscapeEditor\FLandscapeFileResolution) ExpectedResolution ) const


description:
Import a file
imported data and (optional) error message

code: [FLandscapeImportData](API\Editor\LandscapeEditor\FLandscapeImportData)< T > Import ( const TCHAR * Filename, [FName](API\Runtime\Core\UObject\FName) LayerName, [FLandscapeFileResolution](API\Editor\LandscapeEditor\FLandscapeFileResolution) ExpectedResolution ) const


code: virtual [FLandscapeFileInfo](API\Editor\LandscapeEditor\FLandscapeFileInfo) Validate ( const TCHAR * Filename ) const


description:
Validate a file for Import Gives the file format the opportunity to reject a file or return warnings as well as return information about the file for the import UI (e.g. resolution and scale)
information about the file and (optional) error message

code: [FLandscapeFileInfo](API\Editor\LandscapeEditor\FLandscapeFileInfo) Validate ( const TCHAR * Filename, [FName](API\Runtime\Core\UObject\FName) LayerName ) const


description: Note: Even though this is an interface class we need a virtual destructor as derived objects are deleted via a pointer to this interface

code: virtual ~ILandscapeFileFormat()


className: ILandscapeFileFormat

code: template<class T> class ILandscapeFileFormat


code: namespace LandscapeEditorUtils { template<typename T> void LandscapeEditorUtils::SaveObjects ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< T * > InObjects ) }


code: namespace LandscapeEditorUtils { bool LandscapeEditorUtils::SetHeightmapData ( [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * Landscape, const [TArray](API\Runtime\Core\Containers\TArray)< uint16 > & Data ) }


code: namespace LandscapeEditorUtils { bool LandscapeEditorUtils::SetWeightmapData ( [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * Landscape, [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * LayerObject, const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & Data ) }


description: Construct this widget. Called by the SNew()Slate macro.

code: void Construct ( const [FArguments](API\Editor\LandscapeEditor\SLandscapeLayerListDialog\FArguments) & InArgs, [TArray](API\Runtime\Core\Containers\TArray)< [FLandscapeLayer](API\Runtime\Landscape\FLandscapeLayer) > & InLayers )


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

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


code: virtual ~SLandscapeLayerListDialog()


className: SLandscapeLayerListDialog

description: Displays a list of layers with drag + drop support for layer reordering outside of landscape mode. Can be directly constructed in editor code or can be constructed indirectly throughILandscapeEditorServices.

code: class SLandscapeLayerListDialog : public [SCustomDialog](API\Developer\ToolWidgets\Dialog\SCustomDialog)


code: int32 CalcComponentsCount ( int32 InResolution ) const


code: void ChooseBestComponentSizeForImport()


code: int32 ClampLandscapeSize ( int32 InComponentsCount ) const


code: void ClearImportLandscapeData()


code: ELandscapeImportResult CreateImportLayersInfo ( [TArray](API\Runtime\Core\Containers\TArray)< [FLandscapeImportLayerInfo](API\Runtime\Landscape\FLandscapeImportLayerInfo) > & OutImportLayerInfos )


code: ELandscapeImportResult CreateNewLayersInfo ( [TArray](API\Runtime\Core\Containers\TArray)< [FLandscapeImportLayerInfo](API\Runtime\Landscape\FLandscapeImportLayerInfo) > & OutNewLayerInfos )


code: void ExpandImportData ( [TArray](API\Runtime\Core\Containers\TArray)< uint16 > & OutHeightData, [TArray](API\Runtime\Core\Containers\TArray)< [FLandscapeImportLayerInfo](API\Runtime\Landscape\FLandscapeImportLayerInfo) > & OutImportLayerInfos )


code: float GetCurrentToolBrushRadius() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< uint16 > & GetImportLandscapeData() const


code: float GetCurrentToolStrength() const


code: bool HasValidAlphaTextureData() const


code: void ImportLandscapeData()


code: void InitializeDefaultHeightData ( [TArray](API\Runtime\Core\Containers\TArray)< uint16 > & OutData )


description: Load UI settings from ini file

code: void Load()


code: void OnChangeImportLandscapeResolution ( int32 DescriptorIndex )


code: void NewLandscape_ClampSize()


code: void OnImportHeightmapFilenameChanged()


code: void OnImportWeightmapFilenameChanged()


code: void RefreshImportLayersList ( bool bRefreshFromTarget )


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

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


code: void RefreshLayerImport ( [FLandscapeImportLayer](API\Editor\LandscapeEditor\FLandscapeImportLayer) & ImportLayer )


code: void RefreshLayerImports()


description: Save UI settings to ini file

code: void Save()


description: Alpha/Pattern Brush.

code: void SetAlphaTexture ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * InTexture, ELandscapeTextureColorChannel InTextureChannel )


code: void SetbUseNegativeMask ( bool InbUseNegativeMask )


description: Region.

code: void SetbUseSelectedRegion ( bool InbUseSelectedRegion )


code: void SetCurrentToolBrushFalloff ( float NewBrushFalloff )


code: void SetCurrentToolBrushRadius ( float NewBrushStrength )


code: void SetCurrentToolStrength ( float NewToolStrength )


code: void SetGizmoSnapMode ( ELandscapeGizmoSnapType SnapMode )


code: void SetParent ( FEdModeLandscape * LandscapeParent )


description: Copy/Paste.

code: void SetPasteMode ( ELandscapeToolPasteMode InPasteMode )


code: void UpdateComponentCount()


code: void UpdateComponentLayerAllowList()


code: void UpdateShowUnusedLayers()


code: void UpdateTargetLayerDisplayOrder()


code: bool UseSingleFileImport() const


className: ULandscapeEditorObject

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

AlphaBrushPanU

description: Horizontally offsets the brush mask texture.

AlphaBrushPanV

description: Vertically offsets the brush mask texture.

AlphaBrushRotation

description: Rotates the brush mask texture.

AlphaBrushScale

description: Scale of the brush texture. A scale of 1.000 maps the brush texture to the landscape at a 1 pixel = 1 vertex size.

AlphaTexture

type: TObjectPtr<UTe...

description: Mask texture to use.

AlphaTextureChannel

type: ELandscapeTextu...

description: Channel of Mask Texture to use.

AlphaTextureData

type: TArray< uint8 >

bAlphaBrushAutoRotate

description: Rotate brush to follow mouse.

bApplyToAllTargets

description: If set, copies/pastes all layers, otherwise only copy/pastes the layer selected in the targets panel.

bDetailSmooth

description: If checked, performs a detail preserving smooth using the specified detail smoothing value.

bFlattenEyeDropperModeActivated

description: Whether the Eye Dropper mode is activated.

bHErosionDetailSmooth

description: If checked, performs a detail-preserving smooth to the erosion effect using the specified detail smoothing value.

BlueprintBrush

type: TSubclassOf<AL...

bPickValuePerApply

description: Constantly picks new values to flatten towards when dragging around, instead of only using the first clicked point.

BrushComponentSize

description: Number of components X/Y to affect at once. 1 means 1x1, 2 means 2x2, etc.

BrushFalloff

description: The falloff at the edge of the sculpt brush, as a fraction of the brush's size. 0 = no falloff, 1 = all falloff.

BrushRadius

description: The radius of the sculpt brush, in unreal units.

bShowFlattenTargetPreview

description: Whether to show the preview grid for the flatten target height.

bSmoothGizmoBrush

description: Smooths the edges of the gizmo data into the landscape. Without this, the edges of the pasted data will be sharp.

bUseClayBrush

description: Selects the Clay Brush painting mode.

bUseFlattenTarget

description: Enable to flatten towards a target height.

bUseNegativeMask

description: If enabled, protects the selected region from changes If disabled, only allows changes in the selected region

bUseSelectedRegion

description: Uses selected region as a mask for other tools.

bUseSlopeFlatten

description: Flattens to the angle of the clicked point, instead of horizontal.

bUseWeightTargetValue

description: Enable to make tools blend towards a target value.

DetailScale

description: Larger detail smoothing values remove more details, while smaller values preserve more details.

ErodeIterationNum

description: Number of erosion iterations, more means more erosion but is slower.

ErodeSurfaceThickness

description: The thickness of the surface for the layer weight erosion effect.

ErodeThresh

description: The minimum height difference necessary for the erosion effects to be applied. Smaller values will result in more erosion being applied.

ErosionNoiseMode

type: ELandscapeToolE...

description: Whether to erode by lowering, raising, or both.

ErosionNoiseScale

description: The size of the perlin noise filter used.

FlattenMode

type: ELandscapeToolF...

description: Whether to flatten by lowering, raising, both or terracing.

FlattenTarget

description: Target height to flatten towards (in Unreal Units)

GizmoHeightmapFilenameString

type: FString

GizmoHistories

type: TArray< FGizmoH...

GizmoImportLayers

type: TArray<FGizmoI...

description: Whether the imported alpha maps are to be interpreted as "layered" or "additive" (UE uses additive internally)

description: Specify a height map file in 16-bit RAW or PNG format.

type: TArray<FLandsc...

description: The landscape layers that will be created. Only layer names referenced in the material assigned above are shown here. Modify the material to add more layers.

LastImportPath

description: New Landscape.

MaximumValueRadius

description: I have no idea what this is for but it's used by the noise and erosion tools, and isn't exposed to the UI.

MirrorOp

type: ELandscapeMirro...

description: Type of mirroring operation to perform e.g. "Minus X To Plus X" copies and flips the -X half of the landscape onto the +X half.

MirrorPoint

description: Location of the mirror plane, defaults to the center of the landscape. Doesn't normally need to be changed!

MirrorSmoothingWidth

description: Number of vertices either side of the mirror plane to smooth over.

description: The number of components in the X and Y direction, determining the overall size of the landscape.

description: The location of the new landscape.

description: Material initially applied to the landscape. Setting a material here exposes properties for setting up layer info based on the landscape blend nodes in the material.

description: The number of quads in a single landscape section. One section is the unit of LOD transition for landscape rendering.

type: FRotator

description: The rotation of the new landscape.

description: The scale of the new landscape. This is the distance between each vertex on the landscape, defaulting to 100 units.

description: The number of sections in a single landscape component. This along with the section size determines the size of each landscape component. A component is the base unit of rendering and culling.

NoiseMode

type: ELandscapeToolN...

description: Whether to apply noise that raises, lowers, or both.

PaintBrushFalloff

description: The falloff at the edge of the point brush, as a fraction of the brush's size. 0 = no falloff, 1 = all falloff.

PaintBrushRadius

description: The radius of the paint brush, in unreal units.

PaintingRestriction

type: ELandscapeLayer...

description: Limits painting to only the components that already have the selected layer.

PaintToolStrength

description: Strength of the Paint tool. If you're using a pen/tablet with pressure-sensing, the pressure used affects the strength of the tool.

ParentMode

type: FEdModeLandscap...

PasteMode

type: ELandscapeToolP...

description: Whether to paste will only raise, only lower, or both.

RainAmount

description: The amount of rain to apply to the surface. Larger values will result in more erosion.

RainDistMode

type: ELandscapeToolH...

description: Initial Rain Distribution.

RainDistScale

description: The size of the noise filter for applying initial rain to the surface.

RampSideFalloff

description: Falloff on side of ramp.

RampWidth

description: Width of ramp.

description: Number of components in resulting landscape.

type: ELandscapeConve...

description: Determines how the new component size will be applied to the existing landscape geometry.

description: Number of quads per landscape component section.

description: Number of sections per landscape component.

SedimentCapacity

description: The amount of sediment that the water can carry. Larger values will result in more erosion.

SmoothFilterKernelSize

description: The radius smoothing is performed over Higher values smooth out bigger details, lower values only smooth out smaller details

SnapMode

type: ELandscapeGizmo...

TargetDisplayOrder

description: Display order of the targets.

TerraceInterval

description: Height of the terrace intervals in unreal units, for the terrace flatten mode.

TerraceSmooth

description: Smoothing value for terrace flatten mode.

ToolStrength

description: Strength of the Sculpt tool. If you're using a pen/tablet with pressure-sensing, the pressure used affects the strength of the tool.

WorldSpacePatternBrushSettings

type: FLandscapePatte...


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


className: ALandscapeBlueprintBrush

module: LandscapeEditorUtilities

code: class ALandscapeBlueprintBrush : public [ALandscapeBlueprintBrushBase](API\Runtime\Landscape\ALandscapeBlueprintBrushBase)


className: FLandscapeEditorUtilitiesModule

description: LandscapeEditorUtilities module

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


description: Overridden to provide public access

module: Layers

code: virtual void Construct()


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


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


description: Checks whether this drag and drop operation can cast safely to the specified type.

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


className: FLayersDragDropOp

description: Drag/drop operation for dragging layers in the editor

code: class FLayersDragDropOp : public [FDecoratedDragDropOp](API\Editor\UnrealEd\DragAndDrop\FDecoratedDragDropOp)

Layers

type: TArray<FName>

description: The names of the layers being dragged


description: Creates a Layer Browser widget

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


className: FLayersMenuExtender

description: Delegates to be called to extend the layers menus

code: typedef TBaseDelegate_OneParam< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) >, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > > FLayersMenuExtender


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FLayersMenuExtender](API\Editor\Layers\FLayersModule\FLayersMenuExtender) > & GetAllLayersMenuExtenders()


description: Creates a widget that represents the layers the specified actors share in common as a cloud

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateLayerCloud ( const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > > & Actors )


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

code: virtual void ShutdownModule()


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

code: virtual void StartupModule()


className: FLayersModule

description: The module holding all of the UI related peices for Layers

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


module: LevelEditor

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


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


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


code: virtual void PostGizmoManipulationStopped ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > InElementHandles, const [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) InWidgetMode )


code: static [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * GetEditTransformProperty ( const [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) InWidgetMode )


code: static void ValidateScale ( const FVector & InOriginalPreDragScale, const [EAxisList::Type](API\Runtime\Core\Math\EAxisList__Type) InDragAxis, const FVector & InCurrentScale, const FVector & InBoxExtent, FVector & InOutScaleDelta, bool bInCheckSmallExtent )


description: Get the owner level editor viewport client.

code: const FLevelEditorViewportClient &42; GetLevelEditorViewportClient&40;&41; const


description: Set the owner level editor viewport client.

code: void SetLevelEditorViewportClient ( [FLevelEditorViewportClient](API\Editor\UnrealEd\FLevelEditorViewportClient) * InLevelEditorViewportClient )


description: Mixin for asset editor customizations that provides access to the owner level editor viewport client.


className: EResult

description: Custom result types

code: enum EResult { Cancel = 0, OK, }


description: returns User response in EResult form.


description: Constructs A move Asset Dialog

code: FDlgDeltaTransform()


className: FDlgDeltaTransform

description: Wrapper class for SDlgDeltaTransform. This class creates and launches the dialog then awaits the Result to return to the user.

code: class FDlgDeltaTransform


className: FilterBarType

description: The type of item that the Outliner's Filter Bar operates on

code: typedef const [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) & FilterBarType


description:
Checks to see if at least one actor is selected
true if it can execute.

code: static bool ActorSelected_CanExecute()


description:
Checks to see if multiple actors are selected
true if it can execute.

code: static bool ActorsSelected_CanExecute()


description:
Checks to see if at least one actor (of the given types) is selected
true if it can execute.

code: static bool ActorTypesSelected_CanExecute ( [EActorTypeFlags](API\Editor\LevelEditor\FLevelEditorActionCallbacks\EActorTypeFlags) TypeFlags, bool bSingleOnly )


description: Called when the AddActor command is executed

code: static [AActor](API\Runtime\Engine\GameFramework\AActor) * AddActor ( [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * ActorFactory, const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, const FTransform * ActorLocation )


description: Called when the AddActor command is executed and a class is selected in the actor browser

code: static [AActor](API\Runtime\Engine\GameFramework\AActor) * AddActorFromClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ActorClass )


code: static void AddActorFromClass_Clicked ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ActorClass )


description: Called when the AddActorsToGroup command is executed

code: static void AddActorsToGroup_Clicked()


description: Aligns brush vertices to the nearest grid point.


description: Called when attach selected actors is pressed

code: static void AttachSelectedActors()


code: static void AttachToActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ParentActorPtr )


description: Called when the actor picker needs to be used to select a new parent actor

code: static void AttachActorIteractive()


code: static void AddActor_Clicked ( [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * ActorFactory, [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) AssetData )


code: static void AttachToSocketSelection ( [FName](API\Runtime\Core\UObject\FName) SocketName, [AActor](API\Runtime\Engine\GameFramework\AActor) * ParentActorPtr )


description: Opens the viewport controls page

code: static void BrowseViewportControls()


description: Opens the global documentation homepage

code: static void BrowseDocumentation()


description: Browses to the current map

code: static void Browse()


code: static void BuildAllLandscape_Execute()


code: static bool BuildExternalType_CanExecute ( int32 Index )


code: static void BuildExternalType_Execute ( int32 Index )


code: static void BuildGeometryOnly_Execute()


code: static void BuildHLODs_Execute()


code: static void BuildLightingOnly_Execute()


code: static bool BuildLighting_CanExecute()


code: static void BuildMinimap_Execute()


code: static void BuildPathsOnly_Execute()


code: static bool Build_CanExecute()


description: Build callbacks

code: static void Build_Execute()


description: Browses to the current map

code: static bool CanBrowse()


code: static bool CanBuildLighting()


description: Can the selected actors be converted to a blueprint class in any of the supported ways?


description: Returns true if 'Keep Simulation Changes' can be used right now


description: Returns true if all selected actors are from the same level and hence can browse to it in the content browser


code: static bool CanExecutePreviewPlatform ( [FPreviewPlatformInfo](API\Editor\UnrealEd\Editor\FPreviewPlatformInfo) NewPreviewPlatform )


description:
Checks to see if at least a single actor is selected and the 2D editor mode is enabled and there is a layer above/below the current setting
true if it can execute.

code: static bool CanMoveSelectionToDifferent2DLayer ( bool bGoingUp )


description: Save the current level as...

code: static bool CanSaveCurrentAs()


code: static bool CanSaveUnpartitionedWorld()


description: Determine whether the level can be saved at this moment

code: static bool CanSaveWorld()


description: Called to see if all selected actors are the same class

code: static bool CanSelectAllActorsOfClass()


description: Called to see if any components are selected


description: Returns TRUE if the user can edit the game mode Blueprint, this requires the DefaultEngine config file to be writable


description: True if actions that should only be visible when source code is thought to be available

code: static bool CanShowSourceCodeActions()


code: static bool CanSetWidgetMode ( [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) WidgetMode )


description:
Checks to see if at least a single actor is selected and the 2D editor mode is enabled
true if it can execute.

code: static bool CanSnapTo2DLayer()


description: Called when Check Out Modified Files is clicked


description: Checks out the Project Settings config


description: Clear the list of recent files.

code: static void ClearRecentFiles()


code: static void ConfigureLightingBuildOptions ( const [FLightingBuildOptions](API\Runtime\Engine\FLightingBuildOptions) & Options )


description: Called when requesting connection to source control


description: Bring up the convert actors to blueprint UI


code: static bool Copy_CanExecute()


description: Copy the file path where the actor is saved.


description: Called when create new outliner folder is clicked


description: Helps the user create a Blueprint class

code: static void CreateBlankBlueprintClass()


description: The default can execute action for all commands unless they override itBydefault commands cannot be executed if the application is in K2 debug mode.

code: static bool DefaultCanExecuteAction()


code: static bool Delete_CanExecute()


description: Opens delta transform

code: static void DeltaTransform()


code: static bool DetachActor_CanExecute()


description: Called when 'detach' is clicked

code: static void DetachActor_Clicked()


description:
Called to check to see if the Edit commands can be executed
true, if the operation can be performed

code: static bool Duplicate_CanExecute()


className: EActorTypeFlags

code: enum EActorTypeFlags { IncludePawns = 1 << 0, IncludeStaticMeshes = 1 << 1, IncludeSkeletalMeshes = 1 << 2, IncludeEmitters = 1 << 3, }


code: static bool EditAsset_CanExecute()


description: Called to when "Edit Asset" is clicked

code: static void EditAsset_Clicked ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) ToolkitMode, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< class SLevelEditor > LevelEditor, bool bAskMultiple )


description:
Checks to see if at least one element is selected
true if it can execute.


description:
Checks to see if multiple elements are selected
true if it can execute.


description: Called when many of the menu items in the level editor context menu are clicked

code: static void ExecuteExecCommand ( [FString](API\Runtime\Core\Containers\FString) Command )


description: Called when export all is selected

code: static void ExportAll_Clicked()


description: True if the export selected option is available to execute

code: static bool ExportSelected_CanExecute()


description: Called when export selected is clicked

code: static void ExportSelected_Clicked()


description: Called when the FindInContentBrowser command is executed


className: FNewLevelOverride

code: typedef TBaseDelegate_OneParam< void, bool & > FNewLevelOverride


code: static void FixupGroupActor_Clicked()


code: static float GetActorSnapSetting()


code: static float GetAudioVolume()


code: static float GetLightingDensityIdeal()


description: Return a world

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


description: Called when the go here command is clicked

code: static void GoHere_Clicked ( const FVector * Point )


description: Called when 'Go to Code for Actor' is clicked

code: static void GoToCodeForActor_Clicked()


description: Import content into a chosen location

code: static void ImportContent()


description: Called when 'Go to Documentation for Actor' is clicked

code: static void GoToDocsForActor_Clicked()


description: Called when import scene is selected

code: static void ImportScene_Clicked()


description: true if the selected actor can be attached to the given parent actor

code: static bool IsAttachableActor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) *const ParentActor )


code: static bool IsCoordinateSystemActive ( ECoordSystem CoordSystem )


code: static bool IsEditorModeActive ( FEditorModeID EditorMode )


code: static bool IsLightingQualityChecked ( ELightingBuildQuality TestQuality )


code: static bool IsLightingResolutionLevelChecked ( [FLightmapResRatioAdjustSettings::AdjustLevels](API\Editor\LevelEditor\FLightmapResRatioAdjustSettings\AdjustLevels) TestLevel )


code: static bool IsMaterialQualityLevelChecked ( [EMaterialQualityLevel::Type](API\Runtime\Engine\EMaterialQualityLevel__Type) TestQualityLevel )


code: static bool IsPreviewPlatformChecked ( [FPreviewPlatformInfo](API\Editor\UnrealEd\Editor\FPreviewPlatformInfo) NewPreviewPlatform )


code: static bool IsViewportUIHidden()


code: static bool IsWidgetModeActive ( [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) WidgetMode )


code: static bool IsWorldPartitionEnabled()


description: Returns whether or not location grid snap is enabled


description: Called when the LockActorMovement command is executed

code: static void LockActorMovement_Clicked()


description: true if the lock actor menu option should appear checked


description: Called when the LockGroup command is executed

code: static void LockGroup_Clicked()


description: Called when the Map Check button is clicked. Invokes the Map Check dialog.

code: static void MapCheck_Execute()


code: static void MakeBuilderBrush ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * BrushBuilderClass )


description: Moves the selected elements to the last selected element.

code: static void MoveElementsToElement_Clicked ( bool InAlign )


description: Moves the selected elements to the grid.

code: static void MoveElementsToGrid_Clicked ( bool InAlign, bool InPerElement )


description: Called when the location grid snap is toggled off and on

code: static void LocationGridSnap_Clicked()


description: Creates a new level

code: static void NewLevel()


description: Snaps an actor to the currently selected 2D snap layer

code: static void MoveSelectionToDifferent2DLayer_Clicked ( bool bGoingUp, bool bForceToTopOrBottom )


description: Creates a new level

code: static void NewLevel ( bool & bOutLevelCreated )


description: Creates a new level

code: static bool NewLevel_CanExecute()


code: static void OnAllowGroupSelection()


code: static void OnAddVolume ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * VolumeClass )


description: Called to apply a material to selected surfaces

code: static void OnApplyMaterialToSurface()


code: static void OnAudioMutedChanged ( bool bMuted )


code: static void OnAudioVolumeChanged ( float Volume )


code: static void OnDrawBrushMarkerPolys()


description: Deselects the currently selected actor(s) levels in the level browser


code: static void OnEnableActorSnap()


code: static void OnEnableVertexSnap()


description: Finds the currently selected actor(s) level in the content browser


description: Finds references to the currently selected actor(s) in level scripts

code: static void OnFindActorInLevelScript()


description: Selects the currently selected actor(s) levels in the level browser Deselecting everything else first


code: static bool OnIsActorSnapEnabled()


code: static bool OnIsLODViewLockingEnabled()


code: static bool OnIsSocketSnappingEnabled()


code: static bool OnIsVertexSnapEnabled()


description: Called when "Keep Simulation Changes" is clicked in the viewport right click menu

code: static void OnKeepSimulationChanges()


description: Makes the currently selected actors level the current level If multiple actors are selected they must all be in the same level


description: Moves the currently selected actors to the current level


description: Called when selecting all actors of the same class that is selected

code: static void OnSelectAllActorsOfClass ( bool bArchetype )


description: Called to select all lights

code: static void OnSelectAllLights()


description: Called when selecting the actor that owns the currently selected component(s)


description: Selects the currently selected actor(s) levels in the level browser


description: Called when selecting an Actor's (if available) owning HLOD cluster

code: static void OnSelectOwningHLODCluster()


description: Selects stationary lights that are exceeding the overlap limit.


description: Shows only selected actors, hiding any unselected actors and unhiding any selected hidden actors.

code: static void OnShowOnlySelectedActors()


description: Select the world info actor and show the properties

code: static void OnShowWorldProperties ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< SLevelEditor > LevelEditor )


description: Called to change bsp surface alignment

code: static void OnSurfaceAlignment ( ETexAlign AligmentMode )


code: static void OnToggleHideViewportUI()


code: static void OnToggleLODViewLocking()


code: static void OnToggleParticleSystemLOD()


code: static void OnToggleSocketSnapping()


code: static void OnToggleStrictBoxSelect()


description: View callbacks


description: Open the Content Browser

code: static void OpenContentBrowser()


description: Opens a favorite file

code: static void OpenFavoriteFile ( int32 FavoriteFileIndex )


description: Opens an existing level

code: static void OpenLevel()


description: Open the level's blueprint in Kismet2

code: static void OpenLevelBlueprint ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< SLevelEditor > LevelEditor )


description: Opens an existing level

code: static bool OpenLevel_CanExecute()


description: Called when 'Open Merge Actor' is clicked

code: static void OpenMergeActor_Clicked()


description: Open the Marketplace

code: static void OpenMarketplace()


description: Open the Place Actors Panel

code: static void OpenPlaceActors()


description: Opens a recent file

code: static void OpenRecentFile ( int32 RecentFileIndex )


description: Called to when "Open Selection in Property Matrix" is clicked


code: static bool PasteHere_CanExecute()


code: static bool Paste_CanExecute()


description: Called when selected actor can be used to start a play session

code: static void PlayFromHere_Clicked ( bool bFloatingWindow )


code: static bool PlayFromHere_IsVisible()


description: Called when the recompile buttons are clicked.

code: static void RecompileGameCode_Clicked()


code: static bool Recompile_CanExecute()


description: Called when the RegroupActor command is executed

code: static void RegroupActor_Clicked()


description: Called when the RemoveActorsFromGroup command is executed


code: static bool Rename_CanExecute()


description: Remove a favorite file from the favorites list

code: static void RemoveFavorite ( int32 FavoriteFileIndex )


description: Replaces currently selected actors with an actor from the given actor factory

code: static [AActor](API\Runtime\Engine\GameFramework\AActor) * ReplaceActors ( [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * ActorFactory, const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, bool bCopySourceProperties )


description: Called when the ReplaceActor command is executed and a class is selected in the actor browser

code: static void ReplaceActorsFromClass_Clicked ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ActorClass )


code: static void ReplaceActors_Clicked ( [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * ActorFactory, [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) AssetData )


description: Called when the rotation grid snap is toggled off and on

code: static void RotationGridSnap_Clicked()


description:
Checks whether SaveActor can be executed on the selected actors.
True if SaveActor can be executed on the selected actors.

code: static bool SaveActor_CanExecute()


description: Returns whether or not rotation grid snap is enabled


description: Saves the current map

code: static void Save()


description: Save the actor.

code: static void SaveActor_Clicked()


description: Saves all unsaved maps (but not packages)

code: static void SaveAllLevels()


description: Called when the scale grid snap is toggled off and on

code: static void ScaleGridSnap_Clicked()


description: Save the current level as...

code: static void SaveCurrentAs()


description: Returns whether or not scale grid snap is enabled

code: static bool ScaleGridSnap_IsChecked()


description: Changes the active 2D snap layer to one a delta above or below the current layer

code: static void Select2DLayerDeltaAway_Clicked ( int32 Delta )


code: static void SelectActorsInLayers()


code: static void SetActorSnapSetting ( float Distance )


code: static void SetCoordinateSystem ( ECoordSystem CoordSystem )


code: static void SetLightingDensityGrayscaleScale ( float Value )


code: static void SetLightingDensityColorScale ( float Value )


code: static void SetLightingDensityIdeal ( float Value )


code: static void SetLightingDensityMaximum ( float Value )


code: static void SetLightingQuality ( ELightingBuildQuality NewQuality )


code: static void SetLightingResolutionStaticMeshes ( ECheckBoxState NewCheckedState )


code: static void SetLightingResolutionBSPSurfaces ( ECheckBoxState NewCheckedState )


code: static void SetLightingResolutionRatioCommit ( int32 Value, [ETextCommit::Type](API\Runtime\SlateCore\Types\ETextCommit__Type) CommitInfo )


code: static void SetLightingResolutionLevel ( [FLightmapResRatioAdjustSettings::AdjustLevels](API\Editor\LevelEditor\FLightmapResRatioAdjustSettings\AdjustLevels) NewLevel )


code: static void SetLightingResolutionMaxBSPs ( float Value )


code: static void SetLightingResolutionMaxSMs ( float Value )


code: static void SetLightingResolutionMinBSPs ( float Value )


code: static void SetLightingResolutionMinSMs ( float Value )


code: static void SetLightingResolutionRatio ( int32 Value )


code: static void SetMaterialQualityLevel ( [EMaterialQualityLevel::Type](API\Runtime\Engine\EMaterialQualityLevel__Type) NewQualityLevel )


code: static void SetPreviewPlatform ( [FPreviewPlatformInfo](API\Editor\UnrealEd\Editor\FPreviewPlatformInfo) NewPreviewPlatform )


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


description:
Checks whether ShowActorHistory can be executed on the selected actors.
True if ShowActorHistory can be executed on the selected actors.


description: Shows the history of the file containing the actor.

code: static void ShowActorHistory_Clicked()


description: Called when the Scene Stats button is clicked. Invokes the Primitive Stats dialog.

code: static void ShowSceneStats()


description: Called when the Texture Stats button is clicked. Invokes the Texture Stats dialog.

code: static void ShowTextureStats()


description: Snaps the selected elements to another element. Optionally will align with the trace normal.

code: static void SnapElementsToElement_Clicked ( bool InAlign, bool InUseLineTrace, bool InUseBounds, bool InUsePivot )


description: Snaps a selected actor to the camera view.

code: static void SnapObjectToView_Clicked()


description: Snaps an actor to the currently selected 2D snap layer

code: static void SnapTo2DLayer_Clicked()


description: Snaps the selected elements to the floor. Optionally will align with the trace normal.

code: static void SnapToFloor_Clicked ( bool InAlign, bool InUseLineTrace, bool InUseBounds, bool InUsePivot )


description: Called when Submit to Source Control is clicked


code: static bool ToggleFavorite_CanExecute()


code: static bool ToggleFavorite_IsChecked()


code: static void ToggleFeatureLevelPreview()


description: Toggles VR mode

code: static void ToggleVR()


description: Toggles VR mode

code: static bool ToggleVR_CanExecute()


description: Toggles VR mode

code: static bool ToggleVR_IsButtonActive()


description: Toggles VR mode

code: static bool ToggleVR_IsChecked()


description: Called when the UngroupActor command is executed

code: static void UngroupActor_Clicked()


description: Called when the UnlockGroup command is executed

code: static void UnlockGroup_Clicked()


className: FLevelEditorActionCallbacks

description: Implementation of various level editor action callback functions

code: class FLevelEditorActionCallbacks


className: MaxExternalBuildTypes

description: Build commands

code: static constexpr int32 MaxExternalBuildTypes = 10;


className: MaxFavoriteFiles

code: static const int32 MaxFavoriteFiles = 20;


className: MaxRecentFiles

code: static const int32 MaxRecentFiles = 10;


description: UI_COMMAND takes long for the compile to optimize

code: virtual void RegisterCommands()


className: FLevelEditorCommands

description: Unreal level editor actions

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

AddActorsToGroup

type: TSharedPtr<FUI...

description: Adds the selected actors to the selected group

AddLevelsToSelection

description: Add levels of the selected actors to the level browser selection

AddScriptBehavior

description: Customize the script behavior of an instance.

AlignBottomCenterBoundsToActor

description: Aligns the actor to the Actor at its bottom center bounds position

AlignBottomCenterBoundsToFloor

description: Aligns the actor to the floor at its bottom center bounds position

AlignBrushVerticesToGrid

description: Align brush vertices to the grid

AlignOriginToActor

description: Aligns the actor to another actor at its pivot

AlignOriginToGrid

description: Aligns the actor to the grid at its pivot

AlignPivotToFloor

description: Aligns the actor to the floor at its pivot

AlignToActor

description: Aligns the actor with another actor

AlignToFloor

description: Aligns the actor with the floor

ApplyMaterialToSurface

description: Apply the currently selected material to the currently selected surfaces

BspMode

type: *TSharedPtr...

ConvertToAdditive

description: Converts the brush to an additive brush

ConvertToSubtractive

description: Converts the brush to a subtractive brush

CopyActorFilePathtoClipboard

description: Copy the file path where the actor is saved.

CreateBoundingBoxVolume

description: Static mesh commands Create a blocking volume from the meshes bounding box

CreateHeavyConvexVolume

description: Create a blocking volume from the meshes using a heavy convex shape

CreateLightConvexVolume

description: Create a blocking volume from the meshes using a light convex shape

CreateNormalConvexVolume

description: Create a blocking volume from the meshes using a normal convex shape

CreateRoughConvexVolume

description: Create a blocking volume from the meshes using a rough convex shape

CycleNavigationDataDrawn

description: Cycles through all navigation data to show one at a time

DeltaTransformToActors

description: Apply delta transform to selected actors

DetachFromParent

description: Detach selected actor(s) from any parent

EditAsset

description: Level context menu commands.

EditAssetNoConfirmMultiple

description: Edits associated asset(s)

EditorModeCommands

type: TArray<TShared...

description: Editor mode commands

ExportAll

description: Export All

ExportSelected

description: Export Selected

FindActorInLevelScript

description: Level Script Commands

FindActorLevelInContentBrowser

description: Finds the level of the selected actors in the content browser

FindLevelsInLevelBrowser

description: Finds the levels of the selected actors in the level browser

GoHere

description: Moves the camera to the current mouse position

GoToCodeForActor

description: Goes to the source code for the selected actor's class.

GoToDocsForActor

description: Goes to the documentation for the selected actor's class.

GroupActors

description: Groups selected actors

HideSelected

description: Hides selected actors

HideSelectedStartup

description: Hides selected actors at startup

ImportScene

description: Import Scene

InvertSelection

description: Invert the current selection

KeepSimulationChanges

description: Simulation commandsPushes properties of the selected actor back to its EditorWorld counterpart

LockActorMovement

description: Locks the actor so it cannot be moved

LockGroup

description: Locks the selected group

MakeActorLevelCurrent

description: Level commandsMakes the actor level the current level

MakeNonSolid

description: Make the brush non-solid

MakeSemiSolid

description: Make the brush semi-solid

MakeSolid

description: Make the brush solid

MergePolys

description: Merge bsp polys into as few faces as possible

MirrorActorX

description: Mirros the actor along the x axis

MirrorActorY

description: Mirros the actor along the y axis

MirrorActorZ

description: Mirros the actor along the z axis

MovePivotHere

description: Moves the pivot to the click location

MovePivotHereSnapped

description: Moves the pivot to the click location and snap it to the grid

MovePivotToCenter

description: Moves the pivot to the center of the selection

MoveSelectedToCurrentLevel

description: Move all the selected actors to the current level

description: Moves the selected actors down one 2D layer (changing the active layer at the same time)

description: Moves the selected actors to the bottom 2D layer (changing the active layer at the same time)

description: Moves the selected actors to the top 2D layer (changing the active layer at the same time)

description: Moves the selected actors up one 2D layer (changing the active layer at the same time)

NewLevel

description: Level file commands

OpenLevelBlueprint

description: Blueprints commands

OpenMergeActor

description: Open merge actor command.

OpenSelectionInPropertyMatrix

description: Opens the associated asset(s) in the property matrix

OpenSourceControl

description: Opens the source control panel.

OrderFirst

description: Brush Commands Put the selected brushes first in the draw order

OrderLast

description: Put the selected brushes last in the draw order

PasteHere

description: Paste actor at click location

RecompileLevelEditor

description: Recompile

RegroupActors

description: Actor group commandsGroup or regroup the selected actors depending on context

RemoveActorsFromGroup

description: Removes selected actors from the group

RemoveLevelsFromSelection

description: Remove levels of the selected actors from the level browser selection

ResetPivot

description: Resets the pivot

ResetPrePivot

description: Resets the pre-pivot

SaveActor

description: Save the selected actor.

SavePivotToPrePivot

description: Saves the pivot to the pre-pivot

description: Changes the active 2D layer to one above the current one

description: Changes the active 2D layer to one below the current one

SelectAllActorsOfSameClass

description: Selects all actors of the same class as the current selection

SelectAllActorsOfSameClassWithArchetype

description: Selects all actors of the same class and archetype as the current selection

SelectAllAddditiveBrushes

description: Selects all additive brushes

SelectAllDescendants

description: Selects all descendants of the current selection

SelectAllLights

description: Selects all lights

SelectAllSubtractiveBrushes

description: Selects all subtractive brushes

SelectAllSurfaces

description: Surface commands

SelectAllWithSameMaterial

description: Selects all actors using the same material(s) as the current selection

SelectComponentOwnerActor

description: Selects the actor that owns the currently selected component(s)

SelectImmediateChildren

description: Selects all direct children of the current selection

SelectMatchingEmitter

description: Selects all emitters using the same particle system as the current selection

SelectNone

description: Selection commands Select nothing

SelectOwningHierarchicalLODCluster

description: Selects the HLOD cluster (ALODActor), if available, that has this actor as one of its SubActors

SelectRelevantLights

description: Selects all lights relevant to the current selection

SelectSkeletalMeshesAllClasses

description: Selects all actors using the same skeletal mesh(es) and same actor class as the current selection

SelectSkeletalMeshesOfSameClass

description: Selects all actors using the same skeletal mesh(es) as the current selection

SelectStaticMeshesAllClasses

description: Selects all actors using the same static mesh(es) and same actor class as the current selection

SelectStaticMeshesOfSameClass

description: Selects all actors using the same static mesh(es) as the current selection

SelectStationaryLightsExceedingOverlap

description: Selects all lights exceeding the overlap limit

SeparatePolys

description: Reverse a merge

SetCollisionBlockAll

description: Set the actors collision to block all

SetCollisionBlockNone

description: Set the actors collision to block nothing

SetCollisionBlockWeapons

description: Set the actors collision to block only weapons

ShowAll

description: Visibility commands Shows all actors

ShowAllStartup

description: Shows all actors at startup

ShowSelected

description: Unhides selected actors

ShowSelectedDetails

description: Misc Commands

ShowSelectedOnly

description: Shows only selected actors

ShowSelectedStartup

description: Shows selected actors at startup

ShowTransformWidget

description: View commands

SnapBottomCenterBoundsToActor

description: Snaps the actor to the Actor at its bottom center bounds position

SnapBottomCenterBoundsToFloor

description: Snaps the actor to the floor at its bottom center bounds position

SnapCameraToObject

description: Snaps the camera to the selected object.

SnapObjectToCamera

description: Snaps the selected actor to the camera.

SnapOriginToActor

description: Snaps the actor to another actor at its pivot

SnapOriginToGrid

description: Actor Transform Commands Snaps the actor to the grid at its pivot

SnapOriginToGridPerActor

description: Snaps each selected actor separately to the grid at its pivot

SnapPivotToFloor

description: Snaps the actor to the floor at its pivot

description: Snaps the actor to the 2D layer

SnapToActor

description: Snaps the actor to another actor

SnapToFloor

description: Snaps the actor to the floor

SurfAlignBox

description: Align surface texture using box

SurfAlignFit

description: Best fit surface texture alignment

SurfAlignPlanarAuto

description: Auto align surface texture

SurfAlignPlanarFloor

description: Align surface texture like its a floor

SurfAlignPlanarWall

description: Align surface texture like its a wall

SurfSelectAllAdjacentCoplanars

description: Select all surfaces adjacent and coplanar to current surface selection

SurfSelectAllAdjacentFloors

description: Select all surfaces adjacent to to current surface selection that are floors(normals pointing up)

SurfSelectAllAdjacents

description: Select all surfaces adjacent to current surface selection

SurfSelectAllAdjacentSlants

description: Select all surfaces adjacent to to current surface selection that are slants

SurfSelectAllAdjacentWalls

description: Select all surfaces adjacent to to current surface selection that are walls

SurfSelectAllMatchingBrush

description: Select all surfaces in the same brush as the current surface selection

SurfSelectAllMatchingTexture

description: Select all surfaces using the same material as current surface selection

SurfSelectAnd

description: Add the selection of surfaces saved in memory to the current selection

SurfSelectMemorize

description: Memorize current surface selection

SurfSelectOr

description: Replace the current selection with only the surfaces which are both currently selected and contained within the saved selection in memory

SurfSelectRecall

description: Recall previously memorized selection

SurfSelectReverse

description: Invert current surface selection

SurfSelectXor

description: Replace the current selection with only the surfaces that are not in both the current selection and the selection saved in memory

SurfUnalign

description: Unalign surface texture

UngroupActors

description: Ungroups selected actors

UnlockGroup

description: Unlocks the selected group

WorldProperties

description: Level Menu


code: static void AddPlayFromHereSubMenu ( [FToolMenuSection](API\Developer\ToolMenus\FToolMenuSection) & Section )


description:
Creates a widget for the context menu that can be inserted into a pop-up window
Widget for this context menu

code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > BuildMenuWidget ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [ILevelEditor](API\Editor\LevelEditor\ILevelEditor) > LevelEditor, ELevelEditorMenuContext ContextType, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) > Extender, const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & HitProxyElement )


description: Builds the actor group menu

code: static void BuildGroupMenu ( [FToolMenuSection](API\Developer\ToolMenus\FToolMenuSection) & Section, const struct [FSelectedActorInfo](API\Editor\UnrealEd\FSelectedActorInfo) & SelectedActorInfo )


description: Populates the specified menu builder for the context menu that can be inserted into a pop-up window

code: static [UToolMenu](API\Developer\ToolMenus\UToolMenu) * GenerateMenu ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [ILevelEditor](API\Editor\LevelEditor\ILevelEditor) > LevelEditor, ELevelEditorMenuContext ContextType, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) > Extender, const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & HitProxyElement )


description: Returns name of menu to display based on current selection

code: static [FName](API\Runtime\Core\UObject\FName) GetContextMenuName ( ELevelEditorMenuContext ContextType, const [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * InSelectionSet )


description: Returns a user-readable title for the menu to display; the title can be displayed in UI like the menu bar

code: static [FText](API\Runtime\Core\Internationalization\FText) GetContextMenuTitle ( ELevelEditorMenuContext ContextType, const [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * InSelectionSet )


description: Returns a user-readable tooltip describing the menu to display

code: static [FText](API\Runtime\Core\Internationalization\FText) GetContextMenuToolTip ( ELevelEditorMenuContext ContextType, const [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * InSelectionSet )


description: Adds required information to Context for build menu based on current selection

code: static [FName](API\Runtime\Core\UObject\FName) InitMenuContext ( [FToolMenuContext](API\Developer\ToolMenus\FToolMenuContext) & Context, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [ILevelEditor](API\Editor\LevelEditor\ILevelEditor) > LevelEditor, ELevelEditorMenuContext ContextType, const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & HitProxyElement )


code: static void RegisterActorContextMenu()


description: Summons the level viewport context menu

code: static void SummonMenu ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class SLevelEditor > & LevelEditor, ELevelEditorMenuContext ContextType, const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & HitProxyElement )


description: Summons the viewport view option menu

code: static void SummonViewOptionMenu ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class SLevelEditor > & LevelEditor, const ELevelViewportType ViewOption )


className: FLevelEditorContextMenu

description: Context menu construction class

code: class FLevelEditorContextMenu


className: FLevelEditorModesCommands

description: Unreal level editor actions

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

EditorModeCommands

description: Editor mode commands


description: they must be added before the LevelEditor is init

code: virtual void AddCustomClassFilterToOutliner ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FCustomClassFilterData](API\Editor\EditorWidgets\Filters\FCustomClassFilterData) > InCustomClassFilterData )


description: FGenericFilteron how to create generic filters

code: void AddCustomFilterToOutliner ( [FLevelEditorOutlinerSettings::FOutlinerFilterFactory](API\Editor\LevelEditor\FLevelEditorOutlinerSettings\FOutlinerFilterFactory) InCreateCustomFilter )


code: virtual void AddCustomFilterToOutliner ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FFilterBase](API\Developer\ToolWidgets\Filters\FFilterBase)< const [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) & >> InCustomFilter )


code: virtual void AddTitleBarItem ( [FName](API\Runtime\Core\UObject\FName) InTitleBarIdentifier, const [FTitleBarItem](API\Editor\LevelEditor\FLevelEditorModule\FTitleBarItem) & InTitleBarITem )


description: Check whether the specified objects are editable

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


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) > AssembleExtenders ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > & InCommandList, [TArray](API\Runtime\Core\Containers\TArray)< [FLevelEditorMenuExtender](API\Editor\LevelEditor\FLevelEditorModule\FLevelEditorMenuExtender) > & MenuExtenderDelegates ) const


description: Add a delegate that will get called to check whether the specified objects should be editable on the details panel or not

code: void AddEditableObjectPredicate ( const FAreObjectsEditable & InPredicate )


description: Spawns a new sequencer tab if one doesn't exist already

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > AttachSequencer ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > SequencerWidget, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IAssetEditorInstance](API\Editor\UnrealEd\Subsystems\IAssetEditorInstance) > SequencerAssetEditor )


description: Called when actor selection changes

code: virtual void BroadcastActorSelectionChanged ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & NewSelection, bool bForceRefresh )


description: Called when an edit command is executed on one or more components in the world


description: Called when element selection changes

code: virtual void BroadcastElementSelectionChanged ( const [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * SelectionSet, bool bForceRefresh )


description: Called by the engine when a new map is loaded

code: virtual void BroadcastMapChanged ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, EMapChangeType MapChangeType )


description: Called to set property editors to show the given actors, even if those actors aren't in the current selection set

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


description: Called by the engine when level editing viewports need to be redrawn

code: virtual void BroadcastRedrawViewports ( bool bInvalidateHitProxies )


description: Called by the engine when level editing viewports need to take a high res screenshot


className: FCaptureSingleFrameAnimSequence

description: Delegate used to capture skeltal meshes to single-frame animations when 'keeping simulation changes'

code: typedef TBaseDelegate_OneParam< [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) *, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * > FCaptureSingleFrameAnimSequence


className: FActorSelectionChangedEvent

description: Called when actor selection changes

code: class FActorSelectionChangedEvent : public TBaseMulticastDelegate_TwoParams< void, const TArray< UObject * > &, bool >


className: FComponentsEditedEvent

description: Called when an edit command is executed on components in the world

code: class FComponentsEditedEvent : public TBaseMulticastDelegate_NoParams< void >


className: FElementSelectionChangedEvent

description: Called when element selection changes

code: class FElementSelectionChangedEvent : public TBaseMulticastDelegate_TwoParams< void, const UTypedElementSelectionSet *, bool >


description: Create an instance of a custom viewport from the specified viewport type name

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ILevelViewportLayoutEntity](API\Editor\LevelEditor\ILevelViewportLayoutEntity) > FactoryViewport ( [FName](API\Runtime\Core\UObject\FName) InTypeName, const [FAssetEditorViewportConstructionArgs](API\Editor\UnrealEd\FAssetEditorViewportConstruction-) & ConstructionArgs ) const


className: FLevelEditorMenuExtender

description: Delegates to be called to extend the level viewport menus

code: typedef TBaseDelegate_OneParam< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) >, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > > FLevelEditorMenuExtender


code: typedef TBaseDelegate_TwoParams< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) >, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) >, const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > > FLevelViewportMenuExtender_SelectedObjects


code: typedef TBaseDelegate_TwoParams< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) >, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) >, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > > FLevelViewportMenuExtender_SelectedActors


className: FMapChangedEvent

description: Called when a new map is loaded

code: class FMapChangedEvent : public TBaseMulticastDelegate_TwoParams< void, UWorld *, EMapChangeType >


description: Called to focus the level editor that has a play in editor viewport

code: virtual void FocusPIEViewport()


description: Called to focus the level editor viewport

code: virtual void FocusViewport()


className: FOnLevelEditorCreated

description: Called when a level editor widget has been created

code: class FOnLevelEditorCreated : public TBaseMulticastDelegate_OneParam< void, TSharedPtr< ILevelEditor > >


className: FOnRegisterLayoutExtensions

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


className: FOnRegisterTabs

code: class FOnRegisterTabs : public TBaseMulticastDelegate_OneParam< void, TSharedPtr< FTabManager > >


className: FOverridePropertyEditorSelectionEvent

code: class FOverridePropertyEditorSelectionEvent : public TBaseMulticastDelegate_TwoParams< void, const TArray< AActor * > &, bool >


className: FRedrawLevelEditingViewportsEvent

description: Called when level editor viewports should be redrawn

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


className: FTabContentChangedEvent

description: Called when the tab content is changed

code: class FTabContentChangedEvent : public TBaseMulticastDelegate_NoParams< void >


className: FTakeHighResScreenShotsEvent

description: Called when a high res screenshot is requested.

code: class FTakeHighResScreenShotsEvent : public TBaseMulticastDelegate_NoParams< void >


className: FTitleBarItem

description: Add / Remove title bar item

code: struct FTitleBarItem

Label

type: TAttribute<FTe...

description: Label of the title bar item.

Value

description: Value of the title bar item.

Visibility

type: TAttribute<EVi...

description: Visiblility of the title bar item.


className: FTitleBarMessagesChanged

description: Called when a new map is loaded

code: class FTitleBarMessagesChanged : public TBaseMulticastDelegate_NoParams< void >


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FLevelEditorMenuExtender](API\Editor\LevelEditor\FLevelEditorModule\FLevelEditorMenuExtender) > & GetAllLevelEditorToolbarViewMenuExtenders()


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FLevelEditorMenuExtender](API\Editor\LevelEditor\FLevelEditorModule\FLevelEditorMenuExtender) > & GetAllLevelEditorToolbarBuildMenuExtenders()


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FLevelEditorMenuExtender](API\Editor\LevelEditor\FLevelEditorModule\FLevelEditorMenuExtender) > & GetAllLevelEditorToolbarCompileMenuExtenders()


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FLevelEditorMenuExtender](API\Editor\LevelEditor\FLevelEditorModule\FLevelEditorMenuExtender) > & GetAllLevelEditorToolbarCreateMenuExtenders()


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FLevelEditorMenuExtender](API\Editor\LevelEditor\FLevelEditorModule\FLevelEditorMenuExtender) > & GetAllLevelEditorToolbarPlayMenuExtenders()


className: FTabManagerChangedEvent

description: Called when the tab manager is changed

code: class FTabManagerChangedEvent : public TBaseMulticastDelegate_NoParams< void >


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) > > & GetAllLevelEditorToolbarBlueprintsMenuExtenders()


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) > > & GetAllLevelEditorToolbarCinematicsMenuExtenders()


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FLevelEditorMenuExtender](API\Editor\LevelEditor\FLevelEditorModule\FLevelEditorMenuExtender) > & GetAllLevelEditorLevelMenuExtenders()


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FLevelEditorMenuExtender](API\Editor\LevelEditor\FLevelEditorModule\FLevelEditorMenuExtender) > & GetAllLevelViewportOptionsMenuExtenders()


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FLevelEditorMenuExtender](API\Editor\LevelEditor\FLevelEditorModule\FLevelEditorMenuExtender) > & GetAllLevelViewportShowMenuExtenders()


description: Gets the first active viewport of all the viewports.

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [SLevelViewport](API\Editor\LevelEditor\SLevelViewport) > GetFirstActiveLevelViewport()


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IAssetViewport](API\Editor\UnrealEd\IAssetViewport) > GetFirstActiveViewport()


description: Returns the first Level Editor that we currently know about

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ILevelEditor](API\Editor\LevelEditor\ILevelEditor) > GetFirstLevelEditor() const


description: The list of bound level editor commands that are common to all level editors

code: virtual const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > GetGlobalLevelEditorActions() const


description: Method for getting level editor commands outside of this module

code: virtual const [FLevelEditorCommands](API\Editor\LevelEditor\FLevelEditorCommands) & GetLevelEditorCommands() const


description: The pointer to the current level Editor instance

code: virtual [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< class [ILevelEditor](API\Editor\LevelEditor\ILevelEditor) > GetLevelEditorInstance() const


description: The pointer to the level editor tab

code: virtual [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< class [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > GetLevelEditorInstanceTab() const


description: Method for getting level editor modes commands outside of this module

code: virtual const [FLevelEditorModesCommands](API\Editor\LevelEditor\FLevelEditorModesCommands) & GetLevelEditorModesCommands() const


description: Return the settings (containing the outliner filters) used to create the level editor's outliners


description: the dock tab in which the level editor currently resides.

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > GetLevelEditorTab() const


description: The pointer to the level editor tab manager

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > GetLevelEditorTabManager() const


description: Method for getting level viewport commands outside of this module

code: virtual const [FLevelViewportCommands](API\Editor\LevelEditor\FLevelViewportCommands) & GetLevelViewportCommands() const


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


description: FLevelEditorOutlinerBuiltInCategories

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FFilterCategory](API\Developer\ToolWidgets\Filters\FFilterCategory) > GetOutlinerFilterCategory ( const [FName](API\Runtime\Core\UObject\FName) & CategoryName ) const


code: const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FTitleBarItem](API\Editor\LevelEditor\FLevelEditorModule\FTitleBarItem) > & GetTitleBarItems() const


description: Takes the first active viewport and switches it to immersive mode. Designed to be called at editor startup. Optionally forces the viewport into game view mode too.

code: virtual void GoImmersiveWithActiveLevelViewport ( const bool bForceGameView )


description: Iterate all registered viewport types

code: void IterateViewportTypes ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([FName](API\Runtime\Core\UObject\FName), const [FViewportTypeDefinition](API\Editor\LevelEditor\FViewportTypeDefinition) &)> Iter )


code: virtual [FMapChangedEvent](API\Editor\LevelEditor\FLevelEditorModule\FMapChangedEvent) & OnMapChanged()


description: Remove a delegate that was added via AddEditableObjectPredicate

code: void RemoveEditableObjectPredicate ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InPredicateHandle )


code: virtual void RemoveTitleBarItem ( [FName](API\Runtime\Core\UObject\FName) InTitleBarIdentifier )