description: Sets the show bounds flag

code: void SetShowBounds ( bool bShow )


description: Callback for toggling the collision geometry show flag.

module: UnrealEd

code: void SetShowCollision()


description: Callback for toggling the grid show flag.

code: void SetShowGrid()


code: void SetShowSafeFrameBoxDisplay ( bool bEnable )


description: Sets whether or not stats info is displayed over the viewport

code: virtual void SetShowStats ( bool bWantStats )


description: Called to do any additional set up of the view for rendering

code: virtual void SetupViewForRendering ( [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & ViewFamily, [FSceneView](API\Runtime\Engine\FSceneView) & View )


description: Sets the location of the viewport's camera

code: void SetViewLocation ( const FVector & NewLocation )


description: Sets the camera view location such that the LookAtPoint point is at the specified location.

code: void SetViewLocationForOrbiting ( const FVector & LookAtPoint, float DistanceToCamera )


description: Sets how the viewport is displayed (lit, wireframe, etc) for the current viewport type

code: virtual void SetViewMode ( EViewModeIndex InViewModeIndex )


description: Set the viewmode param.

code: void SetViewModeParam ( int32 InViewModeParam )


description: Sets how the viewport is displayed (lit, wireframe, etc)

code: void SetViewModes ( const EViewModeIndex InPerspViewModeIndex, const EViewModeIndex InOrthoViewModeIndex )


description: Set the viewport type of the client

code: virtual void SetViewportType ( ELevelViewportType InViewportType )


code: void SetViewRotation ( const FRotator & NewRotation )


code: virtual void SetVREditView ( bool bGameViewEnable )


description: Sets the coordinate system space to use

code: virtual void SetWidgetCoordSystemSpace ( ECoordSystem NewCoordSystem )


description: Sets the current widget mode

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


description: Overrides current widget mode

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


description: true to lock the pitch of the viewport camera

code: virtual bool ShouldLockPitch() const


description: Whether or not to orbit the camera

code: virtual bool ShouldOrbitCamera() const


description: True if the camera speed should be scaled by its view distance.

code: virtual bool ShouldScaleCameraSpeedByDistance() const


description:
Returns true if status information should be displayed over the viewport
true if stats should be displayed

code: bool ShouldShowStats() const


description: Determines if the new MoveCanvas movement should be used


description: Show or hide the widget.

code: void ShowWidget ( const bool bShow )


description: Starts tracking the mouse due to mouse input

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


description: Stops any mouse tracking

code: void StopTracking()


description: True if DPI preview is supported.

code: bool SupportsLowDPIPreview() const


description: True if PreviewResolutionFraction is supported.


description: Legacy adapter for a toolkit to take ownership of a mode manager that may have been created by this viewport client

code: void TakeOwnershipOfModeManager ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEditorModeTools](API\Editor\UnrealEd\FEditorModeTools) > & ModeManagerPtr )


description: Takes the screenshot capture, this is called by keybinded events as well InputTakeScreenshot

code: void TakeScreenshot ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, bool bInvalidateViewport )


description: Ticks this viewport client

code: virtual void Tick ( float DeltaSeconds )


description: Toggle between orbit camera and fly camera

code: void ToggleOrbitCamera ( bool bEnableOrbitCamera )


description:
Toggles whether or not the viewport updates in realtime and returns the updated state. Note: This value is saved between editor sessions so it should not be used for temporary states. For that see SetRealtimeOverride
The current state of the realtime flag.

code: bool ToggleRealtime()


description: Callback for toggling the bounds show flag.

code: void ToggleShowBounds()


description: Called when mouse movement tracking begins

code: virtual void TrackingStarted ( const struct [FInputEventState](API\Editor\UnrealEd\FInputEventState) & InInputState, bool bIsDraggingWidget, bool bNudge )


description: Called when mouse movement tracking stops

code: virtual void TrackingStopped()


description: Determines which axis InKey and InDelta most refer to and returns a corresponding FVector. This vector represents the mouse movement translated into the viewports/widgets axis space.

code: FVector TranslateDelta ( [FKey](API\Runtime\InputCore\FKey) InKey, float InDelta, bool InNudge )


description: Convert the specified number (in cm or unreal units) into a readable string with relevant si units

code: static [FString](API\Runtime\Core\Containers\FString) UnrealUnitsToSiUnits ( float UnrealUnits )


code: void UnregisterPrioritizedInputChord ( const [FName](API\Runtime\Core\UObject\FName) InInputCordName )


description: Updates the visibility of the hardware and software cursors according to the viewport's state.

code: void UpdateAndApplyCursorVisibility()


description: Returns true if preview actors were updated

code: virtual bool UpdateDropPreviewActors ( int32 MouseX, int32 MouseY, const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & DroppedObjects, bool & out_bDroppedObjectsVisible, [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * FactoryToUse )


description: Called each frame to update the viewport based on delta trackpad gestures

code: virtual void UpdateGestureDelta()


description: When collision draw mode changes, this function allows hidden objects to be drawn, so hidden colliding objects can be seen

code: void UpdateHiddenCollisionDrawing()


code: virtual void UpdateLinkedOrthoViewports ( bool bInvalidate )


description: Called each frame to update the viewport based on delta mouse movements

code: virtual void UpdateMouseDelta()


description: Setup the cursor visibility state we require and store in RequiredCursorVisibiltyAndAppearance struct

code: void UpdateRequiredCursorVisibility()


description: FCommonViewportClientinterface

code: virtual float UpdateViewportClientWindowDPIScale() const


description: Should this viewport use app time instead of world time.

code: virtual bool UseAppTime() const


description: Normally we disable all viewport rendering when the editor is minimized, but the render commands may need to be processed regardless (like if we were outputting to a monitor via capture card). This provides the viewport a way to keep rendering, regardless of the editor's window status.

code: virtual bool WantsDrawWhenAppIsHidden() const


description: Non-copyable

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


code: FEditorViewportClient ( [FEditorModeTools](API\Editor\UnrealEd\FEditorModeTools) * InModeTools, [FPreviewScene](API\Runtime\Engine\FPreviewScene) * InPreviewScene, const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SEditorViewport](API\Editor\UnrealEd\SEditorViewport) > & InEditorViewportWidget )


code: virtual ~FEditorViewportClient()


description: Registers our commands with the binding system

code: virtual void RegisterCommands()


className: FEditorViewportClient

description: Viewport client for editor viewports. Contains common functionality for camera movement, rendering debug information, etc.

code: class FEditorViewportClient : public [FCommonViewportClient](API\Runtime\Engine\FCommonViewportClient), public [FViewElementDrawer](API\Runtime\Engine\FViewElementDrawer), public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject)

AspectRatio

type: float

bAllowCinematicControl

type: bool

description: True if this window is allowed to be possessed by cinematic tools for previewing sequences in real-time

bCameraLock

description: Camera Lock or not

bDisableInput

description: True if all input is rejected from this viewport

bDraggingByHandle

description: True if the user is dragging by a widget handle.

bDrawAxes

description: If true, draw the axis indicators when the viewport is perspective.

bDrawAxesGame

description: If true, draw the axis indicators when EngineShowFlags.Game is set.

bDrawVertices

description: If true, draw vertices for selected BSP brushes and static meshes if the large vertices show flag is set.

bForceAudioRealtime

description: If true, force this viewport to use real time audio regardless of other settings

bForcingUnlitForNewMap

description: True if we've forced the SHOW_Lighting show flag off because there are no lights in the scene

bHasAudioFocus

description: If true, this viewport gets to set audio parameters (e.g. set the listener)

bHasMouseMovedSinceClick

description: If true, the canvas has been been moved using bMoveCanvas Mode

bIsCameraMoving

description: Is the camera moving?

bIsCameraMovingOnTick

description: Is the camera moving at the beginning of the tick?

bIsRealtime

description: If the viewport is currently realtime

bIsSimulateInEditorViewport

description: True if this level viewport can be used to view Simulate in Editor sessions

bIsTracking

description: True when within aFMouseDeltaTracker::StartTracking/EndTracking block.

bLockFlightCamera

description: Flag to lock the viewport fly camera

bNeedsInvalidateHitProxy

description: If, following the next redraw, we should invalidate hit proxies on the viewport

bNeedsRedraw

description: The number of pending viewport redraws.

bSetListenerPosition

description: If true, the listener position will be set

bShouldApplyViewModifiers

description: Whether view modifiers should be called and applied.

bShouldCheckHitProxy

description: True when we are in a state where we can check the hit proxy for hovering.

bShowStats

description: True if we should draw stats over the viewport

bShowWidget

description: Whether the widget should be drawn.

bUseNumpadCameraControl

description: If true, numpad keys will be used to move camera in perspective viewport

description: True is the use is controling the light via a shorcut

bUsesDrawHelper

description: True if this viewport uses a draw helper

bUsingOrbitCamera

description: True if the orbit camera is currently being used

bWidgetAxisControlledByDrag

description: True if the widget's axis is being controlled by an active mouse drag.

CachedLastMouseX

description: Represents the last mouse position.

CachedMouseX

description: Represents the last known mouse position.

CameraController

type: FEditorCameraCo...

description: Camera controller object that's used for piloting the camera around

CameraSpeedScalar

description: Camera speed scalar

CameraSpeedSetting

description: Camera speed setting

CameraUserImpulseData

type: FCameraControll...

description: Current cached impulse state

type: TOptional< EAsp...

ControllingActorExtraPostProcessBlends

type: TArray<FPostPr...

type: TArray< float >

ControllingActorViewInfo

type: FMinimalViewInf...

CurrentBufferVisualizationMode

type: FName

CurrentGestureDragDelta

type: FVector

description: Cumulative camera drag and rotation deltas from trackpad gesture in current Tick

CurrentGestureRotDelta

type: FRotator

CurrentMousePos

type: FIntPoint

description: -1, -1 if not set

DefaultOrbitRotation

description: Default set up for toggling back

DrawHelper

type: FEditorCommonDr...

description: Draw helper for rendering common editor functionality like the grid

EditorViewportWidget

type: TWeakPtr<SEdit...

description: The editor viewport widget this client is attached to

EnabledStats

type: TArray<FString...

description: A list of all the stat names which are enabled for this viewport

EngineShowFlags

type: FEngineShowFlag...

description: A set of flags that determines visibility for various scene elements.

ExposureSettings

type: FExposureSettin...

description: Editor setting to allow designers to override the automatic expose

FlightCameraSpeedScale

description: Extra camera speed scale for flight camera

FOVAngle

description: Viewport's stored horizontal field of view (saved in ini files).

FramesSinceLastDraw

description: The number of frames since this viewport was last drawn.

ImmersiveDelegate

type: FViewportStateG...

description: Delegate used to get whether or not this client is in an immersive viewport

JoystickStateMap

type: TMap< int32, FC...

description: Cached state of joystick axes and buttons

LandscapeLODOverride

description: Override the LOD of landscape in this viewport.

LastEngineShowFlags

description: Previous value for engine show flags, used for toggling.

LastMouseX

description: Updated on each mouse drag start

ModeTools

type: TSharedPtr<FEd...

description: Editor mode tools provided to this instance.

MouseDeltaTracker

type: FMouseDeltaTrac...

MovingPreviewLightSavedScreenPos

description: Used for the display of the current preview light after it has been adjusted.

OverrideShowFlagsFunc

type: TUniqueFunction...

description: Custom override function that will be called every Draw() until override is disabled

PreviewScene

type: FPreviewScene&...

description: The scene used for the viewport. Owned externally

RealtimeOverrides

type: TArray<FRealti...

RealTimeUntilFrameNumber

description: Overrides bIsRealtime until GFrameCounter is >= this number.

RequiredCursorVisibiltyAndAppearance

type: FRequiredCursor...

description: Cursor visibility and appearance information

StatHitchesData

type: FStatHitchesDat...

description: Data needed to display per-frame stat tracking when STAT HITCHES is enabled

StatUnitData

type: FStatUnitData

description: Data needed to display per-frame stat tracking when STAT UNIT is enabled

StereoViewStates

type: TArray<FSceneV...

description: Viewport view state when stereo rendering is enabled

TimeForForceRedraw

type: double

description: When we have LOD locking, it's slow to force redraw of other viewports, so we delay invalidates to reduce the number of redraws

UserControlledAtmosphericLightMatrix

type: FTransform

ViewFOV

description: Viewport's current horizontal field of view (can be modified by locked cameras etc.)

ViewIndex

description: Indexof this view in the editor's list of views

ViewModifiers

type: FEditorViewport...

description: List of view modifiers to apply on view parameters.

Viewport

type: FViewport*

ViewportInteraction

type: TObjectPtr<UTy...

description: The viewport interaction instance for this viewport

ViewportType

type: ELevelViewportT...

description: The viewport type.

ViewState

type: FSceneViewState...

description: The viewport's scene view state.

ViewTransformOrthographic

type: FViewportCamera...

description: Viewport camera transform data for orthographic viewports

ViewTransformPerspective

description: Viewport camera transform data for perspective viewports

VisibilityDelegate

description: Delegate used to get the visibility of this client from a slate viewport layout and tab configuration

Widget

type: FWidget*


className: FEditorViewportCommands

description: Class containing commands for editor viewport actions common to all viewports

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

Back

type: TSharedPtr<FUI...

description: Changes the viewport to back view

Bottom

description: Changes the viewport to bottom view

CollisionPawn

description: Collision Draw Mode

DecrementPositionGridSize

description: Allows the grid size setting to by changed by one

DecrementRotationGridSize

description: Allows the rotation grid size setting to by changed by one

DetailLightingMode

description: Changes the viewport to detail lighting mode

ExpandTransformWidget

description: Expand the level editor transform widget

Front

description: Changes the viewport to front view

GroupLODColorationMode

description: Shows the group menu item for LOD and HLOD coloration modes

HLODColorationMode

description: Changes the viewport to HLOD index coloration mode

description: Enables or disables snapping to a 2D layer

Left

description: Changes the viewport to left view

LightComplexityMode

description: Changes the viewport to light complextiy mode

LightingOnlyMode

description: Changes the viewport to lighting only

LightmapDensityMode

description: Changes the viewport to lightmap density mode

LitMode

description: Changes the viewport to lit mode

LocationGridSnap

description: Grid commandsEnables or disables snapping to the grid when dragging objects around

LODColorationMode

description: Changes the viewport to LOD index coloration mode

Next

description: Rotate through viewport view options

OpenEditorPerformanceProjectSettings

description: Opens the advanced viewport settings

Perspective

description: Changes the viewport to perspective view

QuadOverdrawMode

description: Changes the viewport to quad overdraw mode

ReflectionOverrideMode

description: Changes the viewport to reflection override mode

description: Local relative coordinate system

description: World relative coordinate system

Right

description: Changes the viewport to right view

RotateMode

description: Rotate Mode

RotationGridSnap

description: Enables or disables snapping to a rotational grid while rotating objects

ScaleGridSnap

description: Enables or disables snapping to a scaling grid while scaling objects

ScaleMode

description: Scale Mode

ScreenCapture

description: Command to capture screen

ScreenCaptureForProjectThumbnail

description: Captures the viewport and updates the project thumbnail png file

SelectMode

description: Select Mode

ShaderComplexityMode

description: Changes the viewport to shader complexity mode

ShaderComplexityWithQuadOverdrawMode

description: Changes the viewport to shader complexity with quad overdraw mode

ShrinkTransformWidget

description: Shrink the level editor transform widget

StationaryLightOverlapMode

description: Changes the viewport to stationary light overlap mode

SurfaceSnapping

description: Enables or disables snapping to surfaces when dragging in the viewport

TexStreamAccMaterialTextureScaleMode

description: Changes the viewport to material texture scale accuracy mode

TexStreamAccMeshUVDensityMode

description: Changes the viewport to mesh UV density accuracy view mode

TexStreamAccPrimitiveDistanceMode

description: Changes the viewport to primitive distance accuracy mode

ToggleAutoExposure

description: Toggle automatic exposure

ToggleFPS

description: Toggles showing fps in the viewport

ToggleInGameExposure

description: Toggle game settings exposure

ToggleInViewportContextMenu

description: Toggle the in-viewport context menu

ToggleOverrideViewportScreenPercentage

description: Toggle to override the viewport screen percentage

ToggleRealTime

description: Toggles realtime rendering in the viewport

ToggleStats

description: Toggles showing stats in the viewport

Top

description: Changes the viewport to top view

TranslateMode

description: Translate Mode

description: TranslateRotate Mode

TranslateRotateMode

description: TranslateRotate Mode

UnlitMode

description: Changes the viewport to unlit mode

description: Viewport pane configurations

VisualizeBufferMode

description: Changes the viewport to visualize the buffer content

VisualizeGPUSkinCacheMode

description: Changes the viewport to Skin Cache mode

VisualizeGroomMode

description: Changes the viewport to visualize Groom debug views

VisualizeLumenMode

description: Changes the viewport to visualize Lumen debug views

VisualizeNaniteMode

description: Changes the viewport to visualize Nanite content

VisualizeSubstrateMode

description: Changes the viewport to visualize Substrate debug views

VisualizeVirtualShadowMapMode

description: Changes the viewport to visualize virtual shadow map content

WireframeMode

description: Changes the viewport to wireframe


description: Returns the typename of this layout Generally one of EditorViewportConfigurationNames

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


description:
Sets up the layout based on the specific layout configuration implementation.
The base widget representing the layout. This is commonly a splitter.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeViewportLayout ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FAssetEditorViewportLayout](API\Editor\UnrealEd\FAssetEditorViewportLayout) > InParentLayout, const [FString](API\Runtime\Core\Containers\FString) & LayoutString )


code: virtual void ReplaceWidget ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > OriginalWidget, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > ReplacementWidget )


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


code: class FEditorViewportLayout2x2 : public [FAssetEditorViewportPaneLayout](API\Editor\UnrealEd\FAssetEditorViewportPaneLayout)

SplitterWidget

type: TSharedPtr< cla...

description: The splitter widget


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeFourPanelWidget ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > Viewport0, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > Viewport1, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > Viewport2, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > Viewport3, float PrimarySplitterPercentage, float SecondarySplitterPercentage0, float SecondarySplitterPercentage1 )


className: FEditorViewportLayoutFourPanes

code: class FEditorViewportLayoutFourPanes : public [FAssetEditorViewportPaneLayout](API\Editor\UnrealEd\FAssetEditorViewportPaneLayout)

PrimarySplitterWidget

description: The splitter widgets


code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeFourPanelWidget ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > Viewport0, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > Viewport1, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > Viewport2, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > Viewport3, float PrimarySplitterPercentage, float SecondarySplitterPercentage0, float SecondarySplitterPercentage1 )


className: FEditorViewportLayoutFourPanesBottom

code: class FEditorViewportLayoutFourPanesBottom : public [FEditorViewportLayoutFourPanes](API\Editor\UnrealEd\FEditorViewportLayoutFourPanes)


className: FEditorViewportLayoutFourPanesLeft

code: class FEditorViewportLayoutFourPanesLeft : public [FEditorViewportLayoutFourPanes](API\Editor\UnrealEd\FEditorViewportLayoutFourPanes)


className: FEditorViewportLayoutFourPanesRight

code: class FEditorViewportLayoutFourPanesRight : public [FEditorViewportLayoutFourPanes](API\Editor\UnrealEd\FEditorViewportLayoutFourPanes)


className: FEditorViewportLayoutFourPanesTop

code: class FEditorViewportLayoutFourPanesTop : public [FEditorViewportLayoutFourPanes](API\Editor\UnrealEd\FEditorViewportLayoutFourPanes)


className: FEditorViewportLayoutOnePane

code: class FEditorViewportLayoutOnePane : public [FAssetEditorViewportPaneLayout](API\Editor\UnrealEd\FAssetEditorViewportPaneLayout)

ViewportBox

type: TSharedPtr<SHo...

description: The viewport widget parent box


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeThreePanelWidget ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & ViewportKey0, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & ViewportKey1, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & ViewportKey2, float PrimarySplitterPercentage, float SecondarySplitterPercentage )


description: Creates the viewports and splitter for the two panes vertical layout


className: FEditorViewportLayoutThreePanes

code: class FEditorViewportLayoutThreePanes : public [FAssetEditorViewportPaneLayout](API\Editor\UnrealEd\FAssetEditorViewportPaneLayout)

PerspectiveViewportConfigKey

type: FName

PrimarySplitterWidget

type: TSharedPtr<SSp...

description: The splitter widgets


code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeThreePanelWidget ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & ViewportKey0, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & ViewportKey1, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & ViewportKey2, float PrimarySplitterPercentage, float SecondarySplitterPercentage )


className: FEditorViewportLayoutThreePanesBottom

code: class FEditorViewportLayoutThreePanesBottom : public [FEditorViewportLayoutThreePanes](API\Editor\UnrealEd\FEditorViewportLayoutThreePanes)


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


className: FEditorViewportLayoutThreePanesLeft

code: class FEditorViewportLayoutThreePanesLeft : public [FEditorViewportLayoutThreePanes](API\Editor\UnrealEd\FEditorViewportLayoutThreePanes)


className: FEditorViewportLayoutThreePanesRight

code: class FEditorViewportLayoutThreePanesRight : public [FEditorViewportLayoutThreePanes](API\Editor\UnrealEd\FEditorViewportLayoutThreePanes)


className: FEditorViewportLayoutThreePanesTop

code: class FEditorViewportLayoutThreePanesTop : public [FEditorViewportLayoutThreePanes](API\Editor\UnrealEd\FEditorViewportLayoutThreePanes)


className: FEditorViewportLayoutTwoPanesHoriz

description: FEditorViewportLayoutTwoPanesHoriz/////////////////////////////.

code: class FEditorViewportLayoutTwoPanesHoriz : public [TEditorViewportLayoutTwoPanes< EOrientation::Orient_Horizontal >](API\Editor\UnrealEd\TEditorViewportLayoutTwoPanes)


className: FEditorViewportLayoutTwoPanesVert

description: FEditorViewportLayoutTwoPanesVert/////////////////////////////.

code: class FEditorViewportLayoutTwoPanesVert : public [TEditorViewportLayoutTwoPanes< EOrientation::Orient_Vertical >](API\Editor\UnrealEd\TEditorViewportLayoutTwoPanes)


description: Begins the frame for capturing using statements. If nothing is logged between the begin and end frame we reset the last using tracking variable in EndFrame.

code: static void BeginFrame()


className: bInitialized

code: static bool bInitialized;


className: bUsingCalledThisFrame

code: static bool bUsingCalledThisFrame;


className: Category

code: enum Category { CAT_PERSPECTIVE_KEYBOARD_WASD, CAT_PERSPECTIVE_KEYBOARD_UP_DOWN, CAT_PERSPECTIVE_KEYBOARD_FOV_ZOOM, CAT_PERSPECTIVE_MOUSE_PAN, CAT_PERSPECTIVE_MOUSE_DOLLY, CAT_PERSPECTIVE_MOUSE_SCROLL, CAT_PERSPECTIVE_MOUSE_ORBIT_ROTATION, CAT_PERSPECTIVE_MOUSE_ORBIT_PAN, CAT_PERSPECTIVE_MOUSE_ORBIT_ZOOM, CAT_PERSPECTIVE_GESTURE_SCROLL, CAT_PERSPECTIVE_GESTURE_MAGNIFY, CAT_ORTHOGRAPHIC_KEYBOARD_WASD, CAT_ORTHOGRAPHIC_KEYBOARD_UP_DOWN, CAT_ORTHOGRAPHIC_KEYBOARD_FOV_ZOOM, CAT_ORTHOGRAPHIC_MOUSE_PAN, CAT_ORTHOGRAPHIC_MOUSE_ZOOM, CAT_ORTHOGRAPHIC_MOUSE_SCROLL, CAT_ORTHOGRAPHIC_MOUSE_ORBIT_ROTATION, CAT_ORTHOGRAPHIC_MOUSE_ORBIT_PAN, CAT_ORTHOGRAPHIC_MOUSE_ORBIT_ZOOM, CAT_ORTHOGRAPHIC_GESTURE_SCROLL, CAT_ORTHOGRAPHIC_GESTURE_MAGNIFY, CAT_MAX, }


className: DataPoints

code: static int32 DataPoints;


description: Use EndEndUsing to manually reset the Using state so that the next call to Using will commit a new record. Useful when you know a transition has occurred like the mouse button has been released.

code: static void EndFrame()


description: Doesn't use anything, but ensures that the last using item is not reset.

code: static void NoOpUsing()


description: Used commits a single usage record for whichever category is sent to it.

code: static void Used ( [Category](API\Editor\UnrealEd\FEditorViewportStats\Category) InCategory )


description: Using commits a single usage record for whichever category is sent to it only if it's different from the last category that was sent to Using. This should be used to capture usage data for modes where it's difficult to tell when they ended.

code: static void Using ( [Category](API\Editor\UnrealEd\FEditorViewportStats\Category) InCategory )


className: FEditorViewportStats

code: class FEditorViewportStats


className: AssetEditorViewportCreationFactories

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), AssetEditorViewportFactoryFunction > AssetEditorViewportCreationFactories


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEditorViewportLayout](API\Editor\EditorFramework\FEditorViewportLayout) > ConstructViewportLayoutByTypeName ( const [FName](API\Runtime\Core\UObject\FName) & TypeName, bool bSwitchingLayouts )


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SAssetEditorViewport](API\Editor\UnrealEd\SAssetEditorViewport) > CreateSlateViewport ( [FName](API\Runtime\Core\UObject\FName) InTypeName, const [FAssetEditorViewportConstructionArgs](API\Editor\UnrealEd\FAssetEditorViewportConstruction-) & ConstructionArgs ) const


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEditorViewportLayout](API\Editor\EditorFramework\FEditorViewportLayout) > FactoryViewportLayout ( bool bIsSwitchingLayouts )


description:
Attempt to find a viewport creation factory function in the set of registered factory functions.
the creation function if one is found with the given typename, otherwise nullptr.

code: const AssetEditorViewportFactoryFunction * FindViewportCreationFactory ( [FName](API\Runtime\Core\UObject\FName) InTypeName ) const


code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEditorViewportLayout](API\Editor\EditorFramework\FEditorViewportLayout) > GetActiveViewportLayout() const


description: The string used to identify the layout of this viewport tab

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


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


code: virtual void Initialize ( AssetEditorViewportFactoryFunction Func, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > InParentTab, const [FString](API\Runtime\Core\Containers\FString) & InLayoutString )


description: Does not save config

code: void RefreshViewportConfiguration()


description: Save any configuration required to persist state for this viewport layout

code: void SaveConfig() const


description: Sets the current layout by changing the contained layout object

code: virtual void SetViewportConfiguration ( const [FName](API\Runtime\Core\UObject\FName) & ConfigurationName )


className: FEditorViewportTabContent

description: Represents the content in a viewport tab in an editor. EachSDockTabholding viewports in an editor contains and owns one of these.

code: class FEditorViewportTabContent : public [FViewportTabContent](API\Editor\EditorFramework\FViewportTabContent), public [TSharedFromThis< FEditorViewportTabContent >](API\Runtime\Core\Templates\TSharedFromThis)


code: template<typename T> static [FEditorViewportTypeDefinition](API\Editor\UnrealEd\FEditorViewportTypeDefinition) FromType ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUICommandInfo](API\Runtime\Slate\Framework\Commands\FUICommandInfo) > & ActivationCommand )


className: FEditorViewportTypeDefinition

description: Definition of a custom viewport

code: struct FEditorViewportTypeDefinition

ActivationCommand

description: A UI command for toggling activation this viewport

FactoryFunction

type: FFactoryFunctio...

description: Function used to create a new instance of the viewport


code: void AddPostProcessBlend ( const [FPostProcessSettings](API\Runtime\Engine\Engine\FPostProcessSettings) & Settings, float Weight )


className: FEditorViewportViewModifierParams

description: Parameter struct for editor viewport view modifiers

ViewInfo

type: FMinimalViewInf...


code: FEditorViewportTypeDefinition ( const [FFactoryFunctionType](API\Editor\UnrealEd\FEditorViewportTypeDefinition\FFactoryFunctionType) & InFactoryFunction, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUICommandInfo](API\Runtime\Slate\Framework\Commands\FUICommandInfo) > & InActivationCommand )


className: FEditorWorldExtensionActorData

code: struct FEditorWorldExtensionActorData

Actor

type: TObjectPtr<AAc...

bValidForPIE

type: bool


code: virtual void ActorPropChangeNotify()


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


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 )


description:
Lets each mode/tool handle box selection in its own way.
true if something was selected/deselected, false otherwise.

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


description: Called when the editor mode should rebuild its toolbar

code: virtual void BuildModeToolbar ( class [FToolBarBuilder](API\Runtime\Slate\Framework\MultiBox\FToolBarBuilder) & ToolbarBuilder )


description:
Check to see if this EdMode wants to disallow AutoSave
true if AutoSave can be applied right now

code: virtual bool CanAutoSave() const


description:
Called when the mouse is moved while a window input capture is in effect
true if input was handled

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


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

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


code: virtual void CurrentToolChanged()


description: If the Edmode is handling its own mouse deltas, it can disable the MouseDeltaTacker

code: virtual bool DisallowMouseDeltaTracking() const


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


description: Overlays the editor hud (brushes, drag tools, static mesh vertices, etc*.

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


code: [FModeTool](API\Editor\UnrealEd\FModeTool) * FindTool ( EModeTools InID )


description:
Lets each mode/tool handle frustum selection in its own way.
true if something was selected/deselected, false otherwise.

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


description: Added for handling EDIT Command...


description: Returns the current tool.


code: const [FModeTool](API\Editor\UnrealEd\FModeTool) * GetCurrentTool() const


description:
Get a cursor to override the default with, if any.
true if the cursor was overridden.

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


description: Returns the editor mode identifier.

code: FEditorModeID GetID() const


description: Returns the editor mode information.

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


description: Returns the owning mode manager for this mode

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


description: Get override cursor visibility settings

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


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

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


description:
Lets each mode/tool specify a pivot point around which the camera should orbit
true if a custom pivot point was specified, false otherwise.

code: virtual bool GetPivotForOrbit ( FVector & OutPivot ) const


description: Gets the toolkit created by this mode


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


description: Returns the world this toolkit is editing

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


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


description: Called when attempting to duplicate the selected actors by alt+dragging, return true to prevent normal duplication.

code: virtual bool HandleDragDuplicate()


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


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) * ViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FKey](API\Runtime\InputCore\FKey) Key, EInputEvent Event )


code: virtual bool IsCompatibleWith ( FEditorModeID OtherModeID ) const


description: Check to see if an actor can be selected in this mode - no side effects

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


description: If Rotation Snap should be enabled for this mode

code: virtual bool IsSnapRotationEnabled()


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


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FModeTool](API\Editor\UnrealEd\FModeTool) * > & GetTools() const


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


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


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


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

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


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

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


description: Process all captured mouse moves that occurred during the current frame

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


code: virtual bool ProcessEditDelete()


code: virtual bool ProcessEditDuplicate()


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


description: Draws translucent polygons on brushes and volumes.

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


description: Request that this mode be deleted at the next convenient opportunity (FEditorModeTools::Tick)

code: void RequestDeletion()


description: Handling SelectActor

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


code: void SetCurrentTool ( EModeTools InID )


code: void SetCurrentTool ( [FModeTool](API\Editor\UnrealEd\FModeTool) * InModeTool )


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


description:
If this mode should override the snap rotation
True if you have overridden the value

code: virtual bool SnapRotatorToGridOverride ( FRotator & Rotation )


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


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


code: virtual void UpdateInternalData()


code: virtual bool UsesPropertyWidgets() const


description: True if this mode uses a toolkit mode (eventually they all should)

code: virtual bool UsesToolkits() const


description: Lets each tool determine if it wants to use the editor widget or not. If the tool doesn't want to use it, it will be fed raw mouse delta information (not snapped or altered in any way).

code: virtual bool UsesTransformWidget() const


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


className: FEdMode

description: Base class for all editor modes.

code: class FEdMode : public [TSharedFromThis< FEdMode >](API\Runtime\Core\Templates\TSharedFromThis), public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject), public [FEditorCommonDrawHelper](API\Editor\UnrealEd\FEditorCommonDrawHelper), public [FLegacyEdModeWidgetHelper](API\Editor\UnrealEd\Tools\FLegacyEdModeWidgetHelper)

CurrentTool

type: FModeTool*

description: The tool that is currently active within this mode.

Info

type: FEditorModeInfo

description: Information pertaining to this mode.

Toolkit

description: Editor Mode Toolkit that is associated with this toolkit mode

Tools

type: TArray<FModeTo...

description: Optional array of tools for this mode.


className: CurveTypeDescription

code: enum CurveTypeDescription { Transform_Translation_X, Transform_Translation_Y, Transform_Translation_Z, Transform_Rotation_X, Transform_Rotation_Y, Transform_Rotation_Z, Transform_Scaling_X, Transform_Scaling_Y, Transform_Scaling_Z, NotTransform, }


className: FFbxAnimCurveHandle

code: class FFbxAnimCurveHandle

AnimationTimeSecond

type: float

AnimCurve

type: FbxAnimCurve &#...

description: Pointer to the curve data.

CurveType

type: CurveTypeDescri...

KeyNumber

description: Curve Information.

Name

type: FString

UniqueId

description: Identity Data.


code: FFbxAnimNodeHandle ( const [FFbxAnimNodeHandle](API\Editor\UnrealEd\FFbxAnimNodeHandle) & NodeHandle )


className: FFbxAnimNodeHandle

code: class FFbxAnimNodeHandle

AttributeProperties

type: TMap<FString, ...

AttributeType

type: FbxNodeAttribut...


code: FFbxAnimPropertyHandle ( const [FFbxAnimPropertyHandle](API\Editor\UnrealEd\FFbxAnimPropertyHandle) & PropertyHandle )


className: FFbxAnimPropertyHandle

code: class FFbxAnimPropertyHandle

CurveHandles

type: TArray<FFbxAni...

DataType

type: EFbxType


description: Name API.

code: void GetAllNodeNameArray ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & AllNodeNames ) const


description: Handle API.

code: void GetAllNodePropertyCurveHandles ( const [FString](API\Runtime\Core\Containers\FString) & NodeName, const [FString](API\Runtime\Core\Containers\FString) & PropertyName, [TArray](API\Runtime\Core\Containers\TArray)< [FFbxAnimCurveHandle](API\Editor\UnrealEd\FFbxAnimCurveHandle) > & PropertyCurveHandles ) const


code: void GetAnimatedNodeNameArray ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & AnimatedNodeNames ) const


code: void GetBakeCurveData ( const [FFbxAnimCurveHandle](API\Editor\UnrealEd\FFbxAnimCurveHandle) & CurveHandle, [TArray](API\Runtime\Core\Containers\TArray)< float > & CurveData, float PeriodTime, float StartTime, float StopTime, bool bNegative, float Scale ) const


code: void GetBakeCurveData ( const [FString](API\Runtime\Core\Containers\FString) & NodeName, const [FString](API\Runtime\Core\Containers\FString) & PropertyName, int32 ChannelIndex, int32 CompositeIndex, [TArray](API\Runtime\Core\Containers\TArray)< float > & CurveData, float PeriodTime, float StartTime, float StopTime, bool bNegative, float Scale ) const


description: Conversion API

code: void GetConvertedTransformCurveData ( const [FString](API\Runtime\Core\Containers\FString) & NodeName, [FInterpCurveFloat](API\Runtime\Core\Math\FInterpCurveFloat) & TranslationX, [FInterpCurveFloat](API\Runtime\Core\Math\FInterpCurveFloat) & TranslationY, [FInterpCurveFloat](API\Runtime\Core\Math\FInterpCurveFloat) & TranslationZ, [FInterpCurveFloat](API\Runtime\Core\Math\FInterpCurveFloat) & EulerRotationX, [FInterpCurveFloat](API\Runtime\Core\Math\FInterpCurveFloat) & EulerRotationY, [FInterpCurveFloat](API\Runtime\Core\Math\FInterpCurveFloat) & EulerRotationZ, [FInterpCurveFloat](API\Runtime\Core\Math\FInterpCurveFloat) & ScaleX, [FInterpCurveFloat](API\Runtime\Core\Math\FInterpCurveFloat) & ScaleY, [FInterpCurveFloat](API\Runtime\Core\Math\FInterpCurveFloat) & ScaleZ, FTransform & DefaultTransform ) const


code: void GetConvertedNonTransformCurveData ( const [FString](API\Runtime\Core\Containers\FString) & NodeName, bool bUseSequencerCurve, float UniformScale, [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FRichCurve](API\Runtime\Engine\Curves\FRichCurve) > & OutCurves )


code: void GetConvertedTransformCurveData ( const [FString](API\Runtime\Core\Containers\FString) & NodeName, [FRichCurve](API\Runtime\Engine\Curves\FRichCurve) & TranslationX, [FRichCurve](API\Runtime\Engine\Curves\FRichCurve) & TranslationY, [FRichCurve](API\Runtime\Engine\Curves\FRichCurve) & TranslationZ, [FRichCurve](API\Runtime\Engine\Curves\FRichCurve) & EulerRotationX, [FRichCurve](API\Runtime\Engine\Curves\FRichCurve) & EulerRotationY, [FRichCurve](API\Runtime\Engine\Curves\FRichCurve) & EulerRotationZ, [FRichCurve](API\Runtime\Engine\Curves\FRichCurve) & ScaleX, [FRichCurve](API\Runtime\Engine\Curves\FRichCurve) & ScaleY, [FRichCurve](API\Runtime\Engine\Curves\FRichCurve) & ScaleZ, FTransform & DefaultTransform, bool bUseSequencerCurve, float UniformScale ) const


description: Deprecated* Please useFRichCurveversion instead to get tangent weight support

code: void GetCurveData ( const [FFbxAnimCurveHandle](API\Editor\UnrealEd\FFbxAnimCurveHandle) & CurveHandle, [FInterpCurveFloat](API\Runtime\Core\Math\FInterpCurveFloat) & CurveData, bool bNegative ) const


code: void GetCurveData ( const [FFbxAnimCurveHandle](API\Editor\UnrealEd\FFbxAnimCurveHandle) & CurveHandle, [FRichCurve](API\Runtime\Engine\Curves\FRichCurve) & CurveData, bool bNegative, float Scale ) const


code: void GetCurveData ( const [FString](API\Runtime\Core\Containers\FString) & NodeName, const [FString](API\Runtime\Core\Containers\FString) & PropertyName, int32 ChannelIndex, int32 CompositeIndex, [FInterpCurveFloat](API\Runtime\Core\Math\FInterpCurveFloat) & CurveData, bool bNegative ) const


code: void GetCurveData ( const [FString](API\Runtime\Core\Containers\FString) & NodeName, const [FString](API\Runtime\Core\Containers\FString) & PropertyName, int32 ChannelIndex, int32 CompositeIndex, [FRichCurve](API\Runtime\Engine\Curves\FRichCurve) & CurveData, bool bNegative ) const


description: This one should be use only by the sequencer the key tangents data is transform to fit the expected data we have in the old matinee code.

code: void GetCurveDataForSequencer ( const [FFbxAnimCurveHandle](API\Editor\UnrealEd\FFbxAnimCurveHandle) & CurveHandle, [FRichCurve](API\Runtime\Engine\Curves\FRichCurve) & RichCurve, bool bNegative, float Scale ) const


code: void GetCurveDataForSequencer ( const [FString](API\Runtime\Core\Containers\FString) & NodeName, const [FString](API\Runtime\Core\Containers\FString) & PropertyName, int32 ChannelIndex, int32 CompositeIndex, [FRichCurve](API\Runtime\Engine\Curves\FRichCurve) & RichCurve, bool bNegative, float Scale ) const


code: void GetCurveHandle ( const [FString](API\Runtime\Core\Containers\FString) & NodeName, const [FString](API\Runtime\Core\Containers\FString) & PropertyName, int32 ChannelIndex, int32 CompositeIndex, [FFbxAnimCurveHandle](API\Editor\UnrealEd\FFbxAnimCurveHandle) & CurveHandle ) const


code: void GetCustomStringPropertyArray ( const [FString](API\Runtime\Core\Containers\FString) & NodeName, [TArray](API\Runtime\Core\Containers\TArray)< TPair< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) >> & CustomPropertyPairs ) const


code: void GetNodeAnimatedPropertyNameArray ( const [FString](API\Runtime\Core\Containers\FString) & NodeName, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & AnimatedPropertyNames ) const


className: FFbxCurvesAPI

code: class FFbxCurvesAPI

CurvesData

type: TMap< uint64,F...

Scene

type: FbxScene *

TransformData

type: TMap< uint64, F...


className: AxisConversionMatrix

code: static FbxAMatrix AxisConversionMatrix;


description: Convert fbx linear space color to sRGBFColor

code: static [FColor](API\Runtime\Core\Math\FColor) ConvertColor ( FbxDouble3 Color )


code: static float ConvertDist ( FbxDouble Distance )


code: static FRotator ConvertEuler ( FbxDouble3 Euler )


code: static FMatrix ConvertMatrix ( const FbxAMatrix & Matrix )


code: static FbxAMatrix ConvertMatrix ( const FMatrix & Matrix )


code: static FVector ConvertPos ( FbxVector4 Vector )


code: static bool ConvertPropertyValue ( FbxProperty & FbxProperty, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) & UnrealProperty, union [UPropertyValue](API\Plugins\VariantManagerContent\UPropertyValue) & OutUnrealPropertyValue )


code: static FRotator ConvertRotation ( FbxQuaternion Quaternion )


code: static FVector ConvertRotationToFVect ( FbxQuaternion Quaternion, bool bInvertRot )


code: static FVector ConvertDir ( FbxVector4 Vector )


code: static FQuat ConvertRotToQuat ( FbxQuaternion Quaternion )


code: static FVector ConvertScale ( FbxDouble3 Vector )


code: static FVector ConvertScale ( FbxVector4 Vector )


description: Convert sRGBFColorto fbx linear space color

code: static FbxDouble3 ConvertToFbxColor ( [FColor](API\Runtime\Core\Math\FColor) Color )


code: static FbxVector4 ConvertToFbxRot ( FVector Vector )


code: static FbxVector4 ConvertToFbxPos ( FVector Vector )


code: static FbxVector4 ConvertToFbxScale ( FVector Vector )


code: static FbxString ConvertToFbxString ( [FName](API\Runtime\Core\UObject\FName) Name )


code: static FbxString ConvertToFbxString ( const [FString](API\Runtime\Core\Containers\FString) & String )


code: static FTransform ConvertTransform ( FbxAMatrix Matrix )


code: static const FbxAMatrix & GetAxisConversionMatrix()


code: static const FbxAMatrix & GetAxisConversionMatrixInv()


description: FbxCamera with no rotation faces X with Y-up while ours faces X with Z-up so add a -90 degrees roll to compensate.

code: static FRotator GetCameraRotation()


description: FbxLight with no rotation faces -Z while ours faces Y so add a 90 degrees pitch to compensate.

code: static FRotator GetLightRotation()


code: static const FbxAMatrix & GetJointPostConversionMatrix()


className: FFbxDataConverter

description: FBX basic data conversion class.

code: class FFbxDataConverter


code: static void SetAxisConversionMatrix ( FbxAMatrix ConversionMatrix )


code: static void SetJointPostConversionMatrix ( FbxAMatrix ConversionMatrix )


description: This function is use to compute the weight between two name.

code: static float NameCompareWeight ( const [FString](API\Runtime\Core\Containers\FString) & A, const [FString](API\Runtime\Core\Containers\FString) & B )


description: Add a GeneratedLOD to the staticmesh at the specified LOD index

code: void AddStaticMeshSourceModelGeneratedLOD ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 LODIndex )


description: Error message handler

code: void AddTokenizedErrorMessage ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) > Error, [FName](API\Runtime\Core\UObject\FName) FbxErrorName )


description: Apply asset import settings for transform to an FBX node

code: void ApplyTransformSettingsToFbxNode ( FbxNode * Node, [UFbxAssetImportData](API\Editor\UnrealEd\Factories\UFbxAssetImportData) * AssetData )


description: Populate the given matrix with the correct information for the asset data, in a format that matches FBX internals or without conversion

code: void BuildFbxMatrixForImportTransform ( FbxAMatrix & OutMatrix, [UFbxAssetImportData](API\Editor\UnrealEd\Factories\UFbxAssetImportData) * AssetData )


description: Fill FBX skeletons to OutSortedLinks

code: void BuildSkeletonSystem ( [TArray](API\Runtime\Core\Containers\TArray)< FbxCluster * > & ClusterArray, [TArray](API\Runtime\Core\Containers\TArray)< FbxNode * > & OutSortedLinks )


description:
Set up the static mesh data from Fbx Mesh.
bool true if set up successfully

code: bool BuildStaticMeshFromGeometry ( FbxNode * Node, [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, [TArray](API\Runtime\Core\Containers\TArray)< [FFbxMaterial](API\Editor\UnrealEd\FFbxImporter\FFbxMaterial) > & MeshMaterials, int LODIndex, [EVertexColorImportOption::Type](API\Editor\UnrealEd\Factories\EVertexColorImportOption__Type) VertexColorImportOption, const [TMap](API\Runtime\Core\Containers\TMap)< FVector3f, [FColor](API\Runtime\Core\Math\FColor) > & ExistingVertexColorData, const [FColor](API\Runtime\Core\Math\FColor) & VertexOverrideColor )


description: The asset tool have a filter mecanism for CreateAsset, return true if the asset can be created, false otherwise

code: bool CanCreateClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class ) const


description: The asset tool have a filter mecanism for ImportAsset, return true if the asset can be imported, false otherwise

code: bool CanImportClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class ) const


code: void CheckSmoothingInfo ( FbxMesh * FbxMesh )


description: Clean up for destroy the Importer.

code: void CleanUp()


description: Make sure there is no unused material in the raw data. Unused material are material refer by node but not refer by any geometry face

code: void CleanUpUnusedMaterials ( [FSkeletalMeshImportData](API\Runtime\Engine\Rendering\FSkeletalMeshImportData) & ImportData )


description: Clear all data that need to be clear when we start importing a fbx file.

code: void ClearAllCaches()


code: void ClearTokenizedErrorMessages()


description:
Compute the matrix for skeletal Fbx Node If we import don't import a scene it will call ComputeTotalMatrix with Node as the parameter. If we import a scene it will return the relative transform between the RootSkeletalNode and Node.
KFbxXMatrix* The global transform matrix

code: FbxAMatrix ComputeSkeletalMeshTotalMatrix ( FbxNode * Node, FbxNode * RootSkeletalNode )


description: Convert the scene from the current options. The scene will be converted to RH -Y or RH X depending if we force a front X axis or not

code: void ConvertScene()


description:
Compute the global matrix for Fbx Node If we import scene it will return identity plus the pivot if we turn the bake pivot option
KFbxXMatrix* The global transform matrix

code: FbxAMatrix ComputeTotalMatrix ( FbxNode * Node )


description:
Import each material Input from Fbx Material
bool

code: bool CreateAndLinkExpressionForMaterialProperty ( const FbxSurfaceMaterial & FbxMaterial, [UMaterial](API\Runtime\Engine\Materials\UMaterial) * UnrealMaterial, const char * MaterialProperty, [FExpressionInput](API\Runtime\Engine\FExpressionInput) & MaterialInput, bool bSetupAsNormalMap, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & UVSet, const FVector2D & Location )


description: Create a new asset from the package and objectname and class

code: static [UObject](API\Runtime\CoreUObject\UObject\UObject) * CreateAssetOfClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * AssetClass, [FString](API\Runtime\Core\Containers\FString) ParentPackageName, [FString](API\Runtime\Core\Containers\FString) ObjectName, bool bAllowReplace )


description: Templated function to create an asset with given package and name

code: template<class T> static T * CreateAsset ( [FString](API\Runtime\Core\Containers\FString) ParentPackageName, [FString](API\Runtime\Core\Containers\FString) ObjectName, bool bAllowReplace )


description:
Import Fbx Camera object
ACameraActor*

code: [ACameraActor](API\Runtime\Engine\Camera\ACameraActor) * CreateCamera ( FbxCamera * InCamera, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description:
Import Fbx light
ALight*

code: [ALight](API\Runtime\Engine\Engine\ALight) * CreateLight ( FbxLight * InLight, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description:
Create Unreal material from Fbx material. Only setup channels that connect to texture, and setup the UV coordinate of texture. If diffuse channel has no texture, one default node will be created with constant.
The created material.

code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * CreateUnrealMaterial ( const FbxSurfaceMaterial & FbxMaterial, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutUVSets, bool bForSkeletalMesh )


description:
Make un-smooth faces work.
int32 number of points that added when process unsmooth faces

code: int32 DoUnSmoothVerts ( [FSkeletalMeshImportData](API\Runtime\Engine\Rendering\FSkeletalMeshImportData) & ImportData, bool bDuplicateUnSmoothWedges )


description:
Check if two faces belongs to same smoothing group
bool true if two faces belongs to same group

code: bool FacesAreSmoothlyConnected ( [FSkeletalMeshImportData](API\Runtime\Engine\Rendering\FSkeletalMeshImportData) & ImportData, int32 Face1, int32 Face2 )


className: FFbxMaterial

code: struct FFbxMaterial

FbxMaterial

type: FbxSurfaceMater...

Material

type: UMaterialInterf...


description: Fill up and verify bone names for animation

code: void FillAndVerifyBoneNames ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, [TArray](API\Runtime\Core\Containers\TArray)< FbxNode * > & SortedLinks, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutRawBoneNames, [FString](API\Runtime\Core\Containers\FString) Filename )


description:
Check if the Fbx node contains animation
bool true if the Fbx node contains animation. Fill each Trace for AnimSequence with Fbx skeleton animation by key

code: bool FillAnimSequenceByKey ( FbxNode * Node, [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence, const char * TakeName, FbxTime & Start, FbxTime & End, bool bIsRoot, FbxVector4 Scale )


description:
If the node model is a collision model, then fill it into collision model list
true if the node is a collision model

code: bool FillCollisionModelList ( FbxNode * Node )


description: Fill the collision models array by going through all mesh node recursively

code: void FillFbxCollisionMeshArray ( FbxNode * Node )


description: Get all Fbx mesh objects not under a LOD group and all LOD group node

code: void FillFbxMeshAndLODGroupArray ( FbxNode * Node, [TArray](API\Runtime\Core\Containers\TArray)< FbxNode * > & outLODGroupArray, [TArray](API\Runtime\Core\Containers\TArray)< FbxNode * > & outMeshArray )


description: Get all Fbx mesh objects

code: void FillFbxMeshArray ( FbxNode * Node, [TArray](API\Runtime\Core\Containers\TArray)< FbxNode * > & outMeshArray, [UnFbx::FFbxImporter](API\Editor\UnrealEd\FFbxImporter) * FFbxImporter )


description: Get all Fbx skeletal mesh objects in the scene. these meshes are grouped by skeleton they bind to

code: void FillFbxSkelMeshArrayInScene ( FbxNode * Node, [TArray](API\Runtime\Core\Containers\TArray)< [TArray](API\Runtime\Core\Containers\TArray)< FbxNode * > * > & outSkelMeshArray, bool ExpandLOD, bool bCombineSkeletalMesh, bool bForceFindRigid )


description:
Import Light detail info
bool

code: bool FillLightComponent ( FbxLight * Light, [ULightComponent](API\Runtime\Engine\Components\ULightComponent) * UnrealLight )


description:
Fill FSkeletalMeshIMportData from Fbx Nodes and FbxShape Array if exists.
bool* true if import successfully.

code: bool FillSkeletalMeshImportData ( [TArray](API\Runtime\Core\Containers\TArray)< FbxNode * > & NodeArray, [UFbxSkeletalMeshImportData](API\Editor\UnrealEd\Factories\UFbxSkeletalMeshImportData) * TemplateImportData, [TArray](API\Runtime\Core\Containers\TArray)< FbxShape * > * FbxShapeArray, [FSkeletalMeshImportData](API\Runtime\Engine\Rendering\FSkeletalMeshImportData) * OutData, [TArray](API\Runtime\Core\Containers\TArray)< FbxNode * > & OutImportedSkeletonLinkNodes, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & LastImportedMaterialNames, const bool bIsReimport, const [TMap](API\Runtime\Core\Containers\TMap)< FVector3f, [FColor](API\Runtime\Core\Math\FColor) > & ExistingVertexColorData )


description:
Fill the Points in FSkeletalMeshIMportData from a Fbx Node and a FbxShape if it exists.
bool true if import successfully.

code: bool FillSkeletalMeshImportPoints ( [FSkeletalMeshImportData](API\Runtime\Engine\Rendering\FSkeletalMeshImportData) * OutData, FbxNode * RootNode, FbxNode * Node, FbxShape * FbxShape )


description:
Fill skeletal mesh data from Fbx Nodes. If this function needs to triangulate the mesh, then it could invalidate the original FbxMesh pointer. Hence FbxMesh is a reference so this function can set the new pointer if need be.
bool* true if import successfully.

code: bool FillSkelMeshImporterFromFbx ( [FSkeletalMeshImportData](API\Runtime\Engine\Rendering\FSkeletalMeshImportData) & ImportData, FbxMesh *& Mesh, FbxSkin * Skin, FbxShape * Shape, [TArray](API\Runtime\Core\Containers\TArray)< FbxNode * > & SortedLinks, const [TArray](API\Runtime\Core\Containers\TArray)< FbxSurfaceMaterial * > & FbxMaterials, FbxNode * RootNode, const [TMap](API\Runtime\Core\Containers\TMap)< FVector3f, [FColor](API\Runtime\Core\Math\FColor) > & ExistingVertexColorData )


className: FImportSkeletalMeshArgs

description: Creates a skeletal mesh from Fbx Nodes with the given name and flags, imported from within the FBX scene. These Fbx Nodes bind to same skeleton. We need to bind them to one skeletal mesh.

code: class FImportSkeletalMeshArgs

bCreateRenderData

type: bool

FbxShapeArray

type: TArray< FbxShap...

Flags

type: EObjectFlags

ImportMaterialOriginalNameData

type: TArray<FName>...

ImportMeshSectionsData

type: FImportMeshLodS...

InParent

type: UObject*

Name

type: FName

NodeArray

type: TArray< FbxNode...

OutData

type: FSkeletalMeshIm...

TemplateImportData

type: UFbxSkeletalMes...


description: Find the all the node containing a mesh attribute for the specified LOD index.

code: void FindAllLODGroupNode ( [TArray](API\Runtime\Core\Containers\TArray)< FbxNode * > & OutNodeInLod, FbxNode * NodeLodGroup, int32 LodIndex )


description:
Tries to find an existing UnrealMaterial from the FbxMaterial, returns nullptr if could not find a material. The function will look for materials imported by the FbxFactory first, and then search into the asset database using the passed MaterialSearchLocation search scope.
The UMaterialInterfaceFound, returns nullptr if no material was found.

code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * FindExistingMaterialFromFbxMaterial ( const FbxSurfaceMaterial & FbxMaterial, EMaterialSearchLocation MaterialSearchLocation )


description: Find the first node containing a mesh attribute for the specified LOD index.

code: FbxNode * FindLODGroupNode ( FbxNode * NodeLodGroup, int32 LodIndex, FbxNode * NodeToFind )


description:
Find FBX meshes that match Unreal skeletal mesh according to the bone of mesh
the root bone that bind to the FBX skeletal meshes

code: FbxNode * FindFBXMeshesByBone ( const [FName](API\Runtime\Core\UObject\FName) & RootBoneName, bool bExpandLOD, [TArray](API\Runtime\Core\Containers\TArray)< FbxNode * > & OutFBXMeshNodeArray )


description:
Create materials from Fbx node. Only setup channels that connect to texture, and setup the UV coordinate of texture. If diffuse channel has no texture, one default node will be created with constant. If a material cannot be imported a nullptr will be insterted in the outMaterials array in its place.
int32 material count that created from the Fbx node

code: void FindOrImportMaterialsFromNode ( FbxNode * FbxNode, [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & outMaterials, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & UVSets, bool bForSkeletalMesh )


description: Add a basic white diffuse color if no expression is linked to diffuse input.

code: void FixupMaterial ( const FbxSurfaceMaterial & FbxMaterial, [UMaterial](API\Runtime\Engine\Materials\UMaterial) * unMaterial )


code: void FlushToTokenizedErrorMessage ( enum [EMessageSeverity::Type](API\Runtime\Core\Logging\EMessageSeverity__Type) Severity )


description:
Fill the Points in FSkeletalMeshIMportData from Fbx Nodes and FbxShape Array if it exists.
bool true if import successfully.

code: bool GatherPointsForMorphTarget ( [FSkeletalMeshImportData](API\Runtime\Engine\Rendering\FSkeletalMeshImportData) * OutData, [TArray](API\Runtime\Core\Containers\TArray)< FbxNode * > & NodeArray, [TArray](API\Runtime\Core\Containers\TArray)< FbxShape * > * FbxShapeArray, [TSet](API\Runtime\Core\Containers\TSet)< uint32 > & ModifiedPoints )


description: When we get exported time we call GetanimationInterval from fbx sdk and it return the layer 0 by default This function return the sum of all layer instead of just the layer 0.

code: void GetAnimationIntervalMultiLayer ( FbxNode * RootNode, FbxAnimStack * AnimStack, FbxTimeSpan & AnimTimeSpan )


description: Get Animation Time Span - duration of the animation

code: FbxTimeSpan GetAnimationTimeSpan ( FbxNode * RootNode, FbxAnimStack * AnimStack )


description: Get the UObjects that have been created so far during the import process.

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


description: @ return TCHAR* the error message

code: const TCHAR * GetErrorMessage() const


description:
Get mesh count (including static mesh and skeletal mesh, except collision models) and find collision models
int32 mesh count

code: int32 GetFbxMeshCount ( FbxNode * Node, bool bCountLODs, int32 & OutNumLODGroups )


description: Calculate the global Sample Rate for all the nodes in the FbxAnimStack pass in parameter

code: int32 GetGlobalAnimStackSampleRate ( FbxAnimStack * CurAnimStack )


description: Returns true if the last import operation was canceled.


description: Get the object of import optionsFBXImportOptions

code: [FBXImportOptions](API\Editor\UnrealEd\FBXImportOptions) * GetImportOptions() const


description:
Detect if the FBX file has skeletal mesh model. If there is deformer definition, then there is skeletal mesh. In this function, we don't need to import the scene. But the open process is time-consume if the file is large.
int32 -1 if parse failed; 0 if geometry ; 1 if there are deformers; 2 otherwise

code: int32 GetImportType ( const [FString](API\Runtime\Core\Containers\FString) & InFilename )


description: Returns the importer singleton. It will be created on the first request.

code: static [FFbxImporter](API\Editor\UnrealEd\FFbxImporter) * GetInstance()


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


description:
Make material Unreal asset name from the Fbx material
Sanitized asset name

code: [FString](API\Runtime\Core\Containers\FString) GetMaterialFullName ( const FbxSurfaceMaterial & FbxMaterial ) const


description: Calculate Max Sample Rate - separate out of the original ImportAnimations

code: int32 GetMaxSampleRate ( [TArray](API\Runtime\Core\Containers\TArray)< FbxNode * > & SortedLinks )


description: Return the node that match the mesh name. Return nullptr in case there is no match

code: FbxNode * GetMeshNodesFromName ( const [FString](API\Runtime\Core\Containers\FString) & ReimportMeshName, [TArray](API\Runtime\Core\Containers\TArray)< FbxNode * > & FbxMeshArray )


description: Get Unreal skeleton root from the FBX skeleton node. Mesh and dummy can be used as skeleton.

code: FbxNode * GetRootSkeleton ( FbxNode * Link )


description:
Get detail infomation in the Fbx scene
bool true if get scene info successfully

code: bool GetSceneInfo ( [FString](API\Runtime\Core\Containers\FString) Filename, [FbxSceneInfo](API\Editor\UnrealEd\FbxSceneInfo) & SceneInfo, bool bPreventMaterialNameClash )


description: Import one animation from CurAnimStack

code: bool ImportAnimation ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * DestSeq, const [FString](API\Runtime\Core\Containers\FString) & FileName, [TArray](API\Runtime\Core\Containers\TArray)< FbxNode * > & SortedLinks, [TArray](API\Runtime\Core\Containers\TArray)< FbxNode * > & NodeArray, FbxAnimStack * CurAnimStack, const int32 ResampleRate, const FbxTimeSpan AnimTimeSpan, const bool bReimport )


description: Add to the animation set, the animations contained within the FBX document, for the given skeleton

code: [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * ImportAnimations ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, [TArray](API\Runtime\Core\Containers\TArray)< FbxNode * > & SortedLinks, const [FString](API\Runtime\Core\Containers\FString) & Name, [UFbxAnimSequenceImportData](API\Editor\UnrealEd\Factories\UFbxAnimSequenceImportData) * TemplateImportData, [TArray](API\Runtime\Core\Containers\TArray)< FbxNode * > & NodeArray )


description: Import bones from skeletons that NodeArray bind to.

code: bool ImportBones ( [TArray](API\Runtime\Core\Containers\TArray)< FbxNode * > & NodeArray, [FSkeletalMeshImportData](API\Runtime\Engine\Rendering\FSkeletalMeshImportData) & ImportData, [UFbxSkeletalMeshImportData](API\Editor\UnrealEd\Factories\UFbxSkeletalMeshImportData) * TemplateData, [TArray](API\Runtime\Core\Containers\TArray)< FbxNode * > & OutSortedLinks, bool & bOutDiffPose, bool bDisableMissingBindPoseWarning, bool & bUseTime0AsRefPose, FbxNode * SkeletalMeshNode, bool bIsReimport )


description:
Import collision models for one static mesh if it has collision models
return true if the static mesh has collision model and import successfully

code: bool ImportCollisionModels ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const FbxString & NodeName )


description: Import FbxCurve to Curve

code: static bool ImportCurve ( const FbxAnimCurve * FbxCurve, [FRichCurve](API\Runtime\Engine\Curves\FRichCurve) & RichCurve, const FbxTimeSpan & AnimTimeSpan, const bool bNegative, const float ValueScale, const bool bAutoSetTangents )


description: Import Fbx Morph object for the Skeletal Mesh. In Fbx, morph object is a property of the Fbx Node.

code: void ImportFbxMorphTarget ( [TArray](API\Runtime\Core\Containers\TArray)< FbxNode * > & SkelMeshNodeArray, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * BaseSkelMesh, int32 LODIndex, [FSkeletalMeshImportData](API\Runtime\Engine\Rendering\FSkeletalMeshImportData) & BaseSkeletalMeshImportData )


description:
Import Fbx file.
bool

code: bool ImportFile ( [FString](API\Runtime\Core\Containers\FString) Filename, bool bPreventMaterialNameClash )


description:
Attempt to load an FBX scene from a given filename.
true on success.

code: bool ImportFromFile ( const [FString](API\Runtime\Core\Containers\FString) & Filename, const [FString](API\Runtime\Core\Containers\FString) & Type, bool bPreventMaterialNameClash )


description: Import the user-defined properties on the node as FBX metadata on the object

code: void ImportNodeCustomProperties ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, FbxNode * Node, bool bPrefixTagWithNodeName )


className: IMPORTPHASE

code: enum IMPORTPHASE { NOTSTARTED, FILEOPENED, IMPORTED, FIXEDANDCONVERTED, }


code: [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * ImportSkeletalMesh ( [FImportSkeletalMeshArgs](API\Editor\UnrealEd\FFbxImporter\FImportSkeletalMeshArgs) & ImportSkeletalMeshArgs )


description: Import LOD object for skeletal mesh

code: bool ImportSkeletalMeshLOD ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * BaseSkeletalMesh, int32 DesiredLOD, [UFbxSkeletalMeshImportData](API\Editor\UnrealEd\Factories\UFbxSkeletalMeshImportData) * TemplateImportData )


description:
Creates a static mesh with the given name and flags, imported from within the FBX scene.
UObject* theUStaticMeshobject.

code: [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * ImportStaticMesh ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, FbxNode * Node, const [FName](API\Runtime\Core\UObject\FName) & Name, EObjectFlags Flags, [UFbxStaticMeshImportData](API\Editor\UnrealEd\Factories\UFbxStaticMeshImportData) * ImportData, [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * InStaticMesh, int LODIndex, const [FExistingStaticMeshData](API\Editor\UnrealEd\ImportUtils\FExistingStaticMeshData) * ExistMeshDataPtr )


description:
Creates a static mesh from all the meshes in FBX scene with the given name and flags.
UObject* theUStaticMeshobject.

code: [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * ImportStaticMeshAsSingle ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [TArray](API\Runtime\Core\Containers\TArray)< FbxNode * > & MeshNodeArray, const [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UFbxStaticMeshImportData](API\Editor\UnrealEd\Factories\UFbxStaticMeshImportData) * TemplateImportData, [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * InStaticMesh, int LODIndex, const [FExistingStaticMeshData](API\Editor\UnrealEd\ImportUtils\FExistingStaticMeshData) * ExistMeshDataPtr )


code: void ImportStaticMeshGlobalSockets ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )


code: void ImportStaticMeshLocalSockets ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, [TArray](API\Runtime\Core\Containers\TArray)< FbxNode * > & MeshNodeArray )


description:
Generate Unreal texture object from FBX texture.
UTexture* Unreal texture object generated.

code: [UTexture](API\Runtime\Engine\Engine\UTexture) * ImportTexture ( FbxFileTexture * FbxTexture, bool bSetupAsNormalMap )


description:
Check if there are negative scale in the transform matrix and its number is odd.
bool True if there are negative scale and its number is 1 or 3.

code: bool IsOddNegativeScale ( FbxAMatrix & TotalMatrix )


description: Visit all materials of one node, import textures from materials.

code: void ImportTexturesFromNode ( FbxNode * Node )


description:
Returns if the passed FbxNode can be used as a skeleton bone in Unreal.
bool

code: bool IsUnrealBone ( FbxNode * Link )


description:
Returns if the passed FbxNode can be used as a transform attribute in Unreal.
bool

code: bool IsUnrealTransformAttribute ( FbxNode * Link )


description: Is valid animation data

code: bool IsValidAnimationData ( [TArray](API\Runtime\Core\Containers\TArray)< FbxNode * > & SortedLinks, [TArray](API\Runtime\Core\Containers\TArray)< FbxNode * > & NodeArray, int32 & ValidTakeCount )


description:
Create and link texture to the right material parameter value
bool

code: bool LinkMaterialProperty ( const FbxSurfaceMaterial & FbxMaterial, [UMaterialInstanceConstant](API\Runtime\Engine\Materials\UMaterialInstanceConstant) * UnrealMaterial, const char * MaterialProperty, [FName](API\Runtime\Core\UObject\FName) ParameterValue, bool bSetupAsNormalMap )


code: void LoadNodeKeyframeAnimation ( FbxNode * NodeToQuery, [FFbxCurvesAPI](API\Editor\UnrealEd\FFbxCurvesAPI) & CurvesAPI )


code: void LoadNodeKeyframeAnimationRecursively ( [FFbxCurvesAPI](API\Editor\UnrealEd\FFbxCurvesAPI) & CurvesAPI, FbxNode * NodeToQuery )


code: [FName](API\Runtime\Core\UObject\FName) MakeNameForMesh ( [FString](API\Runtime\Core\Containers\FString) InName, FbxObject * FbxObject )


description: Help

code: static [FString](API\Runtime\Core\Containers\FString) MakeName ( const ANSICHAR * name )


code: static [FString](API\Runtime\Core\Containers\FString) MakeString ( const ANSICHAR * Name )


description: Merge all layers of one AnimStack to one layer.

code: void MergeAllLayerAnimation ( FbxAnimStack * AnimStack, int32 ResampleRate )


description:
Initialize Fbx file for import.
bool

code: bool OpenFile ( [FString](API\Runtime\Core\Containers\FString) Filename )


description: Cleanup the fbx file data so we can read again another file

code: void PartialCleanUp()


description: Reorder the material array to follow the fbx file material order

code: void PostImportStaticMesh ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, [TArray](API\Runtime\Core\Containers\TArray)< FbxNode * > & MeshNodeArray, int32 LODIndex )


description: For sequencer import

code: void PopulateAnimatedCurveData ( [FFbxCurvesAPI](API\Editor\UnrealEd\FFbxCurvesAPI) & CurvesAPI )


code: template<typename TMaterialType> static void PrepareAndShowMaterialConflictDialog ( const [TArray](API\Runtime\Core\Containers\TArray)< TMaterialType > & CurrentMaterial, [TArray](API\Runtime\Core\Containers\TArray)< TMaterialType > & ResultMaterial, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & RemapMaterial, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & RemapMaterialName, bool bCanShowDialog, bool bIsPreviewDialog, bool bForceResetOnConflict, [EFBXReimportDialogReturnOption](API\Editor\UnrealEd\UnFbx__EFBXReimportDialogReturnO-) & OutReturnOption )


description: Make sure the file header is read

code: bool ReadHeaderFromFile ( const [FString](API\Runtime\Core\Containers\FString) & Filename, bool bPreventMaterialNameClash )


description: Fill FBX skeletons to OutSortedLinks recursively

code: void RecursiveBuildSkeleton ( FbxNode * Link, [TArray](API\Runtime\Core\Containers\TArray)< FbxNode * > & OutSortedLinks )


description: Find the first parent node containing a eLODGroup attribute.

code: FbxNode * RecursiveFindParentLodGroup ( FbxNode * ParentNode )


description:
Re-import Unreal static mesh from updated scene Fbx file if the Fbx mesh is in LODGroup, the LOD of mesh will be updated
UObject* the new Unreal mesh object

code: [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * ReimportSceneStaticMesh ( uint64 FbxNodeUniqueId, uint64 FbxMeshUniqueId, [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Mesh, [UFbxStaticMeshImportData](API\Editor\UnrealEd\Factories\UFbxStaticMeshImportData) * TemplateImportData )


description:
Re-import Unreal skeletal mesh from updated Fbx file If the Fbx mesh is in LODGroup, the LOD of mesh will be updated. If the FBX mesh contains morph, the morph is updated. Materials, textures and animation attached in the FBX mesh will not be updated.
UObject* the new Unreal mesh object

code: [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * ReimportSkeletalMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * Mesh, [UFbxSkeletalMeshImportData](API\Editor\UnrealEd\Factories\UFbxSkeletalMeshImportData) * TemplateImportData, uint64 SkeletalMeshFbxUID, [TArray](API\Runtime\Core\Containers\TArray)< FbxNode * > * OutSkeletalMeshArray )


description: Empties the FBX scene, releasing its memory. Currently, we can't release KFbxSdkManager because Fbx Sdk2010.2 has a bug that FBX can only has one global sdkmanager. From Fbx Sdk2011, we can create multiple KFbxSdkManager, then we can release it.

code: void ReleaseScene()


description:
Re-import Unreal static mesh from updated Fbx file if the Fbx mesh is in LODGroup, the LOD of mesh will be updated
UObject* the new Unreal mesh object

code: [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * ReimportStaticMesh ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Mesh, [UFbxStaticMeshImportData](API\Editor\UnrealEd\Factories\UFbxStaticMeshImportData) * TemplateImportData )


description: Remove asset import settings for transform to an FBX node

code: void RemoveTransformSettingsFromFbxNode ( FbxNode * Node, [UFbxAssetImportData](API\Editor\UnrealEd\Factories\UFbxAssetImportData) * AssetData )


code: bool ReplaceSkeletalMeshGeometryImportData ( const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, [FSkeletalMeshImportData](API\Runtime\Engine\Rendering\FSkeletalMeshImportData) * ImportData, int32 LodIndex )


description:
Retrieve the object inside the FBX scene from the name
FbxNode* Fbx object node

code: FbxNode * RetrieveObjectFromName ( const TCHAR * ObjectName, FbxNode * Root )


code: bool ReplaceSkeletalMeshSkinningImportData ( const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, [FSkeletalMeshImportData](API\Runtime\Engine\Rendering\FSkeletalMeshImportData) * ImportData, int32 LodIndex )


description: Iterate through Scene:Poses, and find valid bind pose for NodeArray, and return those Pose if valid

code: bool RetrievePoseFromBindPose ( const [TArray](API\Runtime\Core\Containers\TArray)< FbxNode * > & NodeArray, FbxArray< FbxPose * > & PoseArray ) const


code: void SetMaterialOrderByName ( [FSkeletalMeshImportData](API\Runtime\Engine\Rendering\FSkeletalMeshImportData) & ImportData, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > LastImportedMaterialNames )


description: Prime the importer with an already existing scene object.

code: void SetScene ( FbxScene * InScene )


description: Import and set up animation related data from mesh

code: void SetupAnimationDataFromMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [TArray](API\Runtime\Core\Containers\TArray)< FbxNode * > & NodeArray, [UFbxAnimSequenceImportData](API\Editor\UnrealEd\Factories\UFbxAnimSequenceImportData) * ImportData, const [FString](API\Runtime\Core\Containers\FString) & Filename )


code: void SetupTransformForNode ( FbxNode * Node )


description: This function show a dialog to let the user know what will be change in the skeleton if the fbx is imported

code: static void ShowFbxSkeletonConflictWindow ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, [ImportCompareHelper::FSkeletonCompareData](API\Editor\UnrealEd\Factories\FSkeletonCompareData) & SkeletonCompareData )


description: This function show a dialog to let the user resolve the material conflict that arise when re-importing a mesh

code: template<typename TMaterialType> static void ShowFbxMaterialConflictWindow ( const [TArray](API\Runtime\Core\Containers\TArray)< TMaterialType > & InSourceMaterials, const [TArray](API\Runtime\Core\Containers\TArray)< TMaterialType > & InResultMaterials, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & RemapMaterials, [TArray](API\Runtime\Core\Containers\TArray)< bool > & FuzzyRemapMaterials, [EFBXReimportDialogReturnOption](API\Editor\UnrealEd\UnFbx__EFBXReimportDialogReturnO-) & OutReturnOption, bool bIsPreviewConflict )


className: StaticInstance

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FFbxImporter](API\Editor\UnrealEd\FFbxImporter) > StaticInstance;


description: Skins the control points of the given mesh or shape using either the default pose for skinning or the first frame of the default animation. The results are saved as the last X verts in the given FSkeletalMeshBinaryImport

code: void SkinControlPointsToPose ( [FSkeletalMeshImportData](API\Runtime\Engine\Rendering\FSkeletalMeshImportData) & ImportData, FbxMesh * Mesh, FbxShape * Shape, bool bUseT0 )


className: StaticPreviewInstance

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FFbxImporter](API\Editor\UnrealEd\FFbxImporter) > StaticPreviewInstance;


code: static void UpdateSkeletalMeshImportData ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, [UFbxSkeletalMeshImportData](API\Editor\UnrealEd\Factories\UFbxSkeletalMeshImportData) * SkeletalMeshImportData, int32 SpecificLod, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > * ImportMaterialOriginalNameData, [TArray](API\Runtime\Core\Containers\TArray)< [FImportMeshLodSectionsData](API\Editor\UnrealEd\Factories\FImportMeshLodSectionsData) > * ImportMeshLodData )


description: Fill theFbxNodeInfostructure recursively to reflect the FbxNode hierarchy. The result will be an array sorted with the parent first

code: void TraverseHierarchyNodeRecursively ( [FbxSceneInfo](API\Editor\UnrealEd\FbxSceneInfo) & SceneInfo, FbxNode * ParentNode, [FbxNodeInfo](API\Editor\UnrealEd\FbxNodeInfo) & ParentInfo )


description: Get material mapping array according "Skinxx" flag in material name

code: void SetMaterialSkinXXOrder ( [FSkeletalMeshImportData](API\Runtime\Engine\Rendering\FSkeletalMeshImportData) & ImportData )


code: static void UpdateStaticMeshImportData ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, [UFbxStaticMeshImportData](API\Editor\UnrealEd\Factories\UFbxStaticMeshImportData) * StaticMeshImportData )


description: Validate Anim Stack - multiple check for validating animstack

code: bool ValidateAnimStack ( [TArray](API\Runtime\Core\Containers\TArray)< FbxNode * > & SortedLinks, [TArray](API\Runtime\Core\Containers\TArray)< FbxNode * > & NodeArray, FbxAnimStack * CurAnimStack, int32 ResampleRate, bool bImportMorph, bool bSnapToClosestFrameBoundary, FbxTimeSpan & AnimTimeSpan )


className: FFbxLogger

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

code: class FFbxLogger


className: FFbxImporter

description: Main FBX Importer class.

code: class FFbxImporter

bFirstMesh

description: Flag that the mesh is the first mesh to import in current FBX scene FBX scene may contain multiple meshes, importer can import them at one time.

CollisionModels

type: FbxMap< FbxStri...

description: Collision model list.

Converter

type: FFbxDataConvert...

description: Scene management

CreatedObjects

type: TArray<TWeakOb...

CurPhase

type: IMPORTPHASE

ErrorMessage

type: FString

FbxCreator

type: EFbxCreator

description: Value is true if the file was create by blender.

FbxTextureToUniqueNameMap

type: TMap< FbxFileTe...

description: A map holding pairs of fbx texture that needs to be renamed with the associated string to avoid name conflicts.

FileAxisSystem

type: FbxAxisSystem

description: Original File Info.

FileBasePath

description: Base path of fbx file

FileUnitSystem

type: FbxSystemUnit

GeometryConverter

type: FbxGeometryConv...

Importer

type: FbxImporter ...

ImportOptions

type: FBXImportOption...

LastMergeBonesChoice

description: Set when importing skeletal meshes if the merge bones step fails.

description: We cache the hash of the file when we open the file. This is to avoid calculating the hash many time when importing many asset in one fbx file.

NodeUniqueNameToOriginalNameMap

description: A map holding the original name of the renamed fbx nodes, It is used namely to associate collision meshes to their corresponding static mesh if it has been renamed.

Parent

type: TWeakObjectPtr<...

Scene

description: Current Fbx scene we are importing. Make sure to release it after import

SdkManager

type: FbxManager *...

TransformSettingsToFbxApply

description: Make sure we are not applying two time the option transform to the same node


code: FFbxLoggerSetter ( [FFbxImporter](API\Editor\UnrealEd\FFbxImporter) * InImpoter, bool ShowLogMessageOnlyIfError )


className: FFbxLoggerSetter

description: This class is to make sure Logger isn't used by outside of purpose. We add this only top level of functions where it needs to be handled if the importer already has logger set, it won't set anymore

code: class FFbxLoggerSetter


code: FFbxScopedOperation ( [FFbxImporter](API\Editor\UnrealEd\FFbxImporter) * FbxImporter )


className: FFbxScopedOperation

code: struct FFbxScopedOperation


description: Close the Build Progress Window

code: virtual void CloseBuildProgressWindow()


description: Called to destroy a slow task

code: virtual void FinalizeSlowTask()


description: Called to check whether we are playing in editor when starting a slow task

code: virtual bool IsPlayingInEditor() const


description: Called when some progress has occurred

code: virtual void ProgressReported ( const float TotalProgressInterp, [FText](API\Runtime\Core\Internationalization\FText) DisplayMessage )


description: Whether or not the user has canceled out of the progress dialog (i.e. the ongoing slow task or the last one that ran). The user cancel flag is reset when starting a new root slow task.

code: virtual bool ReceivedUserCancel()


code: virtual void SetContext ( [FContextSupplier](API\Runtime\Core\Misc\FContextSupplier) * InSupplier )


description:
Show the Build Progress Window
Handle to the Build Progress Widget created

code: virtual [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< class [SBuildProgressWidget](API\Editor\UnrealEd\Dialogs\SBuildProgressWidget) > ShowBuildProgressWindow()


description: Called to create a slow task

code: virtual void StartSlowTask ( const [FText](API\Runtime\Core\Internationalization\FText) & Task, bool bShowCancelButton )


description: Ask the user a binary question, returning their answer

code: virtual bool YesNof ( const [FText](API\Runtime\Core\Internationalization\FText) & Question )


className: FFeedbackContextEditor

description: AFFeedbackContextimplementation for use in UnrealEd.

code: class FFeedbackContextEditor : public [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext)


description: Adds the object reference to the asset list if it supports thumbnails. Recursively searches through its references for more assets

code: virtual [FArchive](API\Runtime\Core\Serialization\FArchive) & operator<< ( class [UObject](API\Runtime\CoreUObject\UObject\UObject) *& Obj )


description: Functor that starts the serialization process

code: FFindAssetsArchive ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSearch, [TSet](API\Runtime\Core\Containers\TSet)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OutAssetList, ObjectReferenceGraph * ReferenceGraph, int32 MaxRecursion, bool bIncludeClasses, bool bIncludeDefaults, bool bReverseReferenceGraph )


description: ===FGCObjectinterface ===

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


className: FFindAssetsArchive

description: This archive searches objects for assets. It determines the set of assets by whether they support thumbnails or not. Possibly, not best but it displays everything as thumbnails, so...

code: class FFindAssetsArchive : public [FArchiveUObject](API\Runtime\CoreUObject\Serialization\FArchiveUObject)


description: Returns a list of all assets referenced by the specifiedUObject.

code: static void BuildAssetList ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const [TArray](API\Runtime\Core\Containers\TArray)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & IgnoreClasses, const [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & IgnorePackages, [TSet](API\Runtime\Core\Containers\TSet)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & ReferencedAssets, bool bIncludeDefaultRefs )


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

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


description: Listens for MapChange events. Clears all references to actors in the current level.

code: void OnEditorMapChange ( uint32 Flag )


description:
Checks an object to see if it should be included for asset searching
true if it should be searched, false otherwise

code: static bool ShouldSearchForAssets ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const [TArray](API\Runtime\Core\Containers\TArray)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & ClassesToIgnore, const [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & PackagesToIgnore, bool bIncludeDefaults )


description: Constructor. Builds the list of items to ignore

code: FFindReferencedAssets()


className: FFindReferencedAssets

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

IgnoreClasses

type: TArray<TObject...

description: This is a list of classes that should be ignored when building the asset list as they are always loaded and therefore not pertinent

IgnorePackages

description: This is a list of packages that should be ignored when building the asset list as they are always loaded and therefore not pertinent

OnEditorMapChangeDelegateHandle

type: FDelegateHandle

description: Handle to the registered OnEditorMapChange delegate.

ReferenceGraph

type: ObjectReference...

description: The object graph for the assets referenced by the currently selected actors.

Referencers

type: TArray<FRefere...

description: Holds the list of assets that are being referenced by the current selection


description: Destructor

code: virtual ~FFindReferencedAssets()


className: FOnUpdateExplodedView

code: typedef TMulticastDelegate_TwoParams< void, uint8, uint8 > FOnUpdateExplodedView


className: FOnUpdateFractureLevelView

code: typedef TMulticastDelegate_OneParam< void, uint8 > FOnUpdateFractureLevelView


className: FOnVisualizationSettingsChanged

code: typedef TMulticastDelegate_OneParam< void, bool > FOnVisualizationSettingsChanged


className: FOnUpdateVisualizationSettings

code: typedef TMulticastDelegate_OneParam< void, bool > FOnUpdateVisualizationSettings


description: Return a singleFFractureToolDelegatesobject

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


className: FFractureToolDelegates

code: class FFractureToolDelegates

OnFractureExpansionBegin

type: FSimpleMulticas...

OnUpdateExplodedView

type: FOnUpdateExplod...

OnUpdateFractureLevelView

type: FOnUpdateFractu...

OnUpdateVisualizationSettings

type: FOnUpdateVisual...

OnVisualizationSettingsChanged

type: FOnVisualizatio...


description: Are we allowed to modify the currently selected GameMode

code: bool AllowModifyGameMode() const


code: bool CanBrowseDefaultClass ( [FName](API\Runtime\Core\UObject\FName) ClassPropertyName ) const


code: bool CanSyncToClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class ) const


description: Create widget for the name of a default class property

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateGameModePropertyLabelWidget ( [FName](API\Runtime\Core\UObject\FName) PropertyName )


description: Create widget fo modifying a default class within the current GameMode

code: void CustomizeGameModeDefaultClass ( [IDetailGroup](API\Editor\PropertyEditor\IDetailGroup) & Group, [FName](API\Runtime\Core\UObject\FName) DefaultClassPropertyName )


description: Add special customization for the GameMode setting

code: void CustomizeGameModeSetting ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & LayoutBuilder, [IDetailCategoryBuilder](API\Editor\PropertyEditor\IDetailCategoryBuilder) & CategoryBuilder )


description: Get the CDO from the currently set GameMode class

code: [AGameModeBase](API\Runtime\Engine\GameFramework\AGameModeBase) * GetCurrentGameModeCDO() const


description: Get the currently set GameMode class

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


code: void OnBrowseDefaultClassClicked ( [FName](API\Runtime\Core\UObject\FName) ClassPropertyName )