description:
Import or re-import a LOD into the specified base mesh. If the LOD do not exist it will import it and add it to the base static mesh. If the LOD already exist it will re-import the specified LOD.
the index of the LOD that was imported or re-imported. Will return INDEX_NONE if anything goes bad.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | StaticMesh", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Static Mesh Editor Subsystem")) static int32 ImportLOD ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * BaseStaticMesh, const int32 LODIndex, const [FString](API\Runtime\Core\Containers\FString) & SourceFilename )


description:
Inserts an empty UV channel at the specified channel index on the given LOD of a StaticMesh.
true if a UV channel was added.

module: EditorScriptingUtilities

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | StaticMesh", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Static Mesh Editor Subsystem")) static bool InsertUVChannel ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 LODIndex, int32 UVChannelIndex )


description:
Checks if a specific LOD mesh section has collision.
True if the collision is enabled for the specified LOD of the StaticMesh section.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Editor Scripting | StaticMesh", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Static Mesh Editor Subsystem")) static bool IsSectionCollisionEnabled ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 LODIndex, int32 SectionIndex )


description:
Re-import all the custom LODs present in the specified static mesh.
true if re-import all LODs works, false otherwise see log for explanation.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | StaticMesh", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Static Mesh Editor Subsystem")) static bool ReimportAllCustomLODs ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )


description:
Remove collisions from a static mesh. This method replicates what is done when invoking menu entries "Collision > Remove Collision" in the Mesh Editor.
A boolean indicating if the removal was successful or not.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | StaticMesh", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Static Mesh Editor Subsystem")) static bool RemoveCollisionsWithNotification ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, bool bApplyChanges )


description: Same as RemoveCollisionsWithNotification but changes are applied.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | StaticMesh", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Static Mesh Editor Subsystem")) static bool RemoveCollisions ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )


description:
Remove LODs on a static mesh except LOD 0.
A boolean indicating if the removal was successful, true, or not.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | StaticMesh", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Static Mesh Editor Subsystem")) static bool RemoveLods ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )


description: Sets StaticMeshFlag bAllowCPUAccess

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | StaticMesh", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Static Mesh Editor Subsystem")) static void SetAllowCPUAccess ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, bool bAllowCPUAccess )


description:
Removes the UV channel at the specified channel index on the given LOD of a StaticMesh.
true if the UV channel was removed.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | StaticMesh", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Static Mesh Editor Subsystem")) static bool RemoveUVChannel ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 LODIndex, int32 UVChannelIndex )


description:
Add a convex collision to a static mesh. Any existing collisions will be removed from the static mesh. This method replicates what is done when invoking menu entry "Collision > Auto Convex Collision" in the Mesh Editor.
A boolean indicating if the addition was successful or not.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | StaticMesh", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Static Mesh Editor Subsystem")) static bool SetConvexDecompositionCollisionsWithNotification ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 HullCount, int32 MaxHullVerts, int32 HullPrecision, bool bApplyChanges )


description: Same as SetConvexDecompositionCollisionsWithNotification but changes are automatically applied.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | StaticMesh", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Static Mesh Editor Subsystem")) static bool SetConvexDecompositionCollisions ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 HullCount, int32 MaxHullVerts, int32 HullPrecision )


description: Set Generate Lightmap UVs for StaticMesh

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | StaticMesh", Meta=(ScriptName="SetGenerateLightmapUv", DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Static Mesh Editor Subsystem")) static bool SetGenerateLightmapUVs ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, bool bGenerateLightmapUVs )


description: Set the LOD build options for the specified LOD index.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | StaticMesh", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Static Mesh Editor Subsystem")) static void SetLodBuildSettings ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const int32 LodIndex, const [FMeshBuildSettings](API\Runtime\Engine\Engine\FMeshBuildSettings) & BuildOptions )


description:
Adds or create a LOD at DestinationLodIndex using the geometry from SourceStaticMesh SourceLodIndex
The index of the LOD that was set. It can be different than DestinationLodIndex if it wasn't a valid index. A negative value indicates that the LOD was not set. See log for explanation.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | StaticMesh", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Static Mesh Editor Subsystem")) static int32 SetLodFromStaticMesh ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * DestinationStaticMesh, int32 DestinationLodIndex, [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * SourceStaticMesh, int32 SourceLodIndex, bool bReuseExistingMaterialSlots )


description: Set the LOD reduction for the specified LOD index.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | StaticMesh", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Static Mesh Editor Subsystem")) static void SetLodReductionSettings ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const int32 LodIndex, const [FMeshReductionSettings](API\Runtime\Engine\Engine\FMeshReductionSettings) & ReductionOptions )


description: Same as SetLodsWithNotification but changes are applied.

code: static int32 SetLods ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const [FEditorScriptingMeshReductionOptions_Deprecated](API\Plugins\EditorScriptingUtilities\FEditorScripting-_3) & ReductionOptions )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | StaticMesh", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Static Mesh Editor Subsystem")) static int32 SetLods ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const [FStaticMeshReductionOptions](API\Editor\StaticMeshEditor\FStaticMeshReductionOptions) & ReductionOptions )


description:
Remove then add LODs on a static mesh. The static mesh must have at least LOD 0. The LOD 0 of the static mesh is kept after removal. The build settings of LOD 0 will be applied to all subsequent LODs.
the number of LODs generated on the input mesh. An negative value indicates that the reduction could not be performed. See log for explanation. No action will be performed if ReductionOptions.ReductionSettings is empty

code: static int32 SetLodsWithNotification ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const [FEditorScriptingMeshReductionOptions_Deprecated](API\Plugins\EditorScriptingUtilities\FEditorScripting-_3) & ReductionOptions, bool bApplyChanges )


description: The functions below are BP exposed copies of functions that use deprecated structs, updated to the new structs in StaticMeshEditorSubsytem The old structs redirect to the new ones, so this makes blueprints that use the old structs still work The old functions are still available as an overload, which makes old code that uses them compatible

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | StaticMesh", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Static Mesh Editor Subsystem")) static int32 SetLodsWithNotification ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const [FStaticMeshReductionOptions](API\Editor\StaticMeshEditor\FStaticMeshReductionOptions) & ReductionOptions, bool bApplyChanges )


description: Utility class to altering and analyzing a StaticMesh and use the common functionalities of the Mesh Editor. The editor should not be in play in editor mode.


description:
Checkout assets from the Content Browser. It will load the assets if needed. All objects that are in the directory will be checkout. Assets will be loaded before being checkout.
True if the operation succeeds.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset") static bool CheckoutDirectory ( const [FString](API\Runtime\Core\Containers\FString) & DirectoryPath, bool bRecursive )


description:
Checkout the asset from the Content Browser.
True if the operation succeeds.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset") static bool CheckoutAsset ( const [FString](API\Runtime\Core\Containers\FString) & AssetToCheckout )


description:
Checkout the asset from the Content Browser.
Checkout operations
True if the operation succeeds.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset") static bool CheckoutLoadedAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * AssetToCheckout )


description:
Checkout the assets from the Content Browser.
True if the operation succeeds.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset") static bool CheckoutLoadedAssets ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & AssetsToCheckout )


description:
Modified objects will be saved if the operation succeeds.
True if the operation succeeds.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset") static bool ConsolidateAssets ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * AssetToConsolidateTo, const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & AssetsToConsolidate )


description:
Delete the package the assets live in. All objects that live in the package will be deleted. This is a Force Delete. It doesn't check if the asset has references in other Levels or by Actors. It will close all the asset editors and may clear the Transaction buffer (Undo History). Will try to mark the file as deleted. The Asset will be loaded before being deleted.
True if the operation succeeds.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset") static bool DeleteAsset ( const [FString](API\Runtime\Core\Containers\FString) & AssetPathToDelete )


description:
Delete the packages inside a directory. If the directory is then empty, delete the directory. This is a Force Delete. It doesn't check if the assets have references in other Levels or by Actors. It will close all the asset editors and may clear the Transaction buffer (Undo History). Will try to mark the file as deleted. Assets will be loaded before being deleted. The search is always recursive. It will try to delete the sub folders.
True if the operation succeeds.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset") static bool DeleteDirectory ( const [FString](API\Runtime\Core\Containers\FString) & DirectoryPath )


description:
Delete an asset from the Content Browser that is already loaded. This is a Force Delete. It doesn't check if the asset has references in other Levels or by Actors. It will close all the asset editors and may clear the Transaction buffer (Undo History). Will try to mark the file as deleted.
Delete operations
True if the operation succeeds.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset") static bool DeleteLoadedAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * AssetToDelete )


description:
Delete assets from the Content Browser that are already loaded. This is a Force Delete. It doesn't check if the assets have references in other Levels or by Actors. It will close all the asset editors and may clear the Transaction buffer (Undo History). Will try to mark the files as deleted.
True if the operation succeeds.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset") static bool DeleteLoadedAssets ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & AssetsToDelete )


description:
Check if the assets exist in the Content Browser.
True if they exist and it is valid.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset") static bool DoAssetsExist ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & AssetPaths )


description:
Check if the asset exists in the Content Browser.
True if it does exist and it is valid.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset") static bool DoesAssetExist ( const [FString](API\Runtime\Core\Containers\FString) & AssetPath )


description:
Check is the directory exist in the Content Browser.
Directory operations
True if it does exist and it is valid.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset") static bool DoesDirectoryExist ( const [FString](API\Runtime\Core\Containers\FString) & DirectoryPath )


description:
Check if there any asset that exist in the directory.
True if there is any assets.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset") static bool DoesDirectoryHaveAssets ( const [FString](API\Runtime\Core\Containers\FString) & DirectoryPath, bool bRecursive )


description:
Duplicate an asset from the Content Browser. Will try to checkout the file. The Asset will be loaded before being duplicated.
The duplicated object if the operation succeeds.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset") static [UObject](API\Runtime\CoreUObject\UObject\UObject) * DuplicateAsset ( const [FString](API\Runtime\Core\Containers\FString) & SourceAssetPath, const [FString](API\Runtime\Core\Containers\FString) & DestinationAssetPath )


description:
Duplicate asset from the Content Browser that are in the folder. Will try to checkout the files. The Assets will be loaded before being duplicated.
True if the operation succeeds.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset") static bool DuplicateDirectory ( const [FString](API\Runtime\Core\Containers\FString) & SourceDirectoryPath, const [FString](API\Runtime\Core\Containers\FString) & DestinationDirectoryPath )


description:
Duplicate an asset from the Content Browser that is already loaded. Will try to checkout the file.
Duplicate operations
The duplicated object if the operation succeeds

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset") static [UObject](API\Runtime\CoreUObject\UObject\UObject) * DuplicateLoadedAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * SourceAsset, const [FString](API\Runtime\Core\Containers\FString) & DestinationAssetPath )


description:
Return the AssetData for the Asset that can then be used with the more complex lib AssetRegistryHelpers.
The AssetData found.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset") static [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) FindAssetData ( const [FString](API\Runtime\Core\Containers\FString) & AssetPath )


description:
Find Package Referencers for an asset. Only Soft and Hard dependencies would be looked for. Soft are dependencies which don't need to be loaded for the object to be used. Had are dependencies which are required for correct usage of the source asset and must be loaded at the same time. Other references may exist. The asset may be currently used in memory by another asset, by the editor or by code. Package dependencies are cached with the asset. False positive can happen until all the assets are loaded and re-saved.
The package path of the referencers.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset") static [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > FindPackageReferencersForAsset ( const [FString](API\Runtime\Core\Containers\FString) & AssetPath, bool bLoadAssetsToConfirm )


description:
Get the value associated with the given tag of a loaded asset's metadata.
The string value associated with the tag.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Metadata") static [FString](API\Runtime\Core\Containers\FString) GetMetadataTag ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) Tag )


description:
Get all tags/values of a loaded asset's metadata.
The list of all Tags and Values.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Metadata") static [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FString](API\Runtime\Core\Containers\FString) > GetMetadataTagValues ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description:
Gets all TagValues (from Asset Registry) associated with an (unloaded) asset as strings value.
The list of all TagName & TagValue.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset") static [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FString](API\Runtime\Core\Containers\FString) > GetTagValues ( const [FString](API\Runtime\Core\Containers\FString) & AssetPath )


description:
Return a valid AssetPath for a loaded asset. The asset need to be a valid asset in the Content Browser. Similar toGetPathName(). The format will be: /Game/MyFolder/MyAsset.MyAsset
If valid, the asset Path of the loaded asset.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset") static [FString](API\Runtime\Core\Containers\FString) GetPathNameForLoadedAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * LoadedAsset )


description:
Return the list of all the assets that have the pair of Tag/Value.
The list of asset found.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset") static [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > ListAssetByTagValue ( [FName](API\Runtime\Core\UObject\FName) TagName, const [FString](API\Runtime\Core\Containers\FString) & TagValue )


description:
Return the list of all the assets found in the DirectoryPath.
List operations
The list of asset found.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset") static [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > ListAssets ( const [FString](API\Runtime\Core\Containers\FString) & DirectoryPath, bool bRecursive, bool bIncludeFolder )


description:
Load an asset from the Content Browser. It will verify if the object is already loaded and only load it if it's necessary.
Load operations
Found or loaded asset.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset") static [UObject](API\Runtime\CoreUObject\UObject\UObject) * LoadAsset ( const [FString](API\Runtime\Core\Containers\FString) & AssetPath )


description:
Load a Blueprint asset from the Content Browser and return its generated class. It will verify if the object is already loaded and only load it if it's necessary.
Found or loaded class.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset") static [UClass](API\Runtime\CoreUObject\UObject\UClass) * LoadBlueprintClass ( const [FString](API\Runtime\Core\Containers\FString) & AssetPath )


description:
Create the directory on disk and in the Content Browser.
True if the operation succeeds.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset") static bool MakeDirectory ( const [FString](API\Runtime\Core\Containers\FString) & DirectoryPath )


description: Remove the given tag from a loaded asset's metadata.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Metadata") static void RemoveMetadataTag ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) Tag )


description:
Rename an asset from the Content Browser. Equivalent to a Move operation. Will try to checkout the file. The Asset will be loaded before being renamed.
True if the operation succeeds.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset") static bool RenameAsset ( const [FString](API\Runtime\Core\Containers\FString) & SourceAssetPath, const [FString](API\Runtime\Core\Containers\FString) & DestinationAssetPath )


description:
Rename assets from the Content Browser that are in the folder. Equivalent to a Move operation. Will try to checkout the files. The Assets will be loaded before being renamed.
True if the operation succeeds.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset") static bool RenameDirectory ( const [FString](API\Runtime\Core\Containers\FString) & SourceDirectoryPath, const [FString](API\Runtime\Core\Containers\FString) & DestinationDirectoryPath )


description:
Rename an asset from the Content Browser that is already loaded. Equivalent to a Move operation. Will try to checkout the files.
Rename operations
True if the operation succeeds.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset") static bool RenameLoadedAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * SourceAsset, const [FString](API\Runtime\Core\Containers\FString) & DestinationAssetPath )


description:
Save the packages the assets live in. All objects that live in the package will be saved. Will try to checkout the file first. The Asset will be loaded before being saved.
True if the operation succeeds.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset") static bool SaveAsset ( const [FString](API\Runtime\Core\Containers\FString) & AssetToSave, bool bOnlyIfIsDirty )


description:
Save the packages the assets live in inside the directory. All objects that are in the directory will be saved. Will try to checkout the file first. Assets will be loaded before being saved.
True if the operation succeeds.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset") static bool SaveDirectory ( const [FString](API\Runtime\Core\Containers\FString) & DirectoryPath, bool bOnlyIfIsDirty, bool bRecursive )


description:
Save the packages the assets live in. All objects that live in the package will be saved. Will try to checkout the file.
Save operation
True if the operation succeeds.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset") static bool SaveLoadedAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * AssetToSave, bool bOnlyIfIsDirty )


description:
Save the packages the assets live in. All objects that live in the package will be saved. Will try to checkout the files.
True if the operation succeeds.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset") static bool SaveLoadedAssets ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & AssetsToSave, bool bOnlyIfIsDirty )


description: Set the value associated with a given tag of a loaded asset's metadata.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Metadata") static void SetMetadataTag ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) Tag, const [FString](API\Runtime\Core\Containers\FString) & Value )


description: Sync the Content Browser to the given asset(s)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Content Browser") static void SyncBrowserToObjects ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & AssetPaths )


className: UEditorAssetLibrary

description: Utility class to do most of the common functionalities with the ContentBrowser. The AssetRegistryHelpers class has more complex utilities. Use FindAssetData to get aFAssetDatafrom an Asset Path. The Asset Path can be represented by ie. (Reference/Text Path) StaticMesh'/Game/MyFolder/MyAsset.MyAsset' ie. (Full Name) StaticMesh /Game/MyFolder/MyAsset.MyAsset ie. (Path Name) /Game/MyFolder/MyAsset.MyAsset ie. (Package Name) /Game/MyFolder/MyAsset The Directory Path can be represented by ie. /Game/MyNewFolder/ ie. /Game/MyNewFolder All operations can be slow. The editor should not be in play in editor mode. It will not work on assets of the type level.

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


description:
Open a modal message box dialog with the given message. If running in "-unattended" mode it will immediately return the value specified by DefaultValue. If not running in "-unattended" mode then it will block execution until the user makes a decision, at which point their decision will be returned.
The result of the users decision, or DefaultValue if running in unattended mode.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, DisplayName="Show Message Dialog", Category="Editor Scripting | Message Dialog") static [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [EAppReturnType::Type](API\Runtime\Core\GenericPlatform\EAppReturnType__Type) > ShowMessage ( const [FText](API\Runtime\Core\Internationalization\FText) & Title, const [FText](API\Runtime\Core\Internationalization\FText) & Message, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [EAppMsgType::Type](API\Runtime\Core\GenericPlatform\EAppMsgType__Type) > MessageType, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [EAppReturnType::Type](API\Runtime\Core\GenericPlatform\EAppReturnType__Type) > DefaultValue, EAppMsgCategory MessageCategory )


description:
Open a modal message box dialog containing a details view for inspecting / modifying aUObject.
The result of the users decision, true=Ok, false=Cancel, or false if running in unattended mode.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, DisplayName="Show Object Dialog", Category="Editor Scripting | Object Dialog") static bool ShowObjectDetailsView ( const [FText](API\Runtime\Core\Internationalization\FText) & Title, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOutObject, const [FEditorDialogLibraryObjectDetailsViewOptions](API\Plugins\EditorScriptingUtilities\FEditorDialogLibraryObjectDetail-) & Options )


description:
Open a modal message box dialog containing a details view for inspecting / modifying multiples UObjects.
The result of the users decision, true=Ok, false=Cancel, or false if running in unattended mode.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, DisplayName="Show Objects Dialog", Category="Editor Scripting | Objects Dialog") static bool ShowObjectsDetailsView ( const [FText](API\Runtime\Core\Internationalization\FText) & Title, const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InOutObjects, const [FEditorDialogLibraryObjectDetailsViewOptions](API\Plugins\EditorScriptingUtilities\FEditorDialogLibraryObjectDetail-) & Options )


description:
Open a modal suppressable warning window, if suppressed will return the default value
The result of the users decision, or DefaultValue if suppressed.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, DisplayName="Show Suppressable Warning Dialog", Category="Editor Scripting | Supressable Warning Dialog") static bool ShowSuppressableWarningDialog ( const [FText](API\Runtime\Core\Internationalization\FText) & Title, const [FText](API\Runtime\Core\Internationalization\FText) & Message, const [FString](API\Runtime\Core\Containers\FString) & InIniSettingName, const [FString](API\Runtime\Core\Containers\FString) & InIniSettingFileNameOverride, bool bDefaultValue )


className: UEditorDialogLibrary

description: Utility class to create simple pop-up dialogs to notify the user of task completion, or to ask them to make simple Yes/No/Retry/Cancel type decisions.


description:
Filter the array based on the Actor's label (what we see in the editor)
The filtered list.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Utilities | Filter", Meta=(DisplayName="Filter by Actor Label", DeterminesOutputType="TargetArray")) static [TArray](API\Runtime\Core\Containers\TArray)< class [AActor](API\Runtime\Engine\GameFramework\AActor) * > ByActorLabel ( const [TArray](API\Runtime\Core\Containers\TArray)< class [AActor](API\Runtime\Engine\GameFramework\AActor) * > & TargetArray, const [FString](API\Runtime\Core\Containers\FString) & NameSubString, [EEditorScriptingStringMatchType](API\Plugins\EditorScriptingUtilities\EEditorScriptingStringMatchType) StringMatch, [EEditorScriptingFilterType](API\Plugins\EditorScriptingUtilities\EEditorScriptingFilterType) FilterType, bool bIgnoreCase )


description:
Filter the array by Tag the Actor contains
The filtered list.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Utilities | Filter", Meta=(DisplayName="Filter by Actor Tag", DeterminesOutputType="TargetArray")) static [TArray](API\Runtime\Core\Containers\TArray)< class [AActor](API\Runtime\Engine\GameFramework\AActor) * > ByActorTag ( const [TArray](API\Runtime\Core\Containers\TArray)< class [AActor](API\Runtime\Engine\GameFramework\AActor) * > & TargetArray, [FName](API\Runtime\Core\UObject\FName) Tag, [EEditorScriptingFilterType](API\Plugins\EditorScriptingUtilities\EEditorScriptingFilterType) FilterType )


description:
Filter the array based on the Object's class.
The filtered list.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Utilities | Filter", Meta=(DisplayName="Filter by Class", DeterminesOutputType="ObjectClass")) static [TArray](API\Runtime\Core\Containers\TArray)< class [UObject](API\Runtime\CoreUObject\UObject\UObject) * > ByClass ( const [TArray](API\Runtime\Core\Containers\TArray)< class [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & TargetArray, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UObject](API\Runtime\CoreUObject\UObject\UObject) > ObjectClass, [EEditorScriptingFilterType](API\Plugins\EditorScriptingUtilities\EEditorScriptingFilterType) FilterType )


description:
Filter the array based on the Object's ID name.
The filtered list.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Utilities | Filter", Meta=(DisplayName="Filter by ID Name", DeterminesOutputType="TargetArray")) static [TArray](API\Runtime\Core\Containers\TArray)< class [UObject](API\Runtime\CoreUObject\UObject\UObject) * > ByIDName ( const [TArray](API\Runtime\Core\Containers\TArray)< class [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & TargetArray, const [FString](API\Runtime\Core\Containers\FString) & NameSubString, [EEditorScriptingStringMatchType](API\Plugins\EditorScriptingUtilities\EEditorScriptingStringMatchType) StringMatch, [EEditorScriptingFilterType](API\Plugins\EditorScriptingUtilities\EEditorScriptingFilterType) FilterType )


description:
Filter the array by Layer the Actor belongs to.
The filtered list.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Utilities | Filter", Meta=(DisplayName="Filter by Layer", DeterminesOutputType="TargetArray")) static [TArray](API\Runtime\Core\Containers\TArray)< class [AActor](API\Runtime\Engine\GameFramework\AActor) * > ByLayer ( const [TArray](API\Runtime\Core\Containers\TArray)< class [AActor](API\Runtime\Engine\GameFramework\AActor) * > & TargetArray, [FName](API\Runtime\Core\UObject\FName) LayerName, [EEditorScriptingFilterType](API\Plugins\EditorScriptingUtilities\EEditorScriptingFilterType) FilterType )


description:
Filter the array by Level the Actor belongs to.
The filtered list.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Utilities | Filter", Meta=(DisplayName="Filter by Level Name", DeterminesOutputType="TargetArray")) static [TArray](API\Runtime\Core\Containers\TArray)< class [AActor](API\Runtime\Engine\GameFramework\AActor) * > ByLevelName ( const [TArray](API\Runtime\Core\Containers\TArray)< class [AActor](API\Runtime\Engine\GameFramework\AActor) * > & TargetArray, [FName](API\Runtime\Core\UObject\FName) LevelName, [EEditorScriptingFilterType](API\Plugins\EditorScriptingUtilities\EEditorScriptingFilterType) FilterType )


description:
Filter the array based on Object's selection.
The filtered list.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Utilities | Filter", Meta=(DisplayName="Filter by Selection", DeterminesOutputType="TargetArray")) static [TArray](API\Runtime\Core\Containers\TArray)< class [AActor](API\Runtime\Engine\GameFramework\AActor) * > BySelection ( const [TArray](API\Runtime\Core\Containers\TArray)< class [AActor](API\Runtime\Engine\GameFramework\AActor) * > & TargetArray, [EEditorScriptingFilterType](API\Plugins\EditorScriptingUtilities\EEditorScriptingFilterType) FilterType )


className: UEditorFilterLibrary

description: Utility class to filter a list of objects. Object should be in the World Editor.

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


description: Remove all actors from the selection set

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Development|Editor", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Editor Actor Utilities Subsystem")) static void ClearActorSelectionSet()


description: Replace in the level all Actors provided with a new actor of type ActorClass. Destroy all Actors provided.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Dataprep", Meta=(DeterminesOutputType="ActorClass", DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Editor Actor Utilities Subsystem")) static [TArray](API\Runtime\Core\Containers\TArray)< class [AActor](API\Runtime\Engine\GameFramework\AActor) * > ConvertActors ( const [TArray](API\Runtime\Core\Containers\TArray)< class [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [AActor](API\Runtime\Engine\GameFramework\AActor) > ActorClass, const [FString](API\Runtime\Core\Containers\FString) & StaticMeshPackagePath )


description:
Build a proxy mesh actor that can replace a set of mesh actors.
Success of the proxy creation

code: static bool CreateProxyMeshActor ( const [TArray](API\Runtime\Core\Containers\TArray)< class [AStaticMeshActor](API\Runtime\Engine\Engine\AStaticMeshActor) * > & ActorsToMerge, const [FEditorScriptingCreateProxyMeshActorOptions_Deprecated](API\Plugins\EditorScriptingUtilities\FEditorScripting-) & MergeOptions, class [AStaticMeshActor](API\Runtime\Engine\Engine\AStaticMeshActor) *& OutMergedActor )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Dataprep", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Static Mesh Editor Subsystem")) static bool CreateProxyMeshActor ( const [TArray](API\Runtime\Core\Containers\TArray)< class [AStaticMeshActor](API\Runtime\Engine\Engine\AStaticMeshActor) * > & ActorsToMerge, const [FCreateProxyMeshActorOptions](API\Editor\StaticMeshEditor\FCreateProxyMeshActorOptions) & MergeOptions, class [AStaticMeshActor](API\Runtime\Engine\Engine\AStaticMeshActor) *& OutMergedActor )


description:
Destroy the actor from the world editor. Notify the Editor that the actor got destroyed.
True if the operation succeePlugin is deprecated - Use ds.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Level Utility", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Editor Actor Utilities Subsystem")) static bool DestroyActor ( class [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorToDestroy )


description: Deprecated* The Editor Scripting Utilities Plugin is deprecated - Use the function in Level Editor Subsystem

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Level Utility", Meta=(DevelopmentOnly, DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Level Editor Subsystem")) static void EditorInvalidateViewports()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Level Utility", Meta=(DevelopmentOnly)) static void EditorEndPlay()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Level Utility", Meta=(DevelopmentOnly, DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Level Editor Subsystem")) static void EditorPlaySimulate()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Level Utility", Meta=(DevelopmentOnly, DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Level Editor Subsystem")) static void EjectPilotLevelActor()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Level Utility", Meta=(DevelopmentOnly, DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Level Editor Subsystem")) static void EditorSetGameView ( bool bGameView )


description:
Attempts to find the actor specified by PathToActor in the current editor world
A reference to the actor, or none if it wasn't found

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Development|Editor", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Editor Actor Utilities Subsystem")) static [AActor](API\Runtime\Engine\GameFramework\AActor) * GetActorReference ( [FString](API\Runtime\Core\Containers\FString) PathToActor )


description:
Find all loaded Actors in the world editor. Exclude actor that are pending kill, in PIE, PreviewEditor, ...
List of found Actors

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Level Utility", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Editor Actor Utilities Subsystem")) static [TArray](API\Runtime\Core\Containers\TArray)< class [AActor](API\Runtime\Engine\GameFramework\AActor) * > GetAllLevelActors()


description:
Find all loaded ActorComponent own by an actor in the world editor. Exclude actor that are pending kill, in PIE, PreviewEditor, ...
List of found ActorComponent

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Level Utility", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Editor Actor Utilities Subsystem")) static [TArray](API\Runtime\Core\Containers\TArray)< class [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > GetAllLevelActorsComponents()


description:
Find the World in the world editor. It can then be used as WorldContext by other libraries like GameplayStatics.
The World used by the world editor.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Level Utility", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Unreal Editor Subsystem")) static [UWorld](API\Runtime\Engine\Engine\UWorld) * GetEditorWorld()


description: Deprecated* The Editor Scripting Utilities Plugin is deprecated - Use the function in Unreal Editor Subsystem

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Level Utility", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Unreal Editor Subsystem")) static [UWorld](API\Runtime\Engine\Engine\UWorld) * GetGameWorld()


description:
Gets information about the camera position for the primary level editor viewport. In non-editor builds, these will be zeroed
Whether or not we were able to get a camera for a level editing viewport

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Development|Editor", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Unreal Editor Subsystem")) static bool GetLevelViewportCameraInfo ( FVector & CameraLocation, FRotator & CameraRotation )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Level Utility") static [TArray](API\Runtime\Core\Containers\TArray)< [UWorld](API\Runtime\Engine\Engine\UWorld) * > GetPIEWorlds ( bool bIncludeDedicatedServer )


description:
Find all loaded Actors that are selected in the world editor. Exclude actor that are pending kill, in PIE, PreviewEditor, ...
List of found Actors

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Level Utility", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Editor Actor Utilities Subsystem")) static [TArray](API\Runtime\Core\Containers\TArray)< class [AActor](API\Runtime\Engine\GameFramework\AActor) * > GetSelectedLevelActors()


description:
Create a new Actor in the level that contains a duplicate of all the Actors Static Meshes Component. The ActorsToJoin need to be in the same Level. This will have a low impact on performance but may help the edition by grouping the meshes under a single Actor.
The new created actor.

code: static [AActor](API\Runtime\Engine\GameFramework\AActor) * JoinStaticMeshActors ( const [TArray](API\Runtime\Core\Containers\TArray)< class [AStaticMeshActor](API\Runtime\Engine\Engine\AStaticMeshActor) * > & ActorsToJoin, const [FEditorScriptingJoinStaticMeshActorsOptions_Deprecated](API\Plugins\EditorScriptingUtilities\FEditorScripting-_1) & JoinOptions )


description:
The functions below are BP exposed copies of functions that use deprecated structs, updated to the new structs in StaticMeshEditorSubsytem The old structs redirect to the new ones, so this makes blueprints that use the old structs still work The old functions are still available as an overload, which makes old code that uses them compatible Create a new Actor in the level that contains a duplicate of all the Actors Static Meshes Component. The ActorsToJoin need to be in the same Level. This will have a low impact on performance but may help the edition by grouping the meshes under a single Actor.
The new created actor.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Dataprep", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Static Mesh Editor Subsystem")) static [AActor](API\Runtime\Engine\GameFramework\AActor) * JoinStaticMeshActors ( const [TArray](API\Runtime\Core\Containers\TArray)< class [AStaticMeshActor](API\Runtime\Engine\Engine\AStaticMeshActor) * > & ActorsToJoin, const [FJoinStaticMeshActorsOptions](API\Editor\StaticMeshEditor\FJoinStaticMeshActorsOptions) & JoinOptions )


description:
Close the current Persistent Level (without saving it). Loads the specified level.
True if the operation succeeds.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Level Utility", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Level Editor Subsystem")) static bool LoadLevel ( const [FString](API\Runtime\Core\Containers\FString) & AssetPath )


description:
Merge the meshes into a unique mesh with the provided StaticMeshActors. There are multiple options on how to merge the meshes and their materials. The ActorsToMerge need to be in the same Level. This may have a high impact on performance depending of the MeshMergingSettings options.
if the operation is successful.

code: static bool MergeStaticMeshActors ( const [TArray](API\Runtime\Core\Containers\TArray)< class [AStaticMeshActor](API\Runtime\Engine\Engine\AStaticMeshActor) * > & ActorsToMerge, const [FEditorScriptingMergeStaticMeshActorsOptions_Deprecated](API\Plugins\EditorScriptingUtilities\FEditorScripting-_2) & MergeOptions, class [AStaticMeshActor](API\Runtime\Engine\Engine\AStaticMeshActor) *& OutMergedActor )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Dataprep", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Static Mesh Editor Subsystem")) static bool MergeStaticMeshActors ( const [TArray](API\Runtime\Core\Containers\TArray)< class [AStaticMeshActor](API\Runtime\Engine\Engine\AStaticMeshActor) * > & ActorsToMerge, const [FMergeStaticMeshActorsOptions](API\Editor\StaticMeshEditor\FMergeStaticMeshActorsOptions) & MergeOptions, class [AStaticMeshActor](API\Runtime\Engine\Engine\AStaticMeshActor) *& OutMergedActor )


description:
Close the current Persistent Level (without saving it). Create a new blank Level and save it. Load the new created level.
True if the operation succeeds.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Level Utility", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Level Editor Subsystem")) static bool NewLevel ( const [FString](API\Runtime\Core\Containers\FString) & AssetPath )


description:
Close the current Persistent Level (without saving it). Create a new Level base on another level and save it. Load the new created level.
True if the operation succeeds.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Level Utility", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Level Editor Subsystem")) static bool NewLevelFromTemplate ( const [FString](API\Runtime\Core\Containers\FString) & AssetPath, const [FString](API\Runtime\Core\Containers\FString) & TemplateAssetPath )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Level Utility", Meta=(DevelopmentOnly, DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Level Editor Subsystem")) static void PilotLevelActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorToPilot )


description: Find the references of the material MaterialToReplaced on all the MeshComponents of all the Actors provided and replace it by NewMaterial.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Dataprep", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Static Mesh Editor Subsystem")) static void ReplaceMeshComponentsMaterialsOnActors ( const [TArray](API\Runtime\Core\Containers\TArray)< class [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors, class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * MaterialToBeReplaced, class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * NewMaterial )


description: Find the references of the material MaterialToReplaced on all the MeshComponents provided and replace it by NewMaterial.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Dataprep", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Static Mesh Editor Subsystem")) static void ReplaceMeshComponentsMaterials ( const [TArray](API\Runtime\Core\Containers\TArray)< class [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * > & MeshComponents, class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * MaterialToBeReplaced, class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * NewMaterial )


description: Find the references of the mesh MeshToBeReplaced on all the MeshComponents provided and replace it by NewMesh. The editor should not be in play in editor mode.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Dataprep", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Static Mesh Editor Subsystem")) static void ReplaceMeshComponentsMeshes ( const [TArray](API\Runtime\Core\Containers\TArray)< class [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * > & MeshComponents, class [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * MeshToBeReplaced, class [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * NewMesh )


description: Find the references of the mesh MeshToBeReplaced on all the MeshComponents of all the Actors provided and replace it by NewMesh.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Dataprep", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Static Mesh Editor Subsystem")) static void ReplaceMeshComponentsMeshesOnActors ( const [TArray](API\Runtime\Core\Containers\TArray)< class [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors, class [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * MeshToBeReplaced, class [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * NewMesh )


description: Replaces the selected Actors with the same number of a different kind of Actor using the specified factory to spawn the new Actors note that only Location, Rotation, Drawscale, Drawscale3D, Tag, and Group are copied from the old Actors

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Level Utility") static void ReplaceSelectedActors ( const [FString](API\Runtime\Core\Containers\FString) & InAssetPath )


description:
Saves all Level currently loaded by the World Editor.
True if the operation succeeds.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Level Utility", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Level Editor Subsystem")) static bool SaveAllDirtyLevels()


description:
Saves the specified Level. Must already be saved at lease once to have a valid path.
True if the operation succeeds.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Level Utility", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Level Editor Subsystem")) static bool SaveCurrentLevel()


description: Set the selection state for the selected actor

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Development|Editor", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Editor Actor Utilities Subsystem")) static void SetActorSelectionState ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, bool bShouldBeSelected )


description:
Set the current level used by the world editor. If more than one level shares the same name, the first one encounter of that level name will be used.
True if the operation succeeds.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Level Utility", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Level Editor Subsystem")) static bool SetCurrentLevelByName ( [FName](API\Runtime\Core\UObject\FName) LevelName )


description: Sets information about the camera position for the primary level editor viewport.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Development|Editor", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Unreal Editor Subsystem")) static void SetLevelViewportCameraInfo ( FVector CameraLocation, FRotator CameraRotation )


description: Clear the current world editor selection and select the provided actors. Exclude actor that are pending kill, in PIE, PreviewEditor, ...

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Level Utility", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Editor Actor Utilities Subsystem")) static void SetSelectedLevelActors ( const [TArray](API\Runtime\Core\Containers\TArray)< class [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorsToSelect )


description:
Create an actor and place it in the world editor. The Actor can be created from a Factory, Archetype, Blueprint, Class or an Asset. The actor will be created in the current level and will be selected.
The created actor.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Level Utility", Meta=(KeyWords="Transient")) static [AActor](API\Runtime\Engine\GameFramework\AActor) * SpawnActorFromObject ( class [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToUse, FVector Location, FRotator Rotation, bool bTransient )


description:
Create an actor and place it in the world editor. Can be created from a Blueprint or a Class. The actor will be created in the current level and will be selected.
The created actor.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Level Utility", Meta=(DeterminesOutputType="ActorClass", KeyWords="Transient")) static [AActor](API\Runtime\Engine\GameFramework\AActor) * SpawnActorFromClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [AActor](API\Runtime\Engine\GameFramework\AActor) > ActorClass, FVector Location, FRotator Rotation, bool bTransient )


description: Selects nothing in the editor (another way to clear the selection)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Development|Editor", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Editor Actor Utilities Subsystem")) static void SelectNothing()


className: UEditorLevelLibrary

description: Utility class to do most of the common functionalities in the World Editor. The editor should not be in play in editor mode.

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


className: bKeepPythonScriptAlive

code: static bool bKeepPythonScriptAlive = false;


description:
If this is false (default), it will close the editor during the next tick (when executing a Python script in the editor-environment using the UnrealEditor-Cmd commandline tool). If this is true, it will not close the editor by itself, and you will have to close it manually, either by setting this value to false again, or by calling a function like unreal.SystemLibrary.quit_editor().
The current value of the bKeepPythonScriptAlive flag.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, DisplayName="Get Keep Python Script Alive", Category="Editor Scripting | Python") static bool GetKeepPythonScriptAlive()


description:
If this is false (default), it will close the editor during the next tick (when executing a Python script in the editor-environment using the UnrealEditor-Cmd commandline tool). If this is true, it will not close the editor by itself, and you will have to close it manually, either by setting this value to false again, or by calling a function like unreal.SystemLibrary.quit_editor().
The result of the users decision, true=Ok, false=Cancel, or false if running in unattended mode.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, DisplayName="Set Keep Python Script Alive", Category="Editor Scripting | Python") static void SetKeepPythonScriptAlive ( const bool bNewKeepAlive )


className: UEditorPythonScriptingLibrary

description: Utility class for Python scripting functionality.


className: EEditorUtilityTestResult

description: Base class of any editor-only test objects

module: EditorTests

code: enum EEditorUtilityTestResult { Default, Invalid, Preparing, Running, Failed, Succeeded, }


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

code: virtual void ShutdownModule()


className: FEditorTestsModule

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


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


className: FEditorUtilityTestEventSignature

code: class FEditorUtilityTestEventSignature


className: FEditorUtilityTestFinishedSignature


description: Bakes out material in-place for the given set of static mesh components using the MaterialMergeOptions

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="MeshMergingLibrary|Test") static void BakeMaterialsForComponent ( [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * InStaticMeshComponent, const [UMaterialOptions](API\Developer\MaterialBaking\UMaterialOptions) * MaterialOptions, const [UMaterialMergeOptions](API\Developer\MaterialBaking\UMaterialMergeOptions) * MaterialMergeOptions )


description: Merges meshes and bakes out materials into a atlas-material for the given set of static mesh components using the MergeSettings

code: static void MergeStaticMeshComponents ( [TArray](API\Runtime\Core\Containers\TArray)< [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * > InStaticMeshComponents, const [FMeshMergingSettings](API\Runtime\Engine\Engine\FMeshMergingSettings) & MergeSettings, const bool bReplaceActors, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OutLODIndices )


className: UEditorTestsUtilityLibrary

description: Blueprint library for altering and analyzing animation / skeletal data

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


description: Add Error

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Utility Test") virtual void AddError ( const [FString](API\Runtime\Core\Containers\FString) & Message )


description: Add Warning

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Utility Test") virtual void AddWarning ( const [FString](API\Runtime\Core\Containers\FString) & Message )


description: Add Info

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Utility Test") virtual void AddInfo ( const [FString](API\Runtime\Core\Containers\FString) & Message )


description: Add error if expected condition is false

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Utility Test", Meta=(AdvancedDisplay="ErrorMessage")) virtual void ExpectTrue ( bool Condition, const [FString](API\Runtime\Core\Containers\FString) & ErrorMessage )


description: Add error if expected condition is true

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Utility Test", Meta=(AdvancedDisplay="ErrorMessage")) virtual void ExpectFalse ( bool Condition, const [FString](API\Runtime\Core\Containers\FString) & ErrorMessage )


description: Tell the blueprint VM to start the test (to use at the end of Prepare Test event).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Utility Test") virtual void FinishPrepareTest()


description: Tell the VM the test is finished with specify state.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Utility Test", Meta=(AdvancedDisplay="Message")) virtual void FinishTest ( [EEditorUtilityTestResult](API\Plugins\EditorTests\EEditorUtilityTestResult) TestState, const [FString](API\Runtime\Core\Containers\FString) & Message )


description: Get test state

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Utility Test") virtual [EEditorUtilityTestResult](API\Plugins\EditorTests\EEditorUtilityTestResult) GetState()


description: Is test ruuning

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Utility Test") virtual bool IsRunning()


description: Use to setup test before running, must call FinishPrepareTest at the end to actual start the test.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="Editor Utility Test") void PrepareTest()


description: Use to add clean up steps, the call is blocking.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category="Editor Utility Test", Meta=(DisplayName="Finished Test")) void ReceiveFinishedTest ( [EEditorUtilityTestResult](API\Plugins\EditorTests\EEditorUtilityTestResult) TestState, [EEditorUtilityTestResult](API\Plugins\EditorTests\EEditorUtilityTestResult) & FinalState )


description: Blueprint Utility Editor entry point

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Utility Test") void Run()


description: Actual run the test, must call FinishTest at then end of test with a state to signify the test is done.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="Editor Utility Test") void StartTest()


code: virtual bool Tick ( float DeltaSeconds )


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


className: UEditorUtilityTest

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Meta=(ShowWorldContextPin)) class UEditorUtilityTest : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

Description

type: FString

description: A description of the test, like what is this test trying to determine.

OnTestFinished

type: FEditorUtilityT...

description: Called when the test is finished. Use it to clean up

OnTestPrepare

description: Called when the test is ready to prepare

OnTestStart

description: Called when the test is started

Owner

description: The owner is the group or person responsible for the test.

PreparationTimeLimit

type: float

description: The Test's time limit for preparation, this is the time it has to trigger IsReadyToStart().

State

type: EEditorUtilityT...

TimeLimit

description: Test's total run time limit. '0' means no limit


className: EditorTraceUtilitiesIni

module: EditorTraceUtilities


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


code: virtual void ShutdownModule()


className: FEditorTraceUtilitiesModule

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


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

code: virtual void StartupModule()


className: EVideoDecoderPixelEncoding

description: Interpretation of delivered pixel data.

module: ElectraBase

code: enum EVideoDecoderPixelEncoding { Native = 0, RGB, RGBA, YCbCr, YCbCr_Alpha, YCoCg, YCoCg_Alpha, CbY0CrY1, Y0CbY1Cr, ARGB_BigEndian, }


className: EVideoOrientation

code: enum EVideoOrientation { Original = 0, CW90, CW180, CW270, }


code: FDecoderTimeStamp ( [FTimespan](API\Runtime\Core\Misc\FTimespan) InTime, int64 InSequenceIndex )


className: FDecoderTimeStamp

code: struct FDecoderTimeStamp

Time

type: FTimespan


code: void ConvertKeysStartingWithTo ( [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FVariant](API\Runtime\Core\Misc\FVariant) > & OutVariantMap, const [FString](API\Runtime\Core\Containers\FString) & InKeyStartsWith, const [FString](API\Runtime\Core\Containers\FString) & InAddPrefixToKey ) const


code: void ConvertTo ( [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FVariant](API\Runtime\Core\Misc\FVariant) > & OutVariantMap, const [FString](API\Runtime\Core\Containers\FString) & InAddPrefixToKey ) const


code: void GetKeysStartingWith ( const [FString](API\Runtime\Core\Containers\FString) & StartsWith, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Keys ) const


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


code: [FVariantValue](API\Plugins\ElectraBase\FVariantValue) GetValue ( const [FString](API\Runtime\Core\Containers\FString) & Key ) const


code: bool HaveKey ( const [FString](API\Runtime\Core\Containers\FString) & Key ) const


code: void Set ( const [FString](API\Runtime\Core\Containers\FString) & Key, const [FVariantValue](API\Plugins\ElectraBase\FVariantValue) & Value )


code: void Remove ( const [FString](API\Runtime\Core\Containers\FString) & Key )


code: void SetOrUpdate ( const [FString](API\Runtime\Core\Containers\FString) & Key, const [FVariantValue](API\Plugins\ElectraBase\FVariantValue) & Value )


code: FParamDict ( const [FParamDict](API\Plugins\ElectraBase\FParamDict) & Other )


code: [FParamDict](API\Plugins\ElectraBase\FParamDict) & operator= ( const [FParamDict](API\Plugins\ElectraBase\FParamDict) & Other )


description: Returns this time value in a custom timebase. Requires internal bigint conversion and is therefor SLOW!

code: int64 GetAsTimebase ( uint32 CustomTimebase ) const


code: uint32 GetDenominator() const


code: static const [FTimeFraction](API\Plugins\ElectraBase\FTimeFraction) & GetInvalid()


code: static const [FTimeFraction](API\Plugins\ElectraBase\FTimeFraction) & GetZero()


code: bool IsPositiveInfinity() const


code: [FTimeFraction](API\Plugins\ElectraBase\FTimeFraction) & operator= ( const [FTimeFraction](API\Plugins\ElectraBase\FTimeFraction) & rhs )


code: bool operator== ( const [FTimeFraction](API\Plugins\ElectraBase\FTimeFraction) & rhs ) const


code: bool operator!= ( const [FTimeFraction](API\Plugins\ElectraBase\FTimeFraction) & rhs ) const


code: [FTimeFraction](API\Plugins\ElectraBase\FTimeFraction) & SetFromFloatString ( const [FString](API\Runtime\Core\Containers\FString) & In )


code: [FTimeFraction](API\Plugins\ElectraBase\FTimeFraction) & SetFromND ( int64 InNumerator, uint32 InDenominator )


code: [FTimeFraction](API\Plugins\ElectraBase\FTimeFraction) & SetFromTimeValue ( const [FTimeValue](API\Plugins\ElectraBase\FTimeValue) & tv )


code: FTimeFraction ( const [FTimeFraction](API\Plugins\ElectraBase\FTimeFraction) & rhs )


code: FTimeFraction ( const [FTimeValue](API\Plugins\ElectraBase\FTimeValue) & tv )


code: FTimeFraction ( int64 n, uint32 d )


className: FTimeFraction

description: Keeps a time value as a fractional.

code: class FTimeFraction


code: bool Contains ( const [FTimeValue](API\Plugins\ElectraBase\FTimeValue) & Value )


code: bool Overlaps ( const [FTimeRange](API\Plugins\ElectraBase\FTimeRange) & OtherRange )


className: FTimeRange

code: struct FTimeRange

End

type: FTimeValue


code: int64 GetAs90kHz ( int64 DefaultIfInvalid ) const


code: int64 GetAsHNS ( int64 DefaultIfInvalid ) const


code: int64 GetAsMicroseconds ( int64 DefaultIfInvalid ) const


code: int64 GetAsMilliseconds ( int64 DefaultIfInvalid ) const


code: double GetAsSeconds ( double DefaultIfInvalid ) const


code: int64 GetAsTimebase ( uint32 CustomTimebase ) const


code: int64 GetSequenceIndex() const


code: bool IsPositiveInfinity() const


code: static int64 MicrosecondsToHNS ( int64 InMicroseconds )


code: static int64 MillisecondsToHNS ( int64 InMilliseconds )


code: static int64 NinetykHzToHNS ( int64 In90kHz )


code: bool IsNegativeInfinity() const


code: [FTimeValue](API\Plugins\ElectraBase\FTimeValue) operator+ ( const [FTimeValue](API\Plugins\ElectraBase\FTimeValue) & rhs ) const


description: It is also not really possible to perform calculations on time values of different sequence indices. What should the result be for eg. (HNS=1234,SequenceIndex=4) + (HNS=987,SequenceIndex=5) ?

code: bool operator== ( const [FTimeValue](API\Plugins\ElectraBase\FTimeValue) & rhs ) const


code: [FTimeValue](API\Plugins\ElectraBase\FTimeValue) & operator+= ( const [FTimeValue](API\Plugins\ElectraBase\FTimeValue) & rhs )


code: [FTimeValue](API\Plugins\ElectraBase\FTimeValue) & operator= ( const [FTimeValue](API\Plugins\ElectraBase\FTimeValue) & rhs )


code: bool operator> ( const [FTimeValue](API\Plugins\ElectraBase\FTimeValue) & rhs ) const


code: bool operator>= ( const [FTimeValue](API\Plugins\ElectraBase\FTimeValue) & rhs ) const


code: bool operator< ( const [FTimeValue](API\Plugins\ElectraBase\FTimeValue) & rhs ) const


code: bool operator<= ( const [FTimeValue](API\Plugins\ElectraBase\FTimeValue) & rhs ) const


code: bool operator!= ( const [FTimeValue](API\Plugins\ElectraBase\FTimeValue) & rhs ) const


code: [FTimeValue](API\Plugins\ElectraBase\FTimeValue) operator/ ( int32 Scale ) const


code: [FTimeValue](API\Plugins\ElectraBase\FTimeValue) & operator/= ( int32 Scale )


code: [FTimeValue](API\Plugins\ElectraBase\FTimeValue) operator<< ( int32 Shift ) const


code: [FTimeValue](API\Plugins\ElectraBase\FTimeValue) & operator*= ( int32 Scale )


code: [FTimeValue](API\Plugins\ElectraBase\FTimeValue) operator* ( int32 Scale ) const


code: [FTimeValue](API\Plugins\ElectraBase\FTimeValue) operator- ( const [FTimeValue](API\Plugins\ElectraBase\FTimeValue) & rhs ) const


code: [FTimeValue](API\Plugins\ElectraBase\FTimeValue) operator>> ( int32 Shift ) const


code: [FTimeValue](API\Plugins\ElectraBase\FTimeValue) & operator-= ( const [FTimeValue](API\Plugins\ElectraBase\FTimeValue) & rhs )


code: [FTimeValue](API\Plugins\ElectraBase\FTimeValue) & SetFrom90kHz ( int64 Ticks, int64 InSequenceIndex )


code: [FTimeValue](API\Plugins\ElectraBase\FTimeValue) & SetFromHNS ( int64 InHNS, int64 InSequenceIndex )


code: [FTimeValue](API\Plugins\ElectraBase\FTimeValue) & SetFromND ( int64 Numerator, uint32 Denominator, int64 InSequenceIndex )


code: [FTimeValue](API\Plugins\ElectraBase\FTimeValue) & SetFromMilliseconds ( int64 Milliseconds, int64 InSequenceIndex )


code: [FTimeValue](API\Plugins\ElectraBase\FTimeValue) & SetFromMicroseconds ( int64 Microseconds, int64 InSequenceIndex )


code: [FTimeValue](API\Plugins\ElectraBase\FTimeValue) & SetFromSeconds ( double Seconds, int64 InSequenceIndex )


code: [FTimeValue](API\Plugins\ElectraBase\FTimeValue) & SetFromTimeFraction ( const [FTimeFraction](API\Plugins\ElectraBase\FTimeFraction) & TimeFraction, int64 InSequenceIndex )


code: [FTimeValue](API\Plugins\ElectraBase\FTimeValue) & SetFromTimespan ( const [FTimespan](API\Runtime\Core\Misc\FTimespan) & InTimespan, int64 InSequenceIndex )


code: void SetSequenceIndex ( int64 InSequenceIndex )


code: [FTimeValue](API\Plugins\ElectraBase\FTimeValue) & SetToZero ( int64 InSequenceIndex )


code: [FTimeValue](API\Plugins\ElectraBase\FTimeValue) & SetToPositiveInfinity ( int64 InSequenceIndex )


code: FTimeValue ( const [FTimeValue](API\Plugins\ElectraBase\FTimeValue) & rhs )


code: FTimeValue ( int64 InHNS, int64 InSequenceIndex )


code: FTimeValue ( double Seconds, int64 InSequenceIndex )


code: FTimeValue ( int64 Numerator, uint32 Denominator, int64 InSequenceIndex )


className: FTimeValue

description: Keeps a time value in hundred nanoseconds (HNS).

code: class FTimeValue


className: EDataType

code: enum EDataType { TypeUninitialized, TypeFString, TypeDouble, TypeInt64, TypeBoolean, TypeTimeValue, TypeVoidPointer, TypeSharedPointer, TypeU8Array, }


code: const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & GetArray() const


code: const double & GetDouble() const


description: Returns variant value. Typemustmatch. Otherwise an empty/zero value is returned.

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


code: void *const & GetPointer() const


code: const int64 & GetInt64() const


code: template<typename T> [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< T, ESPMode::ThreadSafe > GetSharedPointer() const


code: const [FTimeValue](API\Plugins\ElectraBase\FTimeValue) & GetTimeValue() const


code: bool IsType ( [EDataType](API\Plugins\ElectraBase\FVariantValue\EDataType) type ) const


code: [FVariantValue](API\Plugins\ElectraBase\FVariantValue) & operator= ( const [FVariantValue](API\Plugins\ElectraBase\FVariantValue) & rhs )


code: const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & SafeGetArray() const


code: double SafeGetDouble ( double Default ) const


description: Returns variant value. If type does not match the specified default will be returned.

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


code: int64 SafeGetInt64 ( int64 Default ) const


code: void * SafeGetPointer ( void * Default ) const


code: [FTimeValue](API\Plugins\ElectraBase\FTimeValue) SafeGetTimeValue ( const [FTimeValue](API\Plugins\ElectraBase\FTimeValue) & Default ) const


code: [FVariantValue](API\Plugins\ElectraBase\FVariantValue) & Set ( const [FString](API\Runtime\Core\Containers\FString) & StringValue )


code: [FVariantValue](API\Plugins\ElectraBase\FVariantValue) & Set ( double DoubleValue )


code: bool SafeGetBool ( bool Default ) const


code: [FVariantValue](API\Plugins\ElectraBase\FVariantValue) & Set ( int64 Int64Value )


code: [FVariantValue](API\Plugins\ElectraBase\FVariantValue) & Set ( bool BoolValue )


code: [FVariantValue](API\Plugins\ElectraBase\FVariantValue) & Set ( const [FTimeValue](API\Plugins\ElectraBase\FTimeValue) & TimeValue )


code: [FVariantValue](API\Plugins\ElectraBase\FVariantValue) & Set ( void * PointerValue )


code: [FVariantValue](API\Plugins\ElectraBase\FVariantValue) & Set ( const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & ArrayValue )


code: template<typename T> [FVariantValue](API\Plugins\ElectraBase\FVariantValue) & Set ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< T, ESPMode::ThreadSafe > & PointerValue )


code: FVariantValue ( const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & ArrayValue )


code: FVariantValue ( const [FVariantValue](API\Plugins\ElectraBase\FVariantValue) & rhs )


code: FVariantValue ( double DoubleValue )


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


code: FVariantValue ( int64 Int64Value )


code: FVariantValue ( bool BoolValue )


code: FVariantValue ( const [FTimeValue](API\Plugins\ElectraBase\FTimeValue) & TimeValue )


code: FVariantValue ( void * PointerValue )


code: template<typename T> FVariantValue ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< T, ESPMode::ThreadSafe > & PointerValue )


className: FVariantValue

code: class FVariantValue


code: FVideoDecoderCropInfo ( uint32 InCropLeft, uint32 InCropTop, uint32 InCropRight, uint32 InCropBottom )


className: FVideoDecoderCropInfo

code: struct FVideoDecoderCropInfo


description: Index0=red, 1=green, 2=blue.


code: virtual double GetAspectRatio() const


code: virtual int32 GetBitsPerComponent() const


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const [IVideoDecoderColorimetry](API\Plugins\ElectraBase\IVideoDecoderColorimetry), ESPMode::ThreadSafe > GetColorimetry() const


code: virtual [FVideoDecoderCropInfo](API\Plugins\ElectraBase\FVideoDecoderCropInfo) GetCropInfo() const


code: virtual const [Electra::FParamDict](API\Plugins\ElectraBase\FParamDict) & GetDict() const


code: virtual [FTimespan](API\Runtime\Core\Misc\FTimespan) GetDuration() const


code: virtual FIntPoint GetDim() const


code: virtual EPixelFormat GetFormat() const


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const [IVideoDecoderHDRInformation](API\Plugins\ElectraBase\IVideoDecoderHDRInformation), ESPMode::ThreadSafe > GetHDRInformation() const


code: virtual [EVideoDecoderPixelEncoding](API\Plugins\ElectraBase\EVideoDecoderPixelEncoding) GetFormatEncoding() const


code: virtual [EVideoOrientation](API\Plugins\ElectraBase\EVideoOrientation) GetOrientation() const


code: virtual FIntPoint GetOutputDim() const


code: virtual [FDecoderTimeStamp](API\Plugins\ElectraBase\FDecoderTimeStamp) GetTime() const


code: void Initialize ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [Electra::FParamDict](API\Plugins\ElectraBase\FParamDict), ESPMode::ThreadSafe > InParamDict )


className: FVideoDecoderOutput

code: class FVideoDecoderOutput : public [IDecoderOutput](API\Plugins\ElectraBase\IDecoderOutput)


code: virtual ~FVideoDecoderOutput()


className: EOutputType

code: enum EOutputType { Unknown = 0, DirectToSurfaceAsView, DirectToSurfaceAsQueue, }


code: void ReleaseToSurface() const


className: FVideoDecoderOutputAndroid

code: class FVideoDecoderOutputAndroid : public [FVideoDecoderOutput](API\Plugins\ElectraBase\FVideoDecoderOutput)


code: enum EOutputType { Unknown = 0, SoftwareWin7, SoftwareWin8Plus, HardwareWin8Plus, HardwareDX9_DX12, Hardware_DX, }


code: const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & GetBuffer() const


className: FVideoDecoderOutputPC

code: class FVideoDecoderOutputPC : public [FVideoDecoderOutput](API\Plugins\ElectraBase\FVideoDecoderOutput)


className: FVideoDecoderOutputPtr

code: typedef [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FVideoDecoderOutput](API\Plugins\ElectraBase\FVideoDecoderOutput), ESPMode::ThreadSafe > FVideoDecoderOutputPtr


code: const void * GetBuffer() const


className: ESampleFormat

code: enum ESampleFormat { Undefined = 0, Double, Float, Int8, Int16, Int32, }


code: uint32 GetReservedBufferBytes() const


code: uint32 GetUsedBufferBytes() const


code: void Initialize ( [ESampleFormat](API\Plugins\ElectraBase\IAudioDecoderOutput\ESampleFormat) InFormat, uint32 InNumChannels, uint32 InSampleRate, [FTimespan](API\Runtime\Core\Misc\FTimespan) InDuration, const [FDecoderTimeStamp](API\Plugins\ElectraBase\FDecoderTimeStamp) & InPts, uint32 InBufferSizeBytes )


code: void Reserve ( uint32 InBufferSizeBytes )


code: virtual ~IAudioDecoderOutput()


className: IAudioDecoderOutput

code: class IAudioDecoderOutput : public [IDecoderOutput](API\Plugins\ElectraBase\IDecoderOutput)


className: IAudioDecoderOutputPtr

code: typedef [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IAudioDecoderOutput](API\Plugins\ElectraBase\IAudioDecoderOutput), ESPMode::ThreadSafe > IAudioDecoderOutputPtr


code: virtual [Electra::FParamDict](API\Plugins\ElectraBase\FParamDict) & GetMutablePropertyDictionary()


code: void SetOwner ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDecoderOutputOwner](API\Plugins\ElectraBase\IDecoderOutputOwner), ESPMode::ThreadSafe > & Renderer )


className: IDecoderOutput

code: class IDecoderOutput : public [IDecoderOutputPoolable](API\Plugins\ElectraBase\IDecoderOutputPoolable)


code: void SampleReleasedToPool ( [IDecoderOutput](API\Plugins\ElectraBase\IDecoderOutput) * InDecoderOutput )


className: IDecoderOutputOwner

code: class IDecoderOutputOwner


code: virtual void InitializePoolable()


code: virtual bool IsReadyForReuse()


code: virtual void ShutdownPoolable()


code: virtual ~IDecoderOutputPoolable()


className: IDecoderOutputPoolable

code: class IDecoderOutputPoolable : public [TSharedFromThis< IDecoderOutputPoolable, ESPMode::ThreadSafe >](API\Runtime\Core\Templates\TSharedFromThis)


code: virtual ~IElectraBaseModule()


className: IElectraBaseModule

description: Interface for the `ElectraBase_ module.

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


code: const FString & GetLanguageCode&40;&41; const


code: const FString & GetMimeType&40;&41; const


code: const FVariant & GetValue&40;&41; const


code: [IMediaStreamMetadata](API\Plugins\ElectraBase\IMediaStreamMetadata) & operator= ( const [IMediaStreamMetadata](API\Plugins\ElectraBase\IMediaStreamMetadata) & rhs )


code: IMediaStreamMetadata ( const [IMediaStreamMetadata](API\Plugins\ElectraBase\IMediaStreamMetadata) & rhs )


className: IMediaStreamMetadata

code: class IMediaStreamMetadata


code: virtual ~IMediaStreamMetadata()


className: EDispatchedMode

code: enum EDispatchedMode { OnReceive, OnStart, }


className: EOrigin

code: enum EOrigin { EventStream, InbandEventStream, TimedMetadata, }


description: Returns the type with which this event was dispatched.


description: Returns the event's ID.

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


description: Returns the event's scheme id URI.

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


description: Returns where the event originated from.


description: Returns the base time (the "zero point") of the track, if available, to calculate the relative time of this metadata fromGetTime()if this is based on some non-zero anchor.

code: [TOptional](API\Runtime\Core\IO\TOptional)< [FDecoderTimeStamp](API\Plugins\ElectraBase\FDecoderTimeStamp) > GetTrackBaseTime() const


code: virtual ~IMetaDataDecoderOutput()


description: Returns the event's value.

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


className: IMetaDataDecoderOutput

code: class IMetaDataDecoderOutput


className: IMetaDataDecoderOutputPtr

code: typedef [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IMetaDataDecoderOutput](API\Plugins\ElectraBase\IMetaDataDecoderOutput), ESPMode::ThreadSafe > IMetaDataDecoderOutputPtr


code: const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & GetData()


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


code: virtual ~ISubtitleDecoderOutput()


className: ISubtitleDecoderOutput

code: class ISubtitleDecoderOutput


className: ISubtitleDecoderOutputPtr

code: typedef [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISubtitleDecoderOutput](API\Plugins\ElectraBase\ISubtitleDecoderOutput), ESPMode::ThreadSafe > ISubtitleDecoderOutputPtr


code: [FMPEGDefinition](API\Plugins\ElectraBase\IVideoDecoderColorimetry\FMPEGDefinition) const * GetMPEGDefinition() const


className: IVideoDecoderColorimetry

code: class IVideoDecoderColorimetry : public [TSharedFromThis< IVideoDecoderColorimetry, ESPMode::ThreadSafe >](API\Runtime\Core\Templates\TSharedFromThis)


code: virtual ~IVideoDecoderColorimetry()


className: EType

code: enum EType { Unknown, PQ10, HDR10, HLG10, }


description: Get content light level info if available. Returns nullptr if information is not available.

code: const [FVideoDecoderHDRMetadata_content_light_level_info](API\Plugins\ElectraBase\FVideoDecoderHDRMetadata_content-) * GetContentLightLevelInfo() const


description: Returns the type of HDR in use.


className: FMPEGDefinition

code: struct FMPEGDefinition


code: virtual ~IVideoDecoderHDRInformation()


description: Get mastering display colour volume if available. Returns nullptr if information is not available.


className: IVideoDecoderHDRInformation

code: class IVideoDecoderHDRInformation : public [TSharedFromThis< IVideoDecoderHDRInformation, ESPMode::ThreadSafe >](API\Runtime\Core\Templates\TSharedFromThis)


code: virtual ~IVideoDecoderTexture()


className: IVideoDecoderTexture

code: class IVideoDecoderTexture : public [TSharedFromThis< IVideoDecoderTexture, ESPMode::ThreadSafe >](API\Runtime\Core\Templates\TSharedFromThis)


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< ObjectType, ESPMode::ThreadSafe > AcquireShared()


code: void PrepareForDecoderShutdown()


code: void Release ( ObjectType * Object )


code: void Reset ( uint32 NumObjects )


code: TDecoderOutputObjectPool ( uint32 NumReserve, ObjectFactory * ObjectFactoryInstance )


code: TDecoderOutputObjectPool ( ObjectFactory * ObjectFactoryInstance )


className: TDecoderOutputObjectPool

code: template<typename ObjectType, typename ObjectFactory> class TDecoderOutputObjectPool


className: TElectraPoolDefaultObjectFactory

code: template<typename ObjectType> class TElectraPoolDefaultObjectFactory


description: Advance a pointer by a number of bytes.

code: namespace Electra { template<typename T, typename C> T Electra::AdvancePointer ( T pPointer, C numBytes ) }


code: namespace Electra { void Electra::LexFromStringHexU64 ( uint64 & OutValue, const TCHAR * Buffer ) }


code: namespace Electra { void Electra::LexFromStringHex64 ( int64 & OutValue, const TCHAR * Buffer ) }


code: namespace Electra { void Electra::LexFromStringHex ( int32 & OutValue, const TCHAR * Buffer ) }


code: namespace Electra { namespace Utils { template<typename T> T Electra::Utils::AbsoluteValue ( T Value ) } }


code: namespace Electra { namespace Utils { uint32 Electra::Utils::BitReverse32 ( uint32 InValue ) } }


code: namespace Electra { namespace Utils { int16 Electra::Utils::EndianSwap ( int16 value ) } }


code: namespace Electra { namespace Utils { uint16 Electra::Utils::EndianSwap ( uint16 value ) } }


code: namespace Electra { namespace Utils { uint32 Electra::Utils::EndianSwap ( uint32 value ) } }


code: namespace Electra { namespace Utils { int32 Electra::Utils::EndianSwap ( int32 value ) } }


code: namespace Electra { namespace Utils { uint64 Electra::Utils::EndianSwap ( uint64 value ) } }


code: namespace Electra { namespace Utils { int64 Electra::Utils::EndianSwap ( int64 value ) } }


code: namespace Electra { namespace Utils { constexpr uint32 Electra::Utils::Make4CC ( const uint8 A, const uint8 B, const uint8 C, const uint8 D ) } }


code: namespace Electra { namespace Utils { template<typename T> T Electra::Utils::Max ( T a, T b ) } }


code: namespace Electra { namespace Utils { template<typename T> T Electra::Utils::Min ( T a, T b ) } }


description: Returns an index to the current element.

code: int32 GetIndex() const


code: const TCHAR * GetRemainder() const


code: const TCHAR * operator->() const


className: FStringIterator::operator bool

description: Conversion to "bool" returning true if the iterator has not reached the last element.

code: operator bool() const


code: [FStringIterator](API\Plugins\ElectraBase\Utilities\FStringIterator) operator+ ( int32 Offset ) const


description: Iterator arithmetic support

code: [FStringIterator](API\Plugins\ElectraBase\Utilities\FStringIterator) & operator+= ( int32 Offset )


code: const TCHAR & operator*() const


code: [FStringIterator](API\Plugins\ElectraBase\Utilities\FStringIterator) operator++ ( int )


description: Moves iterator to the previous element in the container.


code: [FStringIterator](API\Plugins\ElectraBase\Utilities\FStringIterator) operator-- ( int )


code: [FStringIterator](API\Plugins\ElectraBase\Utilities\FStringIterator) operator- ( int32 Offset ) const


description: Advances iterator to the next element in the container.


code: [FStringIterator](API\Plugins\ElectraBase\Utilities\FStringIterator) & operator-= ( int32 Offset )


description: Resets the iterator to the first element.

code: void Reset()


description: Appends or prepends additional query parameters.

code: void AddQueryParameters ( const [FString](API\Runtime\Core\Containers\FString) & InQueryParameters, bool bAppend )


className: FStringIterator

description: There is a known anomaly in theFString::TConstIterator. It iterates all TCHARs in the stringincludingthe terminating zero character. This is not the behaviour we want and setup some helper iterator here which is not including the terminating zero.

code: class FStringIterator


code: FStringIterator ( const [FString](API\Runtime\Core\Containers\FString) & InString, int32 StartIndex )


className: FQueryParam

code: struct FQueryParam


description: Returns the full URL with or without query and fragment parts. Characters will be escaped if necessary.

code: [FString](API\Runtime\Core\Containers\FString) Get ( bool bIncludeQuery, bool bIncludeFragment )


description: Returns the host, if present.


description: Sets iterator to the last element.

code: void SetToEnd()


description: Returns the fragment, if any, without the leading '#'. Escape sequences will already be decoded.


description: Returns the last path component (the "filename").


description: Returns the path (no scheme or host) with or without query and fragment parts. Characters will be escaped if necessary.

code: [FString](API\Runtime\Core\Containers\FString) GetPath ( bool bIncludeQuery, bool bIncludeFragment )


description: Returns the path. Escape sequences will already be decoded.


description: Returns the path as individual components. LikeGetPath()the components will have escape sequences already decoded.

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


code: static void GetPathComponents &40; TArray< FString > & OutPathComponents, const FString & InPath &41;


description: Returns the port, if present.


description: Returns the entire query string, if any, without the leading '?'. Escape sequences will still be present!


description: Returns the query parameters as a list of name/value pairs.

code: void GetQueryParams ( [TArray](API\Runtime\Core\Containers\TArray)< [FQueryParam](API\Plugins\ElectraBase\Utilities\FURL_RFC3986\FQueryParam) > & OutQueryParams, bool bPerformUrlDecoding, bool bSameNameReplacesValue )


description: Returns the given query parameter string as a list of name/value pairs. The parameter string MUST NOT start with a '?'.

code: static void GetQueryParams ( [TArray](API\Runtime\Core\Containers\TArray)< [FQueryParam](API\Plugins\ElectraBase\Utilities\FURL_RFC3986\FQueryParam) > & OutQueryParams, const [FString](API\Runtime\Core\Containers\FString) & InQueryParameters, bool bPerformUrlDecoding, bool bSameNameReplacesValue )


description: Returns the scheme, if present. Does not include the :// sequence.


description: Returns the standard port for the given scheme. An empty string is returned if none is known.

code: static [FString](API\Runtime\Core\Containers\FString) GetStandardPortForScheme ( const [FString](API\Runtime\Core\Containers\FString) & InScheme, bool bIgnoreCase )


description: Returns if this URL has the same origin as another one as per RFC 6454.

code: bool HasSameOriginAs ( const [FURL_RFC3986](API\Plugins\ElectraBase\Utilities\FURL_RFC3986) & Other )


description: Returns whether or not this URL is absolute (the scheme not being empty).

code: bool IsAbsolute() const


description: Parses the given URL.

code: bool Parse ( const [FString](API\Runtime\Core\Containers\FString) & InURL )


description: Resolves this URL (which should be relative) against the specified URL.

code: [FURL_RFC3986](API\Plugins\ElectraBase\Utilities\FURL_RFC3986) & ResolveAgainst ( const [FString](API\Runtime\Core\Containers\FString) & InParentURL )


description: Resolves a relative URL against this one.

code: [FURL_RFC3986](API\Plugins\ElectraBase\Utilities\FURL_RFC3986) & ResolveWith ( const [FString](API\Runtime\Core\Containers\FString) & InChildURL )


description: Resolve URL as per RFC 3986 section 5.2

code: void ResolveWith &40; const FURL_RFC3986 & Other &41;


description: Replaces query parameters in the URL.

code: void SetQueryParams ( const [TArray](API\Runtime\Core\Containers\TArray)< [FQueryParam](API\Plugins\ElectraBase\Utilities\FURL_RFC3986\FQueryParam) > & InQueryParams )