className: FClassDragDropOp

code: class FClassDragDropOp : public [FDragDropOperation](API\Runtime\SlateCore\Input\FDragDropOperation)

ClassesToDrop

description: The classes to be dropped.

HintText

description: Adding hint text to all drag drop operations that drop locations could set, and the decorator could report.


description: The assets from this drag operation

module: UnrealEd

code: [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > GetAssets() const


description: The widget decorator to use

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetDefaultDecorator() const


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

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


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


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FCollectionDragDropOp](API\Editor\UnrealEd\DragAndDrop\FCollectionDragDropOp) > New ( [TArray](API\Runtime\Core\Containers\TArray)< [FCollectionNameType](API\Developer\CollectionManager\FCollectionNameType) > InCollections, const EAssetTagItemViewMode InAssetTagViewMode )


className: FCollectionDragDropOp

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

Collections

type: TArray<FCollec...

description: Data for the collections this item represents


code: void AddSubOp ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDragDropOperation](API\Runtime\SlateCore\Input\FDragDropOperation) > & SubOp )


code: template<typename T> [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< T > GetSubOp()


code: template<typename T> const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const T > GetSubOp() const


code: template<typename T> [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< T > HasSubOp()


description: Set the decorator back to the icon and text defined by the default

code: virtual void ResetToDefaultToolTip()


className: FCompositeDragDropOp

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

SubOps

type: TArray<TShared...


description: Overridden to provide public access

code: virtual void Construct()


description: Gets the default hover text for this drag drop op.


code: const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetIcon() const


description: Set the text and icon for this tooltip

code: void SetToolTip ( const [FText](API\Runtime\Core\Internationalization\FText) & Text, const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * Icon )


description: Setup some default values for the decorator

code: void SetupDefaults()


className: FDecoratedDragDropOp

code: class FDecoratedDragDropOp : public [FDragDropOperation](API\Runtime\SlateCore\Input\FDragDropOperation)

CurrentHoverText

type: FText

description: String to show as hover text

CurrentIconBrush

type: constFSlateBru...

description: Icon to be displayed

CurrentIconColorAndOpacity

type: FSlateColor

description: The color of the icon to be displayed.

DefaultHoverIcon

description: Default icon to be displayed

DefaultHoverIconColorAndOpacity

description: Default color and opacity for the default icon to be displayed.

DefaultHoverText

description: Default string to show as hover text


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FExportTextDragDropOp](API\Editor\UnrealEd\DragAndDrop\FExportTextDragDropOp) > New ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & InActors )


className: FExportTextDragDropOp

code: class FExportTextDragDropOp : public [FDragDropOperation](API\Runtime\SlateCore\Input\FDragDropOperation)

ActorExportText

type: FString


code: void Init ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > InFolders, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const [FFolder::FRootObject](API\Runtime\Engine\FFolder\FRootObject) & InRootObject )


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


className: FFolderDragDropOp

description: A drag/drop operation when dragging actor folders

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

Folders

type: TArray<FName>

description: Array of folders that we are dragging

RootObject

description: Root object of folder (can be invalid)

World

type: TWeakObjectPtr<...

description: World to which the folders belong


description: The widget decorator to use

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetDefaultDecorator() const


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


description: Inits the tooltip

code: void Init()


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FLevelDragDropOp](API\Editor\UnrealEd\DragAndDrop\FLevelDragDropOp) > New ( const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [ULevel](API\Runtime\Engine\Engine\ULevel) >> & LevelsToDrop )


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FLevelDragDropOp](API\Editor\UnrealEd\DragAndDrop\FLevelDragDropOp) > New ( const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) >> & LevelsToDrop )


className: FLevelDragDropOp

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

bGoodToDrop

type: bool

description: Whether content is good to drop on current site, used by decorator

LevelsToDrop

type: TArray<TWeakOb...

description: The levels to be dropped.

StreamingLevelsToDrop

description: The streaming levels to be dropped.


description: Error Codes for a variety of tool errors NOTE: this needs to be kept in sync with iPhonePackager.cs and AutomationTool/Program.cs Any new error added here needs a text string in TranslateErrorCode

code: namespace EAnalyticsErrorCodes { enum Type { UATNotFound = -1, Success = 0, Unknown = 1, Arguments = 2, UnknownCommand = 3, SDKNotFound = 10, ProvisionNotFound = 11, CertificateNotFound = 12, ManifestNotFound = 14, KeyNotFound = 15, ProvisionExpired = 16, CertificateExpired = 17, CertificateProvisionMismatch = 18, CodeUnsupported = 19, PluginsUnsupported = 20, UnknownCookFailure = 25, UnknownDeployFailure = 26, UnknownBuildFailure = 27, UnknownPackageFailure = 28, UnknownLaunchFailure = 29, StageMissingFile = 30, FailedToCreateIPA = 31, FailedToCodeSign = 32, DeviceBackupFailed = 33, AppUninstallFailed = 34, AppInstallFailed = 35, AppNotFound = 36, StubNotSignedCorrectly = 37, IPAMissingInfoPList = 38, DeleteFile = 39, DeleteDirectory = 40, CreateDirectory = 41, CopyFile = 42, OnlyOneObbFileSupported = 50, FailureGettingPackageInfo = 51, OnlyOneTargetConfigurationSupported = 52, ObbNotFound = 53, AndroidBuildToolsPathNotFound = 54, NoApkSuitableForArchitecture = 55, FilesInstallFailed = 56, RemoteCertificatesNotFound = 57, LauncherFailed = 100, UATLaunchFailure = 101, FailedToDeleteStagingDirectory = 102, MissingExecutable = 103, DeviceNotSetupForDevelopment = 150, DeviceOSNewerThanSDK = 151, TestFailure = 152, SymbolizedSONotFound = 153, LicenseNotAccepted = 154, AndroidOBBError = 155, SDKInstallFailed = 200, DeviceUpdateFailed = 201, } }


code: namespace EAutosaveContentPackagesResult { enum Type { Success, NothingToDo, Failure, } }


code: namespace ECommentBoxMode { enum Type { GroupMovement, NoGroupMovement, } }


code: namespace EComponentCreateAction { enum Type { CreateNewCPPClass, CreateNewBlueprintClass, SpawnExistingClass, } }


code: void Add ( [AActor](API\Runtime\Engine\GameFramework\AActor) & InActor )


description: Adds selected ungrouped actors to a selected group. Does nothing if more than one group is selected.


description: Sets this group's location to the center point based on current location of its children.

code: void CenterGroupLocation()


description: Detaches all children (actors and subgroups) from this group and then removes it.

code: void ClearAndRemove()


description: True if the group contains the given actor.

code: bool Contains ( [AActor](API\Runtime\Engine\GameFramework\AActor) & InActor ) const


description: Draw brackets around all selected groups

code: static void DrawBracketsForGroups ( class [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, [FViewport](API\Runtime\Engine\FViewport) * Viewport, bool bMustBeSelected )


description: Enumerate all actors and subgroups for this group (includes this).

code: void ForEachActorInGroup ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([AActor](API\Runtime\Engine\GameFramework\AActor) *, [AGroupActor](API\Editor\UnrealEd\Editor\AGroupActor) *)> InCallback )


description: Enumerate all actors and subgroups for this group that should be moved alongside this actor (includes this).

code: void ForEachMovableActorInGroup ( const [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * InSelectionSet, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([AActor](API\Runtime\Engine\GameFramework\AActor) *, [AGroupActor](API\Editor\UnrealEd\Editor\AGroupActor) *)> InCallback )


description: The number of actors in the group.

code: int32 GetActorNum() const


description: Returns the bounding box of all components that make up this Actor (excluding ChildActorComponents).

code: virtual void GetActorBounds ( bool bOnlyCollidingComponents, FVector & Origin, FVector & BoxExtent, bool bIncludeFromChildActors ) const


code: void GetAllChildren ( [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutChildren, bool bRecurse ) const


code: void GetGroupActors ( [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutGroupActors, bool bRecurse ) const


description:
Returns the direct parent for the actor or null if one is not found.
The direct parent for the given actor. Returns null if no group has this actor as a child.

code: static [AGroupActor](API\Editor\UnrealEd\Editor\AGroupActor) * GetParentForActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


description:
Returns the highest found root for the given actor or null if one is not found. Qualifications of root can be specified via optional parameters.
The topmost group actor for this actor. Returns null if none exists using the given conditions.

code: static [AGroupActor](API\Editor\UnrealEd\Editor\AGroupActor) * GetRootForActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, bool bMustBeLocked, bool bMustBeSelected, bool bMustBeUnlocked, bool bMustBeUnselected )


description: GetActorBounds()

code: virtual FBox GetStreamingBounds() const


code: void GetSubGroups ( [TArray](API\Runtime\Core\Containers\TArray)< [AGroupActor](API\Editor\UnrealEd\Editor\AGroupActor) * > & OutSubGroups, bool bRecurse ) const


description: True if the group contains any selected actors.

code: bool HasSelectedActors ( bool bDeepSearch ) const


description: Apply given deltas to all actors and subgroups for this group.

code: void GroupApplyDelta ( const FVector & InDrag, const FRotator & InRot, const FVector & InScale )


description:
Called during saving to determine if the object is forced to be editor only or not
true if this object should never be loaded outside the editor

code: virtual bool IsEditorOnly() const


description: Group's locked state

code: bool IsLocked() const


description: Lock this group and all subgroups.

code: void Lock()


description: Locks the lowest selected groups in the current selection.

code: static void LockSelectedGroups()


description:
Query to find how many active groups are currently in the editor.
Number of active groups currently in the editor.

code: static const int32 NumActiveGroups ( bool bSelected, bool bDeepSearch )


description: Called when an actor is done spawning into the world (fromUWorld::SpawnActor), both in the editor and during gameplay For actors with a root component, the location and rotation will have already been set. This is called before calling construction scripts, but after native components have been created

code: virtual void PostActorCreated()


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

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


description: Called after applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo()


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Removes the given actor from this group. If the group has no actors after this transaction, the group itself is removed.

code: void Remove ( [AActor](API\Runtime\Engine\GameFramework\AActor) & InActor )


description: Changes the given array to remove any existing subgroups

code: static void RemoveSubGroupsFromArray ( [TArray](API\Runtime\Core\Containers\TArray)< [AGroupActor](API\Editor\UnrealEd\Editor\AGroupActor) * > & GroupArray )


code: static bool SelectedGroupNeedsFixup()


description: Reselects any valid groups based on current editor selection

code: static void SelectGroupsInSelection()


description: Explicitly sets whether or not this actor is hidden in the editor for the duration of the current editor session

code: virtual void SetIsTemporarilyHiddenInEditor ( bool bIsHidden )


description: Toggle group mode

code: static void ToggleGroupMode()


description: Unlock this group

code: void Unlock()


description: Unlocks the highest locked parent groups for actors in the current selection.

code: static void UnlockSelectedGroups()


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


className: AGroupActor

code: class AGroupActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)

bLocked

type: uint32: 1

GroupActors

type: TArray<TObject...


className: APropertyEditorTestActor

code: class APropertyEditorTestActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)


description: Assigns a new label to an actor. If the name exists it will be appended with a number to make it unique. Actor labels are only available in development builds.

code: static void SetActorLabelUnique ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, const [FString](API\Runtime\Core\Containers\FString) & NewActorLabel, const [FCachedActorLabels](API\Editor\UnrealEd\Editor\FCachedActorLabels) * InExistingActorLabels )


description: Does an explicit actor rename. In addition to changing the label this will also fix any soft references pointing to it

code: static void RenameExistingActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, const [FString](API\Runtime\Core\Containers\FString) & NewActorLabel, bool bMakeUnique )


className: FActorLabelUtilities

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

code: struct FActorLabelUtilities


description:
Given a label, attempts to split this into its alpha/numeric parts.
true if the label ends with a number.

code: static bool SplitActorLabel ( [FString](API\Runtime\Core\Containers\FString) & InOutLabel, int32 & OutIdx )


className: FAssetReferenceFilterContext

description: Struct used in filtering allowed references between assets. Passes context about the referencers to game-level filters

code: struct FAssetReferenceFilterContext

ReferencingAssets

type: TArray<FAssetD...


description: Add a new label to this set

code: void Add ( const [FString](API\Runtime\Core\Containers\FString) & InLabel )


description: Check if the specified label exists

code: bool Contains ( const [FString](API\Runtime\Core\Containers\FString) & InLabel ) const


description: Populate the set of actor names

code: void Populate ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [TSet](API\Runtime\Core\Containers\TSet)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & IgnoredActors )


description: Remove a label from this set

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


description: Default constructor - does not populate the array

code: FCachedActorLabels()


description: Constructor that populates the set of actor names

code: FCachedActorLabels ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [TSet](API\Runtime\Core\Containers\TSet)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & IgnoredActors )


className: FCachedActorLabels

description: A cache of actor labels

code: struct FCachedActorLabels


className: FClassMoveInfo

description: Used during asset renaming/duplication to specify class-specific package/group targets.

code: struct FClassMoveInfo

bActive

description: If true, this info is applied when moving/duplicating assets.

ClassName

description: The type of asset this MoveInfo applies to.

GroupName

description: The target group info which assets of this type are moved/duplicated.

PackageName

description: The target package info which assets of this type are moved/duplicated.


description: Can a quick copy be formed based on the selection information

code: bool CanPerformQuickCopy() const


description: Do not cache this info, it is only valid after a call to CanCopySelectedActorsToClipboard has been made, and becomes redundant when the current selection changes. Used to determine whether a copy can be performed based on the current selection state

code: FCopySelectedInfo()


className: FCopySelectedInfo

code: struct FCopySelectedInfo

bAllActorsInSameLevel

description: If we have selected actors, are they within the same level

bHasSelectedActors

description: Does the current selection contain actors

bHasSelectedSurfaces

description: Does the current selection contain surfaces

LevelAllActorsAreIn

type: ULevel*

description: If they are in the same level, what level is it

LevelWithSelectedSurface

description: If we have selected surfaces, what level is it


className: FIniStringValue

description: Helper struct for setting string console ini values.

code: struct FIniStringValue

Filename

description: From .ini, relative to {PROJECT}. Ex: /Config/DefaultEngine.ini

Key

description: From .ini. Ex: r.GPUSkin.Support16BitBoneIndex

Section

description: From .ini. Ex: /Script/Engine.RendererSettings

Value

description: From .ini. Ex: True


code: FLightmassBooleanParameterValue()


className: FLightmassBooleanParameterValue

description: Boolean parameter value

code: struct FLightmassBooleanParameterValue : public [FLightmassParameterValue](API\Editor\UnrealEd\Editor\FLightmassParameterValue)

ParameterValue

description: The boolean value to override the parent value with


className: FLightmassParameterizedMaterialSettings

description: Structure for 'parameterized' Lightmass settings

CastShadowAsMasked

type: FLightmassBoole...

description: If true, forces translucency to cast static shadows as if the material were masked.

DiffuseBoost

type: FLightmassScala...

description: Scales the diffuse contribution of this material to static lighting.

EmissiveBoost

description: Scales the emissive contribution of this material to static lighting.

ExportResolutionScale

description: Scales the resolution that this material's attributes were exported at.


className: FLightmassParameterValue

description: This will hold all of our enums and types and such that we need to use in multiple files where the enum can't be mapped to a specific file.Base LightmassParameterValue class

code: struct FLightmassParameterValue

bOverride

description: If true, override the given parameter with the given settings


code: FLightmassScalarParameterValue()


code: FLightmassScalarParameterValue ( float InParameterValue )


description: Returns the preview feature level if active, or GMaxRHIFeatureLevel otherwise


className: FLightmassScalarParameterValue

description: Scalar parameter value

code: struct FLightmassScalarParameterValue : public [FLightmassParameterValue](API\Editor\UnrealEd\Editor\FLightmassParameterValue)

ParameterValue

type: float

description: The scalar value to override the parent value with


description: Return platform name like "Android", or NAME_None if none is set or the preview feature level is not active


description: Checks if two FPreviewPlatformInfos are for the same preview platform. Note, this does NOT compare the bPreviewFeatureLevelActive flag

code: bool Matches ( const [FPreviewPlatformInfo](API\Editor\UnrealEd\Editor\FPreviewPlatformInfo) & Other ) const


code: FPreviewPlatformInfo ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, EShaderPlatform InShaderPlatform, [FName](API\Runtime\Core\UObject\FName) InPreviewPlatformName, [FName](API\Runtime\Core\UObject\FName) InPreviewShaderFormatName, [FName](API\Runtime\Core\UObject\FName) InDeviceProfileName, bool InbPreviewFeatureLevelActive, [FName](API\Runtime\Core\UObject\FName) InShaderPlatformName )


className: FPreviewPlatformInfo

code: struct FPreviewPlatformInfo

bPreviewFeatureLevelActive

description: Is feature level preview currently active

DeviceProfileName

type: FName

description: The device profile to preview.

PreviewFeatureLevel

type: ERHIFeatureLeve...

description: The feature level we should use when loading or creating a new world

PreviewPlatformName

description: The the platform to preview, or NAME_None if there is no preview platform

PreviewShaderFormatName

description: The shader Format to preview, or NAME_None if there is no shader preview format

PreviewShaderPlatformName

description: Preview Shader Platform Name

ShaderPlatform

type: EShaderPlatform

description: The ShaderPlatform to be used when in preview


code: FPropertyEditorTestBasicStruct()


className: FPropertyEditorTestBasicStruct

description: This structs properties should be pushed out to categories inside its parent category unless it is in an array

code: struct FPropertyEditorTestBasicStruct

InnerStruct

type: FPropertyEditor...

ObjectPropertyInsideAStruct

type: TObjectPtr<UOb...


className: FPropertyEditorTestEditCondition

code: struct FPropertyEditorTestEditCondition

Flags

type: ETestEnumFlags


className: FPropertyEditorTestInstancedStruct

Object

type: TObjectPtr<UPr...


className: FPropertyEditorTestSubStruct

code: struct FPropertyEditorTestSubStruct

type: FLinearColor

type: FSoftObjectPath


className: FPropertyEditTestTextStruct

code: struct FPropertyEditTestTextStruct

NormalProperty

type: FText


className: FResultMessage

description: Simple Return struct for supplying success or failure with an optional error message

code: struct FResultMessage

bSuccess

type: bool

ErrorMessage

type: FString


className: FSelectionStateOfLevel

description: Represents the current selection state of a level (its selected actors and components) from a given point in a time, in a way that can be safely restored later even if the level is reloaded

code: struct FSelectionStateOfLevel

SelectedActors

type: TArray<FString...

description: Path names of all the selected actors

SelectedComponents

description: Path names of all the selected components


className: FTemplateMapInfo

description: Used by new level dialog.

code: struct FTemplateMapInfo

Category

description: Optional category used for sorting

DisplayName

description: Optional display name override for this map template

Map

description: The object path to the template map

Thumbnail

description: The Texture associated with this map template

ThumbnailTexture

type: TSoftObjectPtr<...

description: The Texture2D associated with this map template


className: FTestSparseClassDataStorage

code: struct FTestSparseClassDataStorage

Map

type: TMap< int, int ...


description: Used by GC to collect referenced objects.

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


description: Enacts the transaction.

code: virtual void Apply()


description: BeginOperation should be called when a transaction or undo/redo starts

code: virtual void BeginOperation()


description: Does the transaction know that the object is being modified.

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


description: True if this record contains a reference to a pie object

code: virtual bool ContainsPieObjects() const


description: Outputs the contents of the ObjectMap to the specified output device.

code: void DumpObjectMap ( [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar ) const


description: EndOperation should be called when a transaction is finalized or canceled or undo/redo ends

code: virtual void EndOperation()


code: FChangedObjectValue &40; const int32 InRecordIndex, const TSharedPtr< ITransactionObjectAnnotation > & InAnnotation, const TSharedPtr< ITransactionObjectAnnotation > & InAnnotationSnapshot &41;


className: FChangedObjectValue

code: struct FChangedObjectValue

Annotation

type: TSharedPtr<ITr...


description: Finalize the transaction (try and work out what's changed).

code: virtual void Finalize()


code: void AddReferencedObjects &40; FReferenceCollector & Collector &41;


code: bool ContainsPieObject&40;&41; const


code: void Finalize &40; FTransaction &42; Owner, UE::Transaction::DiffUtil::FDiffableObjectArchetypeCache & ArchetypeCache, TSharedPtr< ITransactionObjectAnnotation > & OutFinalizedObjectAnnotation &41;


code: FReader &40; FTransaction &42; InOwner, const FSerializedObject & InSerializedObject, bool bWantBinarySerialization &41;


className: FReader

description: FReader(FTransaction* InOwner,constFSerializedObject& InSerializedObject,bool bWantBinarySerialization)

code: class FReader : public UE::Transaction::FSerializedObjectDataReader


className: EPendingKillChange

code: enum EPendingKillChange { None, DeadToAlive, AliveToDead, }


code: void SetObject &40; const UObject &42; InObject &41;


code: void Swap &40; FSerializedObject & Other &41;


className: FSerializedObject

code: struct FSerializedObject : public [UE::Transaction::FSerializedObject](API\Runtime\Engine\FSerializedObject)

ObjectAnnotation

description: Annotation data for the object stored externally

ObjectId

type: FTransactionObj...

description: ID of the object when it was serialized

PendingKillChange

type: EPendingKillCha...

description: Whether this transaction marked this actor as garbage, unmarked it, or didn't touch the garbage flag at all.


code: FWriter &40; FSerializedObject & InSerializedObject, bool bWantBinarySerialization &41;


className: FWriter

description: FWriter(FSerializedObject& InSerializedObject,bool bWantBinarySerialization)

code: class FWriter : public UE::Transaction::FSerializedObjectDataWriter


code: UE::Transaction::FDiffableObject GetDiffableObject &40; TArrayView< const FProperty &42; > PropertiesToSerialize, UE::Transaction::DiffUtil::EGetDiffableObjectMode ObjectSerializationMode &41; const


description: true if the record has a delta change or a custom change

code: bool HasChanges&40;&41; const


description: true if the record has a custom change and the change has expired

code: bool HasExpired&40;&41; const


code: void Load &40; FTransaction &42; Owner &41;


code: void Restore &40; FTransaction &42; Owner &41;


code: void Save &40; FTransaction &42; Owner &41;


description: Functions.

code: void SerializeContents &40; FArchive & Ar, int32 InOper &41; const


code: void SerializeObject &40; FArchive & Ar &41; const


code: void Snapshot &40; FTransaction &42; Owner, UE::Transaction::DiffUtil::FDiffableObjectArchetypeCache & ArchetypeCache, TArrayView< const FProperty &42; > Properties &41;


description: Constructors.


description: Non-copyable.

code: FObjectRecord &40; const FObjectRecord & &41;


code: FObjectRecord &40; FTransaction &42; Owner, UObject &42; InObject, TUniquePtr< FChange > InCustomChange, FScriptArray &42; InArray, int32 InIndex, int32 InCount, int32 InOper, int32 InElementSize, uint32 InElementAlignment, STRUCT_DC InDefaultConstructor, STRUCT_AR InSerializer, STRUCT_DTOR InDestructor &41;


className: FObjectRecord

description: Record of an object.

code: class FObjectRecord

AllPropertiesSnapshot

type: TArray< constF...

description: The combined list of properties that have been passed any Snapshot call for this object (always empty once finalized)

Array

type: FScriptArray&#...

description: Array: If an array object, reference to script array

bFinalized

description: True if object has been finalized and generated diff data

bHasSerializedObjectChanges

description: True if the serialized object state changed between when the transaction started and when the transaction ended (set once finalized)

bRestored

description: True if object has already been restored from data. False otherwise.

bWantsBinarySerialization

description: True if record should serialize data as binary blob (more compact).

Count

description: Array: How many items to record

CustomChange

type: TUniquePtr<FCh...

description: Custom change to apply to this object to undo this record.

DefaultConstructor

description: Array: DefaultConstructor for each item in the array

DeltaChange

description: Delta change information between the diffable state of the object when the transaction started, and the diffable state of the object when the transaction ended

Destructor

description: Array: Destructor for each item in the array

DiffableObject

description: The diffable object data (always null once finalized)

DiffableObjectSnapshot

description: The diffable object data when it was last snapshot (always null once finalized)

ElementAlignment

description: Array: Alignment of each item in the array

ElementSize

description: Array: Size of each item in the array

Index

description: Array: Offset into the array

Object

description: Variables.

ObjectAnnotationSnapshot

description: Annotation data the last time the object was snapshot (always null once finalized)

SerializedObject

type: FSerializedObje...

description: The serialized object data

SerializedObjectFlip

description: The serialized object data that will be used when the transaction is flipped

Serializer

description: Array: Serializer to use for each item in the array


className: FObjectRecords

code: struct FObjectRecords

Records

type: TArray<FObject...


className: FPackageRecord

code: struct FPackageRecord

bWasDirty

description: The cached dirty state of this package, to be restored on undo/redo as long as the DirtyFenceCount still matches

DirtyFenceCount

description: The fence count used to determine if the cached dirty state is still valid on undo/redo (ie, was the package saved or deleted since the undo was made)


description: Create a map that holds information about objects of a given transaction.


description: Gets the full context for the transaction.

code: virtual [FTransactionContext](API\Runtime\Core\Misc\FTransactionContext) GetContext() const


description: Returns the description of each contained Object Record


description: Returns the unique identifier for this transaction, used to track it during its lifetime


description: Returns the unique identifier for the active operation on this transaction (if any)


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


description: Returns the descriptive text for the transaction


description: Get all the objects that are part of this transaction.

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


description: Returns a unique string to serve as a type ID for the FTranscationBase-derived type.

code: virtual const TCHAR * GetTransactionType() const


description: true if the transaction contains custom changes and all the changes have expired

code: virtual bool HasExpired() const


description: Checks if a specific object is in the transaction currently underway

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


description:
Report if a transaction should be put in the undo buffer. A transaction will be transient if it contains PIE objects or result in a no-op. If this returns true the transaction won't be put in the transaction buffer.
true if the transaction is transient.

code: virtual bool IsTransient() const


description: SaveObject

code: virtual void SaveArray ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FScriptArray](API\Runtime\Core\Containers\FScriptArray) * Array, int32 Index, int32 Count, int32 Oper, int32 ElementSize, uint32 ElementAlignment, STRUCT_DC DefaultConstructor, STRUCT_AR Serializer, STRUCT_DTOR Destructor )


description: SaveArray

code: virtual void SaveObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Sets the transaction's primary object.

code: virtual void SetPrimaryObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Snapshots aUObjectwithin the transaction.

code: virtual void SnapshotObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > Properties )


description: Stores a command that can be used to undo a change to the specified object. This may be called multiple times in the same transaction to stack up changes that will be rolled back in reverse order. No copy of the object itself is stored.

code: virtual void StoreUndo ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FChange](API\Runtime\Core\Misc\FChange) > CustomChange )


description: Non-copyable.

code: FTransaction &40; const FTransaction & &41;


description: Constructor.

code: FTransaction ( const TCHAR * InContext, const [FText](API\Runtime\Core\Internationalization\FText) & InTitle, bool bInFlip )


className: FTransaction

description: warning:UObject::Serializeimplicitly assumes that class properties do not change in between transaction resets.

code: class FTransaction : public [ITransaction](API\Runtime\Core\Misc\ITransaction)

bFlip

description: If true, on apply flip the direction of iteration over object records.

ChangedObjects

type: TMap<UObject&...

description: Objects that will be changed directly by the transaction, empty when not transacting

Context

description: A text string describing the context for the transaction.

Id

type: FGuid

description: Unique identifier for this transaction, used to track it during its lifetime

Inc

description: Used to track direction to iterate over transaction's object records.

ObjectRecordsMap

description: Map of object records (non-array), for optimized look-up and to prevent an object being serialized to a transaction more than once.

OperationId

description: Unique identifier for the active operation on this transaction (if any).

PackageRecordMap

description: Map of package records for tracking and restoring the dirty state of packages on undo/redo.

PrimaryObject

type: UObject*

description: The key object being edited in this transaction. For example the blueprint object. Can be NULL

Records

type: TIndirectArray<...

description: Transaction variables.

Title

description: Description of the transaction. Can be used by UI


description: Filter function to pass/fail an asset. Called in some situations that are performance-sensitive so is expected to be fast.

code: bool PassesFilter ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [FText](API\Runtime\Core\Internationalization\FText) * OutOptionalFailureReason ) const


code: virtual ~IAssetReferenceFilter()


className: IAssetReferenceFilter

description: Used in filtering allowed references between assets. Implement a subclass of this and return it in OnMakeAssetReferenceFilter

code: class IAssetReferenceFilter


description: Lists and Trees serialize items that they observe because they rely on the property that holding a reference means it will not be garbage collected.

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


description: a shared reference to the widgets; required for forwarding focus.

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


description: Cancels a previous request to scroll an item into view (cancels navigation requests as well).

code: void CancelScrollIntoView()


description: Empty the highlighted item set.

code: void ClearHighlightedItems()


description: Empty the selection set.

code: void ClearSelection()


description: Construct this widget

code: void Construct ( const typename [SListView](API\Editor\UnrealEd\Editor\SListView)< ItemType >::[FArguments](API\Editor\UnrealEd\Editor\SListView\FArguments) & InArgs )


code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< FSlateAccessibleWidget > CreateAccessibleWidget()


code: WidgetArgsType & ClearSelectionOnClick &40; bool InArg &41;


code: WidgetArgsType & AllowOverscroll &40; EAllowOverscroll InArg &41;


code: WidgetArgsType & ConsumeMouseWheel &40; EConsumeMouseWheel InArg &41;


code: WidgetArgsType & EnableAnimatedScrolling &40; bool InArg &41;


code: WidgetArgsType & ExternalScrollbar &40; TSharedPtr< SScrollBar > InArg &41;


code: WidgetArgsType & FixedLineScrollOffset &40; TOptional< double > InArg &41;


code: WidgetArgsType & HandleDirectionalNavigation &40; bool InArg &41;


code: WidgetArgsType & HandleGamepadEvents &40; bool InArg &41;


code: WidgetArgsType & HeaderRow &40; TSharedPtr< SHeaderRow > InArg &41;


code: WidgetArgsType & HandleSpacebarSelection &40; bool InArg &41;


code: WidgetArgsType & IsFocusable &40; const TAttribute< bool > & InAttribute &41;


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


code: WidgetArgsType & ListItemsSource &40; const TArray< ItemType > &42; InArg &41;


code: WidgetArgsType & ListItemsSource &40; ::UE::Slate::Containers::TObservableArray< ItemType > &42; InArg &41;


code: WidgetArgsType & ListItemsSource &40; TSharedPtr<::UE::Slate::Containers::TObservableArray< ItemType >> InArg &41;


code: WidgetArgsType & ListItemsSource &40; TSharedRef<::UE::Slate::Containers::TObservableArray< ItemType >> InArg &41;


code: WidgetArgsType & ListViewStyle &40; const FTableViewStyle &42; InArg &41;


code: TUniquePtr<::UE::Slate::ItemsSource::IItemsSource< ItemType > > MakeListItemsSource &40; TSharedRef< STableViewBase > InWidget &41; const


code: WidgetArgsType & MaxPinnedItems &40; const TAttribute< int32 > & InAttribute &41;


code: WidgetArgsType & NavigationScrollOffset &40; float InArg &41;


code: WidgetArgsType & OnContextMenuOpening &40; const FOnContextMenuOpening & InDelegate &41;


code: WidgetArgsType & OnEnteredBadState &40; const FOnTableViewBadState & InDelegate &41;


code: WidgetArgsType & OnEntryInitialized &40; const FOnEntryInitialized & InDelegate &41;


code: WidgetArgsType & OnFinishedScrolling &40; const FOnFinishedScrolling & InDelegate &41;


code: WidgetArgsType & OnGeneratePinnedRow &40; const FOnGenerateRow & InDelegate &41;


code: WidgetArgsType & OnGenerateRow &40; const FOnGenerateRow & InDelegate &41;


code: WidgetArgsType & OnIsSelectableOrNavigable &40; const FIsSelectableOrNavigable & InDelegate &41;


code: WidgetArgsType & OnItemScrolledIntoView &40; const FOnItemScrolledIntoView & InDelegate &41;


description: Assign this to get more diagnostics from the list view.

code: WidgetArgsType & OnItemToString_Debug &40; const FOnItemToString_Debug & InDelegate &41;


description: Callback delegate to have first chance handling of the OnKeyDown event

code: WidgetArgsType & OnKeyDownHandler &40; const FOnKeyDown & InDelegate &41;


code: WidgetArgsType & OnListViewScrolled &40; const FOnTableViewScrolled & InDelegate &41;


code: WidgetArgsType & OnMouseButtonClick &40; const FOnMouseButtonClick & InDelegate &41;


code: WidgetArgsType & OnMouseButtonDoubleClick &40; const FOnMouseButtonDoubleClick & InDelegate &41;


code: WidgetArgsType & OnRowReleased &40; const FOnWidgetToBeRemoved & InDelegate &41;


code: WidgetArgsType & OnSelectionChanged &40; const FOnSelectionChanged & InDelegate &41;


code: WidgetArgsType & Orientation &40; EOrientation InArg &41;


code: WidgetArgsType & PreventThrottling &40; bool InArg &41;


code: WidgetArgsType & ReturnFocusToSelection &40; bool InArg &41;


code: WidgetArgsType & ScrollbarDragFocusCause &40; EFocusCause InArg &41;


code: WidgetArgsType & ScrollBarStyle &40; const FScrollBarStyle &42; InArg &41;


code: WidgetArgsType & ScrollbarVisibility &40; const TAttribute< EVisibility > & InAttribute &41;


code: WidgetArgsType & SelectionMode &40; const TAttribute< ESelectionMode::Type > & InAttribute &41;


code: WidgetArgsType & WheelScrollMultiplier &40; float InArg &41;


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

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


className: FIsSelectableOrNavigable

code: typedef typename TSlateDelegates< ItemType >::[FIsSelectableOrNavigable](API\Editor\UnrealEd\Editor\SListView\FIsSelectableOrNavigable) FIsSelectableOrNavigable


className: FOnEntryInitialized

code: typedef TBaseDelegate_TwoParams< void, ItemType, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > & > FOnEntryInitialized


className: FOnGenerateRow

code: typedef typename TSlateDelegates< ItemType >::[FOnGenerateRow](API\Editor\UnrealEd\Editor\SListView\FOnGenerateRow) FOnGenerateRow


className: FOnItemScrolledIntoView

code: typedef typename TSlateDelegates< ItemType >::[FOnItemScrolledIntoView](API\Editor\UnrealEd\Editor\SListView\FOnItemScrolledIntoView) FOnItemScrolledIntoView


code: typedef TSlateDelegates< ItemType >::[FOnItemToString_Debug](API\Editor\UnrealEd\Editor\SListView\FOnItemToString_Debug) FOnItemToString_Debug


className: FOnMouseButtonClick

code: typedef typename TSlateDelegates< ItemType >::[FOnMouseButtonClick](API\Editor\UnrealEd\Editor\SListView\FOnMouseButtonClick) FOnMouseButtonClick


className: FOnMouseButtonDoubleClick

code: typedef typename TSlateDelegates< ItemType >::[FOnMouseButtonDoubleClick](API\Editor\UnrealEd\Editor\SListView\FOnMouseButtonDoubleClick) FOnMouseButtonDoubleClick


className: FOnWidgetToBeRemoved

code: typedef TBaseDelegate_OneParam< void, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > & > FOnWidgetToBeRemoved


description: IAccessibleWidget.

code: virtual IAccessibleTable &42; AsTable&40;&41;


description:
Check if the table can select more than one element at a time.
True if the table can support selection for more than one element at a time. Else false.

code: virtual bool CanSupportMultiSelection&40;&41; const


description: IAccessibleTable.

code: virtual TArray< TSharedPtr< IAccessibleWidget > > GetSelectedItems&40;&41; const


description:
Checks if the table must have an element selected at all times.
True if an element of the table must be selected at all times, else false

code: virtual bool IsSelectionRequired&40;&41; const


code: FSlateAccessibleListView &40; TWeakPtr< SWidget > InWidget, EAccessibleWidgetType InWidgetType &41;


code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > GenerateNewPinnedWidget ( ItemType InItem, const int32 ItemIndex, const int32 NumPinnedItems )


description:
Given an data item, generate a widget corresponding to it.
A new Widget that represents the data item.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > GenerateNewWidget ( ItemType InItem )


code: void GeneratePinnedWidgetForItem ( const ItemType & CurItem, int32 ItemIndex, int32 NumPinnedItems, float LayoutScaleMultiplier )


className: FSlateAccessibleListView

description: An accessible implementation forSListViewto be exposed to platform accessibility APIs. For subclasses ofSListView, inherit from this class and override and functions to give desired behavior.

code: class FSlateAccessibleListView : public FSlateAccessibleWidget, public [IAccessibleTable](API\Runtime\ApplicationCore\GenericPlatform\Accessibility\IAccessibleTable)


code: float GenerateWidgetForItem ( const ItemType & CurItem, int32 ItemIndex, int32 StartIndex, float LayoutScaleMultiplier )


description: Assign AccessibleText with a default value that can be used when AccessibleBehavior is set to Auto or Custom.

code: virtual [TOptional](API\Runtime\Core\IO\TOptional)< [FText](API\Runtime\Core\Internationalization\FText) > GetDefaultAccessibleText ( EAccessibleType AccessibleType ) const


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< const ItemType > GetItems() const


description: how many items there are in theTArraybeing observed

code: virtual int32 GetNumItemsBeingObserved() const


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


description:
Gets the number of selected items.
Number of selected items.

code: int32 GetNumItemsSelected() const


description:
Returns a list of selected item indices, or an empty array if nothing is selected
List of selected item indices (in no particular order)

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< ItemType > GetSelectedItems() const


code: int32 GetSelectedItems ( [TArray](API\Runtime\Core\Containers\TArray)< ItemType > & SelectedItemArray ) const


description: Is the tableview a tree or a list?

code: virtual [ETableViewMode::Type](API\Runtime\Slate\Framework\Views\ETableViewMode__Type) GetTableViewMode() const


code: bool HasValidItemsSource() const


description:
Test if the current item is selected.
true if the item is selected in this list; false otherwise.

code: bool IsItemSelected ( const ItemType & InItem ) const


description:
Checks whether the specified item is currently visible in the list view.
true if the item is visible, false otherwise.

code: bool IsItemVisible ( ItemType Item ) const


description:
Will determine the max row size for the specified column id
The max size for a column Id.

code: FVector2D GetMaxRowSizeForColumn ( const [FName](API\Runtime\Core\UObject\FName) & ColumnId, EOrientation ColumnOrientation )


description:
Given a Widget, find the corresponding data item.
the data item from which the WidgetToFind was generated

code: const ItemType * ItemFromWidget ( const [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) * WidgetToFind ) const


className: MapKeyFuncs

code: typedef typename [TListTypeTraits](API\Runtime\Slate\Framework\Views\TListTypeTraits)< ItemType >::[MapKeyFuncs](API\Editor\UnrealEd\Editor\SListView\MapKeyFuncs) MapKeyFuncs


className: MapKeyFuncsSparse

code: typedef typename [TListTypeTraits](API\Runtime\Slate\Framework\Views\TListTypeTraits)< ItemType >::[MapKeyFuncsSparse](API\Editor\UnrealEd\Editor\SListView\MapKeyFuncsSparse) MapKeyFuncsSparse


description: Selects the specified item and scrolls it into view. If shift is held, it will be a range select.

code: virtual void NavigationSelect ( const ItemType & InItemToSelect, const [FInputEvent](API\Runtime\SlateCore\Input\FInputEvent) & InInputEvent )


description: Called when CurrentScrollOffset == TargetScrollOffset at the end of a Tick

code: virtual void NotifyFinishedScrolling()


description: Called when an item has entered the visible geometry to check to see if the ItemScrolledIntoView delegate should be fired.


className: NullableItemType

code: typedef typename [TListTypeTraits](API\Runtime\Slate\Framework\Views\TListTypeTraits)< ItemType >::NullableType NullableItemType


description:
Called after a key is pressed when this widget has focus (this event bubbles if not handled)
Returns whether the event was handled, along with other possible actions

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnKeyDown ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent )


code: [FReply](API\Runtime\SlateCore\Input\FReply) OnKeyDown_Internal ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent )


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

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


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

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


description: Called when navigation is requested e.g. Left Joystick, Direction Pad, Arrow Keys can generate navigation events.

code: virtual [FNavigationReply](API\Runtime\SlateCore\Input\FNavigationReply) OnNavigation ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FNavigationEvent](API\Runtime\SlateCore\Input\FNavigationEvent) & InNavigationEvent )


description: Empty the set of highlighted items.


description: Empty the selection set.

code: virtual void Private_ClearSelection()


description: true if the item has children

code: virtual bool Private_DoesItemHaveChildren ( int32 ItemIndexInList ) const


code: [TOptional](API\Runtime\Core\IO\TOptional)< ItemType > Private_FindNextSelectableOrNavigableWithIndexAndDirection ( const ItemType & InItemToSelect, int32 SelectionIdx, bool bSelectForward )


code: [TOptional](API\Runtime\Core\IO\TOptional)< ItemType > Private_FindNextSelectableOrNavigable ( const ItemType & InItemToSelect )


description: the orientation of this TableView

code: virtual EOrientation Private_GetOrientation() const


description: Nesting level within the tree: 0 is root-level, 1 is children of root, etc.

code: virtual int32 Private_GetNestingDepth ( int32 ItemIndexInList ) const


description: the number of items that are selected

code: virtual int32 Private_GetNumSelectedItems() const


description: the selection mode of this TableView

code: virtual [ESelectionMode::Type](API\Runtime\Slate\Framework\Views\ESelectionMode__Type) Private_GetSelectionMode() const


description: aTBitArrayin which each true bit indicates that a vertical wire is needed at this depth of the tree view.

code: virtual const [TBitArray](API\Runtime\Core\Containers\TBitArray) & Private_GetWiresNeededByDepth ( int32 ItemIndexInList ) const


description:
Test if the item passed in has selector focus.
true if the item has selector focus in this list; false otherwise.

code: virtual bool Private_HasSelectorFocus ( const ItemType & TheItem ) const


description: true if the item is expanded; false otherwise.

code: virtual bool Private_IsItemExpanded ( const ItemType & TheItem ) const


description:
Test if the current item should be highlighted. This is separate from hover highlights.
true if the item is marked as highlighted in this list; false otherwise.

code: virtual bool Private_IsItemHighlighted ( const ItemType & TheItem ) const


description:
Test if the current item can be selected or navigated to.
true if the item is selectable or navigable; false otherwise.

code: virtual bool Private_IsItemSelectableOrNavigable ( const ItemType & TheItem ) const


description:
Test if the current item is selected.
true if the item is selected in this list; false otherwise.

code: virtual bool Private_IsItemSelected ( const ItemType & TheItem ) const


description: true if this item is the last direct descendant of its parent.

code: virtual bool Private_IsLastChild ( int32 ItemIndexInList ) const


description: Is the list pending a refresh?

code: virtual bool Private_IsPendingRefresh() const


description:
Given a Widget, find the corresponding data item.
The data item from which TheWidget was generated

code: virtual const ItemType * Private_ItemFromWidget ( const [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) * TheWidget ) const


description: A low-level interface for use various widgets generated by ItemsWidgets(Lists, Trees, etc). These handle selection, expansion, and other such properties common to ItemsWidgets.

code: void Private_OnEntryInitialized ( ItemType TheItem, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > & TableRow )


description: Called when the expander arrow for the given item is shift+clicked.

code: virtual void Private_OnExpanderArrowShiftClicked ( ItemType TheItem, bool bShouldBeExpanded )


description: Called when the item is clicked, and returns whether or not the event was handled

code: virtual bool Private_OnItemClicked ( ItemType TheItem )


description: Called when the item is double-clicked, and returns whether or not the event was handled

code: virtual bool Private_OnItemDoubleClicked ( ItemType TheItem )


description: Called when the item is right-clicked when not right mouse scrolling

code: virtual void Private_OnItemRightClicked ( ItemType TheItem, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


description: Select a range of items from the current RangeSelectionStart to the SelectorItem Does not cause anOnSelectionChanged()!

code: virtual void Private_SelectRangeFromCurrentTo ( ItemType SelectorItem )


description: Set whether some data item is expanded or not.

code: virtual void Private_SetItemExpansion ( ItemType TheItem, bool bShouldBeExpanded )


description: Set the selection state of an item. Does not cause anOnSelectionChanged()!

code: virtual void Private_SetItemSelection ( ItemType TheItem, bool bShouldBeSelected, bool bWasUserDirected )


description: Notify the ItemsWidget that we changed its selection. Triggers asOnSelectionChanged().

code: virtual void Private_SignalSelectionChanged ( [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) SelectInfo )


description:
Returns whether the table view uses selector focus.
true if the table view uses selector focus; false otherwise.

code: virtual bool Private_UsesSelectorFocus() const


description: Completely wipe existing widgets and fully regenerate them on next tick.

code: virtual void RebuildList()


description: Update generate Widgets for Items as needed and clean up any Widgets that are no longer needed. Re-arrange the visible widget order as necessary.

code: virtual [FReGenerateResults](API\Runtime\Slate\Widgets\Views\STableViewBase\FReGenerateResults) ReGenerateItems ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry )


code: void ReGeneratePinnedItems ( const [TArray](API\Runtime\Core\Containers\TArray)< ItemType > & InItems, const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, int32 MaxPinnedItemsOverride )


description: Navigate to a specific item, scrolling it into view if needed. If the item is not found, fails silently.

code: void RequestNavigateToItem ( ItemType Item, const uint32 UserIndex )


description: Scroll an item into view. If the item is not found, fails silently.

code: void RequestScrollIntoView ( ItemType ItemToView, const uint32 UserIndex )


description: Deprecated* RequestScrollIntoView no longer takes parameter bNavigateOnScrollIntoView. Call RequestNavigateToItem instead of RequestScrollIntoView if navigation is required.

code: void RequestScrollIntoView ( ItemType ItemToView, const uint32 UserIndex, const bool NavigateOnScrollIntoView )


description: Enable a soft highlight on the element. This is useful for explaining parent/child relationships without actually modifying selection. Unrelated to any hover highlights.

code: virtual void Private_SetItemHighlighted ( ItemType TheItem, bool bShouldBeHighlighted )


description:
Scroll the list view by some number of screen units.
The amount actually scrolled in items

code: virtual float ScrollBy ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, float ScrollByAmount, EAllowOverscroll InAllowOverscroll )


description: If there is a pending request to scroll an item into view, do so.

code: virtual [EScrollIntoViewResult](API\Runtime\Slate\Widgets\Views\STableViewBase\EScrollIntoViewResult) ScrollIntoView ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & ListViewGeometry )


description: Set the selection state of an item.

code: void SetItemSelection ( const ItemType & InItem, bool bSelected, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) SelectInfo )


description: Set the highlighted state of an item.

code: void SetItemHighlighted ( const ItemType & TheItem, bool bHighlighted )


description: Set the selection state of multiple items.

code: void SetItemSelection ( TConstArrayView< ItemType > InItems, bool bSelected, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) SelectInfo )


description: Establishes a wholly new list of items being observed by the list. Wipes all existing state and requests and will fully rebuild on the next tick.

code: void SetItemsSource ( const [TArray](API\Runtime\Core\Containers\TArray)< ItemType > * InListItemsSource )


description: Establishes a wholly new list of items being observed by the list. Wipes all existing state and requests and will fully rebuild on the next tick. The ObservableArray will notify the Widget when it needs to refresh.

code: void SetItemsSource ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)<::[UE::Slate::Containers::TObservableArray](API\Runtime\SlateCore\Containers\TObservableArray)< ItemType >> InListItemsSource )


code: void SetItemsSource ( [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [UE::Slate::ItemsSource::IItemsSource](API\Runtime\Slate\Widgets\Views\IItemsSource)< ItemType >> Provider )


description: Deprecated* SetListItemsSource is deprecated. Please use the correct SetItemsSource implementation.

code: void SetListItemsSource ( const [TArray](API\Runtime\Core\Containers\TArray)< ItemType > & InListItemsSource )


description: Sets the OnEntryInitializer delegate. This delegate is invoked after initializing an entry being generated, before it may be added to the actual widget hierarchy.

code: void SetOnEntryInitialized ( const [FOnEntryInitialized](API\Editor\UnrealEd\Editor\SListView\FOnEntryInitialized) & Delegate )


description: Set the currently selected Item.

code: void SetSelection ( ItemType SoleSelectedItem, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) SelectInfo )


description: Set the current selection mode of the list. If going from multi-select to a type of single-select and one item is selected, it will be maintained (otherwise all will be cleared). If disabling selection, any current selections will be cleared.

code: void SetSelectionMode ( const [TAttribute](API\Runtime\Core\Misc\TAttribute)< [ESelectionMode::Type](API\Runtime\Slate\Framework\Views\ESelectionMode__Type) > & NewSelectionMode )


code: void SetStyle ( const [FTableViewStyle](API\Runtime\SlateCore\Styling\FTableViewStyle) * InStyle )


description:
Checks to see if this widget supports keyboard focus. Override this in derived classes.
True if this widget can take keyboard focus

code: virtual bool SupportsKeyboardFocus() const


className: TItemSet

code: typedef [TSet](API\Runtime\Core\Containers\TSet)< ItemType, typename [TListTypeTraits](API\Runtime\Slate\Framework\Views\TListTypeTraits)< ItemType >::SetKeyFuncs > TItemSet


description: Remove any items that are no longer in the list from the selection set.

code: virtual void UpdateSelectionSet()


description:
Find a widget for this item if it has already been constructed.
A pointer to the corresponding widget if it exists; otherwise nullptr.

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > WidgetFromItem ( const ItemType & InItem ) const


code: PRAGMA_DISABLE_DEPRECATION_WARNINGS SListView ( [ETableViewMode::Type](API\Runtime\Slate\Framework\Views\ETableViewMode__Type) InListMode )


className: SListView

description: TSharedRefMyClass::GenerateItemRow(TSharedPtrItem, const TSharedRef& OwnerTable) { return SNew(STableRow>, OwnerTable) [ SNew(STextBlock) .Text(*Item) ]; }

code: template<typename ItemType> class SListView : public [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase), private TListTypeTraits< ItemType >::SerializerType, public [ITypedTableView< ItemType >](API\Runtime\Slate\Framework\Views\ITypedTableView)

bClearSelectionOnClick

type: bool

description: If true, the selection will be cleared if the user clicks in empty space (not on an item)

bHandleDirectionalNavigation

description: Should directional nav be supported

bHandleGamepadEvents

description: Should gamepad nav be supported

bHandleSpacebarSelection

description: Should space bar based selection be supported

bNavigateOnScrollIntoView

description: If true, the item currently slated to be scrolled into view will also be navigated to after being scrolled in

bReturnFocusToSelection

description: If true, the focus will be returned to the last selected object in a list when navigated to.

DefaultMaxPinnedItems

type: TAttribute< int...

description: The initial value of MaxPinnedItems (used to restore it back if overriden)

HighlightedItems

type: TItemSet

description: A set of which items should be highlighted

IsFocusable

type: TAttribute< boo...

description: True when the list view supports keyboard focus

ItemToNotifyWhenInView

type: NullableItemTyp...

description: When set, the list will notify this item when it has been scrolled into view

ItemToScrollIntoView

description: When not null, the list will try to scroll to this item on tick.

MaxPinnedItems

description: The maximum number of pinned items allowed

NavigationScrollOffset

type: float

description: The additional scroll offset (in items) to show when navigating to rows at the edge of the visible area (i.e. how much of the following item(s) to show)

OnClick

type: FOnMouseButtonC...

description: Called when the user clicks on an element in the list view with the left mouse button

OnDoubleClick

type: FOnMouseButtonD...

description: Called when the user double-clicks on an element in the list view with the left mouse button

OnEnteredBadState

type: FOnTableViewBad...

description: Invoked when the tree enters a bad state.

OnEntryInitialized

type: FOnEntryInitial...

description: Invoked after initializing an entry being generated, before it may be added to the actual widget hierarchy.

OnFinishedScrolling

type: FOnFinishedScro...

description: Delegate to be invoked when TargetScrollOffset is reached at the end of a Tick.

OnGeneratePinnedRow

type: FOnGenerateRow

description: Delegate to be invoked when the list needs to generate a new pinned widget from a data item.

OnGenerateRow

description: Delegate to be invoked when the list needs to generate a new widget from a data item.

OnIsSelectableOrNavigable

type: FIsSelectableOr...

description: Delegate to invoke to see if we can navigate or select item.

OnItemScrolledIntoView

type: FOnItemScrolled...

description: Delegate to be invoked when an item has come into view after it was requested to come into view.

type: FOnItemToString...

description: Assign this to get more diagnostics from the list view.

OnKeyDownHandler

type: FOnKeyDown

description: Called when the user presses a keyboard key

OnRowReleased

type: FOnWidgetToBeRe...

OnSelectionChanged

type: FOnSelectionCha...

description: Delegate to invoke when selection changes.

PinnedWidgetGenerator

type: FWidgetGenerato...

description: A widget generator component used for pinned items in the list

RangeSelectionStart

description: The item which was last manipulated; used as a start for shift-click selection

SelectedItems

description: A set of selected data items

SelectorItem

description: The item to manipulate selection for

Style

type: constFTableVie...

description: Style resource for the list

UserRequestingScrollIntoView

description: The user index requesting the item to be scrolled into view.

WidgetGenerator

description: A widget generator component


code: static bool AreAssetGuidelinesEnabled()


className: bAssetGuidelinesEnabled

code: static bool bAssetGuidelinesEnabled = true;


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


description: EndUObjectinterface

code: static void EnableAssetGuidelines ( bool isEnabled )


description: BeginUObjectinterface

code: virtual bool IsPostLoadThreadSafe() const


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


className: UAssetGuideline

description: This class intentionally does not acceptFTextarguments. The project using your bundled asset would need to have your localization tables, and we currently do not support text table referencing.

code: class UAssetGuideline : public [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData)

GuidelineName

type: FName

description: Name of this guideline, we will only check once per unique guideline name.

Plugins

type: TArray<FString...

description: Plugins to check for on load

ProjectSettings

type: TArray<FIniStr...

description: Project settings to check for on load. Look at your .ini's to populate this.


className: UBlueprintPropertyContainerTestObject

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

Array

type: TArray<TObject...


className: UBlueprintPropertyTestObject

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

ObjectA

type: TObjectPtr<USo...


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


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


description:
Adds an actor to the world at the specified location.
A pointer to the newly added actor, or NULL if add failed.

code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * AddActor ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, const FTransform & Transform, bool bSilent, EObjectFlags ObjectFlags, bool bSelectActor )


description:
Adds actors to the world at the specified location using export text.
A pointer to the newly added actor, or NULL if add failed.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > AddExportTextActors ( const [FString](API\Runtime\Core\Containers\FString) & ExportText, bool bSilent, EObjectFlags ObjectFlags )


description: Add a viewport client.Indexto the new item

code: int32 AddLevelViewportClients ( [FLevelEditorViewportClient](API\Editor\UnrealEd\FLevelEditorViewportClient) * ViewportClient )


description: Adds provided package to a default changelist

code: void AddPackagesToDefaultChangelist ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InPackageNames )


description: Does the actual late join process. Don't call this directly, useRequestLateJoin()which will defer it to the next frame.

code: void AddPendingLateJoinClient()


code: static void AddReferencedObjects ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InThis, [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


code: int32 AddViewportClients ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient )


description: Level management.

code: void AnalyzeLevel ( [ULevel](API\Runtime\Engine\Engine\ULevel) * Level, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: void ApplyDeltaToActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, bool bDelta, const FVector * InTranslation, const FRotator * InRotation, const FVector * InScaling, bool bAltDown, bool bShiftDown, bool bControlDown ) const


code: void ApplyDeltaToComponent ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * InComponent, bool bDelta, const FVector * InTranslation, const FRotator * InRotation, const FVector * InScaling, const FVector & PivotLocation ) const


description: true if all windows are hidden (including minimized)

code: bool AreAllWindowsHidden() const


description: See if any selected actors are referenced in level script


description: Load a map for automation testing

code: void AutomationLoadMap ( const [FString](API\Runtime\Core\Containers\FString) & MapName, bool bForceReload, [FString](API\Runtime\Core\Containers\FString) * OutError )


description: Auto merge all staticmeshes that are able to be merged

code: void AutoMergeStaticMeshes()


code: int32 BeginTransaction ( const [FText](API\Runtime\Core\Internationalization\FText) & Description )


code: virtual int32 BeginTransaction ( const TCHAR * TransactionContext, const [FText](API\Runtime\Core\Internationalization\FText) & Description, [UObject](API\Runtime\CoreUObject\UObject\UObject) * PrimaryObject )


description: Called when actors have been translated, rotated, or scaled by the editor

code: void BroadcastActorsMoved ( [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors ) const


description: Called before an actor or component is about to be translated, rotated, or scaled by the editor

code: void BroadcastBeginObjectMovement ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & Object ) const


description: Broadcasts that a blueprint just finished compiling. THIS SHOULD NOT BE PUBLIC

code: void BroadcastBlueprintCompiled()


description: Called before the camera viewed through the viewport is moved by the editor

code: void BroadcastBeginCameraMovement ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & Object ) const


description: Broadcasts that a Blueprint is about to be compiled

code: void BroadcastBlueprintPreCompile ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * BlueprintToCompile )


description: Broadcasts that a blueprint just finished being reinstanced. THIS SHOULD NOT BE PUBLIC

code: void BroadcastBlueprintReinstanced()


description: Broadcasts that a class package was just loaded or unloaded. THIS SHOULD NOT BE PUBLIC


description: Called when the camera viewed through the viewport has been moved by the editor

code: void BroadcastEndCameraMovement ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & Object ) const


description: Called when an actor or component has been translated, rotated, or scaled by the editor

code: void BroadcastEndObjectMovement ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & Object ) const


description: Called by internal engine systems after a HLOD Actor is added to a cluster

code: void BroadcastHLODActorAdded ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const [AActor](API\Runtime\Engine\GameFramework\AActor) * ParentActor )


description: Called by internal engine systems after a HLOD Actor is marked dirty

code: void BroadcastHLODActorMarkedDirty ( class [ALODActor](API\Runtime\Engine\Engine\ALODActor) * InActor )


description: Called by internal engine systems after a HLOD Actor is moved between clusters

code: void BroadcastHLODActorMoved ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const [AActor](API\Runtime\Engine\GameFramework\AActor) * ParentActor )


description: Called by internal engine systems after an Actor is removed from a cluster

code: void BroadcastHLODActorRemovedFromCluster ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const [AActor](API\Runtime\Engine\GameFramework\AActor) * ParentActor )


code: void BroadcastHLODLevelsArrayChanged()


description: Called by internal engine systems after a HLOD Actor's mesh is build

code: void BroadcastHLODMeshBuild ( const class [ALODActor](API\Runtime\Engine\Engine\ALODActor) * InActor )


description: Broadcasts that an object has been reimported. THIS SHOULD NOT BE PUBLIC

code: void BroadcastObjectReimported ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


code: void BroadcastSelectUnloadedActors ( const [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > & ActorGuids ) const


description:
Performs any CSG operation between the brush and the world.
0 if nothing happened, 1 if the operation was error-free, or 1+N if N CSG errors occurred.

code: virtual int32 bspBrushCSG ( [ABrush](API\Runtime\Engine\Engine\ABrush) * Actor, [UModel](API\Runtime\Engine\UModel) * Model, uint32 PolyFlags, EBrushType BrushType, ECsgOper CSGOper, bool bBuildBounds, bool bMergePolys, bool bReplaceNULLMaterialRefs, bool bShowProgressBar )


description: Build EdPoly list from a model's Bsp. Not transactional.

code: virtual void bspBuildFPolys ( [UModel](API\Runtime\Engine\UModel) * Model, bool SurfLinks, int32 iNode, [TArray](API\Runtime\Core\Containers\TArray)< [FPoly](API\Runtime\Engine\Engine\FPoly) > * DestArray )


description: Clean up all nodes after a CSG operation. Resets temporary bit flags and unlinks empty leaves. Removes zero-vertex nodes which have nonzero-vertex coplanars.

code: virtual void bspCleanup ( [UModel](API\Runtime\Engine\UModel) * Model )


description: Helper method for executing the de/intersect CSG operation

code: void BSPIntersectionHelper ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, ECsgOper Operation )


code: virtual void bspMergeCoplanars ( [UModel](API\Runtime\Engine\UModel) * Model, bool RemapLinks, bool MergeDisparateTextures )


description: Convert a Bsp node to an EdPoly. Returns number of vertices in Bsp node.

code: virtual int32 bspNodeToFPoly ( [UModel](API\Runtime\Engine\UModel) * Model, int32 iNode, [FPoly](API\Runtime\Engine\Engine\FPoly) * EdPoly )


description: Optimize a level's Bsp, eliminating T-joints where possible, and building side links. This does not always do a 100% perfect job, mainly due to imperfect levels, however it should never fail or return incorrect results.

code: virtual void bspOptGeom ( [UModel](API\Runtime\Engine\UModel) * Model )


description: Bsp virtuals from Bsp.cpp.

code: virtual void bspRepartition ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, int32 iNode )


description: Builds lighting information depending on passed in options.

code: void BuildLighting ( const class [FLightingBuildOptions](API\Runtime\Engine\FLightingBuildOptions) & Options )


description:
Builds a URL for game spawned by the editor (not including map name!).
The URL for the game

code: virtual [FString](API\Runtime\Core\Containers\FString) BuildPlayWorldURL ( const TCHAR * MapName, bool bSpectatorMode, [FString](API\Runtime\Core\Containers\FString) AdditionalURLOptions )


description: Update any outstanding reflection captures

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


description: Cancels the current cook by the book in editor


description: Cancel playing via the Launcher

code: void CancelPlayingViaLauncher()


description: if the physical device is not authorized to be launched to, we need to pop an error instead of trying to launch

code: void CancelPlayUsingLauncher()


description: Cancel request to start a play session

code: void CancelRequestPlaySession()


code: virtual void CancelTransaction ( int32 Index )


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

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


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

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


description:
Checks to see whether it's possible to perform a copy operation on the selected actors.
true if it's possible to do a copy operation based on the selection

code: bool CanCopySelectedActorsToClipboard ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [FCopySelectedInfo](API\Editor\UnrealEd\Editor\FCopySelectedInfo) * OutCopySelected )


description:
Checks the validity of parenting one actor to another
true if the parenting action is valid and will succeed, false if invalid.

code: bool CanParentActors ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * ParentActor, const [AActor](API\Runtime\Engine\GameFramework\AActor) * ChildActor, [FText](API\Runtime\Core\Internationalization\FText) * ReasonText )


description:
Checks to see whether it's possible to perform a paste operation.
true if it's possible to do a Paste operation

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


description: Returns true if currently able to play a sound and if the user has sounds enabled.

code: bool CanPlayEditorSound() const


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


description:
Checks if the selected objects have levels which can be browsed to
true if any of the selected objects contains something that can be browsed to


description:
Checks if the slected objects contain something to browse to
true if any of the selected objects contains something that can be browsed to

code: bool CanSyncToContentBrowser()


description:
Checks for any player starts and returns the first one found.
The first player start location found.


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

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


code: void CleanupPhysicsSceneThatWasInitializedForSave ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, bool bForceInitialized )


description: Destroy any online subsystems generated by PIE

code: void CleanupPIEOnlineSessions ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > OnlineIdentifiers )


description: Clean up any world specific editor components so they can be GC correctly

code: void ClearPreviewComponents()


description: Close all the edit windows for assets that are owned by the world being closed

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


description: Closes the main editor frame.

code: virtual void CloseEditor()


description: Closes the popup created for GenericTextEntryModal or GenericTextEntryModeless

code: void CloseEntryPopupWindow()


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


description: Sets up for a potentially deferred ConvertActors call, based on if any brushes are being converted to a static mesh. If one (or more) are being converted, the user will need to put in a package before the process continues.

code: void ConvertActors ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorsToConvert, [UClass](API\Runtime\CoreUObject\UObject\UClass) * ConvertToClass, const [TSet](API\Runtime\Core\Containers\TSet)< [FString](API\Runtime\Core\Containers\FString) > & ComponentsToConsider, bool bUseSpecialCases )


description: Called to convert actors of one class type to another

code: void ConvertActorsFromClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * FromClass, [UClass](API\Runtime\CoreUObject\UObject\UClass) * ToClass )


description:
Converts passed in brushes into a single static mesh actor. Note: This replaces all the brushes with a single actor. This actor will not be attached to anything unless a single brush was converted.
Returns the newly created actor with the newly created static mesh.

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * ConvertBrushesToStaticMesh ( const [FString](API\Runtime\Core\Containers\FString) & InStaticMeshPackageName, [TArray](API\Runtime\Core\Containers\TArray)< [ABrush](API\Runtime\Engine\Engine\ABrush) * > & InBrushesToConvert, const FVector & InPivotLocation )


description: Converts passed in light actors into new actors of another type. Note: This replaces the old actor with the new actor. Most properties of the old actor that can be copied are copied to the new actor during this process. Properties that can be copied are ones found in a common superclass between the actor to convert and the new class. Common light component properties between the two classes are also copied

code: void ConvertLightActors ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ConvertToClass )


description: Creates an GameInstance with the given settings. A window is created if this isn't a server.

code: virtual [UGameInstance](API\Runtime\Engine\Engine\UGameInstance) * CreateInnerProcessPIEGameInstance ( [FRequestPlaySessionParams](API\Editor\UnrealEd\FRequestPlaySessionParams) & InParams, const [FGameInstancePIEParameters](API\Runtime\Engine\Engine\FGameInstancePIEParameters) & InPIEParameters, int32 InPIEInstanceIndex )


description: Function to convert selected brushes into volumes of the provided class.

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


description: Prompts the user to save the current map if necessary, then creates a new (blank) map.

code: void CreateNewMapForEditing ( bool bPromptUserToSave, bool bIsPartitionedWorld )


description: Creates a new Play in Editor instance (which may be in a new process if not running under one process. This reads the current session state to start the next instance needed.

code: virtual void CreateNewPlayInEditorInstance ( [FRequestPlaySessionParams](API\Editor\UnrealEd\FRequestPlaySessionParams) & InRequestParams, const bool bInDedicatedInstance, const EPlayNetMode InNetMode )


description: This should only ever be called for a EditorEngine.

code: virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * CreatePIEWorldByDuplication ( [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & Context, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [FString](API\Runtime\Core\Containers\FString) & PlayWorldMapName )


description: Creates a pie world from the default entry map, used by clients that connect to a PIE server

code: [UWorld](API\Runtime\Engine\Engine\UWorld) * CreatePIEWorldFromEntry ( [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & WorldContext, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [FString](API\Runtime\Core\Containers\FString) & PlayWorldMapName )


code: virtual [UTransactor](API\Editor\UnrealEd\Editor\UTransactor) * CreateTrans()


description: Rebuild the level's Bsp from the level's CSG brushes.

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


description: Changes the preview mesh to the next one.

code: void CyclePreviewMesh()


description: Deselect all surfaces.

code: virtual void DeselectAllSurfaces()


description: Copies selected actors to the clipboard. Supports copying actors from multiple levels. NOTE: Doesn't support copying prefab instance actors!

code: void CopySelectedActorsToClipboard ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const bool bShouldCut, const bool bIsMove, bool bWarnAboutReferences, [FString](API\Runtime\Core\Containers\FString) * DestinationData )


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

code: void DeselectLevelInLevelBrowser()


description:
Detaches selected actors from there parents
true if a detachment occurred

code: bool DetachSelectedActors()


description: Disable actor/component modification during delta movement.

code: void DisableDeltaModification ( bool bDisable )


description: Disables any realtime viewports that are currently viewing the level. This will not disable things like preview viewports in Cascade, etc. Typically called before running the game.

code: void DisableRealtimeViewports()


description: Converts passed in actors into new actors of the specified type. Note: This replaces the old actors with brand new actors while attempting to preserve as many properties as possible. Properties of the actors components are also attempted to be copied for any component names supplied in the third parameter. If a component name is specified, it is only copied if a component of the specified name exists in the source and destination actors, as well as in the class default object of the class of the source actor, and that all three of those components share a common base class. This approach is used instead of simply accepting component classes to copy because some actors could potentially have multiple of the same component type.

code: void DoConvertActors ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorsToConvert, [UClass](API\Runtime\CoreUObject\UObject\UClass) * ConvertToClass, const [TSet](API\Runtime\Core\Containers\TSet)< [FString](API\Runtime\Core\Containers\FString) > & ComponentsToConsider, bool bUseSpecialCases, const [FString](API\Runtime\Core\Containers\FString) & InStaticMeshPackageName )


description: Copy selected actors to the clipboard.

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


description: Duplicates selected actors.

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


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

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


description: Paste selected actors from the clipboard.

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


description: Opens the objects specialized editor (Same as double clicking on the item in the content browser)

code: void EditObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToEdit )


description: Convenience method for adding a Slate modal window that is parented to the main frame (if it exists) This function does not return until the modal window is closed.

code: void EditorAddModalWindow ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > InModalWindow ) const


description: Updates all components in the current level's scene.

code: void EditorUpdateComponents()


className: Type

code: enum Type { DontDisplayResults, DisplayResults, NotifyOfResults, }


className: EMapRebuildType

code: enum EMapRebuildType { MRT_Current = 0, MRT_AllVisible = 1, MRT_AllDirtyForLighting = 2, }


className: EMapCheckNotification

code: struct EMapCheckNotification


className: EMousePositionType

description: Used for generating status bar text

code: enum EMousePositionType { MP_None, MP_WorldspacePosition, MP_Translate, MP_Rotate, MP_Scale, MP_CameraSpeed, MP_NoChange, }


description: Call to enable/disable callbacks for PIE world switching when PIE starts/stops

code: void EnableWorldSwitchCallbacks ( bool bEnable )


description: Kills the Play From Here session

code: virtual void EndPlayMap()


description: Ends the current play on local pc session.

code: virtual void EndPlayOnLocalPc()


description: Executes each line of text in a file sequentially, as if each were a separate command

code: void ExecFile ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const TCHAR * InFilename, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


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


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


description: Implementation of Exec that is only called in editor

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


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


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


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


description: Process an incoming network message meant for the editor server.

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


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


description: Exports the current map to the specified filename.

code: void ExportMap ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const TCHAR * InFilename, bool bExportSelectedActorsOnly )


className: FBlueprintCompiledEvent

description: Called when a Blueprint compile is completed.

code: class FBlueprintCompiledEvent : public TBaseMulticastDelegate_NoParams< void >


className: FBlueprintPreCompileEvent

description: Called prior to a Blueprint compile

code: class FBlueprintPreCompileEvent : public TBaseMulticastDelegate_OneParam< void, UBlueprint * >


className: FBlueprintReinstanced

description: Called by the blueprint compiler after a blueprint has been compiled and all instances replaced, but prior to garbage collection.

code: class FBlueprintReinstanced : public TBaseMulticastDelegate_NoParams< void >


className: FExecParticleInvoked

description: Called when the editor has been asked to perform an exec command on particle systems.

code: class FExecParticleInvoked : public TBaseMulticastDelegate_OneParam< void, const TCHAR * >


className: FClassPackageLoadedOrUnloadedEvent

description: Called when a package with data-driven classes becomes loaded or unloaded

code: class FClassPackageLoadedOrUnloadedEvent : public TBaseMulticastDelegate_NoParams< void >


className: FHLODActorAddedEvent

description: Editor-only event triggered when a HLOD Actor is added to a cluster

code: class FHLODActorAddedEvent : public TBaseMulticastDelegate_TwoParams< void, const AActor *, const AActor * >


className: FHLODActorMarkedDirtyEvent

description: Editor-only event triggered when a HLOD Actor is marked dirty

code: class FHLODActorMarkedDirtyEvent : public TBaseMulticastDelegate_OneParam< void, class ALODActor * >


className: FHLODActorMovedEvent

description: Editor-only event triggered when a HLOD Actor is moved between clusters

code: class FHLODActorMovedEvent : public TBaseMulticastDelegate_TwoParams< void, const AActor *, const AActor * >


className: FHLODActorRemovedFromClusterEvent

code: class FHLODActorRemovedFromClusterEvent : public TBaseMulticastDelegate_TwoParams< void, const AActor *, const AActor * >


className: FHLODLevelsArrayChangedEvent

description: Editor-only event triggered when a HLOD level is added or removed

code: class FHLODLevelsArrayChangedEvent : public TBaseMulticastDelegate_NoParams< void >


className: FHLODMeshBuildEvent

description: Editor-only event triggered when a HLOD Actor's mesh is build

code: class FHLODMeshBuildEvent : public TBaseMulticastDelegate_OneParam< void, const class ALODActor * >


className: FHLODTransitionScreenSizeChangedEvent

code: class FHLODTransitionScreenSizeChangedEvent : public TBaseMulticastDelegate_NoParams< void >


description:
Looks for an actor factory spawned from the specified class.
A pointer to the factory to use. NULL if no factories support this class.

code: [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * FindActorFactoryByClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass ) const


description:
Looks for an actor factory spawned from the specified class, for the specifiedUClassfor an actor.
A pointer to the factory to use. NULL if no factories support this class.

code: [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * FindActorFactoryByClassForActorClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InFactoryClass, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InActorClass )


description:
Looks for an appropriate actor factory for the specifiedUClass.
A pointer to the factory to use. NULL if no factories support this class.

code: [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * FindActorFactoryForActorClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )


description:
Finds a brush builder of the provided class. If it doesnt exist one will be created
The found or created brush builder

code: [UBrushBuilder](API\Runtime\Engine\Engine\UBrushBuilder) * FindBrushBuilder ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * BrushBuilderClass )


description: Finds all references to the currently selected actors, and reports results in a find message log

code: void FindSelectedActorsInLevelScript()


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

code: virtual void FinishDestroy()


description: Utility method call ModifySelectedSurfs for each level model in the worlds level list.

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


className: FLauncherCachedInfo

code: struct FLauncherCachedInfo

bPlayUsingLauncherBuild

type: bool

PlayUsingLauncherDeviceName

type: FString


className: FObjectReimported

description: Called when an object is reimported.

code: class FObjectReimported : public TBaseMulticastDelegate_OneParam< void, UObject * >


className: FObjectsReplacedEvent

description: Called when UObjects have been replaced to allow others a chance to fix their references.


code: virtual void FocusNextPIEWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * CurrentPieWorld, bool previous )


className: FOnActorsMoved

description: Editor-only event triggered after actors are moved, rotated or scaled by an editor system

code: class FOnActorsMoved : public TBaseMulticastDelegate_OneParam< void, TArray< AActor * > & >


className: FOnBeginTransformCamera

description: Editor-only event triggered before the camera viewed through the viewport is moved by an editor system

code: class FOnBeginTransformCamera : public TBaseMulticastDelegate_OneParam< void, UObject & >


className: FOnBeginTransformObject

description: Editor-only event triggered before an actor or component is moved, rotated or scaled by an editor system

code: class FOnBeginTransformObject : public TBaseMulticastDelegate_OneParam< void, UObject & >


className: FOnCreateLevelEditorDragDropHandler

code: typedef TBaseDelegate_NoParams< [ULevelEditorDragDropHandler](API\Editor\UnrealEd\ULevelEditorDragDropHandler) * > FOnCreateLevelEditorDragDropHandler


className: FOnEndTransformCamera

description: Editor-only event triggered after the camera viewed through the viewport has been moved by an editor system

code: class FOnEndTransformCamera : public TBaseMulticastDelegate_OneParam< void, UObject & >


className: FOnEndTransformObject

description: Editor-only event triggered after actor or component has moved, rotated or scaled by an editor system

code: class FOnEndTransformObject : public TBaseMulticastDelegate_OneParam< void, UObject & >


className: FOnMakeAssetReferenceFilter

description: Returns a filter to restruct what assets show up in asset pickers based on what the selection is used for (i.e. what will reference the assets)

code: typedef TBaseDelegate_OneParam< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IAssetReferenceFilter](API\Editor\UnrealEd\Editor\IAssetReferenceFilter) >, const [FAssetReferenceFilterContext](API\Editor\UnrealEd\Editor\FAssetReferenceFilterContext) & > FOnMakeAssetReferenceFilter


className: FPlayOnPCInfo

description: This chunk is used for Play In New Process.

code: struct FPlayOnPCInfo

ProcessHandle

type: FProcHandle


className: FPIEInstanceWindowSwitch

code: typedef TBaseDelegate_NoParams< void > FPIEInstanceWindowSwitch


className: FPostBugItGoCalled

description: A delegate that is called when the bugitgo command is used.

code: typedef TMulticastDelegate_TwoParams< void, const FVector &Loc, const FRotator &Rot > FPostBugItGoCalled


className: FPreviewFeatureLevelChanged

description: A delegate that is called when the preview feature level changes. Primarily used to switch a viewport's feature level.

code: typedef TMulticastDelegate_OneParam< void, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) > FPreviewFeatureLevelChanged


className: FPreviewPlatformChanged

description: A delegate that is called when the preview platform changes.

code: typedef TMulticastDelegate_NoParams< void > FPreviewPlatformChanged