description: Find the current default class by property name

code: const [UClass](API\Runtime\CoreUObject\UObject\UClass) * OnGetDefaultClass ( [FName](API\Runtime\Core\UObject\FName) ClassPropertyName ) const


module: UnrealEd

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


description: Set a new default class by property name

code: void OnSetDefaultClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * NewDefaultClass, [FName](API\Runtime\Core\UObject\FName) ClassPropertyName )


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


code: void OnUseSelectedGameModeClicked()


code: void SetCurrentGameModeClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * NewGameModeClass )


code: void SyncBrowserToClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )


code: FGameModeInfoCustomizer ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOwningObject, [FName](API\Runtime\Core\UObject\FName) InGameModePropertyName )


className: FGenericSelectionFilter

description: A filter for generic selection sets. Simply allows objects which are non-null

code: class FGenericSelectionFilter


code: bool IsObjectValid ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject ) const


className: FGameModeInfoCustomizer

description: Class to help customize a GameMode class picker, to show settings 'withing' GameMode.

code: class FGameModeInfoCustomizer : public [TSharedFromThis< FGameModeInfoCustomizer >](API\Runtime\Core\Templates\TSharedFromThis)


code: void BindCommands ( [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) & CommandList, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) > & Client ) const


code: static void BuildVisualisationSubMenu ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & Menu )


className: FGPUSkinCacheVisualizationType

code: enum FGPUSkinCacheVisualizationType { Overview, Memory, RayTracingLODOffset, }


className: FGPUSkinCacheVisualizationRecord

code: struct FGPUSkinCacheVisualizationRecord

Command

type: TSharedPtr<FUI...

Name

type: FName

Type

type: FGPUSkinCacheVi...


description: Pure virtual to override; describe and instantiate the commands in here by using the UI COMMAND macro.

code: virtual void RegisterCommands()


className: FGPUSkinCacheVisualizationMenuCommands

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


code: [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetColor ( [FCurveOwnerInterface](API\Runtime\Engine\Curves\FCurveOwnerInterface) & CurveOwner ) const


code: bool IsValid ( [FCurveOwnerInterface](API\Runtime\Engine\Curves\FCurveOwnerInterface) & CurveOwner )


code: bool IsValidAlphaMark ( const [TArray](API\Runtime\Core\Containers\TArray)< FRichCurveEditInfo > & Curves ) const


code: bool IsValidColorMark ( const [TArray](API\Runtime\Core\Containers\TArray)< FRichCurveEditInfo > & Curves ) const


code: bool operator== ( const [FGradientStopMark](API\Editor\UnrealEd\FGradientStopMark) & Other ) const


code: void SetColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor, [FCurveOwnerInterface](API\Runtime\Engine\Curves\FCurveOwnerInterface) & CurveOwner )


code: void SetTime ( float NewTime, [FCurveOwnerInterface](API\Runtime\Engine\Curves\FCurveOwnerInterface) & CurveOwner )


code: FGradientStopMark ( float InTime, [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) InRedKeyHandle, [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) InGreenKeyHandle, [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) InBlueKeyHandle, [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) InAlphaKeyHandle )


className: FGradientStopMark

code: struct FGradientStopMark

AlphaKeyHandle

type: FKeyHandle

Time

type: float


className: FGraphAppearanceInfo

description: Info about how to draw the graph

code: struct FGraphAppearanceInfo

CornerImage

type: constFSlateBru...

description: Image to draw in corner of graph

CornerText

type: FText

description: Text to write in corner of graph

InstructionFade

type: TAttribute< flo...

description: Allows graphs to nicely fade instruction text (or completely hide it).

InstructionText

description: Text to display if the graph is empty (to guide the user on what to do)

PIENotifyText

description: If set, will be used as override for PIE notify text

ReadOnlyText

description: If set, will be used as override for read only text

WarningText

description: Bottom left warning text used for instance by Substrate


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [SGraphNode](API\Editor\GraphEditor\SGraphNode) > CreateNode ( class [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node ) const


code: virtual ~FGraphPanelNodeFactory()


className: FGraphPanelNodeFactory

code: struct FGraphPanelNodeFactory : public [TSharedFromThis< FGraphPanelNodeFactory >](API\Runtime\Core\Templates\TSharedFromThis)


code: virtual [FConnectionDrawingPolicy](API\Editor\GraphEditor\FConnectionDrawingPolicy) * CreateConnectionPolicy ( const class [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * Schema, int32 InBackLayerID, int32 InFrontLayerID, float ZoomFactor, const class [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & InClippingRect, class [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & InDrawElements, class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraphObj ) const


className: FGraphPanelPinConnectionFactory

code: struct FGraphPanelPinConnectionFactory : public [TSharedFromThis< FGraphPanelPinConnectionFactory >](API\Runtime\Core\Templates\TSharedFromThis)


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [SGraphPin](API\Editor\GraphEditor\SGraphPin) > CreatePin ( class [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const


code: virtual ~FGraphPanelPinFactory()


className: FGraphPanelPinFactory

code: struct FGraphPanelPinFactory : public [TSharedFromThis< FGraphPanelPinFactory >](API\Runtime\Core\Templates\TSharedFromThis)


description: FGCObjectinterface: Serializes the widget reference so they dont get garbage collected.

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


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


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

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


className: FGridWidget

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


description: Build, Builds the clusters and spawn LODActors with their merged Static Meshes

code: void Build()


description: Builds the LOD meshes for all LODActors inside of the World's Levels

code: void BuildMeshesForLODActors ( bool bForceAll )


description: Build a single LOD Actor's mesh

code: void BuildMeshForLODActor ( [ALODActor](API\Runtime\Engine\Engine\ALODActor) * LODActor, const uint32 LODLevel )


description: Clear all the HLODs and the ALODActors that were created for them

code: void ClearHLODs()


description: Clear only the ALODActorsPreview

code: void ClearPreviewBuild()


description: Delete HLOD packages that are empty.

code: void DeleteEmptyHLODPackages ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel )


description: Get the list of mesh packages to save for a given level

code: void GetMeshesPackagesToSave ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, [TSet](API\Runtime\Core\Containers\TSet)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & InHLODPackagesToSave, const [FString](API\Runtime\Core\Containers\FString) & PreviousLevelName )


description: whether a build is needed (i.e. any LOD actors are dirty)

code: bool NeedsBuild ( bool bInForce ) const


description: PreviewBuild, Builds the clusters and spawns LODActors but without actually creating/merging new StaticMeshes

code: void PreviewBuild()


description: Saves HLOD meshes for actors in all the World's levels

code: void SaveMeshesForActors()


description: DO NOT USE. This constructor is for internal usage only for hot-reload purposes.

code: FHierarchicalLODBuilder()


code: FHierarchicalLODBuilder ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, bool bInPersistentLevelOnly )


className: FHierarchicalLODBuilder

description: This builds list of clusters and make sure it's sorted in the order of lower cost to high and merge clusters

code: struct FHierarchicalLODBuilder


code: void AddImportedMaterial ( const FbxSurfaceMaterial & FbxMaterial, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) & UnrealMaterial )


code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetUnrealMaterial ( const FbxSurfaceMaterial & FbxMaterial ) const


code: bool IsAlreadyImported ( const FbxSurfaceMaterial & FbxMaterial, [FName](API\Runtime\Core\UObject\FName) ImportedMaterialName ) const


className: FImportedMaterialData

code: struct FImportedMaterialData


className: FImportObjectParams

description: Import the entire default properties block for the class specified

code: struct FImportObjectParams

bShouldCallEditChange

type: bool

description: True if we should call PreEditChange/PostEditChange on the object as it's imported.

Depth

description: Current nesting level

DestData

type: uint8 *

description: The location to import the property values to

InInstanceGraph

type: FObjectInstanci...

description: Contains the mappings of instanced objects and components to their templates; used when recursively calling ImportObjectProperties; generally not necessary to specify a value when calling this function from other code

LineNumber

description: Used when importing defaults during script compilation for tracking which line we're currently for the purposes of printing compile errors

ObjectRemapper

type: constTMap<FSo...

description: Provides a mapping from an existing object, typically an actor, (which may no longer be loaded) to a new instance to which it should be remapped

ObjectStruct

type: UStruct*

description: The struct for the data we're importing

SourceText

type: const TCHAR ...

description: Pointer to a buffer containing the values that should be parsed and imported

SubobjectOuter

type: UObject*

description: The object corresponding to DestData; this is the object that will used as the outer when creating subobjects from definitions contained in SourceText

SubobjectRoot

description: The original object that ImportObjectProperties was called for.

Warn

type: FFeedbackContex...

description: Output device to use for log messages


code: EInputEvent GetInputEvent() const


code: [FViewport](API\Runtime\Engine\FViewport) * GetViewport() const


description: Return true if alt is pressed right now. This will be true even if the event was for a different key but an alt key is currently pressed

code: bool IsAltButtonPressed() const


code: bool IsAnyMouseButtonDown() const


code: bool IsButtonPressed ( [FKey](API\Runtime\InputCore\FKey) InKey ) const


code: bool IsCommandButtonEvent() const


code: bool IsCommandButtonPressed() const


description: Return true if the event causing button is a control key

code: bool IsCtrlButtonEvent() const


code: bool IsCtrlButtonPressed() const


code: bool IsLeftMouseButtonPressed() const


code: bool IsMiddleMouseButtonPressed() const


code: bool IsRightMouseButtonPressed() const


code: bool IsShiftButtonPressed() const


code: FInputEventState ( [FViewport](API\Runtime\Engine\FViewport) * InViewport, [FKey](API\Runtime\InputCore\FKey) InKey, EInputEvent InInputEvent )


className: FInputEventState

code: struct FInputEventState


description: Aborts mouse tracking (stop and cancel)

code: virtual void AbortTracking()


description: Static: Adds a hover effect to the specified object

code: static void AddHoverEffect ( const struct [FViewportHoverTarget](API\Editor\UnrealEd\FViewportHoverTarget) & InHoverTarget )


description: Serialization.

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


code: void ApplyDeltaToActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const FVector & InDeltaDrag, const FRotator & InDeltaRot, const FVector & InDeltaScale )


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


code: void ApplyDeltaToComponent ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * InComponent, const FVector & InDeltaDrag, const FRotator & InDeltaRot, const FVector & InDeltaScale )


code: void ApplyDeltaToElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const FTransform & InDeltaTransform )


code: void ApplyDeltaToSelectedElements ( const FTransform & InDeltaTransform )


className: bIsDroppingPreviewActor

description: If currently creating a preview actor.

code: static bool bIsDroppingPreviewActor;


description: Handle the camera about to be moved or stopped

code: virtual void BeginCameraMovement ( bool bHasMovement )


description: Called to check if a material can be applied to an object, given the hit proxy

code: bool CanApplyMaterialToHitProxy ( const [HHitProxy](API\Runtime\Engine\HHitProxy) * HitProxy ) const


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

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


description:
Checks the viewport to see if the given blueprint asset can be dropped on the viewport.
true if asset can be dropped, false otherwise

code: bool CanDropBlueprintAsset ( const struct FSelectedAssetInfo & )


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

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


description: Checks if the mouse is hovered over a hit proxy and decides what to do.

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


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

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


description: Static: Clears viewport hover effects from any objects that currently have that

code: static void ClearHoverFromObjects()


description: Restores GWorld to InWorld

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


description:
Sets GWorld to the appropriate world for this client
the previous GWorld

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


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

code: virtual void DestroyDropPreviewActors()


description: Copies layout and camera settings from the specified viewport

code: void CopyLayoutFromViewport ( const [FLevelEditorViewportClient](API\Editor\UnrealEd\FLevelEditorViewportClient) & InViewport )


description: FViewElementDrawerinterface

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


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

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


description: Draw the texture streaming bounds.

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


description: Called to draw onto the viewports 2D canvas

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


className: DropPreviewActors

description: The actors that are currently being placed in the viewport via dragging

code: static [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > > DropPreviewActors;


code: virtual void EndCameraMovement()


description: Find a view component to use for the specified actor. Prioritizes selected components first, followed by camera components (then falls through to the first component that implements GetEditorPreviewInfo)

code: static [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * FindViewComponentForActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) const * Actor )


description: Internal function for public FindViewComponentForActor, which finds a view component to use for the specified actor.

code: static UActorComponent &42; FindViewComponentForActor &40; AActor const &42; Actor, TSet< AActor const &42; > & CheckedActors &41;


description:
This returns the actor lock (as per GetActorLock) if that is the currently active lock. It isnotthe currently active lock if there's a valid cinematic lock actor (as per GetCinematicActorLock), since cinematics take precedence.
The actor currently locked to the viewport and actively linked to the camera movements.

code: [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > GetActiveActorLock() const


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

code: virtual bool GetActiveSafeFrame ( float & OutAspectRatio ) const


description: Gets the actor lock. This is the actor locked to the viewport via the viewport menus.

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


description: The background color of the viewport

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


description:
User actor lock (if (bLockedCameraView is true)
Pointer to a camera component to use for this viewport's view

code: [UCameraComponent](API\Runtime\Engine\Camera\UCameraComponent) * GetCameraComponentForView() const


description: Get the camera speed scalar for this viewport

code: virtual float GetCameraSpeedScalar() const


description: Get the camera speed setting for this viewport

code: virtual int32 GetCameraSpeedSetting() const


description: Get the actor locked to the viewport by cinematic tools like Sequencer.


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


description: Returns the current global drop preview actor, or a NULL pointer if we don't currently have one

code: static const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > > & GetDropPreviewActors()


description: Get the elements (from the current selection set) that this viewport can manipulate (eg, via the transform gizmo).

code: FTypedElementListConstRef GetElementsToManipulate ( const bool bForceRefresh )


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

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


code: bool GetFocusBounds ( FTypedElementListConstRef InElements, FBoxSphereBounds & OutBounds )


description: Returns the horizontal axis for this viewport.


description:
Static: Given a texture, returns a material for that texture, creating a new asset if necessary. This is used for dragging and dropping assets into the scene
The material that uses this texture, or null if we couldn't find or create one

code: static [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetOrCreateMaterialFromTexture ( [UTexture](API\Runtime\Engine\Engine\UTexture) * UnrealTexture )


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

code: virtual bool GetPivotForOrbit ( FVector & OutPivot ) const


description: Gets the previous actor lock. This is the actor locked to the viewport via the viewport menus.

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


description: Get the previous actor locked to the viewport by cinematic tools like Sequencer.

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


description:
Returns whether the provided unlocalized sprite category is visible in the viewport or not
true if the specified category is visible in the viewport; false if it is not

code: bool GetSpriteCategoryVisibility ( const [FName](API\Runtime\Core\UObject\FName) & InSpriteCategory ) const


description:
Returns whether the sprite category specified by the provided index is visible in the viewport or not
true if the category specified by the index is visible in the viewport; false if it is not

code: bool GetSpriteCategoryVisibility ( int32 Index ) const


description: Returns the vertical axis for this viewport.


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

code: virtual ELevelViewportType GetViewportType() const


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

code: virtual FMatrix GetWidgetCoordSystem() const


description: The world space location of the transform widget

code: virtual FVector GetWidgetLocation() const


description: The current display mode for transform widget

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


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

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


description: Callback for when an editor user setting has changed

code: void HandleViewportSettingChanged ( [FName](API\Runtime\Core\UObject\FName) PropertyName )


description: Returns true if a placement dragging actor exists

code: virtual bool HasDropPreviewActors() const


className: HoveredObjects

description: Static: List of objects we're hovering over

code: static [TSet](API\Runtime\Core\Containers\TSet)< [FViewportHoverTarget](API\Editor\UnrealEd\FViewportHoverTarget) > HoveredObjects;


description: Initialize viewport interaction

code: void InitializeViewportInteraction()


description: Initialize visibility flags

code: void InitializeVisibilityFlags()


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

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


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

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


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

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


description: Check to see if this actor is locked by the viewport

code: bool IsActorLocked ( const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [AActor](API\Runtime\Engine\GameFramework\AActor) > InActor ) const


description: Check to see if any actor is locked by the viewport

code: bool IsAnyActorLocked() const


description: Returns true if creating a preview actor in the viewport.

code: static bool IsDroppingPreviewActor()


description: If true, this is a level editor viewport

code: virtual bool IsLevelEditorClient() const


description: Check whether this viewport is locked to display a cinematic camera, like a Sequencer camera.

code: bool IsLockedToCinematic() const


description: Check whether this viewport is locked to the specified actor

code: bool IsLockedToActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor ) const


description: Returns true if the passed in volume is visible in the viewport (due to volume actor visibility flags)

code: bool IsVolumeVisibleInViewport ( const [AActor](API\Runtime\Engine\GameFramework\AActor) & VolumeActor ) const


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


code: void MirrorSelectedActors ( const FVector & InMirrorScale )


code: void MirrorSelectedElements ( const FVector & InMirrorScale )


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


description: Moves the viewport camera according to the locked actors location and rotation

code: void MoveCameraToLockedActor()


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

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


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


description: Delegate handler for ActorMoved events

code: void OnActorMoved ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


description: Called when editor cleanse event is triggered

code: void OnEditorCleanse()


description: Callback for when a map is created or destroyed

code: void OnMapChanged ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, EMapChangeType MapChangeType )


description: Called before the editor tries to begin PIE

code: void OnPreBeginPIE ( const bool bIsSimulating )


description:
Allow viewport client to override the current capture region
true if capture region has been overridden, false otherwise

code: virtual bool OverrideHighResScreenshotCaptureRegion ( FIntRect & OutCaptureRegion )


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

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


description: Called when the perspective viewport camera moves

code: virtual void PerspectiveCameraMoved()


description: Stores camera settings that may be adversely affected by PIE, so that they may be restored later

code: void PrepareCameraForPIE()


description: Called when the user clicks in the viewport

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


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


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


description: Static: Removes a hover effect from the specified object

code: static void RemoveHoverEffect ( const struct [FViewportHoverTarget](API\Editor\UnrealEd\FViewportHoverTarget) & InHoverTarget )


code: void RemoveReferenceToWorldContext ( [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & WorldContext )


description: Reset the camera position and rotation. Used when creating a new level.

code: void ResetCamera()


description: Reset the view for a new map

code: void ResetViewForNewMap()


description: Set the actor lock. This is the actor locked to the viewport via the viewport menus.

code: void SetActorLock ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: Restores camera settings that may be adversely affected by PIE

code: void RestoreCameraFromPIE()


description: Rotate through viewport view options

code: virtual void RotateViewportType()


code: void SetActorLock ( const [FLevelViewportActorLock](API\Editor\UnrealEd\FLevelViewportActorLock) & InActorLock )


description: Sets the visibility of all sprite categories to the provided value

code: void SetAllSpriteCategoryVisibility ( bool bVisible )


description: Set the camera speed scalar for this viewport

code: virtual void SetCameraSpeedScalar ( float SpeedScalar )


description: Set the actor locked to the viewport by cinematic tools like Sequencer.

code: void SetCinematicActorLock ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


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

code: virtual void SetCameraSpeedSetting ( int32 SpeedSetting )


code: void SetCinematicActorLock ( const [FLevelViewportActorLock](API\Editor\UnrealEd\FLevelViewportActorLock) & InActorLock )


description: Set the global ptr to the current viewport

code: void SetCurrentViewport()


description: Informs the renderer that the view is being interactively edited. (ex. rotation/translation gizmo). This state is reset on tick.

code: void SetEditingThroughMovementWidget()


description: Sets a flag for this frame indicating that the camera has been cut, and temporal effects (such as motion blur) should be reset

code: void SetIsCameraCut()


description: Sets the state of creating a preview actor in the viewport.

code: static void SetIsDroppingPreviewActor ( bool bNewIsDroppingPreviewActor )


code: virtual void SetIsSimulateInEditorViewport ( bool bInIsSimulateInEditorViewport )


description: Set the global ptr to the last viewport to receive a key press

code: void SetLastKeyViewport()


code: void SetReferenceToWorldContext ( [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & WorldContext )


description: Sets the visibility of the provided unlocalized category to the provided value

code: void SetSpriteCategoryVisibility ( const [FName](API\Runtime\Core\UObject\FName) & InSpriteCategory, bool bVisible )


description: Sets the visibility of the category specified by the provided index to the provided value

code: void SetSpriteCategoryVisibility ( int32 Index, bool bVisible )


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

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


description: Set the viewport type of the client

code: virtual void SetViewportType ( ELevelViewportType InViewportType )


description: Calling SetViewportType from Dragtool_ViewportChange

code: void SetViewportTypeFromTool ( ELevelViewportType InViewportType )


code: virtual void SetVREditView ( bool bGameViewEnable )


description: true to lock the pitch of the viewport camera

code: virtual bool ShouldLockPitch() const


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

code: virtual bool ShouldScaleCameraSpeedByDistance() const


description: Determines if the new MoveCanvas movement should be used

code: bool ShouldUseMoveCanvasMovement()


description: Ticks this viewport client

code: virtual void Tick ( float DeltaSeconds )


description: Called when mouse movement tracking begins

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


description: Called when mouse movement tracking stops

code: virtual void TrackingStopped()


description:
Static: Attempts to place the specified object in the level, returning one or more newly-created actors if successful. IMPORTANT: The placed actor's location must be first set using GEditor->ClickLocation and GEditor->ClickPlane.
true if the object was successfully used to place an actor; false otherwise

code: static [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > TryPlacingActorFromObject ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjToUse, bool bSelectActors, EObjectFlags ObjectFlags, [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * FactoryToUse, const [FName](API\Runtime\Core\UObject\FName) Name, const [FViewportCursorLocation](API\Editor\UnrealEd\FViewportCursorLocation) * Cursor )


description: Updates the audio listener for this viewport

code: void UpdateAudioListener ( const [FSceneView](API\Runtime\Engine\FSceneView) & View )


description: Returns true if preview actors were updated

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


code: void UpdateHoveredObjects ( const [TSet](API\Runtime\Core\Containers\TSet)< [FViewportHoverTarget](API\Editor\UnrealEd\FViewportHoverTarget) > & NewHoveredObjects )


description: Updates any orthographic viewport movement to use the same location as this viewport

code: virtual void UpdateLinkedOrthoViewports ( bool bInvalidate )


description: Updates or resets view properties such as aspect ratio, FOV, location etc to match that of any actor we are locked to

code: void UpdateViewForLockedActor ( float DeltaTime )


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

code: virtual bool UseAppTime() const


className: ViewComponentForActorCache

description: Caching for expensive FindViewComponentForActor. Invalidated once per Tick.

code: static [TMap](API\Runtime\Core\Containers\TMap)< [TObjectKey](API\Runtime\CoreUObject\UObject\TObjectKey)< [AActor](API\Runtime\Engine\GameFramework\AActor) >, [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > > ViewComponentForActorCache;


description: Destructor

code: virtual ~FLevelEditorViewportClient()


description: Constructor

code: FLevelEditorViewportClient ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [SLevelViewport](API\Editor\LevelEditor\SLevelViewport) > & InLevelViewport )


className: FLevelEditorViewportClient

code: class FLevelEditorViewportClient : public [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient)

description: When enabled, the Unreal transform widget will become visible after an actor is selected, even if it was turned off via a show flag

bDrawBaseInfo

description: Indicates whether, of not, the base attachment volume should be drawn for this viewport.

bDuplicateActorsInProgress

description: BDuplicateActorsOnNextDrag will not be set again while bDuplicateActorsInProgress is true.

bDuplicateOnNextDrag

description: Used for drag duplication.

bHasBegunGizmoManipulation

description: True if gizmo manipulation was started from a tracking event

bIsTrackingBrushModification

description: True when a brush is being transformed by its Widget

bLockedCameraView

description: True if this viewport is to change its view (aspect ratio, post processing, FOV etc) to match that of the currently locked camera, if applicable

bNeedToRestoreComponentBeingMovedFlag

description: True if the viewport needs to restore the flag when tracking ends

bOnlyMovedPivot

description: True if only the pivot position has been moved

bReceivedFocusRecently

description: Whether this viewport recently received focus.

ColorScale

type: FVector

FadeColor

type: FLinearColor

LastEditorViewLocation

description: The viewport location that is restored when exiting PIE

LastEditorViewRotation

type: FRotator

description: The viewport orientation that is restored when exiting PIE

ParentLevelEditor

type: TWeakPtr< class...

description: Parent level editor that owns this viewport.

ViewHiddenLayers

type: TArray<FName>

description: List of layers that are hidden in this view

VolumeActorVisibility

type: TBitArray

description: Special volume actor visibility settings.


description: Gets the locked actor.

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetLockedActor() const


description: Returns whether the locked actor is valid.

code: bool HasValidLockedActor() const


description: Represents no lock.

code: static const [FLevelViewportActorLock](API\Editor\UnrealEd\FLevelViewportActorLock) None;


description: Creates a new instance ofFLevelViewportActorLock.

code: FLevelViewportActorLock()


code: FLevelViewportActorLock ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


code: FLevelViewportActorLock ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, [TOptional](API\Runtime\Core\IO\TOptional)< EAspectRatioAxisConstraint > InAspectRatioAxisConstraint )


code: static bool DeleteAssetWithSCC ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FLocalizationSCC](API\Developer\Localization\FLocalizationSCC) > & InSourceControlInfo, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset )


className: FLevelViewportActorLock

description: Interface for objects who want to lock the viewport to an actor.

code: struct FLevelViewportActorLock

AspectRatioAxisConstraint

type: TOptional< EAsp...

description: An optional aspect ratio axis constraint to use when resizing the viewport.

LockedActor

type: TWeakObjectPtr<...

description: The actor the viewport should be locked to.


className: FSaveFileCallback

code: typedef [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [FString](API\Runtime\Core\Containers\FString) &)> FSaveFileCallback


code: static bool DeletePackageWithSCC ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FLocalizationSCC](API\Developer\Localization\FLocalizationSCC) > & InSourceControlInfo, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * InPackage )


code: static bool SaveAssetWithSCC ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FLocalizationSCC](API\Developer\Localization\FLocalizationSCC) > & InSourceControlInfo, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset )


code: static bool SaveAssetWithSCC ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FLocalizationSCC](API\Developer\Localization\FLocalizationSCC) > & InSourceControlInfo, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset, const [FString](API\Runtime\Core\Containers\FString) & InFilename )


code: static bool SaveFileWithSCC ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FLocalizationSCC](API\Developer\Localization\FLocalizationSCC) > & InSourceControlInfo, const [FString](API\Runtime\Core\Containers\FString) & InFilename, const [FSaveFileCallback](API\Editor\UnrealEd\FLocalizedAssetSCCUtil\FSaveFileCallback) & InSaveFileCallback )


code: static bool SavePackageWithSCC ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FLocalizationSCC](API\Developer\Localization\FLocalizationSCC) > & InSourceControlInfo, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * InPackage )


code: static bool SavePackageWithSCC ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FLocalizationSCC](API\Developer\Localization\FLocalizationSCC) > & InSourceControlInfo, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * InPackage, const [FString](API\Runtime\Core\Containers\FString) & InFilename )


className: FLocalizedAssetSCCUtil

code: struct FLocalizedAssetSCCUtil


code: static bool GetAssetsByPathAndClass ( [IAssetRegistry](API\Runtime\AssetRegistry\AssetRegistry\IAssetRegistry) & InAssetRegistry, const [FName](API\Runtime\Core\UObject\FName) InPackagePath, const [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) & InClassName, const bool bIncludeLocalizedAssets, [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & OutAssets )


code: static bool GetAssetsByPathAndClass ( [IAssetRegistry](API\Runtime\AssetRegistry\AssetRegistry\IAssetRegistry) & InAssetRegistry, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InPackagePaths, const [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) & InClassName, const bool bIncludeLocalizedAssets, [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & OutAssets )


className: FLocalizedAssetUtil

code: struct FLocalizedAssetUtil


description: Compare clusters and returns true when this contains any of Other's actors

code: bool Contains ( [FLODCluster](API\Editor\UnrealEd\FLODCluster) & Other ) const


description: Return cost of the cluster, lower is better

code: double GetCost() const


description: Return cost of the union of this cluster & the other cluster, lower is better

code: double GetMergedCost ( const [FLODCluster](API\Editor\UnrealEd\FLODCluster) & Other ) const


description: Invalidates this cluster

code: void Invalidate()


description: Returns whether or not this cluster is valid

code: bool IsValid() const


description: Cluster operators

code: [FLODCluster](API\Editor\UnrealEd\FLODCluster) operator+ ( const [FLODCluster](API\Editor\UnrealEd\FLODCluster) & Other ) const


code: [FLODCluster](API\Editor\UnrealEd\FLODCluster) & operator+= ( const [FLODCluster](API\Editor\UnrealEd\FLODCluster) & Other )


code: [FLODCluster](API\Editor\UnrealEd\FLODCluster) & operator= ( [FLODCluster](API\Editor\UnrealEd\FLODCluster) && Other )


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


code: bool operator== ( const [FLODCluster](API\Editor\UnrealEd\FLODCluster) & Other ) const


code: [FLODCluster](API\Editor\UnrealEd\FLODCluster) operator- ( const [FLODCluster](API\Editor\UnrealEd\FLODCluster) & Other ) const


code: [FLODCluster](API\Editor\UnrealEd\FLODCluster) & operator-= ( const [FLODCluster](API\Editor\UnrealEd\FLODCluster) & Other )


description: Returns data/info for this Cluster as a string


description: Constructors

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


code: FLODCluster ( [FLODCluster](API\Editor\UnrealEd\FLODCluster) && Other )


code: FLODCluster ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor1 )


code: FLODCluster ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor1, [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor2 )


className: FLODCluster

description: This is used by Hierarchical LOD Builder to generates list of clusters that are together in vicinity and build as one actor

code: struct FLODCluster

Actors

type: TSet<AActor&#...

description: Member variable

Bound

type: FSphere

description: Cluster bounds

ClusterCost

type: double

description: Cached cluster cost,FMath::Pow(Bound.W, 3) / FillingFactor

FillingFactor

description: Filling factor for this cluster, determines how much of the cluster's bounds/area is occupied by the contained actors


description: Add a new item to the favorites list

code: void AddFavoritesItem ( const [FString](API\Runtime\Core\Containers\FString) & Item )


description:
Returns whether a package name is favorited or not
true if the provided item is in the favorite's list; false if it is not

code: bool ContainsFavoritesItem ( const [FString](API\Runtime\Core\Containers\FString) & Item ) const


description:
Checks the favorites item specified by the provided index against the optional 'DoesMRUFavoritesItemPassFilterDelegate'.
true if the item specified by the index passes the filter or if no filter has been provided; false if it does not pass the filter

code: bool FavoritesItemPassesCurrentFilter ( int32 ItemIndex ) const


description: INI section to read/write favorite items to

code: static const [FString](API\Runtime\Core\Containers\FString) FAVORITES_INI_SECTION = TEXT("FavoriteFiles");


description:
Return the favorites item specified by the provided index
The favorites item specified by the provided index

code: [FString](API\Runtime\Core\Containers\FString) GetFavoritesItem ( int32 ItemIndex ) const


description:
Returns the number of favorites items
Number of favorites

code: int32 GetNumFavorites() const


description: Moves the specified favorites item to the head of the list

code: void MoveFavoritesItemToHead ( const [FString](API\Runtime\Core\Containers\FString) & Item )


description:
Checks the MRU item specified by the provided index against the optional 'DoesMRUFavoritesItemPassFilterDelegate'.
true if the item specified by the index passes the filter or if no filter has been provided; false if it does not pass the filter

code: bool MRUItemPassesCurrentFilter ( int32 ItemIndex ) const


description: Populate MRU/Favorites list by reading saved values from the relevant INI file

code: virtual void ReadFromINI()


className: FDoesMRUFavoritesItemPassFilter

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


description: Remove an item from the favorites list

code: void RemoveFavoritesItem ( const [FString](API\Runtime\Core\Containers\FString) & Item )


description: Supplies an optional delegate that can be used to filter a given MRUFavorites item Useful for dynamically verifying which items should be utilized at a given time


description: Unregisters the optional filter delegate


description:
Verifies that the favorites item specified by the provided index still exists. If it does not, the item is removed from the favorites list and the user is notified.
true if the item specified by the index was verified and still exists; false if it does not

code: bool VerifyFavoritesFile ( int32 ItemIndex )


description: Save off the state of the MRU and favorites lists to the relevant INI file

code: virtual void WriteToINI() const


description: Constructor

code: FMainMRUFavoritesList()


code: FMainMRUFavoritesList ( const [FString](API\Runtime\Core\Containers\FString) & IniSectionOverride, const int32 InitMaxItems )


description: Destructor

code: ~FMainMRUFavoritesList()


className: FMainMRUFavoritesList

description: Simple class to represent a combined MRU and favorite map list

code: class FMainMRUFavoritesList : public [FMRUList](API\Editor\UnrealEd\FMRUList)


description: FThumbnailPreviewSceneimplementation.

code: virtual void GetViewMatrixParameters ( const float InFOVDegrees, FVector & OutOrigin, float & OutOrbitPitch, float & OutOrbitYaw, float & OutOrbitZoom ) const


description: Sets the material to use in the nextCreateView()

code: void SetMaterialInterface ( class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterial )


code: bool ShouldSetSeparateTranslucency ( class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterial ) const


description: Constructor

code: FMaterialThumbnailScene()


className: FMaterialThumbnailScene

code: class FMaterialThumbnailScene : public [FThumbnailPreviewScene](API\Editor\UnrealEd\FThumbnailPreviewScene)

bForcePlaneThumbnail

type: bool

description: Material being used for something that only makes sense to visualize as a plane (UI, particle sprites)

PreviewActor

type: AStaticMeshActo...

description: The static mesh actor used to display all material thumbnails


description: Constructor, setting all values to usable defaults

code: FMergeStaticMeshParams()


className: FMergeStaticMeshParams

code: struct FMergeStaticMeshParams

bDeferBuild

description: If true, DestMesh will not be rebuilt

bUseUVChannelRemapping

description: If true, UVChannelRemap will be used to reroute UV channel values from one channel to another

bUseUVScaleBias

description: If true, UVScaleBias will be used to modify the UVs (AFTER UVChannelRemap has been applied)

Offset

description: A translation to apply to the verts in SourceMesh

OverrideElement

description: If set, all triangles in SourceMesh will be set to this element index, instead of duplicating SourceMesh's elements into DestMesh's elements

Rotation

description: A rotation to apply to the verts in SourceMesh

ScaleFactor

type: float

description: A uniform scale to apply to the verts in SourceMesh

description: A non-uniform scale to apply to the verts in SourceMesh

UVChannelRemap

description: An array that can remap UV values from one channel to another

UVScaleBias

description: Scales/Bias's to apply to each UV channel in SourceMesh


className: FMeshPaintDilateShaderParameters

description: Batched element parameters for mesh paint dilation shaders used for seam painting

code: struct FMeshPaintDilateShaderParameters

type: UTextureRenderT...


className: FMeshPaintShaderParameters

description: Batched element parameters for mesh paint shaders

code: struct FMeshPaintShaderParameters

WorldToBrushMatrix

type: FMatrix


description: true if something was selected/deselected, false otherwise.

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


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

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


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


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


description: Returns the tool type.

code: EModeTools GetID() const


description: Returns the name that gets reported to the editor.

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


description: true if the delta was handled by this editor mode tool.

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


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


description: true if the key was handled by this editor mode tool.

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


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


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


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


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


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


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


description: Tick.

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


description: Returns true if this tool wants to have input filtered through the editor widget.

code: bool UseWidget() const


className: FModeTool

description: Base class for all editor mode tools.

code: class FModeTool

bUseWidget

description: If true, this tool wants to have input filtered through the editor widget.

ID

type: EModeTools

description: Which tool this is.


code: [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * CreateSkeletalMesh ( const TCHAR * SrcFilename, EMorphImportError * Error )


description: Constructor

code: FMorphTargetBinaryImport ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSrcMesh, int32 LODIndex, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * InWarn )


description: Constructor

code: FMorphTargetBinaryImport ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * InSrcMesh, int32 LODIndex, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * InWarn )


code: virtual ~FMorphTargetBinaryImport()


className: FMorphTargetBinaryImport

description: Utility class for importing a new morph target

code: class FMorphTargetBinaryImport

BaseLODIndex

description: Base mesh lod entry to use

BaseMesh

type: UObject*

description: The base mesh

Warn

type: FFeedbackContex...

description: For outputing warnings


description: Absolute Translation conversion from mouse position on the screen to widget axis movement/rotation.

code: void AbsoluteTranslationConvertMouseToDragRot ( [FSceneView](API\Runtime\Engine\FSceneView) * InView, [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, FVector & OutDrag, FRotator & OutRotation, FVector & OutScale ) const


description: Adds delta movement into the tracker.

code: void AddDelta ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FKey](API\Runtime\InputCore\FKey) InKey, const int32 InDelta, bool InNudge )


description: Converts the delta movement to drag/rotation/scale based on the viewport type or widget axis

code: void ConvertMovementDeltaToDragRot ( [FSceneView](API\Runtime\Engine\FSceneView) * InView, [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, FVector & InDragDelta, FVector & OutDrag, FRotator & OutRotation, FVector & OutScale ) const


description: Called when a mouse button has been released. If there are no other mouse buttons being held down, the internal information is reset.

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


description: Returns the absolute delta since dragging started.

code: const FVector GetAbsoluteDelta() const


description: Returns the absolute snapped delta since dragging started.

code: const FVector GetAbsoluteDeltaSnapped() const


description: Returns the current delta.

code: const FVector GetDelta() const


description: Returns the current snapped delta.

code: const FVector GetDeltaSnapped() const


description: Returns the unsnapped start position of the current mouse drag. (This will be zero if there is no drag in progress)

code: const FVector GetDragStartPos() const


description: Returns the raw mouse delta, in pixels.

code: const FVector GetRawDelta() const


description: Returns the screen space delta since dragging started.

code: const FVector GetScreenDelta() const


description: the widget mode last time this tracker object started tracking


description: Returns if the user used a modifier to drag a selected item. (Rather than using a widget handle)

code: const bool GetUsedDragModifier() const


description: True if any mouse movement has happened since tracking started

code: bool HasReceivedDelta() const


description: Subtracts the specified value from End and EndSnapped.

code: void ReduceBy ( const FVector & In )


description: Renders the drag tool. Does nothing if no drag tool exists.

code: void Render3DDragTool ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


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


description: Resets the UsedDragModifier flag

code: void ResetUsedDragModifier()


description: Marks that something caused the equivalent of mouse dragging, but with other means (keyboard short cut, mouse wheel). Allows suppression of context menus with flight camera, etc

code: void SetExternalMovement()


description: Begin tracking at the specified location for the specified viewport.

code: void StartTracking ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, const int32 InX, const int32 InY, const [FInputEventState](API\Editor\UnrealEd\FInputEventState) & InInputState, bool bNudge, bool bResetDragToolState )


description: true if a drag tool is being used by the tracker, false otherwise.

code: bool UsingDragTool() const


description: true if something caused external movement of the mouse (keyboard, mouse wheel)

code: bool WasExternalMovement() const


className: FMouseDeltaTracker

description: Keeps track of mouse movement deltas in the viewports.

code: class FMouseDeltaTracker


className: FMoveDialogInfo

description: Information that can be gathered from the move dialog.

code: struct FMoveDialogInfo

PGN

type: FPackageGroupNa...


description: true once valid (non-empty) move info exists.

code: bool IsValid() const


code: void Set ( const TCHAR * InFullPackageName, const TCHAR * InNewObjName )


className: FMoveInfo

description: Target package and object name for moving an asset.

code: class FMoveInfo

FullPackageName

type: FString


description: Adds an item to the MRU list, moving it to the top.

code: void AddMRUItem ( const [FString](API\Runtime\Core\Containers\FString) & Item )


description: Clears the list of MRU items.

code: void ClearMRUItems()


description:
Returns the index of the specified item, or INDEX_NONE if not found.
The index of the specified item.

code: int32 FindMRUItemIdx ( const [FString](API\Runtime\Core\Containers\FString) & Item ) const


description: The maximum number of items this MRUList can contain

code: int32 GetMaxItems()


description:
Accessor.
The filename at that index.

code: const [FString](API\Runtime\Core\Containers\FString) & GetMRUItem ( int32 ItemIndex ) const


description:
Returns the number of MRU items
Number of MRU items

code: int32 GetNumItems() const


description: Internal helper function to populate a provided array with data from the provided ini section using the provided ini key as a base, searching for the number of provided elements at a maximum

code: static void InternalReadINI ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutItems, const [FString](API\Runtime\Core\Containers\FString) & INISection, const [FString](API\Runtime\Core\Containers\FString) & INIKeyBase, int32 NumElements )


description: Internal helper function to write out the provided array of data to the provided INI section, using the provided key base as a prefix for each item written to the INI file

code: static void InternalWriteINI ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InItems, const [FString](API\Runtime\Core\Containers\FString) & INISection, const [FString](API\Runtime\Core\Containers\FString) & INIKeyBase )


description: Removes the specified item from the list if it exists.

code: void RemoveMRUItem ( const [FString](API\Runtime\Core\Containers\FString) & Item )


description: Removes the item at the specified index.

code: void RemoveMRUItem ( int32 ItemIndex )


description:
Checks to make sure the file specified still exists. If it does, it is moved to the top of the MRU list and we return true. If not, we remove it from the list and return false.
true if the item exists, false if it doesn't

code: bool VerifyMRUFile ( int32 ItemIndex, [FString](API\Runtime\Core\Containers\FString) & OutPackageName )


code: FMRUList ( const [FString](API\Runtime\Core\Containers\FString) & InINISection, const int32 InitMaxItems )


className: FMRUList

description: An MRU list of files.

code: class FMRUList

INISection

description: The INI section we read/write the filenames to.

Items

type: TArray<FString...

description: The filenames.

MaxItems

type: const int32

description: Maximum MRU items


className: FMultiStepsImportObjectParams

description: Parameters for the ImportCreateObjectStep and ImportObjectPropertiesStep. Used for multi steps import.

code: struct FMultiStepsImportObjectParams

bShouldCallEditChange

description: True if we should call PreEditChange/PostEditChange on the object as it's imported.

Depth

description: Current nesting level

DestData

type: uint8 *

description: The location to import the property values to

InInstanceGraph

type: FObjectInstanci...

description: Contains the mappings of instanced objects and components to their templates; used when recursively calling ImportObjectProperties; generally not necessary to specify a value when calling this function from other code

LineNumber

description: Used when importing defaults during script compilation for tracking which line we're currently for the purposes of printing compile errors

ObjectRemapper

type: TMap<FSoftObje...

description: Provides a mapping from an exported path to a new instance to which it should be remapped Imported object will be added to this map when possible during the create objects step.

ObjectStruct

type: UStruct*

description: The struct for the data we're importing

PropertiesToSkip

type: TSet<FProperty...

description: Tell what properties shouldn't be imported when importing the properties

SourceText

type: FStringView

description: Text buffer containing the values that should be parsed and imported

SubobjectOuter

description: The object corresponding to DestData; this is the object that will used as the outer when creating subobjects from definitions contained in SourceText

SubobjectRoot

description: The original object that ImportObjectProperties was called for.

Warn

description: Output device to use for log messages


code: [FString](API\Runtime\Core\Containers\FString) Rename ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) const


className: FNameDuplicationRule

code: struct FNameDuplicationRule

FolderPath

description: Folder path

ReplaceFrom

description: Replace string


className: FNormalMapBatchedElementParameters

description: Batched element parameters for previewing normal maps.

code: class FNormalMapBatchedElementParameters : public [FBatchedElementParameters](API\Runtime\Engine\FBatchedElementParameters)


className: FOnPoseWatchesChanged

description: Delegate fired when a pose watch is added or removed.

code: typedef TMulticastDelegate_TwoParams< void, [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) *, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > FOnPoseWatchesChanged


className: FPackageGroupName

description: A simple struct to represent the package group name triplet

code: struct FPackageGroupName


code: bool AddToSourceControl ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package ) const


code: bool AddToSourceControl ( const [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & Packages, bool bErrorsAsWarnings ) const


code: bool AddToSourceControl ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & PackageNames, bool bErrorsAsWarnings ) const


code: bool Checkout ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package ) const


code: bool Checkout ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & PackageNames, bool bErrorsAsWarnings ) const


code: bool Delete ( const [FString](API\Runtime\Core\Containers\FString) & PackageName ) const


code: bool Delete ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package ) const


code: bool Delete ( const [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & Packages ) const


code: bool Delete ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & PackageNames, bool bErrorsAsWarnings ) const


code: bool GetDesiredStatesForModification ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & PackageNames, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutPackagesToCheckout, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutPackagesToAdd, bool bErrorsAsWarnings ) const


code: bool GetMarkedForDeleteFiles ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & PackageFilenames, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutPackageFilenames, bool bErrorsAsWarnings ) const


className: FPackageSourceControlHelper

description: This class should not be used as a base class because it can force a connection to the SCM throughFScopedSourceControl. Connection errors can result in failing automation processes that are unrelated. The same can happen if the class is used as a member of another class. It should only be used as a local variable in a method so the connection is only attempted if required.

code: class FPackageSourceControlHelper


description: FThumbnailPreviewSceneimplementation.

code: virtual void GetViewMatrixParameters ( const float InFOVDegrees, FVector & OutOrigin, float & OutOrbitPitch, float & OutOrbitYaw, float & OutOrbitZoom ) const


description: Sets the particle system to use in the nextCreateView()

code: void SetParticleSystem ( class [UParticleSystem](API\Runtime\Engine\Particles\UParticleSystem) * ParticleSystem )


description: Constructor/Destructor

code: FParticleSystemThumbnailScene()


className: FParticleSystemThumbnailScene

code: class FParticleSystemThumbnailScene : public [FThumbnailPreviewScene](API\Editor\UnrealEd\FThumbnailPreviewScene)

PartComponent

type: UParticleSystem...

description: The particle system component used to display all particle system thumbnails

ThumbnailFXSystem

type: FFXSystemInterf...

description: The FXSystem used to render all thumbnail particle systems


description: Checks for references on disk and in memory for this object filling out all information.

code: void CheckForReferences()


description: Gets the object being deleted.


description: Checks if the package is contained in the asset package being deleted

code: bool IsAssetContained ( const [FName](API\Runtime\Core\UObject\FName) & PackageName ) const


description: Returns if the pending delete is internal, and need not be shown to the user.

code: bool IsInternal() const


description: Sets if the pending delete is internal, and need not be shown to the user.

code: void IsInternal ( bool Value )


description: Checks if the object is contained in the pending delete object hierarchy

code: bool IsObjectContained ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject ) const


description: Is the pending deleted object referenced in memory by something other than the undo stack; INCLUDES PENDING DELETES


description: Is the pending deleted object referenced in memory by the undo stack; INCLUDES PENDING DELETES

code: bool IsReferencedInMemoryByUndo() const


description: Support comparing for unique insertions

code: bool operator== ( const [FPendingDelete](API\Editor\UnrealEd\FPendingDelete) & Other ) const


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


className: FPendingDelete

description: The pending deleted object.

code: struct FPendingDelete : public [TSharedFromThis< FPendingDelete >](API\Runtime\Core\Templates\TSharedFromThis)

DiskReferences

type: TArray<FName>

description: The on disk references to this object

MemoryReferences

type: FReferencerInfo...

description: In memory references to this object (excludingthe undo buffer)

RemainingDiskReferences

description: The remaining disk references; EXCLUDES PENDING DELETES

RemainingMemoryReferences

description: The remaining memory references; EXCLUDES PENDING DELETES


description: Checks for and records references on disk and in memory for this object that would be considered illegal if the object became private

code: void CheckForIllegalReferences()


description: Gets the object being privatized


description: Gets the objects owning package


description: Is the pending object referenced in memory by the undo stack

code: bool IsReferencedInMemoryByNonUndo()


description: Is the pending private object referenced in memory by something other than the undo stack

code: bool IsReferencedInMemoryByUndo()


description: Checks if a given reference does not share the same mount point as the object. Which would be illegal if the object is made private

code: bool IsReferenceIllegal ( const [FName](API\Runtime\Core\UObject\FName) & InReference )


code: FPendingPrivateAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * InOwningPackage )


className: FPendingPrivateAsset

code: struct FPendingPrivateAsset : public [TSharedFromThis< FPendingPrivateAsset >](API\Runtime\Core\Templates\TSharedFromThis)

IllegalDiskReferences

description: The on disk references to this object that would be illegal if the object were made private

IllegalMemoryReferences

description: The in memory references to this object that would be illegal if the object were made private (*excluding the undo buffer)


description: Reimport physical material mask texture.

code: static [EReimportResult::Type](API\Editor\UnrealEd\EReimportResult__Type) ReimportMaskTexture ( [UPhysicalMaterialMask](API\Runtime\Engine\PhysicalMaterials\UPhysicalMaterialMask) * PhysMatMask )


description: Create physical material mask texture.

code: static void ImportMaskTexture ( [UPhysicalMaterialMask](API\Runtime\Engine\PhysicalMaterials\UPhysicalMaterialMask) * PhysMatMask )


description: Reimport physical material mask texture with new file.

code: static [EReimportResult::Type](API\Editor\UnrealEd\EReimportResult__Type) ReimportMaskTextureWithNewFile ( [UPhysicalMaterialMask](API\Runtime\Engine\PhysicalMaterials\UPhysicalMaterialMask) * PhysMatMask )


className: FPhysicalMaterialMaskImport

description: PhysicalMaterialMaskImport.

code: class FPhysicalMaterialMaskImport


description: FThumbnailPreviewSceneimplementation.

code: virtual void GetViewMatrixParameters ( const float InFOVDegrees, FVector & OutOrigin, float & OutOrbitPitch, float & OutOrbitYaw, float & OutOrbitZoom ) const


description: Sets the skeletal mesh to use in the nextCreateView()

code: void SetPhysicsAsset ( class [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) * InPhysicsAsset )


description: Constructor

code: FPhysicsAssetThumbnailScene()


className: FPhysicsAssetThumbnailScene

code: class FPhysicsAssetThumbnailScene : public [FThumbnailPreviewScene](API\Editor\UnrealEd\FThumbnailPreviewScene)


description: Pure virtual that must be overloaded by the inheriting class. Use this method to serialize any UObjects contained that you wish to keep around.

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


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


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

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


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


code: virtual bool ShouldDrawWidget() const


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


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

code: virtual bool UsesTransformWidget() const


className: FPhysicsManipulationEdMode

description: Editor mode to manipulate physics objects in level editor viewport simulation

code: class FPhysicsManipulationEdMode : public [FEdMode](API\Editor\UnrealEd\FEdMode)


className: FPhysicsManipulationEdModeFactory

code: class FPhysicsManipulationEdModeFactory : public [IEditorModeFactory](API\Editor\UnrealEd\IEditorModeFactory)


className: FPIELoginInfo

description: Data structure for storing PIE login credentials

code: struct FPIELoginInfo

Id

description: Id of the user logging in (email, display name, facebook id, etc)

Token

description: Credentials of the user logging in (password or auth token)

Type

description: Type of account. Needed to identity the auth method to use (epic, internal, facebook, etc)


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


className: FPieLoginStruct

description: Holds various data to pass to the post login delegate for PIE logins

code: struct FPieLoginStruct

GameInstancePIEParameters

type: FGameInstancePI...

description: A copy of the PIE Parameters this instance should use.

NextX

description: X location for window positioning

NextY

description: Y location for window positioning

PIEInstanceIndex

description: Which index is the instance of this Play in Editor session that will be created.

PIEStartTime

type: double

description: Passthrough start time of PIE

WorldContextHandle

type: FName

description: World context handle for this login


code: bInHideOffsets DisplayFlags ( InDisplayFlags )


description: Performs the actual work - generates a report containing information about the linker.

code: void GeneratePackageReport ( class [FLinkerLoad](API\Runtime\CoreUObject\UObject\FLinkerLoad) * InLinker, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Out )


code: bool IsHideProcessUnstable() const


code: bInHideOffsets Linker ( [InLinker](API\Editor\UnrealEd\FPkgInfoReporter\InLinker) )


code: bInHideOffsets PackageCount ( 0 )


description: Changes the target linker for this reporter. Useful when generating reports for multiple packages.

code: void SetLinker ( class [FLinkerLoad](API\Runtime\CoreUObject\UObject\FLinkerLoad) * NewLinker )


description: Constructors

code: FPkgInfoReporter()


description: The number of packages evaluated by this reporter so far. Must be incremented by child classes.

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


description: Destructor

code: virtual ~FPkgInfoReporter()


description: Writes information about the linker to the log.

code: virtual void GeneratePackageReport ( class [FLinkerLoad](API\Runtime\CoreUObject\UObject\FLinkerLoad) * InLinker, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Out )


className: FPkgInfoReporter

description: Base for classes which generate output for the PkgInfo commandlet

code: struct FPkgInfoReporter

DisplayFlags

description: A bitmask of EPackageInfoDisplayFlags that determine the display of information in the report.

InfoFlags

description: A bitmask of PKGINFO_ flags that determine the categories of information included in the report.

InLinker

type: bInHideOffsets

Linker

type: FLinkerLoad...

description: The linker of the package to generate the report for


code: struct FPkgInfoReporter_Log : public [FPkgInfoReporter](API\Editor\UnrealEd\FPkgInfoReporter)


className: FWindowSizeAndPos

code: struct FWindowSizeAndPos

Position

type: FIntPoint


className: FPlayInEditorSessionInfo

description: This stores transient information about the current Play Session for the duration of the session. This allows us to cache information across async processes and hold useful information for clients who want to Late Join.

code: struct FPlayInEditorSessionInfo

bAnyBlueprintErrors

type: bool

description: Were there any Blueprint Errors when we started this PIE session?

bLateJoinRequested

description: If true, a late join client will be added on the next tick.

bServerWasLaunched

description: Have we launched a server for this PIE session yet?

bStartedInSpectatorMode

description: Did we start in Spectator Mode?

bUsingOnlinePlatform

description: Are we using an online platform to do log-in authentication?

CachedWindowInfo

type: TArray<FWindow...

description: Transient information about window sizes/positions.

LastOpenedWindowInfo

type: FWindowSizeAndP...

description: Position of the last opened window.

NumClientInstancesCreated

description: How many clients have we created? This is different than PIEInstanceCount as we only count clients, and different from NumViewportInstancesCreated as this counts in-editor viewport clients as well.

NumOutstandingPIELogins

description: How many PIE instances are we waiting to finish logging in? Used to track when we've finished getting PIE started.

NumViewportInstancesCreated

description: How many instances have we created viewports for.

OriginalRequestParams

type: FRequestPlaySes...

description: M.

PIEInstanceCount

description: How many PIE Instances have we opened.


code: FPrioritizedInputChord ( const int32 InPriority, const [FName](API\Runtime\Core\UObject\FName) InName, const [EModifierKey::Type](API\Runtime\ApplicationCore\GenericPlatform\Type) InModifierKeyFlags, const [FKey](API\Runtime\InputCore\FKey) InKey )


className: FPrioritizedInputChord

description: Provides a way to resolve conflict between overlapping keyboard commands. Instances of this class are registered with anFEditorViewportClientinstance and held in a prioritized list. When input matches one of them the keys referenced by that one are ignored when evaluating all lower priority instances.

code: struct FPrioritizedInputChord

InputChord

type: FInputChord


className: FPropertyAccessCopyContext

description: Context struct describing relevant characteristics of a property copy. Used by client code to determine batch ID when called back via FOnPropertyAccessDetermineBatchId

code: struct FPropertyAccessCopyContext

bDestThreadSafe

description: Whether the dest path is thread safe.

bSourceThreadSafe

description: Whether the source path is thread safe.

ContextId

description: User-define context name, passed viaIPropertyAccessLibraryCompiler::AddCopy.

DestPathAsText

type: FText

description: Dest path as text, for error reporting.

Object

type: UObject*

description: The object (usually a K2 node) in which the context takes place. Used for error reporting.

SourcePathAsText

description: Source path as text, for error reporting.


description: Get the internal index.

code: int32 GetId() const


description: Check this handle for validity.

code: bool IsValid() const


code: bool operator== ( const [FPropertyAccessHandle](API\Editor\UnrealEd\FPropertyAccessHandle) & Other ) const


code: FPropertyAccessHandle ( int32 InId )


className: FPropertyAccessHandle

description: Handle used to track property accesses that are being compiled.

code: struct FPropertyAccessHandle


code: FPropertyAccessLibraryCompilerArgs ( [FPropertyAccessLibrary](API\Runtime\Engine\FPropertyAccessLibrary) & InLibrary, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClassContext )


className: FPropertyAccessLibraryCompilerArgs

description: Context used to create a property access library compiler.

ClassContext

type: constUClass&#...

description: The class that provides a root context for the library to be built in.

Library

type: FPropertyAccess...

description: The library that will be built.

OnDetermineBatchId

type: FOnPropertyAcce...

description: Delegate used to determine batch ID (index) for a particular copy context.


className: FPropertyAccessResolveResult

description: Result of a property access resolve. Provides information about what the compiler was able to determine about the property access.

code: struct FPropertyAccessResolveResult

bIsThreadSafe

description: Whether the resolve was determined to be thread safe.

Result

type: EPropertyAccess...

description: The success fail of the resolve.


className: FPropertyBindingWidgetArgs

description: Setup arguments structure for a property binding widget

code: struct FPropertyBindingWidgetArgs

bAllowArrayElementBindings

description: Whether to allow array element bindings

bAllowFunctionBindings

description: Whether to allow function bindings (to "this" class of the blueprint in question)

bAllowFunctionLibraryBindings

description: Whether to allow function library bindings in addition to the passed-in blueprint's class

bAllowNewBindings

description: Whether to allow new bindings to be made from within the widget's UI

bAllowOnlyThreadSafeFunctions

description: Whether to allow only functions marked thread safe

bAllowPropertyBindings

description: Whether to allow property bindings

bAllowStructFunctions

description: Whether to allowUScriptStructfunctions as non-leaf nodes

bAllowStructMemberBindings

description: Whether to allow struct member bindings

bAllowUObjectFunctions

description: Whether to allowUObjectfunctions as non-leaf nodes

bGeneratePureBindings

description: Whether to generate pure bindings

BindableSignature

type: UFunction*

description: An optional signature to use to match binding functions

BindButtonStyle

type: constFButtonSt...

description: Optional style override for bind button

CurrentBindingColor

type: TAttribute<FLi...

description: The current binding's color

CurrentBindingImage

type: TAttribute< con...

description: The current binding's image

CurrentBindingText

type: TAttribute<FTe...

description: The current binding's text label

CurrentBindingToolTipText

description: The current binding's tooltip text label

MenuExtender

type: TSharedPtr<FEx...

description: Menu extender

OnAddBinding

type: FOnAddBinding

description: Delegate called to add a binding

OnCanAcceptPropertyOrChildren

type: FOnCanAcceptPro...

description: Delegate used to check whether a property is considered for binding.

OnCanBindFunction

type: FOnCanBindFunct...

description: Delegate used to check whether a function can be bound to the property in question

OnCanBindProperty

type: FOnCanBindPrope...

description: Delegate used to check whether a property can be bound to the property in question

OnCanBindToClass

type: FOnCanBindToCla...

description: Delegate called to see if a class can be bound to

OnCanBindToContextStruct

type: FOnCanBindToCon...

description: Delegate called to see if a context struct can be directly bound to

OnCanBindToSubObjectClass

type: FOnCanBindToSub...

description: Delegate called to see if a subobject can be bound to

OnCanGotoBinding

type: FOnCanGotoBindi...

description: Delegate used to see if we can open a binding (e.g. a function)

OnCanRemoveBinding

type: FOnCanRemoveBin...

description: Delegate called to see if we can remove remove a binding (ie. if it exists)

OnDrop

type: FOnDrop

description: Delegate called when a property is dropped on the property binding widget

OnGenerateBindingName

type: FOnGenerateBind...

description: Delegate used to generate a new binding function's name

OnGotoBinding

type: FOnGotoBinding

description: Delegate used to open a bound generated function

OnNewFunctionBindingCreated

type: FOnNewFunctionB...

description: Delegate called once a new function binding has been created

OnRemoveBinding

type: FOnRemoveBindin...

description: Delegate called to remove a binding

OnResolveIndirection

type: FOnResolveIndir...

description: Delegate called to resolve true type of the instance

Property

type: FProperty*

description: An optional bindable property


code: bool operator== ( const [FPropertyNameAndIndex](API\Editor\UnrealEd\FPropertyNameAndIndex) & InRHS ) const


code: FPropertyNameAndIndex ( [FName](API\Runtime\Core\UObject\FName) InName, int32 InIndex )


className: FPropertyNameAndIndex

code: struct FPropertyNameAndIndex

Name

type: FName


code: bool IsSubPropertyMatch ( const [FPropertySoftPath](API\Editor\UnrealEd\FPropertySoftPath) & PotentialBasePropertyPath ) const


code: bool operator== ( [FPropertySoftPath](API\Editor\UnrealEd\FPropertySoftPath) const & RHS ) const


code: bool operator!= ( [FPropertySoftPath](API\Editor\UnrealEd\FPropertySoftPath) const & RHS ) const


code: [FResolvedProperty](API\Editor\UnrealEd\FResolvedProperty) Resolve ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const


code: [FResolvedProperty](API\Editor\UnrealEd\FResolvedProperty) Resolve ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * Struct, const void * StructData ) const


code: [FPropertyPath](API\Editor\PropertyEditor\FPropertyPath) ResolvePath ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const


code: FPropertySoftPath ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > InPropertyChain )


code: FPropertySoftPath ( [FPropertyPath](API\Editor\PropertyEditor\FPropertyPath) InPropertyPath )


code: FPropertySoftPath ( const [FPropertySoftPath](API\Editor\UnrealEd\FPropertySoftPath) & SubPropertyPath, const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * LeafProperty )


code: FPropertySoftPath ( const [FPropertySoftPath](API\Editor\UnrealEd\FPropertySoftPath) & SubPropertyPath, int32 ContainerIndex )


className: FPropertySoftPath

description: FPropertySoftPathis a string of identifiers used to identify a single member of aUObject. It is primarily used when comparing unrelated UObjects for Diffing and Merging, but can also be used as a key select a property in a SDetailsView.

code: struct FPropertySoftPath


code: void BindCommands ( [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) & CommandList, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) > & Client ) const


code: static void BuildVisualisationSubMenu ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & Menu )


code: static bool DebugModeShouldBeTonemapped ( const [FName](API\Runtime\Core\UObject\FName) & RayTracingDebugModeName )


className: FRayTracingDebugVisualizationRecord

Command

type: TSharedPtr<FUI...


className: RayTracingDebugModeNames

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > RayTracingDebugModeNames;


description: Pure virtual to override; describe and instantiate the commands in here by using the UI COMMAND macro.

code: virtual void RegisterCommands()


code: FRedirectorBindingInfo ( [FName](API\Runtime\Core\UObject\FName) InName, const [FText](API\Runtime\Core\Internationalization\FText) & InDescription, [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InStruct )


className: FRedirectorBindingInfo

description: Info about a redirector binding. Redirector bindings allow

code: struct FRedirectorBindingInfo

Description

type: FText

description: Description of the binding, used as tooltip text

Name

description: The name of the binding

Struct

type: UStruct*

description: The struct that the binding will output


description: Default ctor

code: FReferencedAssets()


description: Sets the name of the referencer

code: FReferencedAssets ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InReferencer )


className: FReferencedAssets

description: Data container to hold information about what is referencing a given set of assets.

code: struct FReferencedAssets

AssetList

type: TSet<UObject&...

description: The set of assets that are being referenced

Referencer

type: UObject*

description: The object that holding a reference to the set of assets


code: [ICookPackageSplitter](API\Editor\UnrealEd\ICookPackageSplitter) * CreateInstance ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const


code: static void ForEach ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([FRegisteredCookPackageSplitter](API\Editor\UnrealEd\FRegisteredCookPackageSplitter) *)> Func )


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


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


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


code: FRegisteredCookPackageSplitter()


className: FRegisteredCookPackageSplitter

description: Interface for internal use only (used by REGISTER_COOKPACKAGE_SPLITTER to register anICookPackageSplitterfor a class)

code: class FRegisteredCookPackageSplitter


description:
Check to see if the handler is capable of reimporting the object
true if this handler is capable of reimporting the provided object

code: bool CanReimport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutFilenames )


description: Returns theUFactoryobject associated with this reimport handler

code: virtual [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > * GetFactoryObject() const


description: Get the import priority for this handler. Import handlers with higher priority values will take precedent over lower priorities.

code: virtual int32 GetPriority() const


description: When True dialog prompts should not appear.

code: virtual bool IsAutomatedReimport() const


description: Attempt to reimport the specified object from its sourceEReimportResult::Succeededif this handler was able to handle reimporting the provided object,EReimportResult::Failedif this handler was unable to handle reimporting the provided object orEReimportResult::Cancelledif the handler was cancelled part-way through re-importing the provided object.

code: [EReimportResult::Type](API\Editor\UnrealEd\EReimportResult__Type) Reimport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj )


description: Call after multiple import happen

code: virtual void PostImportCleanUp()


code: virtual [EReimportResult::Type](API\Editor\UnrealEd\EReimportResult__Type) Reimport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, int32 SourceFileIndex )


description: Sets automated, when True dialog prompts should not appear.

code: virtual void SetAutomatedReimport ( const bool InAutomatedReimport )


description: Sets the preferred reimport path, for aiding in resolving reimporting objects where the object path differs from the new path (ex. differing extensions).

code: void SetPreferredReimportPath ( const [FString](API\Runtime\Core\Containers\FString) & Path )


description: Sets the reimport path(s) for the specified object

code: void SetReimportPaths ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & NewReimportPaths )


description: Sets the reimport path(s) for the specified object at the specified index

code: virtual void SetReimportPaths ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, const [FString](API\Runtime\Core\Containers\FString) & NewReimportPath, const int32 SourceIndex )


description: Constructor. Add self to manager

code: FReimportHandler()


code: virtual bool IsInterchangeFactory() const


description: Destructor. Remove self from manager

code: virtual ~FReimportHandler()


className: FReimportHandler

description: Reimport handler for package resources with associated source files on disk.

code: class FReimportHandler

bAutomatedReimport

type: bool

PreferredReimportPath

type: FString


description: If we want to import a specific source index and there is some settings to update in the asset import data before starting the re-import.

code: virtual void SetReimportSourceIndex ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, const int32 SourceIndex )


description: FGCObjectinterface

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


description:
Check to see if we have a handler to manage the reimporting of the object
true if the object is capable of reimportatio

code: virtual bool CanReimport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > * ReimportSourceFilenames ) const


className: FPostReimportNotification

description: Gets the delegate that's fired after to reimporting an asset

code: typedef TMulticastDelegate_TwoParams< void, [UObject](API\Runtime\CoreUObject\UObject\UObject) *, bool > FPostReimportNotification


className: FPreReimportNotification

description: Gets the delegate that's fired prior to reimporting an asset

code: typedef TMulticastDelegate_OneParam< void, [UObject](API\Runtime\CoreUObject\UObject\UObject) * > FPreReimportNotification


description: Opens a file dialog to request a new reimport path

code: void GetNewReimportPath ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InOutFilenames, int32 SourceFileIndex )


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

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


description:
Singleton function, provides access to the only instance of the class
Singleton instance of the manager

code: static [FReimportManager](API\Editor\UnrealEd\FReimportManager) * Instance()


description: Register a reimport handler with the manager

code: void RegisterHandler ( [FReimportHandler](API\Editor\UnrealEd\FReimportHandler) & InHandler )


description:
Attempt to reimport the specified object from its source by giving registered reimport handlers a chance to try to reimport the object
true if the object was handled by one of the reimport handlers; false otherwise

code: virtual bool Reimport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, bool bAskForNewFileIfMissing, bool bShowNotification, [FString](API\Runtime\Core\Containers\FString) PreferredReimportFile, [FReimportHandler](API\Editor\UnrealEd\FReimportHandler) * SpecifiedReimportHandler, int32 SourceFileIndex, bool bForceNewFile, bool bAutomated )


description:
Attempt to reimport the specified object from its source by giving registered reimport handlers a chance to try to reimport the object
FAssetImportResultRef

code: virtual [UE::Interchange::FAssetImportResultRef](API\Editor\UnrealEd\FAssetImportResultRef) ReimportAsync ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, bool bAskForNewFileIfMissing, bool bShowNotification, [FString](API\Runtime\Core\Containers\FString) PreferredReimportFile, [FReimportHandler](API\Editor\UnrealEd\FReimportHandler) * SpecifiedReimportHandler, int32 SourceFileIndex, bool bForceNewFile, bool bAutomated )


description:
Attempt to reimport multiple objects from its source by giving registered reimport handlers a chance to try to reimport the object
true if the objects all imported successfully, for more granular success reporting useFReimportManager::Reimport

code: virtual bool ReimportMultiple ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > Objects, bool bAskForNewFileIfMissing, bool bShowNotification, [FString](API\Runtime\Core\Containers\FString) PreferredReimportFile, [FReimportHandler](API\Editor\UnrealEd\FReimportHandler) * SpecifiedReimportHandler, int32 SourceFileIndex, bool bForceNewFile, bool bAutomated )


description: Unregister a reimport handler from the manager

code: void UnregisterHandler ( [FReimportHandler](API\Editor\UnrealEd\FReimportHandler) & InHandler )


description: Update the reimport paths for the specified object

code: virtual void UpdateReimportPath ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, const [FString](API\Runtime\Core\Containers\FString) & Filename, int32 SourceFileIndex )


code: virtual void UpdateReimportPaths ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InFilenames )


description: Cancel the whole reimport command

code: virtual void ValidateAllSourceFileAndReimport ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & ToImportObjects, bool bShowNotification, int32 SourceFileIndex, bool bForceNewFile, bool bAutomated )


className: FReimportManager

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

code: class FReimportManager : private [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject)