className: FReplaceRequest

description: Helper struct for batch replacements where Old references get replaced with New

code: struct FReplaceRequest

Old

type: TArrayView<UOb...


className: FLauncherDeviceInfo

module: UnrealEd

code: struct FLauncherDeviceInfo

bUpdateDeviceFlash

type: bool

description: If True, a remote play session will attempt to update the flash/software on the target device if it's out of date

DeviceId

type: FString

description: The id of the Device selected in the Launch drop-down to launch on.

DeviceName

description: The name of the Device selected in the Launch drop-down to launch on.


code: bool HasPlayWorldPlacement() const


description: Default Constructor.

code: FRequestPlaySessionParams()


className: FRequestPlaySessionParams

code: struct FRequestPlaySessionParams

type: TOptional<FStr...

description: If specified, this will be appended to the parameters being passed to the stand executable.

bAllowOnlineSubsystem

description: If false, then PIE won't try to ask the Online Subsystem/"Use Online Logins" feature if it should authenticate the PIE sessions.

CustomPIEWindow

type: TWeakPtr<SWind...

description: If specified, the PIE instance will be created inside this user-provided window instead of creating a default.

DestinationSlateViewport

type: TOptional<TWea...

description: If specified, the Play Session will be created inside of this Slate Viewport.

EditorPlaySettings

type: TObjectPtr<ULe...

description: AULevelEditorPlaySettingsinstance that the session should be started with.

GameModeOverride

type: TSubclassOf<AG...

GlobalMapOverride

description: Override which map is loaded for the Play session.

LauncherTargetDevice

type: TOptional<FLau...

description: If specified, the play session will attempt to launch on a remote device and not in the local editor.

MobilePreviewTargetDevice

description: If set, this device name will be passed to the -MobileTargetDevice command line option.

SessionDestination

type: EPlaySessionDes...

description: Where should the session be launched? May be local or remote.

SessionPreviewTypeOverride

type: TOptional< EPla...

description: If set, preview an emulated version of some rendering specifications.

StartLocation

type: TOptional< FVec...

description: If this is set the Play session will start from this location instead of using the GameMode to find a Player Spawn.

StartRotation

type: TOptional< FRot...

description: If StartLocation is set, this can be used to optionally override the default (FRotator::ZeroRotator) rotation.

WorldType

type: EPlaySessionWor...

description: Is this PIE or SIE


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


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


code: FResolvedProperty ( const void * InObject, const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty )


className: FResolvedProperty

code: struct FResolvedProperty

Object

type: const void *...

Property

type: constFProperty...


className: FScopedActorPropertiesChangeImpl

code: class FScopedActorPropertiesChangeImpl


className: FScopedBusyCursor

description: While in scope, sets the cursor to the busy (hourglass) cursor for all windows.

code: class FScopedBusyCursor


code: FScopedCompoundTransaction ( [FChangeTransactor](API\Editor\UnrealEd\FChangeTransactor) & InTransactor, const [FText](API\Runtime\Core\Internationalization\FText) & InDescription )


className: FScopedCompoundTransaction

code: struct FScopedCompoundTransaction

Transactor

type: FChangeTransact...


description: Obtain the world managed by this scope, or null if the initialization failed.

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


description: Constructor - Initialize the provided world as an editor world.

code: FScopedEditorWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const [UWorld::InitializationValues](API\Runtime\Engine\Engine\UWorld\InitializationValues) & InInitializationValues, [EWorldType::Type](API\Runtime\Engine\Engine\EWorldType__Type) InWorldType )


description: FStringView Constructor - Load the specified package & initialize the world as an editor world.

code: FScopedEditorWorld ( const FStringView InLongPackageName, const [UWorld::InitializationValues](API\Runtime\Engine\Engine\UWorld\InitializationValues) & InInitializationValues, [EWorldType::Type](API\Runtime\Engine\Engine\EWorldType__Type) InWorldType )


description: SoftObjectPtr Constructor - Initialize the provided world as an editor world.

code: FScopedEditorWorld ( const [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > & InSoftWorld, const [UWorld::InitializationValues](API\Runtime\Engine\Engine\UWorld\InitializationValues) & InInitializationValues, [EWorldType::Type](API\Runtime\Engine\Engine\EWorldType__Type) InWorldType )


description: Destructor - Destroy the provided world.

code: ~FScopedEditorWorld()


className: FScopedEditorWorld

description: A helper RAII class to initialize / destroy an editor world. The world will be added to the root set and initialized as an editor world using the provided initialization values. On destruction, will destroy the world and unroot it. This class will also set GWorld & the EditorWorldContext to this world.

code: class FScopedEditorWorld


description: Constructor. Broadcasts a delegate to notify listeners an actor is about to move

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


description: Constructor. Broadcasts a delegate to notify listeners an actor has moved

code: ~FScopedObjectMovement()


className: FScopedObjectMovement

description: This class begins an object movement change when created and ends it when it falls out of scope

code: class FScopedObjectMovement


className: FScopedRefreshAllBrowsersImpl

code: class FScopedRefreshAllBrowsersImpl


description: Cancels the transaction. Reentrant.

code: void Cancel()


description: true if the transaction is still outstanding (that is, has not been cancelled).

code: bool IsOutstanding() const


description: Construct anFScopedTransactionwith minimal context

code: FScopedTransaction ( const [FText](API\Runtime\Core\Internationalization\FText) & SessionName, const bool bShouldActuallyTransact )


description: Construct anFScopedTransactionwith full context

code: FScopedTransaction ( const TCHAR * TransactionContext, const [FText](API\Runtime\Core\Internationalization\FText) & SessionName, [UObject](API\Runtime\CoreUObject\UObject\UObject) * PrimaryObject, const bool bShouldActuallyTransact )


className: FScopedTransaction

description: Delineates a transactable block; Begin()s a transaction when entering scope, and End()s a transaction when leaving scope.

code: class FScopedTransaction


code: FSCSDiffEntry ( const [FSCSIdentifier](API\Editor\UnrealEd\FSCSIdentifier) & InIdentifier, [ETreeDiffType::Type](API\Editor\UnrealEd\ETreeDiffType__Type) InDiffType, const [FSingleObjectDiffEntry](API\Editor\UnrealEd\FSingleObjectDiffEntry) & InPropertyDiff )


className: FSCSDiffEntry

code: struct FSCSDiffEntry

PropertyDiff

type: FSingleObjectDi...

TreeIdentifier

type: FSCSIdentifier


className: FSCSDiffRoot

code: struct FSCSDiffRoot

Entries

type: TArray<FSCSDif...

description: Use indices inFSCSIdentifier::TreeLocationto find hierarchy..


className: FSCSIdentifier

code: struct FSCSIdentifier

Name

type: FName

TreeLocation

type: TArray< int32 >


className: FSCSResolvedIdentifier

code: struct FSCSResolvedIdentifier

Object

type: constUObject&...


description: true if the selection set has an actor that can be converted to a different actor

code: bool HasConvertableAsset() const


className: FSelectedActorInfo

description: Generic information about the level selection set (actors or surfaces)

code: struct FSelectedActorInfo

bAllSelectedActorsBelongToCurrentLevel

type: uint32: 1

description: True if all selected actors belong to the current level

bAllSelectedActorsBelongToSameWorld

description: True if all selected actors belong to the same world

bAllSelectedActorsOfSameType

description: Are all the selected actors the same type

bAllSelectedAreBrushes

description: Are all the selected actors brushes

description: True if all selected actors have collision models

bHaveAttachedActor

description: We have at least one actor that is attached to something

bHaveBrowseOverride

description: True if an actor in the selection has an override for the asset it browses to in the Content Browser

bHaveBrush

description: True if a brush is in the selection

bHaveBSPBrush

description: True if there is a bsp brush in the selection

bHaveBuilderBrush

description: True if a builder brush is in the selection

bHaveEarlyAccessClass

description: True if an early access actor (or actor containing such a component) is selected

bHaveEmitter

description: True if an actor in the selection is an emitter

bHaveExperimentalClass

description: True if an experimental actor (or actor containing such a component) is selected

bHaveHidden

description: True if an actor in the selection is hidden

bHaveLandscape

description: True if a landscape is in the selection

bHaveLight

description: True if an actor in the selection is a light

bHavePawn

description: True if an actor in the selection is a pawn

bHaveSelectedLockedGroup

description: True if a locked group is selected

bHaveSelectedSubGroup

description: True if a sub-group is selected

bHaveSelectedUnlockedGroup

description: True if an unlocked group is selected

bHaveSkeletalMesh

description: True if an actor in the selection is a skeletal mesh

bHaveStaticMesh

description: True if an actor in the selection is a static mesh

bHaveStaticMeshComponent

description: True if an actor in the selection has a static mesh component

bHaveVolume

description: True if a volume brush is in the selection

bSelectedActorsBelongToSameLevel

description: True if all selected actors belong to the same level

NumNavPoints

description: How many nav points are selected

NumSelected

description: How many are selected

NumSelectedUngroupedActors

description: The number of selected actors that arent in a group

NumSimulationChanges

description: Number of properties of selected actors that are not yet propagated from the simulation world to the editor world

SelectionClass

type: UClass*

description: The selected class type

SelectionStr

type: FString

description: String representing the selected class

SharedLevel

type: ULevel*

description: The level that is shared between all actors, or NULL if selected actors aren't in the same level

SharedWorld

type: UWorld*

description: The world that is shared between all actors, or NULL if selected actors aren't in the same level


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


className: FSelectedEditableComponentFilter

description: A filter for only iterating through editable components

code: class FSelectedEditableComponentFilter


code: FSelectedEditableComponentIterator ( [USelection](API\Editor\UnrealEd\USelection) & InSelection )


className: FSelectedEditableComponentIterator

description: An iterator used to iterate through selected components that are editable (i.e. not created in a blueprint)

code: class FSelectedEditableComponentIterator : public [TSelectionIterator< FSelectedEditableComponentFilter >](API\Editor\UnrealEd\TSelectionIterator)


code: FSelectionIterator ( [USelection](API\Editor\UnrealEd\USelection) & InSelection )


className: FSelectionIterator

code: class FSelectionIterator : public [TSelectionIterator< FGenericSelectionFilter >](API\Editor\UnrealEd\TSelectionIterator)


description: Register in constructor

code: FSelfRegisteringEditorUndoClient()


className: FSelfRegisteringEditorUndoClient

description: An undo client that registers itself in its constructor and unregisters itself in its destructor

code: class FSelfRegisteringEditorUndoClient : public [FEditorUndoClient](API\Editor\UnrealEd\FEditorUndoClient)


code: bool IsEnabled ( const [FLevelEditorViewportClient](API\Editor\UnrealEd\FLevelEditorViewportClient) * ViewportClient ) const


code: void ToggleState ( [FLevelEditorViewportClient](API\Editor\UnrealEd\FLevelEditorViewportClient) * ViewportClient ) const


description: FShowFlagDataconstructor with no chord associated

code: FShowFlagData ( const [FString](API\Runtime\Core\Containers\FString) & InName, const [FText](API\Runtime\Core\Internationalization\FText) & InDisplayName, const uint32 InEngineShowFlagIndex, EShowFlagGroup InGroup )


code: FShowFlagData ( const [FString](API\Runtime\Core\Containers\FString) & InName, const [FText](API\Runtime\Core\Internationalization\FText) & InDisplayName, const uint32 InEngineShowFlagIndex, EShowFlagGroup InGroup, const [FInputChord](API\Runtime\Slate\Framework\Commands\FInputChord) & InInputChord )


className: FShowFlagData

code: class FShowFlagData

DisplayName

type: FText

description: The display name of this show flag

EngineShowFlagIndex

description: The engine show flag index inFEngineShowFlags

Group

type: EShowFlagGroup

description: Which group the flags should show up

InputChord

type: FInputChord

description: Chord for activating the show flag

ShowFlagName

description: Name for identifying the show flag


code: FShowMenuCommand ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUICommandInfo](API\Runtime\Slate\Framework\Commands\FUICommandInfo) > InShowMenuItem )


code: FShowMenuCommand ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUICommandInfo](API\Runtime\Slate\Framework\Commands\FUICommandInfo) > InShowMenuItem, const [FText](API\Runtime\Core\Internationalization\FText) & InLabelOverride )


className: FShowMenuCommand

code: struct FShowMenuCommand

ShowMenuItem

type: TSharedPtr<FUI...


code: FSingleObjectDiffEntry ( const [FPropertySoftPath](API\Editor\UnrealEd\FPropertySoftPath) & InIdentifier, [EPropertyDiffType::Type](API\Editor\UnrealEd\EPropertyDiffType__Type) InDiffType )


className: FSingleObjectDiffEntry

code: struct FSingleObjectDiffEntry

DiffType

type: EPropertyDiffTy...

Identifier

type: FPropertySoftPa...


description: Returns the preview actor within the scene


description: FThumbnailPreviewSceneimplementation.

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


description: Set whether to draw debug skeleton

code: void SetDrawDebugSkeleton ( bool bInDrawDebugSkeleton, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InSkeletonColor )


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

code: void SetSkeletalMesh ( class [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh )


description: Constructor

code: FSkeletalMeshThumbnailScene()


className: FSkeletalMeshThumbnailScene

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


description: Ask user a file path for a particular LOD

code: static [FString](API\Runtime\Core\Containers\FString) PickSkinWeightPath ( int32 LODIndex, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh )


description: This function import a new set of skin weights for a specified LOD. Return true if the weights are successfully updates. If it return false, nothing in the skeletal skin weights was modified.

code: static bool ImportAlternateSkinWeight ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, const [FString](API\Runtime\Core\Containers\FString) & Path, int32 TargetLODIndex, const [FName](API\Runtime\Core\UObject\FName) & ProfileName, const bool bIsReimport )


description: This function reimport all skin weights profile for a specified LOD. Return true if the weights are successfully updates. If it return false, nothing in the skeletal skin weights was modified.

code: static bool ReimportAlternateSkinWeight ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, int32 TargetLODIndex )


code: static bool RemoveSkinnedWeightProfileData ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, const [FName](API\Runtime\Core\UObject\FName) & ProfileName, int32 LODIndex )


className: FSkinWeightsUtilities

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

code: class FSkinWeightsUtilities


className: FSlatePlayInEditorInfo

code: struct FSlatePlayInEditorInfo

DestinationSlateViewport

type: TWeakPtr< class...

description: The slate viewport that should be used for play in viewport

EditorPlayer

type: TWeakObjectPtr<...

description: The spawned player for updating viewport location from player when pie closes

SlatePlayInEditorWindow

description: The current play in editorSWindowif playing in a floating window

SlatePlayInEditorWindowViewport

type: TSharedPtr< cla...

description: The current play in editor rendering and I/O viewport if playing in a floating window


description: Clears all vertices being drawn to help a user snap

code: static void ClearSnappingHelpers ( bool bClearImmediately )


description: Draws snapping helpers

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


className: EditorViewportSnapper

description: Built-in editor snap implementation

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class FEditorViewportSnapping > EditorViewportSnapper;


description: Set user setting for actor snap.

code: static void EnableActorSnap ( bool bEnable )


description: Access user setting for distance. Fractional 0.0->100.0

code: static float GetActorSnapDistance ( bool bScalar )


description: Initialize the snapping system

code: static void InitEditorSnappingTools()


description: true if orientation snapping is enabled

code: static bool IsRotationSnapEnabled()


description: true if orientation snapping is enabled

code: static bool IsScaleSnapEnabled()


description: true if snapping actors to other actors is enabled

code: static bool IsSnapToActorEnabled()


description: true if snapping (translation) to the grid is enabled

code: static bool IsSnapToGridEnabled()


description: Set user setting for distance. Fractional 0.0->100.0

code: static void SetActorSnapDistance ( float Distance )


description:
Snaps actors to the nearest vertex on another actor
true if anything was snapped

code: static bool SnapDraggedActorsToNearestVertex ( FVector & DragDelta, [FLevelEditorViewportClient](API\Editor\UnrealEd\FLevelEditorViewportClient) * ViewportClient )


description:
Snaps a delta drag movement to the nearest vertex
true if anything was snapped

code: static bool SnapDragLocationToNearestVertex ( const FVector & BaseLocation, FVector & DragDelta, [FLevelEditorViewportClient](API\Editor\UnrealEd\FLevelEditorViewportClient) * ViewportClient, bool bIsPivot )


description:
Snaps a location to the nearest vertex
true if anything was snapped

code: static bool SnapLocationToNearestVertex ( FVector & Location, const FVector2D & MouseLocation, [FLevelEditorViewportClient](API\Editor\UnrealEd\FLevelEditorViewportClient) * ViewportClient, FVector & OutVertexNormal, bool bDrawVertHelpers )


description: Snaps a point value to the positional grid

code: static void SnapPointToGrid ( FVector & Point, const FVector & GridBase )


description: Snaps a rotator to the rotational grid

code: static void SnapRotatorToGrid ( FRotator & Rotation )


description: Snaps a scale value to the scale grid

code: static void SnapScale ( FVector & Point, const FVector & GridBase )


code: static bool SnapToBSPVertex ( FVector & Location, FVector GridBase, FRotator & Rotation )


className: FSnappingUtils

code: class FSnappingUtils


description: Call this to access the multi-cast delegate that you can register a callback with

code: static [FOnNewModuleAdded](API\Editor\UnrealEd\FSourceCodeNavigation\FOnNewModuleAdded) & AccessOnNewModuleAdded()


code: static [FOnCompilerNotFound](API\Editor\UnrealEd\FSourceCodeNavigation\FOnCompilerNotFound) & AccessOnCompilerNotFound()


description: Attempts to snap the selected actors to the nearest other actor

code: static bool SnapActorsToNearestActor ( FVector & DragDelta, [FLevelEditorViewportClient](API\Editor\UnrealEd\FLevelEditorViewportClient) * ViewportClient )


description: Add a navigation handler

code: static void AddNavigationHandler ( [ISourceCodeNavigationHandler](API\Editor\UnrealEd\ISourceCodeNavigationHandler) * Handler )


description: Add multiple source files to the current solution/project/workspace

code: static bool AddSourceFiles ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & AbsoluteSourcePaths )


className: bCachedIsCompilerAvailable

description: Cached result of check for compiler availability. Speeds up performance greatly since BlueprintEditor is checking this on draw.

code: static bool bCachedIsCompilerAvailable = false;


description:
Determines whether it is possible to navigate to theUClassin the IDE
Whether the navigation is likely to be successful or not

code: static bool CanNavigateToClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )


description:
Determines whether it is possible to navigate to theUFunctionin the IDE
Whether the navigation is likely to be successful or not

code: static bool CanNavigateToFunction ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * InFunction )


description:
Determines whether it is possible to navigate to theFPropertyin the IDE
Whether the navigation is likely to be successful or not

code: static bool CanNavigateToProperty ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty )


description:
Determines whether it is possible to navigate to theUScriptStructin the IDE
Whether the navigation is likely to be successful or not

code: static bool CanNavigateToStruct ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InStruct )


description:
Determines whether it is possible to navigate to theUStructin the IDE
Whether the navigation is likely to be successful or not

code: static bool CanNavigateToStruct ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InStruct )


className: CriticalSection

description: Critical section for locking access to the source file database.


description: Query if the current source code solution exists

code: static bool DoesModuleSolutionExist()


description: Downloads and installs the suggested IDE (currently only works for Windows)

code: static void DownloadAndInstallSuggestedIDE ( FOnIDEInstallerDownloadComplete OnDownloadComplete )


className: Type

code: enum Type { ClassesAndFunctions, ClassesOnly, }


className: EGatherMode

description: Gather modes forGatherFunctionsForActors()

code: struct EGatherMode


className: FEditCodeMenuClass

description: Allows function symbols to be organized by class

code: struct FEditCodeMenuClass

bIsCompleteList

type: bool

description: True if the list of functions is a complete list, or false if we still do not have all data digested yet (or the user only asked for a list of classes, and we've determined the class may have relevant functions.)

Functions

type: TArray<FFuncti...

description: All of the functions in this class

ModuleName

description: Module name this class resides in

Name

description: Name of the class

ReferencedObject

description: Referenced object (e.g., a blueprint for a kismet graph symbol)


className: FFunctionSymbolInfo

description: Holds useful information about a function's symbols

code: struct FFunctionSymbolInfo

ClassName

description: The name of theUObjectclass this function is in, if any

ModuleName

description: The name of the module the function is in (or empty string if not known)

SymbolName

description: Function symbol string


description: Finds the path to a given class header. Does not rely on symbols; finds matching .build.cs files.

code: static bool FindClassHeaderPath ( const [UField](API\Runtime\CoreUObject\UObject\UField) * InField, [FString](API\Runtime\Core\Containers\FString) & OutClassHeaderPath )


description: Attempt to locate fully qualified class module name

code: static bool FindClassModuleName ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [FString](API\Runtime\Core\Containers\FString) & ModuleName )


description: Finds the path to a given class source. Does not rely on symbols; finds matching .build.cs files.

code: static bool FindClassSourcePath ( const [UField](API\Runtime\CoreUObject\UObject\UField) * InField, [FString](API\Runtime\Core\Containers\FString) & OutClassSourcePath )


description: Finds the base directory for a given module name. Does not rely on symbols; finds matching .build.cs files.

code: static bool FindModulePath ( const [FString](API\Runtime\Core\Containers\FString) & InModuleName, [FString](API\Runtime\Core\Containers\FString) & OutModulePath )


description: Finds the base directory for a given module. Does not rely on symbols; finds matching .build.cs files.

code: static bool FindModulePath ( const [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * InModulePackage, [FString](API\Runtime\Core\Containers\FString) & OutModulePath )


className: FOnCompilerNotFound

description: Delegate that's triggered when any symbol query has completed

code: typedef TMulticastDelegate_NoParams< void > FOnCompilerNotFound


className: FOnNewModuleAdded

description: Delegate that's triggered when a new module (.Build.cs file) has been added

code: typedef TMulticastDelegate_OneParam< void, [FName](API\Runtime\Core\UObject\FName) > FOnNewModuleAdded


className: FOnSymbolQueryFinished

code: typedef TMulticastDelegate_NoParams< void > FOnSymbolQueryFinished


description: Returns whether the suggested source code IDE for the current platform can be installed directly (vs. requiring that the user download it manually)


description: Finds all of the functions in classes for the specified list of actors

code: static void GatherFunctionsForActors ( [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors, const [EGatherMode::Type](API\Editor\UnrealEd\FSourceCodeNavigation\EGatherMode\Type) GatherMode, [TArray](API\Runtime\Core\Containers\TArray)< [FEditCodeMenuClass](API\Editor\UnrealEd\FSourceCodeNavigation\FEditCodeMenuClass) > & Classes )


description: Returns the IDE specific representative icon to open source code


description: Returns the IDE specific representative icon to refresh source code


description: Returns the name of the selected IDE


description: Retrieves the SourceFileDatabase instance

code: static const [FSourceFileDatabase](API\Editor\UnrealEd\FSourceFileDatabase) & GetSourceFileDatabase()


description: Returns the name of the suggested IDE, based on platform

code: static [FText](API\Runtime\Core\Internationalization\FText) GetSuggestedSourceCodeIDE ( bool bShortIDEName )


description: Returns the url to the location where the suggested IDE can be downloaded


description: InitializesFSourceCodeNavigationstatic class

code: static void Initialize()


className: Instance

description: Source file database instance.


description: Returns true if the compiler for the current platform is available for use

code: static bool IsCompilerAvailable()


description:
Navigates asynchronously to theUClassin the IDE
Whether the navigation is likely to be successful or not

code: static bool NavigateToClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )


description:
Navigates asynchronously to theUFunctionin IDE
Whether the navigation was successful or not

code: static bool NavigateToFunction ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * InFunction )


description: Deprecated, use NavigateToFunction

code: static bool NavigateToFunctionAsync ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * InFunction )


description: Asynchronously locates the source file and line for a specific function in a specific module and navigates an external editing to that source line

code: static void NavigateToFunctionSourceAsync ( const [FString](API\Runtime\Core\Containers\FString) & FunctionSymbolName, const [FString](API\Runtime\Core\Containers\FString) & FunctionModuleName, const bool bIgnoreLineNumber )


description:
Navigates asynchronously to theFPropertyin the IDE
Whether the navigation was successful or not

code: static bool NavigateToProperty ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty )


description:
Navigates asynchronously to theUScriptStructin the IDE
Whether the navigation is likely to be successful or not

code: static bool NavigateToStruct ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InStruct )


description:
Navigates asynchronously to theUStructin the IDE
Whether the navigation was successful or not

code: static bool NavigateToStruct ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InStruct )


description: Open the current source code solution

code: static bool OpenModuleSolution()


description: Opens a single source file

code: static bool OpenSourceFile ( const [FString](API\Runtime\Core\Containers\FString) & AbsoluteSourcePath, int32 LineNumber, int32 ColumnNumber )


description: Open the source code solution for the project at the given location

code: static bool OpenProjectSolution ( const [FString](API\Runtime\Core\Containers\FString) & InProjectPath )


description: Opens a multiple source files

code: static bool OpenSourceFiles ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & AbsoluteSourcePaths )


description: Refresh the state of compiler availability. Don't call unless you know you might be doing something to cause that.


description: Remove a navigation handler

code: static void RemoveNavigationHandler ( [ISourceCodeNavigationHandler](API\Editor\UnrealEd\ISourceCodeNavigationHandler) * Handler )


description: Set a new preferred accessor and refresh compiler status

code: static void SetPreferredAccessor ( const TCHAR * Name )


className: FSourceCodeNavigation

description: Source code navigation functionality

code: class FSourceCodeNavigation


description: Return set of public header names used by engine modules, which are disallowed as project header names

code: const [TSet](API\Runtime\Core\Containers\TSet)< [FString](API\Runtime\Core\Containers\FString) > & GetDisallowedHeaderNames() const


description: Return array of module names used by the engine and current project, including those in plugins

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


description: Update the list of known modules and disallowed header names if they've become stale

code: void UpdateIfNeeded()


description: Constructs database

code: FSourceFileDatabase()


description: Destructs database

code: ~FSourceFileDatabase()


className: FSourceFileDatabase

description: Singleton holding database of module names and disallowed header names in the engine and current project.

code: class FSourceFileDatabase


className: FSourceLinkParams

description: Optional GetSourceLink parameters

code: struct FSourceLinkParams

bEmptyIfNoLink

description: Whether a spacer widget is used if the link is unavailable for some reason

BlueprintFormat

type: constFText...

description: Text format for blueprint links

bUseDefaultFormat

description: If true, use default values for BlueprintFormat (Edit ...) and CodeFormat (Open ...) when unspecified If false, use only the class name when BlueprintFormat and CodeFormat are unspecified

bUseFormatIfNoLink

description: If true, use specified text format if the link is unavailable for some reason, otherwise use only the class name

CodeFormat

description: Text format for C++ code file links

Object

description: Object to set blueprint debugging to in the case we have a blueprint generated class


description: FThumbnailPreviewSceneimplementation.

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


description: Sets override materials for the static mesh

code: void SetOverrideMaterials ( const [TArray](API\Runtime\Core\Containers\TArray)< class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & OverrideMaterials )


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

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


description: Constructor

code: FStaticMeshThumbnailScene()


className: FStaticMeshThumbnailScene

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


description: Returns the most appropriate texture aligner based on the type passed in.

code: [UTexAligner](API\Editor\UnrealEd\TexAligner\UTexAligner) * GetAligner ( ETexAlign InTexAlign )


description: Creates the list of aligners.

code: void Init()


description: Constructor

code: FTexAlignTools()


description: Destructor

code: ~FTexAlignTools()


className: FTexAlignTools

description: A helper class to store the state of the various texture alignment tools.

code: class FTexAlignTools

Aligners

type: TArray<UTexAli...

description: A list of all available aligners.


className: EThumbnailExternalCacheHeaderFlags

code: enum EThumbnailExternalCacheHeaderFlags { None = 0, }


className: FThumbnailCacheFile

code: struct FThumbnailCacheFile

Header

type: FThumbnailExter...

NameToEntry

type: TMap<FName,FT...


className: FThumbnailEntry

code: struct FThumbnailEntry


code: bool HasAnyFlags &40; EThumbnailExternalCacheHeaderFlags FlagsToCheck &41; const


code: void Serialize &40; FArchive & Ar &41;


description: Get thumbnail external cache

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


className: FThumbnailExternalCacheHeader

code: struct FThumbnailExternalCacheHeader

ImageFormatName

type: FString


description: Gets the name of the editor thumbnail cache file

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


description: Load thumbnails for the given object names from external cache

code: bool LoadThumbnailsFromExternalCache ( const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & InObjectFullNames, FThumbnailMap & InOutThumbnails )


description: Save thumbnails for the given assets to an external file. Deterministic if assets were sorted.

code: bool SaveExternalCache ( const [FString](API\Runtime\Core\Containers\FString) & InFilename, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > InAssetDatas, const [FThumbnailExternalCacheSettings](API\Editor\UnrealEd\FThumbnailExternalCacheSettings) & InSettings )


code: void SaveExternalCache &40; FArchive & Ar, const TArrayView< FAssetData > InAssetDatas, const FThumbnailExternalCacheSettings & InSettings &41;


description: Sort asset data list if determinism needed

code: static void SortAssetDatas ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & InOutAssetDatas )


className: FThumbnailExternalCache

code: class FThumbnailExternalCache


className: FThumbnailExternalCacheSettings

code: struct FThumbnailExternalCacheSettings

bRecompressLossless

description: Recompress any lossless thumbnails

MaxImageSize

description: Reduce size of any thumbnails to MaxImageSize


description: Allocates then adds anFSceneViewto the ViewFamily.

code: [FSceneView](API\Runtime\Engine\FSceneView) * CreateView ( [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) * ViewFamily, int32 X, int32 Y, uint32 SizeX, uint32 SizeY ) const


description: Helper function to get the bounds offset to display an asset

code: float GetBoundsZOffset ( const FBoxSphereBounds & Bounds ) const


description: Return the stat id to use for this tickable

code: virtual [TStatId](API\Runtime\Core\Stats\TStatId) GetStatId() const


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object will ever be able to tick, and if not, it will not get added to the tickable objects array. If the tickable tick type is Conditional then the virtual IsTickable will be called to determine whether to tick the object on each given frame
true if object will ever want to be ticked, false otherwise.

code: virtual ETickableTickType GetTickableTickType() const


description: Deprecated* Use CreateView

code: void GetView ( [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) * ViewFamily, int32 X, int32 Y, uint32 SizeX, uint32 SizeY ) const


description: Gets parameters to create a view matrix to be used byCreateView(). Implemented in children classes.

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


description: BeginFTickableEditorObject

code: virtual void Tick ( float DeltaTime )


description: Constructor

code: FThumbnailPreviewScene()


className: FThumbnailPreviewScene

code: class FThumbnailPreviewScene : public [FPreviewScene](API\Runtime\Engine\FPreviewScene), public [FTickableEditorObject](API\Editor\UnrealEd\FTickableEditorObject)


className: bCollectionIntact

description: True if collection of tickable objects is still intact.

code: static bool bCollectionIntact = true;


className: bIsTickingObjects

description: True if currently ticking of tickable editor objects.

code: static bool bIsTickingObjects = false;


className: ObjectBeingTicked

description: Set if we are in the Tick function for an editor tickable object

code: static [FTickableCookObject](API\Editor\UnrealEd\FTickableCookObject) * ObjectBeingTicked = nullptr;


code: void TickCook ( float DeltaTime, bool bCookCompete )


code: static void TickObjects ( const float DeltaSeconds, bool bCookComplete )


description: Registers this instance with the static array of tickable objects.

code: FTickableCookObject()


description: Removes this instance from the static array of tickable objects.

code: virtual ~FTickableCookObject()


className: FTickableCookObject

description: The same asFTickableEditorObject, but for systems that need to be ticked periodically during cooking. If a system needs to be cooked both during cook commandlet and in editor without the cook commandlet, it should dual-inherit from bothFTickableCookObjectandFTickableEditorObject. TODO: Reduce duplication betweenFTickableCookObjectandFTickableEditorObject.

code: class FTickableCookObject : public [FTickableObjectBase](API\Runtime\Engine\FTickableObjectBase)


code: static [FTickableObjectBase](API\Runtime\Engine\FTickableObjectBase) * ObjectBeingTicked = nullptr;


code: static void TickObjects ( const float DeltaSeconds )


className: FTickableEditorObject

description: This class provides common registration for gamethread editor only tickable objects. It is an abstract base class requiring you to implement the GetStatId, IsTickable, and Tick methods. If you need a class that can tick in both the Editor and at Runtime then useFTickableGameObjectinstead, overriding the IsTickableInEditor() function instead.

code: class FTickableEditorObject : public [FTickableObjectBase](API\Runtime\Engine\FTickableObjectBase)


code: FTickableEditorObject()


code: virtual ~FTickableEditorObject()


description: Initiates a transaction.

code: void Begin ( const [FText](API\Runtime\Core\Internationalization\FText) & Description, [AActor](API\Runtime\Engine\GameFramework\AActor) * AdditionalActor )


description: Begin a pending transaction, which won't become a real transaction until PromotePendingToActive is called

code: void BeginPending ( const [FText](API\Runtime\Core\Internationalization\FText) & Description )


className: Enum

code: enum Enum { Inactive, Active, Pending, }


className: ETransactionState

description: State of this transaction

code: struct ETransactionState


description: Promote a pending transaction (if any) to an active transaction

code: void PromotePendingToActive()


className: FTrackingTransaction

code: struct FTrackingTransaction


description: Curve Input domain -> local Widget Space

code: float InputToLocalX ( float Input ) const


description: Local Widget Space -> Curve Input domain.

code: float LocalXToInput ( float ScreenX ) const


description: Local Widget Space -> Curve Output domain.

code: float LocalYToOutput ( float ScreenY ) const


description: Curve Output domain -> local Widget Space

code: float OutputToLocalY ( float Output ) const


code: FTrackScaleInfo ( float InViewMinInput, float InViewMaxInput, float InViewMinOutput, float InViewMaxOutput, const FVector2D InWidgetSize )


className: FTrackScaleInfo

description: Utility struct for converting between curve space and local/absolute screen space. The input domain is traditionally the time axis of the curve, and the output domain is traditionally the value axis.

code: struct FTrackScaleInfo

PixelsPerInput

type: float


description: Sets whether saving the layout on close is allowed.

code: void AllowSavingLayoutOnClose ( bool bIsEnabled )


description: Start the performance survey that attempts to monitor editor performance in the default or simple startup maps

code: void BeginPerformanceSurvey()


description: End the performance survey that attempts to monitor editor performance in the default or simple startup maps

code: void CancelPerformanceSurvey()


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


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


description: Tells the editor that something has been done to change the map. Can be anything from loading a whole new map to changing the BSP.

code: void CB_MapChange ( uint32 InFlags )


description: Called right after unit testing concludes

code: void CB_PostAutomationTesting()


description: Called right before unit testing is about to begin

code: void CB_PreAutomationTesting()


description: Displays a property dialog based upon what is currently selected. If any actors are selected, the actor property dialog is displayed.

code: void CB_SelectedProps()


description: Clears the config restore name for restoring the specified config file

code: void ClearConfigRestoreFilename ( [FString](API\Runtime\Core\Containers\FString) Destination )


description: Clears all the restore names for restoring config files

code: void ClearConfigRestoreFilenames()


description: Clear the project name we will use to reload the editor when switching projects

code: void ClearPendingProjectName()


description: Called when the heartbeat event should be sent to engine analytics

code: void EditorAnalyticsHeartbeat()


description: Handles "Enable World Composition" option in WorldSettings

code: bool EnableWorldComposition ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, bool bEnable )


description: Sets whether the preferences file should be deleted.

code: void ForceDeletePreferences ( bool bIsEnabled )


description: Finds a map using only the map name, no extension, no path, also caches it for faster lookup next time.

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


description: Singleton accessor

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


description: Retrieves the map of config->backup config filenames to be used for restoring config files

code: const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & GetConfigRestoreFilenames()


description: Returns the editor executable to use to execute commandlets


description:
Whether or not the map build in progressed was cancelled by the user.
bool the current state of the flag

code: bool GetMapBuildCancelled() const


description: Get the project name we will use to reload the editor when switching projectsFStringName of the project the editor will switch to

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


description: Get the path to the executable that runs the editor


description:
Fetches a URL from the config and optionally switches it to rocket if required
true if successful

code: bool GetURL ( const TCHAR * InKey, [FString](API\Runtime\Core\Containers\FString) & OutURL, const bool bCheckRocket ) const


description: Initialize engine analytics

code: void InitEngineAnalytics()


description: Returns true if preferences should be deleted.

code: bool IsDeletePreferences()


description: Returns true if saving layout on close is allowed.

code: bool IsSavingLayoutOnClosedAllowed()


description: Check if this we are editing a template project, and if so mount any shared resource paths it uses

code: void MountTemplateSharedPaths()


description: Called from tab manager when the tab changes

code: void OnActiveTabChanged ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > PreviouslyActive, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > NewlyActivated )


description: Logs an update to an asset

code: void LogAssetUpdate ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * UpdatedAsset, [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


description: Delegate used on message logAActortoken activation

code: void OnActorTokenActivated ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IMessageToken](API\Runtime\Core\Logging\IMessageToken) > & Token )


description: Delegate that gets called by modules that can't directly access Engine

code: void OnDeferCommand ( const [FString](API\Runtime\Core\Containers\FString) & DeferredCommand )


code: void OnEditorChangeMode ( FEditorModeID NewEditorMode )


description: Cleans up various systems

code: virtual void OnExit()


description: Delegate for (default) display name ofUObjecttokens. Can display the name of the actor if an object is/is part of one

code: [FText](API\Runtime\Core\Internationalization\FText) OnGetDisplayName ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, const bool bFullPath )


description: Delegate used to go to assets in the content browser

code: void OnGotoAsset ( const [FString](API\Runtime\Core\Containers\FString) & InAssetPath ) const


description: Initalizes various systems

code: virtual void OnInit()


description: Called when a map is changed (loaded,saved,new map, etc)

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


description: Delegate for (default) message log message selection - selects the objects that the tokens refer to (if any)

code: void OnMessageSelectionChanged ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) > > & Selection )


description: Delegate for (default) message logUObjecttoken activation - selects the object that the token refers to (if any)

code: void OnMessageTokenActivated ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IMessageToken](API\Runtime\Core\Logging\IMessageToken) > & Token )


description: BP nativization settings

code: void OnNativizeBlueprintsSettingChanged ( const [FString](API\Runtime\Core\Containers\FString) & PackageName, bool bSelect )


description: Delegate used to update the map of asset update counts

code: void OnObjectSaved ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * SavedObject, [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


code: void OnUserActivityTabChanged ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > InTab )


code: void OnTabForegrounded ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > ForegroundTab, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > BackgroundTab )


description: Called when the input manager records a user-defined chord

code: void OnUserDefinedChordChanged ( const [FUICommandInfo](API\Runtime\Slate\Framework\Commands\FUICommandInfo) & CommandInfo )


description: Opens the Unreal Engine Launcher marketplace page

code: void OpenMarketplace ( const [FString](API\Runtime\Core\Containers\FString) & CustomLocation )


code: void ReplaceDocumentationURLWildcards ( [FString](API\Runtime\Core\Containers\FString) & Url, const FCultureRef & Culture, const [FString](API\Runtime\Core\Containers\FString) & PageId )


description: Restarts the editor, reopening the current project, if any

code: void RestartEditor ( bool bWarn, const [TOptional](API\Runtime\Core\IO\TOptional)< [FString](API\Runtime\Core\Containers\FString) > & NewCommandLine )


description: Sets the config file to use for restoring Config files.

code: void SetConfigRestoreFilename ( [FString](API\Runtime\Core\Containers\FString) InBackupFile, [FString](API\Runtime\Core\Containers\FString) InConfigFile )


description: Sets the flag that states whether or not the map build was cancelled.

code: void SetMapBuildCancelled ( const bool InCancelled )


description: Set the project name we will use to reload the editor when switching projects

code: void SetPendingProjectName ( const [FString](API\Runtime\Core\Containers\FString) & ProjectName )


description: Performs any required cleanup in the case of a fatal error.

code: virtual void ShutdownAfterError()


description: Launch an editor instance, passing ProjectName and the command line args from this running instance

code: bool SpawnEditorInstance ( const [FString](API\Runtime\Core\Containers\FString) & ProjectName )


description: Opens the specified project file or game. Restarts the editor

code: void SwitchProject ( const [FString](API\Runtime\Core\Containers\FString) & GameOrProjectFileName, bool bWarn, const [TOptional](API\Runtime\Core\IO\TOptional)< [FString](API\Runtime\Core\Containers\FString) > & NewCommandLine )


description: Triggers asset analytics if it hasn't been run yet

code: void TickAssetAnalytics()


description: Ticks the performance analytics used by the analytics heartbeat

code: void TickPerformanceAnalytics()


description: Constructor, private - useGet()function

code: FUnrealEdMisc()


description: Destructor

code: virtual ~FUnrealEdMisc()


className: FUnrealEdMisc

description: The public interface for the unreal editor misc singleton.

code: class FUnrealEdMisc


description: Utility function for drawing manipulation widget in a 3D viewport. If we are hit-testing will create HWidgetUtilProxys for each axis, filling in InInfo1 and InInfo2 as passed in by user.

code: static void DrawWidget ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const FMatrix & WidgetMatrix, int32 InInfo1, int32 InInfo2, [EAxisList::Type](API\Runtime\Core\Math\EAxisList__Type) HighlightAxis, EWidgetMovementMode bInMode )


code: static void DrawWidget ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const FMatrix & WidgetMatrix, int32 InInfo1, int32 InInfo2, [EAxisList::Type](API\Runtime\Core\Math\EAxisList__Type) HighlightAxis, EWidgetMovementMode bInMode, bool bHitTesting )


className: FUnrealEdUtils

code: class FUnrealEdUtils


description: The transform's location

code: const FVector & GetLocation() const


description: Computes a matrix to use for viewport location and rotation when orbiting

code: FMatrix ComputeOrbitMatrix() const


description: The look at point for orbiting

code: const FVector & GetLookAt() const


description: The ortho zoom amount

code: float GetOrthoZoom() const


description: Check if transition curve is playing.

code: bool IsPlaying()


description: The transform's rotation

code: const FRotator & GetRotation() const


description: Sets the transform's location

code: void SetLocation ( const FVector & Position )


description: Set the ortho zoom amount

code: void SetOrthoZoom ( float InOrthoZoom )


description: Sets the transform's rotation

code: void SetRotation ( const FRotator & Rotation )


description:
Updates any current location transitions
true if there is currently a transition

code: bool UpdateTransition()


description: Animates from the current location to the desired location

code: void TransitionToLocation ( const FVector & InDesiredLocation, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > EditorViewportWidget, bool bInstant )


description: Sets the location to look at during orbit

code: void SetLookAt ( const FVector & InLookAt )


className: FViewportCameraTransform

description: Stores the transformation data for the viewport camera

code: struct FViewportCameraTransform


code: const [FKey](API\Runtime\InputCore\FKey) & GetKey() const


description: The 2D screenspace cursor position of the mouse when it was clicked.

code: const FIntPoint & GetClickPos() const


code: virtual bool IsShiftDown() const


code: virtual bool IsControlDown() const


code: FViewportClick ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, [FKey](API\Runtime\InputCore\FKey) InKey, EInputEvent InEvent, int32 X, int32 Y )


className: FViewportClick

code: struct FViewportClick : public [FViewportCursorLocation](API\Editor\UnrealEd\FViewportCursorLocation)


code: const FIntPoint & GetCursorPos() const


code: const FVector & GetDirection() const


code: const FVector & GetOrigin() const


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


code: FViewportCursorLocation ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, int32 X, int32 Y )


code: virtual ~FViewportCursorLocation()


className: FViewportCursorLocation

description: Contains information about a mouse cursor position within a viewport, transformed into the correct coordinate system for the viewport.

code: struct FViewportCursorLocation


description: Equality operator

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


description: Construct from an actor

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


description: Construct from an BSP model and surface index

code: FViewportHoverTarget ( [UModel](API\Runtime\Engine\UModel) * InModel, int32 InSurfaceIndex )


className: FViewportHoverTarget

description: Describes an object that's currently hovered over in the level viewport

code: struct FViewportHoverTarget

HoveredActor

type: TObjectPtr<AAc...

description: The actor we're drawing the hover effect for, or NULL

HoveredModel

type: TObjectPtr<UMo...

description: The BSP model we're drawing the hover effect for, or NULL

ModelSurfaceIndex

description: Surface index on the BSP model that currently has a hover effect


description: Initialize commands

code: virtual void RegisterCommands()


description: Method to obtain the actual object reference from the weak pointer. Will attempt to fix up the pin object reference if it's no longer valid, otherwise returns NULL


description: Test for validity

code: bool IsValid()


description: Arrow operator


className: FViewportNavigationCommands

description: Unreal level editor actions

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


className: FWeakGraphPinPtr::operator class UEdGraphPin *

description: Cast to object pointer type

code: operator class UEdGraphPin *()


description: Assign from another weak pointer

code: void operator= ( const [FWeakGraphPinPtr](API\Editor\UnrealEd\FWeakGraphPinPtr) & OtherPinPtr )


description: Assign from aUEdGraphPinobject pointer

code: void operator= ( const class [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )


description: Compare weak pointers for equality

code: bool operator== ( const [FWeakGraphPinPtr](API\Editor\UnrealEd\FWeakGraphPinPtr) & OtherPinPtr ) const


description: Compare weak pointers for inequality

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


description: Default constructor

code: FWeakGraphPinPtr()


description: Reset the weak pointer back to NULL state

code: void Reset()


description: Construct from aUEdGraphPinobject pointer

code: FWeakGraphPinPtr ( const class [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )


description: Construct from another weak pointer

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


className: FWeakGraphPinPtr

description: A weak reference to aUEdGraphPinobject that can remain valid through pin connection state changes that might trigger owner node reconstruction

code: struct FWeakGraphPinPtr


description: Serializes the widget references so they don't get garbage collected.

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


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

code: void AbsoluteTranslationConvertMouseMovementToAxisMovement ( [FSceneView](API\Runtime\Engine\FSceneView) * InView, [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, const FVector & InLocation, const FVector2D & InMousePosition, FVector & OutDrag, FRotator & OutRotation, FVector & OutScale )


description: Only some modes support Absolute Rotation Movement/arcball

code: static bool AllowsAbsoluteRotationMovement ( [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) WidgetMode, [EAxisList::Type](API\Runtime\Core\Math\EAxisList__Type) InAxisType )


description: Only some modes support Absolute Translation Movement

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


code: enum { AXIS_ARROW_SEGMENTS = 16 }


code: static constexpr int32 AXIS_CIRCLE_SIDES = 24;


code: static constexpr float AXIS_LENGTH = 35.0f;


code: static constexpr float AXIS_LENGTH_SCALE_OFFSET = 5.0f;


description: The axis currently being moused over.


description: Converts mouse movement on the screen to widget axis movement/rotation.

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


description: Renders any widget specific HUD text

code: void DrawHUD ( [FCanvas](API\Runtime\Engine\FCanvas) * Canvas )


description: Gets the axis to draw based on the current widget mode

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


description: The widget origin in viewport space.

code: FVector2D GetOrigin() const


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

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


description: the rotation speed of the widget

code: static float GetRotationSpeed()


code: static constexpr float INNER_AXIS_CIRCLE_RADIUS = 48.0f;


description: Returns whether we are actively dragging

code: bool IsDragging() const


description: true if the widget is disabled

code: bool IsWidgetDisabled() const


code: void Render ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient )


code: static constexpr float OUTER_AXIS_CIRCLE_RADIUS = 56.0f;


description: Resets the total delta rotation back to zero

code: void ResetDeltaRotation()


description: Grab the initial offset again first time input is captured

code: void ResetInitialTranslationOffset()


code: static constexpr float ROTATION_TEXT_RADIUS = 75.0f;


description: Sets the axis currently being moused over. Typically called byFMouseDeltaTrackerorFLevelEditorViewportClient.

code: void SetCurrentAxis ( [EAxisList::Type](API\Runtime\Core\Math\EAxisList__Type) InCurrentAxis )


description: Sets if we are currently engaging the widget in dragging

code: void SetDragging ( const bool InDragging )


description: Sets the default visibility of the widget, if it is not overridden by an active editor mode tool.

code: void SetDefaultVisibility ( bool bInDefaultVisibility )


description: The mouse drag start position in viewport space.

code: void SetDragStartPosition ( const FVector2D & Position )


code: void SetSnapEnabled ( const bool InSnapEnabled )


description: Sets editor mode tools to use in this widget

code: void SetUsesEditorModeTools ( [FEditorModeTools](API\Editor\UnrealEd\FEditorModeTools) * InEditorModeTools )


code: static constexpr float TRANSLATE_ROTATE_AXIS_CIRCLE_RADIUS = 20.0f;


code: static constexpr float TWOD_AXIS_CIRCLE_RADIUS = 10.0f;


description: Updates the delta rotation on the widget

code: void UpdateDeltaRotation()


className: FWidget

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


description: Not done in constructor as managed widget typically will not exist during mode construction for editors

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


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


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


code: virtual bool OnKeyChar ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FCharacterEvent](API\Runtime\SlateCore\Input\FCharacterEvent) & InCharacterEvent )


code: virtual bool OnMouseButtonDoubleClick ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InMyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InMouseEvent )


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


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


code: virtual void OnMouseCaptureLost ( const [FCaptureLostEvent](API\Runtime\SlateCore\Input\FCaptureLostEvent) & CaptureLostEvent )


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


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


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


code: virtual void SetManagedWidget ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > InManagedWidget )


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


className: FWidgetModeManager

description: In all other cases (Tick, FocusLost, etc), the default editor mode tool behavior is used and sufficient.

code: class FWidgetModeManager : public [FEditorModeTools](API\Editor\UnrealEd\FEditorModeTools)

CachedWidgetToolContext

type: UWidgetToolsCon...

ManagedWidget

type: TWeakPtr<SWidg...

description: Managed widget is forwarded to tool builders / tools to interact with the widget they are operating on

OwningToolkit

type: TWeakPtr<ITool...

description: Toolkit owning the widget of interest


code: virtual bool AddFolder ( const [FFolder](API\Runtime\Engine\FFolder) & InFolder )


code: virtual bool ContainsFolder ( const [FFolder](API\Runtime\Engine\FFolder) & InFolder ) const


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


code: virtual bool RemoveFolder ( const [FFolder](API\Runtime\Engine\FFolder) & InFolder, bool bShouldDeleteFolder )


code: virtual bool RenameFolder ( const [FFolder](API\Runtime\Engine\FFolder) & InOldFolder, const [FFolder](API\Runtime\Engine\FFolder) & InNewFolder )


code: FWorldFoldersImplementation ( [UWorldFolders](API\Editor\UnrealEd\UWorldFolders) & Owner )


code: virtual ~FWorldFoldersImplementation()


className: FWorldFoldersImplementation

code: class FWorldFoldersImplementation

Owner

type: UWorldFolders&


code: UActorFolder &42; GetActorFolder &40; const FFolder & InFolder &41; const


code: static [UActorFolder](API\Runtime\Engine\UActorFolder) * GetActorFolder ( const [FFolder](API\Runtime\Engine\FFolder) & InFolder, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, bool bInAllowCreate )


code: FWorldPersistentFolders ( [UWorldFolders](API\Editor\UnrealEd\UWorldFolders) & InWorldFolders )


code: virtual ~FWorldPersistentFolders()


className: FWorldPersistentFolders

description: Class handling a list of actor folder objects of a world.

code: class FWorldPersistentFolders : public [FWorldFoldersImplementation](API\Editor\UnrealEd\FWorldFoldersImplementation)


code: FWorldTransientFolders ( [UWorldFolders](API\Editor\UnrealEd\UWorldFolders) & Owner )


description: Override to change the mouse based on what it is hovering over.


className: FWorldTransientFolders

description: Class handling a list of transient actor folders of a world.

code: class FWorldTransientFolders : public [FWorldFoldersImplementation](API\Editor\UnrealEd\FWorldFoldersImplementation)


code: virtual [HHitProxyType](API\Runtime\Engine\HHitProxyType) * GetType() const


code: static [HHitProxyType](API\Runtime\Engine\HHitProxyType) * StaticGetType()


code: HComponentVisProxy ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent, EHitProxyPriority InPriority )


className: HComponentVisProxy

code: struct HComponentVisProxy : public [HHitProxy](API\Runtime\Engine\HHitProxy)


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


code: HLevelSocketProxy ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * InSceneComponent, [FName](API\Runtime\Core\UObject\FName) InSocketName )


className: HLevelSocketProxy

description: A hit proxy class for sockets in the main editor viewports.

code: struct HLevelSocketProxy : public [HHitProxy](API\Runtime\Engine\HHitProxy)

SceneComponent

type: TObjectPtr<USc...

SocketName

type: FName


description:
Method that specifies whether the hit proxyalwaysallows translucent primitives to be associated with it or not, regardless of any other engine/editor setting. For example, if translucent selection was disabled, any hit proxies returning true would still allow translucent selection. In this specific case, true is always returned because geometry mode hit proxies always need to be selectable or geometry mode will not function correctly.
true if translucent primitives are always allowed with this hit proxy; false otherwise

code: virtual bool AlwaysAllowsTranslucentPrimitives() const


code: HWidgetAxis ( [EAxisList::Type](API\Runtime\Core\Math\EAxisList__Type) InAxis, bool InbDisabled, EHitProxyPriority InHitProxy )


description: Utility for calculating drag direction when you click on this widget.

code: virtual void CalcVectors ( [FSceneView](API\Runtime\Engine\FSceneView) * SceneView, const [FViewportClick](API\Editor\UnrealEd\FViewportClick) & Click, FVector & LocalManDir, FVector & WorldManDir, float & DragDirX, float & DragDirY )


className: HWidgetAxis

description: Widget hit proxy.

code: struct HWidgetAxis : public [HHitProxy](API\Runtime\Engine\HHitProxy)

bDisabled

type: uint32:  1


code: HWidgetUtilProxy ( int32 InInfo1, int32 InInfo2, [EAxisList::Type](API\Runtime\Core\Math\EAxisList__Type) InAxis, const FMatrix & InWidgetMatrix, EWidgetMovementMode bInMode )


className: HWidgetUtilProxy

code: struct HWidgetUtilProxy : public [HHitProxy](API\Runtime\Engine\HHitProxy)

Mode

type: EWidgetMovement...

WidgetMatrix

type: FMatrix


code: bool GetActorEditorContextDisplayInfo ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [FActorEditorContextClientDisplayInfo](API\Editor\UnrealEd\FActorEditorContextClientDisplay-) & OutDiplayInfo ) const


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


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetActorEditorContextWidget ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld ) const


className: IActorEditorContextClient

code: struct IActorEditorContextClient


code: void OnExecuteActorEditorContextAction ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const EActorEditorContextAction & InType, [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


description: Adds a widget overlaid over the viewport

code: void AddOverlayWidget ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > OverlaidWidget )


description: Returns theSLevelViewportwidget (const). This is NOT the actualSViewportwidget, just a wrapper that contains one.

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


description: Returns theSLevelViewportwidget. This is NOT the actualSViewportwidget, just a wrapper that contains one.

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


description: Ends a currently active play in editor session in this viewport

code: void EndPlayInEditorSession()


description:
Gets the active viewport.
The Active Viewport.


description: The editor client for this viewport


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSceneViewport](API\Runtime\Engine\Slate\FSceneViewport) > GetSharedActiveViewport() const


description: Returns theSViewportwidget contained within theSLevelViewport. This is the actual viewport widget that renders the level.

code: [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< class [SViewport](API\Runtime\Slate\Widgets\SViewport) > GetViewportWidget()


description: true if this viewport has a play in editor session (could be inactive)

code: bool HasPlayInEditorViewport() const


description: true if this viewport is in immersive mode, false otherwise

code: bool IsImmersive() const


description: true if we are in game view

code: bool IsInGameView() const


description: Attempts to switch this viewport into immersive mode

code: void MakeImmersive ( const bool bWantImmersive, const bool bAllowAnimation )


description: Called by the editor when simulate mode with this viewport finishes

code: void OnSimulateSessionFinished()


description: Called by the editor when simulate mode is started with this viewport

code: void OnSimulateSessionStarted()


description: Registers a game viewport with the Slate application so that specific messages can be routed directly to this level viewport if it is an active PIE viewport

code: void RegisterGameViewportIfPIE()


description: Removes a widget that was previously overlaid on to this viewport

code: void RemoveOverlayWidget ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > OverlaidWidget )


description: Begins a play in editor session in this viewport. Swaps the current editor client with the passed in client

code: void StartPlayInEditorSession ( class [UGameViewportClient](API\Runtime\Engine\Engine\UGameViewportClient) * PlayClient, const bool bInSimulateInEditor )


description: Swaps the active SIE viewport client with the inactive PIE viewport (Swaps back to the game) It is not valid to call this unless we have an active simulate in editor session

code: void SwapViewportsForPlayInEditor()


description: Swaps the active PIE viewport client with the level editor viewport client for simulate in editor It is not valid to call this unless we have an active play in editor session

code: void SwapViewportsForSimulateInEditor()


description: FLevelEditorModule& LevelEditorModule =FModuleManager::GetModuleChecked(TEXT("LevelEditor"));TSharedPtrLevelEditorExtenders = LevelEditorModule.GetMenuExtensibilityManager()->GetAllExtenders();

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) > GetExtenders() const


description: Called when game view should be toggled

code: void ToggleGameView()


className: IAssetViewport

description: Public interface toSLevelViewport

code: class IAssetViewport


description: Get the viewport widget.

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [SEditorViewport](API\Editor\UnrealEd\SEditorViewport) > GetViewportWidget()


description: This is the interface that the host of aSCommonEditorViewportToolbarBasemust implement.


description: Get the currently assigned asset from the component

code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetAssetFromComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent )


description: Called to inform the host that a button was clicked (typically used to focus on a particular viewport in a multi-viewport setup)

code: void OnFloatingButtonClicked()


description: Assign the assigned asset to the supplied component

code: bool AssignAssetToComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset )


description: Reports the component class this broker knows how to handle Reports the asset class this broker knows how to handle


code: virtual ~IComponentAssetBroker()


className: IComponentAssetBroker

description: One asset type can be associated with multiple component types, but any given component type only understands how to be created from a single asset type (for now)

code: class IComponentAssetBroker


className: ETeardown

code: enum ETeardown { Complete, Canceled, }


code: const TOptional< bool > & GetCreateAsMap&40;&41; const


description: GetGenerateList must specify true if the package will be a map (.umap, contains aUWorldorULevel), else false

code: void SetCreateAsMap &40; bool bInCreateAsMap &41;


className: FGeneratedPackage

description: Data sent to the cooker to describe each desired generated package

code: struct FGeneratedPackage

GeneratedRootPath

description: Parent path for the generated package. If empty, uses the generator's package path.

GenerationHash

description: Hash of the data used to construct the generated package that is not covered by the dependencies.

PackageDependencies

type: TArray<FAssetD...

description: AssetRegistry dependencies for the generated package.

RelativePath

description: Generated package relative to/Generated.


className: FGeneratedPackageForPopulate

description: Representation of a generated package when it itself is being populated.

code: struct FGeneratedPackageForPopulate

bCreatedAsMap

type: bool

description: *GetCreateAsMap returned from GetGenerateList.

GeneratedRootPath

description: Root returned from GetGenerateList

Package

type: UPackage*

description: TheUPackagethat has been created for the package.

description: RelativePath returned from GetGenerateList


description: Return the list of packages to generate.

code: [TArray](API\Runtime\Core\Containers\TArray)< [FGeneratedPackage](API\Editor\UnrealEd\ICookPackageSplitter\FGeneratedPackage) > GetGenerateList ( const [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * OwnerPackage, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * OwnerObject )


className: FGeneratedPackageForPreSave

description: Representation of a generated package that is provided when populating the generator package.

code: struct FGeneratedPackageForPreSave

GeneratedRootPath

description: Root returned from GetGenerateList

description: Non-nullUPackage.


description: Return DebugName for this SplitterClass in cook log messages.


description:
Receive an emptyUPackagegenerated from an element in GetGenerateList and populate it. Return a list of all the objects that will be moved into the Generated package during its save, so the cooker can call BeginCacheForCookedPlatformData on them before the move After returning, the given package will be queued for saving into the TargetDomain
True if successfully populated, false on error (this will cause a cook error).

code: virtual bool PopulateGeneratedPackage ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * OwnerPackage, [UObject](API\Runtime\CoreUObject\UObject\UObject) * OwnerObject, const [FGeneratedPackageForPopulate](API\Editor\UnrealEd\ICookPackageSplitter\FGeneratedPackageForPopulate) & GeneratedPackage, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OutObjectsToMove, [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & OutKeepReferencedPackages )


description: Called when the Owner package needs to be reloaded after a garbage collect in order to populate a generated package.

code: virtual void OnOwnerReloaded ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * OwnerPackage, [UObject](API\Runtime\CoreUObject\UObject\UObject) * OwnerObject )


description:
Called before presaving the parent generator package, to give the generator a chance to inform the cooker which objects will be moved into the generator package that are not already present in it.
True if successfully populated, false on error (this will cause a cook error).

code: virtual bool PopulateGeneratorPackage ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * OwnerPackage, [UObject](API\Runtime\CoreUObject\UObject\UObject) * OwnerObject, const [TArray](API\Runtime\Core\Containers\TArray)< [ICookPackageSplitter::FGeneratedPackageForPreSave](API\Editor\UnrealEd\ICookPackageSplitter\FGeneratedPackageForPreSave) > & GeneratedPackages, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OutObjectsToMove, [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & OutKeepReferencedPackages )


description: Called after saving a generated package. Undo any required adjustments to the parent package that were made in PreSaveGeneratedPackage, so that the parent package is once again ready for use in the editor or in future PreSaveGeneratedPackage calls.

code: virtual void PostSaveGeneratedPackage ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * OwnerPackage, [UObject](API\Runtime\CoreUObject\UObject\UObject) * OwnerObject, const [FGeneratedPackageForPopulate](API\Editor\UnrealEd\ICookPackageSplitter\FGeneratedPackageForPopulate) & GeneratedPackage )


description: Called after saving the parent generator package. Undo any required adjustments to the parent package that were made in PreSaveGeneratorPackage, so that the package is once again ready for use in the editor or in future GetGenerateList or PreSaveGeneratedPackage calls

code: virtual void PostSaveGeneratorPackage ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * OwnerPackage, [UObject](API\Runtime\CoreUObject\UObject\UObject) * OwnerObject )


description:
Called before saving a generated package, after PopulateGeneratedPackage. Make any required adjustments to the generated package before it is saved into the target domain.
True if successfully presaved, false on error (this will cause a cook error).

code: virtual bool PreSaveGeneratedPackage ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * OwnerPackage, [UObject](API\Runtime\CoreUObject\UObject\UObject) * OwnerObject, const [FGeneratedPackageForPopulate](API\Editor\UnrealEd\ICookPackageSplitter\FGeneratedPackageForPopulate) & GeneratedPackage, [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & OutKeepReferencedPackages )


description:
Called before saving the parent generator package, after PopulateGeneratorPackage but before PopulateGeneratedPackage for any generated packages. Make any required adjustments to the parent package before it is saved into the target domain.
True if successfully presaved, false on error (this will cause a cook error).

code: virtual bool PreSaveGeneratorPackage ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * OwnerPackage, [UObject](API\Runtime\CoreUObject\UObject\UObject) * OwnerObject, const [TArray](API\Runtime\Core\Containers\TArray)< [FGeneratedPackageForPreSave](API\Editor\UnrealEd\ICookPackageSplitter\FGeneratedPackageForPreSave) > & PlaceholderPackages, [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & OutKeepReferencedPackages )


description: Static API functions - these static functions are referenced by REGISTER_COOKPACKAGE_SPLITTER before creating an instance of the class. Return whether the CookPackageSplitter subclass should handle the given SplitDataClass instance.

code: static bool ShouldSplit ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * SplitData )


description: Do teardown actions after all packages have saved, or when the cook is cancelled. Always called before destruction.

code: virtual void Teardown ( [ETeardown](API\Editor\UnrealEd\ICookPackageSplitter\ETeardown) Status )


description: If true, this splitter forces the Generator package objects it needs to remain referenced, and the cooker should expect them to still be in memory after a garbage collect so long as the splitter is alive.


description: Virtual API functions - functions called from the cooker after creating the splitter.

code: virtual ~ICookPackageSplitter()


description: Create a new instance of our mode

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FEdMode](API\Editor\UnrealEd\FEdMode) > CreateMode() const


description: Gets the information pertaining to the mode type that this factory creates


description: Allows mode factories to handle selection change events, and potentially activate/deactivate modes

code: virtual void OnSelectionChanged ( [FEditorModeTools](API\Editor\UnrealEd\FEditorModeTools) & Tools, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ItemUndergoingChange ) const


description: Virtual destructor

code: virtual ~IEditorModeFactory()


className: IEditorModeFactory

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


className: FExistingLODMeshData

description: LOD data to copy over.

code: struct FExistingLODMeshData

ExistingBuildSettings

type: FMeshBuildSetti...

ExistingMaterials

type: TArray<FStatic...

ExistingMeshDescription

type: TUniquePtr<FMe...

ExistingReductionSettings

type: FMeshReductionS...

ExistingScreenSize

type: FPerPlatformFlo...


className: FExistingMeshLodSectionData

code: struct FExistingMeshLodSectionData

RecomputeTangentsVertexMaskChannel

type: ESkinVertexColo...


code: FExistingMeshLodSectionData ( [FName](API\Runtime\Core\UObject\FName) InImportedMaterialSlotName, bool InbCastShadow, bool InbVisibleInRayTracing, bool InbRecomputeTangents, ESkinVertexColorChannel InRecomputeTangentsVertexMaskChannel, int32 InGenerateUpTo, bool InbDisabled )


className: FExistingSkelMeshData

code: struct FExistingSkelMeshData

bSupportLODStreaming

type: FPerPlatformBoo...

ExistingAssetImportData

type: TWeakObjectPtr<...

ExistingAssetUserData

type: TMap<UAssetUse...

ExistingClothingAssets

type: TArray<UClothi...

ExistingClothLODBiasMode

type: EClothLODBiasMo...

ExistingDefaultAnimatingRig

type: TSoftObjectPtr<...

ExistingImportMaterialOriginalNameData

type: TArray<FName>

description: The existing import material data (the state of sections before the reimport)

type: TArray<TArray<...

ExistingInlineReductionCacheDatas

type: TArray<FInline...

ExistingLODImportDatas

type: TArray<FSkelet...

ExistingLODModels

type: TIndirectArray<...

ExistingLODSettings

type: USkeletalMeshLO...

ExistingMorphTargets

type: TArray<UMorphT...

ExistingPhysicsAssets

type: TArray<UPhysic...

ExistingPostProcessAnimBlueprint

type: TSubclassOf<UA...

ExistingRefSkeleton

type: FReferenceSkele...

ExistingRetargetBasePose

type: TArray< FTransf...

ExistingSamplingInfo

type: FSkeletalMeshSa...

ExistingShadowPhysicsAsset

type: UPhysicsAsset&...

ExistingSkeleton

type: USkeleton*

ExistingSockets

type: TArray<USkelet...

ExistingStreamableRenderAssetData

type: FStreamableRend...

description: Streamable member.

ExistingUMetaDataTagValues

type: TMap<FName,FS...

LastImportMaterialOriginalNameData

description: The last import material data (fbx original data before user changes)

MaxNumOptionalLODs

type: FPerPlatformInt

NegativeBoundsExtension

type: FVector

QualityLevelMinLOD

type: FPerQualityLeve...


className: ICookPackageSplitter

description: This class is used for packages that need to be split into multiple runtime packages. It provides the instructions to the cooker for how to split the package.

code: class ICookPackageSplitter


className: FExistingStaticMeshData

code: struct FExistingStaticMeshData

bAutoComputeLODScreenSize

type: bool

ExistingBodySetup

type: UBodySetup*...

ExistingCollisionModel

type: UModel*

ExistingComplexCollisionMesh

type: UStaticMesh...

ExistingDistanceFieldSelfShadowBias

type: float

ExistingImportData

type: TWeakObjectPtr<...

ExistingLODData

type: TArray<FExisti...

ExistingMaterials

type: TArray<FStatic...

ExistingNaniteSettings

type: FMeshNaniteSett...

ExistingSectionInfoMap

type: FMeshSectionInf...

ExistingSockets

type: TArray<UStatic...

ExistingVertexColorData

type: TMap< FVector3f...

description: A mapping of vertex positions to their color in the existing static mesh.

HiResSourceData

type: FExistingLODMes...

LastImportMaterialOriginalNameData

type: TArray<FName>

LastImportMeshLodSectionMaterialData

type: TArray<TArray<...

LODGroup

type: FName


className: FSkeletalMeshLodImportDataBackup

code: struct FSkeletalMeshLodImportDataBackup

MeshGeoImportVersion

type: ESkeletalMeshGe...

MeshImportData

type: FSkeletalMeshIm...

MeshSkinningImportVersion

type: ESkeletalMeshSk...


className: FSkelMeshExtraInfluenceImportData

description: Data needed for importing an extra set of vertex influences

Faces

type: TArray<Skeleta...

Points

type: TArray< FVector...

RefSkeleton

type: FReferenceSkele...


className: FSkelMeshOptionalImportData

description: Optional data passed in when importing a skeletal mesh LDO

code: class FSkelMeshOptionalImportData

RawMeshInfluencesData

description: Extra data used for importing extra weight/bone influences


code: void Restore ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh ) const


code: void Save ( const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh )


className: FStreamableRenderAssetData

code: struct FStreamableRenderAssetData

bGlobalForceMipLevelsToBeResident

type: bool

NoRefStreamingLODBias

type: FPerQualityLeve...


description: Restore a backed upFExistingSkelMeshDatainto a SkeletalMesh asset

code: namespace SkeletalMeshImportUtils { void SkeletalMeshImportUtils::RestoreExistingSkelMeshData ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const [FExistingSkelMeshData](API\Editor\UnrealEd\ImportUtils\FExistingSkelMeshData) > & MeshData, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, int32 ReimportLODIndex, bool bCanShowDialog, bool bImportSkinningOnly, bool bForceMaterialReset ) }


description: Process and update the vertex Influences using the raw binary import data

code: namespace SkeletalMeshImportUtils { void SkeletalMeshImportUtils::ProcessImportMeshInfluences ( [FSkeletalMeshImportData](API\Runtime\Engine\Rendering\FSkeletalMeshImportData) & ImportData, const [FString](API\Runtime\Core\Containers\FString) & SkeletalMeshName ) }


description:
Process and fill in the mesh ref skeleton bone hierarchy using the raw binary import data
true if the operation completed successfully

code: namespace SkeletalMeshImportUtils { bool SkeletalMeshImportUtils::ProcessImportMeshSkeleton ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * SkeletonAsset, [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & RefSkeleton, int32 & SkeletalDepth, [FSkeletalMeshImportData](API\Runtime\Engine\Rendering\FSkeletalMeshImportData) & ImportData ) }


description: Process and fill in the mesh Materials using the raw binary import data

code: namespace SkeletalMeshImportUtils { void SkeletalMeshImportUtils::ProcessImportMeshMaterials ( [TArray](API\Runtime\Core\Containers\TArray)< [FSkeletalMaterial](API\Runtime\Engine\Engine\FSkeletalMaterial) > & Materials, [FSkeletalMeshImportData](API\Runtime\Engine\Rendering\FSkeletalMeshImportData) & ImportData ) }


code: namespace SkeletalMeshImportUtils { void SkeletalMeshImportUtils::ApplySkinning ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, [FSkeletalMeshLODModel](API\Runtime\Engine\Rendering\FSkeletalMeshLODModel) & SrcLODModel, [FSkeletalMeshLODModel](API\Runtime\Engine\Rendering\FSkeletalMeshLODModel) & DestLODModel ) }


description: Backups the given SkeletalMesh into aFExistingSkelMeshData

code: namespace SkeletalMeshImportUtils { [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExistingSkelMeshData](API\Editor\UnrealEd\ImportUtils\FExistingSkelMeshData) > SkeletalMeshImportUtils::SaveExistingSkelMeshData ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SourceSkeletalMesh, bool bSaveMaterials, int32 ReimportLODIndex ) }


description: This function is call before building the mesh when we do a re-import

code: namespace StaticMeshImportUtils { void StaticMeshImportUtils::RestoreExistingMeshSettings ( const [FExistingStaticMeshData](API\Editor\UnrealEd\ImportUtils\FExistingStaticMeshData) * ExistingMesh, [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * NewMesh, int32 LODIndex ) }


code: namespace StaticMeshImportUtils { void StaticMeshImportUtils::UpdateSomeLodsImportMeshData ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * NewMesh, [TArray](API\Runtime\Core\Containers\TArray)< int32 > * ReimportLodList ) }


description: We keep a list of triangle normals found so far. For each normal direction, we should have 2 distances from the origin (2 parallel box faces). If the mesh is a box, we should have 3 distinct normal directions, and 2 distances found for each. The difference between these distances should be the box dimensions. The 3 directions give us the key axes, and therefore the box transformation matrix. This shouldn't rely on any vertex-ordering on the triangles (normals are compared +ve & -ve). It also shouldn't matter about how many triangles make up each side (but it will take longer). We get the centre of the box from the centre of its AABB.

code: namespace StaticMeshImportUtils { bool StaticMeshImportUtils::AddBoxGeomFromTris ( const [TArray](API\Runtime\Core\Containers\TArray)< [FPoly](API\Runtime\Engine\Engine\FPoly) > & Tris, [FKAggregateGeom](API\Runtime\Engine\PhysicsEngine\FKAggregateGeom) * AggGeom, const TCHAR * ObjName ) }


code: namespace StaticMeshImportUtils { bool StaticMeshImportUtils::AddCapsuleGeomFromVerts ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & Verts, [FKAggregateGeom](API\Runtime\Engine\PhysicsEngine\FKAggregateGeom) * AggGeom, const TCHAR * ObjName ) }


description: Utility for adding one convex hull from the given verts

code: namespace StaticMeshImportUtils { bool StaticMeshImportUtils::AddConvexGeomFromVertices ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & Verts, [FKAggregateGeom](API\Runtime\Engine\PhysicsEngine\FKAggregateGeom) * AggGeom, const TCHAR * ObjName ) }


description: Simply put an AABB around mesh and use that to generate centre and radius. It checks that the AABB is square, and that all vertices are either at the centre, or within 5% of the radius distance away.

code: namespace StaticMeshImportUtils { bool StaticMeshImportUtils::AddSphereGeomFromVerts ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & Verts, [FKAggregateGeom](API\Runtime\Engine\PhysicsEngine\FKAggregateGeom) * AggGeom, const TCHAR * ObjName ) }


code: namespace StaticMeshImportUtils { bool StaticMeshImportUtils::DecomposeUCXMesh ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & CollisionVertices, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & CollisionFaceIdx, [UBodySetup](API\Runtime\Engine\PhysicsEngine\UBodySetup) * BodySetup ) }


code: namespace StaticMeshImportUtils { void StaticMeshImportUtils::RestoreExistingMeshData ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const [FExistingStaticMeshData](API\Editor\UnrealEd\ImportUtils\FExistingStaticMeshData) > & ExistingMeshDataPtr, [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * NewMesh, int32 LodLevel, bool bCanShowDialog, bool bForceConflictingMaterialReset ) }


code: namespace StaticMeshImportUtils { [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExistingStaticMeshData](API\Editor\UnrealEd\ImportUtils\FExistingStaticMeshData) > StaticMeshImportUtils::SaveExistingStaticMeshData ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * ExistingMesh, bool bImportMaterials, int32 LodIndex ) }


code: namespace StaticMeshImportUtils { [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExistingStaticMeshData](API\Editor\UnrealEd\ImportUtils\FExistingStaticMeshData) > StaticMeshImportUtils::SaveExistingStaticMeshData ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * ExistingMesh, [UnFbx::FBXImportOptions](API\Editor\UnrealEd\FBXImportOptions) * ImportOptions, int32 LodIndex ) }


code: virtual void AddFbxNode ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, fbxsdk::FbxNode * InFbxNode )


code: virtual [FString](API\Runtime\Core\Containers\FString) GetActorNodeName ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


className: INodeNameAdapter

description: Adapter interface which allows finding the corresponding actor node name to act on sequencer.

code: class INodeNameAdapter


code: virtual fbxsdk::FbxNode * GetFbxNode ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


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

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


code: virtual void RegisterISMDescriptors ( [AInstancedPlacementPartitionActor](API\Runtime\Engine\Instances\AInstancedPlacementPartitionActo-) * ParentPartitionActor, [TSortedMap](API\Runtime\Core\Containers\TSortedMap)< int32, [TArray](API\Runtime\Core\Containers\TArray)< FTransform >> & ISMDefinition ) const


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

code: virtual void PostLoad()


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


className: UEditorInstancedPlacementSettings

code: class UEditorInstancedPlacementSettings : public [UInstancedPlacemenClientSettings](API\Runtime\Engine\Instances\UInstancedPlacemenClientSettings)


description: Attempts to auto-save the level and/or content packages, if those features are enabled.

code: void AttemptAutoSave()


description: Set a flag to bypass the recovery UI prompt and to automatically decline package recovery. The auto-saver flow runs as usual but when the user is normally prompted for recovery, the system will bypass the prompt and select to dismiss automatically if the flag it set. The flag must be raised before the Engine reach the recovery point during the boot process, otherwise, it has no effect.


description: Forces auto-save timer to equal auto-save time limit, causing an auto-save attempt

code: void ForceAutoSaveTimer()


description: Does we have any information about packages that can be restored

code: bool HasPackagesToRestore() const


description: Forces the auto-save timer to be the auto-save time limit less the passed in value

code: void ForceMinimumTimeTillAutoSave ( const float TimeTillAutoSave )


description: If we are currently auto-saving

code: bool IsAutoSaving() const


description: Load the restore file from disk (if present)

code: void LoadRestoreFile()


description: Offer the user the chance to restore any packages that were dirty and have auto-saves

code: void OfferToRestorePackages()