description: Create a name validator for this node

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [INameValidatorInterface](API\Editor\UnrealEd\Kismet2\INameValidatorInterface) > MakeNameValidator() const


description: Called when this node is being renamed after a successful name validation

module: UnrealEd

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


description:
Returns whether to draw this node as a control point only (knot/reroute node). Note that this means that the node should only have on input and output pin.
Whether or not to draw this node as a control point.

code: virtual bool ShouldDrawNodeAsControlPointOnly ( int32 & OutInputPinIndex, int32 & OutOutputPinIndex ) const


description: Whether or not this node should be given the chance to override pin names. If this returns true, thenGetPinNameOverride()will be called for each pin, each frame

code: virtual bool ShouldOverridePinNames() const


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


code: class UMaterialGraphNode_Knot : public [UMaterialGraphNode](API\Editor\UnrealEd\MaterialGraph\UMaterialGraphNode)


code: namespace UnFbx { void UnFbx::ApplyImportUIToImportOptions ( [UFbxImportUI](API\Editor\UnrealEd\Factories\UFbxImportUI) * ImportUI, [FBXImportOptions](API\Editor\UnrealEd\FBXImportOptions) & InOutImportOptions ) }


description: Fbx Importer UI options.

code: namespace UnFbx { enum EFbxCreator { Blender, Unknow, } }


description: Fbx Importer UI options.

code: namespace UnFbx { enum EFBXReimportDialogReturnOption { FBXRDRO_Ok, FBXRDRO_ResetToFbx, FBXRDRO_Cancel, FBXRDRO_MAX, } }


code: namespace UnFbx { [FBXImportOptions](API\Editor\UnrealEd\FBXImportOptions) * UnFbx::GetImportOptions ( class [FFbxImporter](API\Editor\UnrealEd\FFbxImporter) * FbxImporter, [UFbxImportUI](API\Editor\UnrealEd\Factories\UFbxImportUI) * ImportUI, bool bShowOptionDialog, bool bIsAutomated, const [FString](API\Runtime\Core\Containers\FString) & FullPath, bool & OutOperationCanceled, bool & OutImportAll, bool bIsObjFormat, const [FString](API\Runtime\Core\Containers\FString) & InFilename, bool bForceImportType, EFBXImportType ImportType ) }


description:
Wrapper method for multiple objects at once.
the path that the user chose for the export.

code: static [FString](API\Runtime\Core\Containers\FString) DoBulkExport ( const [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & TopLevelPackages, [FString](API\Runtime\Core\Containers\FString) LastExportPath, const [TSet](API\Runtime\Core\Containers\TSet)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > * FilteredClasses, bool bUseProvidedExportPath )


description: Helper function that attempts to check out the specified top-level packages.

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


description: Exports the given packages to files.

code: static void ExportPackages ( const [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & PackagesToExport, [FString](API\Runtime\Core\Containers\FString) * ExportPath, bool bUseProvidedExportPath )


description:
Tries to convert a given relative or absolute filename to a long package name or path starting with a root like /Game This works on both package names and directories, and it does not validate that it actually exists on disk.
Resulting long package name if the supplied filename properly maps to a long package root, empty string otherwise.

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


description: Find or create a package at the desired path If a package already exist but was made for another type of asset, this function will create another one with a modified unique name

code: static [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * FindOrCreatePackageForAssetType ( const [FName](API\Runtime\Core\UObject\FName) LongPackageName, [UClass](API\Runtime\CoreUObject\UObject\UClass) * AssetClass )


description: Utility function that gathers all async compilable objects from given packages and flush them to make sure there is no remaining async work trying to load data from said packages.

code: static void FlushAsyncCompilation ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) *const > Packages )


code: FUnloadPackageParams &40; const TArray< UPackage &42; > & PackagesToUnload &41;


className: FUnloadPackageParams

description: Struct containing list of packages to unload and other params.

code: struct FUnloadPackageParams

bResetTransBuffer

type: bool

description: Whether to reset the transaction buffer to allow unloading packages that might be referenced by it

bUnloadDirtyPackages

description: Whether to unload packages that are dirty (that need to be saved)

OutErrorMessage

type: FText

description: Result: An error message specifying any problems with unloading packages

Packages

type: constTArray<U...

description: Packages to unload


description: Filters the global set of packages.

code: static void GetFilteredPackageList ( [TSet](API\Runtime\Core\Containers\TSet)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & OutFilteredPackageMap )


description: Fills the OutObjects list with all valid objects that are supported by the current browser settings and that reside withing the set of specified packages.

code: static void GetObjectsInPackages ( const [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > * InPackages, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OutObjects )


description:
Handles fully loading passed in packages.
true if all packages where fully loaded, false otherwise

code: static bool HandleFullyLoadingPackages ( const [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & TopLevelPackages, const [FText](API\Runtime\Core\Internationalization\FText) & OperationText )


description:
Checks if the passed in package's filename is in an external directory. I.E Ones not found automatically in the content directory
true if the package points to an external filename

code: static bool IsPackageExternal ( const [UPackage](API\Runtime\CoreUObject\UObject\UPackage) & Package )


description:
Checks if the passed in path is in an external directory. I.E Ones not found automatically in the content directory
true if PackagePath points to an external location

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


description:
Checks if the package has only one asset which shares its name
true if the package has only one asset which shares the name of the package

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


description:
Loads the specified package file (or returns an existing package if it's already loaded.)
The loaded package (or NULL if something went wrong.)

code: static [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * LoadPackage ( [FString](API\Runtime\Core\Containers\FString) InFilename )


className: ObjectsThatHadFlagsCleared

code: static [TSet](API\Runtime\Core\Containers\TSet)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > ObjectsThatHadFlagsCleared;


description:
Converts a long package name to a file name. This can be called on package paths as well, provide no extension in that case. Will return an empty string if it fails.
Package filename, or empty if it failed.

code: static [FString](API\Runtime\Core\Containers\FString) PackageNameToFilename ( const [FString](API\Runtime\Core\Containers\FString) & PackageName, const [FString](API\Runtime\Core\Containers\FString) & Extension )


className: PackagesBeingUnloaded

description: State passed to RestoreStandaloneOnReachableObjects.

code: static [TSet](API\Runtime\Core\Containers\TSet)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > * PackagesBeingUnloaded = nullptr;


description:
Helper function that attempts to reload the specified top-level packages.
true if the set of loaded packages was changed

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


code: static bool ReloadPackages ( const [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & PackagesToReload, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMessage, const bool bInteractive )


code: static bool ReloadPackages ( const [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & PackagesToReload, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMessage, const [EReloadPackagesInteractionMode](API\Editor\UnrealEd\UPackageTools\EReloadPackagesInteractionMode) InteractionMode )


description: Replaces all invalid package name characters with _

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


description: Saves all the dirty packages for the specified objects

code: static bool SavePackagesForObjects ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & ObjectsToSave )


description:
Helper function that attempts to unload the specified top-level packages.
true if the set of loaded packages was changed

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


description:
Helper function that attemps to unload the specified top-level packages.
true if the set of loaded packages was changed

code: static bool UnloadPackages ( [FUnloadPackageParams](API\Editor\UnrealEd\UPackageTools\FUnloadPackageParams) & Params )


code: static bool UnloadPackages ( const [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & PackagesToUnload, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMessage, bool bUnloadDirtyPackages )


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


className: UPackageTools

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


code: UPhysicsAssetGenerationSettings()


className: UPhysicsAssetGenerationSettings

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

CreateParams

type: FPhysAssetCreat...


description: Call before beginning selection operations

code: void BeginBatchSelectOperation()


description:
Returns the number of selected objects of the specified type.
The number of objects of the specified type.

code: template<class T> int32 CountSelections ( bool bIgnorePendingKill )


description: Untemplated version of CountSelections.

code: int32 CountSelections ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ClassToCount, bool bIgnorePendingKill )


description: Returns the transient top-level package, which is useful for temporarily storing objects that should never be saved

code: static [USelection](API\Editor\UnrealEd\USelection) * CreateActorSelection ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOuter, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags InFlags )


code: static [USelection](API\Editor\UnrealEd\USelection) * CreateComponentSelection ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOuter, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags InFlags )


code: static [USelection](API\Editor\UnrealEd\USelection) * CreateObjectSelection ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOuter, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags InFlags )


description: Deselects the specified object.

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


description: Should be called when selection operations are complete. If all selection operations are complete, notifies all listeners that the selection has been changed.

code: void EndBatchSelectOperation ( bool bNotify )


description: Deselects all objects of the specified class, if no class is specified it deselects all objects.

code: void DeselectAll ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )


className: FOnSelectionChanged

description: Params: UObject* NewSelection

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


className: FOnSelectionElementSelectionPtrChanged

description: Event fired when the typed element selection set for a selection is changed

code: class FOnSelectionElementSelectionPtrChanged : public TBaseMulticastDelegate_ThreeParams< void, USelection *, UTypedElementSelectionSet *, UTypedElementSelectionSet * >


description: If batch selection is active, sets flag indicating something actually changed.

code: void ForceBatchDirty()


description:
Returns the last selected object.
The last selected object.

code: template<class T> T * GetBottom()


description:
Returns the last selected object of the specified class.
The last selected object of the specified class.

code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetBottom ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )


description: Get the element selection set instance for this selection set, if any.


description: TheIndex'th selected objects. May be NULL.

code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetSelectedObject ( const int32 InIndex ) const


description:
Fills in the specified array with all selected objects of the desired type.
The number of selected objects of the specified type.

code: template<class T> int32 GetSelectedObjects ( [TArray](API\Runtime\Core\Containers\TArray)< T * > & OutSelectedObjects )


code: int32 GetSelectedObjects ( [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) >> & OutSelectedObjects )


description:
Returns the first selected object.
The first selected object.

code: template<class T> T * GetTop()


description:
Returns the first selected object of the specified class.
The first selected object of the specified class.

code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetTop ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UClass](API\Runtime\CoreUObject\UObject\UClass) * RequiredInterface, bool bArchetypesOnly )


description: Returns whether or not the selection object is currently in the middle of a batch select block.

code: bool IsBatchSelecting() const


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


description: HideIsSelected(), as callingIsSelected()on a selection set almost always indicates an error where the caller should useIsSelected(UObject* InObject).

code: bool IsSelected&40;&41; const


description:
Returns true if the specified object is non-NULL and selected.
true if the object is selected, or false if InObject is unselected or NULL.

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


code: int32 GetSelectedObjects ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * FilterClass, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OutSelectedObjects )


description:
Note that the object will be modified. If we are currently recording into the transaction buffer (undo/redo), save a copy of this object into the buffer and marks the package as needing to be saved.
true if the object was saved to the transaction buffer

code: virtual bool Modify ( bool bAlwaysMarkDirty )


description: Manually invoke a selection changed notification for this set.

code: void NoteSelectionChanged()


description: Legacy BSP code only!


description:
Returns the number of objects in the selection set. This function is used by clients in conjunction with op::() to iterate over selected objects. Note that some of these objects may be NULL, and so clients should useCountSelections()to get the true number of non-NULL selected objects.
Number of objects in the selection set.

code: int32 Num() const


description: Selects the specified object.

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


description: Selects or deselects the specified object, depending on the value of the bSelect flag.

code: void Select ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, bool bSelect )


className: SelectionChangedEvent

description: Called when selection in editor has changed


className: SelectNoneEvent

description: Called to deselect everything


className: SelectionElementSelectionPtrChanged

description: Called when the assigned typed element selection pointer set for a selection is changed


description: Also sets the element list instance.

code: void SetElementSelectionSet ( [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * InElementSelectionSet )


className: SelectObjectEvent

description: Called when an object has been selected (generally an actor)


description: Toggles the selection state of the specified object.

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


className: USelection

description: Manages selections of objects. Used in the editor for selecting objects in the various browser windows.

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


code: void PostSerialize ( const [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: bool SetPinType ( const struct [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & VarType )


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: FStructVariableDescription

code: struct FStructVariableDescription

bDontEditOnInstance

type: uint8: 1

bEnableSaveGame

type: uint8:  1

Category

type: FName

description: TYPE DATA.

ContainerType

type: EPinContainerTy...

CurrentDefaultValue

type: FString

description: CurrentDefaultValue stores the actual default value, after the DefaultValue was changed, and before the struct was recompiled.

PinValueType

type: FEdGraphTermina...

SubCategoryObject

type: TSoftObjectPtr<...

VarGuid

type: FGuid


className: WithPostSerialize

code: enum &123; WithPostSerialize = true &125;


code: template<> struct TStructOpsTypeTraits< FStructVariableDescription > : public [TStructOpsTypeTraitsBase2< FStructVariableDescription >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ITransactionObjectAnnotation](API\Runtime\CoreUObject\Misc\ITransactionObjectAnnotation) > FactoryTransactionAnnotation ( const [ETransactionAnnotationCreationMode](API\Runtime\CoreUObject\UObject\UObject\ETransactionAnnotationCreationMo-) InCreationMode ) const


code: const uint8 * GetDefaultInstance() const


code: [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * GetOwnerStruct() const


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

code: virtual void PostEditUndo()


description: Called after applying a transaction to the object in cases where transaction annotation was provided. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ITransactionObjectAnnotation](API\Runtime\CoreUObject\Misc\ITransactionObjectAnnotation) > TransactionAnnotation )


description: Instances components for objects being loaded from disk, if necessary. Ensures that component references between nested components are fixed up correctly.

code: virtual void PostLoadSubobjects ( struct [FObjectInstancingGraph](API\Runtime\CoreUObject\UObject\FObjectInstancingGraph) * OuterInstanceGraph )


description: Signal that client should run any PostRedo code

code: virtual void PostRedo ( bool bSuccess )


description: Signal that client should run any PostUndo code

code: virtual void PostUndo ( bool bSuccess )


code: void RefreshValuesFromDefaultInstance()


code: void ReinitializeDefaultInstance ( [FString](API\Runtime\Core\Containers\FString) * OutLog )


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


className: UUserDefinedStructEditorData

code: class UUserDefinedStructEditorData : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [FEditorUndoClient](API\Editor\UnrealEd\FEditorUndoClient)

VariablesDescriptions

type: TArray<FStruct...


className: USkeletalMeshToolMenuContext

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

SkeletalMeshEditor

type: TWeakPtr<ISkel...


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


className: UViewportToolBarContext

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

ViewportToolBar

type: TWeakPtr<SView...


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


code: void RecreateDefaultInstance ( [FString](API\Runtime\Core\Containers\FString) * OutLog )


description: Objects created from within PreSave will NOT have PreSave called on them!!!

code: virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


code: void ForEachFolder ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [FFolder](API\Runtime\Engine\FFolder) &)> Operation )


code: void ForEachFolderWithRootObject ( const [FFolder::FRootObject](API\Runtime\Engine\FFolder\FRootObject) & InFolderRootObject, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [FFolder](API\Runtime\Engine\FFolder) &)> Operation )


code: [FActorFolderProps](API\Editor\UnrealEd\FActorFolderProps) * GetFolderProperties ( const [FFolder](API\Runtime\Engine\FFolder) & InFolder )


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


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


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


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


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


code: [FFolder](API\Runtime\Engine\FFolder) GetActorEditorContextFolder ( bool bMustMatchCurrentLevel ) const


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


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


code: bool SetIsFolderExpanded ( const [FFolder](API\Runtime\Engine\FFolder) & InFolder, bool bIsExpanded )


className: UWorldFolders

description: Per-World Actor FoldersUObject(used to support undo/redo reliably)

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


code: namespace EDocumentOpenBehavior { enum Type { OnlyReturnExisting, AutomaticallyOpen, } }


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTabManager::FLayout](API\Runtime\Slate\Framework\Docking\FTabManager\FLayout) > ActivateMode ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > InTabManager )


code: virtual void AddTabFactory ( FCreateWorkflowTabFactory FactoryCreator )


code: void DeactivateMode ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > InTabManager )


description: The the workspace category for this asset editor

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FWorkspaceItem](API\Runtime\Slate\Framework\Docking\FWorkspaceItem) > GetWorkspaceMenuCategory() const


code: virtual void PreDeactivateMode()


code: virtual void RemoveTabFactory ( [FName](API\Runtime\Core\UObject\FName) TabFactoryID )


code: FApplicationMode ( [FName](API\Runtime\Core\UObject\FName) InModeName )


code: FApplicationMode ( [FName](API\Runtime\Core\UObject\FName) InModeName, [FText](API\Runtime\Core\Internationalization\FText)(*)(const [FName](API\Runtime\Core\UObject\FName)) GetLocalizedMode )


code: virtual void RegisterTabFactories ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > InTabManager )


className: FApplicationMode

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

LayoutExtender

type: TSharedPtr<FLa...

description: Extender for adding to the default layout for this mode

ModeName

description: The internal name of this mode.

TabLayout

type: TSharedPtr<FTa...

description: The layout to use in this mode.

ToolbarExtender

type: TSharedPtr<FEx...

description: The toolbar extension for this mode

WorkspaceMenuCategory

type: TSharedPtr<FWo...

description: The workspace menu category for this mode


description: Creates a tab history node from the passed in payload

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< struct [FGenericTabHistory](API\Editor\UnrealEd\WorkflowOrientedApp\FGenericTabHistory) > CreateTabHistoryNode ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTabPayload](API\Editor\UnrealEd\WorkflowOrientedApp\FTabPayload) > Payload )


description: Called when a tab is being closed virtual void OnTabClosed(TSharedRefTab, TSharedPtrPayload) const {}

code: virtual bool IsPayloadSupported ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTabPayload](API\Editor\UnrealEd\WorkflowOrientedApp\FTabPayload) > Payload ) const


description: Called when a tab created from this factory is activated.

code: virtual void OnTabActivated ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > Tab ) const


description: Called when a tab created from this factory is sent to the background.

code: virtual void OnTabBackgrounded ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > Tab ) const


description: Called when a tab created from this factory is brought to the foreground.

code: virtual void OnTabForegrounded ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > Tab ) const


description: Called when a tab created from this factory should be refreshed.

code: virtual void OnTabRefreshed ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > Tab ) const


description: Saves the state for this tab.

code: virtual void SaveState ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > Tab, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTabPayload](API\Editor\UnrealEd\WorkflowOrientedApp\FTabPayload) > Payload ) const


code: FDocumentTabFactory ( [FName](API\Runtime\Core\UObject\FName) InIdentifier, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit) > InHostingApp )


className: FDocumentTabFactory

code: class FDocumentTabFactory : public [FWorkflowTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabFactory)


description: Methods to override in subclasses that make life easier for UObject-based documents.

code: [TAttribute](API\Runtime\Core\Misc\TAttribute)< [FText](API\Runtime\Core\Internationalization\FText) > ConstructTabNameForObject ( BaseClass * DocumentID ) const


description: Creates the label for the tab.

code: virtual [TAttribute](API\Runtime\Core\Misc\TAttribute)< [FText](API\Runtime\Core\Internationalization\FText) > ConstructTabName ( const [FWorkflowTabSpawnInfo](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabSpawnInfo) & Info ) const


description: Creates the widget that will be the body of the new tab Users will most commonly override just this.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateTabBody ( const [FWorkflowTabSpawnInfo](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabSpawnInfo) & Info ) const


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateTabBodyForObject ( const [FWorkflowTabSpawnInfo](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabSpawnInfo) & Info, BaseClass * DocumentID ) const


description: Virtual to create an icon for the tab.

code: virtual const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetTabIcon ( const [FWorkflowTabSpawnInfo](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabSpawnInfo) & Info ) const


code: const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetTabIconForObject ( const [FWorkflowTabSpawnInfo](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabSpawnInfo) & Info, BaseClass * DocumentID ) const


description: Returns TRUE if the payload is valid

code: virtual bool IsPayloadValid ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTabPayload](API\Editor\UnrealEd\WorkflowOrientedApp\FTabPayload) > Payload ) const


description: Protected constructor.

code: FDocumentTabFactoryForObjects ( [FName](API\Runtime\Core\UObject\FName) InIdentifier, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit) > InHostingApp )


description: Does this factory support this type of objects?

code: virtual bool SupportsObjectType ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * DocumentID ) const


className: FDocumentTabFactoryForObjects

code: template<typename BaseClass> struct FDocumentTabFactoryForObjects : public [FDocumentTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FDocumentTabFactory)


description: Cleans any invalid tabs, either moving them to a valid place in history or closing the tab altogether

code: void CleanInvalidTabs()


description: Closes any tabs of the specified type that match the payload (or all of them if the payload is NULL)

code: void CloseTab ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTabPayload](API\Editor\UnrealEd\WorkflowOrientedApp\FTabPayload) > Payload )


className: EOpenDocumentCause

description: Are we opening a new document, or restoring a previously opened document

code: enum EOpenDocumentCause { OpenNewDocument, ForceOpenNewDocument, RestorePreviousDocument, NavigatingCurrentDocument, QuickNavigateCurrentDocument, NavigateBackwards, NavigateForwards, NavigatingHistory, SpawnManagedDocument, CreateHistoryEvent, }


description: Finds all tabs that match the specified identifier, placing them in the specified array.

code: void FindAllTabsForFactory ( const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FDocumentTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FDocumentTabFactory) > & Factory, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > > & Results )


description: Finds a factory that can deal with the supplied payload.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDocumentTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FDocumentTabFactory) > FindSupportingFactory ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTabPayload](API\Editor\UnrealEd\WorkflowOrientedApp\FTabPayload) > Payload ) const


className: FTabList

description: List of open tabs; used to bring one to front and focus it.

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTabInfo](API\Editor\UnrealEd\WorkflowOrientedApp\FTabInfo) > > FTabList


description: Returns the current active tab

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > GetActiveTab() const


description: Get all the live documents tracked by this tracker

code: [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > > GetAllDocumentTabs() const


description: Creates a new tab manager.

code: void Initialize ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit) > InHostingApp )


description:
Handles opening a document and handling tab navigation or forcing a new tab to be opened
The tab modified

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > OpenDocument ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTabPayload](API\Editor\UnrealEd\WorkflowOrientedApp\FTabPayload) > InPayload, [EOpenDocumentCause](API\Editor\UnrealEd\WorkflowOrientedApp\FDocumentTracker\EOpenDocumentCause) InOpenCause )


description: Calls OnTabRefreshed for each open tab (on the factories that created them)

code: void RefreshAllTabs() const


code: void RegisterDocumentFactory ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FDocumentTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FDocumentTabFactory) > Factory )


description: Finds all tabs that match the specified identifier and optional payload, placing them in the specified array.

code: void FindMatchingTabs ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTabPayload](API\Editor\UnrealEd\WorkflowOrientedApp\FTabPayload) > Payload, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > > & Results )


description: Replaces the open payload in the specified tab with a new one; recreating the contents.

code: void ReplacePayloadInTab ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > TargetTab, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTabPayload](API\Editor\UnrealEd\WorkflowOrientedApp\FTabPayload) > NewPayload )


description: Saves the state of all tabs.

code: void SaveAllState()


code: void SetTabManager ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > & InTabManager )


className: FDocumentTracker

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


description: Binds this to a specific tab

code: void BindToTab ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTabInfo](API\Editor\UnrealEd\WorkflowOrientedApp\FTabInfo) > & InTab )


description: Evokes the history data this struct represents, reinstating the payload and other data it had at the time the history was saved

code: virtual void EvokeHistory ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTabInfo](API\Editor\UnrealEd\WorkflowOrientedApp\FTabInfo) > InTabInfo, bool bPrevTabMatches )


description: Returns the tab this is bound to

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTabInfo](API\Editor\UnrealEd\WorkflowOrientedApp\FTabInfo) > GetBoundTab() const


description: Returns the Factory this history node represents

code: [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FDocumentTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FDocumentTabFactory) > GetFactory() const


description: Returns the title used to display this history node

code: [TAttribute](API\Runtime\Core\Misc\TAttribute)< [FText](API\Runtime\Core\Internationalization\FText) > GetHistoryTitle() const


description: Returns the Payload this history node represents

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTabPayload](API\Editor\UnrealEd\WorkflowOrientedApp\FTabPayload) > GetPayload() const


description:
Checks if the payload for this history node is currently valid
TRUE if the history is valid

code: bool IsHistoryValid() const


description: Retrieves any important information from the history node and sets it in the payload

code: virtual void RestoreHistory()


description: Saves any important information from the payload into the history node

code: virtual void SaveHistory()


code: FGenericTabHistory ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FDocumentTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FDocumentTabFactory) > InFactory, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTabPayload](API\Editor\UnrealEd\WorkflowOrientedApp\FTabPayload) > InPayload )


className: FGenericTabHistory

code: struct FGenericTabHistory

BoundTab

type: TWeakPtr<FTabI...

description: Specific tab this is bound to, may be null

FactoryPtr

type: TWeakPtr< class...

description: The factory used to generate widgets for the payload

Payload

description: The payload this history node represents


description: Adds history data to immediately after the current location in the history list, wiping out any history after in the process

code: void AddTabHistory ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< struct [FGenericTabHistory](API\Editor\UnrealEd\WorkflowOrientedApp\FGenericTabHistory) > InHistoryNode, bool bInSaveHistory )


description: Returns TRUE if stepping backward in history is allowed

code: bool CanStepBackwardInHistory() const


description: Returns TRUE if stepping forward in history is allowed

code: bool CanStepForwardInHistory() const


description: Creates the history navigation widget used for navigating back and forward in history


description: Retrieves the factory from the current history data, which is being displayed by the tab


description: Retrieves the history currently visible in this tab

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< struct [FGenericTabHistory](API\Editor\UnrealEd\WorkflowOrientedApp\FGenericTabHistory) > GetCurrentHistory() const


description: Retrieves the payload from the current history data, which is being displayed by the tab


description: Retrieves the tab used by this TabInfo

code: [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< class [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > GetTab() const


description: Jumps immediately to an index in the history if valid

code: void GoToHistoryIndex ( int32 InHistoryIdx )


description: Jumps backwards to the nearest valid history. If no history backwards is valid, jumps forward. In the case that there is no valid history, the tab is closed

code: void JumpToNearestValidHistoryData()


description: Single step back in history


description: Single step forward in history


description: Returns TRUE if the payload used by this TabInfo is the same as passed in

code: bool PayloadMatches ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTabPayload](API\Editor\UnrealEd\WorkflowOrientedApp\FTabPayload) > TestPayload ) const


code: static bool PayloadMatches ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTabPayload](API\Editor\UnrealEd\WorkflowOrientedApp\FTabPayload) > A, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTabPayload](API\Editor\UnrealEd\WorkflowOrientedApp\FTabPayload) > B )


description: Sets the current history and evoke it, this can either be an old or new history node

code: void SetCurrentHistory ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< struct [FGenericTabHistory](API\Editor\UnrealEd\WorkflowOrientedApp\FGenericTabHistory) > NewHistory, bool bInSaveHistory, bool bShouldRestore )


code: FTabInfo ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > & InTab, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDocumentTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FDocumentTabFactory) > & InSpawner, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FDocumentTracker](API\Editor\UnrealEd\WorkflowOrientedApp\FDocumentTracker) > & InTracker )


description: Is this payload equal to the other one?

code: virtual bool IsEqual ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTabPayload](API\Editor\UnrealEd\WorkflowOrientedApp\FTabPayload) > & OtherPayload ) const


className: FTabInfo

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


description: Buried constructor. This is a base class meant to be inherited from.

code: FTabPayload ( [FName](API\Runtime\Core\UObject\FName) InPayloadType )


className: FTabPayload

code: struct FTabPayload

PayloadType

type: constFName

description: The type of this payload.


description: Helper method to get the payload object as a specific type (checks both that the payload is aFTabPayload_UObject, and that the type is correct)

code: template<typename CastType> static CastType * CastChecked ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTabPayload](API\Editor\UnrealEd\WorkflowOrientedApp\FTabPayload) > Payload )


description: Determine if another payload is the same as this one.


description: Create a new payload wrapper for aUObject.

code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTabPayload_UObject](API\Editor\UnrealEd\WorkflowOrientedApp\FTabPayload_UObject) > Make ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * DocumentID )


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

code: struct FTabPayload_UObject : public [FTabPayload](API\Editor\UnrealEd\WorkflowOrientedApp\FTabPayload)


description: Clears the set.

code: void Clear()


description: Allows iteration over Factories.

code: [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FWorkflowTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabFactory) > >::TIterator CreateIterator()


description: Searches this set for a factory with the specified ID, or returns NULL.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FWorkflowTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabFactory) > GetFactory ( [FName](API\Runtime\Core\UObject\FName) FactoryID ) const


description: Registers a factory with this set - must be unique.

code: void RegisterFactory ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FWorkflowTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabFactory) > Factory )


description: Merges in a set of factories into this set - duplicates are OK.

code: void MergeInSet ( const [FWorkflowAllowedTabSet](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowAllowedTabSet) & OtherSet )


description: Unregisters a factory with this specified ID.

code: void UnregisterFactory ( [FName](API\Runtime\Core\UObject\FName) FactoryID )


className: FWorkflowAllowedTabSet

code: class FWorkflowAllowedTabSet


code: virtual void AddApplicationMode ( [FName](API\Runtime\Core\UObject\FName) ModeName, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FApplicationMode](API\Editor\UnrealEd\WorkflowOrientedApp\FApplicationMode) > Mode )


description: Returns the current mode of this application.


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FApplicationMode](API\Editor\UnrealEd\WorkflowOrientedApp\FApplicationMode) > GetCurrentModePtr() const


description: Gets the mode extender list for all workflow applications (append to customize a specific mode)

code: static [TArray](API\Runtime\Core\Containers\TArray)< FWorkflowApplicationModeExtender > & GetModeExtenderList()


description: Get name used by tool menu

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


description: Returns the name of the toolbar for the given mode along with the name of the toolbar's parent.

code: [FName](API\Runtime\Core\UObject\FName) GetToolMenuToolbarNameForMode ( const [FName](API\Runtime\Core\UObject\FName) InModeName, [FName](API\Runtime\Core\UObject\FName) & OutParentName ) const


code: bool IsModeCurrent ( [FName](API\Runtime\Core\UObject\FName) ModeToCheck ) const


className: ModeExtenderList

code: static [TArray](API\Runtime\Core\Containers\TArray)< FWorkflowApplicationModeExtender > ModeExtenderList;


description: Called when this toolkit is being closed

code: virtual void OnClose()


description: Called when this toolkit is requested to close. Returns false if closing should be prevented.

code: virtual bool OnRequestClose ( EAssetEditorCloseReason InCloseReason )


code: void PushTabFactories ( [FWorkflowAllowedTabSet](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowAllowedTabSet) & FactorySetToPush )


description:
Registers toolbar for a mode if not already registered
nullptr if toolbar already registered.

code: virtual [UToolMenu](API\Developer\ToolMenus\UToolMenu) * RegisterModeToolbarIfUnregistered ( const [FName](API\Runtime\Core\UObject\FName) InModeName )


description: IToolkitinterface

code: virtual void RegisterTabSpawners ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > & TabManager )


description: Attempt to set the current mode. If this mode is illegal or unknown, the mode will remain unchanged.

code: virtual void SetCurrentMode ( [FName](API\Runtime\Core\UObject\FName) NewMode )


description: Unregister tabs that this toolkit can spawn

code: virtual void UnregisterTabSpawners ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > & TabManager )


className: FWorkflowCentricApplication

code: class FWorkflowCentricApplication : public [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit)

CurrentAppModePtr

type: TSharedPtr<FAp...


description: Creates the widget that will be the body of the new tab Users will most commonly override just this.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateTabBody ( const [FWorkflowTabSpawnInfo](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabSpawnInfo) & Info ) const


description: Creates the label for the tab.

code: virtual [TAttribute](API\Runtime\Core\Misc\TAttribute)< [FText](API\Runtime\Core\Internationalization\FText) > ConstructTabName ( const [FWorkflowTabSpawnInfo](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabSpawnInfo) & Info ) const


description: Create a tooltip widget for the tab.

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SToolTip](API\Runtime\Slate\Widgets\SToolTip) > CreateTabToolTipWidget ( const [FWorkflowTabSpawnInfo](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabSpawnInfo) & Info ) const


description: Creates a view menu entry for this factory.

code: virtual void CreateViewMenuEntry ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & MenuBuilder, const [FUIAction](API\Runtime\Slate\Framework\Commands\FUIAction) & Action ) const


description: Call this to enable the default padding surrounding the tab contents.

code: void EnableTabPadding()


description: Callback function for checking to see if a tab can/should be spawned

code: bool CanSpawnTab ( const [FSpawnTabArgs](API\Runtime\Slate\Framework\Docking\FSpawnTabArgs) & SpawnArgs, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > WeakTabManager ) const


description: Get the identifier of this factory.


description: Virtual to create an icon for the menu entry.

code: virtual const [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) & GetTabSpawnerIcon ( const [FWorkflowTabSpawnInfo](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabSpawnInfo) & Info ) const


description: Virtual to create an icon for the tab.

code: virtual const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetTabIcon ( const [FWorkflowTabSpawnInfo](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabSpawnInfo) & Info ) const


description: Virtual to get optional extra tooltip text for tab.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTabToolTipText ( const [FWorkflowTabSpawnInfo](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabSpawnInfo) & Info ) const


description: Returns TRUE if the payload is valid

code: virtual bool IsPayloadValid ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTabPayload](API\Editor\UnrealEd\WorkflowOrientedApp\FTabPayload) > Payload ) const


description: Are tabs produced by this factory limited to only having one open at a time?

code: bool IsSingleton() const


description: Register a tab spawner for this factory

code: virtual [FTabSpawnerEntry](API\Runtime\Slate\Framework\Docking\FTabSpawnerEntry) & RegisterTabSpawner ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > TabManager, const [FApplicationMode](API\Editor\UnrealEd\WorkflowOrientedApp\FApplicationMode) * CurrentApplicationMode ) const


description: Callback function for spawning the tab

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > OnSpawnTab ( const [FSpawnTabArgs](API\Runtime\Slate\Framework\Docking\FSpawnTabArgs) & SpawnArgs, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > WeakTabManager ) const


description: Creates a toolkit tab without any content, given the spawning information.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > SpawnBlankTab() const


description: Creates a toolkit tab given the spawning information.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > SpawnTab ( const [FWorkflowTabSpawnInfo](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabSpawnInfo) & Info ) const


description: Constructor.

code: FWorkflowTabFactory ( [FName](API\Runtime\Core\UObject\FName) InIdentifier, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit) > InHostingApp )


description: Updates a given tab with new content

code: virtual void UpdateTab ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > InDockTab, const [FWorkflowTabSpawnInfo](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabSpawnInfo) & Info, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > InContent ) const


className: FWorkflowTabFactory

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

bIsSingleton

type: bool

InsideTabPadding

type: float

TabIcon

type: FSlateIcon

TabIdentifier

type: FName

TabLabel

type: FText

TabRole

type: ETabRole


className: FWorkflowTabSpawnInfo

code: class FWorkflowTabSpawnInfo

Payload

description: Payload to spawn the tab with.

TabInfo

type: TSharedPtr< cla...

description: The TabInfo being used to spawn this.

TabManager

description: The parent tab manager


description: Construct aSContentReference.

code: void Construct ( const [FArguments](API\Editor\UnrealEd\WorkflowOrientedApp\SContentReference\FArguments) & InArgs )


description: Can the user clear the existing asset reference?

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


description: If specified, the asset references are restricted to this class.

code: WidgetArgsType & AllowedClass &40; const TAttribute< UClass &42; > & InAttribute &41;


description: Can the user pick a new asset to reference?

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


description: When you'd like to modify size of the asset picker window

code: WidgetArgsType & AssetPickerSizeOverride &40; const TAttribute< FVector2D > & InAttribute &41;


description: The asset being displayed by this widget.

code: WidgetArgsType & AssetReference &40; const TAttribute< UObject &42; > & InAttribute &41;


description: Initial view type

code: WidgetArgsType & InitialAssetViewType &40; EAssetViewType::Type InArg &41;


description: The event to call when the tools button is clicked.

code: WidgetArgsType & OnClickedTools &40; const FOnClicked & InDelegate &41;


description: When user changes the referenced object

code: WidgetArgsType & OnSetReference &40; const FOnSetReference & InDelegate &41;


description: If bound, this delegate will be executed for each asset in the asset picker to see if it should be filtered.

code: WidgetArgsType & OnShouldFilterAsset &40; const FOnShouldFilterAsset & InDelegate &41;


description: Should the find in content browser button be shown?

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


description: Should the tools button be shown?

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


description: The style of the content reference widget (optional)

code: WidgetArgsType & Style &40; FName InArg &41;


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


description: When specified, the path box will request this fixed size.

code: WidgetArgsType & WidthOverride &40; const TAttribute< FOptionalSize > & InAttribute &41;


code: static void FindObjectInContentBrowser ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


className: FArguments

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


className: FOnSetReference

description: Allows for informing user when someone tries to set a new reference

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


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


code: void OnAssetSelectedFromPicker ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData )


code: [FReply](API\Runtime\SlateCore\Input\FReply) OnDoubleClickedOnAssetName ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InMyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InMouseEvent )


description: Causes the asset picker to open, allowing the user to select a new asset.

code: void OpenAssetPickerMenu()


className: SContentReference

description: This widget is a content reference, which can optionally show buttons for interacting with the reference.

code: class SContentReference : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)

AllowClearingReference

type: TAttribute< boo...

AllowedClass

type: TAttribute<UCl...

AssetPickerSizeOverride

type: TAttribute< FVe...

description: Asset picker configuration.

AssetReference

type: TAttribute<UOb...

description: Attributes.

AssetReferenceNameBorderWidget

type: TSharedPtr<SBo...

description: Widgets.

BorderImageHovered

type: constFSlateBru...

BorderImageNormal

description: Resources.

OnSetReference

type: FOnSetReference

OnShouldFilterAsset

type: FOnShouldFilter...

description: Delegates.

PickerComboButton

type: TSharedPtr<SCo...


description: Construct aSModeWidget.

code: void Construct ( const [FArguments](API\Editor\UnrealEd\WorkflowOrientedApp\SModeWidget\FArguments) & InArgs, const [FText](API\Runtime\Core\Internationalization\FText) & InText, const [FName](API\Runtime\Core\UObject\FName) InMode )


description: Can this mode ever be selected?

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


code: WidgetArgsType & DirtyMarkerBrush &40; const TAttribute< const FSlateBrush &42; > & InAttribute &41;


description: The currently active mode, used to determine which mode is highlighted.

code: WidgetArgsType & OnGetActiveMode &40; const TAttribute< FName > & InAttribute &41;


description: The image for the icon.

code: WidgetArgsType & IconImage &40; const TAttribute< const FSlateBrush &42; > & InAttribute &41;


description: The delegate that will be called when this widget wants to change the active mode.

code: WidgetArgsType & OnSetActiveMode &40; const FOnModeChangeRequested & InDelegate &41;


description: Slot for the always displayed contents.

code: NamedSlotProperty< FArguments > ShortContents&40;&41;


code: typedef FArguments WidgetArgsType


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


className: SModeWidget

description: This is the base class for a mode widget in a workflow oriented editor.

code: class SModeWidget : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


code: static FWorldBuilderCellCoord GetCellCoord ( const FVector & InPos, const int32 InCellSize )


code: static FWorldBuilderCellCoord GetCellCount ( const FBox & InBounds, const int32 InCellSize )


className: FCellInfo

description: Structure containing information about a World Partition Builder cell

code: struct FCellInfo

Bounds

type: FBox

description: Bounds of the cell

EditorBounds

description: Whole space

IterativeCellSize

description: The size of a cell used by the World Partition Builder

Location

type: FWorldBuilderCe...

description: Location of the cell, expressed inside World Partition Builder space (floor(Coordinate) / IterativeCellSize)


code: void Add ( [EFileOperation](API\Editor\UnrealEd\WorldPartition\FHLODModifiedFiles\EFileOperation) FileOp, const [FString](API\Runtime\Core\Containers\FString) & File )


code: void Append ( const [FHLODModifiedFiles](API\Editor\UnrealEd\WorldPartition\FHLODModifiedFiles) & Other )


code: void Append ( [EFileOperation](API\Editor\UnrealEd\WorldPartition\FHLODModifiedFiles\EFileOperation) FileOp, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InFiles )


className: EFileOperation

code: enum EFileOperation { FileAdded, FileEdited, FileDeleted, NumFileOperations, }


code: const [TSet](API\Runtime\Core\Containers\TSet)< [FString](API\Runtime\Core\Containers\FString) > & Get ( [EFileOperation](API\Editor\UnrealEd\WorldPartition\FHLODModifiedFiles\EFileOperation) FileOp ) const


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


className: FHLODModifiedFiles

code: struct FHLODModifiedFiles


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


className: FWorldPartitionBuilderArgsScope

description: Assign parameters to the World Partition builders for the lifetime of this scope.

code: struct FWorldPartitionBuilderArgsScope


code: ~FWorldPartitionBuilderArgsScope()


description: Construct this widget. Called by the SNew()Slate macro.

code: void Construct ( const [FArguments](API\Editor\UnrealEd\WorldPartition\SWorldPartitionBuildNavigationDi-\FArguments) & InArgs )


code: static const FVector2D DEFAULT_WINDOW_SIZE = FVector2D(600, 350);


code: WidgetArgsType & BuildNavigationOptions &40; const TAttribute< UWorldPartitionBuildNavigationOptions &42; > & InAttribute &41;


description: A pointer to the parent window

code: WidgetArgsType & ParentWindow &40; const TAttribute< TSharedPtr< SWindow > > & InAttribute &41;


code: typedef FArguments WidgetArgsType


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


code: ~SWorldPartitionBuildNavigationDialog()


className: SWorldPartitionBuildNavigationDialog

code: class SWorldPartitionBuildNavigationDialog : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


description: Deprecated* Please use OnFilesModified

code: bool AutoSubmitFiles ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InModifiedFiles, const [FString](API\Runtime\Core\Containers\FString) & InChangelistDescription ) const


description: Deprecated* Please use OnPackagesModified

code: bool AutoSubmitPackages ( const [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & InModifiedPackages, const [FString](API\Runtime\Core\Containers\FString) & InChangelistDescription ) const


description: Some builders may have the ability to process non partitioned worlds.

code: virtual bool CanProcessNonPartitionedWorlds() const


code: static bool DeletePackages ( const [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & Packages, [FPackageSourceControlHelper](API\Editor\UnrealEd\FPackageSourceControlHelper) & PackageHelper, bool bErrorsAsWarnings )


code: static bool DeletePackages ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & PackageNames, [FPackageSourceControlHelper](API\Editor\UnrealEd\FPackageSourceControlHelper) & PackageHelper, bool bErrorsAsWarnings )


className: ELoadingMode

code: enum ELoadingMode { Custom, EntireWorld, IterativeCells, IterativeCells2D, }


className: FModifiedFilesHandler

code: typedef TBaseDelegate_TwoParams< bool, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > &, const [FString](API\Runtime\Core\Containers\FString) & > FModifiedFilesHandler


description:
Retrieve the arguments provided to the builder.
the arguments provided to the builder.

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


code: virtual [ELoadingMode](API\Editor\UnrealEd\WorldPartition\UWorldPartitionBuilder\ELoadingMode) GetLoadingMode() const


description:
Retrieve the given parameter's value.
true if Parameter was provided, false otherwise.

code: template<typename T> bool GetParamValue ( const [FString](API\Runtime\Core\Containers\FString) & Param, T & Value ) const


description:
Test if the builder was provided the given parameter.
true if Parameter was provided, false otherwise.

code: bool HasParam ( const [FString](API\Runtime\Core\Containers\FString) & Param ) const


code: bool OnFilesModified ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InModifiedFiles, const [FString](API\Runtime\Core\Containers\FString) & InChangelistDescription ) const


code: bool OnPackagesModified ( const [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & InModifiedPackages, const [FString](API\Runtime\Core\Containers\FString) & InChangelistDescription ) const


description: Overridable method for derived classes to perform operations when world builder process completes. This is called after loading all data (e.g. data layers, editor cells) and after calling `RunInternal_ for all editor cells.

code: virtual bool PostRun ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FPackageSourceControlHelper](API\Editor\UnrealEd\FPackageSourceControlHelper) & PackageHelper, const bool bInRunSuccess )


description: Overridable method for derived classes to perform operations when world builder has unloaded the world.

code: virtual bool PostWorldTeardown ( [FPackageSourceControlHelper](API\Editor\UnrealEd\FPackageSourceControlHelper) & PackageHelper )


description: Overridable method for derived classes to perform operations when world builder process starts. This is called before loading data (e.g. data layers, editor cells) and before calling `RunInternal_.

code: virtual bool PreRun ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FPackageSourceControlHelper](API\Editor\UnrealEd\FPackageSourceControlHelper) & PackageHelper )


description: Deprecated* You must override the version that takes a World parameter

code: virtual bool PreWorldInitialization ( [FPackageSourceControlHelper](API\Editor\UnrealEd\FPackageSourceControlHelper) & PackageHelper )


code: virtual bool PreWorldInitialization ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FPackageSourceControlHelper](API\Editor\UnrealEd\FPackageSourceControlHelper) & PackageHelper )


code: virtual bool RequiresCommandletRendering() const


code: bool Run ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FPackageSourceControlHelper](API\Editor\UnrealEd\FPackageSourceControlHelper) & PackageHelper )


code: bool RunBuilder ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


code: virtual bool RunInternal ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FCellInfo](API\Editor\UnrealEd\WorldPartition\FCellInfo) & InCellInfo, [FPackageSourceControlHelper](API\Editor\UnrealEd\FPackageSourceControlHelper) & PackageHelper )


description: When using EloadingMode::IterativeCells/IterativeCells2D return true to skip processing of cell.

code: virtual bool ShouldSkipCell ( const FWorldBuilderCellCoord & CellCoord ) const


code: static bool SavePackages ( const [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & Packages, [FPackageSourceControlHelper](API\Editor\UnrealEd\FPackageSourceControlHelper) & PackageHelper, bool bErrorsAsWarnings )


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


code: void SetModifiedFilesHandler ( const [FModifiedFilesHandler](API\Editor\UnrealEd\WorldPartition\UWorldPartitionBuilder\FModifiedFilesHandler) & ModifiedFilesHandler )


className: UWorldPartitionBuilder

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

bLoadInitiallyActiveDataLayers

type: bool

DataLayerShortNames

type: TSet<FName>

ModifiedFilesHandler

type: FModifiedFilesH...


className: UWorldPartitionBuildNavigationOptions

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

bCleanPackages

description: When enabled, delete all NavigationDataChunkActors instead of generating them.

bVerbose

description: Use verbose logging.


code: virtual [ELoadingMode](API\Editor\UnrealEd\WorldPartition\UWorldPartitionBuilder\ELoadingMode) GetLoadingMode() const


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


className: UWorldPartitionFoliageBuilder

description: Example Command Line: ProjectName MapName -run=WorldPartitionBuilderCommandlet -SCCProvider=Perforce -Builder=WorldPartitionFoliageBuilder -NewGridSize=Value.

code: class UWorldPartitionFoliageBuilder : public [UWorldPartitionBuilder](API\Editor\UnrealEd\WorldPartition\UWorldPartitionBuilder)


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


code: virtual bool CanProcessNonPartitionedWorlds() const


code: bool CopyFilesFromWorkingDir ( const [FString](API\Runtime\Core\Containers\FString) & SourceDir )


code: bool CopyFilesToWorkingDir ( const [FString](API\Runtime\Core\Containers\FString) & TargetDir, const [FHLODModifiedFiles](API\Editor\UnrealEd\WorldPartition\FHLODModifiedFiles) & ModifiedFiles, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & BuildProducts )


code: bool GenerateBuildManifest ( [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), int32 > & FilesToBuilderMap ) const


code: bool GetHLODActorsToBuild ( [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > & HLODActorsToBuild ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > > GetHLODWorkloads ( int32 NumWorkloads ) const


code: bool IsUsingBuildManifest() const


code: virtual bool PreWorldInitialization ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FPackageSourceControlHelper](API\Editor\UnrealEd\FPackageSourceControlHelper) & PackageHelper )


code: virtual bool RequiresCommandletRendering() const


code: virtual bool RunInternal ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FCellInfo](API\Editor\UnrealEd\WorldPartition\FCellInfo) & InCellInfo, [FPackageSourceControlHelper](API\Editor\UnrealEd\FPackageSourceControlHelper) & PackageHelper )


code: bool ShouldRunStep ( const EHLODBuildStep BuildStep ) const


code: bool ValidateWorkload ( const [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > & Workload ) const


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


className: UWorldPartitionHLODsBuilder

code: class UWorldPartitionHLODsBuilder : public [UWorldPartitionBuilder](API\Editor\UnrealEd\WorldPartition\UWorldPartitionBuilder)


code: virtual [ELoadingMode](API\Editor\UnrealEd\WorldPartition\UWorldPartitionBuilder\ELoadingMode) GetLoadingMode() const


description: Helper function that creates a builder and runs it on an already loaded/initialized world.

code: static bool RunOnInitializedWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


className: SplineEditorMesh

code: static class [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * SplineEditorMesh = nullptr;


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


description: Example Command Line: ProjectName MapName -run=WorldPartitionBuilderCommandlet -SCCProvider=Perforce -Builder=WorldPartitionLandscapeSplineMeshesBuilder (-NewGridSize=Value)

code: class UWorldPartitionLandscapeSplineMeshesBuilder : public [UWorldPartitionBuilder](API\Editor\UnrealEd\WorldPartition\UWorldPartitionBuilder)


code: virtual bool PostRun ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FPackageSourceControlHelper](API\Editor\UnrealEd\FPackageSourceControlHelper) & PackageHelper, const bool bInRunSuccess )


code: virtual bool PreRun ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FPackageSourceControlHelper](API\Editor\UnrealEd\FPackageSourceControlHelper) & PackageHelper )


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


className: UWorldPartitionMiniMapBuilder

code: class UWorldPartitionMiniMapBuilder : public [UWorldPartitionBuilder](API\Editor\UnrealEd\WorldPartition\UWorldPartitionBuilder)


code: bool DeletePackages ( const [FPackageSourceControlHelper](API\Editor\UnrealEd\FPackageSourceControlHelper) & PackageHelper, const [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & PackagesToDelete ) const


code: bool GenerateNavigationData ( [UWorldPartition](API\Runtime\Engine\WorldPartition\UWorldPartition) * WorldPartition, const FBox & LoadedBounds, const FBox & GeneratingBounds ) const


code: virtual bool RequiresCommandletRendering() const


code: virtual bool RunInternal ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FCellInfo](API\Editor\UnrealEd\WorldPartition\FCellInfo) & InCellInfo, [FPackageSourceControlHelper](API\Editor\UnrealEd\FPackageSourceControlHelper) & PackageHelper )


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


className: UWorldPartitionNavigationDataBuilder

code: class UWorldPartitionNavigationDataBuilder : public [UWorldPartitionBuilder](API\Editor\UnrealEd\WorldPartition\UWorldPartitionBuilder)

AddedPackagesToSubmit

type: TArray<FString...

AddedPackagesToSubmitMap

type: TMap<FString, ...


code: virtual bool PostWorldTeardown ( [FPackageSourceControlHelper](API\Editor\UnrealEd\FPackageSourceControlHelper) & PackageHelper )


code: virtual bool RunInternal ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FCellInfo](API\Editor\UnrealEd\WorldPartition\FCellInfo) & CellInfo, [FPackageSourceControlHelper](API\Editor\UnrealEd\FPackageSourceControlHelper) & PackageHelper )


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


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


className: UWorldPartitionRenameDuplicateBuilder

description: Example Command Line: ProjectName MapName -run=WorldPartitionBuilderCommandlet -SCCProvider=Perforce -Builder=WorldPartitionRenameDuplicateBuilder -NewPackage=NewPackage [Optional: -Rename].

code: class UWorldPartitionRenameDuplicateBuilder : public [UWorldPartitionBuilder](API\Editor\UnrealEd\WorldPartition\UWorldPartitionBuilder)


code: virtual [ELoadingMode](API\Editor\UnrealEd\WorldPartition\UWorldPartitionBuilder\ELoadingMode) GetLoadingMode() const


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


className: UWorldPartitionResaveActorsBuilder

code: class UWorldPartitionResaveActorsBuilder : public [UWorldPartitionBuilder](API\Editor\UnrealEd\WorldPartition\UWorldPartitionBuilder)


description: Helper method to load actors that contribute to the Runtime Virtual Texture.

code: static void LoadRuntimeVirtualTextureActors ( [UWorldPartition](API\Runtime\Engine\WorldPartition\UWorldPartition) * WorldPartition, [FWorldPartitionHelpers::FForEachActorWithLoadingResult](API\Runtime\Engine\WorldPartition\FWorldPartitionHelpers\FForEachActorWit-_1) & Result )


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


description: Example Command Line: ProjectName MapName -run=WorldPartitionBuilderCommandlet -SCCProvider=Perforce -Builder=WorldPartitionRuntimeVirtualTextureBuilder.

code: class UWorldPartitionRuntimeVirtualTextureBuilder : public [UWorldPartitionBuilder](API\Editor\UnrealEd\WorldPartition\UWorldPartitionBuilder)


description: Default constructor.

module: UnrealEdMessages

code: FAssetEditorRequestOpenAsset()


description: Creates and initializes a new instance.

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


className: FAssetEditorRequestOpenAsset

description: Implements a message for opening an asset in the asset browser.

code: struct FAssetEditorRequestOpenAsset

AssetName

type: FString

description: Holds the name of the asset to open.


description: Default constructor.

code: FFileServerReady()


description: Creates and initializes a new instance.

code: FFileServerReady ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InAddressList, const [FGuid](API\Runtime\Core\Misc\FGuid) & InInstanceId )


className: FFileServerReady

description: Implements a message that is published by file servers when they're ready to accept connections.

code: struct FFileServerReady

AddressList

description: Holds the list of IP addresses that the file server is listening on.

InstanceId

type: FGuid

description: Holds the file server's application identifier.


description: Updates the animation with the current time and selected time

module: ViewportInteraction

code: float GetAnimationAlpha()


description: Static: Given a bounding box and information about which edge to query, returns the vertex positions of that edge

code: static void GetBoundingBoxEdge ( const FBox & Box, const int32 AxisIndex, const int32 EdgeIndex, FVector & OutVertex0, FVector & OutVertex1 )


description: Gets the current gizmo handle type

code: EGizmoHandleTypes GetGizmoType() const


description: Called by the world interaction system when one of our components is dragged by the user to find out what type of interaction to do. If null is passed in then we'll treat it as dragging the whole object (rather than a specific axis/handle)

code: [UViewportDragOperationComponent](API\Editor\ViewportInteraction\UViewportDragOperationComponent) * GetInteractionType ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * DraggedComponent, [TOptional](API\Runtime\Core\IO\TOptional)< [FTransformGizmoHandlePlacement](API\Editor\ViewportInteraction\FTransformGizmoHandlePlacement) > & OutHandlePlacement )


description: Gets the owner

code: [UViewportWorldInteraction](API\Editor\ViewportInteraction\UViewportWorldInteraction) * GetOwnerWorldInteraction() const


description: Gets if the gizmo shows measurement texts

code: bool GetShowMeasurementText() const


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

code: virtual bool IsEditorOnly() const


description: Call this when new objects become selected. This triggers an animation transition.

code: void OnNewObjectsSelected()


description: Sets the owner

code: void SetOwnerWorldInteraction ( class [UViewportWorldInteraction](API\Editor\ViewportInteraction\UViewportWorldInteraction) * InWorldInteraction )


description: Called by the world interaction system after we've been spawned into the world, to allow us to create components and set everything up nicely for the selected objects that we'll be used to manipulate

code: virtual void UpdateGizmo ( const EGizmoHandleTypes InGizmoType, const ECoordSystem InGizmoCoordinateSpace, const FTransform & InLocalToWorld, const FBox & InLocalBounds, const FVector & InViewLocation, const float InScaleMultiplier, bool bInAllHandlesVisible, const bool bInAllowRotationAndScaleHandles, class [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * DraggingHandle, const [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & InHoveringOverHandles, const float InGizmoHoverScale, const float InGizmoHoverAnimationDuration )


description: Updates the visibility of all the handles

code: void UpdateHandleVisibility ( const EGizmoHandleTypes InGizmoType, const ECoordSystem InGizmoCoordinateSpace, bool bInAllHandlesVisible, [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * DraggingHandle )


description: Default constructor that sets up CDO properties

code: ABaseTransformGizmo()


description: Updates the transform of the actual object

code: virtual void ApplyTransform ( const FTransform & NewTransform, const bool bSweep )


className: ABaseTransformGizmo

description: Base class for transform gizmo

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

AllHandleGroups

type: TArray<TObject...

description: All gizmo components

GizmoType

type: EGizmoHandleTyp...

description: Current gizmo type

SceneComponent

type: TObjectPtr<USc...

description: Scene component root of this actor

SelectedAtTime

type: FTimespan

description: Real time that the gizmo was last attached to a selected set of objects.

WorldInteraction

type: TObjectPtr< cla...

description: Owning object


description: Returns the bounding box of this transformable, built in the specified coordinate system

code: virtual FBox BuildBoundingBox ( const FTransform & BoundingBoxToWorld ) const


description: Get the velocity of the object

code: virtual FVector GetLinearVelocity() const


description: Gets the current transform of this object

code: virtual const FTransform GetTransform() const


description: Returns true if this transformable is a physically simulated kinematic object

code: virtual bool IsPhysicallySimulated() const


description: For physically simulated objects, sets the new velocity of the object

code: virtual void SetLinearVelocity ( const FVector & NewVelocity )


description: Returns true if this transformable should be 'carried' (moved and rotated) when dragged, if possible, instead of only translated

code: virtual bool ShouldBeCarried() const


description: For actor transformables, this will add it's actor to the incoming list

code: virtual void UpdateIgnoredActorList ( [TArray](API\Runtime\Core\Containers\TArray)< class [AActor](API\Runtime\Engine\GameFramework\AActor) * > & IgnoredActors )


description: Sets up safe defaults

code: FActorViewportTransformable()


className: FActorViewportTransformable

description: A transformable actor

code: class FActorViewportTransformable : public [FViewportTransformable](API\Editor\ViewportInteraction\FViewportTransformable)

ActorWeakPtr

type: TWeakObjectPtr<...

description: The actual actor object

bShouldBeCarried

description: Whether this actor should be 'carried' (moved and rotated) when dragged, if possible, instead of only translated


code: FDraggingTransformableData()


className: FDraggingTransformableData

description: Data structure that holds all arguments that can be used while dragging a transformable.

code: struct FDraggingTransformableData

ConstrainedDragDelta

type: FVector

GizmoCoordinateSpace

type: ECoordSystem

GizmoLastTransform

type: FTransform

Interactor

type: UViewportIntera...

OptionalHandlePlacement

type: TOptional<FTra...

WorldInteraction

type: UViewportWorldI...


className: FGizmoHandle

code: struct FGizmoHandle

HandleMesh

type: UGizmoHandleMes...

description: Static mesh for this handle

HoverAlpha

type: float

description: Scalar that will advance toward 1.0 over time as we hover over the gizmo handle


description: Smooth vector

code: FVector Filter ( const FVector & InRaw, const double InDeltaTime )


description: Set the cutoff slope

code: void SetCutoffSlope ( const double InCutoffSlope )


description: Set the delta slope

code: void SetDeltaCutoff ( const double InDeltaCutoff )


description: Default constructor

code: FOneEuroFilter()


code: FOneEuroFilter ( const double InMinCutoff, const double InCutoffSlope, const double InDeltaCutoff )


className: FOneEuroFilter

description: 1 Euro filter smoothing algorithmhttp://cristal.univ-lille.fr/~casiez/1euro/

code: class FOneEuroFilter


description: Finds the center handle count and facing axis index. The center handle count is simply the number of axes where the handle would be centered on the bounds along that axis. The facing axis index is the index (0-2) of the axis where the handle would be facing, or INDEX_NONE for corners or edges. The center axis index is valid for edges, and defines the axis perpendicular to that edge direction, or INDEX_NONE if it's not an edge

code: void GetCenterHandleCountAndFacingAxisIndex ( int32 & OutCenterHandleCount, int32 & OutFacingAxisIndex, int32 & OutCenterAxisIndex ) const


className: FTransformGizmoHandlePlacement

description: Placement of a handle in pivot space

code: struct FTransformGizmoHandlePlacement

Axes

type: ETransformGizmo...

description: Handle direction in X, Y and Z


className: FTransformGizmoMeasurement

description: Displays measurements along the bounds of selected objects

code: struct FTransformGizmoMeasurement

MeasurementText

description: The text that displays the actual measurement and units


code: static [FViewportActionKeyInput](API\Editor\ViewportInteraction\FViewportActionKeyInput) Axis ( const [FName](API\Runtime\Core\UObject\FName) & InActionType )


code: bool operator== ( const [FViewportActionKeyInput](API\Editor\ViewportInteraction\FViewportActionKeyInput) & Other ) const


description: Set the minimum cutoff

code: void SetMinCutoff ( const double InMinCutoff )


code: FViewportActionKeyInput()


code: FViewportActionKeyInput ( const [FName](API\Runtime\Core\UObject\FName) & InActionType )


className: FViewportActionKeyInput

description: Represents a generic action

code: struct FViewportActionKeyInput

ActionType

type: FName

description: The name of this action

bIsAxis

type: bool

bIsInputCaptured

description: True if this action owned by an interactor is "captured" for each possible action type, meaning that only the active captor should handle input events until it is no longer captured.

Event

type: TEnumAsByte< EI...

description: Input event


description: The Slate style set for the UMG Style

code: static const [ISlateStyle](API\Runtime\SlateCore\Styling\ISlateStyle) & Get()


code: static const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetBrush ( [FName](API\Runtime\Core\UObject\FName) PropertyName, const ANSICHAR * Specifier )


code: static void Initialize()


description: Reloads textures used by slate renderer

code: static void ReloadTextures()


code: static void Shutdown()


className: FViewportInteractionStyle

code: class FViewportInteractionStyle


className: ViewportInteractionStyleInstance

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FSlateStyleSet](API\Runtime\SlateCore\Styling\FSlateStyleSet) > ViewportInteractionStyleInstance = NULL;


description: Default constructor for FVirtualHand that initializes safe defaults

code: FViewportInteractorData()


className: FViewportInteractorData

description: Represents a single virtual hand

code: struct FViewportInteractorData

bDraggingWithGrabberSphere

description: True if we're dragging using the grabber sphere, or false if we're using the laser (or world movement)

bHitResultIsPriorityType

description: If the latest hitresult is hovering over a priority type

description: While dragging, true if we're dragging at least one simulated object that we're driving the velocities of.

bIsFirstDragUpdate

description: True if this is the first update since we started dragging

bWasAssistingDrag

description: True if we were assisting the other hand's drag the last time we did anything.

ClickingOnComponent

description: General inputTrue if we're currently holding the 'SelectAndMove' button down after clicking on an actor

DraggingMode

type: EViewportIntera...

description: Object/world movementWhat we're currently dragging with this hand, if anything

DraggingTransformGizmoComponent

description: The gizmo component we're dragging right now

DragOperationComponent

description: The gizmo interaction we're doing with this hand

DragRayLength

type: double

description: Length of the ray that's dragging

DragRayLengthVelocity

description: How fast to adjust ray length every frame for inertial ray length changes

DragTranslationVelocity

description: How fast to move selected objects every frame for inertial translation

GizmoInterpolationSnapshotTransform

description: A transform that we're interpolating from, toward the target transform.

GizmoLastTransform

description: Where the gizmo was last frame. This is used for interpolation and smooth snapping

GizmoSpaceDragDeltaFromStartOffset

description: When dragging with an axis/plane constraint applied, this is the difference between the actual "delta from start" and the constrained "delta from start".

description: For a single axis drag, this is the cached local offset where the laser pointer ray intersected the axis line on the first frame of the drag

GizmoStartLocalBounds

type: FBox

description: Our gizmo bounds at the start of the interaction, in actor local space.

GizmoStartTransform

description: Transform gizmo interactionWhere the gizmo was placed at the beginning of the current interaction

GizmoTargetTransform

description: Where the gizmo wants to be right now, with snaps applied.

GizmoUnsnappedTargetTransform

description: Where the gizmo wants to be right now, if no snaps were applied.

GrabberSphereLocationAtDragStart

description: Where the grabber sphere center point was when we first started the drag

description: Gizmo handle that we hovered over last (used only for avoiding spamming of hover haptics!)

HoveringOverTransformGizmoComponent

description: Gizmo component that we're hovering over, or nullptr if not hovering over any

HoverLocation

type: TOptional< FVec...

description: Position the laser pointer impacted an interactive object at (UI, meshes, etc.)

ImpactLocationAtDragStart

description: Grabber sphere or laser pointer impact location at the drag start

InteractorTransformAtDragStart

description: The transform of the interactor when we first started the drag

LastDraggingMode

description: What we were doing last. Used for inertial movement.

LastDragOperation

type: UViewportDragOp...

description: The last drag operation.

LastDragToLocation

description: Location that we dragged to last frame (end point of the ray)

LastHoveredActorComponent

description: The current component hovered by the laser pointer of this hand

LastHoveredWidgetComponent

description: Hover feedbackThe widget component we last hovered over.

LastHoverLocationOverUI

description: The last location that we hovered over UI at in the world.

LastRoomSpaceTransform

description: Room space hand transform from the previous frame

LastTransform

description: Hand transform in world space from the previous frame

LockedWorldDragMode

type: ELockedWorldDra...

OptionalHandlePlacement

description: Which handle on the gizmo we're interacting with, if any

RoomSpaceTransform

description: Your hand transform, in the local tracking space (unaffected by world scaling)

StartHitLocationToTransformableCenter

description: The offset between the hitlocation of the object selected to start dragging and its center.

Transform

description: Positional dataYour hand (laser origin) in the virtual world in world space, usually driven by VR motion controllers


description: Updates the transform of the actual object

code: void ApplyTransform ( const FTransform & NewTransform, const bool bSweep )


description: Returns the bounding box of this transformable, built in the specified coordinate system

code: FBox BuildBoundingBox ( const FTransform & BoundingBoxToWorld ) const


description: Gets the current transform of this object

code: const FTransform GetTransform() const


description: Returns true if this transformable is a physically simulated kinematic object

code: virtual bool IsPhysicallySimulated() const


description: For physically simulated objects, sets the new velocity of the object

code: virtual void SetLinearVelocity ( const FVector & NewVelocity )


description: Returns true if this transformable should be 'carried' (moved and rotated) when dragged, if possible, instead of only translated

code: virtual bool ShouldBeCarried() const


description: For actor transformables, this will add it's actor to the incoming list

code: virtual void UpdateIgnoredActorList ( [TArray](API\Runtime\Core\Containers\TArray)< class [AActor](API\Runtime\Engine\GameFramework\AActor) * > & IgnoredActors )


description: Sets up safe defaults

code: FViewportTransformable()


description: Get the velocity of the object

code: virtual FVector GetLinearVelocity() const


description: Returns true if this transformable is a single, unoriented point in space, thus never supports being rotated or scaled when only a single transformable is selected.

code: virtual bool IsUnorientedPoint() const


code: virtual ~FViewportTransformable()


className: FViewportTransformable

description: Represents an object that we're actively interacting with, such as a selected actor

code: class FViewportTransformable

StartTransform

description: The object's world space transform when we started the action


description: Whether this interactable can be selected.

code: virtual bool CanBeSelected()


description: Called when an interactor stops dragging this object

code: virtual void OnDragRelease ( [UViewportInteractor](API\Editor\ViewportInteraction\UViewportInteractor) * Interactor )


description: Get dragging operation


description: Called when an interactor hover over this object

code: virtual void OnHover ( [UViewportInteractor](API\Editor\ViewportInteraction\UViewportInteractor) * Interactor )


description: Called when an interactor starts hovering over this object

code: virtual void OnHoverEnter ( [UViewportInteractor](API\Editor\ViewportInteraction\UViewportInteractor) * Interactor, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & InHitResult )


description: Called when an interactor leave hovering over this object

code: virtual void OnHoverLeave ( [UViewportInteractor](API\Editor\ViewportInteraction\UViewportInteractor) * Interactor, const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * NewComponent )


description: Called when an interactor presses this object

code: virtual void OnPressed ( [UViewportInteractor](API\Editor\ViewportInteraction\UViewportInteractor) * Interactor, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & InHitResult, bool & bOutResultedInDrag )


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


className: IViewportInteractableInterface

description: Interface for custom objects that can be interacted with by a interactor

code: class IViewportInteractableInterface


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

code: static [IViewportInteractionModule](API\Editor\ViewportInteraction\IViewportInteractionModule) & Get()


className: IViewportInteractionModule

description: The public interface to this module

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


description: If this transformer can be used to align its transformable to actors in the scene

code: virtual bool CanAlignToActors() const


code: virtual void Init ( class [UViewportWorldInteraction](API\Editor\ViewportInteraction\UViewportWorldInteraction) * InitViewportWorldInteraction )


description: Called when selection changes in the level

code: void OnActorSelectionChanged ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ChangedObject )


description: When starting to drag

code: virtual void OnStartDragging ( class [UViewportInteractor](API\Editor\ViewportInteraction\UViewportInteractor) * Interactor )


description: When ending drag

code: virtual void OnStopDragging ( class [UViewportInteractor](API\Editor\ViewportInteraction\UViewportInteractor) * Interactor )


code: virtual void Shutdown()


className: UActorTransformer

code: class UActorTransformer : public [UViewportTransformer](API\Editor\ViewportInteraction\UViewportTransformer)


description: Creates mesh for every axis

code: void CreateHandles ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * HandleMesh, const [FString](API\Runtime\Core\Containers\FString) & HandleComponentName )


description: Calculates the transforms of meshes of this handlegroup

code: void UpdateHandlesRelativeTransformOnAxis ( const FTransform & HandleToCenter, const float AnimationAlpha, const float GizmoScale, const float GizmoHoverScale, const FVector & ViewLocation, class [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * DraggingHandle, const [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & HoveringOverHandles )


className: UAxisGizmoHandleGroup

description: Base class for gizmo handles on axis

code: class UAxisGizmoHandleGroup : public [UGizmoHandleGroup](API\Editor\ViewportInteraction\UGizmoHandleGroup)


description: Adds the HandleMeshComponent to the Handles list

code: void AddMeshToHandles ( class [UGizmoHandleMeshComponent](API\Editor\ViewportInteraction\UGizmoHandleMeshComponent) * HandleMeshComponent, const [FTransformGizmoHandlePlacement](API\Editor\ViewportInteraction\FTransformGizmoHandlePlacement) & HandlePlacement )


description: Creates handle meshcomponent and adds it to the Handles list

code: [UGizmoHandleMeshComponent](API\Editor\ViewportInteraction\UGizmoHandleMeshComponent) * CreateAndAddMeshHandle ( class [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * HandleMesh, const [FString](API\Runtime\Core\Containers\FString) & ComponentName, const [FTransformGizmoHandlePlacement](API\Editor\ViewportInteraction\FTransformGizmoHandlePlacement) & HandlePlacement )


description: Helper function to create gizmo handle meshes

code: [UGizmoHandleMeshComponent](API\Editor\ViewportInteraction\UGizmoHandleMeshComponent) * CreateMeshHandle ( class [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * HandleMesh, const [FString](API\Runtime\Core\Containers\FString) & ComponentName )


description: Static: Given an axis (0-2) and a facing direction, returns the vector normal for that axis

code: static FVector GetAxisVector ( const int32 AxisIndex, const ETransformGizmoHandleDirection HandleDirection )


description: Finds the index of DraggedMesh in HandleMeshes

code: virtual int32 GetDraggedHandleIndex ( class [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * DraggedMesh )


description: Gets the handleplacement axes

code: [FTransformGizmoHandlePlacement](API\Editor\ViewportInteraction\FTransformGizmoHandlePlacement) GetHandlePlacement ( const int32 X, const int32 Y, const int32 Z ) const


description: Gets all the handles

code: [TArray](API\Runtime\Core\Containers\TArray)< [FGizmoHandle](API\Editor\ViewportInteraction\FGizmoHandle) > & GetHandles()


description: Gets the GizmoType for this Gizmo handle

code: virtual EGizmoHandleTypes GetHandleType() const


description: Makes a unique index for a handle

code: int32 MakeHandleIndex ( const [FTransformGizmoHandlePlacement](API\Editor\ViewportInteraction\FTransformGizmoHandlePlacement) HandlePlacement ) const


description: Gets if this handlegroup will be visible with the universal gizmo

code: bool GetShowOnUniversalGizmo() const


description: Given the unique index, makes a handle

code: [FTransformGizmoHandlePlacement](API\Editor\ViewportInteraction\FTransformGizmoHandlePlacement) MakeHandlePlacementForIndex ( const int32 HandleIndex ) const