description: Makes up a name string for a handle

code: [FString](API\Runtime\Core\Containers\FString) MakeHandleName ( const [FTransformGizmoHandlePlacement](API\Editor\ViewportInteraction\FTransformGizmoHandlePlacement) HandlePlacement ) const


description: Sets the Gizmo material

module: ViewportInteraction

code: void SetGizmoMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material )


description: Sets the owning transform gizmo for this handle group

code: void SetOwningTransformGizmo ( class [ABaseTransformGizmo](API\Editor\ViewportInteraction\ABaseTransformGizmo) * TransformGizmo )


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

code: void SetShowOnUniversalGizmo ( const bool bShowHandleUniversal )


description: Sets the translucent Gizmo material

code: void SetTranslucentGizmoMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material )


description: Updates the Gizmo handles, needs to be implemented by derived classes

code: virtual void UpdateGizmoHandleGroup ( const FTransform & LocalToWorld, const FBox & LocalBounds, const FVector ViewLocation, const bool bAllHandlesVisible, class [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * DraggingHandle, const [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & HoveringOverHandles, float AnimationAlpha, float GizmoScale, const float GizmoHoverScale, const float GizmoHoverAnimationDuration, bool & bOutIsHoveringOrDraggingThisHandleGroup )


description: Returns true if this type of handle is allowed with world space gizmos

code: virtual bool SupportsWorldCoordinateSpace() const


description: Default setting the visibility and collision for all the handles in this group

code: void UpdateVisibilityAndCollision ( const EGizmoHandleTypes GizmoType, const ECoordSystem GizmoCoordinateSpace, const bool bAllHandlesVisible, const bool bAllowRotationAndScaleHandles, [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * DraggingHandle )


description: Updates the colors of the dynamic material instances for the handle passed using its axis index

code: void UpdateHandleColor ( const int32 AxisIndex, [FGizmoHandle](API\Editor\ViewportInteraction\FGizmoHandle) & Handle, class [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * DraggingHandle, const [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & HoveringOverHandles )


description: Default constructor that sets up CDO properties

code: UGizmoHandleGroup()


description:
Creates a proxy to represent the primitive to the scene manager in the rendering thread.
The proxy object.

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateSceneProxy()


className: UGizmoHandleGroup

description: Base class for gizmo handles

code: class UGizmoHandleGroup : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent)

DragOperationComponent

type: TObjectPtr< cla...

GizmoMaterial

type: TObjectPtr<UMa...

description: Gizmo material (opaque)

Handles

type: TArray<FGizmoH...

description: All the StaticMeshes for this handle type

OwningTransformGizmoActor

description: The actor transform gizmo owning this handlegroup

TranslucentGizmoMaterial

description: Gizmo material (translucent)


description: Default constructor

code: UGizmoHandleMeshComponent()


className: UGizmoHandleMeshComponent

code: class UGizmoHandleMeshComponent : public [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent)


description: If this interactors allows to smooth the laser. Default is true.

code: virtual bool AllowLaserSmoothing() const


description: Initialize default values

code: void Init()


description: Returns true if this interactor's designated 'modifier button' is currently held down. Some interactors may not support this

code: virtual bool IsModifierPressed() const


description: Base classes need to implement getting the input for the input devices for that interactor

code: virtual void PollInput()


description: Default constructor.

code: UMouseCursorInteractor()


className: UMouseCursorInteractor

description: Viewport interactor for a mouse cursor

code: class UMouseCursorInteractor : public [UViewportInteractor](API\Editor\ViewportInteraction\UViewportInteractor)


description: Execute dragging

code: virtual void ExecuteDrag ( struct [FDraggingTransformableData](API\Editor\ViewportInteraction\FDraggingTransformableData) & DraggingData )


code: UPlaneTranslationDragOperation()


className: UPlaneTranslationDragOperation

description: Gizmo translation on two axes.

code: class UPlaneTranslationDragOperation : public [UViewportDragOperation](API\Editor\ViewportInteraction\UViewportDragOperation)


description: When RotateOnAngle we intersect on a plane to rotate the transform gizmo. This is the local point from the transform gizmo location of that intersect


code: URotateOnAngleDragOperation()


className: URotateOnAngleDragOperation

description: Rotation around one axis based on input angle.

code: class URotateOnAngleDragOperation : public [UViewportDragOperation](API\Editor\ViewportInteraction\UViewportDragOperation)


className: UScaleDragOperation

description: Scale on one axis.

code: class UScaleDragOperation : public [UViewportDragOperation](API\Editor\ViewportInteraction\UViewportDragOperation)


className: UTranslationDragOperation

description: Gizmo translation on one axis.

code: class UTranslationDragOperation : public [UViewportDragOperation](API\Editor\ViewportInteraction\UViewportDragOperation)


className: UUniformScaleDragOperation

description: Scale on all axes.

code: class UUniformScaleDragOperation : public [UViewportDragOperation](API\Editor\ViewportInteraction\UViewportDragOperation)


description: Execute dragging

code: virtual void ExecuteDrag ( class [UViewportInteractor](API\Editor\ViewportInteraction\UViewportInteractor) * Interactor, class [IViewportInteractableInterface](API\Editor\ViewportInteraction\IViewportInteractableInterface) * Interactable )


className: UViewportDragOperation

description: Base class for interactable drag calculations

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

bPlaneConstraint

type: bool


description: Destroys the dragoperation

code: void ClearDragOperation()


description: Get the actual dragging operation


description: If this operation is currently active.

code: bool IsDragging() const


description: Sets the drag operation class that will be used next time starting dragging

code: void SetDragOperationClass ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UViewportDragOperation](API\Editor\ViewportInteraction\UViewportDragOperation) > InDragOperation )


description: Starts new dragging operation

code: void StartDragOperation()


description: Default constructor.

code: UViewportDragOperationComponent()


className: UViewportDragOperationComponent

description: Container component forUViewportDragOperationthat can be used by objects in the world that are draggable and implement the ViewportInteractableInterface

code: class UViewportDragOperationComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)


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


className: UViewportInteractableInterface

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


className: UViewportInteractionAssetContainer

description: Asset container for viewport interaction.

code: class UViewportInteractionAssetContainer : public [UDataAsset](API\Runtime\Engine\Engine\UDataAsset)

ActorSnapSound

type: TObjectPtr<USo...

CurrentRotationIndicatorMesh

type: TObjectPtr<USt...

GizmoHandleSelectedSound

description: Sound

GridMaterial

description: Materials

GridMesh

description: Meshes


description: Adds a new action to the KeyToActionMap

code: void AddKeyAction ( const [FKey](API\Runtime\InputCore\FKey) & Key, const [FViewportActionKeyInput](API\Editor\ViewportInteraction\FViewportActionKeyInput) & Action )


code: virtual bool AllowLaserSmoothing() const


description: Needs to be implemented by the base to calculate drag ray length and the velocity for the ray

code: virtual void CalculateDragRay ( double & InOutDragRayLength, double & InOutDragRayVelocity )


description: Deprecated*CalculateDragRay()now uses double-precision arguments.

code: virtual void CalculateDragRay ( float & InOutDragRayLength, float & InOutDragRayVelocity )


description: Gets if the interactor can carry an object

code: bool CanCarry() const


description: Gets a certain action by iterating through the map looking for the same ActionType

code: [FViewportActionKeyInput](API\Editor\ViewportInteraction\FViewportActionKeyInput) * GetActionWithName ( const [FName](API\Runtime\Core\UObject\FName) InActionName )


description: Gets the current interactor data dragging mode


description: Gets the drag haptic feedback strength console variable


description: Gets the interactor data drag velocity


description:
Gets a sphere on this interactor that can be used to interact with objects in close proximity
True if the sphere is available and valid, or false is the interactor was busy or we could not determine a valid position for the interactor

code: bool GetGrabberSphere ( FSphere & OutGrabberSphere, const bool bEvenIfBlocked )


description:
Traces along the laser pointer vector and returns what it first hits in the world
What the laster pointer hit

code: virtual [FHitResult](API\Runtime\Engine\Engine\FHitResult) GetHitResultFromLaserPointer ( [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > * OptionalListOfIgnoredActors, const bool bIgnoreGizmos, [TArray](API\Runtime\Core\Containers\TArray)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > * ObjectsInFrontOfGizmo, const bool bEvenIfBlocked, const float LaserLengthOverride )


code: virtual [FHitResult](API\Runtime\Engine\Engine\FHitResult) GetHitResultFromLaserPointer ( [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > * OptionalListOfIgnoredActors, const EHitResultGizmoFilterMode GizmoFilterMode, [TArray](API\Runtime\Core\Containers\TArray)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > * ObjectsInFrontOfGizmo, const bool bEvenIfBlocked, const float LaserLengthOverride )


description: Gets current gizmo filter mode used for Interaction


description: Gets the interactor laser hover location

code: FVector GetHoverLocation()


description: Gets the private data for this interactor


description: Gets the private data for this interactor (const)

code: const [FViewportInteractorData](API\Editor\ViewportInteraction\FViewportInteractorData) & GetInteractorData() const


description: To be overridden by base class. Called by GetLaserPointer to give the derived interactor a chance to disable the laser.Bydefault it is not blocked

code: virtual bool GetIsLaserBlocked() const


description:
Gets the start and end point of the laser pointer for the specified hand
True if we have motion controller data for this hand and could return a valid result

code: bool GetLaserPointer ( FVector & LaserPointerStart, FVector & LaserPointerEnd, const bool bEvenIfBlocked, const float LaserLengthOverride )


description: Gets the maximum length of a laser pointer

code: float GetLaserPointerMaxLength() const


description: Gets the interactor data previous dragging mode


description: Gets the last component hovered on by the interactor laser.

code: virtual [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * GetLastHoverComponent()


description: Gets the last hand transform of the interactor, in the local tracking space


description: Gets the last world transform of this interactor

code: FTransform GetLastTransform() const


description: Gets the hand transform of the interactor, in the local tracking space


description: Gets the world transform of this interactor

code: FTransform GetTransform() const


description:
Creates a hand transform and forward vector for a laser pointer for a given hand
True if we have motion controller data for this hand and could return a valid result

code: virtual bool GetTransformAndForwardVector ( FTransform & OutHandTransform, FVector & OutForwardVector ) const


description: Gets the world interaction

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


description: Handles axis input and translates it to actions C++ Child classes are expected to to call there super versions of this. BP will have there "Receive" versions called from within these function and do not have to call there parents.They simply need to return if they handled the input or not.

code: bool HandleInputAxis ( class [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) & ViewportClient, const [FKey](API\Runtime\InputCore\FKey) Key, const float Delta, const float DeltaTime )


description: To be overridden. Called by HandleInputAxis before delegates and default input implementation

code: virtual void HandleInputAxis ( class [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) & ViewportClient, [FViewportActionKeyInput](API\Editor\ViewportInteraction\FViewportActionKeyInput) & Action, const [FKey](API\Runtime\InputCore\FKey) Key, const float Delta, const float DeltaTime, bool & bOutWasHandled )


code: void HandleInputAxis_BP ( const [FViewportActionKeyInput](API\Editor\ViewportInteraction\FViewportActionKeyInput) & Action, const [FKey](API\Runtime\InputCore\FKey) Key, const float Delta, const float DeltaTime, bool & bOutWasHandled )


description: Handles key input and translates it actions C++ Child classes are expected to to call there super versions of this. BP will have there "Receive" versions called from within these function and do not have to call there parents. They simply need to return if they handled the input or not.

code: bool HandleInputKey ( class [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) & ViewportClient, const [FKey](API\Runtime\InputCore\FKey) Key, const EInputEvent Event )


description: Gets the paired interactor assigned by the world interaction, can return null when there is no other interactor

code: [UViewportInteractor](API\Editor\ViewportInteraction\UViewportInteractor) * GetOtherInteractor() const


description: To be overridden. Called by HandleInputKey before delegates and default input implementation

code: virtual void HandleInputKey ( class [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) & ViewportClient, [FViewportActionKeyInput](API\Editor\ViewportInteraction\FViewportActionKeyInput) & Action, const [FKey](API\Runtime\InputCore\FKey) Key, const EInputEvent Event, bool & bOutWasHandled )


code: void HandleInputKey_BP ( const [FViewportActionKeyInput](API\Editor\ViewportInteraction\FViewportActionKeyInput) & Action, const [FKey](API\Runtime\InputCore\FKey) Key, const EInputEvent Event, bool & bOutWasHandled )


description: If the interactor laser is currently hovering

code: bool IsHovering() const


description: If the interactor laser is currently hovering over a gizmo handle

code: bool IsHoveringOverGizmo() const


description: If this interactor is hovering over a type that has priority from GetHitResultFromLaserPointer

code: bool IsHoveringOverPriorityType() const


description: Returns true if currently hovering over selected actor


description: Returns true if this interactor's designated 'modifier button' is currently held down. Some interactors may not support this

code: virtual bool IsModifierPressed() const


description: Called by StartDragging in world interaction to give the interactor a chance of acting upon starting a drag operation

code: virtual void OnStartDragging ( const FVector & HitLocation, const bool bIsPlacingNewObjects )


description: Triggers a force feedback effect on device if possible

code: virtual void PlayHapticEffect ( const float Strength )


description: Base classes need to implement getting the input for the input devices for that interactor

code: virtual void PollInput()


code: virtual void PreviewInputAxis ( class [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) & ViewportClient, [FViewportActionKeyInput](API\Editor\ViewportInteraction\FViewportActionKeyInput) & Action, const [FKey](API\Runtime\InputCore\FKey) Key, const float Delta, const float DeltaTime, bool & bOutWasHandled )


code: virtual void PreviewInputKey ( class [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) & ViewportClient, [FViewportActionKeyInput](API\Editor\ViewportInteraction\FViewportActionKeyInput) & Action, const [FKey](API\Runtime\InputCore\FKey) Key, const EInputEvent Event, bool & bOutWasHandled )


description: Removes an action from the KeyToActionMap

code: void RemoveKeyAction ( const [FKey](API\Runtime\InputCore\FKey) & Key )


description: Reset the values before checking the hover actions

code: virtual void ResetHoverState()


description: Removes the other interactor reference for this interactor

code: void RemoveOtherInteractor()


description: Reset the stored laser end location at the end of tick

code: void ResetLaserEnd()


description: Sets if the interactor can carry an object

code: void SetCanCarry ( const bool bInCanCarry )


description: Sets the current dragging mode for this interactor

code: void SetDraggingMode ( const EViewportInteractionDraggingMode NewDraggingMode )


description: Sets the current gizmo filter mode used for Interaction

code: void SetHitResultGizmoFilterMode ( EHitResultGizmoFilterMode newFilter )


description: Sets the hover location

code: void SetHoverLocation ( const FVector & InHoverLocation )


description: Sets the other interactor

code: void SetOtherInteractor ( [UViewportInteractor](API\Editor\ViewportInteraction\UViewportInteractor) * InOtherInteractor )


description: Sets the world interaction

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


description: Whenever the ViewportWorldInteraction is shut down, the interacts will shut down as well

code: void Shutdown()


description: Update for this interactor called by the ViewportWorldInteraction

code: void Tick ( const float DeltaTime )


description: Default constructor

code: UViewportInteractor()


className: UViewportInteractor

description: Represents the interactor in the world

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

bAllowGrabberSphere

description: True if this interactor supports 'grabber sphere' interaction. Usually disabled for mouse cursors

bCanCarry

description: True if this interactor can 'carry' objects in VR, that is, translation and rotation of the interactor is inherited by the object, instead of just translation

InteractorData

type: FViewportIntera...

description: All the private data for the interactor

KeyToActionMap

type: TMap<FKey,FVi...

description: Mapping of raw keys to actions

OtherInteractor

type: TObjectPtr<UVi...

description: The paired interactor by the world interaction

SavedHitResult

type: TOptional<FHit...

description: Store the last hitresult from the laser, to use that when calling GetHitResultFromLaserPointer multiple times in a tick.

SavedHitResultFilterMode

type: TOptional< EHit...

SavedLaserPointerEnd

type: TOptional< FVec...

description: Store end of the laser pointer.

WorldInteraction

description: The owning world interaction


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


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

code: virtual bool CanAlignToActors() const


description: When starting to drag

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


description: When ending drag

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


description: True if the transform gizmo should be aligned to the center of the bounds of all selected objects with more than one is selected. Otherwise it will be at the pivot of the last transformable, similar to legacl editor actor selection

code: virtual bool ShouldCenterTransformGizmoPivot() const


code: virtual void Shutdown()


className: UViewportTransformer

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

ViewportWorldInteraction

description: The viewport world interaction object we're registered with


description: Adds an actor to the list of actors to never allow an interactor to hit in the scene. No selection. No hover. There's no need to remove actors from this list. They'll expire from it automatically when destroyed.

code: void AddActorToExcludeFromHitTests ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorToExcludeFromHitTests )


description: Adds interactor to the worldinteraction

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


description: Creates an interactor for the mouse cursor. If one already exists, this will add a reference to it. Remember to callReleaseMouseCursorInteractor()when you're done.

code: void AddMouseCursorInteractor()


description: The ability to move and scale the world

code: void AllowWorldMovement ( bool bAllow )


description: Given a world space velocity vector, applies inertial damping to it to slow it down

code: void ApplyVelocityDamping ( FVector & Velocity, const bool bVelocitySensitive )


description: For other systems to check if the Viewport World Interaction system is currently aligning transformables to actors

code: bool AreAligningToActors() const


className: AssetContainerPath

description: The path of the asset container

code: static const TCHAR * AssetContainerPath = TEXT("/Engine/VREditor/ViewportInteractionAssetContainerData");


description: Copies selected objects to the clipboard

code: void Copy()


description: Switch which transform gizmo coordinate space we're using.


description: Deletes all the selected objects

code: void DeleteSelectedObjects()


description: Deselects all the current selected objects

code: void Deselect()


description: Duplicates the selected objects

code: void Duplicate()


description: Give child class a chance to act on entering simulate mode

code: virtual void EnteredSimulateInEditor()


className: EColors

description: Colors

code: enum EColors { DefaultColor, Forward, Right, Up, GizmoHover, GizmoDragging, TotalCount, }


description: Figures out where to place an object when tracing it against the scene using a laser pointer

code: bool FindPlacementPointUnderLaser ( [UViewportInteractor](API\Editor\ViewportInteraction\UViewportInteractor) * Interactor, FVector & OutHitLocation )


className: FOnFinishedMovingTransformables

description: Gets the event for when the current set of transformables has finally stop moving (after a drag, and all inertial effects or snapping interpolation has completed

code: class FOnFinishedMovingTransformables : public TBaseMulticastDelegate_NoParams< void >


className: FOnHandleInputKey

description: To handle raw key input from the Input Preprocessor

code: class FOnHandleInputKey : public TBaseMulticastDelegate_FourParams< void, class FEditorViewportClient *, const FKey, const EInputEvent, bool & >


className: FOnHandleInputAxis

description: To handle raw axis input from the Input Preprocessor

code: class FOnHandleInputAxis : public TBaseMulticastDelegate_SixParams< void, class FEditorViewportClient *, const int32, const FKey, const float, const float, bool & >


className: FOnPreviewInputAction

description: Gets the event for previewing input actions. This allows systems to get a first chance at actions before everything else.

code: class FOnPreviewInputAction : public TBaseMulticastDelegate_FiveParams< void, class FEditorViewportClient &, class UViewportInteractor *, const struct FViewportActionKeyInput &, bool &, bool & >


className: FOnStartDragging

description: Gets the event for when an interactor starts dragging

code: class FOnStartDragging : public TBaseMulticastDelegate_OneParam< void, class UViewportInteractor * >


className: FOnStopDragging

description: Gets the event for when an interactor stops dragging

code: class FOnStopDragging : public TBaseMulticastDelegate_OneParam< void, class UViewportInteractor * >


className: FOnVIActionHandle

description: Gets the event for input actions update which is broadcasted for each interactor

code: class FOnVIActionHandle : public TBaseMulticastDelegate_FiveParams< void, class FEditorViewportClient &, class UViewportInteractor *, const struct FViewportActionKeyInput &, bool &, bool & >


className: FOnViewportInteractionInputUnhandled

description: Called when the user clicks on 'nothing' to allow systems to deselect anything that's selected

code: class FOnViewportInteractionInputUnhandled : public TBaseMulticastDelegate_ThreeParams< void, class FEditorViewportClient &, class UViewportInteractor *, const struct FViewportActionKeyInput & >


className: FOnViewportWorldInteractionTick

code: class FOnViewportWorldInteractionTick : public TBaseMulticastDelegate_OneParam< void, const float >


className: FOnWorldScaleChanged

code: class FOnWorldScaleChanged : public TBaseMulticastDelegate_OneParam< void, const float >


description: Returns the list of actors that should never be included in interctor hit tests (hovering or selection)

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


description: Gets the container for all the assets of ViewportInteraction.

code: const [UViewportInteractionAssetContainer](API\Editor\ViewportInteraction\UViewportInteractionAssetContain-) & GetAssetContainer() const


description: Gets the current delta time, so functions that don't get the delta time passed can still get it

code: float GetCurrentDeltaTime() const


description: Gets the color from color type

code: [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetColor ( const [EColors](API\Editor\ViewportInteraction\UViewportWorldInteraction\EColors) Color, const float Multiplier ) const


description: Gets the current Gizmo handle type


description: Gets the currently used viewport

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


description: Gets the transform of the viewport / user's HMD in world space

code: FTransform GetHeadTransform() const


description: Gets all the interactors

code: const [TArray](API\Runtime\Core\Containers\TArray)< [UViewportInteractor](API\Editor\ViewportInteraction\UViewportInteractor) * > & GetInteractors() const


description: Returns the maximum user scale

code: float GetMaxScale()


className: FOnVIHoverUpdate

description: Gets the event for hovering update which is broadcasted for each interactor

code: class FOnVIHoverUpdate : public TBaseMulticastDelegate_ThreeParams< void, class UViewportInteractor *, FVector &, bool & >


description: Returns the minimum user scale

code: float GetMinScale()


description: Returns the Unreal controller ID for the motion controllers we're using

code: int32 GetMotionControllerID() const


description: Gets the transform of the viewport / user's HMD in room space


description: Gets the world space transform of the calibrated VR room origin. When using a seated VR device, this will feel like the camera's world transform (before any HMD positional or rotation adjustments are applied.)

code: FTransform GetRoomTransform() const


description: Gets the tracking transactions


description: Returns which transform gizmo coordinate space we're using, world or local


description: Gets the transform gizmo actor, or returns null if we currently don't have one


description: Returns the current transform gizmo scale

code: float GetTransformGizmoScale() const


description: Gets the world scale factor, which can be multiplied by a scale vector to convert to room space

code: float GetWorldScaleFactor() const


description: For other systems to check if the Viewport World Interaction system currently has candidate actors selected

code: bool HasCandidatesSelected()


description: Returns true if we actually are using VR and have a valid head location, meaning a call toGetHeadTransform()is valid

code: bool HaveHeadTransform() const


description: Gets a list of all of the objects we're currently interacting with, such as selected actors

code: [TArray](API\Runtime\Core\Containers\TArray)< [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FViewportTransformable](API\Editor\ViewportInteraction\FViewportTransformable) > > & GetTransformables()


description: Gets the currently active transformer object

code: const [UViewportTransformer](API\Editor\ViewportInteraction\UViewportTransformer) * GetTransformer() const


description: Initialize extension

code: virtual void Init()


description: Initialize colors

code: void InitColors()


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


description: Input

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


description: Get if this world interaction is in VR.

code: bool IsInVR() const


description: Checks to see if we're allowed to interact with the specified component

code: bool IsInteractableComponent ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component ) const


description: Check if there is another interactor hovering over the component

code: bool IsOtherInteractorHoveringOverComponent ( [UViewportInteractor](API\Editor\ViewportInteraction\UViewportInteractor) * Interactor, [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component ) const


description: Returns whether the transform gizmo is actually visible right now. This is different than whether it 'should' be visible, as the gizmo can be implicitly hidden if there are no selected objects, for example.

code: bool IsTransformGizmoVisible() const


description: Static function to load the asset container

code: static const [UViewportInteractionAssetContainer](API\Editor\ViewportInteraction\UViewportInteractionAssetContain-) * LoadAssetContainer()


description: Give child class a chance to act on leaving simulate mode

code: virtual void LeftSimulateInEditor ( [UWorld](API\Runtime\Engine\Engine\UWorld) * SimulateWorld )


description: Pairs to interactors by setting the other interactor for each interactor

code: void PairInteractors ( [UViewportInteractor](API\Editor\ViewportInteraction\UViewportInteractor) * FirstInteractor, [UViewportInteractor](API\Editor\ViewportInteraction\UViewportInteractor) * SecondInteractor )


description: Plays sound at location.

code: void PlaySound ( [USoundBase](API\Runtime\Engine\Sound\USoundBase) * SoundBase, const FVector & InWorldLocation, const float InVolume )


description: Pastes the clipboard contents into the scene

code: void Paste()


description: Handles the axis input from the Input Preprocessor

code: bool PreprocessedInputAxis ( const int32 ControllerId, const [FKey](API\Runtime\InputCore\FKey) Key, const float Delta, const double DeltaTime )


description: Handles the key input from the Input Preprocessor

code: bool PreprocessedInputKey ( const [FKey](API\Runtime\InputCore\FKey) Key, const EInputEvent Event )


description: Redoes the last change

code: void Redo()


description: When you're finished with the mouse cursor interactor, call this to release it. It will be destroyed unless another system is still using it

code: void ReleaseMouseCursorInteractor()


description: Removes interactor from the worldinteraction and removes the interactor from its paired interactor if any

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


description: When using VR, this sets the viewport client that's been "possessed" by the head mounted display. Only valid when VR is enabled.

code: void SetDefaultOptionalViewportClient ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) > & InEditorViewportClient )


description: Sets the currently dragged interactavle

code: void SetDraggedInteractable ( [IViewportInteractableInterface](API\Editor\ViewportInteraction\IViewportInteractableInterface) * InDraggedInteractable, [UViewportInteractor](API\Editor\ViewportInteraction\UViewportInteractor) * Interactor )


description: Sets if objects are dragged with either hand since last time selecting something

code: void SetDraggedSinceLastSelection ( const bool bNewDraggedSinceLastSelection )


code: void SetForceCursor ( const bool bInShouldForceCursor )


description: Sets the current gizmo handle type

code: void SetGizmoHandleType ( const EGizmoHandleTypes InGizmoHandleType )


description: Sets a new transform for the room so that the HMD is aligned to the new transform. The Head is kept level to the ground and only rotated on the yaw

code: void SetHeadTransform ( const FTransform & NewHeadTransform )


description: Set if this world interaction is in VR.

code: void SetInVR ( const bool bInVR )


description: Sets the transform of the gizmo when starting drag

code: void SetLastDragGizmoStartTransform ( const FTransform NewLastDragGizmoStartTransform )


code: void SetRoomTransformForNextFrame ( const FTransform & NewRoomTransform )


description: Sets a new transform for the room, in world space. This is basically setting the editor's camera transform for the viewport

code: void SetRoomTransform ( const FTransform & NewRoomTransform )


description: If there are no currently selected candidates, use the currently selected actors as candidates. Otherwise, reset the candidates

code: void SetSelectionAsCandidates()


description: Getters and setters for whether or not to show the cursor on the viewport

code: void SetShouldSuppressExistingCursor ( const bool bInShouldSuppressCursor )


description: Sets the list of objects that this system will be responsible for transforming when interacting using the gizmo or directly on the objects

code: void SetTransformables ( [TArray](API\Runtime\Core\Containers\TArray)< [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FViewportTransformable](API\Editor\ViewportInteraction\FViewportTransformable) > > && NewTransformables, const bool bNewObjectsSelected )


description: Sets the system that should be used to transform objects in the scene. Only one can be active at a time. If you pass nullptr, a default transformer for actors/components will be enabled

code: void SetTransformer ( class [UViewportTransformer](API\Editor\ViewportInteraction\UViewportTransformer) * NewTransformer )


description: Changes the transform gizmo class that it will change to next refresh

code: void SetTransformGizmoClass ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ABaseTransformGizmo](API\Editor\ViewportInteraction\ABaseTransformGizmo) > & NewTransformGizmoClass )


description: Sets which transform gizmo coordinate space is used

code: void SetTransformGizmoCoordinateSpace ( const ECoordSystem NewCoordSystem )


description: Sets how large the transform gizmo is

code: void SetTransformGizmoScale ( const float NewScale )


description: Sets whether the transform gizmo should be visible at all

code: void SetTransformGizmoVisible ( const bool bShouldBeVisible )


description: Sets whether we should allow input events from the input preprocessor or not

code: void SetUseInputPreprocessor ( bool bInUseInputPreprocessor )


description: Sets GNewWorldToMetersScale

code: void SetWorldToMetersScale ( const float NewWorldToMetersScale, const bool bCompensateRoomWorldScale )


code: bool ShouldForceCursor() const


description: Shut down extension when world is destroyed

code: virtual void Shutdown()


description: Tells the world interaction system to skip updates of world movement this frame. This is useful if you've calledSetWorldToMetersScale()yourself to set a static world scale, and the cached room-space transforms for the last frame will no longer make sense


code: FVector SnapLocation ( const bool bLocalSpaceSnapping, const FVector & DesiredGizmoLocation, const FTransform & GizmoStartTransform, const FVector SnapGridBase, const bool bShouldConstrainMovement, const FVector AlignAxes )


description: Starts dragging selected objects around. Called when clicking and dragging on actors/gizmos in the world, or when placing new objects.

code: void StartDragging ( [UViewportInteractor](API\Editor\ViewportInteraction\UViewportInteractor) * Interactor, [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * ClickedTransformGizmoComponent, const FVector & HitLocation, const bool bIsPlacingNewObjects, const bool bAllowInterpolationWhenPlacing, const bool bShouldUseLaserImpactDrag, const bool bStartTransaction, const bool bWithGrabberSphere )


description: Called to finish a drag action with the specified interactor

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


description: Give base class the chance to tick

code: virtual void Tick ( float DeltaSeconds )


description: Reparent actors to a new world

code: virtual void TransitionWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * NewWorld, EEditorWorldExtensionTransitionState TransitionState )


description: Invokes the editor's undo system to undo the last change

code: void Undo()


description: Returns whether the transform gizmo should be visible


description: Forces the VWI to fall back to standard desktop interactions

code: void UseLegacyInteractions()


description: Sets the VWI to use its own interactions

code: void UseVWInteractions()


code: UViewportWorldInteraction()


className: UViewportWorldInteraction

code: class UViewportWorldInteraction : public [UEditorWorldExtension](API\Editor\UnrealEd\UEditorWorldExtension)

bDraggedSinceLastSelection

description: True if we've dragged objects with either hand since the last time we selected something

LastDragGizmoStartTransform

type: FTransform

description: Gizmo start transform of the last drag we did with either hand.

TrackingTransaction

type: FTrackingTransa...

description: Undo/redoManages saving undo for selected actors while we're dragging them around


className: UVISettings

description: Implements the settings for Viewport Interaction and VR Mode. Note that this is primarily a base class for anything that needs to be accessed in the VI module.

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

type: uint32:  1

description: When enabled, you can freely rotate and scale the world with two hands at the same time.

bScaleWorldFromFloor

description: Whether the world should scale relative to your tracking space floor instead of the center of your hand locations

bScaleWorldWithDynamicPivot

description: Whether to compute a new center point for scaling relative from by looking at how far either controller moved relative to the last frame


code: namespace ViewportWorldActionTypes { static const [FName](API\Runtime\Core\UObject\FName) ViewportWorldActionTypes::SelectAndMove_FullyPressed ( "SelectAndMove_FullyPressed" ) }


code: namespace ViewportWorldActionTypes { static const [FName](API\Runtime\Core\UObject\FName) ViewportWorldActionTypes::Delete ( "Delete" ) }


code: namespace ViewportWorldActionTypes { static const [FName](API\Runtime\Core\UObject\FName) ViewportWorldActionTypes::Redo ( "Redo" ) }


code: namespace ViewportWorldActionTypes { static const [FName](API\Runtime\Core\UObject\FName) ViewportWorldActionTypes::SelectAndMove ( "SelectAndMove" ) }


code: namespace ViewportWorldActionTypes { static const [FName](API\Runtime\Core\UObject\FName) ViewportWorldActionTypes::NoAction ( "NoAction" ) }


description: Default constructor that sets up CDO properties

code: UVISettings()


code: namespace ViewportWorldActionTypes { static const [FName](API\Runtime\Core\UObject\FName) ViewportWorldActionTypes::Undo ( "Undo" ) }


code: namespace ViewportWorldActionTypes { static const [FName](API\Runtime\Core\UObject\FName) ViewportWorldActionTypes::WorldMovement ( "WorldMovement" ) }


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

module: ViewportSnapping

code: void ClearSnappingHelpers ( bool bClearImmediately )


description: Draws snapping helpers

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


description: Snaps a point value to the positional grid

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


description: Snaps a rotator to the rotational grid

code: void SnapRotatorToGrid ( FRotator & Rotation )


description: Snaps a scale value to the scale grid

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


code: virtual ~ISnappingPolicy()


className: ISnappingPolicy

code: class ISnappingPolicy


code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISnappingPolicy](API\Editor\ViewportSnapping\ISnappingPolicy) > GetSnapManager()


code: void RegisterSnappingPolicy ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISnappingPolicy](API\Editor\ViewportSnapping\ISnappingPolicy) > NewPolicy )


code: void UnregisterSnappingPolicy ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISnappingPolicy](API\Editor\ViewportSnapping\ISnappingPolicy) > PolicyToRemove )


className: IViewportSnappingModule

description: Snapping policy manager module

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


className: FVirtualizationEditorModule

description: The module holding all of the UI related pieces for the Virtualization module

module: VirtualizationEditor

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


module: VirtualTexturingEditor

code: virtual void GetActions ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > const & InObjects, [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & MenuBuilder )


description: Returns the categories that this asset type appears in. The return value is one or more flags from EAssetTypeCategories.

code: virtual uint32 GetCategories()


description: Returns the name of this type

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetName() const


description: Get the supported class of this type.

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


description: Returns the color associated with this type

code: virtual [FColor](API\Runtime\Core\Math\FColor) GetTypeColor() const


description: Asset actions setup forURuntimeVirtualTexture

code: class FAssetTypeActions_RuntimeVirtualTexture : public [FAssetTypeActions_Base](API\Developer\AssetTools\FAssetTypeActions_Base)


code: class FAssetTypeActions_VirtualTextureBuilder : public [FAssetTypeActions_Base](API\Developer\AssetTools\FAssetTypeActions_Base)


description: Callback for Build button


description: Called when details should be customized

code: virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )


description: Returns true if BuildStreamedMips button is enabled

code: bool IsBuildStreamedMipsEnabled() const


description: Do we need to show warning icon to indicate out of date streaming texture


description: Returns true if SetBounds button is enabled

code: bool IsSetBoundsEnabled() const


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization) > MakeInstance()


description: Callback for Set Bounds button


description: UI customization forURuntimeVirtualTextureComponent

code: class FRuntimeVirtualTextureComponentDetailsCustomization : public [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization)


description: Callback for full update of details view after an edit.

code: void RefreshDetailsView()


description: Callback for updating text values after an edit.

code: void RefreshTextDetails()


description: UI customization forURuntimeVirtualTexture

code: class FRuntimeVirtualTextureDetailsCustomization : public [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization)


description: Build the contents of the streaming low mips.

code: bool BuildStreamedMips ( class [URuntimeVirtualTextureComponent](API\Runtime\Engine\Components\URuntimeVirtualTextureComponent) * InComponent ) const


code: bool BuildStreamedMips ( EShadingPath ShadingPath, class [URuntimeVirtualTextureComponent](API\Runtime\Engine\Components\URuntimeVirtualTextureComponent) * InComponent ) const


code: void ConvertVirtualTextures ( const [TArray](API\Runtime\Core\Containers\TArray)< [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * > & Textures, bool bConvertBackToNonVirtual, const [TArray](API\Runtime\Core\Containers\TArray)< [UMaterial](API\Runtime\Engine\Materials\UMaterial) * > * RelatedMaterials ) const


code: bool HasStreamedMips ( EShadingPath ShadingPath, class [URuntimeVirtualTextureComponent](API\Runtime\Engine\Components\URuntimeVirtualTextureComponent) * InComponent ) const


code: void ConvertVirtualTexturesWithDialog ( const [TArray](API\Runtime\Core\Containers\TArray)< [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * > & Textures, bool bConvertBackToNonVirtual ) const


className: IVirtualTexturingEditorModule

description: Module for virtual texturing editor extensions.

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


description:
Create a new object by class.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


description: Returns true if the component describes a runtime virtual texture that has streaming low mips.

code: bool HasStreamedMips ( class [URuntimeVirtualTextureComponent](API\Runtime\Engine\Components\URuntimeVirtualTextureComponent) * InComponent ) const


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


className: URuntimeVirtualTextureFactory

description: Factory forURuntimeVirtualTexture

code: class URuntimeVirtualTextureFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


description: Returns true if this factory should be shown in the New Asset menu (by default calls CanCreateNew).

code: virtual bool ShouldShowInNewMenu() const


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


className: UVirtualTextureBuilderFactory

description: Factory forUVirtualTextureBuilder

code: class UVirtualTextureBuilderFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


className: EDockedTo

description: Possible UI attachment points

module: VREditor

code: enum EDockedTo { Nothing, LeftHand, RightHand, LeftArm, RightArm, Room, Custom, Dragging, }


description: Returns what we were previously docked to


description: Called when DockTo state is custom, needs to be implemented by derived classes


description: Given a hand to lock to, returns a transform to place UI at that hand's location and orientation

code: FTransform MakeUITransformLockedToHand ( class [UViewportInteractor](API\Editor\ViewportInteraction\UViewportInteractor) * Interactor, const bool bOnArm )


description: Get a relative transform from the hand

code: FTransform MakeUITransformLockedToHand ( class [UViewportInteractor](API\Editor\ViewportInteraction\UViewportInteractor) * Interactor, const bool bOnArm, const FVector & InRelativeOffset, const FRotator & InLocalRotation )


description: Create a room transform with the RelativeOffset and LocalRotation


description: Start moving towards a transform

code: void MoveTo ( const FTransform & ResultTransform, const float TotalMoveToTime, const [EDockedTo](API\Editor\VREditor\AVREditorBaseActor\EDockedTo) ResultDock )


description: Sets what this UI is docked to

code: void SetDockedTo ( const [EDockedTo](API\Editor\VREditor\AVREditorBaseActor\EDockedTo) NewDockedTo )


description: Sets the local rotation of the UI

code: void SetLocalRotation ( const FRotator & InRelativeRotation )


description: Sets the relative offset of the UI

code: void SetRelativeOffset ( const FVector & InRelativeOffset )


description: Sets the transf

code: virtual void SetTransform ( const FTransform & Transform )


description: Abort moving to transform and move instant to MoveToTransform

code: void StopMoveTo()


description: Returns what we're docked to, if anything


description: Sets the owning VR mode

code: void SetVRMode ( class [UVREditorMode](API\Editor\VREditor\UVREditorMode) * InVRMode )


description: Called by the UI system to tick this UI every frame. We can't useAActor::Tick()because this actor can exist in the editor's world, which never ticks.

code: virtual void TickManually ( float DeltaTime )


description: Updates the lerp movement

code: void TickMoveTo ( const float DeltaTime )


description: Called after spawning, and every Tick, to update opacity of the actor, has to be implemented by the derived actor

code: virtual void UpdateFadingState ( const float DeltaTime )


className: AVREditorBaseActor

description: Represents an actor specifically for VR Editor that has roomspace transformation

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

Scale

type: float

description: How big the actor should be

VRMode

description: The VR mode that owns this actor


description: Default constructor which sets up safe defaults

code: AVREditorBaseActor()


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 )


description: Reloads textures used by slate renderer

code: static void ReloadTextures()


description: Called every tick to keep the UI position up to date

code: void UpdateTransformIfDocked()


className: VREditorStyleInstance

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


className: FVREditorStyle

code: class FVREditorStyle


description: Enables or disables editor VR features. Calling this to active VR will turn on the HMD and setup the editor UI for VR interaction.

code: void EnableVREditor ( const bool bEnable, const bool bForceWithoutHMD )


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 [IVREditorModule](API\Editor\VREditor\IVREditorModule) & Get()


description: Gets the radial menu extender. This can be used to add your own menu items to the VR radial menu

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


description:
Get the current VREditor running
The current VREditor runningThis is slated for deprecation in the next changelist (with accompanying cleanups in external code).


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()


description:
Checks to see whether its possible to use VR mode in this session. Basically, this makes sure that you have the appropriate hardware connected
True ifEnableVREditor()can be used to activate VR mode

code: bool IsVREditorAvailable() const


description: The activeUVREditorModeBase


description:
Checks to see if the VR Mode button should be active or grayed out (such as during SIE)
True if button should be active

code: bool IsVREditorButtonActive() const


description:
Checks whether or not editor VR features are enabled
True if VR mode is on

code: bool IsVREditorEnabled() const


description:
Check if the VR Editor is currently running
True if the VREditor is currently running This is slated for deprecation in the next changelist (with accompanying cleanups in external code).

code: bool IsVREditorModeActive()


description: a multicast delegate which is executed when VR mode starts.


description: Update the actor preview (for example, the view from a camera attached to a pawn) in VR mode

code: void UpdateActorPreview ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > InWidget, int32 Index, [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, bool bIsDetached )


description: a multicast delegate which is executed when VR mode stops.


description: Update any external SlateUI spawned from the radial menu

code: void UpdateExternalSlateUI ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > InSlateWidget, [FName](API\Runtime\Core\UObject\FName) Name, FVector2D InSize )


description: Update any external UMG UI spawned from the radial menu

code: void UpdateExternalUMGUI ( const struct [FVREditorFloatingUICreationContext](API\Editor\VREditor\UI\FVREditorFloatingUICreationConte-) & CreationContext )


className: EState

code: enum EState { None = 0, Aiming = 1, Teleporting = 3, }


description: Get slide delta to push/pull or scale the teleporter

code: float GetSlideDelta ( [UVREditorInteractor](API\Editor\VREditor\UVREditorInteractor) * Interactor, const bool Axis )


code: [UVREditorMode](API\Editor\VREditor\UVREditorMode) * GetVRMode() const


description: Initializes the teleporter

code: void Init ( class [UVREditorMode](API\Editor\VREditor\UVREditorMode) * InMode )


description: Whether we are currently aiming to teleport.

code: bool IsAiming() const


description: Sets the color for the teleporter visuals

code: void SetColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Color )


description: Hide or show the teleporter visuals

code: void SetVisibility ( const bool bVisible )


description: Called when teleport is done for cleanup

code: void TeleportDone()


description: Shuts down the teleporter

code: void Shutdown()


className: IVREditorModule

description: The public interface to this module

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


description: Start teleporting, does a ray trace with the hand passed and calculates the locations for lerp movement in Teleport

code: void StartTeleport()


className: AVREditorTeleporter

description: VR Editor teleport manager and the visual representation of the teleport

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


description: Default constructor that sets up CDO properties

code: AVREditorTeleporter()


description: AActoroverrides

code: virtual void BeginDestroy()


description: Returns a scale to use for this widget that takes into account animation

code: FVector CalculateAnimatedScale() const


description: Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending

code: virtual void Destroyed()


description: Gets the ID of this panel.

code: VREditorPanelID GetID() const


description: Gets the initial size of this UI

code: float GetInitialScale() const


description: Returns the mesh component for this UI, or nullptr if not spawned right now


description: Returns the owner of this object


description: Returns the owner of this object (const)

code: const [UVREditorUISystem](API\Editor\VREditor\UI\UVREditorUISystem) & GetOwner() const


description: Gets the scale

code: float GetScale() const


description: Returns the actual size of the UI in either axis, after scaling has been applied. Does not take into animation or world scaling

code: FVector2D GetSize() const


description: Gets the current slate widget.

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


description: Returns casted userwidget

code: template<class T> T * GetUserWidget() const


description: Gets the current user widget of this floating UI, return nullptr if using slate widget


description: Returns the widget component for this UI, or nullptr if not spawned right now


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: Returns true if the UI is visible (or wants to be visible  it might be transitioning

code: bool IsUIVisible() const


description: Set collision on components

code: virtual void SetCollision ( const [ECollisionEnabled::Type](API\Runtime\Engine\Engine\ECollisionEnabled__Type) InCollisionType, const ECollisionResponse InCollisionResponse, const ECollisionChannel InCollisionChannel )


description: Sets a new size for the UI

code: void SetScale ( const float NewSize, const bool bScaleWidget )


description: Sets the resolution of this floating UI panel and resets the window mesh accordingly.

code: void SetResolution ( const FIntPoint & InResolution )


description: Creates a FVREditorFloatingUI using a Slate widget, and sets up safe defaults

code: void SetSlateWidget ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & InitSlateWidget )


code: void SetSlateWidget ( class [UVREditorUISystem](API\Editor\VREditor\UI\UVREditorUISystem) & InitOwner, const VREditorPanelID & InID, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & InitSlateWidget, const FIntPoint InitResolution, const float InitScale, const [EDockedTo](API\Editor\VREditor\AVREditorBaseActor\EDockedTo) InitDockedTo )


description: Sets the UI transform

code: virtual void SetTransform ( const FTransform & Transform )


description: Creates a FVREditorFloatingUI using a UMG user widget, and sets up safe defaults

code: void SetUMGWidget ( class [UVREditorUISystem](API\Editor\VREditor\UI\UVREditorUISystem) & InitOwner, const VREditorPanelID & InID, class [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) > InitUserWidgetClass, const FIntPoint InitResolution, const float InitScale, const [EDockedTo](API\Editor\VREditor\AVREditorBaseActor\EDockedTo) InitDockedTo )


description: Called to finish setting everything up, after a widget has been assigned

code: virtual void SetupWidgetComponent()


description: Set the widget scale

code: void SetWidgetComponentScale ( const FVector & InScale )


description: Set mesh on window mesh component.

code: void SetWindowMesh ( class [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * InWindowMesh )


description: Called by the UI system to tick this UI every frame. We can't useAActor::Tick()because this actor can exist in the editor's world, which never ticks.

code: virtual void TickManually ( float DeltaTime )


description: Shows or hides the UI (also enables collision, and performs a transition effect)

code: void ShowUI ( const bool bShow, const bool bAllowFading, const float InitFadeDelay, const bool bInClearWidgetOnHide )


description: Default constructor which sets up safe defaults

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


className: AVREditorFloatingUI

description: Represents an interactive floating UI panel in the VR Editor

code: class AVREditorFloatingUI : public [AVREditorBaseActor](API\Editor\VREditor\AVREditorBaseActor)

CreationContext

type: FVREditorFloati...

description: All params used to create this panel if this panel has a UMG widget and was created via BP.

Resolution

type: FIntPoint

description: Resolution we should draw this UI at, regardless of scale

SlateWidget

type: TSharedPtr<SWi...

description: Slate widget we're drawing, or null if we're drawing a UMG user widget

UserWidget

type: TObjectPtr<UUs...

description: UMG user widget we're drawing, or nullptr if we're drawing a Slate widget

WidgetComponent

description: When in a spawned state, this is the widget component to represent the widget

WindowMeshComponent

description: The floating window mesh


code: FVRButton ( class UVREditorWidgetComponent * InButtonWidget, FVector InOriginalScale, EVREditorAnimationState InAnimationDirection, float InCurrentScale, float InMinScale, float InMaxScale, float InScaleRate )


className: FVREditorFloatingUICreationContext

description: Creation parameters forAVREditorFloatingUI

bHideWindowHandles

type: bool

description: Turn off handles under window? (X-To-Close, movement bar...)

bMaskOutWidgetBackground

description: Turn off the widget's background to create a see-through look.

bNoCloseButton

description: If bHideWindowHandles is false, this window doesn't have a close button. (

EditorUISize

description: Optional override for "VREd.EditorUISize". Leave at 0 for default.

PanelID

type: FName

description: ID that the UI system will use to identify the panel. MUST BE UNIQUE!

PanelMesh

description: Optional custom mesh to use for the VR window.

PanelSize

description: Panel size. Should match the size of the UMG passed in.

PanelSpawnOffset

description: Optional offset from HMD where the window opens.

ParentActor

type: TObjectPtr<AAc...

WidgetClass

type: TSubclassOf<UU...

description: Widget to open in the VR window. null to close an open window (if if matches the PanelID)


className: FVRButton

description: Structure to keep track of all relevant interaction and animation elements of a VR Button

code: struct FVRButton

AnimationDirection

type: EVREditorAnimat...

description: Animation playback state of the button

ButtonWidget

type: TObjectPtr< UVR...

description: Pointer to button

CurrentScale

description: Current scale of the button element

MaxScale

description: Maximum scale of the button element

MinScale

description: Minimum scale of the button element

OriginalRelativeScale

type: FVector

description: Original relative scale of the button element

ScaleRate

description: Rate at which the button changes scale. Currently the same for scaling up and scaling down.


description: Adds a hoverable button of a given type to an overlay, using menu data from a BlockWidget

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > AddHoverableButton ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & BlockWidget, [FName](API\Runtime\Core\UObject\FName) ButtonType, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SOverlay](API\Runtime\SlateCore\Widgets\SOverlay) > & TestOverlay )


description: Builds the numpad Slate widget

code: void BuildNumPadWidget()


description: If a dockable window can be scaled

code: bool CanScalePanel() const


description: Builds the radial menu Slate widget

code: void BuildRadialMenuWidget()


description: The VR Editor UI System's rules for when drag drop should be checked for

code: bool CheckForVRDragDrop()


className: ColorPickerPanelID

code: static const VREditorPanelID ColorPickerPanelID;


description: Testing SlateUI

code: void CreateUIs()


className: ContentBrowserPanelID

code: static const VREditorPanelID ContentBrowserPanelID;


description: Creates a VR-specific color picker. Gets bound toSColorPicker's creation override delegate

code: void CreateVRColorPicker ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SColorPicker](API\Runtime\AppFramework\Widgets\Colors\SColorPicker) > & ColorPicker )


description: Hides the VR-specific color picker. Gets bound toSColorPicker's destruction override delegate

code: void DestroyVRColorPicker()


className: DetailsPanelID

code: static const VREditorPanelID DetailsPanelID;


description: Can be used when the tab manager is restoring a dockable tab area

code: void DockableAreaRestored()


description: Finds a widget with a given name inside the Content argument

code: static const bool FindAllWidgetsOfType ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) >> & FoundWidgets, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & Content, [FName](API\Runtime\Core\UObject\FName) WidgetType )


code: static const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & FindWidgetOfType ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & Content, [FName](API\Runtime\Core\UObject\FName) WidgetType )


description: Returns the current dragged dock window, nullptr if none

code: AVREditorDockableWindow * GetDraggingDockUI() const


description: Get the maximum dock window size

code: float GetMaxDockWindowSize() const


description: Gets the owner of this system


description: Get the minimum dock window size

code: float GetMinDockWindowSize() const


description: Gets the owner of this system (const)

code: const [UVREditorMode](API\Editor\VREditor\UVREditorMode) & GetOwner() const


description: Get UI panel Actor from the passed ID

code: [AVREditorFloatingUI](API\Editor\VREditor\UI\AVREditorFloatingUI) * GetPanel ( const VREditorPanelID & InPanelID ) const


description: Returns the radial widget so other classes, like the interactors, can access its functionality

code: AVREditorRadialFloatingUI * GetRadialMenuFloatingUI() const


description: Get the interactor that holds the radial menu


description: Handles being notified when any editor mode changes to see if any VR Editor UI needs to change.

code: void HandleEditorModeChanged ( const FEditorModeID & EditorModeID, bool IsEnabled )


description: Hides the radial menu if the specified hand is showing it

code: void HideRadialMenu ( const bool bPlaySound, const bool bAllowFading )


className: InfoDisplayPanelID

code: static const VREditorPanelID InfoDisplayPanelID = VREditorPanelID("InfoDisplay");


description: Initializes default values for the UISystem and creates the UI panels

code: void Init ( class [UVREditorMode](API\Editor\VREditor\UVREditorMode) * InVRMode )


description: Are we currently dragging a dock window

code: bool IsDraggingDockUI()


description: If a panel was opened and dragged with the UI interactor

code: bool IsDraggingPanelFromOpen() const


code: bool IsInteractorDraggingDockUI ( const [UVREditorInteractor](API\Editor\VREditor\UVREditorInteractor) * Interactor ) const


description: Called by proxy tab manager to ask us whether we support the specified tab ID. bOutIsTabSupported defaults to true.

code: void IsProxyTabSupported ( [FTabId](API\Runtime\Slate\Framework\Docking\FTabId) TabId, bool & bOutIsTabSupported )


description: Returns true if the specified editor UI panel is currently visible

code: bool IsShowingEditorUIPanel ( const VREditorPanelID & InPanelID ) const


description: Returns true if the radial menu is visible on this hand

code: bool IsShowingRadialMenu ( const [UVREditorInteractor](API\Editor\VREditor\UVREditorInteractor) * Interactor ) const


description: Makes up a transform for a dockable UI when dragging it that includes the original offset from the laser's impact point

code: FTransform MakeDockableUITransform ( AVREditorDockableWindow * InitDraggingDockUI, [UVREditorInteractor](API\Editor\VREditor\UVREditorInteractor) * Interactor, const float DockSelectDistance )


description: Makes up a transform for a dockable UI when dragging it with a laser at the specified distance from the laser origin

code: FTransform MakeDockableUITransformOnLaser ( AVREditorDockableWindow * InitDraggingDockUI, [UVREditorInteractor](API\Editor\VREditor\UVREditorInteractor) * Interactor, const float DockSelectDistance ) const


description: Makes a radial box widget from the menu information contained in a MultiBox and MultiBoxWidget

code: void MakeRadialBoxMenu ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FMultiBox](API\Runtime\Slate\Framework\MultiBox\FMultiBox) > & MultiBox, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SMultiBoxWidget](API\Runtime\Slate\Framework\MultiBox\SMultiBoxWidget) > & MultiBoxWidget, float RadiusRatioOverride, [FName](API\Runtime\Core\UObject\FName) ButtonTypeOverride )


description: Makes a uniform grid widget from the menu information contained in a MultiBox and MultiBoxWidget

code: void MakeUniformGridMenu ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FMultiBox](API\Runtime\Slate\Framework\MultiBox\FMultiBox) > & MultiBox, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SMultiBoxWidget](API\Runtime\Slate\Framework\MultiBox\SMultiBoxWidget) > & MultiBoxWidget, int32 Columns )


className: ModesPanelID

code: static const VREditorPanelID ModesPanelID;


description: Called when an asset editor opens an asset while in VR Editor Mode.

code: void OnAssetEditorOpened ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )


code: void OnCloseAssetEditor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, EAssetEditorCloseReason CloseReason )


description: Called when the injected proxy tab manager reports needing to draw attention to a tab.

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


description: Called when a laser or simulated mouse hover enters a button

code: void OnHoverBeginEffect ( UVREditorWidgetComponent * Button )


description: Called when the injected proxy tab manager reports a new tab has been launched, signaling an asset editor has been launched, but really it could be any major global tab.

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


description: Called when a laser or simulated mouse hover leaves a button

code: void OnHoverEndEffect ( UVREditorWidgetComponent * Button )


description: Called to "preview" an input event to get a first chance at it.

code: void OnPreviewInputAction ( class [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) & ViewportClient, [UViewportInteractor](API\Editor\ViewportInteraction\UViewportInteractor) * Interactor, const struct [FViewportActionKeyInput](API\Editor\ViewportInteraction\FViewportActionKeyInput) & Action, bool & bOutIsInputCaptured, bool & bWasHandled )


description: Called every frame to update hover state

code: void OnVRHoverUpdate ( [UViewportInteractor](API\Editor\ViewportInteraction\UViewportInteractor) * Interactor, FVector & HoverImpactPoint, bool & bWasHandled )


description: Called when the user presses a button on their motion controller device

code: void OnVRAction ( class [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) & ViewportClient, [UViewportInteractor](API\Editor\ViewportInteraction\UViewportInteractor) * Interactor, const struct [FViewportActionKeyInput](API\Editor\ViewportInteraction\FViewportActionKeyInput) & Action, bool & bOutIsInputCaptured, bool & bWasHandled )


className: RadialMenuPanelID

code: static const VREditorPanelID RadialMenuPanelID = VREditorPanelID("RadialMenu");


description: Reset function that puts you back in placement mode, closes all UIs, etc.

code: void ResetAll()


description: Called by VREditorMode to draw debug graphics every frame

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


description: Set if sequencer was opened from the radial menu

code: void SequencerOpenendFromRadialMenu ( const bool bInOpenedFromRadialMenu )


description: Sets the text wrap size of the text block element nested in a BlockWidget

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > SetButtonFormatting ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & BlockWidget, float WrapSize )


className: SequencerPanelID

code: static const VREditorPanelID SequencerPanelID = VREditorPanelID("SequencerUI");


description: Preview the UI panel's location if spawning with the UI interactor, else spawn immediately

code: bool ShouldPreviewPanel()


description: Show the asset editor if it's not currently visible.

code: void ShowAssetEditor()


description: Sets whether the specified editor UI panel should be visible. Any other UI floating off this hand will be dismissed when showing it.

code: void ShowEditorUIPanel ( const [UWidgetComponent](API\Runtime\UMG\Components\UWidgetComponent) * WidgetComponent, [UVREditorInteractor](API\Editor\VREditor\UVREditorInteractor) * Interactor, const bool bShouldShow, const bool bSpawnInFront, const bool bDragFromOpen, const bool bPlaySound )


code: void ShowEditorUIPanel ( const VREditorPanelID & InPanelID, [UVREditorInteractor](API\Editor\VREditor\UVREditorInteractor) * Interactor, const bool bShouldShow, const bool bSpawnInFront, const bool bDragFromOpen, const bool bPlaySound )


code: void ShowEditorUIPanel ( [AVREditorFloatingUI](API\Editor\VREditor\UI\AVREditorFloatingUI) * Panel, [UVREditorInteractor](API\Editor\VREditor\UVREditorInteractor) * Interactor, const bool bShouldShow, const bool bSpawnInFront, const bool bDragFromOpen, const bool bPlaySound )


description: Shuts down the UISystem whenever the mode is exited

code: void Shutdown()


description: Start dragging a dock window on the hand

code: void StartDraggingDockUI ( class AVREditorDockableWindow * InitDraggingDockUI, [UVREditorInteractor](API\Editor\VREditor\UVREditorInteractor) * Interactor, const float DockSelectDistance, const bool bPlaySound )


description: Swaps the content of the radial menu between the radial menu and the numpad

code: void SwapRadialMenu()


description: Resets all values to stop dragging the current dock window

code: void StopDraggingDockUI ( [UVREditorInteractor](API\Editor\VREditor\UVREditorInteractor) * VREditorInteractor, const bool bPlaySound )


className: TabManagerPanelID

code: static const VREditorPanelID TabManagerPanelID = VREditorPanelID("TabManagerPanel");


description: Called by VREditorMode to update us every frame

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


description: When VR Mode debug was toggled.

code: void ToggledDebugMode ( bool bDebugModeEnabled )


description: Hides and unhides all the editor UI panels

code: void TogglePanelsVisibility()


description: Toggles the visibility of the panel, if the panel is in room space it will be hidden and docked to nothing

code: void TogglePanelVisibility ( const VREditorPanelID & InPanelID )


description: Transition the user widgets to a new world

code: void TransitionWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * NewWorld, EEditorWorldExtensionTransitionState TransitionState )


description: Tries to spawn the radial menu (if the specified hand isn't doing anything else)

code: void TryToSpawnRadialMenu ( [UVREditorInteractor](API\Editor\VREditor\UVREditorInteractor) * Interactor, const bool bForceRefresh, const bool bPlaySound )


className: TutorialPanelID

code: static const VREditorPanelID TutorialPanelID;


description: Function to force an update of the Actor Preview UI based on a change

code: void UpdateActorPreviewUI ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > InWidget, int32 Index, [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


description: Function to force an update of the Actor Preview UI based on a change when the preview is detached from the actor

code: void UpdateDetachedActorPreviewUI ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > InWidget, int32 Index )


code: void UpdateExternalSlateUI ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > InWidget, [FName](API\Runtime\Core\UObject\FName) Name, FVector2D InSize )


code: void UpdateExternalUMGUI ( const struct [FVREditorFloatingUICreationContext](API\Editor\VREditor\UI\FVREditorFloatingUICreationConte-) & CreationContext )


description: Function to force an update of the SequencerUI based on a change

code: void UpdateSequencerUI()


className: WorldOutlinerPanelID

code: static const VREditorPanelID WorldOutlinerPanelID;


className: WorldSettingsPanelID

code: static const VREditorPanelID WorldSettingsPanelID;


description: Default constructor

code: UVREditorUISystem()


className: UVREditorUISystem

description: VR Editor user interface manager

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

AssetEditorCloseDelegate

type: FDelegateHandle

bDragPanelFromOpen

description: If started dragging from opening a UI panel

bPanelCanScale

description: When started dragging from the radial menu we want the analog stick to be reset before the user is allowed to scale the panel.

bRadialMenuIsNumpad

description: True if the radial menu is currently displaying the numpad

bRadialMenuVisibleAtSwap

description: True if the radial menu was visible when the content was swapped

bRefocusViewport

description: Set to true when we need to refocus the viewport.

bSequencerOpenedFromRadialMenu

description: If sequenced was opened from the radial menu or somewhere else such as the content browser.

ColorPickerUI

type: TObjectPtr< cla...

description: The color picker dockable window

CurrentWidgetOnInfoDisplay

type: TWeakPtr<SWidg...

description: The current widget used on the info display.

DraggingUI

description: The current UI that is being dragged

DraggingUIOffsetTransform

description: Offset transform from room-relative transform to the object where we picked it up at

DragPanelFromOpenTime

description: The time dragging a panel that was opened resulting in an instant drag

ExistingActionsMenu

type: FOnRadialMenuGe...

description: When replacing the actions menu, store off any existing actions

ExistingActionsMenuLabel

type: FText

description: When replacing the actions menu, store off the name of the existing actions menu

FloatingUIs

type: TMap<FName,TO...

description: All of the floating UIs. These may or may not be visible (spawned)

InfoDisplayPanel

description: Our Quick Menu UI

InteractorDraggingUI

type: UVREditorIntera...

description: Dragging UIInteractor that is dragging the UI

LaserInteractor

description: AsymmetryInteractor that has a laser and is generally interacting with the scene

LastDraggingHoverLocation

description: The last dragged hover location by the laser

PreviewWindowInfo

description: All of the preview window info.

ProxyTabManager

type: TSharedPtr<FPr...

description: Tab Manager UIAllows us to steal the global tabs and show them in the world.

QuickRadialMenu

description: The Radial Menu UI

RadialMenuHandler

type: TObjectPtr<UVR...

description: The add-on that handles radial menu switching

RadialMenuHideDelayTime

description: The time since the radial menu was updated

RadialMenuModifierSpawnTime

type: FTimespan

description: The time the modifier was pressed at to spawn the menu

UIInteractor

description: Interactor that usually accesses UI and other helper functionality

VRButtons

type: TArray<FVRButt...

description: All buttons created for the radial and quick menus

VRMode

description: Owning object


className: ActionMenuLabel

code: static [FText](API\Runtime\Core\Internationalization\FText) ActionMenuLabel = FInternationalization::ForUseOnlyByLocMacroAndGraphNodeTextLiterals_CreateText(TEXT( "Actions" ), TEXT( "VREditor" ), TEXT( "DefaultActions" ));


description: Returns to the previous radial menu

code: void BackOutMenu()


description: Builds the current radial menu

code: void BuildRadialMenuCommands ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & MenuBuilder, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > CommandList, [UVREditorMode](API\Editor\VREditor\UVREditorMode) * VRMode, float & RadiusOverride )


code: void EditMenuGenerator ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & MenuBuilder, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > CommandList, [UVREditorMode](API\Editor\VREditor\UVREditorMode) * VRMode, float & RadiusOverride )


description: Returns to the home menu

code: void Home()


code: void GizmoMenuGenerator ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & MenuBuilder, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > CommandList, [UVREditorMode](API\Editor\VREditor\UVREditorMode) * VRMode, float & RadiusOverride )


code: void Init ( class [UVREditorUISystem](API\Editor\VREditor\UI\UVREditorUISystem) * InUISystem )


description: Functions to bind to each menu delegate

code: void HomeMenuGenerator ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & MenuBuilder, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > CommandList, [UVREditorMode](API\Editor\VREditor\UVREditorMode) * VRMode, float & RadiusOverride )


description: Registers a new menu generator and replaces the currently displayed menu if the radial menu is open

code: void RegisterMenuGenerator ( const FOnRadialMenuGenerated NewMenuGenerator, const bool bShouldAddToStack )


code: void SnapMenuGenerator ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & MenuBuilder, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > CommandList, [UVREditorMode](API\Editor\VREditor\UVREditorMode) * VRMode, float & RadiusOverride )


code: void SystemMenuGenerator ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & MenuBuilder, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > CommandList, [UVREditorMode](API\Editor\VREditor\UVREditorMode) * VRMode, float & RadiusOverride )


description: Default constructor

code: UVRRadialMenuHandler()


className: UVRRadialMenuHandler

description: VR Editor user interface manager

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

MenuStack

type: TArray< FOnRadi...

UIOwner

type: UVREditorUISyst...


description: Needs to be implemented by the base to calculate drag ray length and the velocity for the ray

code: virtual void CalculateDragRay ( double & InOutDragRayLength, double & InOutDragRayVelocity )


className: UVREditorAssetContainer

description: Asset container for VREditor.

code: class UVREditorAssetContainer : public [UDataAsset](API\Runtime\Engine\Engine\UDataAsset)

AutoScaleSound

type: TObjectPtr<USo...

CameraWidgetMaterial

type: TObjectPtr<UMa...

description: Specific material for camera widgets that operates in linear color space.

CylinderMesh

type: TObjectPtr<USt...

DockableWindowCloseSound

description: Sounds

GenericHMDMesh

description: Meshes

GridMaterial

description: Materials

TextFont

type: TObjectPtr<UFo...

description: Fonts


description: Sets the EControllerHand for this motioncontroller


description: Get the side of the controller


description: Returns what controller type this is for asymmetric control schemes


description:
Traces along the laser pointer vector and returns what it first hits in the world
What the laster pointer hit

code: virtual [FHitResult](API\Runtime\Engine\Engine\FHitResult) GetHitResultFromLaserPointer ( [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > * OptionalListOfIgnoredActors, const EHitResultGizmoFilterMode GizmoFilterMode, [TArray](API\Runtime\Core\Containers\TArray)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > * ObjectsInFrontOfGizmo, const bool bEvenIfBlocked, const float LaserLengthOverride )


description: Returns the type of HMD we're dealing with


description: ViewportInteractor overrides, checks if the laser is blocked by UI

code: virtual bool GetIsLaserBlocked() const


code: virtual [TMap](API\Runtime\Core\Containers\TMap)< [FViewportActionKeyInput](API\Editor\ViewportInteraction\FViewportActionKeyInput), [TArray](API\Runtime\Core\Containers\TArray)< [FKey](API\Runtime\InputCore\FKey) > > GetKnownActionMappings ( EControllerHand InHand, [FName](API\Runtime\Core\UObject\FName) InHMDDeviceType ) const


description: Gets the key-to-action map (const)

code: const [TMap](API\Runtime\Core\Containers\TMap)< [FKey](API\Runtime\InputCore\FKey), [FViewportActionKeyInput](API\Editor\ViewportInteraction\FViewportActionKeyInput) > & GetKeyToActionMap() const


description: Getters and setters

code: const FVector & GetLaserStart() const


code: const FVector & GetLaserEnd() const


description: Gets the current hovered widget component if any

code: [UWidgetComponent](API\Runtime\UMG\Components\UWidgetComponent) * GetLastHoveredWidgetComponent() const


description: Get when the last time the trackpad position was updated


description: Get the last position of the trackpad or analog stick


description: Gets last time the interactor pressed on UI

code: double GetLastUIPressTime() const


description: Get the motioncontroller component of this interactor


description: Gets the trigger value


description: Returns the slide delta for pushing and pulling objects. Needs to be implemented by derived classes (e.g. touchpad for vive controller or scrollweel for mouse )

code: float GetSlideDelta() const


description: Get the current position of the trackpad or analog stick

code: FVector2D GetTrackpadPosition() const


description: Trackpad Gets the trackpad delta of the axis passed.

code: float GetTrackpadSlideDelta ( const bool Axis ) const


description: Gets the UI scroll velocity

code: float GetUIScrollVelocity() const


description: Gets the owner of this system


description: Gets the owner of this system (const)

code: const [UVREditorMode](API\Editor\VREditor\UVREditorMode) & GetVRMode() const


description: To be overridden. Called by HandleInputAxis before delegates and default input implementation

code: virtual void HandleInputAxis ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) & ViewportClient, [FViewportActionKeyInput](API\Editor\ViewportInteraction\FViewportActionKeyInput) & Action, const [FKey](API\Runtime\InputCore\FKey) Key, const float Delta, const float DeltaTime, bool & bOutWasHandled )


description:
Creates a hand transform and forward vector for a laser pointer for a given hand
True if we have motion controller data for this hand and could return a valid result

code: virtual bool GetTransformAndForwardVector ( FTransform & OutHandTransform, FVector & OutForwardVector ) const


description: To be overridden. Called by HandleInputKey before delegates and default input implementation

code: virtual void HandleInputKey ( class [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) & ViewportClient, [FViewportActionKeyInput](API\Editor\ViewportInteraction\FViewportActionKeyInput) & Action, const [FKey](API\Runtime\InputCore\FKey) Key, const EInputEvent Event, bool & bOutWasHandled )


description: Check if the quick menu is on this interactor

code: bool HasUIOnForearm() const


description: Initialize default values

code: void Init ( class [UVREditorMode](API\Editor\VREditor\UVREditorMode) * InVRMode )


code: bool IsActionKeyPressed ( [FName](API\Runtime\Core\UObject\FName) ActionName ) const


description: Tells us if thie interator is carrying a "carryable" actor, like a camera, which matches the interactor motions instead of using manipulators.

code: bool IsCarrying() const


description: Gets if the interactor is clicking on any UI

code: bool IsClickingOnUI() const


description: Gets if this interactor is hovering over UI

code: bool IsHoveringOverUI() const


description: Check if the touchpad is currently touched

code: bool IsTouchingTrackpad() const


description: Returns true if this interactor's designated 'modifier button' is currently held down. Some interactors may not support this

code: virtual bool IsModifierPressed() const


description: Gets if the interactor is right clicking on UI

code: bool IsRightClickingOnUI() const


description: Returns whether or not this controller is being used to scrub sequencer

code: bool IsScrubbingSequencer() const


description: If the trackpad values are valid

code: bool IsTrackpadPositionValid ( const int32 AxisIndex ) const


code: static const [FName](API\Runtime\Core\UObject\FName) MotionController_Left_FullyPressedTriggerAxis = FName( "MotionController_Left_FullyPressedTriggerAxis" );


code: static const [FName](API\Runtime\Core\UObject\FName) MotionController_Right_FullyPressedTriggerAxis = FName( "MotionController_Right_FullyPressedTriggerAxis" );


code: static const [FName](API\Runtime\Core\UObject\FName) MotionController_Left_PressedTriggerAxis = FName( "MotionController_Left_PressedTriggerAxis" );


code: static const [FName](API\Runtime\Core\UObject\FName) MotionController_Right_PressedTriggerAxis = FName( "MotionController_Right_PressedTriggerAxis" );


description: Starts haptic feedback for physical motion controller

code: virtual void PlayHapticEffect ( const float Strength )


description: Polls input for the motion controllers transforms

code: virtual void PollInput()


code: virtual void PreviewInputKey ( class [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) & ViewportClient, [FViewportActionKeyInput](API\Editor\ViewportInteraction\FViewportActionKeyInput) & Action, const [FKey](API\Runtime\InputCore\FKey) Key, const EInputEvent Event, bool & bOutWasHandled )


description: Replace the default VR controller mesh with a custom one.

code: void ReplaceHandMeshComponent ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * NewMesh, FVector MeshScale )


description: Reset the values before checking the hover actions

code: virtual void ResetHoverState()


description: Resets all the trackpad related values to default.

code: void ResetTrackpad()


description: Sets the EControllerHand for this motioncontroller

code: void SetControllerHandSide ( const [FName](API\Runtime\Core\UObject\FName) InControllerHandSide )


description: Next frame this will be used as color for the laser

code: void SetForceLaserColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor )


description: Set what controller type this is for asymmetric control schemes

code: void SetControllerType ( const EControllerType InControllerType )


description: Set if we want to force to show the laser

code: void SetForceShowLaser ( const bool bInForceShow )


description: Sets if the quick menu is on this interactor

code: void SetHasUIOnForearm ( const bool bInHasUIOnForearm )


description: Sets if the interactor is hovering over any UI

code: void SetIsHoveringOverUI ( const bool bInIsHoveringOverUI )


description: Sets if the interactor is clicking on any UI

code: void SetIsClickingOnUI ( const bool bInIsClickingOnUI )


description: Sets if the interactor is right hover over any UI

code: void SetIsRightClickingOnUI ( const bool bInIsRightClickingOnUI )


description: Sets the current hovered widget component

code: void SetLastHoveredWidgetComponent ( [UWidgetComponent](API\Runtime\UMG\Components\UWidgetComponent) * NewHoveringOverWidgetComponent )


description: Sets the time the interactor last pressed on UI

code: void SetLastUIPressTime ( const double InLastUIPressTime )


description: Sets the UI scroll velocity

code: void SetUIScrollVelocity ( const float InUIScrollVelocity )


code: virtual void Shutdown_Implementation()


description: Sets up all components

code: void SetupComponent ( [AActor](API\Runtime\Engine\GameFramework\AActor) * OwningActor )


description: Toggles whether or not this controller is being used to scrub sequencer

code: void ToggleSequencerScrubbingMode()


code: virtual void Tick_Implementation ( const float DeltaTime )


className: TrackpadPositionX

description: Special key action names for motion controllers.

code: static const [FName](API\Runtime\Core\UObject\FName) TrackpadPositionX = FName( "TrackpadPosition_X" );


className: TrackpadPositionY

code: static const [FName](API\Runtime\Core\UObject\FName) TrackpadPositionY = FName( "TrackpadPosition_Y" );


description:
Temporary set what controller type this is for asymmetric control schemes. You can't override the controller type when there's already an override. Remove the temporary controller type with EControllerType::Unknown
true if the controller type was changed

code: bool TryOverrideControllerType ( const EControllerType InControllerType )


className: TriggerAxis

code: static const [FName](API\Runtime\Core\UObject\FName) TriggerAxis = FName( "TriggerAxis" );


code: void UpdateHandMeshRelativeTransform()


description: Default constructor

code: UVREditorInteractor()


className: UVREditorInteractor

description: VREditor default interactor

code: class UVREditorInteractor : public [UViewportInteractor](API\Editor\ViewportInteraction\UViewportInteractor)

bFlickActionExecuted

type: bool

description: Whether a flick action was executed

bForceShowLaser

description: Forcing to show laser

bHasTriggerBeenReleasedSinceLastPress

description: True if trigger has been fully released since the last press

bIsScrubbingSequence

description: Whether or not this controller is being used to scrub sequencer

bIsTrackpadPositionValid

description: True if we have a valid trackpad position (for each axis)

bIsTriggerFullyPressed

description: Trigger axis stateTrue if trigger is fully pressed right now (or within some small threshold)

bIsTriggerPressed

description: True if the trigger is currently pulled far enough that we consider it in a "half pressed" state

bIsUndoRedoSwipeEnabled

description: Whether swiping left/right on touchpad/joystick triggers undo/redo

bWantHelpLabels

description: True if we want help labels to be visible right now, otherwise false

ControllerMotionSource

type: FName

description: HelpRight or left hand

ForceLaserColor

type: TOptional<FLin...

description: The color that will be used for one frame

HandMeshComponent

description: GraphicsAccess to the current handmesh.

HandMeshGripTransform

type: FTransform

HelpLabels

type: TMap<FKey, cla...

description: Help labels for buttons on the motion controllers

HelpLabelShowOrHideStartTime

description: Time that we either started showing or hiding help labels (for fade transitions)

InitialTouchPosition

description: SwipeInitial position when starting to touch the trackpad

LaserMotionControllerComponent

description: Separate motion controller component set to the "aim" pose motion source, used for the laser pointer.

LastActiveTrackpadUpdateTime

description: Real time that the last trackpad position was over the dead zone threshold.

LastSwipe

type: ETouchSwipeDire...

description: Latest swipe direction on the trackpad

LastTrackpadPosition

description: Last position of the touched trackpad

LastTrackpadPositionUpdateTime

description: Real time that the last trackpad position was last updated. Used to filter out stale previous data.

MotionControllerComponent

description: Motion controller component which handles late-frame transform updates of all parented sub-components

TrackpadPosition

description: Position of the touched trackpad

VRMode

description: The mode that owns this interactor


className: AssetContainerPath

description: The asset container path

code: static const TCHAR * AssetContainerPath = TEXT("/Engine/VREditor/VREditorAssetContainerData");


className: bDebugModeEnabled

description: Whether currently in debug mode or not.

code: static bool bDebugModeEnabled = false;


description: Startup/Shutdown

code: void BeginEntry()


description: Helper functions to create a static mesh

code: [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * CreateMesh ( [AActor](API\Runtime\Engine\GameFramework\AActor) * OwningActor, const [FString](API\Runtime\Core\Containers\FString) & MeshName, [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * AttachmentToComponent )


code: [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * CreateMesh ( [AActor](API\Runtime\Engine\GameFramework\AActor) * OwningActor, [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Mesh, [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * AttachmentToComponent )