| UObjectBase
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Module |
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Header |
/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h |
Include |
#include "Editor/EditorEngine.h" |
Engine that drives the Editor. Separate from UGameEngine because it may have much different functionality than desired for an instance of a game itself.
Name | Description | ||
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ActorFactories |
Array of actor factories created at editor startup and used by context menu etc. |
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ActorGroupingUtils |
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ActorGroupingUtilsClassName |
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ActorsThatWereSelected |
When Simulating In Editor, an array of all actors that were selected when it began |
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UTexture2D *... |
Bad |
Textures. |
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uint32: 1 |
bAllowMultiplePIEWorlds |
Allows multiple PIE worlds under a single instance. |
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bCheckForLockActors |
Whether or not to recheck the current actor selection for lock actors the next time HasLockActors is called |
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bCheckForWorldSettingsActors |
Whether or not to recheck the current actor selection for world settings actors the next time IsWorldSettingsSelected is called |
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uint32: 1 |
bCustomCameraAlignEmitter |
If "Camera Align" emitter handling uses a custom zoom or not |
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uint32: 1 |
bDrawParticleHelpers |
If true, then draw particle debug helpers in editor viewports |
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uint32: 1 |
bDrawSocketsInGMode |
If true, then draw sockets when socket snapping is enabled in 'g' mode |
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uint32: 1 |
bEnableLODLocking |
If true, same type views will be camera tied, and ortho views will use perspective view for LOD parenting |
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uint32: 1 |
bEnableSocketSnapping |
If true, socket snapping is enabled in the main level viewports. |
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uint32: 1 |
bFastRebuild |
Toggles. |
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bHasLockedActors |
Cached state of whether or not we have locked actors in the selection |
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bIsCompiling |
Whether or not the editor is currently compiling |
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bIsEndingPlay |
Used to prevent reentrant calls to EndPlayMap(). |
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uint32: 1 |
bIsToggleBetweenPIEandSIEQueued |
Has a request to toggle between PIE and SIE been made? |
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bIsWorldSettingsSelected |
Cached state of whether or not we have a worldsettings actor in the selection |
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bLastViewAndLocationValid |
Are the lastview/rotation variables valid |
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uint32: 1 |
bMobilePreviewPortrait |
Mobile preview settings for what orientation to default to |
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uint32: 1 |
bNotifyUndoRedoSelectionChange |
True if we should force a selection change notification during an undo/redo |
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uint32: 1 |
bRequestEndPlayMapQueued |
True if there is a pending end play map queued |
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BrushBuilders |
Brush builders that have been created in the editor |
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uint32: 1 |
bShowBrushMarkerPolys |
If true, show translucent marker polygons on the builder brush and volumes. |
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uint32: 1 |
bShowPreviewMesh |
When true, the preview mesh mode is activated. |
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uint32: 1 |
bSquelchTransactionNotification |
True if we should not display notifications about undo/redo |
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BuildPlayDevice |
Currently targeted device for mobile previewer. |
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ClickFlags |
Other variables. |
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ClickLocation |
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ClickPlane |
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UModel * |
ConversionTempModel |
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CurrentPlayWorldDestination |
The current play world destination (I.E console). |
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float |
CustomCameraAlignEmitterDistance |
The distance to place the camera from an emitter actor when custom zooming is enabled |
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DefaultWorldFeatureLevel |
The feature level we should use when loading or creating a new world |
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TEnumAsByte< en... |
DetailMode |
Setting for the detail mode to show in the editor viewports. |
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UStaticMesh ... |
EditorCube |
Used in UnrealEd for showing materials. |
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UStaticMesh ... |
EditorCylinder |
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UFont * |
EditorFont |
Font used by Canvas-based editors. |
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UStaticMesh ... |
EditorPlane |
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UStaticMesh ... |
EditorSphere |
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UWorld * |
EditorWorld |
When Simulating In Editor, a pointer to the original (non-simulating) editor world |
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GameCommandLine |
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HeightMapExportClassName |
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InEditorGameURLOptions |
Additional per-user/per-game options set in the .ini file. |
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uint32: 1 |
IsImportingT3D |
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LastPlayUsingLauncherDeviceId |
The last platform we ran on (as selected by the drop down or via automation) Stored outside of the Session Info as the UI needs access to this at all times. |
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LastViewLocation |
Cached version of the view location at the point the PIE session was ended |
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LastViewRotation |
Cached version of the view location at the point the PIE session was ended |
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LauncherSessionInfo |
If set, there is a active attempt to use the Launcher. |
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TSharedPtr< cla... |
LauncherWorker |
Launcher Worker. |
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MouseMovement |
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ObjectsThatExistInEditorWorld |
Annotation to track which PIE/SIE (PlayWorld) UObjects have counterparts in the EditorWorld |
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OnMakeAssetReferenceFilterDelegate |
Returns a filter to restruct what assets show up in asset pickers based on what the selection is used for (i.e. what will reference the assets) |
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TSharedPtr< cla... |
OutputLogErrorsToMessageLogProxyPtr |
The output log -> message log redirector for use during PIE |
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UPackage * |
ParentContext |
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PIEInstanceWindowSwitchDelegate |
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TSubclassOf< cl... |
PlayFromHerePlayerStartClass |
The PlayerStart class used when spawning the player at the current camera location. |
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PlayInEditorSessionInfo |
If set, transient information about the current Play in Editor session which persists until the session stops. |
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PlayOnLocalPCSessions |
List of New Process sessions that are currently active, started by this Editor instance. |
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PlaySessionRequest |
Specifies whether or not there has been a Play Session requested to be kicked off on the next Tick. |
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UWorld * |
PlayWorld |
A pointer to a UWorld that is the duplicated/saved-loaded to be played in with "Play From Here" |
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PlayWorldDestination |
Where did the person want to play? Where to play the game - -1 means in editor, 0 or more is an index into the GConsoleSupportContainer |
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PreviewAudioComponent |
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PreviewFeatureLevelChanged |
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PreviewMeshComp |
A mesh component used to preview in editor without spawning a static mesh actor. |
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PreviewMeshIndex |
The index of the mesh to use from the list of preview meshes. |
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PreviewPlatform |
The feature level and platform we should use when loading or creating a new world |
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PreviewSoundCue |
Audio. |
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ScratchRenderTarget1024 |
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ScratchRenderTarget2048 |
Temporary render target that can be used by the editor. |
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ScratchRenderTarget256 |
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ScratchRenderTarget512 |
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SlatePlayInEditorMap |
Maps world contexts to their slate data |
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UModel * |
TempModel |
Objects. |
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UTransactor ... |
Trans |
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UnsnappedClickLocation |
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uint32: 1 |
UseAxisIndicator |
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UserEditedPlayWorldURL |
Play world url string edited by a user. |
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UserOpenedFile |
The name of the file currently being opened in the editor. "" if no file is being opened. |
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uint32: 1 |
UseSizingBox |
Advanced. |
Name | Description | |
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UEditorEngine ( |
Name | Description | ||
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AActor * |
AddActor ( |
Adds an actor to the world at the specified location. |
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AddExportTextActors ( |
Adds actors to the world at the specified location using export text. |
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AddLevelViewportClients ( |
Add a viewport client. |
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AddPackagesToDefaultChangelist |
Adds provided package to a default changelist |
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AddReferencedObjects ( |
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AddViewportClients ( |
Add a viewport client. |
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AnalyzeLevel ( |
Level management. |
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ApplyDeltaToActor |
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ApplyDeltaToComponent |
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AreAllWindowsHidden() |
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AreAnySelectedActorsInLevelScript() |
See if any selected actors are referenced in level script |
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AssignReplacementComponentsByActors |
Replaces the components in ActorsToReplace with an primitive component in Replacement |
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AutomationLoadMap |
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AutoMergeStaticMeshes() |
Auto merge all staticmeshes that are able to be merged |
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BeginTransaction ( |
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BroadcastBeginCameraMovement ( |
Called before the camera viewed through the viewport is moved by the editor |
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BroadcastBeginObjectMovement ( |
Called before an actor or component is about to be translated, rotated, or scaled by the editor |
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BroadcastBlueprintCompiled() |
Broadcasts that a blueprint just finished compiling. THIS SHOULD NOT BE PUBLIC |
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BroadcastBlueprintCompiled |
Broadcasts that objects have been replaced |
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BroadcastBlueprintPreCompile ( |
Broadcasts that a Blueprint is about to be compiled |
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BroadcastBlueprintReinstanced() |
Broadcasts that a blueprint just finished being reinstanced. THIS SHOULD NOT BE PUBLIC |
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BroadcastClassPackageLoadedOrUnloaded() |
Broadcasts that a class package was just loaded or unloaded. THIS SHOULD NOT BE PUBLIC |
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BroadcastEndCameraMovement ( |
Called when the camera viewed through the viewport has been moved by the editor |
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BroadcastEndObjectMovement ( |
Called when an actor or component has been translated, rotated, or scaled by the editor |
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BroadcastHLODActorAdded |
Called by internal engine systems after a HLOD Actor is added to a cluster |
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BroadcastHLODActorMoved |
Called by internal engine systems after a HLOD Actor is moved between clusters |
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BroadcastHLODActorRemovedFromCluster |
Called by internal engine systems after an Actor is removed from a cluster |
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BroadcastHLODLevelsArrayChanged() |
Called by internal engine systems after a HLOD Actor is marked dirty |
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BroadcastHLODMeshBuild ( |
Called by internal engine systems after a HLOD Actor's mesh is build |
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BroadcastHLODTransitionScreenSizeChanged() |
Called by internal engine systems after a HLOD Actor is marked dirty |
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BroadcastObjectReimported ( |
Broadcasts that an object has been reimported. THIS SHOULD NOT BE PUBLIC |
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bspBrushCSG |
Performs any CSG operation between the brush and the world. |
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bspBuildFPolys |
Build EdPoly list from a model's Bsp. Not transactional. |
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bspCleanup ( |
Clean up all nodes after a CSG operation. |
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BSPIntersectionHelper |
Helper method for executing the de/intersect CSG operation |
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bspMergeCoplanars |
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bspNodeToFPoly |
Convert a Bsp node to an EdPoly. Returns number of vertices in Bsp node. |
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bspOptGeom ( |
Optimize a level's Bsp, eliminating T-joints where possible, and building side links. |
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bspRepartition |
Bsp virtuals from Bsp.cpp. |
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BuildLighting ( |
Builds lighting information depending on passed in options. |
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BuildPlayWorldURL |
Builds a URL for game spawned by the editor (not including map name!). |
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BuildReflectionCaptures ( |
Update any outstanding reflection captures |
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CancelCookByTheBookInEditor() |
Cancels the current cook by the book in editor |
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CancelPlayingViaLauncher() |
Cancel playing via the Launcher |
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CancelPlayUsingLauncher() |
Cancel Play using Launcher on error |
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CancelRequestPlaySession() |
Cancel request to start a play session |
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CanCookByTheBookInEditor ( |
Can the editor do cook by the book in the editor process space |
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CanCookOnTheFlyInEditor ( |
Can the editor act as a cook on the fly server |
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CanCopySelectedActorsToClipboard ( |
Checks to see whether it's possible to perform a copy operation on the selected actors. |
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CanParentActors |
Checks the validity of parenting one actor to another |
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CanPasteSelectedActorsFromClipboard ( |
Checks to see whether it's possible to perform a paste operation. |
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CanPlayEditorSound() |
Returns true if currently able to play a sound and if the user has sounds enabled. |
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CanSelectActor |
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CanSyncActorLevelsToContentBrowser() |
Checks if the selected objects have levels which can be browsed to |
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CanSyncToContentBrowser() |
Checks if the slected objects contain something to browse to |
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APlayerStart... |
CheckForPlayerStart() |
Checks for any player starts and returns the first one found. |
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Cleanse |
General functions. Cleans up after major events like e.g. map changes. |
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CleanupPhysicsSceneThatWasInitializedForSave |
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CleanupPIEOnlineSessions |
Destroy any online subsystems generated by PIE |
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ClearPreviewComponents() |
Clean up any world specific editor components so they can be GC correctly |
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CloseEditedWorldAssets ( |
Close all the edit windows for assets that are owned by the world being closed |
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CloseEditor() |
Closes the main editor frame. |
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CloseEntryPopupWindow() |
Closes the popup created for GenericTextEntryModal or GenericTextEntryModeless |
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CommandIsDeprecated ( |
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ConvertActors |
Sets up for a potentially deferred ConvertActors call, based on if any brushes are being converted to a static mesh. |
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ConvertActorsFromClass |
Called to convert actors of one class type to another |
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AActor * |
ConvertBrushesToStaticMesh |
Converts passed in brushes into a single static mesh actor. |
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ConvertLightActors ( |
Converts passed in light actors into new actors of another type. |
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ConvertSelectedBrushesToVolumes ( |
Function to convert selected brushes into volumes of the provided class. |
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CopySelectedActorsToClipboard |
Copies selected actors to the clipboard. |
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UGameInstanc... |
CreateInnerProcessPIEGameInstance ( |
Create a new GameInstance for PIE with the specified parameters. |
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CreateNewMapForEditing() |
Prompts the user to save the current map if necessary, then creates a new (blank) map. |
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CreateNewPlayInEditorInstance ( |
Creates a new Play in Editor instance (which may be in a new process if not running under one process. This reads the current session state to start the next instance needed. |
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UWorld * |
CreatePIEWorldFromEntry ( |
Creates a pie world from the default entry map, used by clients that connect to a PIE server |
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UTransactor ... |
CreateTrans() |
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csgRebuild ( |
Rebuild the level's Bsp from the level's CSG brushes. |
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CyclePreviewMesh() |
Changes the preview mesh to the next one. |
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DeselectAllSurfaces() |
Deselect all surfaces. |
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DeselectLevelInLevelBrowser() |
Deselects the currently selected actor(s) levels in the level browser |
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DetachSelectedActors() |
Detaches selected actors from there parents |
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DisableDeltaModification ( |
Disable actor/component modification during delta movement. |
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DoConvertActors |
Converts passed in actors into new actors of the specified type. |
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edactCopySelected |
Copy selected actors to the clipboard. |
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edactDeleteSelected |
Deletes all selected actors |
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edactDuplicateSelected |
Duplicates selected actors. |
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edactPasteSelected |
Paste selected actors from the clipboard. |
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EditObject ( |
Opens the objects specialized editor (Same as double clicking on the item in the content browser) |
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EditorAddModalWindow ( |
Convenience method for adding a Slate modal window that is parented to the main frame (if it exists) This function does not return until the modal window is closed. |
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EditorUpdateComponents() |
Updates all components in the current level's scene. |
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EndPlayMap() |
Kills the Play From Here session |
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EndPlayOnLocalPc() |
Ends the current play on local pc session. |
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Exec_Brush ( |
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Exec_Camera ( |
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Exec_Obj ( |
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Exec_Particle ( |
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Exec_Poly ( |
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Exec_StaticMesh ( |
Process an incoming network message meant for the editor server. |
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Exec_Transaction ( |
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ExecFile ( |
Executes each line of text in a file sequentially, as if each were a separate command |
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ExportMap |
Exports the current map to the specified filename. |
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UActorFactor... |
FindActorFactoryByClass ( |
Looks for an actor factory spawned from the specified class. |
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UActorFactor... |
FindActorFactoryByClassForActorClass |
Looks for an actor factory spawned from the specified class, for the specified UClass for an actor. |
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UActorFactor... |
FindActorFactoryForActorClass ( |
Looks for an appropriate actor factory for the specified UClass. |
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UBrushBuilde... |
FindBrushBuilder ( |
Finds a brush builder of the provided class. If it doesnt exist one will be created |
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FindSelectedActorsInLevelScript() |
Finds all references to the currently selected actors, and reports results in a find message log |
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FinishAllSnaps() |
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FlagModifyAllSelectedSurfacesInLevels ( |
Utility method call ModifySelectedSurfs for each level model in the worlds level list. |
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Game_Map_Check ( |
Game-specific function called by Map_Check BEFORE iterating over all actors. |
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Game_Map_Check_Actor ( |
Game-specific function called per-actor by Map_Check |
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TSharedRef< ... |
GeneratePIEViewportWindow ( |
Creates a SPIEViewport for the specified instance. |
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ERHIFeatureL... |
GetActiveFeatureLevelPreviewType() |
Return the active feature level. |
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FViewport &#... |
GetActiveViewport() |
Retrieves the active viewport from the editor. |
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UActorGroupi... |
GetActorGroupingUtils() |
Returns the actor grouping utility class that performs all grouping related tasks This will create the class instance if it doesn't exist. |
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const TArray... |
GetAllViewportClients() |
List of all viewport clients |
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const TArray... |
GetAllViewportClients() |
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GetContentBrowserSelectionClasses |
Function to return unique list of the classes of the assets currently selected in content browser (loaded/not loaded) |
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GetContentBrowserSelections ( |
Function to return list of assets currently selected in the content browser |
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const TArray... |
GetCurrentIntervalGridArray() |
Access the array of grid interval options |
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const TArray... |
GetCurrentPositionGridArray() |
Accesses the array of snap grid position options |
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const TArray... |
GetCurrentRotationGridArray() |
Accesses the array of snap grid rotation options |
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TSubsystemCl... |
GetEditorSubsystem() |
Get a Subsystem of specified type |
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const TArray... |
GetEditorSubsystemArray() |
Get all Subsystem of specified type, this is only necessary for interfaces that can have multiple implementations instanced at a time. |
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UEditorSubsy... |
GetEditorSubsystemBase ( |
Get a Subsystem of specified type |
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FWorldContex... |
GetEditorWorldContext ( |
Returns the WorldContext for the editor world. |
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UEditorWorld... |
GetEditorWorldExtensionsManager() |
Returns the Editors world manager instance. |
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const UClass... |
GetFirstSelectedClass ( |
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GetFoliageTypesInWorld ( |
Returns list of all foliage types used in the world |
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GetFriendlyName |
Gets the user-friendly, localized (if exists) name of a property |
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FSceneViewpo... |
GetGameSceneViewport ( |
Gets the scene viewport for a viewport client |
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float |
GetGridInterval() |
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float |
GetGridSize() |
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GetLevelsToSyncToContentBrowser |
Gets all levels which can be synced to in content browser for current selection |
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const TArray... |
GetLevelViewportClients() |
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const TArray... |
GetLevelViewportClients() |
List of level editor viewport clients for level specific actions |
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GetObjectsToSyncToContentBrowser |
Gets all objects which can be synced to in content browser for current selection |
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GetPackageList |
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FViewport &#... |
GetPIEViewport() |
Retrieves the PIE viewport from the editor. |
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FWorldContex... |
GetPIEWorldContext() |
Returns the WorldContext for the PIE world. |
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GetPivotLocation() |
Pivot handling. |
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const TOptio... |
GetPlayInEditorSessionInfo() |
Returns information about the currently active Play In Editor session. |
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GetPlayOnTargetPlatformName() |
Returns the last device that was used via the Launcher. |
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const TOptio... |
GetPlaySessionRequest() |
Returns the currently set PlaySessionRequest (if any). |
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UAudioCompon... |
GetPreviewAudioComponent() |
Returns the preview audio component |
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GetPropertyColorationTarget ( |
Accessor for current property-based coloration settings. |
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float |
GetRealTimeAudioVolume() |
Access user setting for audio level. Fractional volume 0.0->1.0 |
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GetReferencedAssetsForEditorSelection |
Queries for a list of assets that are referenced by the current editor selection (actors, surfaces, etc.) |
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GetRotGridSize() |
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float |
GetScaleGridSize() |
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UTextureRend... |
GetScratchRenderTarget ( |
Returns pointer to a temporary render target. If it has not already been created, does so here. |
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GetSelectedActorCount() |
Returns the number of currently selected actors. |
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FSelectionIt... |
GetSelectedActorIterator() |
Returns an FSelectionIterator that iterates over the set of selected actors. |
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USelection &... |
GetSelectedActors() |
Returns the set of selected actors. |
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GetSelectedComponentCount() |
Returns the number of currently selected components. |
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FSelectionIt... |
GetSelectedComponentIterator() |
Returns an FSelectionIterator that iterates over the set of selected components. |
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USelection &... |
GetSelectedComponents() |
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FSelectedEdi... |
GetSelectedEditableComponentIterator() |
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USelection &... |
GetSelectedObjects() |
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USelection &... |
GetSelectedSet ( |
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GetSelectionStateOfLevel ( |
Get the selection state of the current level (its actors and components) so that it might be restored later. |
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GetSimulateInEditorViewTransform ( |
Fills level viewport client transform used in simulation mode |
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TSharedRef< ... |
GetTimerManager() |
Returns the Editors timer manager instance. |
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GetTransactionName() |
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GetWindowSizeAndPositionForInstanceIndex ( |
Returns the stored position at that index. |
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GiveFocusToLastClientPIEViewport() |
Gives focus to the server or first PIE client viewport |
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GridSizeDecrement() |
Decreased the positional snap grid setting (will not decrease passed the minimum value) |
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GridSizeIncrement() |
Increase the positional snap grid setting (will not increase passed the maximum value) |
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HandleAddSelectedCommand ( |
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HandleAutoMergeStaticMeshCommand ( |
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HandleBlueprintifyFunction ( |
Exec command handlers |
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HandleBugItCommand ( |
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HandleBugItGoCommand ( |
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HandleBuildMaterialTextureStreamingData ( |
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HandleCallbackCommand ( |
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HandlecheckSoundsCommand ( |
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HandleCleanBSPMaterialCommand ( |
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HandleDeleteCommand ( |
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HandleDumpPublicCommand ( |
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HandleFixupBadAnimNotifiersCommand ( |
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HandleJumpToCommand ( |
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HandleLaunchCanceled ( |
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HandleLaunchCompleted ( |
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HandleLightmassDebugCommand ( |
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HandleLightmassDebugMaterialCommand ( |
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HandleLightmassDebugPaddingCommand ( |
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HandleLightmassImmediateImportCommand ( |
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HandleLightmassImmediateProcessCommand ( |
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HandleLightmassPaddingCommand ( |
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HandleLightmassProfileCommand ( |
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HandleLightmassSortCommand ( |
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HandleLightmassStatsCommand ( |
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HandleListMapPackageDependenciesCommand ( |
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HandleMapCommand ( |
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HandleObjectTransacted ( |
Callback for object changes during undo/redo. |
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HandleOpenAsset ( |
Handle requests from slate application to open assets. |
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HandleRebuildVolumesCommand ( |
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HandleRemoveArchtypeFlagCommand ( |
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HandleSelectCommand ( |
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HandleSelectNameCommand ( |
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HandleSetDetailModeCommand ( |
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HandleSetDetailModeViewCommand ( |
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HandleSetReplacementCommand ( |
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HandleStageCompleted ( |
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HandleStageStarted ( |
Launch on callbacks |
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HandleStartMovieCaptureCommand ( |
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HandleSwarmDistributionCommand ( |
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HandleTagSoundsCommand ( |
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HandleTestPropsCommand ( |
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HandleToggleSocketGModeCommand ( |
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HasLockedActors() |
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UAnimSequenc... |
ImportFbxAnimation |
Open a Fbx file with the given name, and import each sequence with the supplied Skeleton. |
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InitBuilderBrush ( |
Constructs a default cube builder brush, this function MUST be called at the AFTER UEditorEngine::Init in order to guarantee builder brush and other required subsystems exist. |
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InitEditor ( |
Initializes the Editor. |
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InitializePhysicsSceneForSaveIfNecessary |
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InitializePortal() |
Initialize Portal RPC. |
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InvalidateAllViewportsAndHitProxies() |
Invalidates all editor viewports and hit proxies, used when global changes like Undo/Redo may have invalidated state everywhere |
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InvalidateChildViewports ( |
Invalidates all viewports parented to the specified view. |
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|
IsAnyViewportRealtime() |
Checks to see if any viewport is set to update in realtime. |
|
|
IsCookByTheBookInEditorFinished() |
Checks if the cook by the book is finished |
|
|
IsEditorShaderPlatformEmulated ( |
Utility function that can determine whether some input world is using materials who's shaders are emulated in the editor |
|
|
IsFeatureLevelPreviewActive() |
Return whether the feature level preview enabled via Settings->Preview Rendering Level is currently active/displaying. |
|
|
IsFeatureLevelPreviewEnabled() |
Return whether the feature level preview is enabled for use via the user accessing Settings->Preview Rendering Level. |
|
|
IsGridSizePowerOfTwo() |
||
|
IsHMDTrackingAllowed() |
Query to tell if the editor is currently in a mode where it wants XR HMD tracking to be used (like in the VR editor or VR PIE preview). |
|
|
IsLightingBuildCurrentlyExporting() |
||
|
IsLightingBuildCurrentlyRunning() |
Checks to see if the asynchronous lighting build is running or not |
|
|
IsObjectInTransactionBuffer ( |
||
|
IsOfflineShaderCompilerAvailable ( |
Utility function that checks if, for the current shader platform used by the editor, there's an available offline shader compiler |
|
|
IsPackageOKToSave ( |
Checks if a provided package is valid to be saved. |
|
|
IsPackageValidForAutoAdding |
Checks if a provided package is valid to be auto-added to a default changelist based on several specifications (and if the user has elected to enable the feature). |
|
|
IsPlayingOnLocalPCSession() |
This chunk is used for Play In New Process. |
|
|
IsPlayingSessionInEditor() |
Returns true if we are currently either PIE/SIE in the editor, false if we are not (even if we would start next tick). |
|
|
IsPlayingViaLauncher() |
This chunk is used for Play Via Launcher settings. |
|
|
IsPlayingWithOnlinePIE() |
||
|
IsPlaySessionInProgress() |
Returns true if Playing in Editor, Simulating in Editor, or are either of these queued to start on the next tick. |
|
|
IsPlaySessionRequestQueued() |
Returns true if we are going to start PIE/SIE on the next tick, false if we are not (or if we are already in progress). |
|
|
IsRealTimeAudioMuted() |
Access user setting for audio mute. |
|
|
IsSimulateInEditorInProgress() |
Returns true if we are currently Simulating in Editor, or are going to start Simulating in Editor on the next tick. |
|
|
IsSimulateInEditorQueued() |
Returns true if we are going to start Simulating in Editor on the next tick, false if we are not (or we are already simulating). |
|
|
IsSimulatingInEditor() |
Returns true if we are currently Simulating in Editor, false if we are not (even if we would next tick). |
|
|
IsTimerManagerValid() |
Returns true if the editors timer manager is valid (may not be during early startup); |
|
|
IsTransactionActive() |
||
|
IsVRPreviewActive() |
Returns true if the user has queued a Play in Editor (in VR Mode) or one is currently running. |
|
|
IsWorldSettingsSelected() |
Returns True is a world info Actor is selected |
|
|
LaunchNewProcess ( |
Launch a new process with settings pulled from the specified parameters. |
|
|
LoadAndSelectAssets ( |
Ensures the assets specified are loaded and adds them to the global selection set |
|
|
LoadEditorFeatureLevel() |
Function pair used to save and restore the global feature level |
|
|
LoadMapListFromIni |
Load the list of maps from the given section of the Editor.ini file Supports sections contains other sections - but DOES NOT HANDLE CIRCULAR REFERENCES!!! |
|
|
TSharedPtr< ... |
MakeAssetReferenceFilter ( |
|
|
MapBrushGet ( |
Put the first selected brush into the current Brush. |
|
|
mapBrushPut() |
Replace all selected brushes with the current Brush. |
|
|
MapSelectFlags |
||
|
MapSelectOperation ( |
Map brush selection virtuals from EditorCsg.cpp. |
|
|
mapSendToFirst ( |
Send all selected brushes in a level to the front of the hierarchy. |
|
|
mapSendToLast ( |
Send all selected brushes in a level to the back of the hierarchy. |
|
|
mapSendToSwap ( |
Swaps position in the actor list for the first two selected actors in the current level |
|
|
MapSetBrush |
||
|
MoveActorInFrontOfCamera |
Moves an actor in front of a camera specified by the camera's origin and direction. |
|
|
MoveViewportCamerasToActor |
Moves all viewport cameras to focus on the provided array of actors. |
|
|
MoveViewportCamerasToActor ( |
Moves all viewport cameras to focus on the provided array of actors. |
|
|
MoveViewportCamerasToActor |
Moves all viewport cameras to the target actor. |
|
|
MoveViewportCamerasToBox |
Moves all viewport cameras to focus on the provided bounding box. |
|
|
MoveViewportCamerasToComponent ( |
Moves all viewport cameras to focus on the provided component. |
|
|
MuteRealTimeAudio ( |
Set user setting for audio mute. |
|
|
UWorld * |
NewMap() |
Clears out the current map, if any, and creates a new blank map. |
|
NoteActorMovement() |
||
|
NoteSelectionChange ( |
||
|
OnAllPIEInstancesStarted() |
Called when all PIE instances have been successfully logged in |
|
|
FOnBeginTran... |
OnBeginCameraMovement() |
|
|
FOnBeginTran... |
OnBeginObjectMovement() |
|
|
FBlueprintCo... |
OnBlueprintCompiled() |
|
|
FBlueprintPr... |
OnBlueprintPreCompile() |
|
|
FBlueprintRe... |
OnBlueprintReinstanced() |
|
|
FClassPackag... |
OnClassPackageLoadedOrUnloaded() |
|
|
FOnEndTransf... |
OnEndCameraMovement() |
|
|
FOnEndTransf... |
OnEndObjectMovement() |
|
|
FExecParticl... |
OnExecParticleInvoked() |
|
|
FHLODActorAd... |
OnHLODActorAdded() |
|
|
FHLODActorMo... |
OnHLODActorMoved() |
|
|
FHLODActorRe... |
OnHLODActorRemovedFromCluster() |
|
|
FHLODLevelsA... |
OnHLODLevelsArrayChanged() |
|
|
FHLODMeshBui... |
OnHLODMeshBuild() |
|
|
FHLODTransit... |
OnHLODTransitionScreenSizeChanged() |
|
|
FViewportCli... |
OnLevelViewportClientListChanged() |
Called when the level editor viewport clients list changed |
|
OnLoginPIEComplete ( |
Delegate called as each PIE instance login is complete, continues creating the PIE world for a single instance |
|
|
OnLoginPIEComplete_Deferred ( |
Above function but called a frame later, to stop PIE login from happening from a network callback |
|
|
FOnMakeAsset... |
OnMakeAssetReferenceFilter() |
|
|
EAppReturnTy... |
OnModalMessageDialog ( |
Displays a modal message dialog |
|
FObjectsRepl... |
OnObjectsReplaced() |
|
|
OnOpenMatinee() |
Called when Matinee is opened |
|
|
OnPostSaveWorld |
Invoked after a UWorld is saved to update editor systems |
|
|
OnPreSaveWorld |
Invoked before a UWorld is saved to update editor systems |
|
|
FPreviewFeat... |
OnPreviewFeatureLevelChanged() |
Return the delegate that is called when the preview feature level changes |
|
OnSceneMaterialsModified() |
This function should be called to notify the editor that new materials were added to our scene or some materials were modified |
|
|
OnShouldLoadOnTop ( |
Returns whether an object should replace an exisiting one or not |
|
|
FShouldOpenM... |
OnShouldOpenMatinee() |
|
|
OnSourceControlDialogClosed ( |
Delegate used when a source control connection dialog has been closed. |
|
|
OnSwitchWorldForSlatePieWindow ( |
Hack to switch worlds for the PIE window before and after a slate event |
|
|
OnSwitchWorldsForPIE |
Called via a delegate to toggle between the editor and pie world |
|
|
FViewportCli... |
OnViewportClientListChanged() |
|
|
OnViewportCloseRequested ( |
Handler for when viewport close request is made. |
|
|
OpenMatinee ( |
Open the Matinee tool to edit the supplied MatineeActor. |
|
|
PackageIsAMapFile |
Check whether the specified package file is a map |
|
|
ParentActors ( |
Parents one actor to another Check the validity of this call with CanParentActors(). |
|
|
ParseMapSectionIni |
Check the InCmdParams for "MAPINISECTION= |
|
|
PasteSelectedActorsFromClipboard |
Pastes selected actors from the clipboard. |
|
|
PlayEditorSound ( |
Plays an editor sound, loading the sound on demand if necessary (if the user has sounds enabled.) The reference to the sound asset is not retained. |
|
|
PlayEditorSound ( |
Plays an editor sound (if the user has sounds enabled.) |
|
|
PlayMap |
Makes a request to start a play from editor session (in editor or on a remote platform) |
|
|
PlayPreviewSound ( |
Plays a preview of a specified sound or node |
|
|
PlaySessionPaused() |
Called when the debugger has paused the active PIE or SIE session |
|
|
PlaySessionResumed() |
Called when the debugger has resumed the active PIE or SIE session |
|
|
PlaySessionSingleStepped() |
Called when the debugger has single-stepped the active PIE or SIE session |
|
|
polyFindMaster |
Find the Brush EdPoly corresponding to a given Bsp surface. returns true if poly not available |
|
|
polyGetLinkedPolys |
Populates a list with all polys that are linked to the specified poly. |
|
|
polyGetOuterEdgeList |
Takes a list of polygons and returns a list of the outside edges (edges which are not shared by other polys in the list). |
|
|
polyIntersectSet ( |
||
|
polyMemorizeSet ( |
||
|
polyRememberSet ( |
||
|
polySelectAdjacentFloors |
||
|
polySelectAdjacents |
||
|
polySelectAdjacentSlants |
||
|
polySelectAdjacentWalls |
||
|
polySelectAll ( |
Bsp Poly selection virtuals from EditorCsg.cpp. |
|
|
polySelectCoplanars |
||
|
polySelectMatchingBrush ( |
||
|
polySelectMatchingGroups ( |
||
|
polySelectMatchingItems ( |
||
|
polySelectMatchingMaterial |
Selects surfaces whose material matches that of any selected surfaces. |
|
|
polySelectMatchingResolution |
Selects surfaces whose lightmap resolution matches that of any selected surfaces. |
|
|
polySelectReverse ( |
||
|
polySelectZone ( |
||
|
polySetAndClearPolyFlags |
Sets and clears all Bsp node flags. Affects all nodes, even ones that don't really exist. |
|
|
polySplitOverlappingEdges |
Takes a list of polygons and creates a new list of polys which have no overlapping edges. |
|
|
polyTexPan |
Pan textures on selected polys. Doesn't do transaction tracking. |
|
|
polyTexScale |
Scale textures on selected polys. Doesn't do transaction tracking. |
|
|
polyUnionSet ( |
||
|
polyUpdateMaster |
Update a the master brush EdPoly corresponding to a newly-changed poly to reflect its new properties. |
|
|
polyXorSet ( |
||
|
PostCreatePIEWorld ( |
Common init shared by CreatePIEWorldByDuplication and CreatePIEWorldBySavingToTemp |
|
|
FGameInstanc... |
PreCreatePIEServerInstance |
Called before creating a PIE server instance. |
|
ProcessDebuggerCommands ( |
Called when game client received input key |
|
|
RebuildAlteredBSP() |
Rebuilds levels containing currently selected brushes and should be invoked after a brush has been modified |
|
|
RebuildLevel ( |
Quickly rebuilds a single level (no bounds build, visibility testing or Bsp tree optimization). |
|
|
RebuildMap ( |
Rebuilds the map. |
|
|
RebuildModelFromBrushes |
Builds up a model from a set of brushes. Used by RebuildLevel. |
|
|
RebuildStaticNavigableGeometry ( |
Turns all navigable static geometry of ULevel into polygon soup stored in passed Level (ULevel::StaticNavigableGeometry) |
|
|
RedoTransaction() |
||
|
RedrawAllViewports ( |
Redraws all editor viewport clients. |
|
|
RedrawLevelEditingViewports ( |
Redraws all level editing viewport clients. |
|
|
RegisterForUndo ( |
Register a client tool to receive undo events |
|
|
ReimportFbxAnimation ( |
Reimport animation using SourceFilePath and SourceFileStamp |
|
|
RemoveLevelViewportClients ( |
Remove a level editor viewport client |
|
|
RemovePerspectiveViewRotation |
Remove the roll, pitch and/or yaw from the perspective viewports' cameras. |
|
|
RemoveViewportClients ( |
Remove a viewport client |
|
|
RemoveViewportsRealtimeOverride() |
Removes the current realtime override. |
|
|
RenameObject ( |
Object management. |
|
|
ReplaceActors ( |
Replaces specified Actors with the same number of a different kind of Actor using the specified factory to spawn the new Actors note that only Location, Rotation, Drawscale, Drawscale3D, Tag, and Group are copied from the old Actors |
|
|
ReplaceSelectedActors ( |
Replaces the selected Actors with the same number of a different kind of Actor using the specified factory to spawn the new Actors note that only Location, Rotation, Drawscale, Drawscale3D, Tag, and Group are copied from the old Actors |
|
|
RequestEndPlayMap() |
Request that the current PIE/SIE session should end. |
|
|
RequestLateJoin() |
Request to create a new PIE window and join the currently running PIE session. |
|
|
RequestPlaySession ( |
Request a play session (Play in Editor, Play in New Process, Launcher) with the configured parameters. |
|
|
RequestToggleBetweenPIEandSIE() |
Makes a request to start a play from a Slate editor session |
|
|
ResetPivot() |
||
|
UAudioCompon... |
ResetPreviewAudioComponent ( |
Returns an audio component linked to the current scene that it is safe to play a sound on |
|
ResetTransaction ( |
||
|
RotGridSizeDecrement() |
Decreased the rotational snap grid setting (will not decrease passed the minimum value) |
|
|
RotGridSizeIncrement() |
Increase the rotational snap grid setting (will not increase passed the maximum value) |
|
|
SafeExec ( |
Execute a command that is safe for rebuilds. |
|
|
FSavePackage... |
Save ( |
The editor wrapper for UPackage::Save. |
|
SaveEditorFeatureLevel() |
||
|
SaveMapsForPlaySession() |
Asks the player to save dirty maps, if this fails it will return false. |
|
|
SavePackage ( |
The editor wrapper for UPackage::SavePackage. |
|
|
SelectActor |
Selection. |
|
|
SelectAllActorsControlledByMatinee() |
Selects all actors controlled by currently selected MatineeActor |
|
|
SelectAllActorsWithClass ( |
Selects all actors with the same class as the current selection |
|
|
SelectBSPSurf |
Selects or deselects a BSP surface in the persistent level's UModel. |
|
|
SelectByPropertyColoration ( |
Selects actors that match the property coloration settings. |
|
|
SelectComponent ( |
||
|
SelectGroup ( |
||
|
SelectLevelInLevelBrowser ( |
Selects the currently selected actor(s) levels in the level browser |
|
|
AActor * |
SelectNamedActor ( |
|
|
SelectNone |
Deselect all actors. Does nothing if GEdSelectionLock is true. |
|
|
SetGridSize ( |
Sets the selected positional snap grid setting |
|
|
SetPIEInstanceWindowSwitchDelegate ( |
Sets the delegate for when the focused PIE window is changed |
|
|
SetPivot |
Sets the editor's pivot location, and optionally the pre-pivots of actors. |
|
|
SetPreviewMeshMode ( |
Changes the state of preview mesh mode to on or off. |
|
|
SetPreviewPlatform ( |
Call this function to change the feature level and to override the material quality platform of the editor and PIE worlds |
|
|
SetPropertyColorationTarget ( |
Sets property value and property chain to be used for property-based coloration. |
|
|
SetRealTimeAudioVolume ( |
Set user setting for audio mute. Fractional volume 0.0->1.0 |
|
|
SetRotGridSize ( |
Sets the selected Rotational snap grid setting |
|
|
SetScaleGridSize ( |
||
|
SetSelectionStateOfLevel ( |
Restore the selection state of the current level (its actors and components) from a previous state. |
|
|
SetViewportsRealtimeOverride |
Overrides the realtime state all viewports until RemoveViewportsRealtimeOverride is called. |
|
|
ShouldAbortActorDeletion() |
Checks the state of the selected actors and notifies the user of any potentially unknown destructive actions which may occur as the result of deleting the selected actors. |
|
|
ShouldAbortBecauseOfPIEWorld() |
If a PIE world exists, give the user the option to terminate it. |
|
|
ShouldAbortBecauseOfUnsavedWorld() |
If an unsaved world exists that would be lost in a map transition, give the user the option to cancel a map load. |
|
|
ShouldEndPlayMap() |
||
|
ShouldOpenMatinee ( |
Show a (Suppressable) warning dialog to remind the user he is about to lose his undo buffer |
|
|
SnapObjectTo ( |
Snaps an actor in a direction. |
|
|
SnapViewTo ( |
Snaps the view of the camera to that of the provided actor. |
|
|
SpawnPlayFromHereStart |
Spawns a PlayFromHere playerstart in the given world |
|
|
SpawnPlayFromHereStart |
Spawns a PlayFromHere playerstart in the given world if there is a location set to spawn in. |
|
|
StartCookByTheBookInEditor |
Start cook by the book in the editor process space |
|
|
StartPlayInEditorSession ( |
Start a Play in Editor session with the given parameters. |
|
|
StartPlayInNewProcessSession ( |
Start a Play in New Process session with the given parameters. |
|
|
StartPlayUsingLauncherSession ( |
Start a Launcher session with the given parameters. |
|
|
StartQueuedPlaySessionRequest() |
Kicks off a "Request Play Session" request if there is one set. |
|
|
StartQueuedPlaySessionRequestImpl() |
Start the queued Play Session Request. |
|
|
StoreWindowSizeAndPositionForInstanceIndex |
Stores the position of the window for that instance index. |
|
|
SupportsOnlinePIE() |
This chunk is for Play in Editor. |
|
|
SyncActorLevelsToContentBrowser() |
Syncs the selected actors' levels to the content browser |
|
|
SyncBrowserToObjects ( |
Synchronizes the content or generic browser's selected objects to the collection specified. |
|
|
SyncBrowserToObjects |
Synchronizes the content or generic browser's selected objects to the collection specified. |
|
|
SyncToContentBrowser() |
Syncs the selected actors objects to the content browser |
|
|
TakeHighResScreenShots() |
Triggers a high res screen shot for current editor viewports. |
|
|
TeardownPlaySession ( |
Destroy the current play session and perform miscellaneous cleanup |
|
|
ToggleBetweenPIEandSIE ( |
Toggles PIE to SIE or vice-versa |
|
|
ToggleFeatureLevelPreview() |
Toggle the feature level preview |
|
|
ToggleSelectedActorMovementLock() |
Toggles the movement lock on selected actors so they may or may not be moved with the transform widgets |
|
|
TransferEditorSelectionToSIEInstances() |
Transfers the current Editor Selection to their SIE counterparts. |
|
|
UndoTransaction ( |
||
|
UnregisterForUndo ( |
Unregister a client from receiving undo events |
|
|
UpdateBuildLighting() |
Updates the asynchronous static light building |
|
|
UpdatePreviewMesh() |
Updates the position of the preview mesh in the level. |
|
|
UpdateSingleViewportClient ( |
Updates a single viewport |
|
|
AActor * |
UseActorFactory ( |
Uses the supplied factory to create an actor at the clicked location and adds to level. |
|
AActor * |
UseActorFactoryOnCurrentSelection ( |
Uses the supplied factory to create an actor at the clicked location and adds to level. |
|
UsePercentageBasedScaling() |
||
|
WarnAboutHiddenLevels |
Warns the user of any hidden levels, and prompts them with a Yes/No dialog for whether they wish to continue with the operation. |
|
|
WarnIfLightingBuildIsCurrentlyRunning() |
Checks if asynchronous lighting is building, if so, it throws a warning notification and returns true |
Name | Description | ||
---|---|---|---|
|
BeginTransaction |
||
|
CancelTransaction ( |
||
|
UWorld * |
CreatePIEWorldByDuplication ( |
This should only ever be called for a EditorEngine. |
|
EndTransaction() |
||
|
FocusNextPIEWorld |
||
|
ERHIFeatureL... |
GetDefaultWorldFeatureLevel() |
The feature used to create new worlds, by default. |
|
GetMapBuildCancelled() |
Returns whether or not the map build in progressed was canceled by the user. |
|
|
float |
GetMaxTickRate ( |
Get tick rate limiter. Get tick rate limitor. |
|
UGameViewpor... |
GetNextPIEViewport ( |
|
|
GetPropertyColorationColor |
Computes a color to use for property coloration for the given object. |
|
|
HandleBrowseToDefaultMapFailure ( |
Attempts to gracefully handle a failure to travel to the default map. |
|
|
HandleNetworkFailure ( |
Notification of network error messages, allows the engine to handle the failure |
|
|
HandleTravelFailure ( |
Notification of server travel error messages, generally network connection related (package verification, client server handshaking, etc) allows the engine to handle the failure |
|
|
Init ( |
Initialize the game engine. |
|
|
InitializeObjectReferences() |
Loads all Engine object references from their corresponding config entries. |
|
|
IsSettingUpPlayWorld() |
Mostly done to check if PIE is being set up, go GWorld is going to change, and it's not really the_G_World NOTE: hope this goes away once PIE and regular game triggering are not that separate code paths |
|
|
NotifyToolsOfObjectReplacement |
||
|
ProcessToggleFreezeCommand ( |
Handles freezing/unfreezing of rendering |
|
|
ProcessToggleFreezeStreamingCommand ( |
Handles frezing/unfreezing of streaming |
|
|
ResetPIEAudioSetting ( |
||
|
SetMapBuildCancelled ( |
Sets the flag that states whether or not the map build was canceled. |
|
|
ShouldDrawBrushWireframe ( |
Allows the editor to accept or reject the drawing of wire frame brush shapes based on mode and tool. |
|
|
ShouldThrottleCPUUsage() |
||
|
Tick ( |
Update everything. |
|
|
WorldIsPIEInNewViewport ( |
Name | Description | ||
---|---|---|---|
|
FinishDestroy() |
Called to finish destroying the object. |
|
|
PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
Name | Description | ||
---|---|---|---|
|
Exec ( |
Exec handler |
Name | Description | ||
---|---|---|---|
|
AddReferencedObjects ( |
Pure virtual that must be overloaded by the inheriting class. |
|
|
GetReferencerName() |
Use this method to report a name for your referencer. |
Name |
Description |
|
---|---|---|
|
FBlueprintCompiledEvent |
Called when a Blueprint compile is completed. |
|
FBlueprintPreCompileEvent |
Called prior to a Blueprint compile |
|
FBlueprintReinstanced |
Called by the blueprint compiler after a blueprint has been compiled and all instances replaced, but prior to garbage collection. |
|
FClassPackageLoadedOrUnloadedEvent |
Called when a package with data-driven classes becomes loaded or unloaded |
|
FExecParticleInvoked |
Called when the editor has been asked to perform an exec command on particle systems. |
|
FHLODActorAddedEvent |
Editor-only event triggered when a HLOD Actor is added to a cluster |
|
FHLODActorMarkedDirtyEvent |
Editor-only event triggered when a HLOD Actor is marked dirty |
|
FHLODActorMovedEvent |
Editor-only event triggered when a HLOD Actor is moved between clusters |
|
FHLODActorRemovedFromClusterEvent |
|
|
FHLODLevelsArrayChangedEvent |
Editor-only event triggered when a HLOD level is added or removed |
|
FHLODMeshBuildEvent |
Editor-only event triggered when a HLOD Actor's mesh is build |
|
FHLODTransitionScreenSizeChangedEvent |
Editor-only event triggered when a HLOD Actor is marked dirty |
|
FLauncherCachedInfo |
|
|
FObjectReimported |
Called when an object is reimported. |
|
FObjectsReplacedEvent |
|
|
FOnBeginTransformCamera |
Editor-only event triggered before the camera viewed through the viewport is moved by an editor system |
|
FOnBeginTransformObject |
Editor-only event triggered before an actor or component is moved, rotated or scaled by an editor system |
|
FOnEndTransformCamera |
Editor-only event triggered after the camera viewed through the viewport has been moved by an editor system |
|
FOnEndTransformObject |
Editor-only event triggered after actor or component has moved, rotated or scaled by an editor system |
|
FPlayOnPCInfo |
This chunk is used for Play In New Process. |
|
FViewportClientListChangedEvent |
Called when the viewport clients list changed |
Name |
Description |
|
---|---|---|
|
EMapRebuildType |
Rebuilds the map. |
|
EMousePositionType |
Used for generating status bar text |
Name |
Description |
---|---|
FOnMakeAssetReferenceFilter |
Returns a filter to restruct what assets show up in asset pickers based on what the selection is used for (i.e. what will reference the assets) |
FPIEInstanceWindowSwitch |
|
FPreviewFeatureLevelChanged |
A delegate that is called when the preview feature level changes. |
FSelectCommand |
Delegate definition for the execute function that follows |
FSelectInWorldCommand |
|
FShouldOpenMatineeCallback |
Gets a delegate that is executed when a matinee is requested to be opened |
ReplacementObjectMap |
Called when uobjects have been replaced to allow others a chance to fix their references. |
Name | Description | ||
---|---|---|---|
|
bAtLeastOnePIELoginFailed |
This has moved to the current session instead (stored in FPlayInEditorSessionInfo) |
|
|
uint32: 1 |
bGroupingActive |
bGroupingActive has been deprecated. Use UActorGroupingUtils::IsGroupingActive instead |
|
uint32: 1 |
bHasPlayWorldPlacement |
Use FRequestPlaySessionParams::HasPlayWorldPlacement() on the queued/current session instead. |
|
uint32: 1 |
bIsPlayWorldQueued |
Use IsPlaySessionQueued() or IsPlaySessionInProgress() instead. |
|
uint32: 1 |
bIsSimulateInEditorQueued |
Use IsSimulateInEditorQueued() or IsSimulateInEditorInProgress() instead. |
|
uint32: 1 |
bIsSimulatingInEditor |
Use IsSimulateInEditorInProgress instead. |
|
bStartLateJoinersInSpectatorMode |
This has moved to the current session instead (stored in FPlayInEditorSessionInfo) |
|
|
uint32: 1 |
bUseMobilePreviewForPlayWorld |
Use FRequestPlaySessionParams::SessionPreviewTypeOverride on the queued/current session instead. |
|
uint32: 1 |
bUseVRPreviewForPlayWorld |
Use FRequestPlaySessionParams::SessionPreviewTypeOverride on the queued/current session instead. |
|
uint32: 1 |
GodMode |
This variable is no longer read. |
|
NumOnlinePIEInstances |
Use FRequestPlaySessionParams::NumOustandingPIELogins instead. |
|
|
PIEInstance |
This has moved to the current session instead (stored in FPlayInEditorSessionInfo) |
|
|
PIEInstancesToLogInCount |
This has moved to the current session instead (stored in FPlayInEditorSessionInfo) |
|
|
PlayInEditorViewportIndex |
This isn't read and was replaced by RequestedDestinationSlateViewport. |
|
|
PlayWorldLocation |
Use the Request Parameters to specify this instead. Can be read from the current session if it was set in the request. |
|
|
PlayWorldRotation |
Use the Request Parameters to specify this instead. Can be read from the current session if it was set in the request. |
|
|
TWeakPtr< class... |
RequestedDestinationSlateViewport |
This is stored as part of the FRequestPlaySessionParams now. |
|
ServerPrefix |
This has moved to the current session instead (stored in FPlayInEditorSessionInfo) |
|
|
SettingsIndex |
This has moved to the current session instead (stored in FPlayInEditorSessionInfo) |
Name | Description | ||
---|---|---|---|
|
AutomationPlayUsingLauncher ( |
Use RequestPlaySession and StartQueuedPlaySessionRequest instead. |
|
|
BroadcastHLODActorMarkedDirty ( |
This function is no longer used. |
|
|
UGameInstanc... |
CreatePIEGameInstance |
Override CreateInnerProcessPIEGameInstance instead. |
|
CreatePIEWorldFromLogin ( |
This is now handled as part of OnLoginPIEComplete_Deferred. |
|
|
DisableRealtimeViewports() |
To save and restore realtime state non-permanently use SetViewportsRealtimeOverride and RemoveViewportsRealtimeOverride |
|
|
IsUsingWorldAssets() |
IsUsingWorldAssets is now always true, remove any code that assumes it could be false |
|
|
MoveSelectedActorsToLevel ( |
MoveSelectedActorsToLevel has been deprecated. Use UEditorLevelUtils::MoveSelectedActorsToLevel instead |
|
|
FHLODActorMa... |
OnHLODActorMarkedDirty() |
This function is no longer used. |
|
FObjectReimp... |
OnObjectReimported() |
Use the ImportSubsystem instead. GEditor->GetEditorSubsystem |
|
PlayInEditor |
Override StartPlayInEditorSession(FRequestPlaySessionParams& InRequestParams) instead. InWorld is GetEditorWorldContext().World(), and the other arguments come from InRequestParams now. |
|
|
PlayUsingLauncher() |
Use RequestPlaySession with parameters configured to provide a launcher target instead. |
|
|
RequestPlaySession ( |
Use the overload of RequestPlaySession which takes a FRequestPlaySessionParams instead. |
|
|
RequestPlaySession |
Use the overload of RequestPlaySession which takes a FRequestPlaySessionParams instead. |
|
|
RequestPlaySession |
Use the overload of RequestPlaySession which takes a FRequestPlaySessionParams instead. |
|
|
RestoreRealtimeViewports() |
To save and restore realtime state non-permanently use SetViewportsRealtimeOverride and RemoveViewportsRealtimeOverride |
|
|
SpawnIntraProcessPIEWorlds |
This non-online flow is now deprecated and is shared with normal online flow. See OnLoginPIEComplete_Deferred instead. |
|
|
StartQueuedPlayMapRequest() |
Call StartQueuedPlaySessionRequest, or override StartQueuedPlaySessionRequestImpl instead. |