FComponentEditorUtils

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MacOS
Linux

References

Module

UnrealEd

Header

/Engine/Source/Editor/UnrealEd/Public/Kismet2/ComponentEditorUtils.h

Include

#include "Kismet2/ComponentEditorUtils.h"

Syntax

class FComponentEditorUtils

Functions

Name Description

Public function Static

void

 

AdjustComponentDelta

(
    USceneComponent* Component,
    FVector& Drag,
    FRotator& Rotation
)

Potentially transforms the delta to be applied to a component into the appropriate space

Public function Static

bool

 

ApplyDefaultValueChange

(
    USceneComponent* InSceneCompon...,
    const FProperty* InProperty,
    const T& OldDefaultValue,
    const T& NewDefaultValue,
    int32 PropertyOffset
)

Given an instance of a template and a property, set a default value change to the instance (only if applicable)

Public function Static

bool

 

ApplyDefaultValueChange

(
    USceneComponent* InSceneCompon...,
    const FProperty* InProperty,
    const bool& OldDefaultValue,
    const bool& NewDefaultValue,
    int32 PropertyOffset
)

Bool specialization so it can properly handle bitfields.

Public function Static

bool

 

ApplyDefaultValueChange

(
    USceneComponent* InSceneCompon...,
    T& CurrentValue,
    const T& OldDefaultValue,
    const T& NewDefaultValue,
    bool bReregisterComponent
)

Given an instance of a template and a current value, propagates a default value change to the instance (only if applicable)

Public function Static

bool

 

AttemptApplyMaterialToComponent

(
    USceneComponent* SceneComponen...,
    UMaterialInterface* MaterialTo...,
    int32 OptionalMaterialSlot
)

Attempts to apply a material to a component at the specified slot.

Public function Static

void

 

BindComponentSelectionOverride

(
    USceneComponent* SceneComponen...,
    bool bBind
)

Ensures that the selection override delegate is properly bound for the supplied component This includes any attached editor-only primitive components (such as billboard visualizers)

Public function Static

bool

 

CanCopyComponent

(
    const UActorComponent* Compone...
)

Checks whether it is valid to copy the given component

Public function Static

bool

 

CanCopyComponents

(
    const TArray< UActorComponent*...
)

Checks whether it is valid to copy the indicated components

Public function Static

bool

 

CanDeleteComponents

(
    const TArray< UActorComponent*...
)

Determines whether the indicated components can be deleted

Public function Static

bool

 

CanEditComponentInstance

(
    const UActorComponent* ActorCo...,
    const UActorComponent* ParentS...,
    bool bAllowUserContructionScript
)

Is the instance component is editable

Public function Static

bool

 

CanPasteComponents

(
    USceneComponent* RootComponent,
    bool bOverrideCanAttach,
    bool bPasteAsArchetypes
)

Determines whether the current contents of the clipboard contain paste-able component information

Public function Static

void

 

CopyComponents

(
    const TArray< UActorComponent*...
)

Copies the selected components to the clipboard

Public function Static

int32

 

DeleteComponents

(
    const TArray< UActorComponent*...,
    UActorComponent*& OutComponent...
)

Deletes the indicated components and identifies the component that should be selected following the operation.

Public function Static

UActorCompon...

 

DuplicateComponent

(
    UActorComponent* TemplateCompo...
)

Duplicates a component instance and takes care of attachment and registration.

Public function Static

void

 

FillComponentContextMenuOptions

(
    UToolMenu* Menu,
    const TArray< UActorComponent*...
)

Populates the given menu with basic options for operations on components in the world.

Public function Static

UActorCompon...

 

FindMatchingComponent

(
    UActorComponent* ComponentInst...,
    const TInlineComponentArray< UActor...
)

Tries to find a match for ComponentInstance in the ComponentList.

Public function Static

FName

 

FindVariableNameGivenComponentInstance

(
    const UActorComponent* Compone...
)

Try to find the correct variable name for a given native component template or instance (which can have a mismatch)

Public function Static

FString

 

GenerateValidVariableName

(
    TSubclassOf< UActorComponent > InCo...,
    AActor* ComponentOwner
)

Generate a valid variable name string for the given component instance

Public function Static

FString

 

GenerateValidVariableNameFromAsset

(
    UObject* Asset,
    AActor* ComponentOwner
)

Generate a valid variable name string for the given component instance based on the name of the asset referenced by the component

Public function Static

void

 

GetComponentsFromClipboard

(
    TMap< FName, FName >& OutParentMap,
    TMap< FName, UActorComponent* ...,
    bool bGetComponentsAsArchetypes
)

Gets the copied components from the clipboard without attempting to paste/apply them in any way

Public function Static

FProperty &#...

 

GetPropertyForEditableNativeComponent

(
    const UActorComponent* NativeC...
)

Test if the native component is editable.

Public function Static

bool

 

IsComponentNameAvailable

(
    const FString& InString,
    UObject* ComponentOwner,
    const UActorComponent* Compone...
)

Test whether or not the given string is already the name string of a component on the the owner Optionally excludes an existing component from the check (ex. a component currently being renamed)

Public function Static

bool

 

IsValidVariableNameString

(
    const UActorComponent* InCompo...,
    const FString& InString
)

Test whether or not the given string is a valid variable name string for the given component instance

Public function Static

FComponentRe...

 

MakeComponentReference

(
    const AActor* ExpectedComponen...,
    const UActorComponent* Compone...
)

Make a FComponentReference from a component pointer.

Public function Static

void

 

PasteComponents

(
    TArray< UActorComponent* >& O...,
    AActor* TargetActor,
    USceneComponent* TargetCompone...
)

Attempts to paste components from the clipboard as siblings of the target component

Public function Static

void

 

PropagateDefaultValueChange

(
    USceneComponent* InSceneCompon...,
    const FProperty* InProperty,
    const T& OldDefaultValue,
    const T& NewDefaultValue,
    TSet< class USceneComponent* >...,
    int32 PropertyOffset
)

Given a template and a property, propagates a default value change to all instances (only if applicable)

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