InteractiveToolsFramework

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Classes

Name

Description

Public class

AInternalToolFrameworkActor

AInternalToolFrameworkActor is a base class for internal Actors that the ToolsFramework may spawn (for gizmos, mesh previews, etc).

Public class

FActivateToolChange

FActivateToolChange is used by UInteractiveToolManager to change the active tool.

Public struct

FActiveGizmo

Public class

FBeginToolChange

FBeginToolChange is used by UInteractiveToolManager to back out of a Tool on Undo.

Public struct

FBehaviorInfo

This is an internal structure used by UInputBehaviorSet.

Public struct

FComponentMaterialSet

FComponentMaterialSet is the set of materials assigned to a component (ie Material Slots on a StaticMesh)

Public class

FComponentTargetFactory

Public struct

FDeviceButtonState

Current State of a physical device button (mouse, key, etc) at a point in time.

Public struct

FGeneratedStaticMeshAssetConfig

FGeneratedStaticMeshAssetConfig is passed to IToolsContextAssetAPI::GenerateStaticMeshActor() to provide the underlying mesh, materials, and configuration settings.

Public struct

FInputCaptureData

An active capturing behavior may need to keep track of additional data that cannot be stored within the behavior (for example if the same behavior instance is capturing for Left and Right separately).

Public struct

FInputCapturePriority

Each UInputBehavior provides a priority that is used to help resolve situations when multiple Behaviors want to capture based on the same input event

Public struct

FInputCaptureRequest

UInputBehavior returns an FInputCaptureRequest from WantsCapture() to indicate whether it wants to capture or ignore an input event

Public struct

FInputCaptureUpdate

IInputBehavior returns an FInputCaptureUpdate from BeginCapture() and UpdateCapture(), which indicates to the InputRouter what the Behavior would like to have happen.

Public struct

FInputDeviceRay

FInputDeviceRay represents a 3D ray created based on an input device.

Public struct

FInputDeviceState

Current state of physical input devices at a point in time.

Public struct

FInputRayHit

FInputRayHit is returned by various hit-test interface functions.

Public struct

FInteractiveToolAction

FInteractiveToolAction is returned by a UInteractiveTool to represent an "Action" the Tool can execute.

Public class

FInteractiveToolActionSet

FInteractiveToolActionSet maintains a list of FInteractiveToolAction.

Public struct

FInteractiveToolInfo

FInteractiveToolInfo provides information about a tool (name, tooltip, etc)

Public class

FInteractiveToolsFrameworkModule

Public struct

FKeyboardInputDeviceState

Current state of active keyboard key at a point in time

Public struct

FMouseInputDeviceState

Current State of a physical Mouse device at a point in time.

Public class

FPrimitiveComponentTarget

Wrapper around a UObject Component that can provide a MeshDescription, and (optionally) bake a modified MeshDescription back to this Component.

Public struct

FSceneSnapQueryRequest

Configuration variables for a IToolsContextQueriesAPI snap query request.

Public struct

FSceneSnapQueryResult

Computed result of a IToolsContextQueriesAPI snap query request

Public struct

FSelectedOjectsChangeList

Represents a change to a set of selected Actors and Components

Public struct

FToolBuilderState

FToolBuilderState is a bucket of state information that a ToolBuilder might need to construct a Tool.

Public class

FToolChangeWrapperChange

FToolChangeWrapperChange wraps an FChange emitted by an InteractiveTool, allowing us to Expire the change without each FChange implementation needing to handle this explicitly.

Public class

FToolCommandChange

FToolCommandChange is a base class for command changes used by the Tools Framework.

Public class

FToolDataVisualizer

FToolDataVisualizer is a utility class for Tool and Gizmo implementations to use to draw 3D lines, points, etc.

Public struct

FViewCameraState

FViewCameraState is a bucket of state information that a Tool might need to implement interactions that depend on the current scene view.

Public class

IInputBehaviorSource

UObjects that implement IInputBehaviorSource have an UInputBehaviorSet that they can provide (to UInputRouter, primarily)

Public class

IToolCommandChangeSource

IToolCommandChangeSource is a generic interface for generating a change object.

Public class

IToolContextTransactionProvider

IToolContextTransactionProvider is a UInterface that defines several functions that InteractiveTool code uses to interface with the higher-level transaction system.

Public class

IToolFrameworkComponent

IToolFrameworkComponent is an interface we can attach to custom Components used in the Tools framework.

Public class

IToolsContextAssetAPI

Users of the Tools Framework need to provide an IToolsContextAssetAPI implementation that allows Packages and Assets to be created/saved.

Public class

IToolsContextQueriesAPI

Users of the Tools Framework need to implement IToolsContextQueriesAPI to provide access to scene state information like the current UWorld, active USelections, etc.

Public class

IToolsContextRenderAPI

Users of the Tools Framework need to implement IToolsContextRenderAPI to allow Tools, Indicators, and Gizmos to make low-level rendering calls for things like line drawing.

Public class

IToolsContextTransactionsAPI

Users of the Tools Framework need to implement IToolsContextTransactionsAPI so that the Tools have the ability to create Transactions and emit Changes.

Public class

UInputBehavior

An InputBehavior implements a state machine for a user interaction.

Public class

UInputBehaviorSet

UInputBehaviorSet manages a set of UInputBehaviors, and provides various functions to query and forward events to the set.

Public class

UInputBehaviorSource

UInterface for IInputBehavior.

Public class

UInputRouter

UInputRouter mediates between a higher-level input event source (eg like an FEdMode) and a set of InputBehaviors that respond to those events.

Public class

UInteractionMechanic

A UInteractionMechanic implements a "user interaction".

Public class

UInteractiveGizmo

UInteractiveGizmo is the base class for all Gizmos in the InteractiveToolsFramework.

Public class

UInteractiveGizmoBuilder

A UInteractiveGizmoBuilder creates a new instance of an InteractiveGizmo (basically this is a Factory).

Public class

UInteractiveGizmoManager

UInteractiveGizmoManager allows users of the Tools framework to create and operate Gizmo instances.

Public class

UInteractiveTool

UInteractiveTool is the base class for all Tools in the InteractiveToolsFramework.

Public class

UInteractiveToolBuilder

A UInteractiveToolBuilder creates a new instance of an InteractiveTool (basically this is a Factory).

Public class

UInteractiveToolManager

UInteractiveToolManager allows users of the tools framework to create and operate Tool instances.

Public class

UInteractiveToolPropertySet

A UInteractiveTool contains a set of UObjects that contain "properties" of the Tool, ie the configuration flags, parameters, etc that control the Tool.

Public class

UInteractiveToolsContext

InteractiveToolsContext owns a ToolManager and an InputRouter.

Public class

UMeshSelectionSet

UMeshSelectionSet is an implementation of USelectionSet that represents selections on indexed meshes.

Public class

UMultiSelectionTool

Public class

USelectionSet

USelectionSet is a base class for Selection objects.

Public class

USingleSelectionTool

Public class

UToolContextTransactionProvider

Public class

UToolFrameworkComponent

UInterface for IToolFrameworkComponent.

Typedefs

Enums

Name

Description

Public enum

EInputCaptureRequestType

Used by FInputCaptureRequest to indicate whether the InputBehavior wants to capture or ignore an input event

Public enum

EInputCaptureSide

Input can be captured separately for Left and Right sides (eg for VR controllers) Currently mouse is Left.

Public enum

EInputCaptureState

FInputCaptureUpdate uses this type to indicate what state the capturing Behavior would like to transition to, based on the input event

Public enum

EInputDevices

Input event data can be applicable to many possible input devices.

Public enum

EMeshSelectionElementType

Public enum

ESceneSnapQueryTargetType

Types of snap targets that a Tool may want to run snap queries against.

Public enum

ESceneSnapQueryType

Types of Snap Queries that a ToolsContext parent may support, that Tools may request

Public enum

ESelectedObjectsModificationType

Type of change we want to apply to a selection

Public enum

EStandardToolActions

Standard Actions that can be shared across multiple Tools.

Public enum

EStandardToolContextMaterials

Types of standard materials that Tools may request from Context

Public enum

EToolChangeTrackingMode

UInteractiveToolManager can emit change events for the active tool in various ways.

Public enum

EToolContextCoordinateSystem

Types of coordinate systems that a Tool/Gizmo might use

Public enum

EToolMessageLevel

Level of severity of messages emitted by Tool framework

Public enum

EToolShutdownType

Passed to UInteractiveTool::Shutdown to indicate how Tool should shut itself down

Public enum

EToolSide

A Tool can be activated on a particular input device, currently identified by a "side"

Public enum

ETransformGizmoSubElements

ETransformGizmoSubElements identifies the sub-elements of a standard 3-axis transformation Gizmo.

Functions

Name Description

Public function

void

 

AddComponentTargetFactory

Add a factory method to make ComponentTarget from UPrimitiveComponent*

Public function

bool

 

CanMakeComponentTarget

(
    UActorComponent* Component
)

Determine whether a TargetComponent can be created for the given Component

Public function

TUniquePtr< ...

 

MakeComponentTarget

(
    UPrimitiveComponent* Component
)

Create a TargetComponent for the given Component

Public function

constexpr bo...

 

operator!

(
    EInputDevices E
)

Public function

constexpr bo...

 

operator!

Public function

constexpr bo...

 

operator!

Public function

constexpr ES...

 

operator&

Public function

constexpr ET...

 

operator&

Public function

constexpr EI...

 

operator&

(
    EInputDevices Lhs,
    EInputDevices Rhs
)

Public function

ESceneSnapQu...

 

operator&=

Public function

EInputDevice...

 

operator&=

(
    EInputDevices& Lhs,
    EInputDevices Rhs
)

Public function

ETransformGi...

 

operator&=

Public function

constexpr EI...

 

operator^

(
    EInputDevices Lhs,
    EInputDevices Rhs
)

Public function

constexpr ET...

 

operator^

Public function

constexpr ES...

 

operator^

Public function

ETransformGi...

 

operator^=

Public function

EInputDevice...

 

operator^=

(
    EInputDevices& Lhs,
    EInputDevices Rhs
)

Public function

ESceneSnapQu...

 

operator^=

Public function

constexpr ES...

 

operator|

Public function

constexpr EI...

 

operator|

(
    EInputDevices Lhs,
    EInputDevices Rhs
)

Public function

constexpr ET...

 

operator|

Public function

ESceneSnapQu...

 

operator|=

Public function

ETransformGi...

 

operator|=

Public function

EInputDevice...

 

operator|=

(
    EInputDevices& Lhs,
    EInputDevices Rhs
)

Public function

constexpr EI...

 

operator~

(
    EInputDevices E
)

Public function

constexpr ES...

 

operator~

Public function

constexpr ET...

 

operator~

Public function

INTERACTIVET...

 

ToolBuilderUtil::CountComponents

(
    const FToolBuilderState& InputStat...,
    const TFunction< bool...
)

Count number of selected components that pass predicate.

Public function

int

 

ToolBuilderUtil::CountSelectedComponentsOfType

(
    const FToolBuilderState& InputStat...
)

Count number of components of given type.

Public function

INTERACTIVET...

 

ToolBuilderUtil::FindAllComponents

(
    const FToolBuilderState& InputStat...,
    const TFunction< bool...
)

First all components that passes predicate.

Public function

INTERACTIVET...

 

ToolBuilderUtil::FindFirstComponent

(
    const FToolBuilderState& InputStat...,
    const TFunction< bool...
)

First first available component that passes predicate.

Public function

ComponentTyp...

 

ToolBuilderUtil::FindFirstComponentOfType

(
    const FToolBuilderState& InputStat...
)

First first available component of given type.

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