FLevelEditorActionCallbacks

Implementation of various level editor action callback functions

Windows
MacOS
Linux

References

Module

LevelEditor

Header

/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h

Include

#include "LevelEditorActions.h"

Syntax

class FLevelEditorActionCallbacks

Remarks

Implementation of various level editor action callback functions

Functions

Name Description

Public function Static

bool

 

ActorSelected_CanExecute()

Checks to see if at least a single actor is selected

Public function Static

bool

 

ActorsSelected_CanExecute()

Checks to see if multiple actors are selected

Public function Static

AActor *

 

AddActor

(
    UActorFactory* ActorFactory,
    const FAssetData& AssetData,
    const FTransform* ActorLocatio...
)

Called when the AddActor command is executed

Public function Static

void

 

AddActor_Clicked

(
    UActorFactory* ActorFactory,
    FAssetData AssetData
)

Called when the AddActor command is executed

Public function Static

AActor *

 

AddActorFromClass

(
    UClass* ActorClass
)

Called when the AddActor command is executed and a class is selected in the actor browser

Public function Static

void

 

AddActorFromClass_Clicked

(
    UClass* ActorClass
)

Called when the AddActor command is executed and a class is selected in the actor browser

Public function Static

void

 

AddActorsToGroup_Clicked()

Called when the AddActorsToGroup command is executed

Public function Static

void

 

AlignBrushVerticesToGrid_Execute()

Aligns brush verticies to the nearest grid point.

Public function Static

void

 

AttachActorIteractive()

Called when the actor picker needs to be used to select a new parent actor

Public function Static

void

 

AttachSelectedActors()

Called when attach selected actors is pressed

Public function Static

void

 

AttachToActor

(
    AActor* ParentActorPtr
)

Public function Static

void

 

AttachToSocketSelection

(
    FName SocketName,
    AActor* ParentActorPtr
)

Public function Static

void

 

BrowseAPIReference()

Opens the API documentation CHM

Public function Static

void

 

BrowseCVars()

Creates an HTML file to browse the console variables and commands

Public function Static

void

 

BrowseDocumentation()

Opens the global documentation homepage

Public function Static

void

 

BrowseViewportControls()

Opens the viewport controls page

Public function Static

bool

 

Build_CanExecute()

Public function Static

void

 

Build_Execute()

Build callbacks

Public function Static

void

 

BuildAndSubmitToSourceControl_Execute()

Public function Static

void

 

BuildGeometryOnly_Execute()

Public function Static

void

 

BuildGeometryOnly_OnlyCurrentLevel_Execute()

Public function Static

void

 

BuildGrassMapsOnly_Execute()

Public function Static

bool

 

BuildLighting_CanExecute()

Public function Static

void

 

BuildLightingOnly_Execute()

Public function Static

void

 

BuildLightingOnly_VisibilityOnly_Execute()

Public function Static

void

 

BuildLODsOnly_Execute()

Public function Static

void

 

BuildPathsOnly_Execute()

Public function Static

bool

 

BuildReflectionCapturesOnly_CanExecute()

Public function Static

void

 

BuildReflectionCapturesOnly_Execute()

Public function Static

void

 

BuildTextureStreamingOnly_Execute()

Public function Static

void

 

BuildVirtualTextureOnly_Execute()

Public function Static

bool

 

CanBuildLighting()

Public function Static

bool

 

CanBuildReflectionCaptures()

Public function Static

bool

 

CanConvertSelectedActorsIntoBlueprintClass()

Can the selected actors be converted to a blueprint class in any of the supported ways?

Public function Static

bool

 

CanExecuteFindActorLevelInContentBrowser()

Public function Static

bool

 

CanExecuteKeepSimulationChanges()

Public function Static

bool

 

CanMoveSelectionToDifferent2DLayer

(
    bool bGoingUp
)

Checks to see if at least a single actor is selected and the 2D editor mode is enabled and there is a layer above/below the current setting

Public function Static

bool

 

CanSaveWorld()

Determine whether the level can be saved at this moment

Public function Static

bool

 

CanSelectComponentOwnerActor()

Called to see if any components are selected

Public function Static

bool

 

CanSelectGameModeBlueprint()

Returns TRUE if the user can edit the game mode Blueprint, this requires the DefaultEngine config file to be writable

Public function Static

bool

 

CanSetWidgetMode

(
    FWidget::EWidgetMode WidgetMode
)

Public function Static

bool

 

CanShowSourceCodeActions()

Public function Static

bool

 

CanSnapTo2DLayer()

Checks to see if at least a single actor is selected and the 2D editor mode is enabled

Public function Static

bool

 

CheckOutModifiedFiles_CanExecute()

Public function Static

void

 

CheckOutModifiedFiles_Clicked()

Called when Check Out Modified Files is clicked

Public function Static

void

 

CheckOutProjectSettingsConfig()

Checks out the Project Settings config

Public function Static

void

 

ConfigureLightingBuildOptions

(
    const FLightingBuildOptions& Optio...
)

Public function Static

void

 

ConnectToSourceControl_Clicked()

Called when requesting connection to source control

Public function Static

void

 

ConvertSelectedActorsIntoBlueprintClass()

Bring up the convert actors to blueprint UI

Public function Static

bool

 

Copy_CanExecute()

Public function Static

void

 

CreateBlankBlueprintClass()

Helps the user create a Blueprint class

Public function Static

void

 

CreateNewOutlinerFolder_Clicked()

Called when create new outliner folder is clicked

Public function Static

bool

 

Cut_CanExecute()

Public function Static

bool

 

DefaultCanExecuteAction()

The default can execute action for all commands unless they override it By default commands cannot be executed if the application is in K2 debug mode.

Public function Static

bool

 

Delete_CanExecute()

Public function Static

void

 

DeltaTransform()

Opens delta transform

Public function Static

void

 

DetachActor_Clicked()

Called when 'detach' is clicked

Public function Static

bool

 

Duplicate_CanExecute()

Called to check to see if the Edit commands can be executed

Public function Static

void

 

EditAsset_Clicked

(
    const EToolkitMode::Type ToolkitMod...,
    TWeakPtr< class SLevelEditor > Leve...,
    bool bAskMultiple
)

Called to when "Edit Asset" is clicked

Public function Static

void

 

ExecuteExecCommand

(
    FString Command
)

Called when many of the menu items in the level editor context menu are clicked

Public function Static

void

 

ExportAll_Clicked()

Called when export all is selected

Public function Static

bool

 

ExportSelected_CanExecute()

Public function Static

void

 

ExportSelected_Clicked()

Called when export selected is clicked

Public function Static

void

 

FindInContentBrowser_Clicked()

Called when the FindInContentBrowser command is executed

Public function Static

bool

 

GeometryCollection_IsChecked()

Public function Static

void

 

GeometryCollection_SelectAllGeometry()

Public function Static

void

 

GeometryCollection_SelectInverseGeometry()

Public function Static

void

 

GeometryCollection_SelectNone()

Public function Static

float

 

GetActorSnapSetting()

Public function Static

FText

 

GetActorSnapTooltip()

Public function Static

bool

 

GetAudioMuted()

Public function Static

float

 

GetAudioVolume()

Public function Static

FText

 

GetAudioVolumeToolTip()

Public function Static

float

 

GetLightingDensityColorScale()

Public function Static

float

 

GetLightingDensityGrayscaleScale()

Public function Static

float

 

GetLightingDensityIdeal()

Public function Static

float

 

GetLightingDensityMaximum()

Public function Static

float

 

GetLightingResolutionMaxBSPs()

Public function Static

float

 

GetLightingResolutionMaxSMs()

Public function Static

float

 

GetLightingResolutionMinBSPs()

Public function Static

float

 

GetLightingResolutionMinSMs()

Public function Static

int32

 

GetLightingResolutionRatio()

Public function Static

UWorld *

 

GetWorld()

Return a world

Public function Static

void

 

GoHere_Clicked

(
    const FVector* Point
)

Called when the go here command is clicked

Public function Static

void

 

GoToCodeForActor_Clicked()

Called when 'Go to Code for Actor' is clicked

Public function Static

void

 

GoToDocsForActor_Clicked()

Called when 'Go to Documentation for Actor' is clicked

Public function Static

void

 

ImportScene_Clicked()

Called when import scene is selected

Public function Static

bool

 

IsAttachableActor

(
    const AActor*const ParentActor
)

Public function Static

bool

 

IsCoordinateSystemActive

(
    ECoordSystem CoordSystem
)

Public function Static

bool

 

IsEditorModeActive

(
    FEditorModeID EditorMode
)

Public function Static

bool

 

IsFeatureLevelPreviewActive()

Public function Static

bool

 

IsFeatureLevelPreviewEnabled()

Public function Static

bool

 

IsLightingDensityRenderGrayscaleChecked()

Public function Static

bool

 

IsLightingQualityChecked

(
    ELightingBuildQuality TestQuality
)

Public function Static

ECheckBoxSta...

 

IsLightingResolutionBSPSurfacesChecked()

Public function Static

bool

 

IsLightingResolutionLevelChecked

Public function Static

bool

 

IsLightingResolutionSelectedObjectsOnlyChecked()

Public function Static

ECheckBoxSta...

 

IsLightingResolutionStaticMeshesChecked()

Public function Static

bool

 

IsMaterialQualityLevelChecked

(
    EMaterialQualityLevel::Type TestQua...
)

Public function Static

bool

 

IsPreviewModeButtonVisible()

Public function Static

bool

 

IsPreviewPlatformChecked

(
    FPreviewPlatformInfo NewPreviewPlat...
)

Public function Static

bool

 

IsTranslateRotateModeVisible()

Public function Static

bool

 

IsViewportUIHidden()

Public function Static

bool

 

IsWidgetModeActive

(
    FWidget::EWidgetMode WidgetMode
)

Public function Static

bool

 

LightingBuildOptions_ShowLightingStats_IsChecked()

Public function Static

void

 

LightingBuildOptions_ShowLightingStats_Toggled()

Public function Static

bool

 

LightingBuildOptions_UseErrorColoring_IsChecked()

Public function Static

void

 

LightingBuildOptions_UseErrorColoring_Toggled()

Public function Static

void

 

LocationGridSnap_Clicked()

Called when the location grid snap is toggled off and on

Public function Static

bool

 

LocationGridSnap_IsChecked()

Public function Static

void

 

LockActorMovement_Clicked()

Called when the LockActorMovement command is executed

Public function Static

bool

 

LockActorMovement_IsChecked()

Public function Static

void

 

LockGroup_Clicked()

Called when the LockGroup command is executed

Public function Static

void

 

MakeBuilderBrush

(
    UClass* BrushBuilderClass
)

Public function Static

void

 

MapCheck_Execute()

Called when the Map Check button is clicked. Invokes the Map Check dialog.

Public function Static

void

 

MoveActorToActor_Clicked

(
    bool InAlign
)

Moves an actor to another actor.

Public function Static

void

 

MoveActorToGrid_Clicked

(
    bool InAlign,
    bool bInPerActor
)

Moves an actor to the grid.

Public function Static

void

 

MoveSelectionToDifferent2DLayer_Clicked

(
    bool bGoingUp,
    bool bForceToTopOrBottom
)

Snaps an actor to the currently selected 2D snap layer

Public function Static

void

 

NewLevel()

Creates a new level

Public function Static

bool

 

NewLevel_CanExecute()

Creates a new level

Public function Static

void

 

OnAddVolume

(
    UClass* VolumeClass
)

Public function Static

void

 

OnAllowGroupSelection()

Public function Static

void

 

OnAllowTranslucentSelection()

Public function Static

void

 

OnApplyMaterialToSurface()

Called to apply a material to selected surfaces

Public function Static

void

 

OnAudioMutedChanged

(
    bool bMuted
)

Public function Static

void

 

OnAudioVolumeChanged

(
    float Volume
)

Public function Static

void

 

OnDeselectLevelInLevelBrowser()

Deselects the currently selected actor(s) levels in the level browser

Public function Static

void

 

OnDrawBrushMarkerPolys()

Public function Static

void

 

OnEnableActorSnap()

Public function Static

void

 

OnEnableVertexSnap()

Public function Static

void

 

OnFindActorInLevelScript()

Finds references to the currently selected actor(s) in level scripts

Public function Static

void

 

OnFindActorLevelInContentBrowser()

Finds the currently selected actor(s) level in the content browser

Public function Static

void

 

OnFindLevelsInLevelBrowser()

Selects the currently selected actor(s) levels in the level browser Deselecting everything else first

Public function Static

bool

 

OnGetTransformWidgetVisibility()

Public function Static

bool

 

OnIsActorSnapEnabled()

Public function Static

bool

 

OnIsAllowGroupSelectionEnabled()

Public function Static

bool

 

OnIsAllowTranslucentSelectionEnabled()

Public function Static

bool

 

OnIsDrawBrushMarkerPolysEnabled()

Public function Static

bool

 

OnIsLevelStreamingVolumePrevisEnabled()

Public function Static

bool

 

OnIsLODViewLockingEnabled()

Public function Static

bool

 

OnIsOnlyLoadVisibleInPIEEnabled()

Public function Static

bool

 

OnIsParticleSimulationFrozen()

Public function Static

bool

 

OnIsParticleSystemHelpersEnabled()

Public function Static

bool

 

OnIsParticleSystemLODEnabled()

Public function Static

bool

 

OnIsSocketSnappingEnabled()

Public function Static

bool

 

OnIsStrictBoxSelectEnabled()

Public function Static

bool

 

OnIsTransparentBoxSelectEnabled()

Public function Static

bool

 

OnIsVertexSnapEnabled()

Public function Static

void

 

OnKeepSimulationChanges()

Called when "Keep Simulation Changes" is clicked in the viewport right click menu

Public function Static

void

 

OnMakeSelectedActorLevelCurrent()

Makes the currently selected actors level the current level If multiple actors are selected they must all be in the same level

Public function Static

void

 

OnMoveSelectedToCurrentLevel()

Moves the currently selected actors to the current level

Public function Static

void

 

OnSelectAllActorsControlledByMatinee()

Called when selecting all actors that's controlled by currently selected matinee actor

Public function Static

void

 

OnSelectAllActorsOfClass

(
    bool bArchetype
)

Called when selecting all actors of the same class that is selected

Public function Static

void

 

OnSelectAllLights()

Called to select all lights

Public function Static

void

 

OnSelectComponentOwnerActor()

Called when selecting the actor that owns the currently selected component(s)

Public function Static

void

 

OnSelectLevelInLevelBrowser()

Selects the currently selected actor(s) levels in the level browser

Public function Static

void

 

OnSelectMatineeActor

(
    AMatineeActor* ActorToSelect
)

Selects the MatineeActor - used by Matinee Selection

Public function Static

void

 

OnSelectMatineeGroup

(
    AActor* Actor
)

Selects the Matinee InterpGroup

Public function Static

void

 

OnSelectOwningHLODCluster()

Called when selecting an Actor's (if available) owning HLOD cluster

Public function Static

void

 

OnSelectStationaryLightsExceedingOverlap()

Selects stationary lights that are exceeding the overlap limit.

Public function Static

void

 

OnShowOnlySelectedActors()

Shows only selected actors, hiding any unselected actors and unhiding any selected hidden actors.

Public function Static

void

 

OnShowWorldProperties

(
    TWeakPtr< SLevelEditor > LevelEdito...
)

Select the world info actor and show the properties

Public function Static

void

 

OnSurfaceAlignment

(
    ETexAlign AligmentMode
)

Called to change bsp surface alignment

Public function Static

void

 

OnToggleFreezeParticleSimulation()

Public function Static

void

 

OnToggleHideViewportUI()

Public function Static

void

 

OnToggleLevelStreamingVolumePrevis()

Public function Static

void

 

OnToggleLODViewLocking()

Public function Static

void

 

OnToggleOnlyLoadVisibleInPIE()

Public function Static

void

 

OnToggleParticleSystemHelpers()

Public function Static

void

 

OnToggleParticleSystemLOD()

Public function Static

void

 

OnToggleSocketSnapping()

Public function Static

void

 

OnToggleStrictBoxSelect()

Public function Static

void

 

OnToggleTransformWidgetVisibility()

View callbacks

Public function Static

void

 

OnToggleTransparentBoxSelect()

Public function Static

void

 

OpenContentBrowser()

Open the Content Browser

Public function Static

void

 

OpenFavoriteFile

(
    int32 FavoriteFileIndex
)

Opens a favorite file

Public function Static

void

 

OpenLevel()

Opens an existing level

Public function Static

bool

 

OpenLevel_CanExecute()

Opens an existing level

Public function Static

void

 

OpenLevelBlueprint

(
    TWeakPtr< SLevelEditor > LevelEdito...
)

Open the level's blueprint in Kismet2

Public function Static

void

 

OpenMarketplace()

Open the Marketplace

Public function Static

void

 

OpenMergeActor_Clicked()

Called when 'Open Merge Actor' is clicked

Public function Static

void

 

OpenRecentFile

(
    int32 RecentFileIndex
)

Opens a recent file

Public function Static

bool

 

Paste_CanExecute()

Public function Static

bool

 

PasteHere_CanExecute()

Public function Static

bool

 

Recompile_CanExecute()

Public function Static

void

 

RecompileGameCode_Clicked()

Called when the recompile buttons are clicked.

Public function Static

void

 

RegroupActor_Clicked()

Called when the RegroupActor command is executed

Public function Static

void

 

RemoveActorsFromGroup_Clicked()

Called when the RemoveActorsFromGroup command is executed

Public function Static

void

 

RemoveFavorite

(
    int32 FavoriteFileIndex
)

Remove a favorite file from the favorites list

Public function Static

bool

 

Rename_CanExecute()

Public function Static

void

 

Rename_Execute()

Public function Static

AActor *

 

ReplaceActors

(
    UActorFactory* ActorFactory,
    const FAssetData& AssetData
)

Replaces currently selected actors with an actor from the given actor factory

Public function Static

void

 

ReplaceActors_Clicked

(
    UActorFactory* ActorFactory,
    FAssetData AssetData
)

Replaces currently selected actors with an actor from the given actor factory

Public function Static

void

 

ReplaceActorsFromClass_Clicked

(
    UClass* ActorClass
)

Called when the ReplaceActor command is executed and a class is selected in the actor browser

Public function Static

void

 

RotationGridSnap_Clicked()

Called when the rotation grid snap is toggled off and on

Public function Static

bool

 

RotationGridSnap_IsChecked()

Public function Static

void

 

Save()

Saves the current map

Public function Static

void

 

SaveAllLevels()

Saves all unsaved maps (but not packages)

Public function Static

void

 

SaveCurrentAs()

Save the current level as...

Public function Static

void

 

ScaleGridSnap_Clicked()

Called when the scale grid snap is toggled off and on

Public function Static

bool

 

ScaleGridSnap_IsChecked()

Public function Static

void

 

Select2DLayerDeltaAway_Clicked

(
    int32 Delta
)

Changes the active 2D snap layer to one a delta above or below the current layer

Public function Static

void

 

SelectActorsInLayers()

Public function Static

void

 

SetActorSnapSetting

(
    float Distance
)

Public function Static

void

 

SetCoordinateSystem

(
    ECoordSystem CoordSystem
)

Public function Static

void

 

SetLightingDensityColorScale

(
    float Value
)

Public function Static

void

 

SetLightingDensityGrayscaleScale

(
    float Value
)

Public function Static

void

 

SetLightingDensityIdeal

(
    float Value
)

Public function Static

void

 

SetLightingDensityMaximum

(
    float Value
)

Public function Static

void

 

SetLightingDensityRenderGrayscale()

Public function Static

void

 

SetLightingQuality

(
    ELightingBuildQuality NewQuality
)

Public function Static

void

 

SetLightingResolutionBSPSurfaces

(
    ECheckBoxState NewCheckedState
)

Public function Static

void

 

SetLightingResolutionLevel

Public function Static

void

 

SetLightingResolutionMaxBSPs

(
    float Value
)

Public function Static

void

 

SetLightingResolutionMaxSMs

(
    float Value
)

Public function Static

void

 

SetLightingResolutionMinBSPs

(
    float Value
)

Public function Static

void

 

SetLightingResolutionMinSMs

(
    float Value
)

Public function Static

void

 

SetLightingResolutionRatio

(
    int32 Value
)

Public function Static

void

 

SetLightingResolutionRatioCommit

(
    int32 Value,
    ETextCommit::Type CommitInfo
)

Public function Static

void

 

SetLightingResolutionSelectedObjectsOnly()

Public function Static

void

 

SetLightingResolutionStaticMeshes

(
    ECheckBoxState NewCheckedState
)

Public function Static

void

 

SetMaterialQualityLevel

(
    EMaterialQualityLevel::Type NewQual...
)

Public function Static

void

 

SetPreviewPlatform

(
    FPreviewPlatformInfo NewPreviewPlat...
)

Public function Static

void

 

SetWidgetMode

(
    FWidget::EWidgetMode WidgetMode
)

Public function Static

void

 

ShowLightingStaticMeshInfo()

Public function Static

void

 

ShowSceneStats()

Called when the Scene Stats button is clicked. Invokes the Primitive Stats dialog.

Public function Static

void

 

ShowTextureStats()

Called when the Texture Stats button is clicked. Invokes the Texture Stats dialog.

Public function Static

void

 

SnapActorToActor_Clicked

(
    bool InAlign,
    bool InUseLineTrace,
    bool InUseBounds,
    bool InUsePivot
)

Snaps an actor to another actor. Optionally will align with the trace normal.

Public function Static

void

 

SnapObjectToView_Clicked()

Snaps a selected actor to the camera view.

Public function Static

void

 

SnapTo2DLayer_Clicked()

Snaps an actor to the currently selected 2D snap layer

Public function Static

void

 

SnapToFloor_Clicked

(
    bool InAlign,
    bool InUseLineTrace,
    bool InUseBounds,
    bool InUsePivot
)

Snaps an actor to the floor. Optionally will align with the trace normal.

Public function Static

bool

 

SubmitToSourceControl_CanExecute()

Public function Static

void

 

SubmitToSourceControl_Clicked()

Called when Submit to Source Control is clicked

Public function Static

void

 

ToggleFavorite()

Public function Static

bool

 

ToggleFavorite_CanExecute()

Public function Static

bool

 

ToggleFavorite_IsChecked()

Public function Static

void

 

ToggleFeatureLevelPreview()

Public function Static

void

 

ToggleVR()

Toggles VR mode

Public function Static

bool

 

ToggleVR_CanExecute()

Toggles VR mode

Public function Static

bool

 

ToggleVR_IsButtonActive()

Toggles VR mode

Public function Static

bool

 

ToggleVR_IsChecked()

Toggles VR mode

Public function Static

void

 

UngroupActor_Clicked()

Called when the UngroupActor command is executed

Public function Static

void

 

UnlockGroup_Clicked()

Called when the UnlockGroup command is executed

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