FLevelEditorModule

Level editor module

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Linux

Inheritance Hierarchy

References

Module

LevelEditor

Header

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

Include

#include "LevelEditor.h"

Syntax

class FLevelEditorModule :
    public IModuleInterface,
    public IHasMenuExtensibility,
    public IHasToolBarExtensibility

Remarks

Level editor module

Constructors

Name Description

Public function

FLevelEditorModule()

Constructor, set up console commands and variables

Functions

Name Description

Public function

void

 

AddEditableObjectPredicate

(
    const FAreObjectsEditable& InPredi...
)

Add a delegate that will get called to check whether the specified objects should be editable on the details panel or not

Public function Virtual

void

 

AddStatusBarItem

(
    FName InStatusBarIdentifier,
    const FStatusBarItem& InStatusBarI...
)

Public function Const

bool

 

AreObjectsEditable

(
    const TArray< TWeakObjectPtr< UObje...
)

Check whether the specified objects are editable

Public function Virtual Const

TSharedPtr< ...

 

AssembleExtenders

(
    TSharedRef< FUICommandList >& InCo...,
    TArray< FLevelEditorMenuExtender > ...
)

Public function Virtual

void

 

AttachSequencer

(
    TSharedPtr< SWidget > SequencerWidg...,
    TSharedPtr< class IAssetEditorInsta...
)

Spawns a new sequencer tab if one doesn't exist already

Public function Virtual

void

 

BroadcastActorSelectionChanged

(
    const TArray< UObject* >& New...,
    bool bForceRefresh
)

Called when actor selection changes

Public function Virtual

void

 

BroadcastComponentsEdited()

Called when an edit command is executed on one or more components in the world

Public function Virtual

void

 

BroadcastMapChanged

(
    UWorld* World,
    EMapChangeType MapChangeType
)

Called by the engine when a new map is loaded

Public function Virtual

void

 

BroadcastNotificationBarChanged()

Public function Virtual

void

 

BroadcastRedrawViewports

(
    bool bInvalidateHitProxies
)

Called by the engine when level editing viewports need to be redrawn

Public function Virtual

void

 

BroadcastTakeHighResScreenShots()

Called by the engine when level editing viewports need to take a high res screenshot

Public function Const

TSharedRef< ...

 

FactoryViewport

(
    FName InTypeName,
    const FViewportConstructionArgs& C...
)

Create an instance of a custom viewport from the specified viewport type name

Public function Virtual

void

 

FocusPIEViewport()

Called to focus the level editor that has a play in editor viewport

Public function Virtual

void

 

FocusViewport()

Called to focus the level editor viewport

Public function Virtual

TArray< FLev...

 

GetAllLevelEditorLevelMenuExtenders()

Public function Virtual

TArray< TSha...

 

GetAllLevelEditorToolbarBlueprintsMenuExtenders()

Public function Virtual

TArray< FLev...

 

GetAllLevelEditorToolbarBuildMenuExtenders()

Public function Virtual

TArray< TSha...

 

GetAllLevelEditorToolbarCinematicsMenuExtenders()

Public function Virtual

TArray< FLev...

 

GetAllLevelEditorToolbarCompileMenuExtenders()

Public function Virtual

TArray< FLev...

 

GetAllLevelEditorToolbarCreateMenuExtenders()

Public function Virtual

TArray< FLev...

 

GetAllLevelEditorToolbarPlayMenuExtenders()

Public function Virtual

TArray< FLev...

 

GetAllLevelEditorToolbarSourceControlMenuExtenders()

Public function Virtual

TArray< FLev...

 

GetAllLevelEditorToolbarViewMenuExtenders()

Public function Virtual

TArray< FLev...

 

GetAllLevelViewportContextMenuExtenders()

Public function Virtual

TArray< FLev...

 

GetAllLevelViewportDragDropContextMenuExtenders()

Public function Virtual

TArray< FLev...

 

GetAllLevelViewportOptionsMenuExtenders()

Public function Virtual

TArray< FLev...

 

GetAllLevelViewportShowMenuExtenders()

Public function Virtual

TSharedPtr< ...

 

GetFirstActiveLevelViewport()

Gets the first active viewport of all the viewports.

Public function Virtual

TSharedPtr< ...

 

GetFirstActiveViewport()

Gets the first active viewport of all the viewports.

Public function Virtual

TSharedPtr< ...

 

GetFirstLevelEditor()

Public function Virtual Const

const TShare...

 

GetGlobalLevelEditorActions()

Public function Virtual Const

const FLevel...

 

GetLevelEditorCommands()

Method for getting level editor commands outside of this module

Public function Virtual Const

TWeakPtr< cl...

 

GetLevelEditorInstance()

Public function Virtual Const

TWeakPtr< cl...

 

GetLevelEditorInstanceTab()

Public function Virtual Const

const FLevel...

 

GetLevelEditorModesCommands()

Method for getting level editor modes commands outside of this module

Public function Virtual Const

TSharedPtr< ...

 

GetLevelEditorTab()

Public function Virtual Const

TSharedPtr< ...

 

GetLevelEditorTabManager()

Public function Virtual Const

const FLevel...

 

GetLevelViewportCommands()

Method for getting level viewport commands outside of this module

Public function Virtual

TSharedPtr< ...

 

GetModeBarExtensibilityManager()

Public function Virtual

TSharedPtr< ...

 

GetNotificationBarExtensibilityManager()

Public function Const

const TMap< ...

 

GetStatusBarItems()

Public function Virtual

void

 

GoImmersiveWithActiveLevelViewport

(
    const bool bForceGameView
)

Takes the first active viewport and switches it to immersive mode.

Public function

void

 

IterateViewportTypes

(
    TFunctionRef< void, const FVi...
)

Iterate all registered viewport types

Public function Virtual

FActorSelect...

 

OnActorSelectionChanged()

Public function Virtual

FCaptureSing...

 

OnCaptureSingleFrameAnimSequence()

Public function Virtual

FComponentsE...

 

OnComponentsEdited()

Public function Virtual

FOnLevelEdit...

 

OnLevelEditorCreated()

Public function Virtual

FMapChangedE...

 

OnMapChanged()

Public function Virtual

FNotificatio...

 

OnNotificationBarChanged()

Public function Virtual

FRedrawLevel...

 

OnRedrawLevelEditingViewports()

Public function

FOnRegisterL...

 

OnRegisterLayoutExtensions()

Public function

FOnRegisterT...

 

OnRegisterTabs()

Public function Virtual

FTabContentC...

 

OnTabContentChanged()

Public function Virtual

FTabManagerC...

 

OnTabManagerChanged()

Public function Virtual

FTakeHighRes...

 

OnTakeHighResScreenShots()

Public function

void

 

RegisterViewportType

(
    FName InLayoutName,
    const FViewportTypeDefinition& InD...
)

Register a viewport type for the level editor

Public function

void

 

RemoveEditableObjectPredicate

(
    FDelegateHandle InPredicateHandle
)

Remove a delegate that was added via AddEditableObjectPredicate

Public function Virtual

void

 

RemoveStatusBarItem

(
    FName InStatusBarIdentifier
)

Public function Virtual

void

 

SetLevelEditorInstance

(
    TWeakPtr< class SLevelEditor > Leve...
)

Set the pointer to the current level Editor instance

Public function Virtual

void

 

SetLevelEditorInstanceTab

(
    TWeakPtr< class SDockTab > LevelEdi...
)

Set the pointer to the level editor tab

Public function Virtual

void

 

SetLevelEditorTabManager

(
    const TSharedPtr< SDockTab >& Owne...
)

Create a tab manager for the level editor based on the given tab (or clears the tab manager if OwnerTab is null)

Public function Virtual

void

 

StartPlayInEditorSession()

Starts a play in editor session using the active viewport

Public function Virtual

void

 

SummonBuildAndSubmit()

Spawns a new build and submit widget

Public function Virtual

void

 

SummonSelectionDetails()

Spawns a new property viewer

Spawns a new property viewer

Public function Virtual

void

 

SummonWorldBrowserComposition()

Public function Virtual

void

 

SummonWorldBrowserDetails()

Public function Virtual

void

 

SummonWorldBrowserHierarchy()

Public function Virtual

void

 

ToggleImmersiveOnActiveLevelViewport()

Toggles immersive mode on the currently active level viewport

Public function

void

 

UnregisterViewportType

(
    FName InLayoutName
)

Unregister a previously registered viewport type

Overridden from IModuleInterface

Name Description

Public function Virtual

void

 

ShutdownModule()

Called before the module is unloaded, right before the module object is destroyed.

Public function Virtual

void

 

StartupModule()

Called right after the module DLL has been loaded and the module object has been created

Public function Virtual

bool

 

SupportsDynamicReloading()

Override this to set whether your module is allowed to be unloaded on the fly

Overridden from IHasMenuExtensibility

Name Description

Public function Virtual

TSharedPtr< ...

 

GetMenuExtensibilityManager()

Gets the extensibility managers for outside entities to extend static mesh editor's menus and toolbars

Overridden from IHasToolBarExtensibility

Classes

Name

Description

Public class

FActorSelectionChangedEvent

Called when actor selection changes

Public class

FComponentsEditedEvent

Called when an edit command is executed on components in the world

Public class

FMapChangedEvent

Called when a new map is loaded

Public class

FNotificationBarChanged

Called when a new map is loaded

Public class

FOnLevelEditorCreated

Called when a level editor widget has been created

Public class

FOnRegisterLayoutExtensions

Public class

FOnRegisterTabs

Public class

FRedrawLevelEditingViewportsEvent

Called when level editor viewports should be redrawn

Public struct

FStatusBarItem

Add / Remove status bar item

Public class

FTabContentChangedEvent

Called when the tab content is changed

Public class

FTabManagerChangedEvent

Called when the tab manager is changed

Public class

FTakeHighResScreenShotsEvent

Called when a high res screenshot is requested.

Typedefs

Name

Description

FCaptureSingleFrameAnimSequence

Delegate used to capture skeltal meshes to single-frame animations when 'keeping simulation changes'

FLevelEditorMenuExtender

Delegates to be called to extend the level viewport menus

FLevelViewportMenuExtender_SelectedActors

FLevelViewportMenuExtender_SelectedObjects

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