Module |
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Header |
/Engine/Source/Editor/UnrealEd/Public/UnrealEdMisc.h |
Include |
#include "UnrealEdMisc.h" |
class FUnrealEdMisc
The public interface for the unreal editor misc singleton.
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FUnrealEdMisc() |
Constructor, private - use Get() function |
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~FUnrealEdMisc() |
Destructor |
Name | Description | ||
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AllowSavingLayoutOnClose ( |
Sets whether saving the layout on close is allowed. |
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BeginPerformanceSurvey() |
Start the performance survey that attempts to monitor editor performance in the default or simple startup maps |
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CancelPerformanceSurvey() |
End the performance survey that attempts to monitor editor performance in the default or simple startup maps |
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CB_DisplayLoadErrors() |
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CB_EditorModeWindowClosed ( |
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CB_LevelActorsAdded ( |
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CB_MapChange ( |
Tells the editor that something has been done to change the map. |
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CB_PostAutomationTesting() |
Called right after unit testing concludes |
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CB_PreAutomationTesting() |
Called right before unit testing is about to begin |
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CB_RedrawAllViewports() |
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CB_RefreshEditor() |
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CB_SelectedProps() |
Displays a property dialog based upon what is currently selected. |
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ClearConfigRestoreFilename ( |
Clears the config restore name for restoring the specified config file |
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ClearConfigRestoreFilenames() |
Clears all the restore names for restoring config files |
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ClearPendingProjectName() |
Clear the project name we will use to reload the editor when switching projects |
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EditorAnalyticsHeartbeat() |
Called when the heartbeat event should be sent to engine analytics |
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EnableWorldComposition |
Handles "Enable World Composition" option in WorldSettings |
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FindMapFileFromPartialName ( |
Finds a map using only the map name, no extension, no path, also caches it for faster lookup next time. |
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ForceDeletePreferences ( |
Sets whether the preferences file should be deleted. |
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GenerateURL ( |
Delegate for URL generation, used to generate UDN pages |
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FUnrealEdMis... |
Get() |
Singleton accessor |
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EAutosaveSta... |
GetAutosaveState() |
Fetches the current state of the autosave in progress |
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const TMap< ... |
GetConfigRestoreFilenames() |
Retrieves the map of config->backup config filenames to be used for restoring config files |
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GetExecutableForCommandlets() |
Returns the editor executable to use to execute commandlets |
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GetMapBuildCancelled() |
Whether or not the map build in progressed was cancelled by the user. |
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const FStrin... |
GetPendingProjectName() |
Get the project name we will use to reload the editor when switching projects |
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GetURL |
Fetches a URL from the config and optionally switches it to rocket if required |
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InitEngineAnalytics() |
Initialize engine analytics |
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IsDeletePreferences() |
Returns true if preferences should be deleted. |
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IsSavingLayoutOnClosedAllowed() |
Returns true if saving layout on close is allowed. |
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LogAssetUpdate ( |
Logs an update to an asset |
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MountTemplateSharedPaths() |
Check if this we are editing a template project, and if so mount any shared resource paths it uses |
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OnActiveTabChanged ( |
Called from tab manager when the tab changes |
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OnDeferCommand ( |
Delegate that gets called by modules that can't directly access Engine |
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OnEditorChangeMode ( |
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OnEditorPostModal() |
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OnEditorPreModal() |
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OnExit() |
Cleans up various systems |
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OnGetDisplayName |
Delegate for (default) display name of UObject tokens. |
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OnGotoAsset ( |
Delegate used to go to assets in the content browser |
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OnInit() |
Initalizes various systems |
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OnMapChanged ( |
Called when a map is changed (loaded,saved,new map, etc) |
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OnMessageSelectionChanged ( |
Delegate for (default) message log message selection - selects the objects that the tokens refer to (if any) |
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OnMessageTokenActivated ( |
Delegate for (default) message log UObject token activation - selects the object that the token refers to (if any) |
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OnObjectSaved ( |
Delegate used to update the map of asset update counts |
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OnTabForegrounded ( |
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OnUserActivityTabChanged ( |
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OnUserDefinedChordChanged ( |
Called when the input manager records a user-defined chord |
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OnWorldSaved |
Delegate used to update the map of asset update counts (for UWorlds specifically) |
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OpenMarketplace ( |
Opens the Unreal Engine Launcher marketplace page |
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PreSaveWorld |
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RestartEditor ( |
Restarts the editor, reopening the current project, if any |
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SetAutosaveState ( |
Sets the new state for the autosave |
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SetConfigRestoreFilename |
Sets the config file to use for restoring Config files. |
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SetMapBuildCancelled ( |
Sets the flag that states whether or not the map build was cancelled. |
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SetPendingProjectName ( |
Set the project name we will use to reload the editor when switching projects |
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ShutdownAfterError() |
Performs any required cleanup in the case of a fatal error. |
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SwitchProject |
Opens the specified project file or game. Restarts the editor |
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TickAssetAnalytics() |
Triggers asset analytics if it hasn't been run yet |
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TickPerformanceAnalytics() |
Ticks the performance analytics used by the analytics heartbeat |
Name |
Description |
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EAutosaveState |
The various autosave states that exist |