FUnrealEdMisc

The public interface for the unreal editor misc singleton.

Windows
MacOS
Linux

References

Module

UnrealEd

Header

/Engine/Source/Editor/UnrealEd/Public/UnrealEdMisc.h

Include

#include "UnrealEdMisc.h"

Syntax

class FUnrealEdMisc

Remarks

The public interface for the unreal editor misc singleton.

Constructors

Name Description

Public function

FUnrealEdMisc()

Constructor, private - use Get() function

Destructors

Name Description

Public function Virtual

~FUnrealEdMisc()

Destructor

Functions

Name Description

Public function

void

 

AllowSavingLayoutOnClose

(
    bool bIsEnabled
)

Sets whether saving the layout on close is allowed.

Public function

void

 

BeginPerformanceSurvey()

Start the performance survey that attempts to monitor editor performance in the default or simple startup maps

Public function

void

 

CancelPerformanceSurvey()

End the performance survey that attempts to monitor editor performance in the default or simple startup maps

Public function

void

 

CB_DisplayLoadErrors()

Public function

void

 

CB_EditorModeWindowClosed

(
    const TSharedRef< SWindow >&
)

Public function

void

 

CB_LevelActorsAdded

(
    AActor* InActor
)

Public function

void

 

CB_MapChange

(
    uint32 InFlags
)

Tells the editor that something has been done to change the map.

Public function

void

 

CB_PostAutomationTesting()

Called right after unit testing concludes

Public function

void

 

CB_PreAutomationTesting()

Called right before unit testing is about to begin

Public function

void

 

CB_RedrawAllViewports()

Public function

void

 

CB_RefreshEditor()

Public function

void

 

CB_SelectedProps()

Displays a property dialog based upon what is currently selected.

Public function

void

 

ClearConfigRestoreFilename

(
    FString Destination
)

Clears the config restore name for restoring the specified config file

Public function

void

 

ClearConfigRestoreFilenames()

Clears all the restore names for restoring config files

Public function

void

 

ClearPendingProjectName()

Clear the project name we will use to reload the editor when switching projects

Public function

void

 

EditorAnalyticsHeartbeat()

Called when the heartbeat event should be sent to engine analytics

Public function

bool

 

EnableWorldComposition

(
    UWorld* InWorld,
    bool bEnable
)

Handles "Enable World Composition" option in WorldSettings

Public function

FString

 

FindMapFileFromPartialName

(
    const FString& PartialMapName
)

Finds a map using only the map name, no extension, no path, also caches it for faster lookup next time.

Public function

void

 

ForceDeletePreferences

(
    bool bIsEnabled
)

Sets whether the preferences file should be deleted.

Public function

FString

 

GenerateURL

(
    const FString& InUDNPage
)

Delegate for URL generation, used to generate UDN pages

Public function Static

FUnrealEdMis...

 

Get()

Singleton accessor

Public function Const

EAutosaveSta...

 

GetAutosaveState()

Fetches the current state of the autosave in progress

Public function

const TMap< ...

 

GetConfigRestoreFilenames()

Retrieves the map of config->backup config filenames to be used for restoring config files

Public function Const

FString

 

GetExecutableForCommandlets()

Returns the editor executable to use to execute commandlets

Public function Const

bool

 

GetMapBuildCancelled()

Whether or not the map build in progressed was cancelled by the user.

Public function Const

const FStrin...

 

GetPendingProjectName()

Get the project name we will use to reload the editor when switching projects

Public function Const

bool

 

GetURL

(
    const TCHAR* InKey,
    FString& OutURL,
    const bool bCheckRocket
)

Fetches a URL from the config and optionally switches it to rocket if required

Public function

void

 

InitEngineAnalytics()

Initialize engine analytics

Public function

bool

 

IsDeletePreferences()

Returns true if preferences should be deleted.

Public function

bool

 

IsSavingLayoutOnClosedAllowed()

Returns true if saving layout on close is allowed.

Public function

void

 

LogAssetUpdate

(
    UObject* UpdatedAsset
)

Logs an update to an asset

Public function

void

 

MountTemplateSharedPaths()

Check if this we are editing a template project, and if so mount any shared resource paths it uses

Public function

void

 

OnActiveTabChanged

(
    TSharedPtr< SDockTab > PreviouslyAc...,
    TSharedPtr< SDockTab > NewlyActivat...
)

Called from tab manager when the tab changes

Public function

void

 

OnDeferCommand

(
    const FString& DeferredCommand
)

Delegate that gets called by modules that can't directly access Engine

Public function

void

 

OnEditorChangeMode

(
    FEditorModeID NewEditorMode
)

Public function

void

 

OnEditorPostModal()

Public function

void

 

OnEditorPreModal()

Public function Virtual

void

 

OnExit()

Cleans up various systems

Public function

FText

 

OnGetDisplayName

(
    const UObject* InObject,
    const bool bFullPath
)

Delegate for (default) display name of UObject tokens.

Public function Const

void

 

OnGotoAsset

(
    const FString& InAssetPath
)

Delegate used to go to assets in the content browser

Public function Virtual

void

 

OnInit()

Initalizes various systems

Public function

void

 

OnMapChanged

(
    UWorld* World,
    EMapChangeType MapChangeType
)

Called when a map is changed (loaded,saved,new map, etc)

Public function

void

 

OnMessageSelectionChanged

(
    TArray< TSharedRef< class FTokenize...
)

Delegate for (default) message log message selection - selects the objects that the tokens refer to (if any)

Public function

void

 

OnMessageTokenActivated

(
    const TSharedRef< class IMessageTok...
)

Delegate for (default) message log UObject token activation - selects the object that the token refers to (if any)

Public function

void

 

OnObjectSaved

(
    UObject* SavedObject
)

Delegate used to update the map of asset update counts

Public function

void

 

OnTabForegrounded

(
    TSharedPtr< SDockTab > ForegroundTa...,
    TSharedPtr< SDockTab > BackgroundTa...
)

Public function

void

 

OnUserActivityTabChanged

(
    TSharedPtr< SDockTab > InTab
)

Public function

void

 

OnUserDefinedChordChanged

(
    const FUICommandInfo& CommandInfo
)

Called when the input manager records a user-defined chord

Public function

void

 

OnWorldSaved

(
    uint32 SaveFlags,
    UWorld* SavedWorld
)

Delegate used to update the map of asset update counts (for UWorlds specifically)

Public function

void

 

OpenMarketplace

(
    const FString& CustomLocation
)

Opens the Unreal Engine Launcher marketplace page

Public function

void

 

PreSaveWorld

(
    uint32 SaveFlags,
    UWorld* World
)

Public function

void

 

RestartEditor

(
    bool bWarn
)

Restarts the editor, reopening the current project, if any

Public function

void

 

SetAutosaveState

(
    const EAutosaveState::Type InState
)

Sets the new state for the autosave

Public function

void

 

SetConfigRestoreFilename

(
    FString InBackupFile,
    FString InConfigFile
)

Sets the config file to use for restoring Config files.

Public function

void

 

SetMapBuildCancelled

(
    const bool InCancelled
)

Sets the flag that states whether or not the map build was cancelled.

Public function

void

 

SetPendingProjectName

(
    const FString& ProjectName
)

Set the project name we will use to reload the editor when switching projects

Public function Virtual

void

 

ShutdownAfterError()

Performs any required cleanup in the case of a fatal error.

Public function

void

 

SwitchProject

(
    const FString& GameOrProjectFileNa...,
    bool bWarn
)

Opens the specified project file or game. Restarts the editor

Public function

void

 

TickAssetAnalytics()

Triggers asset analytics if it hasn't been run yet

Public function

void

 

TickPerformanceAnalytics()

Ticks the performance analytics used by the analytics heartbeat

Classes

Name

Description

Public struct

EAutosaveState

The various autosave states that exist

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss