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Module |
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Header |
/Engine/Source/Editor/UnrealEd/Public/Kismet2/ComponentEditorUtils.h |
Include |
#include "Kismet2/ComponentEditorUtils.h" |
class FComponentEditorUtils
Name | Description | ||
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AdjustComponentDelta ( |
Potentially transforms the delta to be applied to a component into the appropriate space |
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ApplyDefaultValueChange ( |
Given an instance of a template and a property, set a default value change to the instance (only if applicable) |
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ApplyDefaultValueChange ( |
Bool specialization so it can properly handle bitfields. |
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ApplyDefaultValueChange ( |
Given an instance of a template and a current value, propagates a default value change to the instance (only if applicable) |
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AttemptApplyMaterialToComponent ( |
Attempts to apply a material to a component at the specified slot. |
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BindComponentSelectionOverride ( |
Ensures that the selection override delegate is properly bound for the supplied component This includes any attached editor-only primitive components (such as billboard visualizers) |
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CanCopyComponent ( |
Checks whether it is valid to copy the given component |
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CanCopyComponents ( |
Checks whether it is valid to copy the indicated components |
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CanDeleteComponent ( |
Determines whether the indicated component can be deleted |
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CanDeleteComponents ( |
Determines whether the indicated components can be deleted |
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CanEditComponentInstance ( |
Is the instance component is editable |
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CanPasteComponents ( |
Determines whether the current contents of the clipboard contain paste-able component information |
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CopyComponents ( |
Copies the selected components to the clipboard |
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DeleteComponents ( |
Deletes the indicated components and identifies the component that should be selected following the operation. |
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UActorCompon... |
DuplicateComponent ( |
Duplicates a component instance and takes care of attachment and registration. |
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FillComponentContextMenuOptions ( |
Populates the given menu with basic options for operations on components in the world. |
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UActorCompon... |
FindMatchingComponent ( |
Tries to find a match for ComponentInstance in the ComponentList. |
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FindVariableNameGivenComponentInstance ( |
Try to find the correct variable name for a given native component template or instance (which can have a mismatch) |
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GenerateValidVariableName ( |
Generate a valid variable name string for the given component instance |
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GenerateValidVariableNameFromAsset |
Generate a valid variable name string for the given component instance based on the name of the asset referenced by the component |
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GetComponentsFromClipboard |
Gets the copied components from the clipboard without attempting to paste/apply them in any way |
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FProperty &#... |
GetPropertyForEditableNativeComponent ( |
Test if the native component is editable. |
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IsComponentNameAvailable ( |
Test whether or not the given string is already the name string of a component on the the owner Optionally excludes an existing component from the check (ex. a component currently being renamed) |
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IsValidVariableNameString ( |
Test whether or not the given string is a valid variable name string for the given component instance |
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FComponentRe... |
MakeComponentReference ( |
Make a FComponentReference from a component pointer. |
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PasteComponents ( |
Attempts to paste components from the clipboard as siblings of the target component |
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PropagateDefaultValueChange ( |
Given a template and a property, propagates a default value change to all instances (only if applicable) |