UActorFolder

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Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/ActorFolder.h

Include

#include "ActorFolder.h"

Syntax

class UActorFolder : public UObject

Functions

Name Description

Public function Static

UActorFolder...

 

Create

(
    ULevel* InOuter,
    const FString& InFolderLabel,
    UActorFolder* InParent
)

Helper that creates a new UActorFolder.

Public function

void

 

Fixup()

Remaps parent folder to the first parent folder not marked as deleted.

Public function

void

 

FixupParentFolder()

Detects and clears invalid parent folder.

Public function Static

FActorFolder...

 

GetAssetRegistryInfoFromPackage

(
    FName PackageName
)

Returns actor folder info stored in its package.

Public function Const

FString

 

GetDisplayName()

Public function Static

EPackageFlag...

 

GetExternalPackageFlags()

Public function Const

FFolder

 

GetFolder()

Public function Const

const FGuid ...

 

GetGuid()

Public function Const

FString

 

GetLabel()

Public function Const

UActorFolder...

 

GetParent()

Public function Const

FName

 

GetPath()

Public function Const

bool

 

IsMarkedAsDeleted()

Public function Const

bool

 

IsValid()

Checks if folder is valid (if it's not deleted)

Public function

void

 

MarkAsDeleted()

Public function

void

 

SetLabel

(
    const FString& InFolderLabel
)

Public function

void

 

SetPackageExternal

(
    bool bExternal,
    bool bShouldDirty
)

Set the folder packaging mode.

Public function

void

 

SetParent

(
    UActorFolder* InParent
)

Overridden from UObject

Name Description

Public function Virtual Const

void

 

GetAssetRegistryTags

(
    TArray< FAssetRegistryTag >& OutTa...
)

Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects

Public function Virtual Const

bool

 

IsAsset()

Returns true if this object is considered an asset.