UFractureEditorMode

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Inheritance Hierarchy

References

Module

FractureEditor

Header

/Engine/Plugins/Experimental/ChaosEditor/Source/FractureEditor/Public/FractureEditorMode.h

Include

#include "FractureEditorMode.h"

Syntax

UCLASS(Transient)
class UFractureEditorMode :
    public UBaseLegacyWidgetEdMode,
    public FEditorUndoClient,
    public ILegacyEdModeSelectInterface

Constructors

Name Description

Public function

UFractureEditorMode()

Destructors

Name Description

Public function Virtual

~UFractureEditorMode()

Functions

Name Description

Public function

bool

 

SelectFromClick

(
    HHitProxy* HitProxy,
    bool bCtrlDown,
    bool bShiftDown
)

Helper for HandleClick, exposed to allow other code paths to handle clicks via the same code path.

Public function

bool

 

UpdateSelection

(
    const TArray< int32 >& PreviousSel...,
    TArray< int32 >& Bones,
    bool bAppend,
    bool bRemove
)

Helpers for FrustumSelect + to expose similar selection functionality to other code.

Public function

bool

 

UpdateSelectionInFrustum

(
    const FConvexVolume& InFrustum,
    AActor* Actor,
    bool bStrictDragSelection,
    bool bAppend,
    bool bRemove
)

Helpers for FrustumSelect + to expose similar selection functionality to other code.

Overridden from UEdMode

Name Description

Public function Virtual Const

bool

 

ComputeBoundingBoxForViewportFocus

(
    AActor* Actor,
    UPrimitiveComponent* Primitive...,
    FBox& InOutBox
)

Allows an editor mode to override the bounding box used to focus the viewport on a selection

Public function Virtual

void

 

CreateToolkit()

Public function Virtual

void

 

Enter()

Public function Virtual

void

 

Exit()

Public function Virtual Const

bool

 

GetPivotForOrbit

(
    FVector& OutPivot
)

Lets each mode/tool specify a pivot point around which the camera should orbit

Public function Virtual Const

bool

 

UsesToolkits()

True if this mode uses a toolkit mode (eventually they all should)

Overridden from ILegacyEdModeWidgetInterface

Name Description

Public function Virtual

void

 

DrawHUD

(
    FEditorViewportClient* Viewpor...,
    FViewport* Viewport,
    const FSceneView* View,
    FCanvas* Canvas
)

Public function Virtual

void

 

Render

(
    const FSceneView* View,
    FViewport* Viewport,
    FPrimitiveDrawInterface* PDI
)

Virtual void Tick(FEditorViewportClient* ViewportClient, float DeltaTime) override;

Overridden from ILegacyEdModeViewportInterface

Name Description

Public function Virtual

bool

 

HandleClick

(
    FEditorViewportClient* InViewp...,
    HHitProxy* HitProxy,
    const FViewportClick& Click
)

Public function Virtual

bool

 

InputAxis

(
    FEditorViewportClient* InViewp...,
    FViewport* InViewport,
    int32 ControllerId,
    FKey Key,
    float Delta,
    float DeltaTime
)

Public function Virtual

bool

 

InputKey

(
    FEditorViewportClient* Viewpor...,
    FViewport* Viewport,
    FKey Key,
    EInputEvent Event
)

Overridden from FEditorUndoClient

Name Description

Public function Virtual Const

bool

 

MatchesContext

(
    const FTransactionContext& InConte...,
    const TArray< TPair< UObject*,...
)

Called to see if the context of the current undo/redo operation is a match for the client Default state matching old context-less undo is Context="" and PrimaryObject=NULL

Public function Virtual

void

 

PostRedo

(
    bool bSuccess
)

Signal that client should run any PostRedo code

Public function Virtual

void

 

PostUndo

(
    bool bSuccess
)

Signal that client should run any PostUndo code

Overridden from ILegacyEdModeSelectInterface

Name Description

Public function Virtual

bool

 

BoxSelect

(
    FBox& InBox,
    bool InSelect
)

Lets each mode/tool handle box selection in its own way.

Public function Virtual

bool

 

FrustumSelect

(
    const FConvexVolume& InFrustum,
    FEditorViewportClient* InViewp...,
    bool InSelect
)

Lets each mode/tool handle frustum selection in its own way.

Constants

Name

Description

EM_FractureEditorModeId