Name |
Description |
|
---|---|---|
|
AAnimationThumbnailSkeletalMeshActor |
|
|
AHierarchicalLODVolume |
An invisible volume used to manually define/create an HLOD cluster. |
|
AssetMarshalDefs |
|
|
FActionMenuContent |
Struct used to return info about action menu |
|
FActorEditorContextClientDisplayInfo |
|
|
FActorFactoryAssetProxy |
|
|
FActorFolderProps |
|
|
FActorFolders |
Class responsible for managing an in-memory representation of actor folders in the editor |
|
FActorPlacementFolder |
|
|
FAnimationCompressionSelectionDialogConfig |
A struct containing the settings to control the SAnimationCompressionSelectionDialog creation. |
|
FAnimationRetargetContext |
|
|
FAnimationSequenceThumbnailScene |
|
|
FAnimBlueprintThumbnailScene |
|
|
FArchiveTopLevelReferenceCollector |
An archive for collecting object references that are top-level objects. |
|
FAssetDeleteModel |
The model behind a delete operation, which is an asynchronous process because of all the checks that must be performed against the GC for UObjects, and looking up references for assets through the asset registry. |
|
FAssetEditorModeManager |
|
|
FAssetEditorViewportConstructionArgs |
Arguments for constructing a viewport |
|
FAssetEditorViewportLayout |
Base class for viewport layout configurations Handles maximizing and restoring well as visibility of specific viewports. |
|
FAssetEditorViewportPaneLayout |
|
|
FAssetNotifications |
|
|
FAssetPrivatizeModel |
|
|
FAssetThumbnail |
Interface for rendering a thumbnail in a slate viewport |
|
FAssetThumbnailConfig |
A struct containing details about how the asset thumbnail should behave |
|
FAssetThumbnailPool |
Utility class for keeping track of, rendering, and recycling thumbnails rendered in Slate |
|
FBatchedElementTexture2DPreviewParameters |
Batched element parameters for previewing 2d textures. |
|
FBatchedElementVolumeTexturePreviewParameters |
Batched element parameters for previewing 2d textures. |
|
FBindingChainElement |
An element in a binding chain |
|
FBindingContextStruct |
Binding context struct allow to describe information for a struct to bind to using the binding widget. |
|
FBlendSpaceThumbnailScene |
|
|
FBlueprintThumbnailScene |
|
|
FBoneTrackPair |
|
|
FBspSurfIdx |
|
|
FBuildOptions |
Names of the built-in editor build types. |
|
FBXImportOptions |
|
|
FbxMeshInfo |
|
|
FbxNodeInfo |
Node use to store the scene hierarchy transform will be relative to the parent. |
|
FbxSceneInfo |
|
|
FCachedComponentVisualizer |
|
|
FCameraControllerConfig |
|
|
FCameraControllerUserImpulseData |
|
|
FCanDeleteAssetResult |
Helper struct for the FOnAssetsCanDelete delegate |
|
FChangeTransactor |
Helper structure used for inserting FChange based undo/redo operations inside of the GUndo (ITransaction) instance. |
|
FCinematicExporter |
Base cinematic exporter class. Except for CImporter, consider the other classes as private. |
|
FClassActorThumbnailScene |
|
|
FClassIconFinder |
|
|
FClassThumbnailScene |
|
|
FCommonEditorCategory |
Wrapper for an enum detailing common editor categories. |
|
FCompiledPropertyAccessHandle |
Handle used to describe property accesses that have been compiled. |
|
FComponentAssetBrokerage |
Utility class that associates assets with component classes |
|
FComponentClassComboEntry |
|
|
FComponentEntryCustomizationArgs |
|
|
FComponentPropertyPath |
Describes a chain of properties from the parent actor of a given component, to the component itself. |
|
FComponentTypeEntry |
|
|
FComponentTypeRegistry |
|
|
FComponentVisualizer |
Base class for a component visualizer, that draw editor information for a particular component class |
|
FComponentVisualizerManager |
Class that managed active component visualizer and routes input to it |
|
FConsolidateToolWindow |
|
|
FConsolidationResults |
Helper struct to detail the results of a consolidation operation |
|
FContentHelper |
Collection helper Used to create and update ContentBrowser collections |
|
FConvexDecompositionNotificationState |
To make the convex decomposition notification appear, you simply set 'IsActive' to true and assign the current status message in 'Status'. |
|
FCopyOptions |
Copy options structure for CopyActorProperties |
|
FCurveTableEditorUtils |
|
|
FCurveViewModel |
Represents UI state for a curve displayed in the curve editor. |
|
FCustomizableTextObjectFactory |
This class is a simple customizable object factory driven from a text buffer. |
|
FDataTableEditorColumnHeaderData |
Copyright Epic Games, Inc. All Rights Reserved. |
|
FDataTableEditorRowListViewData |
|
|
FDataTableEditorUtils |
|
|
FDebugToolExec |
This class servers as an interface to debugging tools like "EDITOBJECT" which can be invoked by console commands which are parsed by the exec function. |
|
FDisplayedAssetEntryInfo |
|
|
FDragTool |
The base class that all drag tools inherit from. |
|
FDragTool_ActorBoxSelect |
Draws a box in the current viewport and when the mouse button is released, it selects/unselects everything inside of it. |
|
FDragTool_ActorFrustumSelect |
Draws a box in the current viewport and when the mouse button is released, it selects/unselects everything inside of it. |
|
FDragTool_Measure |
Draws a line in the current viewport and displays the distance between its start/end points in the center of it. |
|
FDragTool_ViewportChange |
Draws a line in the current viewport and display the view options |
|
FDropQuery |
|
|
FEdGraphToken |
A Message Log token that links to an elemnt (node or pin) in an EdGraph |
|
FEdGraphUtilities |
|
|
FEditorAnalytics |
|
|
FEditorBuildUtils |
Utility class to hold functionality for building within the editor |
|
FEditorCameraController |
|
|
FEditorCommandLineUtils |
|
|
FEditorCommonDrawHelper |
Implements some basic functionality used by all editor viewports. |
|
FEditorDelegates |
FEditorDelegates Delegates used by the editor. |
|
FEditorDirectories |
|
|
FEditorFileUtils |
For saving map files through the main editor frame. |
|
FEditorFolderUtils |
|
|
FEditorModeFactory |
|
|
FEditorModeRegistry |
A registry of editor modes and factories |
|
FEditorModeTools |
A helper class to store the state of the various editor modes. |
|
FEditorUndoClient |
Interface for tools wanting to handle undo/redo operations |
|
FEditorViewportClient |
Viewport client for editor viewports. |
|
FEditorViewportCommands |
Class containing commands for editor viewport actions common to all viewports |
|
FEditorViewportLayout2x2 |
|
|
FEditorViewportLayoutFourPanes |
|
|
FEditorViewportLayoutFourPanesBottom |
|
|
FEditorViewportLayoutFourPanesLeft |
|
|
FEditorViewportLayoutFourPanesRight |
|
|
FEditorViewportLayoutFourPanesTop |
|
|
FEditorViewportLayoutOnePane |
|
|
FEditorViewportLayoutThreePanes |
|
|
FEditorViewportLayoutThreePanesBottom |
|
|
FEditorViewportLayoutThreePanesLeft |
|
|
FEditorViewportLayoutThreePanesRight |
|
|
FEditorViewportLayoutThreePanesTop |
|
|
FEditorViewportLayoutTwoPanesHoriz |
FEditorViewportLayoutTwoPanesHoriz /////////////////////////////. |
|
FEditorViewportLayoutTwoPanesVert |
FEditorViewportLayoutTwoPanesVert /////////////////////////////. |
|
FEditorViewportStats |
|
|
FEditorViewportTabContent |
Represents the content in a viewport tab in an editor. |
|
FEditorViewportTypeDefinition |
Definition of a custom viewport |
|
FEditorViewportViewModifierParams |
Parameter struct for editor viewport view modifiers |
|
FEditorWorldExtensionActorData |
|
|
FEdMode |
Base class for all editor modes. |
|
FFbxAnimCurveHandle |
|
|
FFbxAnimNodeHandle |
|
|
FFbxAnimPropertyHandle |
|
|
FFbxCurvesAPI |
|
|
FFbxDataConverter |
FBX basic data conversion class. |
|
FFbxHelper |
|
|
FFbxImporter |
Main FBX Importer class. |
|
FFbxLogger |
Message Logger for FBX. Saves all the messages and prints when it's destroyed |
|
FFbxLoggerSetter |
This class is to make sure Logger isn't used by outside of purpose. |
|
FFbxScopedOperation |
|
|
FFeedbackContextEditor |
A FFeedbackContext implementation for use in UnrealEd. |
|
FFindAssetsArchive |
This archive searches objects for assets. |
|
FFindReferencedAssets |
|
|
FFractureToolDelegates |
|
|
FGameModeInfoCustomizer |
Class to help customize a GameMode class picker, to show settings 'withing' GameMode. |
|
FGenericSelectionFilter |
A filter for generic selection sets. Simply allows objects which are non-null |
|
FGPUSkinCacheVisualizationMenuCommands |
|
|
FGradientStopMark |
|
|
FGraphAppearanceInfo |
Info about how to draw the graph |
|
FGraphPanelNodeFactory |
|
|
FGraphPanelPinConnectionFactory |
|
|
FGraphPanelPinFactory |
|
|
FGridWidget |
|
|
FHierarchicalLODBuilder |
This is Hierarchical LOD builder |
|
FImportedMaterialData |
|
|
FImportObjectParams |
Import the entire default properties block for the class specified |
|
FInputEventState |
|
|
FLevelEditorViewportClient |
|
|
FLevelViewportActorLock |
Interface for objects who want to lock the viewport to an actor. |
|
FLocalizedAssetSCCUtil |
|
|
FLocalizedAssetUtil |
|
|
FLODCluster |
This is a LOD cluster struct that holds list of actors with relevant information |
|
FMainMRUFavoritesList |
Simple class to represent a combined MRU and favorite map list |
|
FMaterialThumbnailScene |
|
|
FMergeStaticMeshParams |
|
|
FMeshPaintDilateShaderParameters |
Batched element parameters for mesh paint dilation shaders used for seam painting |
|
FMeshPaintShaderParameters |
Batched element parameters for mesh paint shaders |
|
FModeTool |
Base class for all editor mode tools. |
|
FMorphTargetBinaryImport |
Utility class for importing a new morph target |
|
FMouseDeltaTracker |
Keeps track of mouse movement deltas in the viewports. |
|
FMoveDialogInfo |
Information that can be gathered from the move dialog. |
|
FMoveInfo |
Target package and object name for moving an asset. |
|
FMRUList |
An MRU list of files. |
|
FMultiStepsImportObjectParams |
Parameters for the ImportCreateObjectStep and ImportObjectPropertiesStep. |
|
FNameDuplicationRule |
|
|
FNormalMapBatchedElementParameters |
Batched element parameters for previewing normal maps. |
|
FPackageGroupName |
A simple struct to represent the package group name triplet |
|
FPackageSourceControlHelper |
This class should not be used as a base class because it can force a connection to the SCM through FScopedSourceControl. |
|
FParticleSystemThumbnailScene |
|
|
FPendingDelete |
The pending deleted object. |
|
FPendingPrivateAsset |
|
|
FPhysicalMaterialMaskImport |
PhysicalMaterialMaskImport. |
|
FPhysicsAssetThumbnailScene |
|
|
FPhysicsManipulationEdMode |
Editor mode to manipulate physics objects in level editor viewport simulation |
|
FPhysicsManipulationEdModeFactory |
|
|
FPIELoginInfo |
Data structure for storing PIE login credentials |
|
FPieLoginStruct |
Holds various data to pass to the post login delegate for PIE logins |
|
FPkgInfoReporter |
Base for classes which generate output for the PkgInfo commandlet |
|
FPkgInfoReporter_Log |
|
|
FPlayInEditorSessionInfo |
This stores transient information about the current Play Session for the duration of the session. |
|
FPropertyAccessCopyContext |
Context struct describing relevant characteristics of a property copy. |
|
FPropertyAccessHandle |
Handle used to track property accesses that are being compiled. |
|
FPropertyAccessLibraryCompilerArgs |
Context used to create a property access library compiler. |
|
FPropertyAccessResolveResult |
Result of a property access resolve. |
|
FPropertyBindingWidgetArgs |
Setup arguments structure for a property binding widget |
|
FPropertyNameAndIndex |
|
|
FRayTracingDebugVisualizationMenuCommands |
|
|
FRedirectorBindingInfo |
Info about a redirector binding. Redirector bindings allow |
|
FReferencedAssets |
Data container to hold information about what is referencing a given set of assets. |
|
FRegisteredCookPackageSplitter |
Interface for internal use only (used by REGISTER_COOKPACKAGE_SPLITTER to register an ICookPackageSplitter for a class) |
|
FReimportHandler |
Reimport handler for package resources with associated source files on disk. |
|
FReimportManager |
Reimport manager for package resources with associated source files on disk. |
|
FReplaceRequest |
Helper struct for batch replacements where Old references get replaced with New |
|
FRequestPlaySessionParams |
|
|
FScopedActorPropertiesChangeImpl |
|
|
FScopedBusyCursor |
While in scope, sets the cursor to the busy (hourglass) cursor for all windows. |
|
FScopedCompoundTransaction |
|
|
FScopedEditorWorld |
A helper RAII class to initialize / destroy an editor world. |
|
FScopedObjectMovement |
This class begins an object movement change when created and ends it when it falls out of scope |
|
FScopedRefreshAllBrowsersImpl |
|
|
FScopedTransaction |
Delineates a transactable block; Begin()s a transaction when entering scope, and End()s a transaction when leaving scope. |
|
FSelectedActorInfo |
Generic information about the level selection set (actors or surfaces) |
|
FSelectedEditableComponentFilter |
A filter for only iterating through editable components |
|
FSelectedEditableComponentIterator |
An iterator used to iterate through selected components that are editable (i.e. not created in a blueprint) |
|
FSelectionIterator |
|
|
FSelfRegisteringEditorUndoClient |
An undo client that registers itself in its constructor and unregisters itself in its destructor |
|
FShowFlagData |
|
|
FShowMenuCommand |
|
|
FSkeletalMeshThumbnailScene |
|
|
FSkinWeightsUtilities |
|
|
FSlatePlayInEditorInfo |
|
|
FSnappingUtils |
|
|
FSourceCodeNavigation |
Source code navigation functionality |
|
FSourceFileDatabase |
Singleton holding database of module names and disallowed header names in the engine and current project. |
|
FSourceLinkParams |
Optional GetSourceLink parameters |
|
FStaticMeshThumbnailScene |
|
|
FTexAlignTools |
A helper class to store the state of the various texture alignment tools. |
|
FThumbnailExternalCache |
|
|
FThumbnailExternalCacheSettings |
|
|
FThumbnailPreviewScene |
|
|
FTickableCookObject |
The same as FTickableEditorObject, but for systems that need to be ticked periodically during cooking. |
|
FTickableEditorObject |
This class provides common registration for gamethread editor only tickable objects. |
|
FTrackingTransaction |
|
|
FTrackScaleInfo |
Utility struct for converting between curve space and local/absolute screen space. |
|
FUnrealEdMisc |
The public interface for the unreal editor misc singleton. |
|
FUnrealEdUtils |
|
|
FViewportCameraTransform |
Stores the transformation data for the viewport camera |
|
FViewportClick |
|
|
FViewportCursorLocation |
Contains information about a mouse cursor position within a viewport, transformed into the correct coordinate system for the viewport. |
|
FViewportHoverTarget |
Describes an object that's currently hovered over in the level viewport |
|
FViewportNavigationCommands |
Unreal level editor actions |
|
FWeakGraphPinPtr |
A weak reference to a UEdGraphPin object that can remain valid through pin connection state changes that might trigger owner node reconstruction |
|
FWidget |
|
|
FWidgetModeManager |
Tool manager that focuses on tools which the behavior of a certain widget (Ex: Design / node panels) We only provide an interface where the tool tool needs extra-arg info (Ex: paint geometry) to perform it's specialized behavior. |
|
FWorldFoldersImplementation |
|
|
FWorldPersistentFolders |
Class handling a list of actor folder objects of a world. |
|
FWorldTransientFolders |
Class handling a list of transient actor folders of a world. |
|
HComponentVisProxy |
|
|
HLevelSocketProxy |
A hit proxy class for sockets in the main editor viewports. |
|
HWidgetAxis |
Widget hit proxy. |
|
HWidgetUtilProxy |
|
|
IActorEditorContextClient |
|
|
IAssetViewport |
Public interface to SLevelViewport |
|
ICommonEditorViewportToolbarInfoProvider |
This is the interface that the host of a SCommonEditorViewportToolbarBase must implement. |
|
IComponentAssetBroker |
This class knows how to get or set the asset on a particular kind of actor component |
|
ICookPackageSplitter |
This class is used for packages that need to be split into multiple runtime packages. |
|
IEditorModeFactory |
|
|
INodeNameAdapter |
Adapter interface which allows finding the corresponding actor node name to act on sequencer. |
|
IPackageAutoSaver |
An interface to handle the creation, destruction, and restoration of auto-saved packages |
|
IPIEAuthorizer |
|
|
IPreviewProfileController |
Sets or gets the available preview profiles. |
|
IProjectExternalContentInterface |
Interface to manage project references to external content |
|
IPropertyAccessBlueprintBinding |
Modular feature allowing property access to bind to a Blueprint. |
|
IPropertyAccessEditor |
Editor support for property access system |
|
IPropertyAccessLibraryCompiler |
A helper used to compile a property access library. |
|
ISocketManager |
|
|
ISourceCodeNavigationHandler |
Handles source code navigation for custom scripting languages. |
|
SAboutScreen |
About screen contents widget |
|
SActorEditorContext |
|
|
SAnimationCompressionSelectionDialog |
Dialog to prompt user to select an animation compression settings asset. |
|
SAssetEditorViewport |
|
|
SAssetEditorViewportsOverlay |
Overlay wrapper class so that we can cache the size of the widget It will also store the ViewportLayout data because that data can't be stored per app; it must be stored per viewport overlay in case the app that made it closes. |
|
SBasePoseViewport |
|
|
SBonePairRow |
|
|
SColorGradientEditor |
|
|
SCommonEditorViewportToolbarBase |
A viewport toolbar widget for an asset or level editor that is placed in a viewport |
|
SComponentClassCombo |
|
|
SCreateAnimationAssetDlg |
Dialog to prompt users to decide an animation asset name |
|
SCreateAssetFromObject |
|
|
SCreditsScreen |
Credit screen widget that displays a scrolling list contributors. |
|
SCSVImportOptions |
|
|
SCurveEditor |
|
|
SEditorViewport |
|
|
SEditorViewportToolBarButton |
A simple class that represents a toolbar button in an editor viewport toolbar |
|
SEditorViewportToolbarMenu |
Widget that opens a menu when clicked |
|
SEditorViewportViewMenu |
|
|
SExpanderArrow |
SExpanderArrow is a widget intended to be used alongside SIndent. |
|
SGraphEditor |
Interface and wrapper for GraphEditor widgets. |
|
SIndent |
SIndent is a widget used to indent trees in a layered style. |
|
SKeySelector |
Widget for selecting an input key |
|
SListViewSelectorDropdownMenu |
This is a container widget to help refocus to a listview widget from a searchbox or other text box widgets that are used in conjunction. |
|
SMiniCurveEditor |
|
|
SReplaceMissingSkeletonDialog |
|
|
SScalabilitySettings |
Copyright Epic Games, Inc. All Rights Reserved. |
|
SSelectFolderDlg |
|
|
SSkeletonBoneRemoval |
Slate panel for choose displaying bones to remove |
|
SSkeletonCompareWidget |
2 columns - bone pair widget |
|
SSkeletonListWidget |
1 columns - just show bone list |
|
SSkeletonSelectorWindow |
|
|
SSkeletonWidget |
|
|
STextHighlightOverlay |
Allows you to highlight any arbitrary text based widget. |
|
STransformViewportToolBar |
A delegate that is executed when adding menu content. |
|
SViewportToolBar |
A level viewport toolbar widget that is placed in a viewport |
|
SViewportToolBarComboMenu |
Custom widget to display a toggle/drop down menu. |
|
SViewportToolBarIconMenu |
Custom widget to display an icon/drop down menu. |
|
SWorldPartitionViewportWidget |
|
|
TClassInstanceThumbnailScene |
Handles instancing thumbnail scenes for Class and Blueprint types (use the class or generated class as the key). |
|
TEditorViewportLayoutTwoPanes |
|
|
TObjectInstanceThumbnailScene |
Handles instancing thumbnail scenes for Object based Asset types (use the path as the key). |
|
TSelectionIterator |
Manages selections of objects. |
|
UActorGroupingUtils |
Helper class for grouping actors in the level editor |
|
UAssetDefinitionDefault |
|
|
UAssetImportTask |
Contains data for a group of assets to import |
|
UAutomatedAssetImportData |
Contains data for a group of assets to import |
|
UBaseWidgetBlueprint |
|
|
UCrashReporterSettings |
Implements per-project cooker settings exposed to the editor |
|
UEdGraphNode_Comment |
|
|
UEditorLevelUtils |
|
|
UEditorLoadingAndSavingUtils |
This class is a wrapper for editor loading and saving functionality It is meant to contain only functions that can be executed in script (but are also allowed in C++). |
|
UEditorViewportViewMenuContext |
|
|
UEditorWorldExtension |
|
|
UEditorWorldExtensionCollection |
Holds a collection of UEditorExtension |
|
UEditorWorldExtensionManager |
Holds a map of extension collections paired with worlds |
|
UHierarchicalLODSettings |
|
|
ULevelEditorDragDropHandler |
|
|
UMaterialGraphNode_Knot |
|
|
UPackageTools |
|
|
UPhysicsAssetGenerationSettings |
|
|
USelection |
Manages selections of objects. |
|
USkeletalMeshToolMenuContext |
|
|
UViewportToolBarContext |
|
|
UWorldFolders |
Per-World Actor Folders UObject (used to support undo/redo reliably) |
Name |
Description |
---|---|
EditorActorSelectionDefs::MaxActorsToSelectBeforeWarning |
The maximum number of actors we should select before a performance warning message is displayed to the user |
MOUSE_CLICK_DRAG_DELTA |
Name |
Description |
---|---|
AssetEditorViewportFactoryFunction |
|
EditorLevelUtils |
For backwards compatibility. |
FAnimAssetCreated |
Defines FCanExecuteAction delegate interface. |
FAssetImportResultRef |
|
FCommentNodeSet |
|
FComponentClassComboEntryPtr |
|
FComponentClassComboEntryPtr |
|
FComponentClassList |
|
FComponentClassSelected |
|
FDataTableEditorColumnHeaderDataPtr |
|
FDataTableEditorRowListViewDataPtr |
|
FDoEditorBuildDelegate |
Delegate for performing a custom editor build. |
FEditorModeFactoryCallback |
|
FEditorModeID |
The shorthand identifier used for editor modes |
FEditorViewportViewModifierDelegate |
Delegate for modifying view parameters of an editor viewport. |
FGraphPanelSelectionSet |
|
FKeyTreeItem |
|
FOnActorEditorContextClientChanged |
Public interface for Actor Editor Context Clients |
FOnActorFolderCreate |
Multicast delegates for broadcasting various folder events |
FOnActorFolderCreated |
|
FOnActorFolderDelete |
|
FOnActorFolderDeleted |
|
FOnActorFolderMove |
|
FOnActorFolderMoved |
|
FOnAddBinding |
Delegate called to add a binding |
FOnCanAcceptPropertyOrChildren |
Delegate used to check whether a property is considered for binding. |
FOnCanBindFunction |
Delegate used to check whether a function can be bound to the property in question |
FOnCanBindProperty |
Delegate used to check whether a property can be bound to the property in question |
FOnCanBindToClass |
Delegate called to see if a class can be bound to |
FOnCanBindToContextStruct |
Delegate called to see if a class can be bound to |
FOnCanBindToSubObjectClass |
Delegate called to see if a subobject can be bound to |
FOnCanGotoBinding |
Delegate used to se if we can open a binding (e.g. a function) |
FOnCanRemoveBinding |
Delegate called to see if we can remove remove a binding (ie. if it exists) |
FOnCanSetPropertyAccessContextId |
Delegate used to set the context ID of a property access. |
FOnComponentTypeListChanged |
|
FOnGenerateBindingName |
Delegate used to generate a new binding function's name |
FOnGetPropertyAccessContextId |
Delegate used to get the context ID of a property access. |
FOnGotoBinding |
Delegate used to open a binding (e.g. a function) |
FOnGraphContentMenuDismissed |
|
FOnIDEInstallerDownloadComplete |
|
FOnKeyChanged |
|
FOnNewFunctionBindingCreated |
Delegate called once a new function binding has been created |
FOnNodeTextCommitted |
|
FOnNodeVerifyTextCommit |
|
FOnPathChosen |
|
FOnPoseWatchesChanged |
Delegate fired when a pose watch is added or removed. |
FOnPropertyAccessDetermineBatchId |
Delegate used to determine batch ID (index) for a particular copy context. |
FOnRemoveBinding |
Delegate called to remove a binding |
FOnSetAreCurvesVisible |
|
FOnSetInputViewRange |
|
FOnSetOutputViewRange |
|
FOnSetPropertyAccessContextId |
Delegate used to set the context ID of a property access. |
FOnSubobjectCreated |
|
FScopedActorPropertiesChange |
|
FScopedRefreshAllBrowsers |
|
FSubobjectClassSelected |
|
FViewportStateGetter |
Delegate called by FEditorViewportClient to check its visibility |
ObjectNameMap |
|
ObjectReferenceGraph |
|
PackageTools |
|
SKeyTreeView |
|
Type |
Name | Description | ||
---|---|---|---|
|
T * |
AnimationEditorUtils::CreateAnimationAsset |
Template version of simple creating animation asset |
|
void |
AnimationEditorUtils::ExecuteNewAnimAsset ( |
|
|
UObject *... |
AssetUtil::GetObject ( |
Given an asset name, finds the object for the asset |
|
AssetUtil::GetObjects |
Given an array of asset names, loads the assets into an array of objects |
|
|
TSharedRef< ... |
BuildViewModeOptionsMenu ( |
Build the viewmode otions menu. |
|
void |
CommonEditorViewportUtils::FillShowMenu ( |
|
|
void |
CreateModelFromStaticMesh ( |
Converts a static mesh to a brush. Creates a model from the triangles in a static mesh. |
|
UStaticMesh ... |
CreateStaticMesh ( |
Creating a static mesh from an array of triangles. |
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UStaticMesh ... |
CreateStaticMeshFromBrush |
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class |
deprecated ( |
Class that houses various static utility functions to allow for packages to be backed-up to a special auto save/backup directory. |
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void |
DoActionToAllPackages ( |
This is our Functional "Do an Action to all Packages" Template. |
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TMap< AssetT... |
EditorAnimUtils::DuplicateAssets ( |
Duplicates the supplied AssetsToDuplicate and returns a map of original asset to duplicate. |
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void |
EditorAnimUtils::GetAssetsFromProperties |
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void |
EditorExit() |
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int32 |
EditorInit ( |
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int32 |
EditorReinit() |
Similar to EditorInit(), but the IMainFrameModule is recreated rather than just created. |
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bool |
EditorScriptingHelpers::CheckIfInEditorAndPIE() |
Use EditorScriptingUtils::IsInEditorAndNotPlaying() |
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EditorScriptingHelpers::ConvertAnyPathToLongPackagePath |
From "AssetClass'/Game/Folder/MyAsset.MyAsset', "AssetClass /Game/Folder/MyAsset.MyAsset, "/Game/Folder/MyAsset.MyAsset", "/Game/Folder/", "/Game/Folder" "/Game/Folder/MyAsset.MyAsset:InnerAsset.2ndInnerAsset" and convert to "/Game/Folder" |
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EditorScriptingHelpers::ConvertAnyPathToObjectPath |
From "AssetClass'/Game/Folder/Package.Asset'", "AssetClass /Game/Folder/Package.Asset", "/Game/Folder/Package.Asset", "/Game/Folder/MyAsset" "/Game/Folder/Package.Asset:InnerAsset.2ndInnerAsset" and convert to "/Game/Folder/Package.Asset" |
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EditorScriptingHelpers::ConvertAnyPathToSubObjectPath |
From "AssetClass'/Game/Folder/Package.Asset'", "AssetClass /Game/Folder/Package.Asset", "/Game/Folder/Package.Asset", "/Game/Folder/MyAsset" "/Game/Folder/Package.Asset:InnerAsset.2ndInnerAsset" and convert to "/Game/Folder/Package.Asset" or "/Game/Folder/Package.Asset:InnerAsset" |
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bool |
EditorScriptingHelpers::HasValidRoot ( |
Check if the Path have a valid root |
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bool |
EditorScriptingHelpers::IsAValidPath |
Check if the Path is a valid ContentBrowser Path |
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bool |
EditorScriptingHelpers::IsAValidPathForCreateNewAsset |
Check if the AssetPath can be used to create a new asset |
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const FName |
EditorViewportConfigurationNames::FourPanes2x2 ( |
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const FName |
EditorViewportConfigurationNames::FourPanesBottom ( |
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const FName |
EditorViewportConfigurationNames::FourPanesLeft ( |
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const FName |
EditorViewportConfigurationNames::FourPanesRight ( |
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const FName |
EditorViewportConfigurationNames::FourPanesTop ( |
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const FName |
EditorViewportConfigurationNames::OnePane ( |
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const FName |
EditorViewportConfigurationNames::ThreePanesBottom ( |
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const FName |
EditorViewportConfigurationNames::ThreePanesLeft ( |
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const FName |
EditorViewportConfigurationNames::ThreePanesRight ( |
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const FName |
EditorViewportConfigurationNames::ThreePanesTop ( |
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const FName |
EditorViewportConfigurationNames::TwoPanesHoriz ( |
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const FName |
EditorViewportConfigurationNames::TwoPanesVert ( |
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const float |
EditorViewportDefs::DefaultPerspectiveFOVAngle ( |
Default camera field of view angle for level editor perspective viewports |
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const FVecto... |
EditorViewportDefs::DefaultPerspectiveViewLocation ( |
Default camera position for level editor perspective viewports |
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const FRotat... |
EditorViewportDefs::DefaultPerspectiveViewRotation ( |
Default camera orientation for level editor perspective viewports |
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void |
FbxAnimUtils::ExtractAttributeCurves ( |
Helper function that extracts custom attribute curves from a specified Fbx node, omiting attributes directly applied to the bones. |
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bool |
FbxAnimUtils::ShouldImportCurve ( |
Helper function used to check whether we should import the specified curve. |
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FEditorCategoryUtils::BuildCategoryString ( |
Utility function that concatenates the supplied sub-category with one that matches the root category id. |
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FEditorCategoryUtils::GetCategoryDisplayString ( |
Expands any keys found in the category string (any terms found in square brackets), and sanitizes the name (spacing individual words, etc.). |
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FEditorCategoryUtils::GetCategoryDisplayString ( |
Expands any keys found in the category string (any terms found in square brackets), and sanitizes the name (spacing individual words, etc.). |
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void |
FEditorCategoryUtils::GetCategoryTooltipInfo |
Returns tooltip information for the specified category |
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void |
FEditorCategoryUtils::GetClassHideCategories |
Parses out the class's "HideCategories" metadata, and returns it segmented and sanitized. |
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void |
FEditorCategoryUtils::GetClassShowCategories |
Parses out the class's "ShowCategories" metadata, and returns it segmented and sanitized. |
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const FText ... |
FEditorCategoryUtils::GetCommonCategory ( |
Retrieves a qualified category path for the desired common category. |
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FEditorCategoryUtils::GetHiddenCategories ( |
Returns the set of categories that should be hidden, categories that are both explicitly hidden and explicitly shown will not be included in this list (current behavior is that such categories should be shown). |
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bool |
FEditorCategoryUtils::IsCategoryHiddenFromClass ( |
Checks to see if the category associated with the supplied common category id is hidden from the specified class. |
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bool |
FEditorCategoryUtils::IsCategoryHiddenFromClass |
Checks to see if the specified category is hidden from the supplied class. |
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bool |
FEditorCategoryUtils::IsCategoryHiddenFromClass |
Checks to see if the specified category is hidden from the supplied class. |
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bool |
FEditorCategoryUtils::IsCategoryHiddenFromClass |
Checks to see if the specified category is hidden from the supplied Class, avoids recalculation of ClassHideCategories. |
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void |
FEditorCategoryUtils::RegisterCategoryKey |
To facilitate simple category renaming/reordering, we offer a key replacement system, where users can specify a key in their category metadata that will evaluate to some fully qualified category. |
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void |
FEditorCategoryUtils::RegisterCategoryKey |
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UClass * |
FEditorClassUtils::GetClassFromString ( |
Fetches a UClass from the string name of the class |
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FEditorClassUtils::GetClassPathFromAsset ( |
Class names are now represented by path names. Please use GetClassPathNameFromAsset. |
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FEditorClassUtils::GetClassPathFromAssetTag ( |
Class names are now represented by path names. Please use GetClassPathNameFromAssetTag. |
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FTopLevelAss... |
FEditorClassUtils::GetClassPathNameFromAsset ( |
Gets the object path of the class associated with the specified asset (i.e. the BlueprintGeneratedClass of a Blueprint asset or the BlueprintGeneratedClass asset itself) |
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FTopLevelAss... |
FEditorClassUtils::GetClassPathNameFromAssetTag ( |
Gets the class path from the asset tag (i.e. GeneratedClassPath tag on blueprints) |
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FEditorClassUtils::GetDocumentationExcerpt ( |
Gets the excerpt to use for this class Excerpt will be contained on the page returned by GetDocumentationPage |
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FEditorClassUtils::GetDocumentationLink |
Returns the link path to the documentation for a given class |
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FEditorClassUtils::GetDocumentationLinkBaseUrl |
Returns the ID of the base documentation URL set for this class in its documentation excerpt. |
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FEditorClassUtils::GetDocumentationLinkBaseUrlFromExcerpt |
Returns the ID of the base documentation URL set in the specified excerpt. |
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FEditorClassUtils::GetDocumentationLinkFromExcerpt |
Return link path from a specified excerpt |
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TSharedRef< ... |
FEditorClassUtils::GetDocumentationLinkWidget ( |
Creates a link widget to the documentation for a given class |
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FEditorClassUtils::GetDocumentationPage ( |
Gets the page that documentation for this class is contained on |
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TSharedRef< ... |
FEditorClassUtils::GetDynamicDocumentationLinkWidget ( |
Create a link widget to the documentation for a potentially dynamic link widget. |
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void |
FEditorClassUtils::GetImplementedInterfaceClassPathsFromAsset ( |
Fetches the set of interface class object paths from an asset data entry containing the appropriate asset tag(s). |
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TSharedRef< ... |
FEditorClassUtils::GetSourceLink ( |
Creates an hyperlink to the source code or blueprint for a given class (or a spacer if the link is unavailable for some reason) |
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TSharedRef< ... |
FEditorClassUtils::GetSourceLink ( |
Creates an hyperlink to the source code or blueprint for a given class (or a text block/spacer if the link is unavailable for some reason) |
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TSharedRef< ... |
FEditorClassUtils::GetSourceLinkFormatted ( |
Creates an hyperlink to the source code or blueprint for a given class formatted however you need. |
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TSharedRef< ... |
FEditorClassUtils::GetTooltip ( |
Gets the tooltip to display for a given class with specified text for the tooltip |
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TSharedRef< ... |
FEditorClassUtils::GetTooltip ( |
Gets the tooltip to display for a given class |
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bool |
FEditorClassUtils::IsBlueprintAsset ( |
Returns whether the specified asset is a UBlueprint or UBlueprintGeneratedClass (or any of their derived classes) |
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GameModeCategory |
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bool |
GetBEGIN ( |
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void |
GetBrushMesh ( |
Converting models to static meshes. |
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const FStrin... |
GetEditorResourcesDir() |
Returns the path to the engine's editor resources directory (e.g. "/../../Engine/Editor/") |
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bool |
GetEND ( |
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bool |
GetFROTATOR ( |
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bool |
GetFROTATOR ( |
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const TCHAR ... |
GetFROTATORSpaceDelimited ( |
Get an int based FRotator (X Y Z) |
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bool |
GetFVECTOR ( |
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bool |
GetFVECTOR ( |
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const TCHAR ... |
GetFVECTORSpaceDelimited ( |
Get a floating-point vector (X Y Z) |
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bool |
GetREMOVE ( |
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GetShowFlagMenuItems() |
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bool |
GetSUBSTRING ( |
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uint32 |
GetTypeHash ( |
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GetViewModeOptionsMenuLabel ( |
Get the viewmode otions menu label. |
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FEditorModeT... |
GLevelEditorModeTools() |
Provides access to the FEditorModeTools for the level editor |
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bool |
GLevelEditorModeToolsIsValid() |
Checks if FEditorModeTools is valid |
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T * |
ImportObject ( |
Import an object using a UFactory. |
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const TCHAR ... |
ImportObjectProperties ( |
Parse and import text as property values for the object specified. |
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const TCHAR ... |
ImportObjectProperties ( |
Parse and import text as property values for the object specified. |
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bool |
IsGloballyUniqueObjectName |
Takes an FName and checks to see that it is unique among all loaded objects in all packages. |
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bool |
IsUniqueObjectName |
Takes an FName and checks to see that it is unique among all loaded objects. |
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bool |
IsUniqueObjectName |
Takes an FName and checks to see that it is unique among all loaded objects. |
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UPackage ... |
LoadWorldPackageForEditor ( |
Load a world package, managing the WorldTypePreLoadMap to ensure the correct world type is specified in UWorld::PostLoad() |
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void |
MergeStaticMesh ( |
Merges SourceMesh into DestMesh, applying transforms along the way |
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bool |
NormalizePackageNames |
Takes an array of package names (in any format) and converts them into relative pathnames for each package. |
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void |
ObjectTools::ForceReplaceReferences ( |
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void |
ObjectTools::GenerateFactoryFileExtensions |
Populates two strings with all of the file types and extensions the provided factory supports. |
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constexpr bo... |
ObjectTools::operator! ( |
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constexpr EI... |
ObjectTools::operator& ( |
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EInUseSearch... |
ObjectTools::operator&= ( |
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constexpr EI... |
ObjectTools::operator^ ( |
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EInUseSearch... |
ObjectTools::operator^= ( |
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constexpr EI... |
ObjectTools::operator| ( |
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EInUseSearch... |
ObjectTools::operator|= ( |
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constexpr EI... |
ObjectTools::operator~ ( |
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void |
RestoreEditorWorld ( |
Restores GWorld to the passed in one and reset the global flag indicating whether we are a PIE world or not. |
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bool |
SavePackageHelper ( |
LinkerToConformAgainst is no longer implemented; call function overload that does not take LinkerToConformAgainst. |
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bool |
SavePackageHelper ( |
Helper function to save a package that may or may not be a map package |
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void |
SearchDirectoryRecursive |
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TCHAR * |
SetFVECTOR ( |
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UWorld * |
SetPlayInEditorWorld ( |
Sets GWorld to the passed in PlayWorld and sets a global flag indicating that we are playing in the Editor. |
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ThumbnailCla... |
UE::Editor::FindOrCreateThumbnailInfo ( |
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void |
UnFbx::ApplyImportUIToImportOptions ( |
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FBXImportOpt... |
UnFbx::GetImportOptions ( |
Name | Description | ||
---|---|---|---|
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const Type |
Default |
Default flags |
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const int32 |
DefaultThumbnailSize |
Standard thumbnail height setting used by generation |
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bool |
GBuildStaticMeshCollision |
GBuildStaticMeshCollision - Global control for building static mesh collision on import. |
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GConvexDecompositionNotificationState |
The global pointer to the notification for convex decomposition; used to set the active state and update messages. |
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GCurrentLevelEditingViewportClient |
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UEditorEngine &... |
GEditor |
The editor object. |
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GLastKeyLevelEditingViewportClient |
Tracks the last level editing viewport client that received a key press. |
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GTexAlignTools |
This structure is using a static multicast delegate, so creating a static instance is dangerous because there is nothing to control the destruction order. |
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GUnrealEd |
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const Type |
MapRebuild |
Set when a map rebuild occurred |
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const Type |
NewMap |
Set when a new map is created, loaded from disk, imported, etc. |
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TOptional< int3... |
NumberOfClients |
Specify overrides by customizing the ULevelEditorPlaySettings in your PlaySessionRequest instead. |
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const Type |
WorldTornDown |
Set when a world was destroyed (torn down) |