UnrealEd

Filters

Classes

Name

Description

Public class

AAnimationThumbnailSkeletalMeshActor

Public class

AHierarchicalLODVolume

An invisible volume used to manually define/create an HLOD cluster.

Public struct

AssetMarshalDefs

Public struct

FActionMenuContent

Struct used to return info about action menu

Public struct

FActorEditorContextClientDisplayInfo

Public class

FActorFactoryAssetProxy

Public struct

FActorFolderProps

Public struct

FActorFolders

Class responsible for managing an in-memory representation of actor folders in the editor

Public struct

FActorPlacementFolder

Public struct

FAnimationCompressionSelectionDialogConfig

A struct containing the settings to control the SAnimationCompressionSelectionDialog creation.

Public class

FAnimationRetargetContext

Public class

FAnimationSequenceThumbnailScene

Public class

FAnimBlueprintThumbnailScene

Public class

FArchiveTopLevelReferenceCollector

An archive for collecting object references that are top-level objects.

Public class

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.

Public class

FAssetEditorModeManager

Public struct

FAssetEditorViewportConstructionArgs

Arguments for constructing a viewport

Public class

FAssetEditorViewportLayout

Base class for viewport layout configurations Handles maximizing and restoring well as visibility of specific viewports.

Public class

FAssetEditorViewportPaneLayout

Public class

FAssetNotifications

Public class

FAssetPrivatizeModel

Public class

FAssetThumbnail

Interface for rendering a thumbnail in a slate viewport

Public struct

FAssetThumbnailConfig

A struct containing details about how the asset thumbnail should behave

Public class

FAssetThumbnailPool

Utility class for keeping track of, rendering, and recycling thumbnails rendered in Slate

Public class

FBatchedElementTexture2DPreviewParameters

Batched element parameters for previewing 2d textures.

Public class

FBatchedElementVolumeTexturePreviewParameters

Batched element parameters for previewing 2d textures.

Public struct

FBindingChainElement

An element in a binding chain

Public struct

FBindingContextStruct

Binding context struct allow to describe information for a struct to bind to using the binding widget.

Public class

FBlendSpaceThumbnailScene

Public class

FBlueprintThumbnailScene

Public struct

FBoneTrackPair

Public class

FBspSurfIdx

Public struct

FBuildOptions

Names of the built-in editor build types.

Public struct

FBXImportOptions

Public struct

FbxMeshInfo

Public struct

FbxNodeInfo

Node use to store the scene hierarchy transform will be relative to the parent.

Public struct

FbxSceneInfo

Public struct

FCachedComponentVisualizer

Public class

FCameraControllerConfig

FCameraControllerConfig

Public class

FCameraControllerUserImpulseData

FCameraControllerUserImpulseData

Public struct

FCanDeleteAssetResult

Helper struct for the FOnAssetsCanDelete delegate

Public struct

FChangeTransactor

Helper structure used for inserting FChange based undo/redo operations inside of the GUndo (ITransaction) instance.

Public class

FCinematicExporter

Base cinematic exporter class. Except for CImporter, consider the other classes as private.

Public class

FClassActorThumbnailScene

Public class

FClassIconFinder

Public class

FClassThumbnailScene

Public struct

FCommonEditorCategory

Wrapper for an enum detailing common editor categories.

Public struct

FCompiledPropertyAccessHandle

Handle used to describe property accesses that have been compiled.

Public class

FComponentAssetBrokerage

Utility class that associates assets with component classes

Public class

FComponentClassComboEntry

Public struct

FComponentEntryCustomizationArgs

Public struct

FComponentPropertyPath

Describes a chain of properties from the parent actor of a given component, to the component itself.

Public struct

FComponentTypeEntry

Public struct

FComponentTypeRegistry

Public class

FComponentVisualizer

Base class for a component visualizer, that draw editor information for a particular component class

Public class

FComponentVisualizerManager

Class that managed active component visualizer and routes input to it

Public class

FConsolidateToolWindow

Public struct

FConsolidationResults

Helper struct to detail the results of a consolidation operation

Public class

FContentHelper

Collection helper Used to create and update ContentBrowser collections

Public class

FConvexDecompositionNotificationState

To make the convex decomposition notification appear, you simply set 'IsActive' to true and assign the current status message in 'Status'.

Public struct

FCopyOptions

Copy options structure for CopyActorProperties

Public struct

FCurveTableEditorUtils

Public class

FCurveViewModel

Represents UI state for a curve displayed in the curve editor.

Public class

FCustomizableTextObjectFactory

This class is a simple customizable object factory driven from a text buffer.

Public struct

FDataTableEditorColumnHeaderData

Copyright Epic Games, Inc. All Rights Reserved.

Public struct

FDataTableEditorRowListViewData

Public struct

FDataTableEditorUtils

Public class

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.

Public class

FDisplayedAssetEntryInfo

Public class

FDragTool

The base class that all drag tools inherit from.

Public class

FDragTool_ActorBoxSelect

Draws a box in the current viewport and when the mouse button is released, it selects/unselects everything inside of it.

Public class

FDragTool_ActorFrustumSelect

Draws a box in the current viewport and when the mouse button is released, it selects/unselects everything inside of it.

Public class

FDragTool_Measure

Draws a line in the current viewport and displays the distance between its start/end points in the center of it.

Public class

FDragTool_ViewportChange

Draws a line in the current viewport and display the view options

Public struct

FDropQuery

Public class

FEdGraphToken

A Message Log token that links to an elemnt (node or pin) in an EdGraph

Public class

FEdGraphUtilities

Public class

FEditorAnalytics

Public class

FEditorBuildUtils

Utility class to hold functionality for building within the editor

Public class

FEditorCameraController

FEditorCameraController

Public struct

FEditorCommandLineUtils

Public class

FEditorCommonDrawHelper

Implements some basic functionality used by all editor viewports.

Public struct

FEditorDelegates

FEditorDelegates Delegates used by the editor.

Public class

FEditorDirectories

Public class

FEditorFileUtils

For saving map files through the main editor frame.

Public class

FEditorFolderUtils

Public struct

FEditorModeFactory

Public class

FEditorModeRegistry

A registry of editor modes and factories

Public class

FEditorModeTools

A helper class to store the state of the various editor modes.

Public class

FEditorUndoClient

Interface for tools wanting to handle undo/redo operations

Public class

FEditorViewportClient

Viewport client for editor viewports.

Public class

FEditorViewportCommands

Class containing commands for editor viewport actions common to all viewports

Public class

FEditorViewportLayout2x2

Public class

FEditorViewportLayoutFourPanes

Public class

FEditorViewportLayoutFourPanesBottom

Public class

FEditorViewportLayoutFourPanesLeft

Public class

FEditorViewportLayoutFourPanesRight

Public class

FEditorViewportLayoutFourPanesTop

Public class

FEditorViewportLayoutOnePane

Public class

FEditorViewportLayoutThreePanes

Public class

FEditorViewportLayoutThreePanesBottom

Public class

FEditorViewportLayoutThreePanesLeft

Public class

FEditorViewportLayoutThreePanesRight

Public class

FEditorViewportLayoutThreePanesTop

Public class

FEditorViewportLayoutTwoPanesHoriz

FEditorViewportLayoutTwoPanesHoriz /////////////////////////////.

Public class

FEditorViewportLayoutTwoPanesVert

FEditorViewportLayoutTwoPanesVert /////////////////////////////.

Public class

FEditorViewportStats

Public class

FEditorViewportTabContent

Represents the content in a viewport tab in an editor.

Public struct

FEditorViewportTypeDefinition

Definition of a custom viewport

Public struct

FEditorViewportViewModifierParams

Parameter struct for editor viewport view modifiers

Public struct

FEditorWorldExtensionActorData

Public class

FEdMode

Base class for all editor modes.

Public class

FFbxAnimCurveHandle

Public class

FFbxAnimNodeHandle

Public class

FFbxAnimPropertyHandle

Public class

FFbxCurvesAPI

Public class

FFbxDataConverter

FBX basic data conversion class.

Public class

FFbxHelper

Public class

FFbxImporter

Main FBX Importer class.

Public class

FFbxLogger

Message Logger for FBX. Saves all the messages and prints when it's destroyed

Public class

FFbxLoggerSetter

This class is to make sure Logger isn't used by outside of purpose.

Public struct

FFbxScopedOperation

Public class

FFeedbackContextEditor

A FFeedbackContext implementation for use in UnrealEd.

Public class

FFindAssetsArchive

This archive searches objects for assets.

Public class

FFindReferencedAssets

Public class

FFractureToolDelegates

Public class

FGameModeInfoCustomizer

Class to help customize a GameMode class picker, to show settings 'withing' GameMode.

Public class

FGenericSelectionFilter

A filter for generic selection sets. Simply allows objects which are non-null

Public class

FGPUSkinCacheVisualizationMenuCommands

Public struct

FGradientStopMark

Public struct

FGraphAppearanceInfo

Info about how to draw the graph

Public struct

FGraphPanelNodeFactory

Public struct

FGraphPanelPinConnectionFactory

Public struct

FGraphPanelPinFactory

Public class

FGridWidget

Public struct

FHierarchicalLODBuilder

This is Hierarchical LOD builder

Public struct

FImportedMaterialData

Public struct

FImportObjectParams

Import the entire default properties block for the class specified

Public struct

FInputEventState

Public class

FLevelEditorViewportClient

Public struct

FLevelViewportActorLock

Interface for objects who want to lock the viewport to an actor.

Public struct

FLocalizedAssetSCCUtil

Public struct

FLocalizedAssetUtil

Public struct

FLODCluster

This is a LOD cluster struct that holds list of actors with relevant information

Public class

FMainMRUFavoritesList

Simple class to represent a combined MRU and favorite map list

Public class

FMaterialThumbnailScene

Public struct

FMergeStaticMeshParams

Public struct

FMeshPaintDilateShaderParameters

Batched element parameters for mesh paint dilation shaders used for seam painting

Public struct

FMeshPaintShaderParameters

Batched element parameters for mesh paint shaders

Public class

FModeTool

Base class for all editor mode tools.

Public class

FMorphTargetBinaryImport

Utility class for importing a new morph target

Public class

FMouseDeltaTracker

Keeps track of mouse movement deltas in the viewports.

Public struct

FMoveDialogInfo

Information that can be gathered from the move dialog.

Public class

FMoveInfo

Target package and object name for moving an asset.

Public class

FMRUList

An MRU list of files.

Public struct

FMultiStepsImportObjectParams

Parameters for the ImportCreateObjectStep and ImportObjectPropertiesStep.

Public struct

FNameDuplicationRule

Public class

FNormalMapBatchedElementParameters

Batched element parameters for previewing normal maps.

Public struct

FPackageGroupName

A simple struct to represent the package group name triplet

Public class

FPackageSourceControlHelper

This class should not be used as a base class because it can force a connection to the SCM through FScopedSourceControl.

Public class

FParticleSystemThumbnailScene

Public struct

FPendingDelete

The pending deleted object.

Public struct

FPendingPrivateAsset

Public class

FPhysicalMaterialMaskImport

PhysicalMaterialMaskImport.

Public class

FPhysicsAssetThumbnailScene

Public class

FPhysicsManipulationEdMode

Editor mode to manipulate physics objects in level editor viewport simulation

Public class

FPhysicsManipulationEdModeFactory

Public struct

FPIELoginInfo

Data structure for storing PIE login credentials

Public struct

FPieLoginStruct

Holds various data to pass to the post login delegate for PIE logins

Public struct

FPkgInfoReporter

Base for classes which generate output for the PkgInfo commandlet

Public struct

FPkgInfoReporter_Log

Public struct

FPlayInEditorSessionInfo

This stores transient information about the current Play Session for the duration of the session.

Public struct

FPropertyAccessCopyContext

Context struct describing relevant characteristics of a property copy.

Public struct

FPropertyAccessHandle

Handle used to track property accesses that are being compiled.

Public struct

FPropertyAccessLibraryCompilerArgs

Context used to create a property access library compiler.

Public struct

FPropertyAccessResolveResult

Result of a property access resolve.

Public struct

FPropertyBindingWidgetArgs

Setup arguments structure for a property binding widget

Public struct

FPropertyNameAndIndex

Public class

FRayTracingDebugVisualizationMenuCommands

Public struct

FRedirectorBindingInfo

Info about a redirector binding. Redirector bindings allow

Public struct

FReferencedAssets

Data container to hold information about what is referencing a given set of assets.

Public class

FRegisteredCookPackageSplitter

Interface for internal use only (used by REGISTER_COOKPACKAGE_SPLITTER to register an ICookPackageSplitter for a class)

Public class

FReimportHandler

Reimport handler for package resources with associated source files on disk.

Public class

FReimportManager

Reimport manager for package resources with associated source files on disk.

Public struct

FReplaceRequest

Helper struct for batch replacements where Old references get replaced with New

Public struct

FRequestPlaySessionParams

Public class

FScopedActorPropertiesChangeImpl

Public class

FScopedBusyCursor

While in scope, sets the cursor to the busy (hourglass) cursor for all windows.

Public struct

FScopedCompoundTransaction

Public class

FScopedEditorWorld

A helper RAII class to initialize / destroy an editor world.

Public class

FScopedObjectMovement

This class begins an object movement change when created and ends it when it falls out of scope

Public class

FScopedRefreshAllBrowsersImpl

Public class

FScopedTransaction

Delineates a transactable block; Begin()s a transaction when entering scope, and End()s a transaction when leaving scope.

Public struct

FSelectedActorInfo

Generic information about the level selection set (actors or surfaces)

Public class

FSelectedEditableComponentFilter

A filter for only iterating through editable components

Public class

FSelectedEditableComponentIterator

An iterator used to iterate through selected components that are editable (i.e. not created in a blueprint)

Public class

FSelectionIterator

Public class

FSelfRegisteringEditorUndoClient

An undo client that registers itself in its constructor and unregisters itself in its destructor

Public class

FShowFlagData

Public struct

FShowMenuCommand

Public class

FSkeletalMeshThumbnailScene

Public class

FSkinWeightsUtilities

Public struct

FSlatePlayInEditorInfo

Public class

FSnappingUtils

Public class

FSourceCodeNavigation

Source code navigation functionality

Public class

FSourceFileDatabase

Singleton holding database of module names and disallowed header names in the engine and current project.

Public struct

FSourceLinkParams

Optional GetSourceLink parameters

Public class

FStaticMeshThumbnailScene

Public class

FTexAlignTools

A helper class to store the state of the various texture alignment tools.

Public class

FThumbnailExternalCache

Public struct

FThumbnailExternalCacheSettings

Public class

FThumbnailPreviewScene

Public class

FTickableCookObject

The same as FTickableEditorObject, but for systems that need to be ticked periodically during cooking.

Public class

FTickableEditorObject

This class provides common registration for gamethread editor only tickable objects.

Public struct

FTrackingTransaction

Public struct

FTrackScaleInfo

Utility struct for converting between curve space and local/absolute screen space.

Public class

FUnrealEdMisc

The public interface for the unreal editor misc singleton.

Public class

FUnrealEdUtils

Public struct

FViewportCameraTransform

Stores the transformation data for the viewport camera

Public struct

FViewportClick

Public struct

FViewportCursorLocation

Contains information about a mouse cursor position within a viewport, transformed into the correct coordinate system for the viewport.

Public struct

FViewportHoverTarget

Describes an object that's currently hovered over in the level viewport

Public class

FViewportNavigationCommands

Unreal level editor actions

Public struct

FWeakGraphPinPtr

A weak reference to a UEdGraphPin object that can remain valid through pin connection state changes that might trigger owner node reconstruction

Public class

FWidget

Public class

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.

Public class

FWorldFoldersImplementation

Public class

FWorldPersistentFolders

Class handling a list of actor folder objects of a world.

Public class

FWorldTransientFolders

Class handling a list of transient actor folders of a world.

Public struct

HComponentVisProxy

Public struct

HLevelSocketProxy

A hit proxy class for sockets in the main editor viewports.

Public struct

HWidgetAxis

Widget hit proxy.

Public struct

HWidgetUtilProxy

Public struct

IActorEditorContextClient

Public class

IAssetViewport

Public interface to SLevelViewport

Public class

ICommonEditorViewportToolbarInfoProvider

This is the interface that the host of a SCommonEditorViewportToolbarBase must implement.

Public class

IComponentAssetBroker

This class knows how to get or set the asset on a particular kind of actor component

Public class

ICookPackageSplitter

This class is used for packages that need to be split into multiple runtime packages.

Public struct

IEditorModeFactory

Public class

INodeNameAdapter

Adapter interface which allows finding the corresponding actor node name to act on sequencer.

Public class

IPackageAutoSaver

An interface to handle the creation, destruction, and restoration of auto-saved packages

Public class

IPIEAuthorizer

Public class

IPreviewProfileController

Sets or gets the available preview profiles.

Public class

IProjectExternalContentInterface

Interface to manage project references to external content

Public class

IPropertyAccessBlueprintBinding

Modular feature allowing property access to bind to a Blueprint.

Public class

IPropertyAccessEditor

Editor support for property access system

Public class

IPropertyAccessLibraryCompiler

A helper used to compile a property access library.

Public class

ISocketManager

Public class

ISourceCodeNavigationHandler

Handles source code navigation for custom scripting languages.

Public class

SAboutScreen

About screen contents widget

Public class

SActorEditorContext

Public class

SAnimationCompressionSelectionDialog

Dialog to prompt user to select an animation compression settings asset.

Public class

SAssetEditorViewport

Public class

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.

Public class

SBasePoseViewport

Public class

SBonePairRow

Public class

SColorGradientEditor

Public class

SCommonEditorViewportToolbarBase

A viewport toolbar widget for an asset or level editor that is placed in a viewport

Public class

SComponentClassCombo

Public class

SCreateAnimationAssetDlg

Dialog to prompt users to decide an animation asset name

Public class

SCreateAssetFromObject

Public class

SCreditsScreen

Credit screen widget that displays a scrolling list contributors.

Public class

SCSVImportOptions

Public class

SCurveEditor

Public class

SEditorViewport

Public class

SEditorViewportToolBarButton

A simple class that represents a toolbar button in an editor viewport toolbar

Public class

SEditorViewportToolbarMenu

Widget that opens a menu when clicked

Public class

SEditorViewportViewMenu

Public class

SExpanderArrow

SExpanderArrow is a widget intended to be used alongside SIndent.

Public class

SGraphEditor

Interface and wrapper for GraphEditor widgets.

Public class

SIndent

SIndent is a widget used to indent trees in a layered style.

Public class

SKeySelector

Widget for selecting an input key

Public class

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.

Public class

SMiniCurveEditor

Public class

SReplaceMissingSkeletonDialog

Public class

SScalabilitySettings

Copyright Epic Games, Inc. All Rights Reserved.

Public class

SSelectFolderDlg

Public class

SSkeletonBoneRemoval

Slate panel for choose displaying bones to remove

Public class

SSkeletonCompareWidget

2 columns - bone pair widget

Public class

SSkeletonListWidget

1 columns - just show bone list

Public class

SSkeletonSelectorWindow

Public class

SSkeletonWidget

Public class

STextHighlightOverlay

Allows you to highlight any arbitrary text based widget.

Public class

STransformViewportToolBar

A delegate that is executed when adding menu content.

Public class

SViewportToolBar

A level viewport toolbar widget that is placed in a viewport

Public class

SViewportToolBarComboMenu

Custom widget to display a toggle/drop down menu.

Public class

SViewportToolBarIconMenu

Custom widget to display an icon/drop down menu.

Public class

SWorldPartitionViewportWidget

Public class

TClassInstanceThumbnailScene

Handles instancing thumbnail scenes for Class and Blueprint types (use the class or generated class as the key).

Public class

TEditorViewportLayoutTwoPanes

Public class

TObjectInstanceThumbnailScene

Handles instancing thumbnail scenes for Object based Asset types (use the path as the key).

Public class

TSelectionIterator

Manages selections of objects.

Public class

UActorGroupingUtils

Helper class for grouping actors in the level editor

Public class

UAssetDefinitionDefault

Public class

UAssetImportTask

Contains data for a group of assets to import

Public class

UAutomatedAssetImportData

Contains data for a group of assets to import

Public class

UBaseWidgetBlueprint

Public class

UCrashReporterSettings

Implements per-project cooker settings exposed to the editor

Public class

UEdGraphNode_Comment

Public class

UEditorLevelUtils

Public class

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++).

Public class

UEditorViewportViewMenuContext

Public class

UEditorWorldExtension

Public class

UEditorWorldExtensionCollection

Holds a collection of UEditorExtension

Public class

UEditorWorldExtensionManager

Holds a map of extension collections paired with worlds

Public class

UHierarchicalLODSettings

Public class

ULevelEditorDragDropHandler

Public class

UMaterialGraphNode_Knot

Public class

UPackageTools

Public class

UPhysicsAssetGenerationSettings

Public class

USelection

Manages selections of objects.

Public class

USkeletalMeshToolMenuContext

Public class

UViewportToolBarContext

Public class

UWorldFolders

Per-World Actor Folders UObject (used to support undo/redo reliably)

Constants

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

Typedefs

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

MapChangeEventFlags::Type

Enums

Name

Description

Public enum

EActorEditorContextAction

Public enum

EAnalyticsErrorCodes::Type

Error Codes for a variety of tool errors NOTE: this needs to be kept in sync with iPhonePackager.cs and AutomationTool/Program.cs Any new error added here needs a text string in TranslateErrorCode

Public enum

EAutosaveContentPackagesResult::Type

Public enum

ECommentBoxMode::Type

Public enum

EComponentCreateAction::Type

Public enum

ECSVImportOptionDlgResponse

Public enum

EditorUtilities::ECopyOptions::Type

Options for CopyActorProperties

Public enum

EDragTool::Type

Public enum

EEditorBuildResult

Result of a custom editor build.

Public enum

EEditorWorldExtensionTransitionState

Public enum

EFileInteraction

Public enum

EGeomSelectionStatus

Public enum

EGeomSelectionType

Public enum

ELastDirectory::Type

The different directory identifiers

Public enum

ELevelVisibilityDirtyMode

Public enum

EMapChangeType

Public enum

EMenuItemType::Type

Public enum

EModeTools

Public enum

EMorphImportError

Morph target import error codes

Public enum

EPackageInfoDisplayFlags

Public enum

EPackageInfoFlags

These bit flag values represent the different types of information that can be reported about a package

Public enum

EPackageNormalizationFlags

Flags which modify the way that NormalizePackageNames works.

Public enum

EPlaySessionDestinationType

Public enum

EPlaySessionPreviewType

Public enum

EPlaySessionWorldType

Public enum

EPropertyAccessBatchType

DEPRECATED - The various batching of property copy.

Public enum

EPropertyAccessCompatibility

Enum describing property compatibility

Public enum

EPropertyAccessResolveResult

Enum describing the result of ResolvePropertyAccess

Public enum

EReimportResult::Type

The various results we can receive from an object re-import

Public enum

EReloadPackagesInteractionMode

Public enum

ERowInsertionPosition

Public enum

ETAxis

Texture alignment.

Public enum

EThumbnailColorStripOrientation

The edge of the thumbnail along which to display the color strip

Public enum

EThumbnailLabel::Type

Public enum

EThumbnailSize

Public enum

EWidgetMovementMode

Public enum

ObjectTools::EAllowCancelDuringDelete

Public enum

ObjectTools::EAllowCancelDuringPrivatize

Public enum

ObjectTools::EInUseSearchFlags

Public enum

ObjectTools::EInUseSearchOption

Options for in use object tagging

Public enum

ThumbnailTools::EThumbnailTextureFlushMode::Type

Thumbnail texture flush mode

Public enum

UnFbx::EFbxCreator

Fbx Importer UI options.

Public enum

UnFbx::EFBXReimportDialogReturnOption

Fbx Importer UI options.

Functions

Name Description

Public function

T *

 

AnimationEditorUtils::CreateAnimationAsset

(
    UObject* SkeletonOrSkeletalMes...,
    const FString& AssetPath,
    const FString& InPrefix
)

Template version of simple creating animation asset

Public function

void

 

AnimationEditorUtils::ExecuteNewAnimAsset

(
    TArray< TSoftObjectPtr< UObject >> ...,
    const FString InSuffix,
    FAnimAssetCreated AssetCreated,
    bool bInContentBrowser,
    bool bAllowReplaceExisting
)

Public function

UObject *...

 

AssetUtil::GetObject

(
    const FString& AssetName
)

Given an asset name, finds the object for the asset

Public function

TArray< UObj...

 

AssetUtil::GetObjects

(
    const TArray< FString >& AssetName...,
    bool* bAllWereLoaded
)

Given an array of asset names, loads the assets into an array of objects

Public function

TSharedRef< ...

 

BuildViewModeOptionsMenu

(
    TSharedPtr< FUICommandList > Comman...,
    EViewModeIndex ViewModeIndex,
    ERHIFeatureLevel::Type FeatureLevel,
    TMap< int32, FName >& ParamNameMap
)

Build the viewmode otions menu.

Public function Static

void

 

CommonEditorViewportUtils::FillShowMenu

(
    FMenuBuilder& MenuBuilder,
    TArray< FShowMenuCommand > MenuComm...,
    int32 EntryOffset
)

Public function

void

 

CreateModelFromStaticMesh

(
    UModel* Model,
    AStaticMeshActor* StaticMeshAc...
)

Converts a static mesh to a brush.

Creates a model from the triangles in a static mesh.

Public function

UStaticMesh ...

 

CreateStaticMesh

(
    FMeshDescription& RawMesh,
    TArray< FStaticMaterial >& Materia...,
    UObject* Outer,
    FName Name
)

Creating a static mesh from an array of triangles.

Public function

UStaticMesh ...

 

CreateStaticMeshFromBrush

(
    UObject* Outer,
    FName Name,
    ABrush* Brush,
    UModel* Model
)

Public function

class

 

deprecated

(
    "Backups are no longer used in Unre...,
    otherwise your project will no long...
)

Class that houses various static utility functions to allow for packages to be backed-up to a special auto save/backup directory.

Public function

void

 

DoActionToAllPackages

(
    UCommandlet* Commandlet,
    const FString& Params
)

This is our Functional "Do an Action to all Packages" Template.

Public function

TMap< AssetT...

 

EditorAnimUtils::DuplicateAssets

(
    const TArray< AssetType* >& A...,
    UPackage* DestinationPackage,
    const FNameDuplicationRule* Na...
)

Duplicates the supplied AssetsToDuplicate and returns a map of original asset to duplicate.

Public function

void

 

EditorAnimUtils::GetAssetsFromProperties

(
    TArray< FProperty* > InPropert...,
    UObject* Scope,
    TArray< AssetType* >& OutAsse...
)

Public function

void

 

EditorExit()

Public function

int32

 

EditorInit

(
    IEngineLoop& EngineLoop
)

Public function

int32

 

EditorReinit()

Similar to EditorInit(), but the IMainFrameModule is recreated rather than just created.

Public function

bool

 

EditorScriptingHelpers::CheckIfInEditorAndPIE()

Use EditorScriptingUtils::IsInEditorAndNotPlaying()

Public function

FString

 

EditorScriptingHelpers::ConvertAnyPathToLongPackagePath

(
    const FString& AnyPath,
    FString& OutFailureReason
)

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"

Public function

FString

 

EditorScriptingHelpers::ConvertAnyPathToObjectPath

(
    const FString& AssetPath,
    FString& OutFailureReason
)

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"

Public function

FString

 

EditorScriptingHelpers::ConvertAnyPathToSubObjectPath

(
    const FString& AssetPath,
    FString& OutFailureReason
)

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"

Public function

bool

 

EditorScriptingHelpers::HasValidRoot

(
    const FString& ObjectPath
)

Check if the Path have a valid root

Public function

bool

 

EditorScriptingHelpers::IsAValidPath

(
    const FString& Path,
    const TCHAR* InvalidChar,
    FString& OutFailureReason
)

Check if the Path is a valid ContentBrowser Path

Public function

bool

 

EditorScriptingHelpers::IsAValidPathForCreateNewAsset

(
    const FString& ObjectPath,
    FString& OutFailureReason
)

Check if the AssetPath can be used to create a new asset

Public function Static

const FName

 

EditorViewportConfigurationNames::FourPanes2x2

(
    "FourPanes2x2"
)

Public function Static

const FName

 

EditorViewportConfigurationNames::FourPanesBottom

(
    "FourPanesBottom"
)

Public function Static

const FName

 

EditorViewportConfigurationNames::FourPanesLeft

(
    "FourPanesLeft"
)

Public function Static

const FName

 

EditorViewportConfigurationNames::FourPanesRight

(
    "FourPanesRight"
)

Public function Static

const FName

 

EditorViewportConfigurationNames::FourPanesTop

(
    "FourPanesTop"
)

Public function Static

const FName

 

EditorViewportConfigurationNames::OnePane

(
    "OnePane"
)

Public function Static

const FName

 

EditorViewportConfigurationNames::ThreePanesBottom

(
    "ThreePanesBottom"
)

Public function Static

const FName

 

EditorViewportConfigurationNames::ThreePanesLeft

(
    "ThreePanesLeft"
)

Public function Static

const FName

 

EditorViewportConfigurationNames::ThreePanesRight

(
    "ThreePanesRight"
)

Public function Static

const FName

 

EditorViewportConfigurationNames::ThreePanesTop

(
    "ThreePanesTop"
)

Public function Static

const FName

 

EditorViewportConfigurationNames::TwoPanesHoriz

(
    "TwoPanesHoriz"
)

Public function Static

const FName

 

EditorViewportConfigurationNames::TwoPanesVert

(
    "TwoPanesVert"
)

Public function

const float

 

EditorViewportDefs::DefaultPerspectiveFOVAngle

(
    90. 0f
)

Default camera field of view angle for level editor perspective viewports

Public function

const FVecto...

 

EditorViewportDefs::DefaultPerspectiveViewLocation

(
    0. 0f,
    1024. 0f,
    512. 0f
)

Default camera position for level editor perspective viewports

Public function

const FRotat...

 

EditorViewportDefs::DefaultPerspectiveViewRotation

(
    -15. 0f,
    -90. 0f,
    0
)

Default camera orientation for level editor perspective viewports

Public function

void

 

FbxAnimUtils::ExtractAttributeCurves

(
    fbxsdk::FbxNode* InNode,
    bool bInDoNotImportCurveWithZero,
    TFunctionRef< void(fbxsdk::FbxAnimC...
)

Helper function that extracts custom attribute curves from a specified Fbx node, omiting attributes directly applied to the bones.

Public function

bool

 

FbxAnimUtils::ShouldImportCurve

(
    fbxsdk::FbxAnimCurve* Curve,
    bool bDoNotImportWithZeroValues
)

Helper function used to check whether we should import the specified curve.

Public function

FText

 

FEditorCategoryUtils::BuildCategoryString

(
    const FCommonEditorCategory::EValue...,
    const FText& SubCategory
)

Utility function that concatenates the supplied sub-category with one that matches the root category id.

Public function

FString

 

FEditorCategoryUtils::GetCategoryDisplayString

(
    const FString& UnsanitizedCategory
)

Expands any keys found in the category string (any terms found in square brackets), and sanitizes the name (spacing individual words, etc.).

Public function

FText

 

FEditorCategoryUtils::GetCategoryDisplayString

(
    const FText& UnsanitizedCategory
)

Expands any keys found in the category string (any terms found in square brackets), and sanitizes the name (spacing individual words, etc.).

Public function

void

 

FEditorCategoryUtils::GetCategoryTooltipInfo

(
    const FString& Category,
    FText& Tooltip,
    FString& DocLink,
    FString& DocExcerpt
)

Returns tooltip information for the specified category

Public function

void

 

FEditorCategoryUtils::GetClassHideCategories

(
    const UStruct* Class,
    TArray< FString >& CategoriesOut,
    bool bHomogenize
)

Parses out the class's "HideCategories" metadata, and returns it segmented and sanitized.

Public function

void

 

FEditorCategoryUtils::GetClassShowCategories

(
    const UStruct* Class,
    TArray< FString >& CategoriesOut
)

Parses out the class's "ShowCategories" metadata, and returns it segmented and sanitized.

Public function

const FText ...

 

FEditorCategoryUtils::GetCommonCategory

(
    const FCommonEditorCategory::EValue...
)

Retrieves a qualified category path for the desired common category.

Public function

TSet< FStrin...

 

FEditorCategoryUtils::GetHiddenCategories

(
    const UStruct* Class
)

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).

Public function

bool

 

FEditorCategoryUtils::IsCategoryHiddenFromClass

(
    const UStruct* Class,
    const FCommonEditorCategory::EValue...
)

Checks to see if the category associated with the supplied common category id is hidden from the specified class.

Public function

bool

 

FEditorCategoryUtils::IsCategoryHiddenFromClass

(
    const UStruct* Class,
    const FText& Category
)

Checks to see if the specified category is hidden from the supplied class.

Public function

bool

 

FEditorCategoryUtils::IsCategoryHiddenFromClass

(
    const UStruct* Class,
    const FString& Category
)

Checks to see if the specified category is hidden from the supplied class.

Public function

bool

 

FEditorCategoryUtils::IsCategoryHiddenFromClass

(
    const TArray< FString >& ClassHide...,
    const UStruct* Class,
    const FString& Category
)

Checks to see if the specified category is hidden from the supplied Class, avoids recalculation of ClassHideCategories.

Public function

void

 

FEditorCategoryUtils::RegisterCategoryKey

(
    const FString& Key,
    const FText& Category,
    const FText& Tooltip
)

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.

Public function

void

 

FEditorCategoryUtils::RegisterCategoryKey

(
    const FString& Key,
    const FText& Category,
    const FString& DocLink,
    const FString& DocExcerpt
)

Public function

UClass *

 

FEditorClassUtils::GetClassFromString

(
    const FString& ClassName
)

Fetches a UClass from the string name of the class

Public function

FName

 

FEditorClassUtils::GetClassPathFromAsset

(
    const FAssetData& InAssetData,
    bool bGenerateClassPathIfMissing
)

Class names are now represented by path names. Please use GetClassPathNameFromAsset.

Public function

FName

 

FEditorClassUtils::GetClassPathFromAssetTag

(
    const FAssetData& InAssetData
)

Class names are now represented by path names. Please use GetClassPathNameFromAssetTag.

Public function

FTopLevelAss...

 

FEditorClassUtils::GetClassPathNameFromAsset

(
    const FAssetData& InAssetData,
    bool bGenerateClassPathIfMissing
)

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)

Public function

FTopLevelAss...

 

FEditorClassUtils::GetClassPathNameFromAssetTag

(
    const FAssetData& InAssetData
)

Gets the class path from the asset tag (i.e. GeneratedClassPath tag on blueprints)

Public function

FString

 

FEditorClassUtils::GetDocumentationExcerpt

(
    const UClass* Class
)

Gets the excerpt to use for this class Excerpt will be contained on the page returned by GetDocumentationPage

Public function

FString

 

FEditorClassUtils::GetDocumentationLink

(
    const UClass* Class,
    const FString& OverrideExcerpt
)

Returns the link path to the documentation for a given class

Public function

FString

 

FEditorClassUtils::GetDocumentationLinkBaseUrl

(
    const UClass* Class,
    const FString& OverrideExcerpt
)

Returns the ID of the base documentation URL set for this class in its documentation excerpt.

Public function

FString

 

FEditorClassUtils::GetDocumentationLinkBaseUrlFromExcerpt

(
    const FString& DocLink,
    const FString DocExcerpt
)

Returns the ID of the base documentation URL set in the specified excerpt.

Public function

FString

 

FEditorClassUtils::GetDocumentationLinkFromExcerpt

(
    const FString& DocLink,
    const FString DocExcerpt
)

Return link path from a specified excerpt

Public function

TSharedRef< ...

 

FEditorClassUtils::GetDocumentationLinkWidget

(
    const UClass* Class
)

Creates a link widget to the documentation for a given class

Public function

FString

 

FEditorClassUtils::GetDocumentationPage

(
    const UClass* Class
)

Gets the page that documentation for this class is contained on

Public function

TSharedRef< ...

 

FEditorClassUtils::GetDynamicDocumentationLinkWidget

(
    const TAttribute< const UClass*...
)

Create a link widget to the documentation for a potentially dynamic link widget.

Public function

void

 

FEditorClassUtils::GetImplementedInterfaceClassPathsFromAsset

(
    const FAssetData& InAssetData,
    TArray< FString >& OutClassPaths
)

Fetches the set of interface class object paths from an asset data entry containing the appropriate asset tag(s).

Public function

TSharedRef< ...

 

FEditorClassUtils::GetSourceLink

(
    const UClass* Class,
    const TWeakObjectPtr< UObject > Obj...
)

Creates an hyperlink to the source code or blueprint for a given class (or a spacer if the link is unavailable for some reason)

Public function

TSharedRef< ...

 

FEditorClassUtils::GetSourceLink

(
    const UClass* Class,
    const FSourceLinkParams& Params
)

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)

Public function

TSharedRef< ...

 

FEditorClassUtils::GetSourceLinkFormatted

(
    const UClass* Class,
    const TWeakObjectPtr< UObject > Obj...,
    const FText& BlueprintFormat,
    const FText& CodeFormat
)

Creates an hyperlink to the source code or blueprint for a given class formatted however you need.

Public function

TSharedRef< ...

 

FEditorClassUtils::GetTooltip

(
    const UClass* Class,
    const TAttribute< FText >& Overrid...
)

Gets the tooltip to display for a given class with specified text for the tooltip

Public function

TSharedRef< ...

 

FEditorClassUtils::GetTooltip

(
    const UClass* Class
)

Gets the tooltip to display for a given class

Public function

bool

 

FEditorClassUtils::IsBlueprintAsset

(
    const FAssetData& InAssetData,
    bool* bOutIsBPGC
)

Returns whether the specified asset is a UBlueprint or UBlueprintGeneratedClass (or any of their derived classes)

Public function Static

FString

 

GameModeCategory

Public function

bool

 

GetBEGIN

(
    const TCHAR** Stream,
    const TCHAR* Match
)

Public function

void

 

GetBrushMesh

(
    ABrush* Brush,
    UModel* Model,
    FMeshDescription& OutMesh,
    TArray< FStaticMaterial >& OutMate...
)

Converting models to static meshes.

Public function

const FStrin...

 

GetEditorResourcesDir()

Returns the path to the engine's editor resources directory (e.g. "/../../Engine/Editor/")

Public function

bool

 

GetEND

(
    const TCHAR** Stream,
    const TCHAR* Match
)

Public function

bool

 

GetFROTATOR

(
    const TCHAR* Stream,
    const TCHAR* Match,
    FRotator& Rotation,
    int32 ScaleFactor
)

Public function

bool

 

GetFROTATOR

(
    const TCHAR* Stream,
    FRotator& Rotation,
    int ScaleFactor
)

Public function

const TCHAR ...

 

GetFROTATORSpaceDelimited

(
    const TCHAR* Stream,
    FRotator& Rotation,
    int32 ScaleFactor
)

Get an int based FRotator (X Y Z)

Public function

bool

 

GetFVECTOR

(
    const TCHAR* Stream,
    FVector& Value
)

Public function

bool

 

GetFVECTOR

(
    const TCHAR* Stream,
    const TCHAR* Match,
    FVector& Value
)

Public function

const TCHAR ...

 

GetFVECTORSpaceDelimited

(
    const TCHAR* Stream,
    FVector& Value
)

Get a floating-point vector (X Y Z)

Public function

bool

 

GetREMOVE

(
    const TCHAR** Stream,
    const TCHAR* Match
)

Public function

TArray< FSho...

 

GetShowFlagMenuItems()

Public function

bool

 

GetSUBSTRING

(
    const TCHAR* Stream,
    const TCHAR* Match,
    TCHAR* Value,
    int32 MaxLen
)

Public function

uint32

 

GetTypeHash

(
    const FPropertyAccessHandle& Value
)

Public function

FText

 

GetViewModeOptionsMenuLabel

(
    EViewModeIndex ViewModeIndex
)

Get the viewmode otions menu label.

Public function

FEditorModeT...

 

GLevelEditorModeTools()

Provides access to the FEditorModeTools for the level editor

Public function

bool

 

GLevelEditorModeToolsIsValid()

Checks if FEditorModeTools is valid

Public function

T *

 

ImportObject

(
    UObject* Outer,
    FName Name,
    EObjectFlags Flags,
    const TCHAR* Filename,
    UObject* Context,
    UFactory* Factory,
    const TCHAR* Parms,
    FFeedbackContext* Warn
)

Import an object using a UFactory.

Public function

const TCHAR ...

 

ImportObjectProperties

(
    FImportObjectParams& InParams
)

Parse and import text as property values for the object specified.

Public function

const TCHAR ...

 

ImportObjectProperties

(
    uint8* DestData,
    const TCHAR* SourceText,
    UStruct* ObjectStruct,
    UObject* SubobjectRoot,
    UObject* SubobjectOuter,
    FFeedbackContext* Warn,
    int32 Depth,
    int32 LineNumber,
    FObjectInstancingGraph* Instan...,
    const TMap< AActor*, AActor&#...
)

Parse and import text as property values for the object specified.

Public function

bool

 

IsGloballyUniqueObjectName

(
    const FName& InName,
    FText* InReason
)

Takes an FName and checks to see that it is unique among all loaded objects in all packages.

Public function

bool

 

IsUniqueObjectName

(
    const FName& InName,
    UObject* Outer,
    FText* InReason
)

Takes an FName and checks to see that it is unique among all loaded objects.

Public function

bool

 

IsUniqueObjectName

(
    const FName& InName,
    UObject* Outer,
    FText& InReason
)

Takes an FName and checks to see that it is unique among all loaded objects.

Public function

UPackage ...

 

LoadWorldPackageForEditor

(
    const FStringView InLongPackageName,
    EWorldType::Type InWorldType,
    uint32 InLoadFlags
)

Load a world package, managing the WorldTypePreLoadMap to ensure the correct world type is specified in UWorld::PostLoad()

Public function

void

 

MergeStaticMesh

(
    UStaticMesh* DestMesh,
    UStaticMesh* SourceMesh,
    const FMergeStaticMeshParams& Para...
)

Merges SourceMesh into DestMesh, applying transforms along the way

Public function

bool

 

NormalizePackageNames

(
    TArray< FString > PackageNames,
    TArray< FString >& PackagePathName...,
    const FString& PackageWildcard,
    uint8 PackageFilter
)

Takes an array of package names (in any format) and converts them into relative pathnames for each package.

Public function

void

 

ObjectTools::ForceReplaceReferences

(
    TArrayView< FReplaceRequest > Reque...,
    TSet< UObject* >& ObjectsToRe...
)

Public function

void

 

ObjectTools::GenerateFactoryFileExtensions

(
    const UFactory* InFactory,
    FString& out_Filetypes,
    FString& out_Extensions,
    TMultiMap< uint32, UFactory* >...
)

Populates two strings with all of the file types and extensions the provided factory supports.

Public function

constexpr bo...

 

ObjectTools::operator!

(
    EInUseSearchFlags E
)

Public function

constexpr EI...

 

ObjectTools::operator&

(
    EInUseSearchFlags Lhs,
    EInUseSearchFlags Rhs
)

Public function

EInUseSearch...

 

ObjectTools::operator&=

(
    EInUseSearchFlags& Lhs,
    EInUseSearchFlags Rhs
)

Public function

constexpr EI...

 

ObjectTools::operator^

(
    EInUseSearchFlags Lhs,
    EInUseSearchFlags Rhs
)

Public function

EInUseSearch...

 

ObjectTools::operator^=

(
    EInUseSearchFlags& Lhs,
    EInUseSearchFlags Rhs
)

Public function

constexpr EI...

 

ObjectTools::operator|

(
    EInUseSearchFlags Lhs,
    EInUseSearchFlags Rhs
)

Public function

EInUseSearch...

 

ObjectTools::operator|=

(
    EInUseSearchFlags& Lhs,
    EInUseSearchFlags Rhs
)

Public function

constexpr EI...

 

ObjectTools::operator~

(
    EInUseSearchFlags E
)

Public function

void

 

RestoreEditorWorld

(
    UWorld* EditorWorld
)

Restores GWorld to the passed in one and reset the global flag indicating whether we are a PIE world or not.

Public function

bool

 

SavePackageHelper

(
    UPackage* Package,
    FString Filename,
    EObjectFlags KeepObjectFlags,
    FOutputDevice* ErrorDevice,
    FLinkerNull* LinkerToConformAg...,
    ESaveFlags SaveFlags
)

LinkerToConformAgainst is no longer implemented; call function overload that does not take LinkerToConformAgainst.

Public function

bool

 

SavePackageHelper

(
    UPackage* Package,
    FString Filename,
    EObjectFlags KeepObjectFlags,
    FOutputDevice* ErrorDevice,
    ESaveFlags SaveFlags
)

Helper function to save a package that may or may not be a map package

Public function

void

 

SearchDirectoryRecursive

(
    const FString& SearchPathMask,
    TArray< FString >& out_PackageName...,
    TArray< FString >& out_PackageFile...
)

Public function

TCHAR *

 

SetFVECTOR

(
    TCHAR* Dest,
    const FVector* Value
)

Public function

UWorld *

 

SetPlayInEditorWorld

(
    UWorld* PlayInEditorWorld
)

Sets GWorld to the passed in PlayWorld and sets a global flag indicating that we are playing in the Editor.

Public function

ThumbnailCla...

 

UE::Editor::FindOrCreateThumbnailInfo

(
    UObject* AssetObject
)

Public function

void

 

UnFbx::ApplyImportUIToImportOptions

(
    UFbxImportUI* ImportUI,
    FBXImportOptions& InOutImportOptio...
)

Public function

FBXImportOpt...

 

UnFbx::GetImportOptions

(
    FFbxImporter* FbxImporter,
    UFbxImportUI* ImportUI,
    bool bShowOptionDialog,
    bool bIsAutomated,
    const FString& FullPath,
    bool& OutOperationCanceled,
    bool& OutImportAll,
    bool bIsObjFormat,
    const FString& InFilename,
    bool bForceImportType,
    EFBXImportType ImportType
)

Variables

Name Description

Public variable

const Type

 

Default

Default flags

Public variable

const int32

 

DefaultThumbnailSize

Standard thumbnail height setting used by generation

Public variable

bool

 

GBuildStaticMeshCollision

GBuildStaticMeshCollision - Global control for building static mesh collision on import.

Public variable

FConvexDecompos...

 

GConvexDecompositionNotificationState

The global pointer to the notification for convex decomposition; used to set the active state and update messages.

Public variable

FLevelEditorVie...

 

GCurrentLevelEditingViewportClient

Public variable

UEditorEngine &...

 

GEditor

The editor object.

Public variable

FLevelEditorVie...

 

GLastKeyLevelEditingViewportClient

Tracks the last level editing viewport client that received a key press.

Public variable

FTexAlignTools

 

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.

Public variable

UUnrealEdEngine...

 

GUnrealEd

Public variable

const Type

 

MapRebuild

Set when a map rebuild occurred

Public variable

const Type

 

NewMap

Set when a new map is created, loaded from disk, imported, etc.

Public variable

TOptional< int3...

 

NumberOfClients

Specify overrides by customizing the ULevelEditorPlaySettings in your PlaySessionRequest instead.

Public variable

const Type

 

WorldTornDown

Set when a world was destroyed (torn down)

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