Module |
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Header |
/Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h |
Include |
#include "ComponentVisualizer.h" |
class FComponentVisualizer : public TSharedFromThis< FComponentVisualizer >
Base class for a component visualizer, that draw editor information for a particular component class
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FComponentVisualizer() |
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~FComponentVisualizer() |
Name | Description | ||
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void |
DrawVisualization ( |
Draw visualization for the supplied component |
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void |
DrawVisualizationHUD ( |
Draw HUD on viewport for the supplied component |
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void |
EndEditing() |
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TSharedPtr< ... |
GenerateContextMenu() |
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bool |
GetCustomInputCoordinateSystem ( |
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UActorCompon... |
GetEditedComponent() |
Get currently edited component, this is needed to reset the active visualizer after undo/redo |
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bool |
GetWidgetLocation ( |
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bool |
HandleBoxSelect ( |
Handle box select input |
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bool |
HandleFrustumSelect ( |
Handle frustum select input |
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bool |
HandleInputDelta ( |
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bool |
HandleInputKey ( |
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bool |
HandleModifiedClick ( |
Handle click modified by Alt, Ctrl and/or Shift. The input HitProxy may not be on this component. |
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bool |
HandleSnapTo ( |
Pass snap input to active visualizer |
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bool |
HasFocusOnSelectionBoundingBox ( |
Return whether focus on selection should focus on bounding box defined by active visualizer |
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bool |
IsVisualizingArchetype() |
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void |
NotifyPropertiesModified ( |
Notify that many component properties have been modified |
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void |
NotifyPropertyModified ( |
Notify that a component property has been modified |
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void |
OnRegister() |
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bool |
ShouldShowForSelectedSubcomponents ( |
Show this visualizer if the component is directly is selected |
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bool |
ShowWhenSelected() |
Only show this visualizer if the actor is selected |
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void |
TrackingStarted ( |
Gets called when the mouse tracking has started (dragging behavior) |
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void |
TrackingStopped ( |
Gets called when the mouse tracking has stopped (dragging behavior) |
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bool |
VisProxyHandleClick ( |
Name |
Description |
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FPropertyNameAndIndex |
So deprecated code expecting this as an inner class still works. |
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UActorCompon... |
GetComponentFromPropertyName ( |
Please use the FComponentPropertyPath::GetComponent() to retrieve a component pointer from a property name path. |
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FPropertyNam... |
GetComponentPropertyName ( |
Please use the FComponentPropertyPath class to build property name paths for components. |