UUnrealEdEngine

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Inheritance Hierarchy

References

Module

UnrealEd

Header

/Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h

Include

#include "Editor/UnrealEdEngine.h"

Syntax

class UUnrealEdEngine :
    public UEditorEngine,
    public FNotifyHook

Variables

Name Description

Public variable

TArray< class U...

 

AnimationCompressionAlgorithms

Global list of instanced animation compression algorithms.

Public variable

UAutoReimportMa...

 

AutoReimportManager

Manager responsible for configuring auto reimport

Public variable

uint32: 1

 

bNeedWarningForPkgEngineVer

Whether the user needs to be prompted about a package being saved with an engine version newer than the current one or not

Public variable

uint32: 1

 

bNeedWarningForWritePermission

Whether the user needs to be prompted about a package being saved when the user does not have permission to write the file

Protected variable

bool

 

bPivotMovedIndependently

Whether the pivot has been moved independently

Public variable

uint32: 1

 

bShowPackageNotification

Whether there is a pending package notification

Protected variable

TWeakPtr< SNoti...

 

CheckOutNotificationWeakPtr

Public variable

FComponentVisua...

 

ComponentVisManager

Manages currently active visualizer and routes interactions to it

Public variable

TMap< FName, TS...

 

ComponentVisualizerMap

Map from component class to visualizer object to use

Public variable

UCookOnTheFlySe...

 

CookServer

Cooker server incase we want to cook ont he side while editing...

Public variable

AActor *

 

CurrentLODParentActor

Current target for LOD parenting operations (actors will use this as the replacement)

Protected variable

TUniquePtr< IDD...

 

DDCNotifications

The DDC notifications instance used by the editor

Public variable

UUnrealEdOption...

 

EditorOptionsInst

Global instance of the editor options class.

Public variable

UMaterial *

 

MaterialCopyPasteBuffer

A buffer for implementing material expression copy/paste.

Public variable

TArray< class U...

 

MatineeCopyPasteBuffer

A buffer for implementing matinee track/group copy/paste.

Protected variable

FDelegateHandle

 

OnMatineeEditorClosedDelegateHandle

Handle to the registered OnMatineeEditorClosed delegate.

Protected variable

TUniquePtr< IPa...

 

PackageAutoSaver

The package auto-saver instance used by the editor

Public variable

TMap< FString, ...

 

PackagesCheckedForEngineVersion

Map to track which packages have been checked for engine version when modified

Public variable

TMap< FString, ...

 

PackagesCheckedForWritePermission

Map to track which packages have been checked for write permission when modified

Public variable

TArray< TWeakOb...

 

PackagesDirtiedThisTick

A list of packages dirtied this tick

Public variable

TArray< FString...

 

PackagesToBeFullyLoadedAtStartup

Array of packages to be fully loaded at Editor startup.

Public variable

TMap< TWeakObje...

 

PackageToNotifyState

A mapping of packages to their checkout notify state.

Protected variable

FPerformanceMon...

 

PerformanceMonitor

Instance responsible for monitoring this editor's performance

Public variable

USoundCue *

 

SoundCueCopyPasteBuffer

A buffer for implementing sound cue nodes copy/paste.

Public variable

TMap< FName, in...

 

SpriteIDToIndexMap

Mapping of sprite category ids to their matching indices in the sorted sprite categories array

Public variable

TArray< FTempla...

 

TemplateMapInfos

List of info for all known template maps

Protected variable

TArray< FCached...

 

VisualizersForSelection

The list of visualizers to draw when selection changes

Destructors

Name Description

Public function

~UUnrealEdEngine()

Functions

Name Description

Public function Const

bool

 

AnyContentPackagesAreDirty()

Checks to see if any content packages are dirty (that is, they need to be saved.)

Public function Const

bool

 

AnyWorldsAreDirty

(
    UWorld* InWorld
)

Checks to see if any worlds are dirty (that is, they need to be saved.)

Public function

void

 

AttachSelectedActors()

Uses the current selection state to attach actors together. Last selected Actor becomes the base.

Public function

void

 

AttemptModifiedPackageNotification()

Misc.

Public function

void

 

AttemptWarnAboutPackageEngineVersions()

Alerts the user to any packages that have been modified which have been previously saved with an engine version newer than the current version.

Public function

void

 

AttemptWarnAboutWritePermission()

Alerts the user to any packages that they do not have permission to write to.

Public function Const

bool

 

CanDeleteSelectedActors

(
    const UWorld* InWorld,
    const bool bStopAtFirst,
    const bool bLogUndeletable,
    TArray< AActor* >* OutDel...
)

Iterate over all levels of the world and create a list of world infos, then Iterate over selected actors and assemble a list of actors which can be deleted.

Public function Virtual

bool

 

CanSavePackage

(
    UPackage* PackageToSave
)

Returns whether saving the specified package is allowed

Public function

void

 

ConvertMatinees()

Converts kismet based matinees in the current level to matinees controlled via matinee actors

Public function Virtual

void

 

CreateBSPVisibilityMap

(
    UWorld* InWorld,
    TMap< AActor*, TArray< int32 >...,
    bool& bOutAllVisible
)

Will create a map of currently visible BSP surfaces.

Public function Const

bool

 

DoDirtyPackagesNeedCheckout()

Checks to see if there are any packages in the PackageToNotifyState map that are not checked out by the user

Public function

void

 

DrawComponentVisualizers

(
    const FSceneView* View,
    FPrimitiveDrawInterface* PDI
)

Draw component visualizers for components for selected actors

Public function

void

 

DrawComponentVisualizersHUD

(
    const FViewport* Viewport,
    const FSceneView* View,
    FCanvas* Canvas
)

Draw component visualizers HUD elements for components for selected actors

Public function Virtual

void

 

edactAlignOrigin()

Align the origin with the current grid.

Public function Virtual

void

 

edactAlignVertices()

Align all vertices with the current grid.

Public function Virtual

void

 

edactHideSelected

(
    UWorld* InWorld
)

Hide selected actors and BSP models by marking their bHiddenEdTemporary flags true.

Public function Virtual

void

 

edactHideSelectedStartup

(
    UWorld* InWorld
)

Mark all selected actors and BSP models to be hidden upon editor startup, by setting their bHiddenEd flag to true, if it is not already.

Public function Virtual

void

 

edactHideUnselected

(
    UWorld* InWorld
)

Hide unselected actors and BSP models by marking their bHiddenEdTemporary flags true.

Public function Virtual

void

 

edactReplaceClassWithClass

(
    UWorld* InWorld,
    UClass* SrcClass,
    UClass* DstClass
)

Replace all actors of the specified source class with actors of the destination class.

Public function Virtual

void

 

edactReplaceSelectedBrush

(
    UWorld* InWorld
)

Replace all selected brushes with the default brush.

Public function Virtual

void

 

edactReplaceSelectedNonBrushWithClass

(
    UClass* Class
)

Replace all selected non-brush actors with the specified class.

Public function Virtual

void

 

edactSelectAll

(
    UWorld* InWorld
)

Editor actor virtuals from EditorActor.cpp.

Public function Virtual

void

 

edactSelectAllChildren

(
    bool bRecurseChildren
)

Select all children actors of the current selection.

Public function Virtual

void

 

edactSelectDeleted

(
    UWorld* InWorld
)

Select all actors in a level that are marked for deletion.

Public function Virtual

void

 

edactSelectInvert

(
    UWorld* InWorld
)

Invert the selection of all actors and BSP models.

Public function Virtual

void

 

edactSelectMatchingEmitter()

Select all emitter actors that have the same particle system template assigned to them as the selected ones.

Public function Virtual

void

 

edactSelectMatchingMaterial()

Select all material actors that have the same material assigned to them as the selected ones.

Public function Virtual

void

 

edactSelectMatchingSkeletalMesh

(
    bool bAllClasses
)

Select all actors that have the same skeletal mesh assigned to them as the selected ones.

Public function Virtual

void

 

edactSelectMatchingStaticMesh

(
    bool bAllClasses
)

Select all actors that have the same static mesh assigned to them as the selected ones.

Public function Virtual

void

 

edactSelectOfClass

(
    UWorld* InWorld,
    UClass* Class
)

Select all actors in a particular class.

Public function Virtual

void

 

edactSelectOfClassAndArchetype

(
    UWorld* InWorld,
    const TSubclassOf< AActor > InClass,
    const UObject* InArchetype
)

Select all actors of a particular class and archetype.

Public function Virtual

void

 

edactSelectRelevantLights

(
    UWorld* InWorld
)

Select the relevant lights for all selected actors

Public function Virtual

void

 

edactSelectSubclassOf

(
    UWorld* InWorld,
    UClass* Class
)

Select all actors in a particular class and its subclasses.

Public function Virtual

void

 

edactUnHideAll

(
    UWorld* InWorld
)

Attempt to unhide all actors and BSP models by setting their bHiddenEdTemporary flags to false if they are true.

Public function Virtual

void

 

edactUnHideAllStartup

(
    UWorld* InWorld
)

Mark all actors and BSP models to be shown upon editor startup, by setting their bHiddenEd flag to false, if it is not already.

Public function Virtual

void

 

edactUnhideSelected

(
    UWorld* InWorld
)

Show selected actors and BSP models by marking their bHiddenEdTemporary flags false.

Public function Virtual

void

 

edactUnHideSelectedStartup

(
    UWorld* InWorld
)

Mark all selected actors and BSP models to be shown upon editor startup, by setting their bHiddenEd flag to false, if it not already.

Public function

bool

 

Exec_Actor

(
    UWorld* InWorld,
    const TCHAR* Str,
    FOutputDevice& Ar
)

Public function

bool

 

Exec_Edit

(
    UWorld* InWorld,
    const TCHAR* Str,
    FOutputDevice& Ar
)

UnrealEdSrv stuff.

Public function

bool

 

Exec_Group

(
    const TCHAR* Str,
    FOutputDevice& Ar
)

Public function

bool

 

Exec_Mode

(
    const TCHAR* Str,
    FOutputDevice& Ar
)

Public function

bool

 

Exec_Pivot

(
    const TCHAR* Str,
    FOutputDevice& Ar
)

Public function Const

TSharedPtr< ...

 

FindComponentVisualizer

(
    FName ComponentClassName
)

Find a component visualizer for the given component class name

Public function Const

TSharedPtr< ...

 

FindComponentVisualizer

(
    UClass* ComponentClass
)

Find a component visualizer for the given component class (checking parent classes too)

Public function

void

 

FixAnyInvertedBrushes

(
    UWorld* World
)

Identify any brushes whose sense is inverted and repair them

Public function

UPackage ...

 

GeneratePackageThumbnailsIfRequired

(
    const TCHAR* Str,
    FOutputDevice& Ar,
    TArray< FString >& ThumbNamesToUnl...
)

Generate the package thumbails if they are needed.

Public function Const

IDDCNotifica...

 

GetDDCNotifications()

Public function

AActor *

 

GetDesiredAttachmentState

(
    TArray< AActor* >& OutNewChil...
)

Returns the configuration of attachment that would result from calling AttachSelectedActors at this point in time

Public function Const

int32

 

GetNumDirtyPackagesThatNeedCheckout()

Public function Const

IPackageAuto...

 

GetPackageAutoSaver()

Public function Static

void

 

GetSortedVolumeClasses

(
    TArray< UClass* >* Volume...
)

Puts all of the AVolume classes into the passed in array and sorts them by class name.

Public function

UThumbnailMa...

 

GetThumbnailManager()

Returns the thumbnail manager and creates it if missing

Public function

UUnrealEdOpt...

 

GetUnrealEdOptions()

Protected function Const

EWriteDisall...

 

GetWarningStateForWritePermission

(
    const FString& PackageName
)

Public function

bool

 

HandleBuildLightingCommand

(
    const TCHAR* Str,
    FOutputDevice& Ar,
    UWorld* InWorld
)

Public function

bool

 

HandleBuildPathsCommand

(
    const TCHAR* Str,
    FOutputDevice& Ar,
    UWorld* InWorld
)

Public function

bool

 

HandleConvertMatineesCommand

(
    const TCHAR* Str,
    FOutputDevice& Ar,
    UWorld* InWorld
)

Public function

bool

 

HandleDisallowExportCommand

(
    const TCHAR* Str,
    FOutputDevice& Ar
)

Public function

bool

 

HandleDisasmScriptCommand

(
    const TCHAR* Str,
    FOutputDevice& Ar
)

Public function

bool

 

HandleDumpBPClassesCommand

(
    const TCHAR* Str,
    FOutputDevice& Ar
)

Public function

bool

 

HandleDumpModelGUIDCommand

(
    const TCHAR* Str,
    FOutputDevice& Ar
)

Exec command handlers

Public function

bool

 

HandleDumpSelectionCommand

(
    const TCHAR* Str,
    FOutputDevice& Ar
)

Public function

bool

 

HandleFindOutdateInstancesCommand

(
    const TCHAR* Str,
    FOutputDevice& Ar
)

Public function

bool

 

HandleModalTestCommand

(
    const TCHAR* Str,
    FOutputDevice& Ar
)

Public function

bool

 

HandleRecreateLandscapeCollisionCommand

(
    const TCHAR* Str,
    FOutputDevice& Ar,
    UWorld* InWorld
)

Public function

bool

 

HandleRemoveLandscapeXYOffsetsCommand

(
    const TCHAR* Str,
    FOutputDevice& Ar,
    UWorld* InWorld
)

Public function

bool

 

IsComponentSelected

(
    const UPrimitiveComponent* Pri...
)

Public function Const

bool

 

IsPivotMovedIndependently()

Return whether the pivot has been moved independently or not

Public function Const

bool

 

IsTemplateMap

(
    const FString& MapName
)

Checks whether the specified map is a template map.

Public function

bool

 

IsUserInteracting()

Returns true if the user is currently interacting with a viewport.

Public function Virtual

void

 

MakeBSPMapVisible

(
    const TMap< AActor*, TArray< i...,
    UWorld* InWorld
)

Go through a map of BSP and make only the requested objects visible.

Public function

void

 

MakeSelectedActorsLevelCurrent()

If all selected actors belong to the same level, that level is made the current level.

Public function Static

void

 

MakeSortedSpriteInfo

(
    TArray< struct FSpriteCategoryInfo ...
)

Builds a list of sprite categories for use in menus

Public function

void

 

OnColorPickerChanged()

Called by color picker change event

Protected function

void

 

OnEditorSelectionChanged

(
    UObject* SelectionThatChanged
)

Called when global editor selection changes

Public function

void

 

OnMatineeEditorClosed

(
    FEdMode* Mode,
    bool IsEntering
)

OnEditorModeChanged delegate which looks for Matinee editor closing

Public function

void

 

OnPackageDirtyStateUpdated

(
    UPackage* Pkg
)

Called when a package has has its dirty state updated

Public function

void

 

OnPackagesCheckedOut

(
    const FSourceControlOperationRef& ...,
    ECommandResult::Type ResultType,
    TArray< TWeakObjectPtr< UPackage >>...
)

Called when a package is automatically checked out from source control

Public function

void

 

OnPostGarbageCollect()

Caled by FCoreDelegate::PostGarbageCollect

Public function

void

 

OnPostWindowsMessage

(
    FViewport* Viewport,
    uint32 Message
)

Called by the viewport client after a windows message is processed

Public function

void

 

OnPreWindowsMessage

(
    FViewport* Viewport,
    uint32 Message
)

Called by the viewport client before a windows message is processed

Public function

void

 

OnSourceControlStateUpdated

(
    const FSourceControlOperationRef& ...,
    ECommandResult::Type ResultType,
    TArray< TWeakObjectPtr< UPackage >>...
)

Called when a package's source control state is updated

Public function

void

 

OpenSceneStatsWindow()

Shows the SceneStatsWindow, creating it first if it hasn't been initialized.

Public function

void

 

OpenTextureStatsWindow()

Shows the TextureStatsWindow, creating it first if it hasn't been initialized.

Public function

void

 

PromptToCheckoutModifiedPackages

(
    bool bPromptAll
)

Prompts the user with a modal checkout dialog to checkout packages from source control.

Public function

void

 

RegisterComponentVisualizer

(
    FName ComponentClassName,
    TSharedPtr< class FComponentVisuali...
)

Register a function to draw extra information when a particular component is selected

Public function Virtual

AActor *

 

ReplaceActor

(
    AActor* CurrentActor,
    UClass* NewActorClass,
    UObject* Archetype,
    bool bNoteSelectionChange
)

Replaces the specified actor with a new actor of the specified class.

Protected function

void

 

ReplaceCachedVisualizerObjects

(
    const TMap< UObject*, UObject ...
)

Called when blueprint objects are replaced so that we can update the cached visualizer selection

Public function Virtual

void

 

SetActorSelectionFlags

(
    AActor* InActor
)

Fast track function to set render thread flags marking selection rather than reconnecting all components

Public function

void

 

SetCurrentClass

(
    UClass* InClass
)

Public function

void

 

SetPivotMovedIndependently

(
    bool bMovedIndependently
)

Set whether the pivot has been moved independently or not

Public function

void

 

ShowActorProperties()

Hook replacements.

Public function

void

 

ShowLightingStaticMeshInfoWindow()

Shows the LightingStaticMeshInfoWindow, creating it first if it hasn't been initialized.

Public function

void

 

ShowPackageNotification()

Displays a toast notification or warning when a package is dirtied, indicating that it needs checking out (or that it cannot be checked out)

Public function

void

 

UnregisterComponentVisualizer

(
    FName ComponentClassName
)

Unregister component visualizer function

Public function Virtual

void

 

UpdateFloatingPropertyWindows

(
    bool bForceRefresh
)

Updates the property windows of selected actors

Public function Virtual

void

 

UpdateFloatingPropertyWindowsFromActorList

(
    const TArray< UObject* >& Act...,
    bool bForceRefresh
)

Updates the property windows of the actors in the supplied ActorList

Public function

void

 

UpdatePivotLocationForSelection

(
    bool bOnChange
)

Called to reset the editor's pivot (widget) location using the currently selected objects.

Public function

void

 

UpdateVolumeActorVisibility

(
    UClass* InVolumeActorClass,
    FLevelEditorViewportClient* In...
)

Updates the volume actor visibility for all viewports based on the passed in volume class

Public function

bool

 

WarnIfDestinationLevelIsHidden

(
    UWorld* InWorld
)

Checks the destination level visibility and warns the user if he is trying to paste to a hidden level, offering the option to cancel the operation or unhide the level that is hidden

Overridden from UEditorEngine

Name Description

Public function Virtual

void

 

CancelCookByTheBookInEditor()

Cancels the current cook by the book in editor

Public function Virtual Const

bool

 

CanCookByTheBookInEditor

(
    const FString& PlatformName
)

Can the editor do cook by the book in the editor process space

Public function Virtual Const

bool

 

CanCookOnTheFlyInEditor

(
    const FString& PlatformName
)

Can the editor act as a cook on the fly server

Public function Virtual Const

bool

 

CanSelectActor

(
    AActor* Actor,
    bool InSelected,
    bool bSelectEvenIfHidden,
    bool bWarnIfLevelLocked
)

Public function Virtual

void

 

Cleanse

(
    bool ClearSelection,
    bool Redraw,
    const FText& TransReset
)

General functions. Cleans up after major events like e.g. map changes.

Public function Virtual

void

 

CloseEditor()

Closes the main editor frame.

Public function Virtual

void

 

DeselectAllSurfaces()

Deselect all surfaces.

Public function Virtual

void

 

edactCopySelected

(
    UWorld* InWorld,
    FString* DestinationData
)

Copy selected actors to the clipboard. Does not copy PrefabInstance actors or parts of Prefabs.

Public function Virtual

bool

 

edactDeleteSelected

(
    UWorld* InWorld,
    bool bVerifyDeletionCanHappen,
    bool bWarnAboutReferences,
    bool bWarnAboutSoftReferences
)

Deletes all selected actors

Public function Virtual

void

 

edactDuplicateSelected

(
    ULevel* InLevel,
    bool bUseOffset
)

Duplicates selected actors.

Public function Virtual

void

 

edactPasteSelected

(
    UWorld* InWorld,
    bool bDuplicate,
    bool bOffsetLocations,
    bool bWarnIfHidden,
    FString* SourceData
)

Paste selected actors from the clipboard.

Public function Virtual

void

 

FinishAllSnaps()

Public function Virtual

void

 

GetPackageList

(
    TArray< UPackage* >* InPa...,
    UClass* InClass
)

Public function Virtual

FVector

 

GetPivotLocation()

Pivot handling.

Public function Virtual Const

bool

 

IsCookByTheBookInEditorFinished()

Checks if the cook by the book is finished

Public function Virtual

void

 

NoteActorMovement()

Public function Virtual

void

 

NoteSelectionChange

(
    bool bNotify
)

Public function Virtual

void

 

OnOpenMatinee()

Called when Matinee is opened

Public function Virtual

void

 

RedrawLevelEditingViewports

(
    bool bInvalidateHitProxies
)

Redraws all level editing viewport clients.

Public function Virtual

void

 

ResetPivot()

Public function Virtual

void

 

SelectActor

(
    AActor* Actor,
    bool bInSelected,
    bool bNotify,
    bool bSelectEvenIfHidden,
    bool bForceRefresh
)

Selection.

Public function Virtual

void

 

SelectBSPSurf

(
    UModel* InModel,
    int32 iSurf,
    bool bSelected,
    bool bNoteSelectionChange
)

Selects or deselects a BSP surface in the persistent level's UModel.

Public function Virtual

void

 

SelectComponent

(
    UActorComponent* Component,
    bool bInSelected,
    bool bNotify,
    bool bSelectEvenIfHidden
)

Public function Virtual

void

 

SelectGroup

(
    AGroupActor* InGroupActor,
    bool bForceSelection,
    bool bInSelected,
    bool bNotify
)

Public function Virtual

void

 

SelectNone

(
    bool bNoteSelectionChange,
    bool bDeselectBSPSurfs,
    bool WarnAboutManyActors
)

Deselect all actors. Does nothing if GEdSelectionLock is true.

Public function Virtual

void

 

SetPivot

(
    FVector NewPivot,
    bool bSnapPivotToGrid,
    bool bIgnoreAxis,
    bool bAssignPivot
)

Sets the editor's pivot location, and optionally the pre-pivots of actors.

Public function Virtual Const

bool

 

ShouldAbortActorDeletion()

Checks the state of the selected actors and notifies the user of any potentially unknown destructive actions which may occur as the result of deleting the selected actors.

Public function Virtual

void

 

StartCookByTheBookInEditor

(
    const TArray< ITargetPlatform*...,
    const TArray< FString >& CookMaps,
    const TArray< FString >& CookDirec...,
    const TArray< FString >& CookCultu...,
    const TArray< FString >& IniMapSec...
)

Start cook by the book in the editor process space

Public function Virtual

void

 

TakeHighResScreenShots()

Triggers a high res screen shot for current editor viewports.

Overridden from UEngine

Name Description

Public function Virtual Const

bool

 

AllowSelectTranslucent()

Public function Virtual Const

bool

 

GetMapBuildCancelled()

Returns whether or not the map build in progressed was canceled by the user.

Public function Virtual

int32

 

GetSpriteCategoryIndex

(
    const FName& InSpriteCategory
)

Get the index of the provided sprite category

Public function Virtual

void

 

Init

(
    IEngineLoop* InEngineLoop
)

Initialize the game engine.

Public function Virtual Const

bool

 

IsAutosaving()

Public function Virtual Const

bool

 

OnlyLoadEditorVisibleLevelsInPIE()

Public function Virtual

void

 

PreExit()

Called at shutdown, just before the exit purge.

Public function Virtual Const

bool

 

PreferToStreamLevelsInPIE()

Public function Virtual

void

 

SetMapBuildCancelled

(
    bool InCancelled
)

Sets the flag that states whether or not the map build was canceled.

Public function Virtual

void

 

Tick

(
    float DeltaSeconds,
    bool bIdleMode
)

Update everything.

Overridden from UObject

Name Description

Public function Virtual

void

 

FinishDestroy()

Called to finish destroying the object.

Public function Virtual

void

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.

Overridden from FExec

Name Description

Public function Virtual

bool

 

Exec

(
    UWorld* InWorld,
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Exec handler

Overridden from FNotifyHook

Name Description

Public function Virtual

void

 

NotifyPostChange

(
    const FPropertyChangedEvent& Prope...,
    UProperty* PropertyThatChanged
)

Public function Virtual

void

 

NotifyPreChange

(
    UProperty* PropertyAboutToChan...
)

Deprecated Variables

Name Description

Public variable

TArray< FString...

 

SortedSpriteCategories_DEPRECATED

Array of sorted, localized editor sprite categories

Deprecated Functions

Name Description

Public function Virtual

void

 

edactAddToGroup()

edactAddToGroup is deprecated, use UActorGroupingUtils::AddSelectedToGroup

Public function Virtual

void

 

edactLockSelectedGroups()

edactLockSelectedGroups is deprecated, use UActorGroupingUtils::LockSelectedGroups

Public function Virtual

void

 

edactRegroupFromSelected()

edactRegroupFromSelected is deprecated, use UActorGroupingUtils::GroupSelected

Public function Virtual

void

 

edactRemoveFromGroup()

edactRemoveFromGroup is deprecated, use UActorGroupingUtils::RemoveSelectedFromGroup

Public function Virtual

void

 

edactUngroupFromSelected()

edactUngroupFromSelected is deprecated, use UActorGroupingUtils::UngroupSelected

Public function Virtual

void

 

edactUnlockSelectedGroups()

edactUnlockSelectedGroups is deprecated, use UActorGroupingUtils::UnlockSelectedGroups

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