ABrush

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/Brush.h

Include

#include "Engine/Brush.h"

Syntax

class ABrush : public AActor

Variables

Name Description

Public variable

uint32: 1

 

bColored

Public variable

uint32: 1

 

bInManipulation

Flag set when we are in a manipulation (scaling, translation, brush builder param change etc.)

Public variable

uint32: 1

 

bNotForClientOrServer

If true, this brush is a builder or otherwise does not need to be loaded into the game

Public variable

uint32: 1

 

bPlaceableFromClassBrowser

If true, this brush class can be placed using the class browser like other simple class types

Public variable

UModel *

 

Brush

Public variable

UBrushBuilder &...

 

BrushBuilder

Public variable

FColor

 

BrushColor

Information.

Public variable

TEnumAsByte< en...

 

BrushType

Type of brush

Public variable

uint32: 1

 

bSolidWhenSelected

Public variable

int32

 

PolyFlags

Public variable

TArray< struct ...

 

SavedSelections

Stores selection information from geometry mode.

Constructors

Name Description

Public function

ABrush

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

void

 

ClearNotForClientOrServer()

Indicate that brush need should be loaded on client or servers

Public function Virtual

void

 

CopyPosRotScaleFrom

(
    ABrush* Other
)

Public function Const

const UBrush...

 

GetBrushBuilder()

Public function Const

UBrushCompon...

 

GetBrushComponent()

Returns BrushComponent subobject

Public function Static

FOnBrushRegi...

 

GetOnBrushRegisteredDelegate()

Function to get the 'brush registered' delegate

Public function Virtual Const

FColor

 

GetWireColor()

Figures out the best color to use for this brushes wireframe drawing.

Public function Virtual

void

 

InitPosRotScale()

Public function Virtual Const

bool

 

IsBrushShape()

Public function Const

bool

 

IsNotForClientOrServer()

Return if true if this brush is not used for gameplay (i.e. builder brush)

Public function Virtual Const

bool

 

IsStaticBrush()

Public function Virtual Const

bool

 

IsVolumeBrush()

Public function Static

bool

 

NeedsRebuild

(
    TArray< TWeakObjectPtr< ULevel > > ...
)

Called to see if any of the levels need rebuilding

Public function Static

void

 

OnRebuildDone()

Called upon finishing the csg rebuild to clear the rebuild bool.

Public function Virtual

void

 

RebuildNavigationData()

Public function Static

void

 

SetNeedRebuild

(
    ULevel* InLevel
)

Called to make not of the level that needs rebuilding

Public function

void

 

SetNotForClientOrServer()

Indicate that this brush need not be loaded on client or servers

Public function Static

void

 

SetSuppressBSPRegeneration

(
    bool bSuppress
)

Overridden from AActor

Name Description

Public function Virtual

void

 

CheckForErrors()

Function that gets called from within Map_Check to allow this actor to check itself for any potential errors and register them with map check dialog.

Public function Virtual

void

 

Destroyed()

Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending

Public function Virtual Const

FName

 

GetCustomIconName()

Returns a custom brush icon name to use in place of the automatic class icon where actors are represented via 2d icons in the editor (e.g scene outliner and menus)

Public function Virtual Const

bool

 

IsLevelBoundsRelevant()

Indicates whether this actor should participate in level bounds calculations

Public function Virtual

void

 

PostEditMove

(
    bool bFinished
)

Called after an actor has been moved in the editor

Public function Virtual

void

 

PostRegisterAllComponents()

Called after all the components in the Components array are registered, called both in editor and during gameplay

Public function Virtual

void

 

SetIsTemporarilyHiddenInEditor

(
    bool bIsHidden
)

Explicitly sets whether or not this actor is hidden in the editor for the duration of the current editor session

Overridden from UObject

Name Description

Public function Virtual

bool

 

Modify

(
    bool bAlwaysMarkDirty
)

Note that the object will be modified.

Public function Virtual Const

bool

 

NeedsLoadForClient()

Called during saving to determine the load flags to save with the object.

Public function Virtual Const

bool

 

NeedsLoadForServer()

Called during saving to determine the load flags to save with the object.

Public function Virtual

void

 

PostEditChangeChainProperty

(
    FPropertyChangedChainEvent& Proper...
)

This alternate version of PostEditChange is called when properties inside structs are modified.

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

Typedefs

Name

Description

FOnBrushRegistered

Delegate used for notifications when PostRegisterAllComponents is called for a Brush

Constants

Name

Description

bSuppressBSPRegeneration

Global bool to suppress automatic BSP regeneration

GGeometryRebuildCause

Debug purposes only; an attempt to catch the cause of UE-36265

LevelsToRebuild

An array to keep track of all the levels that need rebuilding.

OnBrushRegistered

Delegate called when PostRegisterAllComponents is called for a Brush

Define static delegate

Select Skin
Light
Dark

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback