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Inheritance Hierarchy
References
| Module | Kismet |
| Header | /Engine/Source/Editor/Kismet/Public/SSCSEditor.h |
| Include | #include "SSCSEditor.h" |
Syntax
class SSCSEditor : public SCompoundWidget
Variables
| Type | Name | Description | |
|---|---|---|---|
| TAttribute< class AActor * > | ActorContext | Attribute that provides access to the Actor context for which we are viewing/editing the SCS. | |
| TAttribute< bool > | AllowEditing | Attribute to indicate whether or not editing is allowed. | |
| TSharedPtr< FUICommandList > | CommandList | Command list for handling actions in the SSCSEditor | |
| TAttribute< TSubclassOf< UActorComponent > > | ComponentTypeFilter | Attribute to limit visible nodes to a particular component type when filtering the tree view. | |
| TUniquePtr< FScopedTransaction > | DeferredOngoingCreateTransaction | Scope the creation of a component which ends when the initial component 'name' is given/accepted by the user, which can be several frames after the component was actually created. | |
| FName | DeferredRenameRequest | Name of a node that has been requested to be renamed | |
| TAttribute< bool > | HideComponentClassCombo | Attribute to indicate whether or not the "Add Component" button is visible. | |
| FOnHighlightPropertyInDetailsView | OnHighlightPropertyInDetailsView | Delegate to invoke when the given property should be highlighted in the details view (e.g. diff). | |
| FOnItemDoubleClicked | OnItemDoubleClicked | Delegate to invoke when an item in the tree is double clicked. | |
| FSimpleDelegate | OnObjectReplaced | Delegate to invoke when objects within the SCS tree are replaced (eg, via re-instancing from a BP compile) | |
| FOnSelectionUpdated | OnSelectionUpdated | Delegate to invoke on selection update. | |
| FDelegateHandle | PostTickHandle | Used to unregister from the post tick event. | |
| TAttribute< class AActor * > | PreviewActor | Attribute that provides access to a "preview" Actor context (may not be same as the Actor context that's being edited. | |
| TSharedPtr< SSCSTreeType > | SCSTreeWidget | Tree widget |
Destructors
| Type | Name | Description | |
|---|---|---|---|
~SSCSEditor () |
Functions
| Type | Name | Description | |
|---|---|---|---|
| UActorComponent * | AddNewComponent
(
UClass* NewComponentClass, |
Adds a component to the SCS Table | |
| void | AddNewNode
(
FAddedNodeDetails& OutNodeDetails, |
Adds a new SCS Node to the component Table | |
| UActorComponent * | AddNewNode
(
TUniquePtr< FScopedTransaction > OngoingCreateTransaction, |
Adds a new SCS Node to the component Table | |
| void | AddNewNodeForInstancedComponent
(
TUniquePtr< FScopedTransaction > OngoingCreateTransaction, |
Adds a new component instance node to the component Table | |
| FSCSEditorTreeNodePtrType | AddTreeNode
(
USCS_Node* InSCSNode, |
Helper method to add a tree node for the given SCS node | |
| FSCSEditorTreeNodePtrType | AddTreeNodeFromChildActor
(
FSCSEditorTreeNodePtrType InNodePtr |
Helper method to add a tree node for the given node's child actor node, if present | |
| FSCSEditorTreeNodePtrType | AddTreeNodeFromComponent
(
UActorComponent* InSceneComponent, |
Helper method to add a tree node for the given actor component | |
| void | BuildMenuEventsSection
(
FMenuBuilder& Menu, |
Fills out an events section in ui. | |
| void | BuildSubTreeForActorNode
(
FSCSEditorActorNodePtrType InActorNode |
Helper method to construct the subtree for the given actor (root) node. | |
| bool | CanCopyNodes () |
||
| bool | CanCutNodes () |
||
| bool | |||
| bool | Callbacks to duplicate the selected component | ||
| bool | Pastes previously copied node(s) | ||
| bool | Checks to see if renaming is allowed on the selected component | ||
| void | Clears the current selection | ||
| void | Construct
(
const FArguments& InArgs |
||
| void | ConstructEvent
(
UBlueprint* Blueprint, |
Function to construct an event for a node | |
| void | Copy selected node(s) | ||
| TSharedPtr< SWidget > | Called to display context menu when right clicking on the widget | ||
| void | CreateEventsForSelection
(
UBlueprint* Blueprint, |
Function to create events for the current selection | |
| UClass * | CreateNewBPComponent
(
TSubclassOf< UActorComponent > ComponentClass |
Creates a new Blueprint component from the specified class type The user will be prompted to pick a new subclass name and a blueprint asset will be created | |
| UClass * | CreateNewCPPComponent
(
TSubclassOf< UActorComponent > ComponentClass |
Creates a new C++ component from the specified class type The user will be prompted to pick a new subclass name and code will be recompiled | |
| void | Cut selected node(s) | ||
| void | DepthFirstTraversal
(
const FSCSEditorTreeNodePtrType& InNodePtr, |
Recursively visits the given node + its children and invokes the given function for each. | |
| void | DumpTree () |
Dumps out the tree view contents to the log (used to assist with debugging widget hierarchy issues) | |
| FSCSEditorTreeNodePtrType | FindOrCreateParentForExistingComponent
(
UActorComponent* InActorComponent, |
||
| FSCSEditorTreeNodePtrType | FindParentForNewComponent
(
UActorComponent* NewComponent |
||
| FSCSEditorTreeNodePtrType | FindParentForNewNode
(
USCS_Node* NewNode |
||
| FSCSEditorTreeNodePtrType | FindTreeNode
(
const USCS_Node* InSCSNode, |
Helper method to recursively find a tree node for the given SCS node starting at the given tree node | |
| FSCSEditorTreeNodePtrType | FindTreeNode
(
const UActorComponent* InComponent, |
Helper method to recursively find a tree node for the given scene component starting at the given tree node | |
| FSCSEditorTreeNodePtrType | FindTreeNode
(
const FName& InVariableOrInstanceName, |
Helper method to recursively find a tree node for the given variable or instance name starting at the given tree node | |
| AActor * | Returns the Actor context for which we are viewing/editing the SCS. | ||
| FSCSEditorActorNodePtrType | GetActorNode () |
Gets the actor root | |
| UBlueprint * | GetBlueprint () |
Provides access to the Blueprint context that's being edited | |
| void | GetCollapsedNodes
(
const FSCSEditorTreeNodePtrType& InNodePtr, |
Returns the set of expandable nodes that are currently collapsed in the UI | |
| EVisibility | |||
| EVisibility | |||
| EVisibility | |||
| TSubclassOf< UActorComponent > | |||
| EVisibility | |||
| EComponentEditorMode::Type | |||
| FText | Callback for the action trees to get the filter text | ||
| FSCSEditorTreeNodePtrType | GetNodeFromActorComponent
(
const UActorComponent* ActorComponent, |
Given an actor component, attempts to find an associated tree node. | |
| int32 | Get the number of currently selected tree nodes | ||
| EVisibility | |||
| const TArray< FSCSEditorTreeNodePtrType > & | GetRootNodes () |
Gets a root nodes of the tree | |
| FSCSEditorTreeNodePtrType | Get the root scene node | ||
| TArray< UObject * > | |||
| void | GetSelectedItemsForContextMenu
(
TArray< FComponentEventConstructionData >& OutSelectedItems |
Fills the supplied array with the currently selected objects | |
| TArray< FSCSEditorTreeNodePtrType > | Get the currently selected tree nodes | ||
| TSharedPtr< SWidget > | Return the button widgets that can add components or create/edit blueprints | ||
| void | HandleItemDoubleClicked
(
FSCSEditorTreeNodePtrType InItem |
Callback when a component item is double clicked. | |
| void | HighlightTreeNode
(
const USCS_Node* Node, |
Highlight a tree node and, optionally, a property with in it | |
| void | HighlightTreeNode
(
FName TreeNodeName, |
Highlight a tree node and, optionally, a property with in it | |
| bool | IsComponentSelected
(
const UPrimitiveComponent* PrimComponent |
Returns true if the specified component is currently selected | |
| bool | Returns true if editing is allowed | ||
| bool | IsNodeInSimpleConstructionScript
(
USCS_Node* Node |
Is this node still used by the Simple Construction Script | |
| TSharedRef< ITableRow > | MakeTableRowWidget
(
FSCSEditorTreeNodePtrType InNodePtr, |
Used by tree control - make a widget for a table row from a node | |
| void | OnActorSelected
(
const ECheckBoxState NewCheckedState |
Called when the Actor is selected. | |
| void | Propagates instance changes to the blueprint | ||
| void | Removes existing selected component nodes from the SCS | ||
| void | |||
| void | OnFilterTextChanged
(
const FText& InFilterText |
Recursively updates the filtered state for each component item | |
| void | Callbacks to find references of the selected component | ||
| FText | |||
| void | OnGetChildrenForTree
(
FSCSEditorTreeNodePtrType InNodePtr, |
Used by tree control - get children for a specified node | |
| FText | |||
| ECheckBoxState | Called to determine if actor is selected. | ||
| void | OnItemScrolledIntoView
(
FSCSEditorTreeNodePtrType InItem, |
Callback when a component item is scrolled into view | |
| void | OnLevelComponentRequestRename
(
const UActorComponent* InComponent |
Called when the level editor requests a component to be renamed. | |
| void | OnObjectsReplaced
(
const TMap< UObject*, UObject* >& OldToNewInstanceMap |
Called when component objects are replaced following construction script execution | |
| void | OnOpenBlueprintEditor
(
bool bForceCodeEditing |
Opens the blueprint editor for the blueprint being viewed by the scseditor | |
| void | OnPostTick
(
float |
Called at the end of each frame. | |
| FReply | Called when the promote to blueprint button is clicked | ||
| void | OnRenameComponent
(
TUniquePtr< FScopedTransaction > OngoingCreateTransaction |
Requests a rename on the selected component just after creation so that the user can provide the initial component name (overwriting the default generated one), which is considered part of the creation process. | |
| void | Requests a rename on the selected component. | ||
| void | Resets instance changes to the blueprint default | ||
| void | OnTreeSelectionChanged
(
FSCSEditorTreeNodePtrType InSelectedNodePtr, |
Called when selection in the tree changes | |
| void | PasteNodes () |
Pastes previously copied node(s) | |
| UActorComponent * | PerformComboAddClass
(
TSubclassOf< UActorComponent > ComponentClass, |
Add a component from the selection in the combo box | |
| void | PopulateContextMenu
(
UToolMenu* InMenu |
Populate context menu on the fly | |
| void | Converts the current actor instance to a blueprint | ||
| bool | RefreshFilteredState
(
FSCSEditorTreeNodePtrType TreeNode, |
Compares the filter bar's text with the item's component name. | |
| void | Forces the details panel to refresh on the same objects | ||
| void | Registers context menu by name for later access | ||
| void | RemoveComponentNode
(
FSCSEditorTreeNodePtrType InNodePtr |
Removes an existing component node from the tree | |
| void | ReplaceComponentReferencesInTree
(
FSCSEditorActorNodePtrType InActorNode, |
Helper method to update component pointers held by the given actor node's subtree | |
| void | ReplaceComponentReferencesInTree
(
const TArray< FSCSEditorTreeNodePtrType >& Nodes, |
Update component pointers held by tree nodes if components have been replaced following construction script execution | |
| void | SaveSCSCurrentState
(
USimpleConstructionScript* SCSObj |
Function to save current state of SimpleConstructionScript and nodes associated with it. | |
| void | SaveSCSNode
(
USCS_Node* Node |
Function to save the current state of SCS_Node and its children | |
| void | SelectNode
(
FSCSEditorTreeNodePtrType InNodeToSelect, |
Select the given tree node | |
| void | SelectRoot () |
Select the root of the tree | |
| void | SetItemExpansionRecursive
(
FSCSEditorTreeNodePtrType Model, |
Handler for recursively expanding/collapsing items | |
| void | SetNodeExpansionState
(
FSCSEditorTreeNodePtrType InNodeToChange, |
Set the expansion state of a node | |
| void | SetSceneRootNode
(
FSCSEditorTreeNodePtrType NewSceneRootNode |
||
| void | SetSelectionOverride
(
UPrimitiveComponent* PrimComponent |
Assigns a selection override delegate to the specified component | |
| void | SetUICustomization
(
TSharedPtr< ISCSEditorUICustomization > InUICustomization |
Sets UI customizations of this SCSEditor. | |
| FReply | TryHandleAssetDragDropOperation
(
const FDragDropEvent& DragDropEvent |
Try to handle a drag-drop operation | |
| void | UpdateSelectionFromNodes
(
const TArray< FSCSEditorTreeNodePtrType >& SelectedNodes |
Update any associated selection (e.g. details view) from the passed in nodes | |
| void | UpdateTree
(
bool bRegenerateTreeNodes |
Refresh the tree control to reflect changes in the SCS | |
| void | ViewEvent
(
UBlueprint* Blueprint, |
Function to view an event for a node |
Overridden from SWidget
Classes
| Type | Name | Description | |
|---|---|---|---|
| FAddedNodeDetails | |||
| FAddNewComponentParams | Adds a component to the SCS tree | ||
| FArguments |