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API > API/Editor > API/Editor/Kismet
| Name | SSCSEditor |
| Type | class |
| Header File | /Engine/Source/Editor/Kismet/Public/SSCSEditor.h |
| Include Path | #include "SSCSEditor.h" |
Syntax
class SSCSEditor : public SCompoundWidget
Inheritance Hierarchy
- FSharedFromThisBase → TSharedFromThis → SWidget → SCompoundWidget → SSCSEditor
- FSlateControlledConstruction → SWidget → SCompoundWidget → SSCSEditor
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~SSCSEditor() |
SSCSEditor.h |
Structs
| Name | Remarks |
|---|---|
| FAddedNodeDetails | |
| FAddNewComponentParams | Adds a component to the SCS tree |
| FArguments |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FOnAddExistingComponent | TBaseDelegate_OneParam< class USCS_Node *, class UActorComponent * > | SSCSEditor.h | |
| FOnAddNewComponent | TBaseDelegate_OneParam< class USCS_Node *, class UClass * > | SSCSEditor.h | |
| FOnHighlightPropertyInDetailsView | TBaseDelegate_OneParam< void, const class FPropertyPath & > | SSCSEditor.h | |
| FOnItemDoubleClicked | TBaseDelegate_OneParam< void, const FSCSEditorTreeNodePtrType > | SSCSEditor.h | |
| FOnSelectionUpdated | TBaseDelegate_OneParam< void, const TArray< FSCSEditorTreeNodePtrType > & > | SSCSEditor.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActorContext | TAttribute< class AActor * > | Attribute that provides access to the Actor context for which we are viewing/editing the SCS. | SSCSEditor.h | |
| AllowEditing | TAttribute< bool > | Attribute to indicate whether or not editing is allowed. | SSCSEditor.h | |
| CommandList | TSharedPtr< FUICommandList > | Command list for handling actions in the SSCSEditor | SSCSEditor.h | |
| ComponentTypeFilter | TAttribute< TSubclassOf< UActorComponent > > | Attribute to limit visible nodes to a particular component type when filtering the tree view. | SSCSEditor.h | |
| DeferredOngoingCreateTransaction | TUniquePtr< FScopedTransaction > | 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. | SSCSEditor.h | |
| DeferredRenameRequest | FName | Name of a node that has been requested to be renamed | SSCSEditor.h | |
| HideComponentClassCombo | TAttribute< bool > | Attribute to indicate whether or not the "Add Component" button is visible. | SSCSEditor.h | |
| OnHighlightPropertyInDetailsView | FOnHighlightPropertyInDetailsView | Delegate to invoke when the given property should be highlighted in the details view (e.g. diff). | SSCSEditor.h | |
| OnItemDoubleClicked | FOnItemDoubleClicked | Delegate to invoke when an item in the tree is double clicked. | SSCSEditor.h | |
| OnObjectReplaced | FSimpleDelegate | Delegate to invoke when objects within the SCS tree are replaced (eg, via re-instancing from a BP compile) | SSCSEditor.h | |
| OnSelectionUpdated | FOnSelectionUpdated | Delegate to invoke on selection update. | SSCSEditor.h | |
| PostTickHandle | FDelegateHandle | Used to unregister from the post tick event. | SSCSEditor.h | |
| PreviewActor | TAttribute< class AActor * > | Attribute that provides access to a "preview" Actor context (may not be same as the Actor context that's being edited. | SSCSEditor.h | |
| SCSTreeWidget | TSharedPtr< SSCSTreeType > | Tree widget | SSCSEditor.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActorMenuExtender | TSharedPtr< FExtender > | Root Tree Node | SSCSEditor.h | |
| bAllowTreeUpdates | bool | Controls whether or not to allow calls to UpdateTree() | SSCSEditor.h | |
| bEnableComponentEditing | bool | Flag to enable/disable component editing | SSCSEditor.h | |
| bIsDiffing | bool | TRUE if this SCSEditor is currently the target of a diff | SSCSEditor.h | |
| bUpdatingSelection | bool | Gate to prevent changing the selection while selection change is being broadcast. | SSCSEditor.h | |
| ButtonBox | TSharedPtr< SHorizontalBox > | The tools buttons box | SSCSEditor.h | |
| EditorMode | EComponentEditorMode::Type | Indicates which editor mode we're in. | SSCSEditor.h | |
| ExtensionPanel | TSharedPtr< class SExtensionPanel > | SCSEditor UI extension | SSCSEditor.h | |
| FilterBox | TSharedPtr< SSearchBox > | The filter box that handles filtering for the tree. | SSCSEditor.h | |
| RootNodes | TArray< FSCSEditorTreeNodePtrType > | Root set of tree | SSCSEditor.h | |
| UICustomization | TSharedPtr< ISCSEditorUICustomization > | SCSEditor UI customizations | SSCSEditor.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UActorComponent * AddNewComponent
(
UClass* NewComponentClass, |
Adds a component to the SCS Table | SSCSEditor.h | |
void AddNewNode
(
FAddedNodeDetails& OutNodeDetails, |
Adds a new SCS Node to the component Table | SSCSEditor.h | |
UActorComponent * AddNewNode
(
TUniquePtr< FScopedTransaction > OngoingCreateTransaction, |
Adds a new SCS Node to the component Table | SSCSEditor.h | |
void AddNewNodeForInstancedComponent
(
TUniquePtr< FScopedTransaction > OngoingCreateTransaction, |
Adds a new component instance node to the component Table | SSCSEditor.h | |
bool CanCopyNodes() |
SSCSEditor.h | ||
bool CanCutNodes() |
SSCSEditor.h | ||
bool CanDeleteNodes() |
SSCSEditor.h | ||
bool CanDuplicateComponent() |
Callbacks to duplicate the selected component | SSCSEditor.h | |
bool CanPasteNodes() |
SSCSEditor.h | ||
void ClearSelection() |
Clears the current selection | SSCSEditor.h | |
void Construct
(
const FArguments& InArgs |
SSCSEditor.h | ||
void CopySelectedNodes() |
Copy selected node(s) | SSCSEditor.h | |
void CutSelectedNodes() |
Cut selected node(s) | SSCSEditor.h | |
void DumpTree() |
Dumps out the tree view contents to the log (used to assist with debugging widget hierarchy issues) | SSCSEditor.h | |
AActor * GetActorContext () |
Returns the Actor context for which we are viewing/editing the SCS. | SSCSEditor.h | |
FSCSEditorActorNodePtrType GetActorNode() |
Gets the actor root | SSCSEditor.h | |
UBlueprint * GetBlueprint() |
Provides access to the Blueprint context that's being edited | SSCSEditor.h | |
EComponentEditorMode::Type GetEditorMode() |
SSCSEditor.h | ||
FText GetFilterText() |
Callback for the action trees to get the filter text | SSCSEditor.h | |
FSCSEditorTreeNodePtrType GetNodeFromActorComponent
(
const UActorComponent* ActorComponent, |
Given an actor component, attempts to find an associated tree node. | SSCSEditor.h | |
int32 GetNumSelectedNodes() |
Get the number of currently selected tree nodes | SSCSEditor.h | |
FSCSEditorTreeNodePtrType GetSceneRootNode() |
Get the root scene node | SSCSEditor.h | |
TArray< UObject * > GetSelectedEditableObjects() |
SSCSEditor.h | ||
void GetSelectedItemsForContextMenu
(
TArray< FComponentEventConstructionData >& OutSelectedItems |
Fills the supplied array with the currently selected objects | SSCSEditor.h | |
TArray< FSCSEditorTreeNodePtrType > GetSelectedNodes() |
Get the currently selected tree nodes | SSCSEditor.h | |
TSharedPtr< SWidget > GetToolButtonsBox() |
Return the button widgets that can add components or create/edit blueprints | SSCSEditor.h | |
void HighlightTreeNode
(
const USCS_Node* Node, |
Highlight a tree node and, optionally, a property with in it | SSCSEditor.h | |
void HighlightTreeNode
(
FName TreeNodeName, |
Highlight a tree node and, optionally, a property with in it | SSCSEditor.h | |
bool IsComponentSelected
(
const UPrimitiveComponent* PrimComponent |
Returns true if the specified component is currently selected | SSCSEditor.h | |
bool IsEditingAllowed() |
Returns true if editing is allowed | SSCSEditor.h | |
bool IsNodeInSimpleConstructionScript
(
USCS_Node* Node |
Is this node still used by the Simple Construction Script | SSCSEditor.h | |
TSharedRef< ITableRow > MakeTableRowWidget
(
FSCSEditorTreeNodePtrType InNodePtr, |
Used by tree control - make a widget for a table row from a node | SSCSEditor.h | |
void OnActorSelected
(
const ECheckBoxState NewCheckedState |
Called when the Actor is selected. | SSCSEditor.h | |
void OnDeleteNodes() |
Removes existing selected component nodes from the SCS | SSCSEditor.h | |
void OnDuplicateComponent() |
SSCSEditor.h | ||
void OnFindReferences
(
bool bSearchAllBlueprints, |
Callbacks to find references of the selected component | SSCSEditor.h | |
void OnGetChildrenForTree
(
FSCSEditorTreeNodePtrType InNodePtr, |
Used by tree control - get children for a specified node | SSCSEditor.h | |
ECheckBoxState OnIsActorSelected() |
Called to determine if actor is selected. | SSCSEditor.h | |
virtual FReply OnKeyDown
(
const FGeometry& MyGeometry, |
SWidget interface | SSCSEditor.h | |
void OnPostTick
(
float |
Called at the end of each frame. | SSCSEditor.h | |
void OnTreeSelectionChanged
(
FSCSEditorTreeNodePtrType InSelectedNodePtr, |
Called when selection in the tree changes | SSCSEditor.h | |
void PasteNodes() |
Pastes previously copied node(s) | SSCSEditor.h | |
void RefreshSelectionDetails() |
Forces the details panel to refresh on the same objects | SSCSEditor.h | |
void RemoveComponentNode
(
FSCSEditorTreeNodePtrType InNodePtr |
Removes an existing component node from the tree | SSCSEditor.h | |
void SelectNode
(
FSCSEditorTreeNodePtrType InNodeToSelect, |
Select the given tree node | SSCSEditor.h | |
void SelectRoot() |
Select the root of the tree | SSCSEditor.h | |
void SetItemExpansionRecursive
(
FSCSEditorTreeNodePtrType Model, |
Handler for recursively expanding/collapsing items | SSCSEditor.h | |
void SetNodeExpansionState
(
FSCSEditorTreeNodePtrType InNodeToChange, |
Set the expansion state of a node | SSCSEditor.h | |
void SetSceneRootNode
(
FSCSEditorTreeNodePtrType NewSceneRootNode |
SSCSEditor.h | ||
void SetSelectionOverride
(
UPrimitiveComponent* PrimComponent |
Assigns a selection override delegate to the specified component | SSCSEditor.h | |
void SetUICustomization
(
TSharedPtr< ISCSEditorUICustomization > InUICustomization |
Sets UI customizations of this SCSEditor. | SSCSEditor.h | |
FReply TryHandleAssetDragDropOperation
(
const FDragDropEvent& DragDropEvent |
Try to handle a drag-drop operation | SSCSEditor.h | |
void UpdateSelectionFromNodes
(
const TArray< FSCSEditorTreeNodePtrType >& SelectedNodes |
Update any associated selection (e.g. details view) from the passed in nodes | SSCSEditor.h | |
void UpdateTree
(
bool bRegenerateTreeNodes |
Refresh the tree control to reflect changes in the SCS | SSCSEditor.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSCSEditorTreeNodePtrType AddTreeNode
(
USCS_Node* InSCSNode, |
Helper method to add a tree node for the given SCS node | SSCSEditor.h | |
FSCSEditorTreeNodePtrType AddTreeNodeFromChildActor
(
FSCSEditorTreeNodePtrType InNodePtr |
Helper method to add a tree node for the given node's child actor node, if present | SSCSEditor.h | |
FSCSEditorTreeNodePtrType AddTreeNodeFromComponent
(
UActorComponent* InSceneComponent, |
Helper method to add a tree node for the given actor component | SSCSEditor.h | |
void BuildSubTreeForActorNode
(
FSCSEditorActorNodePtrType InActorNode |
Helper method to construct the subtree for the given actor (root) node. | SSCSEditor.h | |
bool CanRenameComponent() |
Checks to see if renaming is allowed on the selected component | SSCSEditor.h | |
TSharedPtr< SWidget > CreateContextMenu() |
Called to display context menu when right clicking on the widget | SSCSEditor.h | |
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 | SSCSEditor.h | |
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 | SSCSEditor.h | |
void DepthFirstTraversal
(
const FSCSEditorTreeNodePtrType& InNodePtr, |
Recursively visits the given node + its children and invokes the given function for each. | SSCSEditor.h | |
FSCSEditorTreeNodePtrType FindOrCreateParentForExistingComponent
(
UActorComponent* InActorComponent, |
SSCSEditor.h | ||
FSCSEditorTreeNodePtrType FindParentForNewComponent
(
UActorComponent* NewComponent |
SSCSEditor.h | ||
FSCSEditorTreeNodePtrType FindParentForNewNode
(
USCS_Node* NewNode |
SSCSEditor.h | ||
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 | SSCSEditor.h | |
FSCSEditorTreeNodePtrType FindTreeNode
(
const UActorComponent* InComponent, |
Helper method to recursively find a tree node for the given scene component starting at the given tree node | SSCSEditor.h | |
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 | SSCSEditor.h | |
void GetCollapsedNodes
(
const FSCSEditorTreeNodePtrType& InNodePtr, |
Returns the set of expandable nodes that are currently collapsed in the UI | SSCSEditor.h | |
EVisibility GetComponentClassComboButtonVisibility() |
SSCSEditor.h | ||
EVisibility GetComponentsFilterBoxVisibility() |
SSCSEditor.h | ||
EVisibility GetComponentsTreeVisibility() |
SSCSEditor.h | ||
TSubclassOf< UActorComponent > GetComponentTypeFilterToApply() |
SSCSEditor.h | ||
EVisibility GetEditBlueprintButtonVisibility() |
SSCSEditor.h | ||
EVisibility GetPromoteToBlueprintButtonVisibility() |
SSCSEditor.h | ||
const TArray< FSCSEditorTreeNodePtrType > & GetRootNodes() |
Gets a root nodes of the tree | SSCSEditor.h | |
void HandleItemDoubleClicked
(
FSCSEditorTreeNodePtrType InItem |
Callback when a component item is double clicked. | SSCSEditor.h | |
void OnApplyChangesToBlueprint() |
Propagates instance changes to the blueprint | SSCSEditor.h | |
void OnFilterTextChanged
(
const FText& InFilterText |
Recursively updates the filtered state for each component item | SSCSEditor.h | |
FText OnGetApplyChangesToBlueprintTooltip() |
SSCSEditor.h | ||
FText OnGetResetToBlueprintDefaultsTooltip() |
SSCSEditor.h | ||
void OnItemScrolledIntoView
(
FSCSEditorTreeNodePtrType InItem, |
Callback when a component item is scrolled into view | SSCSEditor.h | |
void OnLevelComponentRequestRename
(
const UActorComponent* InComponent |
Called when the level editor requests a component to be renamed. | SSCSEditor.h | |
void OnObjectsReplaced
(
const TMap< UObject*, UObject* >& OldToNewInstanceMap |
Called when component objects are replaced following construction script execution | SSCSEditor.h | |
void OnOpenBlueprintEditor
(
bool bForceCodeEditing |
Opens the blueprint editor for the blueprint being viewed by the scseditor | SSCSEditor.h | |
FReply OnPromoteToBlueprintClicked() |
Called when the promote to blueprint button is clicked | SSCSEditor.h | |
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. | SSCSEditor.h | |
void OnRenameComponent () |
Requests a rename on the selected component. | SSCSEditor.h | |
void OnResetToBlueprintDefaults() |
Resets instance changes to the blueprint default | SSCSEditor.h | |
UActorComponent * PerformComboAddClass
(
TSubclassOf< UActorComponent > ComponentClass, |
Add a component from the selection in the combo box | SSCSEditor.h | |
void PopulateContextMenu
(
UToolMenu* InMenu |
Populate context menu on the fly | SSCSEditor.h | |
void PromoteToBlueprint() |
Converts the current actor instance to a blueprint | SSCSEditor.h | |
bool RefreshFilteredState
(
FSCSEditorTreeNodePtrType TreeNode, |
Compares the filter bar's text with the item's component name. | SSCSEditor.h | |
void RegisterContextMenu() |
Registers context menu by name for later access | SSCSEditor.h | |
void ReplaceComponentReferencesInTree
(
FSCSEditorActorNodePtrType InActorNode, |
Helper method to update component pointers held by the given actor node's subtree | SSCSEditor.h | |
void ReplaceComponentReferencesInTree
(
const TArray< FSCSEditorTreeNodePtrType >& Nodes, |
Update component pointers held by tree nodes if components have been replaced following construction script execution | SSCSEditor.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void BuildMenuEventsSection
(
FMenuBuilder& Menu, |
Fills out an events section in ui. | SSCSEditor.h | |
static void ConstructEvent
(
UBlueprint* Blueprint, |
Function to construct an event for a node | SSCSEditor.h | |
static void CreateEventsForSelection
(
UBlueprint* Blueprint, |
Function to create events for the current selection | SSCSEditor.h | |
static void SaveSCSCurrentState
(
USimpleConstructionScript* SCSObj |
Function to save current state of SimpleConstructionScript and nodes associated with it. | SSCSEditor.h | |
static void SaveSCSNode
(
USCS_Node* Node |
Function to save the current state of SCS_Node and its children | SSCSEditor.h | |
static void ViewEvent
(
UBlueprint* Blueprint, |
Function to view an event for a node | SSCSEditor.h |