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Unreal Engine C++ API Reference > Editor
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Classes
Type | Name | Description | |
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FAddPropertyParams | Parameters required for specifying behavior when adding external properties from detail customizations | |
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FClassSectionMapping | A mapping of categories to section names for a given class. | |
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FDetailArrayBuilder | ||
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FDetailColumnSizeData | ||
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FDetailLayoutCallback | Callback executed to query the custom layout of details | |
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FDetailsObjectSet | Defines a set of objects and a common base class between them for a root object customization | |
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FDetailsViewArgs | Éé Init params for a details view widget | |
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FDetailsViewObjectFilter | An object filter determines the root objects that should be displayed from a set of given source objects passed to the details panel | |
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FDetailsViewObjectRoot | An object root is a collection of UObjects that represent a top level set of properties in a details panel When there are multiple objects in the root, the common base class for all those objects are found and the properties on that common base class are displayed When a user edits one of those properties, it will propagate the result to all objects in the root. | |
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FDetailTreeNode | ||
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FDetailWidgetDecl | Widget declaration for custom widgets in a widget row | |
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FDetailWidgetRow | Represents a single row of custom widgets in a details panel | |
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FHiddenPropertyPermissionList | ||
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FMaterialItemView | A view of a single item in an FMaterialList | |
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FMaterialList | Custom Node Builder for Material List | |
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FMaterialListDelegates | ||
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FMaterialListItem | A Material item in a material list slot | |
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FNodeWidgetActions | Defines actions which can be performed on node widgets. | |
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FNodeWidgetActionsCustomMenuData | Defines a custom menu action which can be performed on a detail tree node. | |
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FNodeWidgetLayoutData | Layout data for node's content widgets. | |
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FNodeWidgets | The widget contents of the node. Any of these can be null depending on how the row was generated | |
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FOnGenerateGlobalRowExtensionArgs | A property row extension arguments is displayed at the end of a property row, either inline or as a button. | |
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FPropertyAndParent | ||
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FPropertyComboBoxArgs | Collects advanced arguments for MakePropertyComboBox | |
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FPropertyEditorClipboard | Specializes clipboard handling to allow tagged entries, where you can partition the clipboard contents and look them up by tag (name). | |
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FPropertyEditorModule | ||
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FPropertyEditorPermissionList | ||
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FPropertyInfo | Copyright Epic Games, Inc. All Rights Reserved. | |
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FPropertyListenerSettings | ||
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FPropertyPath | ||
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FPropertyPermissionList | ||
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FPropertyPermissionListEntry | ||
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FPropertyRestriction | ||
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FPropertyRowExtensionButton | A property row extension button is displayed at the end of a property row, either inline as a button, or in a dropdown when not all buttons can fit. | |
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FPropertyRowGeneratorArgs | ||
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FPropertySection | A property section is a group of categories with a name, eg. "Rendering" might contain "Materials" and "Lighting". | |
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FPropertyTypeLayoutCallback | ||
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FPropertyTypeLayoutCallbackList | ||
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FRegisterCustomClassLayoutParams | ||
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FResetToDefaultOverride | Structure describing the delegates needed to override the behavior of reset to default in detail properties | |
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FSectionList | ||
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FSectionListDelegates | ||
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FSectionListItem | A Section item in a Section list slot | |
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FSinglePropertyParams | Init params for a single property | |
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FStructOnScopeStructureDataProvider | FStructOnScopeStructureDataProvider - Implementation of standalone struct that holds one value. | |
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FStructureDetailsViewArgs | Struct used to control the visibility of properties in a Structure Detail View | |
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FVariablePrecisionNumericInterface | Allow more precision as the numbers get closer to zero | |
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IDataSource | ||
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IDetailCategoryBuilder | Represents a category for the a details view | |
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IDetailChildrenBuilder | Builder for adding children to a detail customization | |
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IDetailCustomization | Interface for any class that lays out details for a specific class | |
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IDetailCustomNodeBuilder | A custom node that can be given to a details panel category to customize widgets | |
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IDetailDragDropHandler | Specifies how a widget row can initiate a drag-and-drop (be dragged) and/or act as the target of a drag-and-drop (be dropped onto). | |
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IDetailGroup | A group in the details panel that can have children | |
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IDetailKeyframeHandler | ||
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IDetailLayoutBuilder | The builder for laying custom details | |
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IDetailLayoutRow | Interface for the various types of rows that can be created through a detail layout customization | |
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IDetailPropertyExtensionHandler | ||
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IDetailPropertyRow | A single row for a property in a details panel | |
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IDetailRootObjectCustomization | Interface for any class that lays out details for a specific class | |
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IDetailsView | Interface class for all detail views | |
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IDetailTreeNode | ||
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IMaterialListBuilder | Builds up a list of unique materials while creating some information about the materials | |
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IPropertyChangeListener | Interface to a property change listener that broadcasts notifications when a property changes | |
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IPropertyHandle | A handle to a property which is used to read and write the value without needing to handle Pre/PostEditChange, transactions, package modification A handle also is used to identify the property in detail customization interfaces | |
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IPropertyHandleArray | A handle to an array property which allows you to manipulate the array | |
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IPropertyHandleMap | A handle to a property which allows you to manipulate a Map | |
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IPropertyHandleSet | A handle to a property which allows you to manipulate a Set | |
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IPropertyHandleStruct | A handle to a property which allows you to access a Struct's Data | |
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IPropertyRowGenerator | ||
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IPropertyTable | ||
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IPropertyTableCell | Copyright Epic Games, Inc. All Rights Reserved. | |
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IPropertyTableCellPresenter | Copyright Epic Games, Inc. All Rights Reserved. | |
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IPropertyTableColumn | ||
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IPropertyTableCustomColumn | ||
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IPropertyTableRow | Copyright Epic Games, Inc. All Rights Reserved. | |
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IPropertyTableUtilities | Copyright Epic Games, Inc. All Rights Reserved. | |
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IPropertyTableWidgetHandle | Copyright Epic Games, Inc. All Rights Reserved. | |
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IPropertyTreeRow | ||
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IPropertyTypeCustomization | Base class for property type customizations | |
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IPropertyTypeCustomizationUtils | Utilities for property type customization | |
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IPropertyTypeIdentifier | Base class for adding an extra data to identify a custom property type | |
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IPropertyUtilities | Settings for property editor widgets that call up to the base container for the widgets without knowing information about that container | |
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ISectionListBuilder | Builds up a list of unique Sections while creating some information about the Sections | |
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ISinglePropertyView | Represents a single property not in a property tree or details view for a single object Structs and Array properties cannot be used with this method | |
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IStructCustomization | Deprecated IStructCustomization interface | |
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IStructureDataProvider | Copyright Epic Games, Inc. All Rights Reserved. | |
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IStructureDetailsView | Interface class for all detail views | |
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SClassPropertyEntryBox | Simulates a class property field Can be used when a property should act like a FClassProperty but it isn't one | |
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SDetailsSplitter | Copyright Epic Games, Inc. All Rights Reserved. | |
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SMaterialSlotWidget | Helper class to create a material slot name widget for material lists | |
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SObjectPropertyEntryBox | Simulates an object property field Can be used when a property should act like a FObjectProperty but it isn't one | |
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SOverridePropertiesWidget | ||
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SPerQualityLevelPropertiesWidget | SPerQualityLevelPropertiesWidget | |
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SProperty | Represents a widget that can display a FProperty With the ability to customize the look of the property | |
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SResetToDefaultMenu | Displays a reset to default menu for a set of properties Will hide itself automatically when all of the properties being observed are already at their default values | |
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SResetToDefaultPropertyEditor | Widget showing the reset to default value button | |
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SStandaloneCustomizedValueWidget | Generates the header widget for a customized struct or other type. | |
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SStructPropertyEntryBox | Simulates a struct type property field Can be used when a property should act like a struct type but it isn't one | |
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TNumericPropertyParams |
Typedefs
Name | Description |
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Type |
Enums
Type | Name | Description | |
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ECategoryPriority::Type | ||
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EPropertyLocation::Type | The location of a property within a category | |
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EPropertyNamePlacement::Type | The location of a property name relative to its editor widget | |
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EPropertyTableColumnSizeMode::Type | Copyright Epic Games, Inc. All Rights Reserved. | |
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EPropertyTableOrientation::Type | ||
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EPropertyTableSelectionUnit::Type | ||
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FPropertyAccess::Result | Potential results from accessing the values of properties |
Functions
Type | Name | Description | |
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TArray< const UClass * > | PropertyCustomizationHelpers::GetClassesFromMetadataString
(
const FString& MetadataString |
Parse and load the given metadata string into a list of allowed classes. |
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void | PropertyCustomizationHelpers::MakeInstancedPropertyCustomUI
(
TMap< FName, IDetailGroup* >& ExistingGroup, |
Loops through all of an instanced object property's child properties and call AddRowDelegate on properties that needs to be added to the UI to let us customize it. |
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TSharedRef< SWidget > | PropertyCustomizationHelpers::MakePropertyComboBox
(
const FPropertyComboBoxArgs& InArgs |
Build a combo button that you bind to a Name/String/Enum property or display using general delegates, using an arguments structure |
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TSharedRef< SWidget > | PropertyCustomizationHelpers::MakePropertyComboBox
(
const TSharedPtr< IPropertyHandle >& InPropertyHandle, |
Build a combo button that you bind to a Name/String/Enum property or display using general delegates |
Variables
Type | Name | Description | |
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const Type | DefaultFlags | Normal way to call set value (make a transaction, call posteditchange) |
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const Type | InstanceObjects | If the property being imported to is an instanced object, create a new object rather than simply setting the value literally |
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const Type | InteractiveChange | When PostEditChange is called mark the change as interactive (e.g, user is spinning a value in a spin box) |
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const Type | NotTransactable | No transaction will be created when setting this value (no undo/redo) |