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API > API/Editor > API/Editor/SceneOutliner
| Name | FActorHierarchy |
| Type | class |
| Header File | /Engine/Source/Editor/SceneOutliner/Public/ActorHierarchy.h |
| Include Path | #include "ActorHierarchy.h" |
Syntax
class FActorHierarchy : public ISceneOutlinerHierarchy
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FActorHierarchy
(
const FActorHierarchy& |
ActorHierarchy.h | ||
FActorHierarchy
(
ISceneOutlinerMode* Mode, |
ActorHierarchy.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FActorHierarchy() |
ActorHierarchy.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void SetSearchComponentsByActorName
(
bool bInSearchComponentsByActorName |
ActorHierarchy.h | ||
void SetShowingComponents
(
bool bInShowingComponents |
ActorHierarchy.h | ||
void SetShowingEmptyFolders
(
bool bInShowingEmptyFolders |
ActorHierarchy.h | ||
void SetShowingLevelInstances
(
bool bInShowingLevelInstances |
ActorHierarchy.h | ||
void SetShowingOnlyActorWithValidComponents
(
bool bInShowingOnlyActorWithValidComponents |
ActorHierarchy.h | ||
void SetShowingUnloadedActors
(
bool bInShowingUnloadedActors |
ActorHierarchy.h |
Overridden from ISceneOutlinerHierarchy
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CreateChildren
(
const FSceneOutlinerTreeItemPtr& Item, |
Create a linearization of all direct and indirect children of a given item in the hierarchy | ActorHierarchy.h | |
virtual void CreateItems
(
TArray< FSceneOutlinerTreeItemPtr >& OutItems |
Create a linearization of all applicable items in the hierarchy | ActorHierarchy.h | |
virtual FSceneOutlinerTreeItemPtr FindOrCreateParentItem
(
const ISceneOutlinerTreeItem& Item, |
Forcibly create a parent item for a given tree item | ActorHierarchy.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddActorDesc
(
AActor& InActor |
Add the unloaded actor item for the given actor. | ActorHierarchy.h | |
bool CheckLevelInstanceEditing
(
UWorld* World, |
Check if the actor we are creating an item for is in the current level instance, if we are currently editing one. | ActorHierarchy.h | |
void CreateComponentItems
(
const AActor* Actor, |
Create all component items for an actor if we are showing components and place them in OutItems | ActorHierarchy.h | |
void CreateFolderItems
(
UWorld* InWorld, |
Create items for Actor Folders. | ActorHierarchy.h | |
virtual FSceneOutlinerTreeItemPtr CreateItemForActor
(
AActor* InActor, |
Create a SceneOutlinerTreeItem for the given actor. | ActorHierarchy.h | |
virtual FSceneOutlinerTreeItemPtr CreateItemForActorDescInstance
(
const FWorldPartitionActorDescInstance* InActorDescInstance, |
Create a SceneOutlinerTreeItem for the given actor descriptor instance. | ActorHierarchy.h | |
virtual FSceneOutlinerTreeItemPtr CreateItemForFolder
(
const FFolder& InFolder, |
ActorHierarchy.h | ||
void CreateUnloadedItems
(
UWorld* World, |
Create items for unloaded actors. | ActorHierarchy.h | |
void FullRefreshEvent() |
Send a an event indicating a full refresh of the hierarchy is required | ActorHierarchy.h | |
void InsertActorItemAndCreateComponents
(
AActor* InActor, |
Insert the given item at the right position in the tree, and optionally create and insert components if needed. | ActorHierarchy.h | |
virtual void OnActorDescAdded
(
FWorldPartitionActorDesc* ActorDesc |
ActorHierarchy.h | ||
virtual void OnActorDescInstanceAdded
(
FWorldPartitionActorDescInstance* InActorDescInstance |
ActorHierarchy.h | ||
virtual void OnActorDescInstanceRemoved
(
FWorldPartitionActorDescInstance* InActorDescInstance |
ActorHierarchy.h | ||
virtual void OnActorDescRemoved
(
FWorldPartitionActorDesc* ActorDesc |
ActorHierarchy.h | ||
virtual void OnActorFolderAdded
(
UActorFolder* InActorFolder |
ActorHierarchy.h | ||
void OnActorFoldersUpdatedEvent
(
ULevel* InLevel |
ActorHierarchy.h | ||
virtual void OnBroadcastFolderCreate
(
UWorld& InWorld, |
Called when a folder is to be created | ActorHierarchy.h | |
virtual void OnBroadcastFolderDelete
(
UWorld& InWorld, |
Called when a folder is to be deleted | ActorHierarchy.h | |
virtual void OnBroadcastFolderMove
(
UWorld& InWorld, |
Called when a folder is to be moved | ActorHierarchy.h | |
void OnComponentsUpdated() |
ActorHierarchy.h | ||
virtual void OnLevelActorAdded
(
AActor* InActor |
ActorHierarchy.h | ||
virtual void OnLevelActorAttached
(
AActor* InActor, |
ActorHierarchy.h | ||
virtual void OnLevelActorDeleted
(
AActor* InActor |
ActorHierarchy.h | ||
virtual void OnLevelActorDetached
(
AActor* InActor, |
ActorHierarchy.h | ||
virtual void OnLevelActorFolderChanged
(
const AActor* InActor, |
ActorHierarchy.h | ||
void OnLevelActorListChanged() |
ActorHierarchy.h | ||
virtual void OnLevelAdded
(
ULevel* InLevel, |
ActorHierarchy.h | ||
virtual void OnLevelRemoved
(
ULevel* InLevel, |
ActorHierarchy.h | ||
virtual void OnLoadedActorAdded
(
AActor& InActor |
ActorHierarchy.h | ||
virtual void OnLoadedActorRemoved
(
AActor& InActor |
ActorHierarchy.h | ||
void OnWorldPartitionCreated
(
UWorld* InWorld |
Update the hierarchy when actor or world changing events occur. | ActorHierarchy.h | |
void OnWorldPartitionInitialized
(
UWorldPartition* InWorldPartition |
ActorHierarchy.h | ||
void OnWorldPartitionUninitialized
(
UWorldPartition* InWorldPartition |
ActorHierarchy.h | ||
void RemoveActorDesc
(
AActor& InActor |
Remove the unloaded actor item for the given actor. | ActorHierarchy.h | |
void RemoveLevelActorFolders
(
ULevel* InLevel, |
Remove all Actor Folders belonging to this level. | ActorHierarchy.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static TUniquePtr< FActorHierarchy > Create
(
ISceneOutlinerMode* Mode, |
ActorHierarchy.h | ||
static void Create_Internal
(
FActorHierarchy* Hierarchy, |
ActorHierarchy.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FActorHierarchy & operator=
(
const FActorHierarchy& |
ActorHierarchy.h |