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