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| Name | FComponentClassComboEntry |
| Type | class |
| Header File | /Engine/Source/Editor/UnrealEd/Public/SComponentClassCombo.h |
| Include Path | #include "SComponentClassCombo.h" |
Syntax
class FComponentClassComboEntry : public TSharedFromThis< FComponentClassComboEntry >
Inheritance Hierarchy
- FSharedFromThisBase → TSharedFromThis → FComponentClassComboEntry
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FComponentClassComboEntry
(
const FString& InHeadingText |
SComponentClassCombo.h | ||
| SComponentClassCombo.h | |||
FComponentClassComboEntry
(
const FString& InHeadingText, |
SComponentClassCombo.h | ||
FComponentClassComboEntry
(
const FString& InHeadingText, |
SComponentClassCombo.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIncludedInFilter | bool | SComponentClassCombo.h | ||
| ComponentClass | TSubclassOf< UActorComponent > | SComponentClassCombo.h | ||
| ComponentCreateAction | EComponentCreateAction::Type | SComponentClassCombo.h | ||
| ComponentName | FString | For components that are not loaded we just keep the name of the component, loading occurs when the blueprint is spawned, which should also trigger a refresh of the component list: | SComponentClassCombo.h | |
| ComponentPath | FTopLevelAssetPath | SComponentClassCombo.h | ||
| CustomizationArgs | FComponentEntryCustomizationArgs | SComponentClassCombo.h | ||
| HeadingText | FString | SComponentClassCombo.h | ||
| IconClass | TObjectPtr< const UClass > | SComponentClassCombo.h | ||
| UnloadedBlueprintData | TSharedPtr< IUnloadedBlueprintData > | SComponentClassCombo.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddReferencedObjects
(
FReferenceCollector& Collector |
SComponentClassCombo.h | ||
UObject * GetAssetOverride() |
SComponentClassCombo.h | ||
FString GetClassDisplayName() |
SComponentClassCombo.h | ||
FString GetClassName() |
SComponentClassCombo.h | ||
TSubclassOf< UActorComponent > GetComponentClass() |
SComponentClassCombo.h | ||
EComponentCreateAction::Type GetComponentCreateAction() |
SComponentClassCombo.h | ||
const FString & GetComponentNameOverride() |
SComponentClassCombo.h | ||
FString GetComponentPath() |
SComponentClassCombo.h | ||
const FString & GetHeadingText() |
SComponentClassCombo.h | ||
const UClass * GetIconClass() |
SComponentClassCombo.h | ||
FName GetIconOverrideBrushName() |
SComponentClassCombo.h | ||
FOnSubobjectCreated & GetOnSubobjectCreated() |
SComponentClassCombo.h | ||
int32 GetSortPriority() |
SComponentClassCombo.h | ||
TSharedPtr< IUnloadedBlueprintData > GetUnloadedBlueprintData() |
If the component type is not loaded, this stores data that can be used for class filtering. | SComponentClassCombo.h | |
bool IsClass() |
SComponentClassCombo.h | ||
bool IsHeading() |
SComponentClassCombo.h | ||
bool IsIncludedInFilter() |
SComponentClassCombo.h | ||
bool IsSeparator() |
SComponentClassCombo.h | ||
bool OnBlueprintGeneratedClassUnloaded
(
UBlueprintGeneratedClass* BlueprintGeneratedClass |
SComponentClassCombo.h | ||
void SetUnloadedBlueprintData
(
TSharedPtr< IUnloadedBlueprintData > InUnloadedBlueprintData |
Can optionally be called to set unloaded component type data to assist with class filtering. | SComponentClassCombo.h |