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An immutable collection of editor state objects that can be queried and iterated upon.
| Name | FEditorStateCollection |
| Type | struct |
| Header File | /Engine/Source/Editor/UnrealEd/Public/EditorState/EditorStateCollection.h |
| Include Path | #include "EditorState/EditorStateCollection.h" |
Syntax
USTRUCT ()
struct FEditorStateCollection
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| States | TArray< TObjectPtr< UEditorState > > | EditorState/EditorStateCollection.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ForEachState
(
TFunctionRef< bool(const UEditorState*, bool)> InFunc, |
Iterate over each state, making sure iteration is done over dependant states first | EditorState/EditorStateCollection.h | |
void ForEachState
(
TFunctionRef< bool(UEditorState*, bool)> InFunc, |
Iterate over each state, making sure iteration is done over dependant states first | EditorState/EditorStateCollection.h | |
TEnableIf< TIsDerivedFrom< TEditorStateType, UEditorState >::IsDerived, constTEditorStateType * >::Type GetState () |
EditorState/EditorStateCollection.h | ||
TEnableIf< TIsDerivedFrom< TEditorStateType, UEditorState >::IsDerived, constTEditorStateType & >::Type GetStateChecked () |
EditorState/EditorStateCollection.h | ||
TArray< UEditorState * > GetStates() |
EditorState/EditorStateCollection.h | ||
TEnableIf< TIsDerivedFrom< TEditorStateType, UEditorState >::IsDerived, bool >::Type HasState() |
EditorState/EditorStateCollection.h | ||
bool HasStates() |
EditorState/EditorStateCollection.h | ||
void PostSerialize
(
const FArchive& Ar |
EditorState/EditorStateCollection.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void ForEachState
(
ThisType* Self, |
EditorState/EditorStateCollection.h |