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| Name | FLevelEditorViewportClient |
| Type | class |
| Header File | /Engine/Source/Editor/UnrealEd/Public/LevelEditorViewport.h |
| Include Path | #include "LevelEditorViewport.h" |
Syntax
class FLevelEditorViewportClient : public FEditorViewportClient
Inheritance Hierarchy
- FViewportClient → FCommonViewportClient → FEditorViewportClient → FLevelEditorViewportClient
- FViewElementDrawer → FEditorViewportClient → FLevelEditorViewportClient
- FGCObject → FEditorViewportClient → FLevelEditorViewportClient
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FLevelEditorViewportClient
(
const TSharedPtr< class SLevelViewport >& InLevelViewport |
Constructor | LevelEditorViewport.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FLevelEditorViewportClient() |
Destructor | LevelEditorViewport.h |
Structs
| Name | Remarks |
|---|---|
| FActorLockStack | When locked to an actor this view will be positioned in the same location and rotation as the actor. |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| bIsDroppingPreviewActor | bool | If currently creating a preview actor. | LevelEditorViewport.h |
| DropPreviewActors | TArray< TWeakObjectPtr< AActor > > | TODO: UE_DEPRECATED(5.4, TEXT("Use DropPreviewElements instead")) | LevelEditorViewport.h |
| HoveredObjects | TSet< FViewportHoverTarget > | Static: List of objects we're hovering over | LevelEditorViewport.h |
| StaticDropPreviewElements | TWeakPtr< FTypedElementList > | The viewport clients share a list of drop preview elements.However we still want the elements to be destroyed if all the viewports are destroyed, hence a static weak pointer and private shared pointers. | LevelEditorViewport.h |
| ViewComponentForActorCache | TMap< TObjectKey< AActor >, TWeakObjectPtr< UActorComponent > > | Caching for expensive FindViewComponentForActor. Invalidated once per Tick. | LevelEditorViewport.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAlwaysShowModeWidgetAfterSelectionChanges | bool | When enabled, the Unreal transform widget will become visible after an actor is selected, even if it was turned off via a show flag | LevelEditorViewport.h | |
| bDrawBaseInfo | bool | Indicates whether, of not, the base attachment volume should be drawn for this viewport. | LevelEditorViewport.h | |
| bDuplicateActorsInProgress | bool | BDuplicateActorsOnNextDrag will not be set again while bDuplicateActorsInProgress is true. | LevelEditorViewport.h | |
| bDuplicateOnNextDrag | bool | Used for drag duplication. | LevelEditorViewport.h | |
| bEnableColorScaling | bool | LevelEditorViewport.h | ||
| bEnableFading | bool | LevelEditorViewport.h | ||
| bHasBegunGizmoManipulation | bool | True if gizmo manipulation was started from a tracking event | LevelEditorViewport.h | |
| bIsTrackingBrushModification | bool | True when a brush is being transformed by its Widget | LevelEditorViewport.h | |
| bLockedCameraView | bool | True if this viewport is to change its view (aspect ratio, post processing, FOV etc) to match that of the currently locked camera, if applicable | LevelEditorViewport.h | |
| bNeedToRestoreComponentBeingMovedFlag | bool | True if the viewport needs to restore the flag when tracking ends | LevelEditorViewport.h | |
| bOnlyMovedPivot | bool | True if only the pivot position has been moved | LevelEditorViewport.h | |
| bReceivedFocusRecently | bool | Whether this viewport recently received focus. | LevelEditorViewport.h | |
| ColorScale | FVector | LevelEditorViewport.h | ||
| FadeAmount | float | LevelEditorViewport.h | ||
| FadeColor | FLinearColor | LevelEditorViewport.h | ||
| LastEditorViewLocation | FVector | The viewport location that is restored when exiting PIE | LevelEditorViewport.h | |
| LastEditorViewRotation | FRotator | The viewport orientation that is restored when exiting PIE | LevelEditorViewport.h | |
| ParentLevelEditor | TWeakPtr< class ILevelEditor > | Parent level editor that owns this viewport. | LevelEditorViewport.h | |
| ViewHiddenLayers | TArray< FName > | List of layers that are hidden in this view | LevelEditorViewport.h | |
| VolumeActorVisibility | TBitArray | Special volume actor visibility settings. | LevelEditorViewport.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActorLocks | FActorLockStack | LevelEditorViewport.h | ||
| bApplyCameraSpeedScaleByDistance | bool | LevelEditorViewport.h | ||
| bCurrentlyEditingThroughMovementWidget | bool | Whether the user is currently using the rotation / translation widget | LevelEditorViewport.h | |
| bEditorCameraCut | bool | If true, we switched between two different cameras. | LevelEditorViewport.h | |
| bHasCachedElementsToManipulate | bool | The elements (from the current selection set) that this viewport can manipulate (eg, via the transform gizmo) | LevelEditorViewport.h | |
| bWasControlledByOtherViewport | bool | If this view was controlled by another view this/last frame, don't update itself | LevelEditorViewport.h | |
| bWasEditorCameraCut | bool | Stores the previous frame's value of bEditorCameraCut in order to reset it back to false on the next frame | LevelEditorViewport.h | |
| CachedElementsToManipulate | FTypedElementListRef | LevelEditorViewport.h | ||
| CachedPilotTransform | TOptional< FTransform > | Cached transform of pilot actor before transaction, used to allow other transactions while piloting by performing a single end-transaction | LevelEditorViewport.h | |
| DropPreviewElements | TSharedPtr< FTypedElementList > | LevelEditorViewport.h | ||
| DropPreviewMouseX | int32 | Represents the last known drop preview mouse position. | LevelEditorViewport.h | |
| DropPreviewMouseY | int32 | LevelEditorViewport.h | ||
| FocusTimerHandle | FTimerHandle | Handle to a timer event raised in ReceivedFocus | LevelEditorViewport.h | |
| PreDragActorTransforms | TMap< TWeakObjectPtr< const AActor >, FTransform > | TODO: Remove this to always use PreDragElementTransforms. That requires modifications to ProjectActorsIntoWorld. | LevelEditorViewport.h | |
| PreDragElementTransforms | TMap< FTypedElementHandle, FTransform > | Map of element locations keyed by their handle. | LevelEditorViewport.h | |
| PreviousActorLocks | FActorLockStack | LevelEditorViewport.h | ||
| SpriteCategoryVisibility | TBitArray | Bit array representing the visibility of every sprite category in the current viewport | LevelEditorViewport.h | |
| TrackingTransaction | FTrackingTransaction | Global shared transaction for all mouse interactions. | LevelEditorViewport.h | |
| World | UWorld * | LevelEditorViewport.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ApplyDeltaToActor
(
AActor* InActor, |
LevelEditorViewport.h | ||
void ApplyDeltaToActors
(
const FVector& InDrag, |
LevelEditorViewport.h | ||
void ApplyDeltaToComponent
(
USceneComponent* InComponent, |
LevelEditorViewport.h | ||
void ApplyDeltaToElement
(
const FTypedElementHandle& InElementHandle, |
LevelEditorViewport.h | ||
void ApplyDeltaToSelectedElements
(
const FTransform& InDeltaTransform |
LevelEditorViewport.h | ||
bool CanApplyMaterialToHitProxy
(
const HHitProxy* HitProxy |
Called to check if a material can be applied to an object, given the hit proxy | LevelEditorViewport.h | |
void CopyLayoutFromViewport
(
const FLevelEditorViewportClient& InViewport |
Copies layout and camera settings from the specified viewport | LevelEditorViewport.h | |
void DrawTextureStreamingBounds
(
const FSceneView* View, |
Draw the texture streaming bounds. | LevelEditorViewport.h | |
| Access the 'active' actor lock. | LevelEditorViewport.h | ||
| Gets the actor lock. This is the actor locked to the viewport via the viewport menus. | LevelEditorViewport.h | ||
const FLevelViewportActorLock & GetActorLock () |
Gets the actor lock. This is the actor locked to the viewport via the viewport menus. | LevelEditorViewport.h | |
| Find the camera component that is driving this viewport, in the following order of preference: | LevelEditorViewport.h | ||
const FLevelViewportActorLock & GetCinematicActorLock () |
Get the actor locked to the viewport by cinematic tools like Sequencer. | LevelEditorViewport.h | |
| Get the actor locked to the viewport by cinematic tools like Sequencer. | LevelEditorViewport.h | ||
FVector2D GetDropPreviewLocation() |
LevelEditorViewport.h | ||
FTypedElementListConstRef GetElementsToManipulate
(
const bool bForceRefresh |
Get the elements (from the current selection set) that this viewport can manipulate (eg, via the transform gizmo). | LevelEditorViewport.h | |
bool GetFocusBounds
(
FTypedElementListConstRef InElements, |
LevelEditorViewport.h | ||
EAxisList::Type GetHorizAxis() |
Returns the horizontal axis for this viewport. | LevelEditorViewport.h | |
bool GetIsCameraCut() |
LevelEditorViewport.h | ||
const FLevelViewportActorLock & GetPreviousActorLock() |
Gets the previous actor lock. This is the actor locked to the viewport via the viewport menus. | LevelEditorViewport.h | |
const FLevelViewportActorLock & GetPreviousCinematicActorLock() |
Get the previous actor locked to the viewport by cinematic tools like Sequencer. | LevelEditorViewport.h | |
bool GetSpriteCategoryVisibility
(
int32 Index |
Returns whether the sprite category specified by the provided index is visible in the viewport or not | LevelEditorViewport.h | |
bool GetSpriteCategoryVisibility
(
const FName& InSpriteCategory |
Returns whether the provided unlocalized sprite category is visible in the viewport or not | LevelEditorViewport.h | |
EAxisList::Type GetVertAxis() |
Returns the vertical axis for this viewport. | LevelEditorViewport.h | |
void InitializeViewportInteraction() |
Initialize viewport interaction | LevelEditorViewport.h | |
void InitializeVisibilityFlags() |
Initialize visibility flags | LevelEditorViewport.h | |
bool IsActorLocked
(
const TWeakObjectPtr< const AActor > InActor |
Check to see if this actor is locked by the viewport | LevelEditorViewport.h | |
bool IsAnyActorLocked() |
Check to see if any actor is locked by the viewport | LevelEditorViewport.h | |
bool IsLockedToActor
(
AActor* Actor |
Check whether this viewport is locked to the specified actor | LevelEditorViewport.h | |
bool IsLockedToCinematic() |
Check whether this viewport is locked to display a cinematic camera, like a Sequencer camera. | LevelEditorViewport.h | |
bool IsVolumeVisibleInViewport
(
const AActor& VolumeActor |
Returns true if the passed in volume is visible in the viewport (due to volume actor visibility flags) | LevelEditorViewport.h | |
void MirrorSelectedActors
(
const FVector& InMirrorScale |
LevelEditorViewport.h | ||
void MirrorSelectedElements
(
const FVector& InMirrorScale |
LevelEditorViewport.h | ||
void MoveCameraToLockedActor() |
Moves the viewport camera according to the locked actors location and rotation | LevelEditorViewport.h | |
void PrepareCameraForPIE() |
Stores camera settings that may be adversely affected by PIE, so that they may be restored later | LevelEditorViewport.h | |
void RemoveReferenceToWorldContext
(
FWorldContext& WorldContext |
LevelEditorViewport.h | ||
void ResetCamera() |
Reset the camera position and rotation. Used when creating a new level. | LevelEditorViewport.h | |
void ResetViewForNewMap() |
Reset the view for a new map | LevelEditorViewport.h | |
void RestoreCameraFromPIE() |
Restores camera settings that may be adversely affected by PIE | LevelEditorViewport.h | |
void SetActorLock
(
const FLevelViewportActorLock& InActorLock |
Set the actor lock. This is the actor locked to the viewport via the viewport menus. | LevelEditorViewport.h | |
void SetActorLock
(
AActor* Actor |
Set the actor lock. This is the actor locked to the viewport via the viewport menus. | LevelEditorViewport.h | |
void SetAllSpriteCategoryVisibility
(
bool bVisible |
Sets the visibility of all sprite categories to the provided value | LevelEditorViewport.h | |
void SetCinematicActorLock
(
AActor* Actor |
Set the actor locked to the viewport by cinematic tools like Sequencer. | LevelEditorViewport.h | |
void SetCinematicActorLock
(
const FLevelViewportActorLock& InActorLock |
Set the actor locked to the viewport by cinematic tools like Sequencer. | LevelEditorViewport.h | |
void SetCurrentViewport() |
Set the global ptr to the current viewport | LevelEditorViewport.h | |
void SetEditingThroughMovementWidget () |
Informs the renderer that the view is being interactively edited. | LevelEditorViewport.h | |
void SetIsCameraCut() |
Sets a flag for this frame indicating that the camera has been cut, and temporal effects (such as motion blur) should be reset | LevelEditorViewport.h | |
void SetLastKeyViewport() |
Set the global ptr to the last viewport to receive a key press | LevelEditorViewport.h | |
void SetReferenceToWorldContext
(
FWorldContext& WorldContext |
LevelEditorViewport.h | ||
void SetSpriteCategoryVisibility
(
const FName& InSpriteCategory, |
Sets the visibility of the provided unlocalized category to the provided value | LevelEditorViewport.h | |
void SetSpriteCategoryVisibility
(
int32 Index, |
Sets the visibility of the category specified by the provided index to the provided value | LevelEditorViewport.h | |
void SetViewportTypeFromTool
(
ELevelViewportType InViewportType |
Calling SetViewportType from Dragtool_ViewportChange | LevelEditorViewport.h | |
bool ShouldUseMoveCanvasMovement () |
Determines if the new MoveCanvas movement should be used | LevelEditorViewport.h | |
void UpdateAudioListener
(
const FSceneView& View |
Updates the audio listener for this viewport | LevelEditorViewport.h | |
void UpdateHoveredObjects
(
const TSet< FViewportHoverTarget >& NewHoveredObjects |
LevelEditorViewport.h | ||
void UpdateViewForLockedActor
(
float DeltaTime |
Updates or resets view properties such as aspect ratio, FOV, location etc to match that of any actor we are locked to | LevelEditorViewport.h |
Overridden from FEditorViewportClient
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AbortTracking() |
Aborts mouse tracking (stop and cancel) | LevelEditorViewport.h | |
virtual void BeginCameraMovement
(
bool bHasMovement |
Handle the camera about to be moved or stopped | LevelEditorViewport.h | |
virtual bool BeginTransform
(
const FGizmoState& InState |
LevelEditorViewport.h | ||
virtual FSceneView * CalcSceneView
(
FSceneViewFamily* ViewFamily, |
Configures the specified FSceneView object with the view and projection matrices for this viewport. | LevelEditorViewport.h | |
virtual FDropQuery CanDropObjectsAtCoordinates
(
int32 MouseX, |
Checks the viewport to see if the given object can be dropped using the given mouse coordinates local to this viewport | LevelEditorViewport.h | |
virtual void CheckHoveredHitProxy
(
HHitProxy* HoveredHitProxy |
Checks if the mouse is hovered over a hit proxy and decides what to do. | LevelEditorViewport.h | |
virtual void DestroyDropPreviewActors() |
If dragging an actor for placement, this function destroys the actor. | LevelEditorViewport.h | |
virtual void DestroyDropPreviewElements() |
If dragging items for placement, this function destroys the items. | LevelEditorViewport.h | |
virtual void DrawCanvas
(
FViewport& InViewport, |
Called to draw onto the viewports 2D canvas | LevelEditorViewport.h | |
virtual bool DropObjectsAtCoordinates
(
int32 MouseX, |
LevelEditorViewport.h | ||
virtual bool DropObjectsAtCoordinates
(
int32 MouseX, |
Attempts to intelligently drop the given objects in the viewport, using the given mouse coordinates local to this viewport | LevelEditorViewport.h | |
virtual void EndCameraMovement() |
LevelEditorViewport.h | ||
virtual bool EndTransform
(
const FGizmoState& InState |
LevelEditorViewport.h | ||
virtual FLinearColor GetBackgroundColor() |
LevelEditorViewport.h | ||
virtual const FEditorViewportCameraSpeedSettings & GetCameraSpeedSettings() |
Gets the settings that control camera speed for this viewport | LevelEditorViewport.h | |
virtual bool GetPivotForOrbit
(
FVector& OutPivot |
Get the custom pivot point around which the camera should orbit for this viewport | LevelEditorViewport.h | |
virtual ELevelViewportType GetViewportType() |
Returns the effective viewport type (taking into account any actor locking or camera possession) | LevelEditorViewport.h | |
virtual FMatrix GetWidgetCoordSystem() |
LevelEditorViewport.h | ||
virtual FVector GetWidgetLocation() |
LevelEditorViewport.h | ||
virtual UE::Widget::EWidgetMode GetWidgetMode() |
LevelEditorViewport.h | ||
virtual bool HasDropPreviewActors() |
Returns true if a placement dragging actor exists | LevelEditorViewport.h | |
virtual bool HasDropPreviewElements() |
Returns true if a placement drag preview elements exists | LevelEditorViewport.h | |
virtual bool InputWidgetDelta
(
FViewport* InViewport, |
Called to give the viewport client a chance to handle widgets being moved | LevelEditorViewport.h | |
virtual bool IsLevelEditorClient() |
If true, this is a level editor viewport | LevelEditorViewport.h | |
virtual TSharedPtr< FDragTool > MakeDragTool
(
EDragTool::Type DragToolType |
Called to make a drag tool when the user starts dragging in the viewport | LevelEditorViewport.h | |
virtual void NudgeSelectedObjects
(
const FInputEventState& InputState |
LevelEditorViewport.h | ||
virtual void OverridePostProcessSettings
(
FSceneView& View |
Called to override any post process settings for the view | LevelEditorViewport.h | |
virtual void ProcessClick
(
FSceneView& View, |
Called when the user clicks in the viewport | LevelEditorViewport.h | |
virtual void RotateViewportType() |
Rotate through viewport view options | LevelEditorViewport.h | |
virtual void SetCameraSpeedSettings
(
const FEditorViewportCameraSpeedSettings& InCameraSpeedSettings |
Sets the camera speed settings for this viewport | LevelEditorViewport.h | |
virtual void SetupViewForRendering
(
FSceneViewFamily& ViewFamily, |
Called to do any additional set up of the view for rendering | LevelEditorViewport.h | |
virtual void SetViewportType
(
ELevelViewportType InViewportType |
Set the viewport type of the client | LevelEditorViewport.h | |
virtual void SetVREditView
(
bool bGameViewEnable |
LevelEditorViewport.h | ||
virtual bool ShouldLockPitch() |
LevelEditorViewport.h | ||
virtual bool ShouldScaleCameraSpeedByDistance() |
LevelEditorViewport.h | ||
virtual void SummonContextMenu
(
const FTypedElementHandle& HitProxyElement |
Override to specify what should happen when a context menu is requested | LevelEditorViewport.h | |
virtual void Tick
(
float DeltaSeconds |
Ticks this viewport client | LevelEditorViewport.h | |
virtual void TrackingStarted
(
const FInputEventState& InInputState, |
Called when mouse movement tracking begins | LevelEditorViewport.h | |
virtual void TrackingStopped() |
Called when mouse movement tracking stops | LevelEditorViewport.h | |
virtual bool UpdateDropPreviewActors
(
int32 MouseX, |
If dragging an actor for placement, this function updates its position. | LevelEditorViewport.h | |
virtual bool UpdateDropPreviewElements
(
int32 MouseX, |
If dragging items for placement, this function updates their position. | LevelEditorViewport.h | |
virtual void UpdateLinkedOrthoViewports
(
bool bInvalidate |
FEditorViewportClient Interface | LevelEditorViewport.h | |
virtual bool UseAppTime() |
Should this viewport use app time instead of world time. | LevelEditorViewport.h |
Overridden from FViewportClient
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CapturedMouseMove
(
FViewport* InViewport, |
Called when the mouse is moved while a window input capture is in effect | LevelEditorViewport.h | |
virtual void ConditionalRestoreWorld
(
UWorld* InWorld |
Restores GWorld to InWorld | LevelEditorViewport.h | |
virtual UWorld * ConditionalSetWorld() |
Sets GWorld to the appropriate world for this client | LevelEditorViewport.h | |
virtual EMouseCursor::Type GetCursor
(
FViewport* Viewport, |
LevelEditorViewport.h | ||
| Use the viewports Scene to get a world. | LevelEditorViewport.h | ||
virtual bool InputAxis
(
const FInputKeyEventArgs& Args |
LevelEditorViewport.h | ||
virtual bool InputKey
(
const FInputKeyEventArgs& InEventArgs |
LevelEditorViewport.h | ||
virtual void LostFocus
(
FViewport* InViewport |
LevelEditorViewport.h | ||
virtual void MouseMove
(
FViewport* InViewport, |
LevelEditorViewport.h | ||
virtual bool OverrideHighResScreenshotCaptureRegion
(
FIntRect& OutCaptureRegion |
LevelEditorViewport.h | ||
virtual void ReceivedFocus
(
FViewport* InViewport |
LevelEditorViewport.h | ||
virtual void SetIsSimulateInEditorViewport
(
bool bInIsSimulateInEditorViewport |
LevelEditorViewport.h |
Overridden from FViewElementDrawer
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Draw
(
const FSceneView* View, |
FViewElementDrawer interface | LevelEditorViewport.h |
Overridden from FGCObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddReferencedObjects
(
FReferenceCollector& Collector |
GC references.Serialization. | LevelEditorViewport.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool CanDropBlueprintAsset
(
const FSelectedAssetInfo& |
Checks the viewport to see if the given blueprint asset can be dropped on the viewport. | LevelEditorViewport.h | |
void HandleViewportSettingChanged
(
FName PropertyName |
Callback for when an editor user setting has changed | LevelEditorViewport.h | |
void OnActorMoved
(
AActor* InActor |
Delegate handler for ActorMoved events | LevelEditorViewport.h | |
void OnEditorCleanse() |
Called when editor cleanse event is triggered | LevelEditorViewport.h | |
void OnMapChanged
(
UWorld* InWorld, |
Callback for when a map is created or destroyed | LevelEditorViewport.h | |
void OnPreBeginPIE
(
const bool bIsSimulating |
Called before the editor tries to begin PIE | LevelEditorViewport.h | |
void OnWidgetModeChanged
(
UE::Widget::EWidgetMode NewMode |
Called when the widget mode changes. | LevelEditorViewport.h |
Overridden from FEditorViewportClient
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool GetActiveSafeFrame
(
float& OutAspectRatio |
Helper used by DrawSafeFrames to get the current safe frame aspect ratio. | LevelEditorViewport.h | |
virtual void PerspectiveCameraMoved() |
Called when the perspective viewport camera moves | LevelEditorViewport.h | |
virtual void RedrawAllViewportsIntoThisScene() |
Invalidates this and other linked viewports (anything viewing the same scene) | LevelEditorViewport.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AddHoverEffect
(
const FViewportHoverTarget& InHoverTarget |
Static: Adds a hover effect to the specified object | LevelEditorViewport.h | |
static void ClearHoverFromObjects() |
Static: Clears viewport hover effects from any objects that currently have that | LevelEditorViewport.h | |
static UActorComponent * FindViewComponentForActor
(
AActor const* Actor |
Find a view component to use for the specified actor. | LevelEditorViewport.h | |
static UActorComponent * FindViewComponentForActor
(
AActor const* Actor, |
Internal function for public FindViewComponentForActor, which finds a view component to use for the specified actor. | LevelEditorViewport.h | |
static const TArray< TWeakObjectPtr< AActor > > & GetDropPreviewActors() |
LevelEditorViewport.h | ||
static UObject * GetOrCreateMaterialFromTexture
(
UTexture* UnrealTexture |
Static: Given a texture, returns a material for that texture, creating a new asset if necessary. | LevelEditorViewport.h | |
static bool IsDroppingPreviewActor() |
Returns true if creating a preview actor in the viewport. | LevelEditorViewport.h | |
static void RemoveHoverEffect
(
const FViewportHoverTarget& InHoverTarget |
Static: Removes a hover effect to the specified object | LevelEditorViewport.h | |
static void SetIsDroppingPreviewActor
(
bool bNewIsDroppingPreviewActor |
Sets the state of creating a preview actor in the viewport. | LevelEditorViewport.h | |
static TArray< AActor * > TryPlacingActorFromObject
(
ULevel* InLevel, |
Static: Attempts to place the specified object in the level, returning one or more newly-created actors if successful. | LevelEditorViewport.h | |
static TArray< FTypedElementHandle > TryPlacingAssetObject
(
ULevel* InLevel, |
Static: Attempts to place the specified asset object in the level, returning one or more newly-created objects by their FTypedElementHandles if successful. | LevelEditorViewport.h |