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Unreal Engine C++ API Reference > Editor > UnrealEd
Inheritance Hierarchy
- FCommonViewportClient
- FViewElementDrawer
- FGCObject
- FEditorViewportClient
- FLevelEditorViewportClient
References
Module | UnrealEd |
Header | /Engine/Source/Editor/UnrealEd/Public/LevelEditorViewport.h |
Include | #include "LevelEditorViewport.h" |
Syntax
class FLevelEditorViewportClient : public FEditorViewportClient
Variables
Type | Name | Description | |
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bool | bAlwaysShowModeWidgetAfterSelectionChanges | When enabled, the Unreal transform widget will become visible after an actor is selected, even if it was turned off via a show flag |
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bool | bDrawBaseInfo | Indicates whether, of not, the base attachment volume should be drawn for this viewport. |
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bool | bDuplicateActorsInProgress | BDuplicateActorsOnNextDrag will not be set again while bDuplicateActorsInProgress is true. |
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bool | bDuplicateOnNextDrag | Used for drag duplication. |
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bool | bEnableColorScaling | |
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bool | bEnableFading | |
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bool | bHasBegunGizmoManipulation | True if gizmo manipulation was started from a tracking event |
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bool | bIsTrackingBrushModification | True when a brush is being transformed by its Widget |
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bool | bLockedCameraView | 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 |
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bool | bNeedToRestoreComponentBeingMovedFlag | True if the viewport needs to restore the flag when tracking ends |
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bool | bOnlyMovedPivot | True if only the pivot position has been moved |
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bool | bReceivedFocusRecently | Whether this viewport recently received focus. |
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FVector | ColorScale | |
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float | FadeAmount | |
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FLinearColor | FadeColor | |
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FVector | LastEditorViewLocation | The viewport location that is restored when exiting PIE |
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FRotator | LastEditorViewRotation | The viewport orientation that is restored when exiting PIE |
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TWeakPtr< class ILevelEditor > | ParentLevelEditor | Parent level editor that owns this viewport. |
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TArray< FName > | ViewHiddenLayers | List of layers that are hidden in this view |
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TBitArray | VolumeActorVisibility | Special volume actor visibility settings. |
Constructors
Type | Name | Description | |
---|---|---|---|
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FLevelEditorViewportClient
(
const TSharedPtr< class SLevelViewport >& InLevelViewport |
Constructor |
Destructors
Type | Name | Description | |
---|---|---|---|
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Destructor |
Functions
Type | Name | Description | |
---|---|---|---|
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void | AddHoverEffect
(
const FViewportHoverTarget& InHoverTarget |
Static: Adds a hover effect to the specified object |
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void | ApplyDeltaToActor
(
AActor* InActor, |
|
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void | ApplyDeltaToActors
(
const FVector& InDrag, |
|
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void | ApplyDeltaToComponent
(
USceneComponent* InComponent, |
|
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void | ApplyDeltaToElement
(
const FTypedElementHandle& InElementHandle, |
|
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void | ApplyDeltaToSelectedElements
(
const FTransform& InDeltaTransform |
|
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bool | CanApplyMaterialToHitProxy
(
const HHitProxy* HitProxy |
Called to check if a material can be applied to an object, given the hit proxy |
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bool | CanDropBlueprintAsset
(
const FSelectedAssetInfo& |
Checks the viewport to see if the given blueprint asset can be dropped on the viewport. |
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void | Static: Clears viewport hover effects from any objects that currently have that | |
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void | CopyLayoutFromViewport
(
const FLevelEditorViewportClient& InViewport |
Copies layout and camera settings from the specified viewport |
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void | DrawTextureStreamingBounds
(
const FSceneView* View, |
Draw the texture streaming bounds. |
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UActorComponent * | FindViewComponentForActor
(
AActor const* Actor |
Find a view component to use for the specified actor. |
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TWeakObjectPtr< AActor > | Access the 'active' actor lock. | |
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const FLevelViewportActorLock & | GetActorLock () |
Gets the actor lock. This is the actor locked to the viewport via the viewport menus. |
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FLevelViewportActorLock & | GetActorLock () |
Gets the actor lock. This is the actor locked to the viewport via the viewport menus. |
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UCameraComponent * | Find the camera component that is driving this viewport, in the following order of preference: | |
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const FLevelViewportActorLock & | Get the actor locked to the viewport by cinematic tools like Sequencer. | |
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FLevelViewportActorLock & | Get the actor locked to the viewport by cinematic tools like Sequencer. | |
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const TArray< TWeakObjectPtr< AActor > > & | ||
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FVector2D | ||
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FTypedElementListConstRef | GetElementsToManipulate
(
const bool bForceRefresh |
Get the elements (from the current selection set) that this viewport can manipulate (eg, via the transform gizmo). |
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bool | GetFocusBounds
(
FTypedElementListConstRef InElements, |
|
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EAxisList::Type | GetHorizAxis () |
Returns the horizontal axis for this viewport. |
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bool | ||
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UObject * | GetOrCreateMaterialFromTexture
(
UTexture* UnrealTexture |
Static: Given a texture, returns a material for that texture, creating a new asset if necessary. |
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const FLevelViewportActorLock & | Gets the previous actor lock. This is the actor locked to the viewport via the viewport menus. | |
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const FLevelViewportActorLock & | Get the previous actor locked to the viewport by cinematic tools like Sequencer. | |
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bool | GetSpriteCategoryVisibility
(
const FName& InSpriteCategory |
Returns whether the provided unlocalized sprite category is visible in the viewport or not |
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bool | GetSpriteCategoryVisibility
(
int32 Index |
Returns whether the sprite category specified by the provided index is visible in the viewport or not |
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EAxisList::Type | GetVertAxis () |
Returns the vertical axis for this viewport. |
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void | HandleViewportSettingChanged
(
FName PropertyName |
Callback for when an editor user setting has changed |
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void | Initialize viewport interaction | |
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void | Initialize visibility flags | |
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bool | IsActorLocked
(
const TWeakObjectPtr< const AActor > InActor |
Check to see if this actor is locked by the viewport |
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bool | Check to see if any actor is locked by the viewport | |
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bool | Returns true if creating a preview actor in the viewport. | |
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bool | IsLockedToActor
(
AActor* Actor |
Check whether this viewport is locked to the specified actor |
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bool | Check whether this viewport is locked to display a cinematic camera, like a Sequencer camera. | |
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bool | IsVolumeVisibleInViewport
(
const AActor& VolumeActor |
Returns true if the passed in volume is visible in the viewport (due to volume actor visibility flags) |
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void | MirrorSelectedActors
(
const FVector& InMirrorScale |
|
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void | MirrorSelectedElements
(
const FVector& InMirrorScale |
|
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void | Moves the viewport camera according to the locked actors location and rotation | |
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void | OnActorMoved
(
AActor* InActor |
Delegate handler for ActorMoved events |
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void | Called when editor cleanse event is triggered | |
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void | OnMapChanged
(
UWorld* InWorld, |
Callback for when a map is created or destroyed |
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void | OnPreBeginPIE
(
const bool bIsSimulating |
Called before the editor tries to begin PIE |
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void | Stores camera settings that may be adversely affected by PIE, so that they may be restored later | |
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void | RemoveHoverEffect
(
const FViewportHoverTarget& InHoverTarget |
Static: Removes a hover effect to the specified object |
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void | RemoveReferenceToWorldContext
(
FWorldContext& WorldContext |
|
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void | ResetCamera () |
Reset the camera position and rotation. Used when creating a new level. |
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void | Reset the view for a new map | |
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void | Restores camera settings that may be adversely affected by PIE | |
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void | SetActorLock
(
const FLevelViewportActorLock& InActorLock |
Set the actor lock. This is the actor locked to the viewport via the viewport menus. |
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void | SetActorLock
(
AActor* Actor |
Set the actor lock. This is the actor locked to the viewport via the viewport menus. |
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void | SetAllSpriteCategoryVisibility
(
bool bVisible |
Sets the visibility of all sprite categories to the provided value |
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void | SetCinematicActorLock
(
AActor* Actor |
Set the actor locked to the viewport by cinematic tools like Sequencer. |
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void | SetCinematicActorLock
(
const FLevelViewportActorLock& InActorLock |
Set the actor locked to the viewport by cinematic tools like Sequencer. |
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void | Set the global ptr to the current viewport | |
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void | Informs the renderer that the view is being interactively edited. | |
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void | Sets a flag for this frame indicating that the camera has been cut, and temporal effects (such as motion blur) should be reset | |
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void | SetIsDroppingPreviewActor
(
bool bNewIsDroppingPreviewActor |
Sets the state of creating a preview actor in the viewport. |
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void | Set the global ptr to the last viewport to receive a key press | |
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void | SetReferenceToWorldContext
(
FWorldContext& WorldContext |
|
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void | SetSpriteCategoryVisibility
(
const FName& InSpriteCategory, |
Sets the visibility of the provided unlocalized category to the provided value |
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void | SetSpriteCategoryVisibility
(
int32 Index, |
Sets the visibility of the category specified by the provided index to the provided value |
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void | SetViewportTypeFromTool
(
ELevelViewportType InViewportType |
Calling SetViewportType from Dragtool_ViewportChange |
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bool | Determines if the new MoveCanvas movement should be used | |
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TArray< AActor * > | TryPlacingActorFromObject
(
ULevel* InLevel, |
Static: Attempts to place the specified object in the level, returning one or more newly-created actors if successful. |
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void | UpdateAudioListener
(
const FSceneView& View |
Updates the audio listener for this viewport |
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void | UpdateHoveredObjects
(
const TSet< FViewportHoverTarget >& NewHoveredObjects |
|
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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 |
Overridden from FEditorViewportClient
Type | Name | Description | |
---|---|---|---|
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void | Aborts mouse tracking (stop and cancel) | |
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void | BeginCameraMovement
(
bool bHasMovement |
Handle the camera about to be moved or stopped |
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FSceneView * | CalcSceneView
(
FSceneViewFamily* ViewFamily, |
Configures the specified FSceneView object with the view and projection matrices for this viewport. |
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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 |
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void | CheckHoveredHitProxy
(
HHitProxy* HoveredHitProxy |
Checks if the mouse is hovered over a hit proxy and decides what to do. |
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void | If dragging an actor for placement, this function destroys the actor. | |
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void | DrawCanvas
(
FViewport& InViewport, |
Called to draw onto the viewports 2D canvas |
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bool | DropObjectsAtCoordinates
(
int32 MouseX, |
Attempts to intelligently drop the given objects in the viewport, using the given mouse coordinates local to this viewport |
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void | ||
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bool | GetActiveSafeFrame
(
float& OutAspectRatio |
Helper used by DrawSafeFrames to get the current safe frame aspect ratio. |
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FLinearColor | ||
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float | Get the camera speed scalar for this viewport | |
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int32 | Get the camera speed setting for this viewport | |
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bool | GetPivotForOrbit
(
FVector& OutPivot |
Get the custom pivot point around which the camera should orbit for this viewport |
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ELevelViewportType | Returns the effective viewport type (taking into account any actor locking or camera possession) | |
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FMatrix | ||
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FVector | ||
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UE::Widget::EWidgetMode | ||
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bool | Returns true if a placement dragging actor exists | |
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bool | InputWidgetDelta
(
FViewport* InViewport, |
Called to give the viewport client a chance to handle widgets being moved |
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bool | If true, this is a level editor viewport | |
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TSharedPtr< FDragTool > | MakeDragTool
(
EDragTool::Type DragToolType |
Called to make a drag tool when the user starts dragging in the viewport |
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void | NudgeSelectedObjects
(
const FInputEventState& InputState |
|
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void | OverridePostProcessSettings
(
FSceneView& View |
Called to override any post process settings for the view |
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void | Called when the perspective viewport camera moves | |
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void | ProcessClick
(
FSceneView& View, |
Called when the user clicks in the viewport |
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void | Invalidates this and other linked viewports (anything viewing the same scene) | |
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void | Rotate through viewport view options | |
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void | SetCameraSpeedScalar
(
float SpeedScalar |
Set the camera speed scalar for this viewport |
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void | SetCameraSpeedSetting
(
int32 SpeedSetting |
Set the speed setting for the camera in this viewport |
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void | SetupViewForRendering
(
FSceneViewFamily& ViewFamily, |
Called to do any additional set up of the view for rendering |
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void | SetViewportType
(
ELevelViewportType InViewportType |
Set the viewport type of the client |
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void | SetVREditView
(
bool bGameViewEnable |
|
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bool | ||
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bool | ||
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void | Tick
(
float DeltaSeconds |
Ticks this viewport client |
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void | TrackingStarted
(
const FInputEventState& InInputState, |
Called when mouse movement tracking begins |
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void | Called when mouse movement tracking stops | |
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bool | UpdateDropPreviewActors
(
int32 MouseX, |
If dragging an actor for placement, this function updates its position. |
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void | UpdateLinkedOrthoViewports
(
bool bInvalidate |
FEditorViewportClient Interface |
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bool | UseAppTime () |
Should this viewport use app time instead of world time. |
Overridden from FViewportClient
Type | Name | Description | |
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void | CapturedMouseMove
(
FViewport* InViewport, |
Called when the mouse is moved while a window input capture is in effect |
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void | ConditionalRestoreWorld
(
UWorld* InWorld |
Restores GWorld to InWorld |
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UWorld * | Sets GWorld to the appropriate world for this client | |
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EMouseCursor::Type | Retrieves the cursor that should be displayed by the OS | |
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UWorld * | GetWorld () |
Use the viewports Scene to get a world. |
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bool | InputAxis
(
FViewport* Viewport, |
Check an axis movement received by the viewport. |
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bool | InputKey
(
const FInputKeyEventArgs& EventArgs |
Check a key event received by the viewport. |
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void | ||
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void | ||
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bool | OverrideHighResScreenshotCaptureRegion
(
FIntRect& OutCaptureRegion |
Allow viewport client to override the current capture region |
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void | ReceivedFocus
(
FViewport* InViewport |
|
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void | SetIsSimulateInEditorViewport
(
bool bInIsSimulateInEditorViewport |
Overridden from FViewElementDrawer
Type | Name | Description | |
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void | Draw
(
const FSceneView* View, |
FViewElementDrawer interface |
Overridden from FGCObject
Type | Name | Description | |
---|---|---|---|
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void | AddReferencedObjects
(
FReferenceCollector& Collector |
GC references.Serialization. |
Constants
Name | Description |
---|---|
bIsDroppingPreviewActor | If currently creating a preview actor. |
DropPreviewActors | The actors that are currently being placed in the viewport via dragging |
HoveredObjects | Static: List of objects we're hovering over |
ViewComponentForActorCache | Caching for expensive FindViewComponentForActor. Invalidated once per Tick. |