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Unreal Engine C++ API Reference > Editor > UnrealEd
References
Module | UnrealEd |
Header | /Engine/Source/Editor/UnrealEd/Public/SourceCodeNavigation.h |
Include | #include "SourceCodeNavigation.h" |
Syntax
class FSourceCodeNavigation
Remarks
Source code navigation functionality
Functions
Type | Name | Description | |
---|---|---|---|
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FOnCompilerNotFound & | Call this to access the multi-cast delegate that you can register a callback with | |
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FOnNewModuleAdded & | Call this to access the multi-cast delegate that you can register a callback with | |
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FOnSymbolQueryFinished & | Call this to access the multi-cast delegate that you can register a callback with | |
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void | AddNavigationHandler
(
ISourceCodeNavigationHandler* Handler |
Add a navigation handler |
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bool | AddSourceFiles
(
const TArray< FString >& AbsoluteSourcePaths |
Add multiple source files to the current solution/project/workspace |
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bool | CanNavigateToClass
(
const UClass* InClass |
Determines whether it is possible to navigate to the UClass in the IDE |
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bool | CanNavigateToFunction
(
const UFunction* InFunction |
Determines whether it is possible to navigate to the UFunction in the IDE |
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bool | CanNavigateToProperty
(
const FProperty* InProperty |
Determines whether it is possible to navigate to the FProperty in the IDE |
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bool | CanNavigateToStruct
(
const UStruct* InStruct |
Determines whether it is possible to navigate to the UStruct in the IDE |
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bool | CanNavigateToStruct
(
const UScriptStruct* InStruct |
Determines whether it is possible to navigate to the UScriptStruct in the IDE |
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bool | Query if the current source code solution exists | |
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void | DownloadAndInstallSuggestedIDE
(
FOnIDEInstallerDownloadComplete OnDownloadComplete |
Downloads and installs the suggested IDE (currently only works for Windows) |
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bool | FindClassHeaderPath
(
const UField* InField, |
Finds the path to a given class header. Does not rely on symbols; finds matching .build.cs files. |
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bool | FindClassModuleName
(
UClass* InClass, |
Attempt to locate fully qualified class module name |
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bool | FindClassSourcePath
(
const UField* InField, |
Finds the path to a given class source. Does not rely on symbols; finds matching .build.cs files. |
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bool | FindModulePath
(
const UPackage* InModulePackage, |
Finds the base directory for a given module. |
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bool | FindModulePath
(
const FString& InModuleName, |
Finds the base directory for a given module name. |
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void | GatherFunctionsForActors
(
TArray< AActor* >& Actors, |
Finds all of the functions in classes for the specified list of actors |
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bool | Returns whether the suggested source code IDE for the current platform can be installed directly (vs. requiring that the user download it manually) | |
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FSlateIcon | Returns the IDE specific representative icon to open source code | |
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FSlateIcon | Returns the IDE specific representative icon to refresh source code | |
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FText | Returns the name of the selected IDE | |
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const FSourceFileDatabase & | Retrieves the SourceFileDatabase instance | |
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FText | GetSuggestedSourceCodeIDE
(
bool bShortIDEName |
Returns the name of the suggested IDE, based on platform |
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FString | Returns the url to the location where the suggested IDE can be downloaded | |
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void | Initialize () |
Initializes FSourceCodeNavigation static class |
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bool | Returns true if the compiler for the current platform is available for use | |
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bool | NavigateToClass
(
const UClass* InClass |
Navigates asynchronously to the UClass in the IDE |
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bool | NavigateToFunction
(
const UFunction* InFunction |
Navigates asynchronously to the UFunction in IDE |
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bool | NavigateToFunctionAsync
(
UFunction* InFunction |
Deprecated, use NavigateToFunction |
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void | NavigateToFunctionSourceAsync
(
const FString& FunctionSymbolName, |
Asynchronously locates the source file and line for a specific function in a specific module and navigates an external editing to that source line |
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bool | NavigateToProperty
(
const FProperty* InProperty |
Navigates asynchronously to the FProperty in the IDE |
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bool | NavigateToStruct
(
const UScriptStruct* InStruct |
Navigates asynchronously to the UScriptStruct in the IDE |
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bool | NavigateToStruct
(
const UStruct* InStruct |
Navigates asynchronously to the UStruct in the IDE |
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bool | Open the current source code solution | |
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bool | OpenProjectSolution
(
const FString& InProjectPath |
Open the source code solution for the project at the given location |
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bool | OpenSourceFile
(
const FString& AbsoluteSourcePath, |
Opens a single source file |
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bool | OpenSourceFiles
(
const TArray< FString >& AbsoluteSourcePaths |
Opens a multiple source files |
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void | Refresh the state of compiler availability. | |
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void | RemoveNavigationHandler
(
ISourceCodeNavigationHandler* Handler |
Remove a navigation handler |
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void | SetPreferredAccessor
(
const TCHAR* Name |
Set a new preferred accessor and refresh compiler status |
Classes
Type | Name | Description | |
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EGatherMode | Gather modes for GatherFunctionsForActors() | |
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FEditCodeMenuClass | Allows function symbols to be organized by class | |
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FFunctionSymbolInfo | Holds useful information about a function's symbols |
Typedefs
Name | Description |
---|---|
FOnCompilerNotFound | Delegate that's triggered when any symbol query has completed |
FOnNewModuleAdded | Delegate that's triggered when a new module (.Build.cs file) has been added |
FOnSymbolQueryFinished | Delegate that's triggered when any symbol query has completed |
Constants
Name | Description |
---|---|
bCachedIsCompilerAvailable | Cached result of check for compiler availability. |
CriticalSection | Critical section for locking access to the source file database. |
Instance | Source file database instance. |