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API > API/Editor > API/Editor/UnrealEd
The public interface for the unreal editor misc singleton.
| Name | FUnrealEdMisc |
| Type | class |
| Header File | /Engine/Source/Editor/UnrealEd/Public/UnrealEdMisc.h |
| Include Path | #include "UnrealEdMisc.h" |
Syntax
class FUnrealEdMisc
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FUnrealEdMisc() |
Constructor, private - use Get() function | UnrealEdMisc.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FUnrealEdMisc() |
Destructor | UnrealEdMisc.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActorsSelected | TArray< AActor * > | UnrealEdMisc.h | ||
| bActorMultiSelect | bool | UnrealEdMisc.h | ||
| bCancelBuild | bool | Stores whether or not the current map build was cancelled. | UnrealEdMisc.h | |
| bDeletePreferences | bool | True if the preferences config file should be deleted. | UnrealEdMisc.h | |
| bInitialized | bool | Has the system has been initialized? | UnrealEdMisc.h | |
| bIsAssetAnalyticsPending | bool | True if an asset analytics pass is pending | UnrealEdMisc.h | |
| bIsSurveyingPerformance | bool | True if editor performance is being monitored | UnrealEdMisc.h | |
| CmdExec | TUniquePtr< FConsoleCommandExecutor > | Pointer to the classic "Cmd" executor | UnrealEdMisc.h | |
| EditorAnalyticsHeartbeatTimerHandle | FTimerHandle | UnrealEdMisc.h | ||
| EditorAxisDisplayInfo | TUniquePtr< FEditorAxisDisplayInfo > | Pointer to the EditorAxisDisplayInfo implementation. | UnrealEdMisc.h | |
| FrameRateSamples | TArray< float > | An array of frame rate samples used by the performance survey | UnrealEdMisc.h | |
| LastFrameRateTime | FDateTime | The time that the last performance survey frame rate sample happened | UnrealEdMisc.h | |
| NavigationBuildingNotificationHandler | TSharedPtr< FTickableEditorObject > | Handler to notify about navigation building process | UnrealEdMisc.h | |
| NumUpdatesByAssetName | TMap< FName, uint32 > | Package names and the number of times they have been updated | UnrealEdMisc.h | |
| OnActiveTabChangedDelegateHandle | FDelegateHandle | Handle to the registered OnActiveTabChanged delegate. | UnrealEdMisc.h | |
| OnMapChangedDelegateHandle | FDelegateHandle | Handle to the registered OnMapChanged delegate. | UnrealEdMisc.h | |
| OnTabForegroundedDelegateHandle | FDelegateHandle | Handle to the registered OnTabForegrounded delegate. | UnrealEdMisc.h | |
| OnUserDefinedChordChangedDelegateHandle | FDelegateHandle | Handle to the registered OnUserDefinedChordChanged delegate. | UnrealEdMisc.h | |
| PendingCommandLine | TOptional< FString > | Optional alt command-line to use when the editor shuts down and switches projects (if unset, the restart will use the same command-line as the current process). | UnrealEdMisc.h | |
| PendingProjectName | FString | The name of a pending project. | UnrealEdMisc.h | |
| PerformanceAnalyticsStats | TUniquePtr< FPerformanceAnalyticsStats > | Statistical information needed by the analytics to report editor performance | UnrealEdMisc.h | |
| RestoreConfigFiles | TMap< FString, FString > | Map of config->backup filenames to restore on shutdown of the editor | UnrealEdMisc.h | |
| UnloadedActorsSelected | TArray< FGuid > | UnrealEdMisc.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AllowSavingLayoutOnClose
(
bool bIsEnabled |
Sets whether saving the layout on close is allowed. | UnrealEdMisc.h | |
void BeginPerformanceSurvey() |
Start the performance survey that attempts to monitor editor performance in the default or simple startup maps | UnrealEdMisc.h | |
void CancelPerformanceSurvey() |
End the performance survey that attempts to monitor editor performance in the default or simple startup maps | UnrealEdMisc.h | |
void CB_DisplayLoadErrors() |
UnrealEdMisc.h | ||
void CB_EditorModeWindowClosed
(
const TSharedRef< SWindow >& |
UnrealEdMisc.h | ||
void CB_LevelActorsAdded
(
AActor* InActor |
UnrealEdMisc.h | ||
void CB_MapChange
(
uint32 InFlags |
Tells the editor that something has been done to change the map. | UnrealEdMisc.h | |
void CB_PostAutomationTesting() |
Called right after unit testing concludes | UnrealEdMisc.h | |
void CB_PreAutomationTesting() |
Called right before unit testing is about to begin | UnrealEdMisc.h | |
void CB_RedrawAllViewports() |
UnrealEdMisc.h | ||
void CB_RefreshEditor() |
UnrealEdMisc.h | ||
void CB_SelectedProps () |
Displays a property dialog based upon what is currently selected. | UnrealEdMisc.h | |
void ClearConfigRestoreFilename
(
FString Destination |
Clears the config restore name for restoring the specified config file | UnrealEdMisc.h | |
void ClearConfigRestoreFilenames() |
Clears all the restore names for restoring config files | UnrealEdMisc.h | |
void ClearPendingProjectName() |
Clear the project name we will use to reload the editor when switching projects | UnrealEdMisc.h | |
void EditorAnalyticsHeartbeat() |
Called when the heartbeat event should be sent to engine analytics | UnrealEdMisc.h | |
bool EnableWorldComposition
(
UWorld* InWorld, |
Handles "Enable World Composition" option in WorldSettings | UnrealEdMisc.h | |
| Finds a map using only the map name, no extension, no path, also caches it for faster lookup next time. | UnrealEdMisc.h | ||
void ForceDeletePreferences
(
bool bIsEnabled |
Sets whether the preferences file should be deleted. | UnrealEdMisc.h | |
| Retrieves the map of config->backup config filenames to be used for restoring config files | UnrealEdMisc.h | ||
FString GetExecutableForCommandlets() |
Returns the editor executable to use to execute commandlets | UnrealEdMisc.h | |
bool GetMapBuildCancelled() |
Whether or not the map build in progressed was cancelled by the user. | UnrealEdMisc.h | |
const FString & GetPendingProjectName() |
Get the project name we will use to reload the editor when switching projects | UnrealEdMisc.h | |
bool GetURL
(
const TCHAR* InKey, |
Fetches a URL from the config and optionally switches it to rocket if required | UnrealEdMisc.h | |
void InitEngineAnalytics() |
Initialize engine analytics | UnrealEdMisc.h | |
bool IsDeletePreferences() |
Returns true if preferences should be deleted. | UnrealEdMisc.h | |
bool IsSavingLayoutOnClosedAllowed() |
Returns true if saving layout on close is allowed. | UnrealEdMisc.h | |
void LogAssetUpdate
(
UObject* UpdatedAsset, |
Logs an update to an asset | UnrealEdMisc.h | |
void MountTemplateSharedPaths() |
Check if this we are editing a template project, and if so mount any shared resource paths it uses | UnrealEdMisc.h | |
void OnActiveTabChanged
(
TSharedPtr< SDockTab > PreviouslyActive, |
Called from tab manager when the tab changes | UnrealEdMisc.h | |
void OnActorTokenActivated
(
const TSharedRef< class IMessageToken >& Token |
Delegate used on message log AActor token activation | UnrealEdMisc.h | |
void OnAssetDataTokenActivated
(
const TSharedRef< class IMessageToken >& Token |
Delegate used on message log FAssetData token activation | UnrealEdMisc.h | |
void OnDeferCommand
(
const FString& DeferredCommand |
Delegate that gets called by modules that can't directly access Engine | UnrealEdMisc.h | |
void OnEditorChangeMode
(
FEditorModeID NewEditorMode |
UnrealEdMisc.h | ||
void OnEditorPostModal() |
UnrealEdMisc.h | ||
void OnEditorPreModal() |
UnrealEdMisc.h | ||
virtual void OnExit() |
Cleans up various systems | UnrealEdMisc.h | |
FText OnGetAssetDataDisplayName
(
const FAssetData& InObject, |
Delegate used to get a display name for a message log FAssetData token | UnrealEdMisc.h | |
FText OnGetDisplayName
(
const UObject* InObject, |
Delegate for (default) display name of UObject tokens. | UnrealEdMisc.h | |
void OnGotoAsset
(
const FString& InAssetPath |
Delegate used to go to assets in the content browser | UnrealEdMisc.h | |
virtual void OnInit() |
Initalizes various systems | UnrealEdMisc.h | |
void OnMapChanged
(
UWorld* World, |
Called when a map is changed (loaded,saved,new map, etc) | UnrealEdMisc.h | |
void OnMessageSelectionChanged
(
TArray< TSharedRef< class FTokenizedMessage > >& Selection |
Delegate for (default) message log message selection - selects the objects that the tokens refer to (if any) | UnrealEdMisc.h | |
void OnMessageTokenActivated
(
const TSharedRef< class IMessageToken >& Token |
Delegate for (default) message log UObject token activation - selects the object that the token refers to (if any) | UnrealEdMisc.h | |
void OnNativizeBlueprintsSettingChanged
(
const FString& PackageName, |
BP nativization settings | UnrealEdMisc.h | |
void OnObjectSaved
(
UObject* SavedObject, |
Delegate used to update the map of asset update counts | UnrealEdMisc.h | |
void OnTabForegrounded
(
TSharedPtr< SDockTab > ForegroundTab, |
UnrealEdMisc.h | ||
void OnUserActivityTabChanged
(
TSharedPtr< SDockTab > InTab |
UnrealEdMisc.h | ||
void OnUserDefinedChordChanged
(
const FUICommandInfo& CommandInfo |
Called when the input manager records a user-defined chord | UnrealEdMisc.h | |
void OpenMarketplace
(
const FString& CustomLocation |
Opens the Unreal Engine Launcher marketplace page | UnrealEdMisc.h | |
| UnrealEdMisc.h | |||
| Restarts the editor, reopening the current project, if any | UnrealEdMisc.h | ||
| Sets the config file to use for restoring Config files. | UnrealEdMisc.h | ||
void SetMapBuildCancelled
(
const bool InCancelled |
Sets the flag that states whether or not the map build was cancelled. | UnrealEdMisc.h | |
void SetPendingProjectName
(
const FString& ProjectName |
Set the project name we will use to reload the editor when switching projects | UnrealEdMisc.h | |
virtual void ShutdownAfterError() |
Performs any required cleanup in the case of a fatal error. | UnrealEdMisc.h | |
bool SpawnEditorInstance
(
const FString& ProjectName |
Launch an editor instance, passing ProjectName and the command line args from this running instance | UnrealEdMisc.h | |
| Opens the specified project file or game. Restarts the editor | UnrealEdMisc.h | ||
void TickAssetAnalytics() |
Triggers asset analytics if it hasn't been run yet | UnrealEdMisc.h | |
void TickPerformanceAnalytics() |
Ticks the performance analytics used by the analytics heartbeat | UnrealEdMisc.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FUnrealEdMisc & Get() |
Singleton accessor | UnrealEdMisc.h | |
static FString GetProjectEditorBinaryPath() |
Get the path to the executable that runs the editor | UnrealEdMisc.h |