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Unreal Engine C++ API Reference > Editor > UnrealEd
References
Module | UnrealEd |
Header | /Engine/Source/Editor/UnrealEd/Public/UnrealEdMisc.h |
Include | #include "UnrealEdMisc.h" |
Syntax
class FUnrealEdMisc
Remarks
The public interface for the unreal editor misc singleton.
Constructors
Type | Name | Description | |
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Constructor, private - use Get() function |
Destructors
Type | Name | Description | |
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Destructor |
Functions
Type | Name | Description | |
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void | AllowSavingLayoutOnClose
(
bool bIsEnabled |
Sets whether saving the layout on close is allowed. |
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void | Start the performance survey that attempts to monitor editor performance in the default or simple startup maps | |
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void | End the performance survey that attempts to monitor editor performance in the default or simple startup maps | |
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void | ||
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void | CB_EditorModeWindowClosed
(
const TSharedRef< SWindow >& |
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void | CB_LevelActorsAdded
(
AActor* InActor |
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void | CB_MapChange
(
uint32 InFlags |
Tells the editor that something has been done to change the map. |
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void | Called right after unit testing concludes | |
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void | Called right before unit testing is about to begin | |
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void | ||
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void | ||
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void | Displays a property dialog based upon what is currently selected. | |
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void | ClearConfigRestoreFilename
(
FString Destination |
Clears the config restore name for restoring the specified config file |
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void | Clears all the restore names for restoring config files | |
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void | Clear the project name we will use to reload the editor when switching projects | |
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void | Called when the heartbeat event should be sent to engine analytics | |
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bool | EnableWorldComposition
(
UWorld* InWorld, |
Handles "Enable World Composition" option in WorldSettings |
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FString | FindMapFileFromPartialName
(
const FString& PartialMapName |
Finds a map using only the map name, no extension, no path, also caches it for faster lookup next time. |
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void | ForceDeletePreferences
(
bool bIsEnabled |
Sets whether the preferences file should be deleted. |
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FUnrealEdMisc & | Get () |
Singleton accessor |
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const TMap< FString, FString > & | Retrieves the map of config->backup config filenames to be used for restoring config files | |
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FString | Returns the editor executable to use to execute commandlets | |
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bool | Whether or not the map build in progressed was cancelled by the user. | |
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const FString & | Get the project name we will use to reload the editor when switching projects | |
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FString | Get the path to the executable that runs the editor | |
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bool | Fetches a URL from the config and optionally switches it to rocket if required | |
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void | Initialize engine analytics | |
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bool | Returns true if preferences should be deleted. | |
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bool | Returns true if saving layout on close is allowed. | |
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void | LogAssetUpdate
(
UObject* UpdatedAsset, |
Logs an update to an asset |
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void | Check if this we are editing a template project, and if so mount any shared resource paths it uses | |
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void | OnActiveTabChanged
(
TSharedPtr< SDockTab > PreviouslyActive, |
Called from tab manager when the tab changes |
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void | OnActorTokenActivated
(
const TSharedRef< class IMessageToken >& Token |
Delegate used on message log AActor token activation |
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void | OnDeferCommand
(
const FString& DeferredCommand |
Delegate that gets called by modules that can't directly access Engine |
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void | OnEditorChangeMode
(
FEditorModeID NewEditorMode |
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void | ||
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void | ||
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void | OnExit () |
Cleans up various systems |
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FText | OnGetDisplayName
(
const UObject* InObject, |
Delegate for (default) display name of UObject tokens. |
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void | OnGotoAsset
(
const FString& InAssetPath |
Delegate used to go to assets in the content browser |
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void | OnInit () |
Initalizes various systems |
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void | OnMapChanged
(
UWorld* World, |
Called when a map is changed (loaded,saved,new map, etc) |
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void | OnMessageSelectionChanged
(
TArray< TSharedRef< class FTokenizedMessage > >& Selection |
Delegate for (default) message log message selection - selects the objects that the tokens refer to (if any) |
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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) |
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void | OnObjectSaved
(
UObject* SavedObject, |
Delegate used to update the map of asset update counts |
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void | OnTabForegrounded
(
TSharedPtr< SDockTab > ForegroundTab, |
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void | OnUserActivityTabChanged
(
TSharedPtr< SDockTab > InTab |
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void | OnUserDefinedChordChanged
(
const FUICommandInfo& CommandInfo |
Called when the input manager records a user-defined chord |
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void | OpenMarketplace
(
const FString& CustomLocation |
Opens the Unreal Engine Launcher marketplace page |
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void | ReplaceDocumentationURLWildcards
(
FString& Url, |
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void | RestartEditor
(
bool bWarn, |
Restarts the editor, reopening the current project, if any |
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void | SetConfigRestoreFilename
(
FString InBackupFile, |
Sets the config file to use for restoring Config files. |
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void | SetMapBuildCancelled
(
const bool InCancelled |
Sets the flag that states whether or not the map build was cancelled. |
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void | SetPendingProjectName
(
const FString& ProjectName |
Set the project name we will use to reload the editor when switching projects |
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void | Performs any required cleanup in the case of a fatal error. | |
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bool | SpawnEditorInstance
(
const FString& ProjectName |
Launch an editor instance, passing ProjectName and the command line args from this running instance |
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void | SwitchProject
(
const FString& GameOrProjectFileName, |
Opens the specified project file or game. Restarts the editor |
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void | Triggers asset analytics if it hasn't been run yet | |
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void | Ticks the performance analytics used by the analytics heartbeat |
Deprecated Functions
Type | Name | Description | |
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void | OnNativizeBlueprintsSettingChanged
(
const FString& PackageName, |
Blueprint Nativization has been removed as a supported feature. This delegate method will eventually be removed. |