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API > API/Editor > API/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 | |
|---|---|---|---|
| Constructor, private - use Get() function |
Destructors
| Type | Name | Description | |
|---|---|---|---|
| Destructor |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AllowSavingLayoutOnClose
(
bool bIsEnabled |
Sets whether saving the layout on close is allowed. | |
| void | Start the performance survey that attempts to monitor editor performance in the default or simple startup maps | ||
| void | End the performance survey that attempts to monitor editor performance in the default or simple startup maps | ||
| void | |||
| void | CB_EditorModeWindowClosed
(
const TSharedRef< SWindow >& |
||
| void | CB_LevelActorsAdded
(
AActor* InActor |
||
| void | CB_MapChange
(
uint32 InFlags |
Tells the editor that something has been done to change the map. | |
| void | Called right after unit testing concludes | ||
| void | Called right before unit testing is about to begin | ||
| void | |||
| void | |||
| void | Displays a property dialog based upon what is currently selected. | ||
| void | ClearConfigRestoreFilename
(
FString Destination |
Clears the config restore name for restoring the specified config file | |
| void | Clears all the restore names for restoring config files | ||
| void | Clear the project name we will use to reload the editor when switching projects | ||
| void | Called when the heartbeat event should be sent to engine analytics | ||
| bool | EnableWorldComposition
(
UWorld* InWorld, |
Handles "Enable World Composition" option in WorldSettings | |
| 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. | |
| void | ForceDeletePreferences
(
bool bIsEnabled |
Sets whether the preferences file should be deleted. | |
| FUnrealEdMisc & | Get () |
Singleton accessor | |
| const TMap< FString, FString > & | Retrieves the map of config->backup config filenames to be used for restoring config files | ||
| FString | Returns the editor executable to use to execute commandlets | ||
| bool | Whether or not the map build in progressed was cancelled by the user. | ||
| const FString & | Get the project name we will use to reload the editor when switching projects | ||
| FString | Get the path to the executable that runs the editor | ||
| bool | Fetches a URL from the config and optionally switches it to rocket if required | ||
| void | Initialize engine analytics | ||
| bool | Returns true if preferences should be deleted. | ||
| bool | Returns true if saving layout on close is allowed. | ||
| void | LogAssetUpdate
(
UObject* UpdatedAsset, |
Logs an update to an asset | |
| void | Check if this we are editing a template project, and if so mount any shared resource paths it uses | ||
| void | OnActiveTabChanged
(
TSharedPtr< SDockTab > PreviouslyActive, |
Called from tab manager when the tab changes | |
| void | OnActorTokenActivated
(
const TSharedRef< class IMessageToken >& Token |
Delegate used on message log AActor token activation | |
| void | OnDeferCommand
(
const FString& DeferredCommand |
Delegate that gets called by modules that can't directly access Engine | |
| void | OnEditorChangeMode
(
FEditorModeID NewEditorMode |
||
| void | |||
| void | |||
| void | OnExit () |
Cleans up various systems | |
| FText | OnGetDisplayName
(
const UObject* InObject, |
Delegate for (default) display name of UObject tokens. | |
| void | OnGotoAsset
(
const FString& InAssetPath |
Delegate used to go to assets in the content browser | |
| void | OnInit () |
Initalizes various systems | |
| void | OnMapChanged
(
UWorld* World, |
Called when a map is changed (loaded,saved,new map, etc) | |
| void | OnMessageSelectionChanged
(
TArray< TSharedRef< class FTokenizedMessage > >& Selection |
Delegate for (default) message log message selection - selects the objects that the tokens refer to (if any) | |
| 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) | |
| void | OnObjectSaved
(
UObject* SavedObject, |
Delegate used to update the map of asset update counts | |
| void | OnTabForegrounded
(
TSharedPtr< SDockTab > ForegroundTab, |
||
| void | OnUserActivityTabChanged
(
TSharedPtr< SDockTab > InTab |
||
| void | OnUserDefinedChordChanged
(
const FUICommandInfo& CommandInfo |
Called when the input manager records a user-defined chord | |
| void | OpenMarketplace
(
const FString& CustomLocation |
Opens the Unreal Engine Launcher marketplace page | |
| void | ReplaceDocumentationURLWildcards
(
FString& Url, |
||
| void | RestartEditor
(
bool bWarn, |
Restarts the editor, reopening the current project, if any | |
| void | SetConfigRestoreFilename
(
FString InBackupFile, |
Sets the config file to use for restoring Config files. | |
| void | SetMapBuildCancelled
(
const bool InCancelled |
Sets the flag that states whether or not the map build was cancelled. | |
| void | SetPendingProjectName
(
const FString& ProjectName |
Set the project name we will use to reload the editor when switching projects | |
| void | Performs any required cleanup in the case of a fatal error. | ||
| bool | SpawnEditorInstance
(
const FString& ProjectName |
Launch an editor instance, passing ProjectName and the command line args from this running instance | |
| void | SwitchProject
(
const FString& GameOrProjectFileName, |
Opens the specified project file or game. Restarts the editor | |
| void | Triggers asset analytics if it hasn't been run yet | ||
| void | Ticks the performance analytics used by the analytics heartbeat |
Deprecated Functions
| Type | Name | Description | |
|---|---|---|---|
| void | OnNativizeBlueprintsSettingChanged
(
const FString& PackageName, |
Blueprint Nativization has been removed as a supported feature. This delegate method will eventually be removed. |