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References
| Module | UnrealEd |
| Header | /Engine/Source/Editor/UnrealEd/Public/Kismet2/ComponentEditorUtils.h |
| Include | #include "Kismet2/ComponentEditorUtils.h" |
Syntax
class FComponentEditorUtils
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AdjustComponentDelta
(
const USceneComponent* Component, |
Potentially transforms the delta to be applied to a component into the appropriate space | |
| bool | ApplyDefaultValueChange
(
USceneComponent* InSceneComponent, |
Given an instance of a template and a property, set a default value change to the instance (only if applicable) | |
| bool | ApplyDefaultValueChange
(
USceneComponent* InSceneComponent, |
Bool specialization so it can properly handle bitfields. | |
| bool | ApplyDefaultValueChange
(
USceneComponent* InSceneComponent, |
Given an instance of a template and a current value, propagates a default value change to the instance (only if applicable) | |
| bool | AttemptApplyMaterialToComponent
(
USceneComponent* SceneComponent, |
Attempts to apply a material to a component at the specified slot. | |
| void | BindComponentSelectionOverride
(
USceneComponent* SceneComponent, |
Ensures that the selection override delegate is properly bound for the supplied component This includes any attached editor-only primitive components (such as billboard visualizers) | |
| bool | CanCopyComponent
(
const UActorComponent* ComponentToCopy |
Checks whether it is valid to copy the given component | |
| bool | CanCopyComponents
(
const TArray< UActorComponent* >& ComponentsToCopy |
Checks whether it is valid to copy the indicated components | |
| bool | CanDeleteComponent
(
const UActorComponent* ComponentToDelete |
Determines whether the indicated component can be deleted | |
| bool | CanDeleteComponents
(
const TArray< UActorComponent* >& ComponentsToDelete |
Determines whether the indicated components can be deleted | |
| bool | CanEditComponentInstance
(
const UActorComponent* ActorComp, |
Is the instance component is editable | |
| bool | CanPasteComponents
(
const USceneComponent* RootComponent, |
Determines whether the current contents of the clipboard contain paste-able component information | |
| void | CopyComponents
(
const TArray< UActorComponent* >& ComponentsToCopy, |
Copies the selected components to the clipboard | |
| int32 | DeleteComponents
(
const TArray< UActorComponent* >& ComponentsToDelete, |
Deletes the indicated components and identifies the component that should be selected following the operation. | |
| UActorComponent * | DuplicateComponent
(
UActorComponent* TemplateComponent |
Duplicates a component instance and takes care of attachment and registration. | |
| void | FillComponentContextMenuOptions
(
UToolMenu* Menu, |
Populates the given menu with basic options for operations on components in the world. | |
| UActorComponent * | FindMatchingComponent
(
const UActorComponent* ComponentInstance, |
Tries to find a match for ComponentInstance in the ComponentList. | |
| FName | FindVariableNameGivenComponentInstance
(
const UActorComponent* ComponentInstance |
Try to find the correct variable name for a given native component template or instance (which can have a mismatch) | |
| FString | GenerateValidVariableName
(
TSubclassOf< UActorComponent > InComponentClass, |
Generate a valid variable name string for the given component instance | |
| FString | GenerateValidVariableNameFromAsset
(
UObject* Asset, |
Generate a valid variable name string for the given component instance based on the name of the asset referenced by the component | |
| void | GetComponentsFromClipboard
(
TMap< FName, FName >& OutParentMap, |
Gets the copied components from the clipboard without attempting to paste/apply them in any way | |
| FProperty * | GetPropertyForEditableNativeComponent
(
const UActorComponent* NativeComponent |
Test if the native component is editable. | |
| bool | IsComponentNameAvailable
(
const FString& InString, |
Test whether or not the given string is already the name string of a component on the the owner Optionally excludes an existing component from the check (ex. a component currently being renamed) | |
| bool | IsValidVariableNameString
(
const UActorComponent* InComponent, |
Test whether or not the given string is a valid variable name string for the given component instance | |
| FComponentReference | MakeComponentReference
(
const AActor* ExpectedComponentOwner, |
Make a FComponentReference from a component pointer. | |
| void | PasteComponents
(
TArray< UActorComponent* >& OutPastedComponents, |
Attempts to paste components from the clipboard as siblings of the target component | |
| void | PropagateDefaultValueChange
(
USceneComponent* InSceneComponentTemplate, |
Given a template and a property, propagates a default value change to all instances (only if applicable) |