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API > API/Editor > API/Editor/UnrealEd
Engine that drives the Editor. Separate from UGameEngine because it may have much different functionality than desired for an instance of a game itself.
| Name | UEditorEngine |
| Type | class |
| Header File | /Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h |
| Include Path | #include "Editor/EditorEngine.h" |
Syntax
UCLASS (Config=Engine, Transient, MinimalAPI)
class UEditorEngine : public UEngine
Inheritance Hierarchy
- FExec → UEngine → UEditorEngine
- UObjectBase → UObjectBaseUtility → UObject → UEngine → UEditorEngine
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UEditorEngine
(
const FObjectInitializer& ObjectInitializer |
Editor/EditorEngine.h |
Classes
| Name | Remarks |
|---|---|
| FClassPackageLoadedOrUnloadedEvent | Called when a package with data-driven classes becomes loaded or unloaded |
| FExecParticleInvoked | Called when the editor has been asked to perform an exec command on particle systems. |
| FHLODActorAddedEvent | Editor-only event triggered when a HLOD Actor is added to a cluster |
| FHLODActorMovedEvent | Editor-only event triggered when a HLOD Actor is moved between clusters |
| FHLODActorRemovedFromClusterEvent | |
| FHLODLevelsArrayChangedEvent | Editor-only event triggered when a HLOD level is added or removed |
| FHLODMeshBuildEvent | Editor-only event triggered when a HLOD Actor's mesh is build |
| FHLODTransitionScreenSizeChangedEvent | Editor-only event triggered when a HLOD Actor is marked dirty |
| FOnActorsMoved | Editor-only event triggered after actors are moved, rotated or scaled by an editor system |
| FOnBeginTransformCamera | Editor-only event triggered before the camera viewed through the viewport is moved by an editor system |
| FOnBeginTransformObject | Editor-only event triggered before an actor or component is moved, rotated or scaled by an editor system |
| FOnEndTransformCamera | Editor-only event triggered after the camera viewed through the viewport has been moved by an editor system |
| FOnEndTransformObject | Editor-only event triggered after actor or component has moved, rotated or scaled by an editor system |
| FSceneMaterialsModifiedEvent | Called when a scene material is added or modified. |
| FSelectUnloadedActorsEvent | Called to allow selection of unloaded actors |
| FViewportClientListChangedEvent | Called when the viewport clients list changed |
Structs
| Name | Remarks |
|---|---|
| EMapCheckNotification | |
| FLauncherCachedInfo | |
| FPlayOnPCInfo | This chunk is used for Play In New Process. |
Enums
Public
| Name | Remarks |
|---|---|
| EMapRebuildType | |
| EMousePositionType | Used for generating status bar text |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FBlueprintCompiledEvent | TMulticastDelegate< void(), FDefaultTSDelegateUserPolicy > | Called when a Blueprint compile is completed. | Editor/EditorEngine.h |
| FBlueprintPreCompileEvent | TMulticastDelegate< void(UBlueprint *), FDefaultTSDelegateUserPolicy > | Called prior to a Blueprint compile | Editor/EditorEngine.h |
| FBlueprintReinstanced | TMulticastDelegate< void(), FDefaultTSDelegateUserPolicy > | Called by the blueprint compiler after a blueprint has been compiled and all instances replaced, but prior to garbage collection. | Editor/EditorEngine.h |
| FOnCreateLevelEditorDragDropHandler | TBaseDelegate_NoParams< ULevelEditorDragDropHandler * > | Editor/EditorEngine.h | |
| FOnFilterCopiedActors | TMulticastDelegate_OneParam< void, TArray< AActor * > & > | Editor/EditorEngine.h | |
| FOnMakeAssetReferenceFilter | TBaseDelegate_OneParam< TSharedPtr< IAssetReferenceFilter >, const FAssetReferenceFilterContext & > | Returns a filter to restruct what assets show up in asset pickers based on what the selection is used for (i.e. what will reference the assets) | Editor/EditorEngine.h |
| FOnMakeAssetReferenceFixer | TBaseDelegate_NoParams< TSharedPtr< IAssetReferenceFixer > > | Returns a fixer to resolve illegal references between assets | Editor/EditorEngine.h |
| FPIEInstanceWindowSwitch | TBaseDelegate_NoParams< void > | Editor/EditorEngine.h | |
| FPostBugItGoCalled | TMulticastDelegate_TwoParams< void, const FVector &Loc, const FRotator &Rot > | A delegate that is called when the bugitgo command is used. | Editor/EditorEngine.h |
| FPreviewFeatureLevelChanged | TMulticastDelegate_OneParam< void, ERHIFeatureLevel::Type > | A delegate that is called when the preview feature level changes. | Editor/EditorEngine.h |
| FPreviewPlatformChanged | TMulticastDelegate_NoParams< void > | A delegate that is called when the preview platform changes. | Editor/EditorEngine.h |
| FProjectExternalContentInterfaceGetter | TBaseDelegate_NoParams< IProjectExternalContentInterface * > | Delegate to override the IProjectExternalContentInterface | Editor/EditorEngine.h |
| FSelectCommand | TBaseDelegate_OneParam< void, UModel * > | Delegate definition for the execute function that follows | Editor/EditorEngine.h |
| FSelectInWorldCommand | TBaseDelegate_TwoParams< void, UWorld *, UModel * > | Editor/EditorEngine.h | |
| FShouldDisableCPUThrottling | TBaseDelegate_NoParams< bool > | An array of delegates that can force disable throttling cpu usage if any of them return true. | Editor/EditorEngine.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActorFactories | TArray< TObjectPtr< class UActorFactory > > | Array of actor factories created at editor startup and used by context menu etc. | Editor/EditorEngine.h | |
| ActorsThatWereSelected | TArray< TWeakObjectPtr< class AActor > > | When Simulating In Editor, an array of all actors that were selected when it began | Editor/EditorEngine.h | |
| Bad | TObjectPtr< class UTexture2D > | Textures. | Editor/EditorEngine.h | |
| bAllowMultiplePIEWorlds | uint32 | Allows multiple PIE worlds under a single instance. | Editor/EditorEngine.h |
|
| bCheckForLockActors | bool | Whether or not to recheck the current actor selection for lock actors the next time HasLockActors is called | Editor/EditorEngine.h | |
| bCheckForWorldSettingsActors | bool | Whether or not to recheck the current actor selection for world settings actors the next time IsWorldSettingsSelected is called | Editor/EditorEngine.h | |
| bCustomCameraAlignEmitter | uint32 | If "Camera Align" emitter handling uses a custom zoom or not | Editor/EditorEngine.h |
|
| bDrawParticleHelpers | uint32 | If true, then draw particle debug helpers in editor viewports | Editor/EditorEngine.h |
|
| bDrawSocketsInGMode | uint32 | If true, then draw sockets when socket snapping is enabled in 'g' mode | Editor/EditorEngine.h |
|
| bEnableLODLocking | uint32 | If true, same type views will be camera tied, and ortho views will use perspective view for LOD parenting | Editor/EditorEngine.h |
|
| bEnableSocketSnapping | uint32 | If true, socket snapping is enabled in the main level viewports. | Editor/EditorEngine.h |
|
| bFastRebuild | uint32 | Toggles. | Editor/EditorEngine.h | |
| bHasLockedActors | bool | Cached state of whether or not we have locked actors in the selection | Editor/EditorEngine.h | |
| bIgnoreSelectionChange | uint32 | True if we should ignore noting any changes to selection on undo/redo | Editor/EditorEngine.h | |
| bIsCompiling | bool | Whether or not the editor is currently compiling | Editor/EditorEngine.h | |
| bIsSimulatingInEditor | uint32 | DEPRECATED VARIABLES ONLY. | Editor/EditorEngine.h | |
| bIsToggleBetweenPIEandSIEQueued | uint32 | Has a request to toggle between PIE and SIE been made? | Editor/EditorEngine.h | |
| bIsWorldSettingsSelected | bool | Cached state of whether or not we have a worldsettings actor in the selection | Editor/EditorEngine.h | |
| bMobilePreviewPortrait | uint32 | Mobile preview settings for what orientation to default to | Editor/EditorEngine.h |
|
| bNotifyUndoRedoSelectionChange | uint32 | True if we should force a selection change notification during an undo/redo | Editor/EditorEngine.h | |
| bRequestEndPlayMapQueued | uint32 | True if there is a pending end play map queued | Editor/EditorEngine.h | |
| BrushBuilders | TArray< TObjectPtr< class UBrushBuilder > > | Brush builders that have been created in the editor | Editor/EditorEngine.h |
|
| bShowBrushMarkerPolys | uint32 | If true, show translucent marker polygons on the builder brush and volumes. | Editor/EditorEngine.h |
|
| bShowPreviewMesh | uint32 | When true, the preview mesh mode is activated. | Editor/EditorEngine.h | |
| bSquelchTransactionNotification | uint32 | True if we should not display notifications about undo/redo | Editor/EditorEngine.h | |
| bSuspendBroadcastPostUndoRedo | uint32 | True if we should suspend notifying clients post undo/redo | Editor/EditorEngine.h | |
| BuildPlayDevice | int32 | Currently targeted device for mobile previewer. | Editor/EditorEngine.h |
|
| CachedEditorShaderPlatform | EShaderPlatform | Cached ShaderPlatform so the editor can go back to after previewing | Editor/EditorEngine.h | |
| ClickFlags | uint32 | Other variables. | Editor/EditorEngine.h | |
| ClickLocation | FVector | Editor/EditorEngine.h | ||
| ClickPlane | FPlane | Editor/EditorEngine.h | ||
| ConversionTempModel | TObjectPtr< class UModel > | Editor/EditorEngine.h | ||
| CurrentPlayWorldDestination | int32 | The current play world destination (I.E console). | Editor/EditorEngine.h | |
| CustomCameraAlignEmitterDistance | float | The distance to place the camera from an emitter actor when custom zooming is enabled | Editor/EditorEngine.h |
|
| DefaultWorldFeatureLevel | ERHIFeatureLevel::Type | The feature level we should use when loading or creating a new world | Editor/EditorEngine.h | |
| DetailMode | TEnumAsByte< enum EDetailMode > | Setting for the detail mode to show in the editor viewports. | Editor/EditorEngine.h | |
| EditorCube | TObjectPtr< class UStaticMesh > | Used in UnrealEd for showing materials. | Editor/EditorEngine.h | |
| EditorCylinder | TObjectPtr< class UStaticMesh > | Editor/EditorEngine.h | ||
| EditorFont | TObjectPtr< class UFont > | Font used by Canvas-based editors. | Editor/EditorEngine.h | |
| EditorPlane | TObjectPtr< class UStaticMesh > | Editor/EditorEngine.h | ||
| EditorSphere | TObjectPtr< class UStaticMesh > | Editor/EditorEngine.h | ||
| EditorWorld | TObjectPtr< class UWorld > | When Simulating In Editor, a pointer to the original (non-simulating) editor world | Editor/EditorEngine.h | |
| GameCommandLine | FString | Editor/EditorEngine.h |
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| HeightMapExportClassName | FString | Editor/EditorEngine.h |
|
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| InEditorGameURLOptions | FString | Additional per-user/per-game options set in the .ini file. | Editor/EditorEngine.h |
|
| IsImportingT3D | uint32 | Editor/EditorEngine.h | ||
| LauncherWorker | TSharedPtr< class ILauncherWorker > | Launcher Worker. | Editor/EditorEngine.h | |
| MouseMovement | FVector | Editor/EditorEngine.h | ||
| ObjectsThatExistInEditorWorld | FUObjectAnnotationSparseBool | Annotation to track which PIE/SIE (PlayWorld) UObjects have counterparts in the EditorWorld | Editor/EditorEngine.h | |
| ParentContext | TObjectPtr< class UPackage > | Editor/EditorEngine.h | ||
| PlayFromHerePlayerStartClass | TSubclassOf< class ANavigationObjectBase > | The PlayerStart class used when spawning the player at the current camera location. | Editor/EditorEngine.h | |
| PlayWorld | TObjectPtr< class UWorld > | A pointer to a UWorld that is the duplicated/saved-loaded to be played in with "Play From Here" | Editor/EditorEngine.h | |
| PlayWorldDestination | int32 | Where did the person want to play? Where to play the game - -1 means in editor, 0 or more is an index into the GConsoleSupportContainer | Editor/EditorEngine.h | |
| PostBugItGoCalled | FPostBugItGoCalled | Editor/EditorEngine.h | ||
| PreviewAudioComponent | TObjectPtr< class UAudioComponent > | Editor/EditorEngine.h |
|
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| PreviewFeatureLevelChanged | FPreviewFeatureLevelChanged | Editor/EditorEngine.h | ||
| PreviewMeshComp | TObjectPtr< class UStaticMeshComponent > | A mesh component used to preview in editor without spawning a static mesh actor. | Editor/EditorEngine.h |
|
| PreviewMeshIndex | int32 | The index of the mesh to use from the list of preview meshes. | Editor/EditorEngine.h | |
| PreviewPlatform | FPreviewPlatformInfo | The feature level and platform we should use when loading or creating a new world | Editor/EditorEngine.h | |
| PreviewPlatformChanged | FPreviewPlatformChanged | Editor/EditorEngine.h | ||
| PreviewSoundCue | TObjectPtr< class USoundCue > | Audio. | Editor/EditorEngine.h |
|
| ProjectExternalContentInterfaceGetter | FProjectExternalContentInterfaceGetter | Editor/EditorEngine.h | ||
| ScratchRenderTarget1024 | TObjectPtr< class UTextureRenderTarget2D > | Editor/EditorEngine.h |
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| ScratchRenderTarget2048 | TObjectPtr< class UTextureRenderTarget2D > | Temporary render target that can be used by the editor. | Editor/EditorEngine.h |
|
| ScratchRenderTarget256 | TObjectPtr< class UTextureRenderTarget2D > | Editor/EditorEngine.h |
|
|
| ScratchRenderTarget512 | TObjectPtr< class UTextureRenderTarget2D > | Editor/EditorEngine.h |
|
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| ShouldDisableCPUThrottlingDelegates | TArray< FShouldDisableCPUThrottling > | Editor/EditorEngine.h | ||
| SlatePlayInEditorMap | TMap< FName, FSlatePlayInEditorInfo > | Maps world contexts to their slate data | Editor/EditorEngine.h | |
| TempModel | TObjectPtr< class UModel > | Objects. | Editor/EditorEngine.h | |
| Trans | TObjectPtr< class UTransactor > | Editor/EditorEngine.h | ||
| UnsnappedClickLocation | FVector | Editor/EditorEngine.h | ||
| UseAxisIndicator | uint32 | Editor/EditorEngine.h |
|
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| UserEditedPlayWorldURL | FString | Play world url string edited by a user. | Editor/EditorEngine.h | |
| UserOpenedFile | FString | The name of the file currently being opened in the editor. "" if no file is being opened. | Editor/EditorEngine.h | |
| UseSizingBox | uint32 | Advanced. | Editor/EditorEngine.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AllViewportClients | TArray< class FEditorViewportClient * > | List of all viewport clients | Editor/EditorEngine.h | |
| bAllowConstrainedAspectRatioInPreview | bool | True if we allow Constrained Aspect Ratio in the Preview | Editor/EditorEngine.h | |
| bDisableDeltaModification | bool | True if we should disable actor/component modification on delta movement | Editor/EditorEngine.h | |
| BlueprintCompiledEvent | FBlueprintCompiledEvent | Delegate broadcast when blueprint is compiled | Editor/EditorEngine.h | |
| BlueprintPreCompileEvent | FBlueprintPreCompileEvent | Delegate broadcast just before a blueprint is compiled | Editor/EditorEngine.h | |
| BlueprintReinstanced | FBlueprintReinstanced | Delegate broadcast when blueprint is reinstanced | Editor/EditorEngine.h | |
| ClassPackageLoadedOrUnloadedEvent | FClassPackageLoadedOrUnloadedEvent | Delegate broadcast when a package has been loaded or unloaded | Editor/EditorEngine.h | |
| CleanupPIEOnlineSessionsTimerHandle | FTimerHandle | Editor/EditorEngine.h | ||
| CurrentUndoRedoContext | TPimplPtr< FEditorTransactionDeltaContext > | Editor/EditorEngine.h | ||
| CustomTimeStepCompiledDelegateHandle | FDelegateHandle | Delegate handle for when a CustomTimeStep blueprint is compiled. | Editor/EditorEngine.h | |
| DeferredFilesToAddToSourceControl | TArray< FString > | List of files we are deferring adding to source control | Editor/EditorEngine.h | |
| DragDropHandler | TObjectPtr< ULevelEditorDragDropHandler > | Editor/EditorEngine.h | ||
| EditorSubsystemCollection | FObjectSubsystemCollection< UEditorSubsystem > | Editor/EditorEngine.h | ||
| EditorWorldExtensionsManager | TObjectPtr< UEditorWorldExtensionManager > | Manager that holds all extensions paired with a world | Editor/EditorEngine.h | |
| ExecParticleInvokedEvent | FExecParticleInvoked | Broadcasts after an Exec event on particles has been invoked. | Editor/EditorEngine.h | |
| FunctionStackWorldSwitcher | FScopedConditionalWorldSwitcher * | Currently active function execution world switcher, will be null most of the time | Editor/EditorEngine.h | |
| FunctionStackWorldSwitcherTag | int32 | Stack entry where world switcher was created, and should be destroyed at | Editor/EditorEngine.h | |
| HLODActorAddedEvent | FHLODActorAddedEvent | Broadcasts after an HLOD actor has added to a cluster | Editor/EditorEngine.h | |
| HLODActorMovedEvent | FHLODActorMovedEvent | Broadcasts after an HLOD actor has been moved between clusters | Editor/EditorEngine.h | |
| HLODActorRemovedFromClusterEvent | FHLODActorRemovedFromClusterEvent | Broadcasts after an Actor is removed from a cluster | Editor/EditorEngine.h | |
| HLODLevelsArrayChangedEvent | FHLODLevelsArrayChangedEvent | Broadcasts after the HLOD levels array is changed | Editor/EditorEngine.h | |
| HLODMeshBuildEvent | FHLODMeshBuildEvent | Broadcasts after an HLOD actor's mesh is build | Editor/EditorEngine.h | |
| HLODTransitionScreenSizeChangedEvent | FHLODTransitionScreenSizeChangedEvent | Broadcasts after a Draw distance value (World settings) is changed | Editor/EditorEngine.h | |
| InflightUndoClients | TSet< class FEditorUndoClient * > | A temporary copy used to add resilience during the undo/redo broadcast. | Editor/EditorEngine.h | |
| LevelViewportClientListChangedEvent | FViewportClientListChangedEvent | Delegate broadcast when the level editor viewport client list changed | Editor/EditorEngine.h | |
| LevelViewportClients | TArray< class FLevelEditorViewportClient * > | List of level editor viewport clients for level specific actions | Editor/EditorEngine.h | |
| MinimizedWindowsDuringPIE | TArray< TWeakPtr< SWindow > > | Minimized Windows during PIE | Editor/EditorEngine.h | |
| OnActorsMovedEvent | FOnActorsMoved | Delegate broadcast when aactors have been moved, rotated, or scaled | Editor/EditorEngine.h | |
| OnBeginCameraTransformEvent | FOnBeginTransformCamera | Delegate broadcast when the camera viewed through the viewport is about to be moved | Editor/EditorEngine.h | |
| OnBeginObjectTransformEvent | FOnBeginTransformObject | Delegate broadcast when an actor or component is about to be moved, rotated, or scaled | Editor/EditorEngine.h | |
| OnCreateLevelEditorDragDropHandlerDelegate | FOnCreateLevelEditorDragDropHandler | Editor/EditorEngine.h | ||
| OnEndCameraTransformEvent | FOnEndTransformCamera | Delegate broadcast when the camera viewed through the viewport has been moved | Editor/EditorEngine.h | |
| OnEndObjectTransformEvent | FOnEndTransformObject | Delegate broadcast when an actor or component has been moved, rotated, or scaled | Editor/EditorEngine.h | |
| OnFilterCopiedActorsDelegate | FOnFilterCopiedActors | Editor/EditorEngine.h | ||
| OnMakeAssetReferenceFilterDelegate | FOnMakeAssetReferenceFilter | Editor/EditorEngine.h | ||
| OnMakeAssetReferenceFixerDelegate | FOnMakeAssetReferenceFixer | Editor/EditorEngine.h | ||
| PopupWindow | TWeakPtr< class SWindow > | Reference to owner of the current popup | Editor/EditorEngine.h | |
| SceneMaterialsModifiedEvent | FSceneMaterialsModifiedEvent | Delegate broadcast when a scene material is added or modified. | Editor/EditorEngine.h | |
| ScriptExecutionEndHandle | FDelegateHandle | Editor/EditorEngine.h | ||
| ScriptExecutionStartHandle | FDelegateHandle | Delegate handles for function execution | Editor/EditorEngine.h | |
| SelectUnloadedActorsEvent | FSelectUnloadedActorsEvent | Broadcasts to allow selection of unloaded actors | Editor/EditorEngine.h | |
| SourceControlFailureNotificationPtr | TWeakPtr< class SNotificationItem > | Ongoing failure notification | Editor/EditorEngine.h | |
| TimecodeProviderCompiledDelegateHandle | FDelegateHandle | Delegate handle for when a TimecodeProvider blueprint is compiled. | Editor/EditorEngine.h | |
| TimerManager | TSharedPtr< class FTimerManager > | The Timer manager for all timer delegates | Editor/EditorEngine.h | |
| UndoClients | TSet< class FEditorUndoClient * > | List of editors who want to receive undo/redo events | Editor/EditorEngine.h | |
| UndoRedoNotificationItem | TSharedPtr< class SNotificationItem > | The notification item to use for undo/redo | Editor/EditorEngine.h | |
| ViewportClientListChangedEvent | FViewportClientListChangedEvent | Delegate broadcast when the viewport client list changed | Editor/EditorEngine.h | |
| ViewportCloseRequestedDelegateHandle | FDelegateHandle | Delegate handle for game viewport close requests in PIE sessions. | Editor/EditorEngine.h | |
| WorldAddExtraDeletionObjectsHandle | FDelegateHandle | Editor/EditorEngine.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual AActor * AddActor
(
ULevel* InLevel, |
Adds an actor to the world at the specified location. | Editor/EditorEngine.h | |
void AddDeferredMarkForAddFiles
(
TArrayView< const FString > Files |
Add the given file(s) to the deferred add list processed by RunDeferredMarkForAddFiles. | Editor/EditorEngine.h | |
virtual TArray< AActor * > AddExportTextActors
(
const FString& ExportText, |
Adds actors to the world at the specified location using export text. | Editor/EditorEngine.h | |
int32 AddLevelViewportClients
(
FLevelEditorViewportClient* ViewportClient |
Add a viewport client. | Editor/EditorEngine.h | |
| Adds provided package to a default changelist | Editor/EditorEngine.h | ||
int32 AddViewportClients
(
FEditorViewportClient* ViewportClient |
Add a viewport client. | Editor/EditorEngine.h | |
void AnalyzeLevel
(
ULevel* Level, |
Level management. | Editor/EditorEngine.h | |
void ApplyDeltaToActor
(
AActor* InActor, |
Editor/EditorEngine.h | ||
void ApplyDeltaToComponent
(
USceneComponent* InComponent, |
Editor/EditorEngine.h | ||
bool AreAnySelectedActorsInLevelScript() |
See if any selected actors are referenced in level script | Editor/EditorEngine.h | |
| Load a map for automation testing | Editor/EditorEngine.h | ||
void AutoMergeStaticMeshes() |
Auto merge all staticmeshes that are able to be merged | Editor/EditorEngine.h | |
int32 BeginTransaction
(
const FText& Description |
Editor/EditorEngine.h | ||
| Called when actors have been translated, rotated, or scaled by the editor | Editor/EditorEngine.h | ||
void BroadcastBeginCameraMovement
(
UObject& Object |
Called before the camera viewed through the viewport is moved by the editor | Editor/EditorEngine.h | |
void BroadcastBeginObjectMovement
(
UObject& Object |
Called before an actor or component is about to be translated, rotated, or scaled by the editor | Editor/EditorEngine.h | |
void BroadcastBlueprintCompiled() |
Broadcasts that a blueprint just finished compiling. THIS SHOULD NOT BE PUBLIC | Editor/EditorEngine.h | |
void BroadcastBlueprintPreCompile
(
UBlueprint* BlueprintToCompile |
Broadcasts that a Blueprint is about to be compiled | Editor/EditorEngine.h | |
void BroadcastBlueprintReinstanced() |
Broadcasts that a blueprint just finished being reinstanced. THIS SHOULD NOT BE PUBLIC | Editor/EditorEngine.h | |
void BroadcastClassPackageLoadedOrUnloaded() |
Broadcasts that a class package was just loaded or unloaded. THIS SHOULD NOT BE PUBLIC | Editor/EditorEngine.h | |
void BroadcastEndCameraMovement
(
UObject& Object |
Called when the camera viewed through the viewport has been moved by the editor | Editor/EditorEngine.h | |
void BroadcastEndObjectMovement
(
UObject& Object |
Called when an actor or component has been translated, rotated, or scaled by the editor | Editor/EditorEngine.h | |
| Called by internal engine systems after a HLOD Actor is added to a cluster | Editor/EditorEngine.h | ||
| Called by internal engine systems after a HLOD Actor is moved between clusters | Editor/EditorEngine.h | ||
| Called by internal engine systems after an Actor is removed from a cluster | Editor/EditorEngine.h | ||
void BroadcastHLODLevelsArrayChanged() |
Called by internal engine systems after a HLOD Actor is marked dirty | Editor/EditorEngine.h | |
void BroadcastHLODMeshBuild
(
const ALODActor* InActor |
Called by internal engine systems after a HLOD Actor's mesh is build | Editor/EditorEngine.h | |
void BroadcastHLODTransitionScreenSizeChanged() |
Called by internal engine systems after a HLOD Actor is marked dirty | Editor/EditorEngine.h | |
void BroadcastObjectReimported
(
UObject* InObject |
Broadcasts that an object has been reimported. THIS SHOULD NOT BE PUBLIC | Editor/EditorEngine.h | |
| Editor/EditorEngine.h | |||
virtual int32 bspBrushCSG
(
ABrush* Actor, |
Performs any CSG operation between the brush and the world. | Editor/EditorEngine.h | |
| Build EdPoly list from a model's Bsp. Not transactional. | Editor/EditorEngine.h | ||
virtual void bspCleanup
(
UModel* Model |
Clean up all nodes after a CSG operation. | Editor/EditorEngine.h | |
| Helper method for executing the de/intersect CSG operation | Editor/EditorEngine.h | ||
virtual void bspMergeCoplanars
(
UModel* Model, |
Editor/EditorEngine.h | ||
| Convert a Bsp node to an EdPoly. Returns number of vertices in Bsp node. | Editor/EditorEngine.h | ||
virtual void bspOptGeom
(
UModel* Model |
Optimize a level's Bsp, eliminating T-joints where possible, and building side links. | Editor/EditorEngine.h | |
virtual void bspRepartition
(
UWorld* InWorld, |
Bsp virtuals from Bsp.cpp. | Editor/EditorEngine.h | |
void BuildLighting
(
const FLightingBuildOptions& Options |
Builds lighting information depending on passed in options. | Editor/EditorEngine.h | |
| Builds a URL for game spawned by the editor (not including map name!). | Editor/EditorEngine.h | ||
void BuildReflectionCaptures
(
UWorld* World |
Update any outstanding reflection captures | Editor/EditorEngine.h | |
virtual void CancelCookByTheBookInEditor() |
Cancels the current cook by the book in editor | Editor/EditorEngine.h | |
void CancelPlayingViaLauncher() |
Cancel playing via the Launcher | Editor/EditorEngine.h | |
void CancelPlayUsingLauncher () |
Cancel Play using Launcher on error | Editor/EditorEngine.h | |
void CancelRequestPlaySession() |
Cancel request to start a play session | Editor/EditorEngine.h | |
virtual bool CanCookByTheBookInEditor
(
const FString& PlatformName |
Can the editor do cook by the book in the editor process space | Editor/EditorEngine.h | |
virtual bool CanCookOnTheFlyInEditor
(
const FString& PlatformName |
Can the editor act as a cook on the fly server | Editor/EditorEngine.h | |
bool CanCopySelectedActorsToClipboard
(
UWorld* InWorld, |
Checks to see whether it's possible to perform a copy operation on the selected actors. | Editor/EditorEngine.h | |
| Checks the validity of parenting one actor to another | Editor/EditorEngine.h | ||
bool CanPasteSelectedActorsFromClipboard
(
UWorld* InWorld |
Checks to see whether it's possible to perform a paste operation. | Editor/EditorEngine.h | |
bool CanPlayEditorSound() |
Returns true if currently able to play a sound and if the user has sounds enabled. | Editor/EditorEngine.h | |
virtual bool CanSelectActor
(
AActor* Actor, |
Editor/EditorEngine.h | ||
bool CanSyncActorLevelsToContentBrowser() |
Checks if the selected objects have levels which can be browsed to | Editor/EditorEngine.h | |
bool CanSyncToContentBrowser() |
Checks if the slected objects contain something to browse to | Editor/EditorEngine.h | |
APlayerStart * CheckForPlayerStart() |
Checks for any player starts and returns the first one found. | Editor/EditorEngine.h | |
virtual void Cleanse
(
bool ClearSelection, |
General functions. Cleans up after major events like e.g. map changes. | Editor/EditorEngine.h | |
void CleanupPhysicsSceneThatWasInitializedForSave
(
UWorld* World, |
Editor/EditorEngine.h | ||
void ClearPreviewComponents() |
Clean up any world specific editor components so they can be GC correctly | Editor/EditorEngine.h | |
void CloseEditedWorldAssets
(
UWorld* InWorld |
Close all the edit windows for assets that are owned by the world being closed | Editor/EditorEngine.h | |
virtual void CloseEditor() |
Closes the main editor frame. | Editor/EditorEngine.h | |
void CloseEntryPopupWindow() |
Closes the popup created for GenericTextEntryModal or GenericTextEntryModeless | Editor/EditorEngine.h | |
bool CommandIsDeprecated
(
const TCHAR* CommandStr, |
Editor/EditorEngine.h | ||
void ConvertActors
(
const TArray< AActor* >& ActorsToConvert, |
Sets up for a potentially deferred ConvertActors call, based on if any brushes are being converted to a static mesh. | Editor/EditorEngine.h | |
| Called to convert actors of one class type to another | Editor/EditorEngine.h | ||
AActor * ConvertBrushesToStaticMesh
(
const FString& InStaticMeshPackageName, |
Converts passed in brushes into a single static mesh actor. | Editor/EditorEngine.h | |
void ConvertLightActors
(
UClass* ConvertToClass |
Converts passed in light actors into new actors of another type. | Editor/EditorEngine.h | |
void ConvertSelectedBrushesToVolumes
(
UClass* VolumeClass |
Function to convert selected brushes into volumes of the provided class. | Editor/EditorEngine.h | |
void CopySelectedActorsToClipboard
(
UWorld* InWorld, |
Copies selected actors to the clipboard. | Editor/EditorEngine.h | |
void CreateNewMapForEditing
(
bool bPromptUserToSave, |
Prompts the user to save the current map if necessary, then creates a new (blank) map. | Editor/EditorEngine.h | |
UWorld * CreatePIEWorldFromEntry
(
FWorldContext& WorldContext, |
Creates a pie world from the default entry map, used by clients that connect to a PIE server | Editor/EditorEngine.h | |
virtual UTransactor * CreateTrans() |
Editor/EditorEngine.h | ||
virtual void csgRebuild
(
UWorld* InWorld |
Rebuild the level's Bsp from the level's CSG brushes. | Editor/EditorEngine.h | |
void CyclePreviewMesh() |
Changes the preview mesh to the next one. | Editor/EditorEngine.h | |
virtual void DeselectAllSurfaces() |
Deselect all surfaces. | Editor/EditorEngine.h | |
void DeselectLevelInLevelBrowser() |
Deselects the currently selected actor(s) levels in the level browser | Editor/EditorEngine.h | |
bool DetachSelectedActors() |
Detaches selected actors from there parents | Editor/EditorEngine.h | |
void DisableDeltaModification
(
bool bDisable |
Disable actor/component modification during delta movement. | Editor/EditorEngine.h | |
| Converts passed in actors into new actors of the specified type. | Editor/EditorEngine.h | ||
| Copy selected actors to the clipboard. | Editor/EditorEngine.h | ||
virtual bool edactDeleteSelected
(
UWorld* InWorld, |
Deletes all selected actors | Editor/EditorEngine.h | |
virtual void edactDuplicateSelected
(
ULevel* InLevel, |
Duplicates selected actors. | Editor/EditorEngine.h | |
| Paste selected actors from the clipboard. | Editor/EditorEngine.h | ||
void EditObject
(
UObject* ObjectToEdit |
Opens the objects specialized editor (Same as double clicking on the item in the content browser) | Editor/EditorEngine.h | |
void EditorAddModalWindow
(
TSharedRef< SWindow > InModalWindow |
Convenience method for adding a Slate modal window that is parented to the main frame (if it exists) This function does not return until the modal window is closed. | Editor/EditorEngine.h | |
void EditorUpdateComponents() |
Updates all components in the current level's scene. | Editor/EditorEngine.h | |
virtual void EndPlayMap() |
Kills the Play From Here session | Editor/EditorEngine.h | |
virtual void EndPlayOnLocalPc() |
Ends the current play on local pc session. | Editor/EditorEngine.h | |
bool Exec_Brush
(
UWorld* InWorld, |
Editor/EditorEngine.h | ||
bool Exec_Camera
(
const TCHAR* Str, |
Editor/EditorEngine.h | ||
bool Exec_Obj
(
const TCHAR* Str, |
Editor/EditorEngine.h | ||
bool Exec_Particle
(
const TCHAR* Str, |
Editor/EditorEngine.h | ||
bool Exec_Poly
(
UWorld* InWorld, |
Editor/EditorEngine.h | ||
bool Exec_StaticMesh
(
UWorld* InWorld, |
Process an incoming network message meant for the editor server. | Editor/EditorEngine.h | |
bool Exec_Transaction
(
const TCHAR* Str, |
Editor/EditorEngine.h | ||
void ExecFile
(
UWorld* InWorld, |
Executes each line of text in a file sequentially, as if each were a separate command | Editor/EditorEngine.h | |
void ExportMap
(
UWorld* InWorld, |
Exports the current map to the specified filename. | Editor/EditorEngine.h | |
UActorFactory * FindActorFactoryByClass
(
const UClass* InClass |
Looks for an actor factory spawned from the specified class. | Editor/EditorEngine.h | |
UActorFactory * FindActorFactoryByClassForActorClass
(
const UClass* InFactoryClass, |
Looks for an actor factory spawned from the specified class, for the specified UClass for an actor. | Editor/EditorEngine.h | |
UActorFactory * FindActorFactoryForActorClass
(
const UClass* InClass |
Looks for an appropriate actor factory for the specified UClass. | Editor/EditorEngine.h | |
UBrushBuilder * FindBrushBuilder
(
UClass* BrushBuilderClass |
Finds a brush builder of the provided class. If it doesnt exist one will be created | Editor/EditorEngine.h | |
void FindSelectedActorsInLevelScript() |
Finds all references to the currently selected actors, and reports results in a find message log | Editor/EditorEngine.h | |
virtual void FinishAllSnaps() |
Editor/EditorEngine.h | ||
void FlagModifyAllSelectedSurfacesInLevels
(
UWorld* InWorld |
Utility method call ModifySelectedSurfs for each level model in the worlds level list. | Editor/EditorEngine.h | |
void ForEachEditorSubsystem
(
TFunctionRef< void(TSubsystemClass*)> Operation |
Performs an operation on all Subsystems of specified type, this is only necessary for interfaces that can have multiple implementations instanced at a time. | Editor/EditorEngine.h | |
virtual bool Game_Map_Check
(
UWorld* InWorld, |
Game-specific function called by Map_Check BEFORE iterating over all actors. | Editor/EditorEngine.h | |
virtual bool Game_Map_Check_Actor
(
const TCHAR* Str, |
Game-specific function called per-actor by Map_Check | Editor/EditorEngine.h | |
| Return the active feature level. | Editor/EditorEngine.h | ||
EShaderPlatform GetActiveShaderPlatform() |
Return the current active shader platform in the editor | Editor/EditorEngine.h | |
FText GetActiveShaderPlatformFriendlyName() |
Return the current active shader platform friendly name in the editor | Editor/EditorEngine.h | |
FViewport * GetActiveViewport() |
Retrieves the active viewport from the editor. | Editor/EditorEngine.h | |
UActorGroupingUtils * GetActorGroupingUtils() |
Returns the actor grouping utility class that performs all grouping related tasks This will create the class instance if it doesn't exist. | Editor/EditorEngine.h | |
bool GetAllowConstrainedAspectRatioInPreview() |
Editor/EditorEngine.h | ||
const TArray< class FEditorViewportClient * > & GetAllViewportClients () |
Editor/EditorEngine.h | ||
const TArray< class FEditorViewportClient * > & GetAllViewportClients () |
List of all viewport clients | Editor/EditorEngine.h | |
void GetAssetsToSyncToContentBrowser
(
TArray< FAssetData >& Assets, |
Gets all assets which can be synced to in content browser for current selection | Editor/EditorEngine.h | |
| Function to return unique list of the classes of the assets currently selected in content browser (loaded/not loaded) | Editor/EditorEngine.h | ||
void GetContentBrowserSelections
(
TArray< FAssetData >& Selections |
Function to return list of assets currently selected in the content browser | Editor/EditorEngine.h | |
const TArray< float > & GetCurrentIntervalGridArray() |
Access the array of grid interval options | Editor/EditorEngine.h | |
const TArray< float > & GetCurrentPositionGridArray() |
Accesses the array of snap grid position options | Editor/EditorEngine.h | |
const TArray< float > & GetCurrentRotationGridArray() |
Accesses the array of snap grid rotation options | Editor/EditorEngine.h | |
TSubsystemClass * GetEditorSubsystem() |
Get a Subsystem of specified type | Editor/EditorEngine.h | |
TArray< TSubsystemClass * > GetEditorSubsystemArrayCopy() |
Get all Subsystems of specified type, this is only necessary for interfaces that can have multiple implementations instanced at a time. | Editor/EditorEngine.h | |
UEditorSubsystem * GetEditorSubsystemBase
(
TSubclassOf< UEditorSubsystem > SubsystemClass |
Get a Subsystem of specified type | Editor/EditorEngine.h | |
FWorldContext & GetEditorWorldContext
(
bool bEnsureIsGWorld |
Returns the WorldContext for the editor world. | Editor/EditorEngine.h | |
UEditorWorldExtensionManager * GetEditorWorldExtensionsManager() |
Returns the Editors world manager instance. | Editor/EditorEngine.h | |
| Editor/EditorEngine.h | |||
| Returns list of all foliage types used in the world | Editor/EditorEngine.h | ||
float GetGridInterval() |
Editor/EditorEngine.h | ||
FVector GetGridLocationOffset
(
bool bUniformOffset |
Get the location offset applied by the grid based on the grid size and active viewport. | Editor/EditorEngine.h | |
float GetGridSize() |
Editor/EditorEngine.h | ||
ULevelEditorDragDropHandler * GetLevelEditorDragDropHandler() |
Editor/EditorEngine.h | ||
| Gets all levels which can be synced to in content browser for current selection | Editor/EditorEngine.h | ||
const TArray< class FLevelEditorViewportClient * > & GetLevelViewportClients () |
List of level editor viewport clients for level specific actions | Editor/EditorEngine.h | |
const TArray< class FLevelEditorViewportClient * > & GetLevelViewportClients () |
Editor/EditorEngine.h | ||
| Editor/EditorEngine.h | |||
FViewport * GetPIEViewport() |
Retrieves the PIE viewport from the editor. | Editor/EditorEngine.h | |
FWorldContext * GetPIEWorldContext
(
int32 WorldPIEInstance |
Returns the WorldContext for the PIE world, by default will get the first one which will be the server or simulate instance. | Editor/EditorEngine.h | |
virtual FVector GetPivotLocation() |
Pivot handling. | Editor/EditorEngine.h | |
| Returns information about the currently active Play In Editor session. | Editor/EditorEngine.h | ||
FString GetPlayOnTargetPlatformName() |
Returns the last device that was used via the Launcher. | Editor/EditorEngine.h | |
const TOptional< FRequestPlaySessionParams > GetPlaySessionRequest () |
Returns the currently set PlaySessionRequest (if any). | Editor/EditorEngine.h | |
UAudioComponent * GetPreviewAudioComponent() |
Returns the preview audio component | Editor/EditorEngine.h | |
| Gets the interface to manage project references to external content | Editor/EditorEngine.h | ||
virtual bool GetPropertyColorationMatch
(
UObject* Object |
Editor/EditorEngine.h | ||
float GetRealTimeAudioVolume() |
Access user setting for audio level. Fractional volume 0.0->1.0 | Editor/EditorEngine.h | |
| Queries for a list of assets that are referenced by the current editor selection (actors, surfaces, etc.) | Editor/EditorEngine.h | ||
FRotator GetRotGridSize() |
Editor/EditorEngine.h | ||
float GetScaleGridSize() |
Editor/EditorEngine.h | ||
UTextureRenderTarget2D * GetScratchRenderTarget
(
const uint32 MinSize |
Returns pointer to a temporary render target. If it has not already been created, does so here. | Editor/EditorEngine.h | |
int32 GetSelectedActorCount() |
Returns the number of currently selected actors. | Editor/EditorEngine.h | |
FSelectionIterator GetSelectedActorIterator() |
Returns an FSelectionIterator that iterates over the set of selected actors. | Editor/EditorEngine.h | |
USelection * GetSelectedActors() |
Returns the set of selected actors. | Editor/EditorEngine.h | |
int32 GetSelectedComponentCount() |
Returns the number of currently selected components. | Editor/EditorEngine.h | |
FSelectionIterator GetSelectedComponentIterator() |
Returns an FSelectionIterator that iterates over the set of selected components. | Editor/EditorEngine.h | |
USelection * GetSelectedComponents() |
Editor/EditorEngine.h | ||
FSelectedEditableComponentIterator GetSelectedEditableComponentIterator() |
Editor/EditorEngine.h | ||
USelection * GetSelectedObjects() |
Editor/EditorEngine.h | ||
USelection * GetSelectedSet
(
const UClass* Class |
Editor/EditorEngine.h | ||
void GetSelectionStateOfLevel
(
FSelectionStateOfLevel& OutSelectionStateOfLevel |
Get the selection state of the current level (its actors and components) so that it might be restored later. | Editor/EditorEngine.h | |
bool GetSimulateInEditorViewTransform
(
FTransform& OutViewTransform |
Fills level viewport client transform used in simulation mode | Editor/EditorEngine.h | |
void GetSoftReferencedAssetsForEditorSelection
(
TArray< FSoftObjectPath >& SoftObjects |
Queries for a list of assets that are soft referenced by the current editor selection (actors, surfaces, etc.) | Editor/EditorEngine.h | |
TSharedRef< class FTimerManager > GetTimerManager() |
Returns the Editors timer manager instance. | Editor/EditorEngine.h | |
FText GetTransactionName() |
Editor/EditorEngine.h | ||
void GridSizeDecrement() |
Decreased the positional snap grid setting (will not decrease passed the minimum value) | Editor/EditorEngine.h | |
void GridSizeIncrement() |
Increase the positional snap grid setting (will not increase passed the maximum value) | Editor/EditorEngine.h | |
bool HandleAddSelectedCommand
(
const TCHAR* Str, |
Editor/EditorEngine.h | ||
bool HandleAutoMergeStaticMeshCommand
(
const TCHAR* Str, |
Editor/EditorEngine.h | ||
bool HandleBugItCommand
(
const TCHAR* Str, |
Editor/EditorEngine.h | ||
bool HandleBugItGoCommand
(
const TCHAR* Str, |
Editor/EditorEngine.h | ||
bool HandleBuildMaterialTextureStreamingData
(
const TCHAR* Cmd, |
Editor/EditorEngine.h | ||
bool HandleCallbackCommand
(
UWorld* InWorld, |
Exec command handlers | Editor/EditorEngine.h | |
bool HandlecheckSoundsCommand
(
const TCHAR* Str, |
Editor/EditorEngine.h | ||
bool HandleCleanBSPMaterialCommand
(
const TCHAR* Str, |
Editor/EditorEngine.h | ||
bool HandleDeleteCommand
(
const TCHAR* Str, |
Editor/EditorEngine.h | ||
bool HandleDumpPublicCommand
(
const TCHAR* Str, |
Editor/EditorEngine.h | ||
bool HandleFixupBadAnimNotifiersCommand
(
const TCHAR* Str, |
Editor/EditorEngine.h | ||
bool HandleJumpToCommand
(
const TCHAR* Str, |
Editor/EditorEngine.h | ||
bool HandleLightmassDebugCommand
(
const TCHAR* Str, |
Editor/EditorEngine.h | ||
bool HandleLightmassDebugMaterialCommand
(
const TCHAR* Str, |
Editor/EditorEngine.h | ||
bool HandleLightmassDebugPaddingCommand
(
const TCHAR* Str, |
Editor/EditorEngine.h | ||
bool HandleLightmassImmediateImportCommand
(
const TCHAR* Str, |
Editor/EditorEngine.h | ||
bool HandleLightmassImmediateProcessCommand
(
const TCHAR* Str, |
Editor/EditorEngine.h | ||
bool HandleLightmassPaddingCommand
(
const TCHAR* Str, |
Editor/EditorEngine.h | ||
bool HandleLightmassProfileCommand
(
const TCHAR* Str, |
Editor/EditorEngine.h | ||
bool HandleLightmassSortCommand
(
const TCHAR* Str, |
Editor/EditorEngine.h | ||
bool HandleLightmassStatsCommand
(
const TCHAR* Str, |
Editor/EditorEngine.h | ||
bool HandleListMapPackageDependenciesCommand
(
const TCHAR* Str, |
Editor/EditorEngine.h | ||
bool HandleMapCommand
(
const TCHAR* Str, |
Editor/EditorEngine.h | ||
void HandleObjectTransacted
(
UObject* InObject, |
Callback for object changes during undo/redo. | Editor/EditorEngine.h | |
bool HandleRebuildVolumesCommand
(
const TCHAR* Str, |
Editor/EditorEngine.h | ||
bool HandleRemoveArchtypeFlagCommand
(
const TCHAR* Str, |
Editor/EditorEngine.h | ||
bool HandleSelectCommand
(
const TCHAR* Str, |
Editor/EditorEngine.h | ||
bool HandleSelectNameCommand
(
const TCHAR* Str, |
Editor/EditorEngine.h | ||
bool HandleSetDetailModeCommand
(
const TCHAR* Str, |
Editor/EditorEngine.h | ||
bool HandleSetDetailModeViewCommand
(
const TCHAR* Str, |
Editor/EditorEngine.h | ||
bool HandleStartMovieCaptureCommand
(
const TCHAR* Cmd, |
Editor/EditorEngine.h | ||
bool HandleSwarmDistributionCommand
(
const TCHAR* Str, |
Editor/EditorEngine.h | ||
bool HandleTagSoundsCommand
(
const TCHAR* Str, |
Editor/EditorEngine.h | ||
bool HandleTestPropsCommand
(
const TCHAR* Str, |
Editor/EditorEngine.h | ||
bool HandleToggleSocketGModeCommand
(
const TCHAR* Str, |
Editor/EditorEngine.h | ||
bool HasLockedActors() |
Editor/EditorEngine.h | ||
void InitBuilderBrush
(
UWorld* InWorld |
Constructs a default cube builder brush, this function MUST be called at the AFTER UEditorEngine::Init in order to guarantee builder brush and other required subsystems exist. | Editor/EditorEngine.h | |
void InitEditor
(
IEngineLoop* InEngineLoop |
Initializes the Editor. | Editor/EditorEngine.h | |
virtual bool InitializePhysicsSceneForSaveIfNecessary
(
UWorld* World, |
Editor/EditorEngine.h | ||
void InvalidateChildViewports
(
FSceneViewStateInterface* InParentView, |
Editor/EditorEngine.h | ||
bool IsAnyViewportRealtime() |
Checks to see if any viewport is set to update in realtime. | Editor/EditorEngine.h | |
virtual bool IsCookByTheBookInEditorFinished() |
Checks if the cook by the book is finished | Editor/EditorEngine.h | |
bool IsDeltaModificationEnabled() |
Test whether actor/component modification during delta movement is currently enabled? | Editor/EditorEngine.h | |
bool IsFeatureLevelPreviewActive() |
Return whether the feature level preview enabled via Settings->Preview Rendering Level is currently active/displaying. | Editor/EditorEngine.h | |
bool IsFeatureLevelPreviewEnabled() |
Return whether the feature level preview is enabled for use via the user accessing Settings->Preview Rendering Level. | Editor/EditorEngine.h | |
bool IsGridSizePowerOfTwo() |
Editor/EditorEngine.h | ||
bool IsHMDTrackingAllowed() |
Query to tell if the editor is currently in a mode where it wants XR HMD tracking to be used (like in the VR editor or VR PIE preview). | Editor/EditorEngine.h | |
bool IsLightingBuildCurrentlyExporting() |
Editor/EditorEngine.h | ||
bool IsLightingBuildCurrentlyRunning() |
Checks to see if the asynchronous lighting build is running or not | Editor/EditorEngine.h | |
bool IsObjectInTransactionBuffer
(
const UObject* Object |
Editor/EditorEngine.h | ||
virtual bool IsPackageOKToSave
(
UPackage* InPackage, |
Checks if a provided package is valid to be saved. | Editor/EditorEngine.h | |
bool IsPackageValidForAutoAdding
(
UPackage* InPackage, |
Checks if a provided package is valid to be auto-added to a default changelist based on several specifications (and if the user has elected to enable the feature). | Editor/EditorEngine.h | |
bool IsPlayingOnLocalPCSession() |
This chunk is used for Play In New Process. | Editor/EditorEngine.h | |
bool IsPlayingSessionInEditor () |
Returns true if we are currently either PIE/SIE in the editor, false if we are not (even if we would start next tick). | Editor/EditorEngine.h | |
bool IsPlayingViaLauncher() |
This chunk is used for Play Via Launcher settings. | Editor/EditorEngine.h | |
bool IsPlayingWithOnlinePIE() |
Editor/EditorEngine.h | ||
bool IsPlaySessionInProgress() |
Returns true if Playing in Editor, Simulating in Editor, or are either of these queued to start on the next tick. | Editor/EditorEngine.h | |
bool IsPlaySessionRequestQueued () |
Returns true if we are going to start PIE/SIE on the next tick, false if we are not (or if we are already in progress). | Editor/EditorEngine.h | |
bool IsRealTimeAudioMuted() |
Access user setting for audio mute. | Editor/EditorEngine.h | |
bool IsSimulateInEditorInProgress() |
Returns true if we are currently Simulating in Editor, or are going to start Simulating in Editor on the next tick. | Editor/EditorEngine.h | |
bool IsSimulateInEditorQueued () |
Returns true if we are going to start Simulating in Editor on the next tick, false if we are not (or we are already simulating). | Editor/EditorEngine.h | |
bool IsSimulatingInEditor () |
Returns true if we are currently Simulating in Editor, false if we are not (even if we would next tick). | Editor/EditorEngine.h | |
bool IsTimerManagerValid() |
Returns true if the editors timer manager is valid (may not be during early startup); | Editor/EditorEngine.h | |
bool IsTransactionActive() |
Editor/EditorEngine.h | ||
bool IsVRPreviewActive() |
Returns true if the user has queued a Play in Editor (in VR Mode) or one is currently running. | Editor/EditorEngine.h | |
bool IsWorldSettingsSelected() |
Returns True is a world info Actor is selected | Editor/EditorEngine.h | |
virtual void LaunchNewProcess
(
const FRequestPlaySessionParams& InParams, |
Launch a new process with settings pulled from the specified parameters. | Editor/EditorEngine.h | |
void LoadAndSelectAssets
(
TArray< FAssetData >& Assets, |
Ensures the assets specified are loaded and adds them to the global selection set | Editor/EditorEngine.h | |
void LoadDefaultEditorModules() |
Load the editor module that are loaded by default in the editor even when the target doesn't have an dependency on those Note: This is useful for the commandlets that may depend on those modules. | Editor/EditorEngine.h | |
| Load the list of maps from the given section of the Editor.ini file Supports sections contains other sections - but DOES NOT HANDLE CIRCULAR REFERENCES!!! | Editor/EditorEngine.h | ||
TSharedPtr< IAssetReferenceFilter > MakeAssetReferenceFilter
(
const FAssetReferenceFilterContext& Context |
Editor/EditorEngine.h | ||
TSharedPtr< IAssetReferenceFixer > MakeAssetReferenceFixer() |
Editor/EditorEngine.h | ||
virtual void MapBrushGet
(
UWorld* InWorld |
Put the first selected brush into the current Brush. | Editor/EditorEngine.h | |
virtual void mapBrushPut() |
Replace all selected brushes with the current Brush. | Editor/EditorEngine.h | |
virtual void MapSelectFlags
(
UWorld* InWorld, |
Editor/EditorEngine.h | ||
virtual void MapSelectOperation
(
UWorld* InWorld, |
Map brush selection virtuals from EditorCsg.cpp. | Editor/EditorEngine.h | |
virtual void mapSendToFirst
(
UWorld* InWorld |
Send all selected brushes in a level to the front of the hierarchy. | Editor/EditorEngine.h | |
virtual void mapSendToLast
(
UWorld* InWorld |
Send all selected brushes in a level to the back of the hierarchy. | Editor/EditorEngine.h | |
virtual void mapSendToSwap
(
UWorld* InWorld |
Swaps position in the actor list for the first two selected actors in the current level | Editor/EditorEngine.h | |
virtual void MapSetBrush
(
UWorld* InWorld, |
Editor/EditorEngine.h | ||
void MoveActorInFrontOfCamera
(
AActor& InActor, |
Moves an actor in front of a camera specified by the camera's origin and direction. | Editor/EditorEngine.h | |
void MoveViewportCamerasToActor
(
const TArray< AActor* >& Actors, |
Moves all viewport cameras to focus on the provided array of actors. | Editor/EditorEngine.h | |
void MoveViewportCamerasToActor
(
AActor& Actor, |
Moves all viewport cameras to the target actor. | Editor/EditorEngine.h | |
void MoveViewportCamerasToActor
(
const TArray< AActor* >& Actors, |
Moves all viewport cameras to focus on the provided array of actors. | Editor/EditorEngine.h | |
void MoveViewportCamerasToBox
(
const FBox& BoundingBox, |
Moves all viewport cameras to focus on the provided bounding box. | Editor/EditorEngine.h | |
void MoveViewportCamerasToComponent
(
const USceneComponent* Component, |
Moves all viewport cameras to focus on the provided component. | Editor/EditorEngine.h | |
void MoveViewportCamerasToElement
(
const UTypedElementSelectionSet* SelectionSet, |
Moves all viewport cameras to focus on the provided set of elements. | Editor/EditorEngine.h | |
void MuteRealTimeAudio
(
bool bMute |
Set user setting for audio mute. | Editor/EditorEngine.h | |
UWorld * NewMap
(
bool bIsPartitionedWorld |
Clears out the current map, if any, and creates a new blank map. | Editor/EditorEngine.h | |
virtual void NoteActorMovement() |
Editor/EditorEngine.h | ||
virtual void NoteSelectionChange
(
bool bNotify |
Editor/EditorEngine.h | ||
FOnActorsMoved & OnActorsMoved() |
Editor/EditorEngine.h | ||
FOnBeginTransformCamera & OnBeginCameraMovement() |
Editor/EditorEngine.h | ||
FOnBeginTransformObject & OnBeginObjectMovement() |
Editor/EditorEngine.h | ||
FBlueprintCompiledEvent & OnBlueprintCompiled() |
Editor/EditorEngine.h | ||
FBlueprintPreCompileEvent & OnBlueprintPreCompile() |
Editor/EditorEngine.h | ||
FBlueprintReinstanced & OnBlueprintReinstanced() |
Editor/EditorEngine.h | ||
FClassPackageLoadedOrUnloadedEvent & OnClassPackageLoadedOrUnloaded() |
Editor/EditorEngine.h | ||
FOnCreateLevelEditorDragDropHandler & OnCreateLevelEditorDragDropHandler() |
Editor/EditorEngine.h | ||
FOnEndTransformCamera & OnEndCameraMovement() |
Editor/EditorEngine.h | ||
FOnEndTransformObject & OnEndObjectMovement() |
Editor/EditorEngine.h | ||
FExecParticleInvoked & OnExecParticleInvoked() |
Editor/EditorEngine.h | ||
FOnFilterCopiedActors & OnFilterCopiedActors () |
Editor/EditorEngine.h | ||
const FOnFilterCopiedActors & OnFilterCopiedActors () |
Editor/EditorEngine.h | ||
FHLODActorAddedEvent & OnHLODActorAdded() |
Editor/EditorEngine.h | ||
FHLODActorMovedEvent & OnHLODActorMoved() |
Editor/EditorEngine.h | ||
FHLODActorRemovedFromClusterEvent & OnHLODActorRemovedFromCluster() |
Editor/EditorEngine.h | ||
FHLODLevelsArrayChangedEvent & OnHLODLevelsArrayChanged() |
Editor/EditorEngine.h | ||
FHLODMeshBuildEvent & OnHLODMeshBuild() |
Editor/EditorEngine.h | ||
FHLODTransitionScreenSizeChangedEvent & OnHLODTransitionScreenSizeChanged() |
Editor/EditorEngine.h | ||
FViewportClientListChangedEvent & OnLevelViewportClientListChanged() |
Called when the level editor viewport clients list changed | Editor/EditorEngine.h | |
FOnMakeAssetReferenceFilter & OnMakeAssetReferenceFilter() |
Editor/EditorEngine.h | ||
FOnMakeAssetReferenceFixer & OnMakeAssetReferenceFixer() |
Editor/EditorEngine.h | ||
EAppReturnType::Type OnModalMessageDialog
(
EAppMsgCategory InMessageCategory, |
Displays a modal message dialog | Editor/EditorEngine.h | |
FPostBugItGoCalled & OnPostBugItGoCalled() |
Return the delegate that is called when the bugitgo command is called | Editor/EditorEngine.h | |
virtual void OnPostSaveWorld
(
UWorld* World, |
Invoked after a UWorld is saved to update editor systems | Editor/EditorEngine.h | |
virtual void OnPreSaveWorld
(
UWorld* World, |
Invoked before a UWorld is saved to update editor systems | Editor/EditorEngine.h | |
FPreviewFeatureLevelChanged & OnPreviewFeatureLevelChanged() |
Return the delegate that is called when the preview feature level changes | Editor/EditorEngine.h | |
FPreviewPlatformChanged & OnPreviewPlatformChanged() |
Return the delegate that is called when the preview platform changes | Editor/EditorEngine.h | |
void OnSceneMaterialsModified() |
This function should be called to notify the editor that new materials were added to our scene or some materials were modified | Editor/EditorEngine.h | |
FSceneMaterialsModifiedEvent & OnSceneMaterialsModifiedEvent() |
Editor/EditorEngine.h | ||
FSelectUnloadedActorsEvent & OnSelectUnloadedActorsEvent() |
Editor/EditorEngine.h | ||
bool OnShouldLoadOnTop
(
const FString& Filename |
Returns whether an object should replace an exisiting one or not | Editor/EditorEngine.h | |
FViewportClientListChangedEvent & OnViewportClientListChanged() |
Editor/EditorEngine.h | ||
void OnViewportCloseRequested
(
FViewport* InViewport |
Handler for when viewport close request is made. | Editor/EditorEngine.h | |
bool PackageIsAMapFile
(
const TCHAR* PackageFilename, |
Check whether the specified package file is a map | Editor/EditorEngine.h | |
void ParentActors
(
AActor* ParentActor, |
Parents one actor to another Check the validity of this call with CanParentActors(). | Editor/EditorEngine.h | |
void ParseMapSectionIni
(
const TCHAR* InCmdParams, |
Check the InCmdParams for "MAPINISECTION= |
Editor/EditorEngine.h | |
void PasteSelectedActorsFromClipboard
(
UWorld* InWorld, |
Pastes selected actors from the clipboard. | Editor/EditorEngine.h | |
void PlayEditorSound
(
USoundBase* InSound |
Plays an editor sound (if the user has sounds enabled.) | Editor/EditorEngine.h | |
void PlayEditorSound
(
const FString& SoundAssetName |
Plays an editor sound, loading the sound on demand if necessary (if the user has sounds enabled.) The reference to the sound asset is not retained. | Editor/EditorEngine.h | |
virtual void PlayMap
(
const FVector* StartLocation, |
Makes a request to start a play from editor session (in editor or on a remote platform) | Editor/EditorEngine.h | |
UAudioComponent * PlayPreviewSound
(
USoundBase* Sound, |
Plays a preview of a specified sound or node | Editor/EditorEngine.h | |
void PlaySessionPaused() |
Called when the debugger has paused the active PIE or SIE session | Editor/EditorEngine.h | |
void PlaySessionResumed() |
Called when the debugger has resumed the active PIE or SIE session | Editor/EditorEngine.h | |
void PlaySessionSingleStepped() |
Called when the debugger has single-stepped the active PIE or SIE session | Editor/EditorEngine.h | |
virtual void polyGetLinkedPolys
(
ABrush* InBrush, |
Populates a list with all polys that are linked to the specified poly. | Editor/EditorEngine.h | |
| Takes a list of polygons and returns a list of the outside edges (edges which are not shared by other polys in the list). | Editor/EditorEngine.h | ||
virtual void polyIntersectSet
(
UModel* Model |
Editor/EditorEngine.h | ||
virtual void polyMemorizeSet
(
UModel* Model |
Editor/EditorEngine.h | ||
virtual void polyRememberSet
(
UModel* Model |
Editor/EditorEngine.h | ||
| Editor/EditorEngine.h | |||
| Editor/EditorEngine.h | |||
| Editor/EditorEngine.h | |||
| Editor/EditorEngine.h | |||
virtual void polySelectAll
(
UModel* Model |
Bsp Poly selection virtuals from EditorCsg.cpp. | Editor/EditorEngine.h | |
| Editor/EditorEngine.h | |||
virtual void polySelectMatchingBrush
(
UModel* Model |
Editor/EditorEngine.h | ||
virtual void polySelectMatchingGroups
(
UModel* Model |
Editor/EditorEngine.h | ||
virtual void polySelectMatchingItems
(
UModel* Model |
Editor/EditorEngine.h | ||
virtual void polySelectMatchingMaterial
(
UWorld* InWorld, |
Selects surfaces whose material matches that of any selected surfaces. | Editor/EditorEngine.h | |
virtual void polySelectMatchingResolution
(
UWorld* InWorld, |
Selects surfaces whose lightmap resolution matches that of any selected surfaces. | Editor/EditorEngine.h | |
virtual void polySelectReverse
(
UModel* Model |
Editor/EditorEngine.h | ||
virtual void polySelectZone
(
UModel* Model |
Editor/EditorEngine.h | ||
virtual void polySetAndClearPolyFlags
(
UModel* Model, |
Sets and clears all Bsp node flags. Affects all nodes, even ones that don't really exist. | Editor/EditorEngine.h | |
virtual void polySplitOverlappingEdges
(
TArray< FPoly >* InPolyList, |
Takes a list of polygons and creates a new list of polys which have no overlapping edges. | Editor/EditorEngine.h | |
virtual void polyTexPan
(
UModel* Model, |
Pan textures on selected polys. Doesn't do transaction tracking. | Editor/EditorEngine.h | |
virtual void polyTexScale
(
UModel* Model, |
Scale textures on selected polys. Doesn't do transaction tracking. | Editor/EditorEngine.h | |
virtual void polyUnionSet
(
UModel* Model |
Editor/EditorEngine.h | ||
virtual void polyXorSet
(
UModel* Model |
Editor/EditorEngine.h | ||
virtual FGameInstancePIEResult PreCreatePIEInstances
(
const bool bAnyBlueprintErrors, |
Called before creating PIE instance(s). | Editor/EditorEngine.h | |
virtual FGameInstancePIEResult PreCreatePIEServerInstance
(
const bool bAnyBlueprintErrors, |
Called before creating a PIE server instance. | Editor/EditorEngine.h | |
bool ProcessDebuggerCommands
(
const FKey InKey, |
Called when game client received input key | Editor/EditorEngine.h | |
void RebuildAlteredBSP() |
Rebuilds levels containing currently selected brushes and should be invoked after a brush has been modified | Editor/EditorEngine.h | |
void RebuildLevel
(
ULevel& Level |
Quickly rebuilds a single level (no bounds build, visibility testing or Bsp tree optimization). | Editor/EditorEngine.h | |
void RebuildMap
(
UWorld* RebuildMap, |
Rebuilds the map. | Editor/EditorEngine.h | |
void RebuildModelFromBrushes
(
UModel* Model, |
Builds up a model from a set of brushes. Used by RebuildLevel. | Editor/EditorEngine.h | |
void RebuildModelFromBrushes
(
TArray< ABrush* >& BrushesToBuild, |
Builds up a model from a given set of brushes. | Editor/EditorEngine.h | |
virtual void RebuildStaticNavigableGeometry
(
ULevel* Level |
Turns all navigable static geometry of ULevel into polygon soup stored in passed Level (ULevel::StaticNavigableGeometry) | Editor/EditorEngine.h | |
bool RedoTransaction() |
Editor/EditorEngine.h | ||
void RedrawAllViewports
(
bool bInvalidateHitProxies |
Redraws all editor viewport clients. | Editor/EditorEngine.h | |
virtual void RedrawLevelEditingViewports
(
bool bInvalidateHitProxies |
Redraws all level editing viewport clients. | Editor/EditorEngine.h | |
void RegisterForUndo
(
FEditorUndoClient* UndoClient |
Register a client tool to receive undo events | Editor/EditorEngine.h | |
void RemoveLevelViewportClients
(
FLevelEditorViewportClient* ViewportClient |
Remove a level editor viewport client | Editor/EditorEngine.h | |
void RemovePerspectiveViewRotation
(
bool Roll, |
Remove the roll, pitch and/or yaw from the perspective viewports' cameras. | Editor/EditorEngine.h | |
void RemoveViewportClients
(
FEditorViewportClient* ViewportClient |
Remove a viewport client | Editor/EditorEngine.h | |
void RemoveViewportsRealtimeOverride
(
FText SystemDisplayName |
Removes the current realtime override. | Editor/EditorEngine.h | |
| Object management. | Editor/EditorEngine.h | ||
void ReplaceActors
(
UActorFactory* Factory, |
Replaces specified Actors with the same number of a different kind of Actor using the specified factory to spawn the new Actors note that only Location, Rotation, Drawscale, Drawscale3D, Tag, and Group are copied from the old Actors | Editor/EditorEngine.h | |
void ReplaceSelectedActors
(
UActorFactory* Factory, |
Replaces the selected Actors with the same number of a different kind of Actor using the specified factory to spawn the new Actors note that only Location, Rotation, Drawscale, Drawscale3D, Tag, and Group are copied from the old Actors | Editor/EditorEngine.h | |
void RequestEndPlayMap () |
Request that the current PIE/SIE session should end. | Editor/EditorEngine.h | |
void RequestLateJoin () |
Request to create a new PIE window and join the currently running PIE session. | Editor/EditorEngine.h | |
void RequestPlaySession
(
const FRequestPlaySessionParams& InParams |
Request a play session (Play in Editor, Play in New Process, Launcher) with the configured parameters. | Editor/EditorEngine.h | |
void RequestToggleBetweenPIEandSIE() |
Makes a request to start a play from a Slate editor session | Editor/EditorEngine.h | |
void ResetAllSelectionSets () |
Reset All Selection Sets (i.e. objects, actors, components) | Editor/EditorEngine.h | |
virtual void ResetPivot() |
Editor/EditorEngine.h | ||
UAudioComponent * ResetPreviewAudioComponent
(
USoundBase* Sound, |
Returns an audio component linked to the current scene that it is safe to play a sound on | Editor/EditorEngine.h | |
void ResetTransaction
(
const FText& Reason |
Editor/EditorEngine.h | ||
void RotGridSizeDecrement() |
Decreased the rotational snap grid setting (will not decrease passed the minimum value) | Editor/EditorEngine.h | |
void RotGridSizeIncrement() |
Increase the rotational snap grid setting (will not increase passed the maximum value) | Editor/EditorEngine.h | |
void RunDeferredMarkForAddFiles
(
bool |
Will run a batch mark for add source control operation for files recently saved if source control is enabled | Editor/EditorEngine.h | |
virtual bool SafeExec
(
UWorld* InWorld, |
Execute a command that is safe for rebuilds. | Editor/EditorEngine.h | |
FSavePackageResultStruct Save
(
UPackage* InOuter, |
The editor wrapper for UPackage::Save. Auto-adds files to source control when necessary | Editor/EditorEngine.h | |
bool SavePackage
(
UPackage* InOuter, |
The editor wrapper for UPackage::SavePackage. Auto-adds files to source control when necessary | Editor/EditorEngine.h | |
virtual void SelectActor
(
AActor* Actor, |
Selection. | Editor/EditorEngine.h | |
void SelectAllActorsWithClass
(
bool bArchetype |
Selects all actors with the same class as the current selection | Editor/EditorEngine.h | |
virtual void SelectBSPSurf
(
UModel* InModel, |
Selects or deselects a BSP surface in the persistent level's UModel. | Editor/EditorEngine.h | |
void SelectByPropertyColoration
(
UWorld* InWorld |
Selects actors that match the property coloration settings. | Editor/EditorEngine.h | |
virtual void SelectComponent
(
UActorComponent* Component, |
Editor/EditorEngine.h | ||
virtual void SelectGroup
(
AGroupActor* InGroupActor, |
Editor/EditorEngine.h | ||
void SelectLevelInLevelBrowser
(
bool bDeselectOthers |
Selects the currently selected actor(s) levels in the level browser | Editor/EditorEngine.h | |
AActor * SelectNamedActor
(
const TCHAR* TargetActorName |
Editor/EditorEngine.h | ||
virtual void SelectNone
(
bool bNoteSelectionChange, |
Deselect all actors. Does nothing if GEdSelectionLock is true. | Editor/EditorEngine.h | |
void SetGridSize
(
int32 InIndex |
Sets the selected positional snap grid setting | Editor/EditorEngine.h | |
bool SetPIEWorldsPaused
(
bool Paused |
Pause or unpause all PIE worlds. Returns true if successful | Editor/EditorEngine.h | |
virtual void SetPivot
(
FVector NewPivot, |
Sets the editor's pivot location, and optionally the pre-pivots of actors. | Editor/EditorEngine.h | |
void SetPreviewMeshMode
(
bool bState |
Changes the state of preview mesh mode to on or off. | Editor/EditorEngine.h | |
void SetPreviewPlatform
(
const FPreviewPlatformInfo& NewPreviewPlatform, |
Call this function to change the feature level and to override the material quality platform of the editor and PIE worlds | Editor/EditorEngine.h | |
virtual void SetPropertyColorationTarget
(
UWorld* InWorld, |
Sets property value and property chain to be used for property-based coloration. | Editor/EditorEngine.h | |
void SetRealTimeAudioVolume
(
float VolumeLevel |
Set user setting for audio mute. Fractional volume 0.0->1.0 | Editor/EditorEngine.h | |
void SetRotGridSize
(
int32 InIndex, |
Sets the selected Rotational snap grid setting | Editor/EditorEngine.h | |
void SetScaleGridSize
(
int32 InIndex |
Editor/EditorEngine.h | ||
void SetSelectionStateOfLevel
(
const FSelectionStateOfLevel& InSelectionStateOfLevel |
Restore the selection state of the current level (its actors and components) from a previous state. | Editor/EditorEngine.h | |
void SetViewportsRealtimeOverride
(
bool bShouldBeRealtime, |
Overrides the realtime state all viewports until RemoveViewportsRealtimeOverride is called. | Editor/EditorEngine.h | |
virtual bool ShouldAbortActorDeletion () |
Checks the state of the selected actors and notifies the user of any potentially unknown destructive actions which may occur as the result of deleting the selected actors. | Editor/EditorEngine.h | |
bool ShouldAbortBecauseOfPIEWorld() |
If a PIE world exists, give the user the option to terminate it. | Editor/EditorEngine.h | |
bool ShouldAbortBecauseOfUnsavedWorld() |
If an unsaved world exists that would be lost in a map transition, give the user the option to cancel a map load. | Editor/EditorEngine.h | |
bool ShouldEndPlayMap() |
Editor/EditorEngine.h | ||
bool SnapElementTo
(
const FTypedElementHandle& InElementHandle, |
Snaps an element in a direction. Optionally will align with the trace normal. | Editor/EditorEngine.h | |
void SnapViewTo
(
const FTypedElementHandle& InElementHandle |
Snaps the view of the camera to that of the provided element. | Editor/EditorEngine.h | |
bool SpawnPlayFromHereStart
(
UWorld* World, |
Spawns a PlayFromHere playerstart in the given world | Editor/EditorEngine.h | |
bool SpawnPlayFromHereStart
(
UWorld* World, |
Spawns a PlayFromHere playerstart in the given world if there is a location set to spawn in. | Editor/EditorEngine.h | |
| Start cook by the book in the editor process space | Editor/EditorEngine.h | ||
void StartQueuedPlaySessionRequest () |
Kicks off a "Request Play Session" request if there is one set. | Editor/EditorEngine.h | |
bool SupportsOnlinePIE() |
This chunk is for Play in Editor. | Editor/EditorEngine.h | |
void SyncActorLevelsToContentBrowser() |
Syncs the selected actors' levels to the content browser | Editor/EditorEngine.h | |
void SyncBrowserToObject
(
const FAssetData& InAssetToSync, |
Editor/EditorEngine.h | ||
void SyncBrowserToObject
(
const UObject* InObjectToSync, |
Synchronizes the content or generic browser's selected object to the one specified. | Editor/EditorEngine.h | |
void SyncBrowserToObjects
(
const TArray< struct FAssetData >& InAssetsToSync, |
Editor/EditorEngine.h | ||
void SyncBrowserToObjects
(
const TArray< UObject* >& InObjectsToSync, |
Synchronizes the content or generic browser's selected objects to the collection specified. | Editor/EditorEngine.h | |
void SyncToContentBrowser
(
bool bAllowOverrideMetadata |
Syncs the selected actors objects to the content browser | Editor/EditorEngine.h | |
virtual void TakeHighResScreenShots() |
Triggers a high res screen shot for current editor viewports. | Editor/EditorEngine.h | |
virtual void TeardownPlaySession
(
FWorldContext& PieWorldContext |
Destroy the current play session and perform miscellaneous cleanup | Editor/EditorEngine.h | |
void ToggleAllowConstrainedAspectRatioInPreview() |
Toggle on/off the ability of the Editor Viewport to apply a Constrained Aspect Ratio in the preview. | Editor/EditorEngine.h | |
void ToggleFeatureLevelPreview() |
Toggle the feature level preview | Editor/EditorEngine.h | |
void ToggleSelectedActorMovementLock() |
Toggles the movement lock on selected actors so they may or may not be moved with the transform widgets | Editor/EditorEngine.h | |
bool UndoTransaction
(
bool bCanRedo |
Editor/EditorEngine.h | ||
void UnregisterForUndo
(
FEditorUndoClient* UndoEditor |
Unregister a client from receiving undo events | Editor/EditorEngine.h | |
void UpdateBuildLighting() |
Updates the asynchronous static light building | Editor/EditorEngine.h | |
void UpdatePreviewMesh() |
Updates the position of the preview mesh in the level. | Editor/EditorEngine.h | |
bool UpdateSingleViewportClient
(
FEditorViewportClient* InViewportClient, |
Updates a single viewport | Editor/EditorEngine.h | |
AActor * UseActorFactory
(
UActorFactory* Factory, |
Uses the supplied factory to create an actor at the clicked location and adds to level. | Editor/EditorEngine.h | |
AActor * UseActorFactoryOnCurrentSelection
(
UActorFactory* Factory, |
Uses the supplied factory to create an actor at the clicked location and adds to level. | Editor/EditorEngine.h | |
bool UsePercentageBasedScaling() |
Editor/EditorEngine.h | ||
bool WarnAboutHiddenLevels
(
UWorld* InWorld, |
Warns the user of any hidden levels, and prompts them with a Yes/No dialog for whether they wish to continue with the operation. | Editor/EditorEngine.h | |
bool WarnIfLightingBuildIsCurrentlyRunning() |
Checks if asynchronous lighting is building, if so, it throws a warning notification and returns true | Editor/EditorEngine.h |
Overridden from UEngine
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual int32 BeginTransaction
(
const TCHAR* TransactionContext, |
Editor/EditorEngine.h | ||
virtual void CancelTransaction
(
int32 Index |
Editor/EditorEngine.h | ||
virtual bool CanTransact() |
Editor/EditorEngine.h | ||
virtual UWorld * CreatePIEWorldByDuplication
(
FWorldContext& WorldContext, |
Editor/EditorEngine.h | ||
virtual int32 EndTransaction() |
Editor/EditorEngine.h | ||
virtual void FocusNextPIEWorld
(
UWorld* CurrentPieWorld, |
Editor/EditorEngine.h | ||
virtual ERHIFeatureLevel::Type GetDefaultWorldFeatureLevel() |
Editor/EditorEngine.h | ||
virtual bool GetMapBuildCancelled() |
Editor/EditorEngine.h | ||
virtual float GetMaxTickRate
(
float DeltaTime, |
Editor/EditorEngine.h | ||
virtual UGameViewportClient * GetNextPIEViewport
(
UGameViewportClient* CurrentViewport |
Editor/EditorEngine.h | ||
virtual bool GetPreviewPlatformName
(
FName& PlatformName |
Editor/EditorEngine.h | ||
virtual void HandleNetworkFailure
(
UWorld* World, |
Editor/EditorEngine.h | ||
virtual void Init
(
IEngineLoop* InEngineLoop |
Editor/EditorEngine.h | ||
virtual bool IsSettingUpPlayWorld() |
Mostly done to check if PIE is being set up, go GWorld is going to change, and it's not really the_G_World NOTE: hope this goes away once PIE and regular game triggering are not that separate code paths | Editor/EditorEngine.h | |
| Editor/EditorEngine.h | |||
virtual void PostCreatePIEWorld
(
UWorld* InWorld |
Editor/EditorEngine.h | ||
virtual void PreExit() |
Editor/EditorEngine.h | ||
virtual void ResetPIEAudioSetting
(
UWorld* CurrentPieWorld |
Editor/EditorEngine.h | ||
virtual void SetMapBuildCancelled
(
bool InCancelled |
Editor/EditorEngine.h | ||
virtual bool ShouldDrawBrushWireframe
(
AActor* InActor |
Editor/EditorEngine.h | ||
virtual bool ShouldThrottleCPUUsage() |
Editor/EditorEngine.h | ||
virtual void Tick
(
float DeltaSeconds, |
Editor/EditorEngine.h | ||
virtual bool WorldIsPIEInNewViewport
(
UWorld* InWorld |
Editor/EditorEngine.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void FinishDestroy() |
Editor/EditorEngine.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Editor/EditorEngine.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddPendingLateJoinClient () |
Does the actual late join process. | Editor/EditorEngine.h | |
| Destroy any online subsystems generated by PIE | Editor/EditorEngine.h | ||
virtual UGameInstance * CreateInnerProcessPIEGameInstance
(
FRequestPlaySessionParams& InParams, |
Create a new GameInstance for PIE with the specified parameters. | Editor/EditorEngine.h | |
virtual void CreateNewPlayInEditorInstance
(
FRequestPlaySessionParams& InRequestParams, |
Creates a new Play in Editor instance (which may be in a new process if not running under one process. This reads the current session state to start the next instance needed. | Editor/EditorEngine.h | |
void EnableWorldSwitchCallbacks
(
bool bEnable |
Call to enable/disable callbacks for PIE world switching when PIE starts/stops | Editor/EditorEngine.h | |
TSharedRef< class SPIEViewport > GeneratePIEViewportWindow
(
const FRequestPlaySessionParams& InSessionParams, |
Creates a SPIEViewport for the specified instance. | Editor/EditorEngine.h | |
FSceneViewport * GetGameSceneViewport
(
UGameViewportClient* ViewportClient |
Gets the scene viewport for a viewport client | Editor/EditorEngine.h | |
void GetWindowSizeAndPositionForInstanceIndex
(
ULevelEditorPlaySettings& InEditorPlaySettings, |
Returns the stored position at that index. | Editor/EditorEngine.h | |
void GiveFocusToLastClientPIEViewport() |
Gives focus to the server or first PIE client viewport | Editor/EditorEngine.h | |
void HandleLaunchCanceled
(
double TotalTime, |
Editor/EditorEngine.h | ||
void HandleLaunchCompleted
(
bool Succeeded, |
Editor/EditorEngine.h | ||
bool HandleOpenAsset
(
UObject* Asset |
Handle requests from slate application to open assets. | Editor/EditorEngine.h | |
void HandleStageCompleted
(
const FString& InStage, |
Editor/EditorEngine.h | ||
void HandleStageStarted
(
const FString& InStage, |
Launch on callbacks | Editor/EditorEngine.h | |
void InitializePortal() |
Initialize Portal RPC. | Editor/EditorEngine.h | |
void InvalidateAllViewportsAndHitProxies() |
Invalidates all editor viewports and hit proxies, used when global changes like Undo/Redo may have invalidated state everywhere | Editor/EditorEngine.h | |
bool IsEditorShaderPlatformEmulated
(
UWorld* World |
Utility function that can determine whether some input world is using materials who's shaders are emulated in the editor | Editor/EditorEngine.h | |
virtual bool IsLoginPIESuccessful
(
int32 LocalUserNum, |
Allow for game specific override to determine if login should be treated as successful for pass-through handling instead | Editor/EditorEngine.h | |
bool IsOfflineShaderCompilerAvailable
(
UWorld* World |
Utility function that checks if, for the current shader platform used by the editor, there's an available offline shader compiler | Editor/EditorEngine.h | |
void LoadEditorFeatureLevel() |
Function pair used to save and restore the global Shader Platform | Editor/EditorEngine.h | |
void LoadEditorShaderPlatformPreview() |
Editor/EditorEngine.h | ||
virtual void OnAllPIEInstancesStarted() |
Called when all PIE instances have been successfully logged in | Editor/EditorEngine.h | |
virtual void OnLoginPIEComplete
(
int32 LocalUserNum, |
Delegate called as each PIE instance login is complete, continues creating the PIE world for a single instance | Editor/EditorEngine.h | |
virtual void OnLoginPIEComplete_Deferred
(
int32 LocalUserNum, |
Above function but called a frame later, to stop PIE login from happening from a network callback | Editor/EditorEngine.h | |
void OnScriptExecutionEnd
(
const FBlueprintContextTracker& ContextTracker |
Callback when script execution starts, might switch world | Editor/EditorEngine.h | |
void OnScriptExecutionStart
(
const FBlueprintContextTracker& ContextTracker, |
Callback when script execution starts, might switch world | Editor/EditorEngine.h | |
int32 OnSwitchWorldForSlatePieWindow
(
int32 WorldID, |
Hack to switch worlds for the PIE window before and after a slate event | Editor/EditorEngine.h | |
void OnSwitchWorldsForPIE
(
bool bSwitchToPieWorld, |
Called via a delegate to toggle between the editor and pie world | Editor/EditorEngine.h | |
void OnSwitchWorldsForPIEInstance
(
int32 WorldPIEInstance |
Called to switch to a specific PIE instance, where -1 means the editor world | Editor/EditorEngine.h | |
void SaveEditorFeatureLevel() |
Editor/EditorEngine.h | ||
void SaveEditorShaderPlatformPreview() |
Editor/EditorEngine.h | ||
bool SaveMapsForPlaySession() |
Asks the player to save dirty maps, if this fails it will return false. | Editor/EditorEngine.h | |
void SetPIEInstanceWindowSwitchDelegate
(
FPIEInstanceWindowSwitch PIEInstanceWindowSwitchDelegate |
Sets the delegate for when the focused PIE window is changed | Editor/EditorEngine.h | |
virtual void StartPlayInEditorSession
(
FRequestPlaySessionParams& InRequestParams |
Start a Play in Editor session with the given parameters. | Editor/EditorEngine.h | |
virtual void StartPlayInNewProcessSession
(
FRequestPlaySessionParams& InRequestParams |
Start a Play in New Process session with the given parameters. | Editor/EditorEngine.h | |
virtual void StartPlayUsingLauncherSession
(
FRequestPlaySessionParams& InRequestParams |
Start a Launcher session with the given parameters. | Editor/EditorEngine.h | |
virtual void StartQueuedPlaySessionRequestImpl () |
Start the queued Play Session Request. | Editor/EditorEngine.h | |
void StoreWindowSizeAndPositionForInstanceIndex
(
const int32 InInstanceIndex, |
Stores the position of the window for that instance index. | Editor/EditorEngine.h | |
void ToggleBetweenPIEandSIE
(
bool bNewSession |
Toggles PIE to SIE or vice-versa | Editor/EditorEngine.h | |
void TransferEditorSelectionToPlayInstances
(
const bool bInSelectInstances |
Backs up the current editor selection and then clears it. | Editor/EditorEngine.h |
Overridden from UEngine
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void HandleBrowseToDefaultMapFailure
(
FWorldContext& Context, |
Editor/EditorEngine.h | ||
virtual void InitializeObjectReferences() |
Editor/EditorEngine.h | ||
virtual void ProcessToggleFreezeCommand
(
UWorld* InWorld |
Editor/EditorEngine.h | ||
virtual void ProcessToggleFreezeStreamingCommand
(
UWorld* InWorld |
Editor/EditorEngine.h |
Overridden from FExec
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool Exec_Editor
(
UWorld* InWorld, |
Editor/EditorEngine.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AddReferencedObjects
(
UObject* InThis, |
Editor/EditorEngine.h | ||
| Gets the user-friendly, localized (if exists) name of a property | Editor/EditorEngine.h | ||
static UAnimSequence * ImportFbxAnimation
(
USkeleton* Skeleton, |
Open a Fbx file with the given name, and import each sequence with the supplied Skeleton. | Editor/EditorEngine.h | |
| Find the Brush EdPoly corresponding to a given Bsp surface.returns true if poly not available | Editor/EditorEngine.h | ||
static void polyUpdateBrush
(
UModel* Model, |
Update a the brush EdPoly corresponding to a newly-changed poly to reflect its new properties. | Editor/EditorEngine.h | |
static bool ReimportFbxAnimation
(
USkeleton* Skeleton, |
Reimport animation using SourceFilePath and SourceFileStamp | Editor/EditorEngine.h |