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API > API/Editor > API/Editor/UnrealEd
| Name | UUnrealEdEngine |
| Type | class |
| Header File | /Engine/Source/Editor/UnrealEd/Classes/Editor/UnrealEdEngine.h |
| Include Path | #include "Editor/UnrealEdEngine.h" |
Syntax
UCLASS (Config=Engine, Transient, MinimalAPI)
class UUnrealEdEngine :
public UEditorEngine ,
public FNotifyHook
Inheritance Hierarchy
- FExec → UEngine → UEditorEngine → UUnrealEdEngine
- UObjectBase → UObjectBaseUtility → UObject → UEngine → UEditorEngine → UUnrealEdEngine
- FNotifyHook → UUnrealEdEngine
Derived Classes
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~UUnrealEdEngine() |
Editor/UnrealEdEngine.h |
Structs
| Name | Remarks |
|---|---|
| FComponentVisualizerForSelection | The list of visualizers to draw when selection changes |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FGetTemplateMapInfos | TBaseDelegate_NoParams< const TArray< FTemplateMapInfo > & > | Delegate to override TemplateMapInfos | Editor/UnrealEdEngine.h |
| FOnPasteActorsBegin | TMulticastDelegate_NoParams< void > | Delegate called when UUnrealEdEngine::PasteActors starts executing | Editor/UnrealEdEngine.h |
| FOnPasteActorsEnd | TMulticastDelegate_OneParam< void, const TArray< AActor * > & > | Delegate called when UUnrealEdEngine::PasteActors is done executing | Editor/UnrealEdEngine.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AnimationCompressionAlgorithms | TArray< TObjectPtr< class UAnimCompress > > | Global list of instanced animation compression algorithms. | Editor/UnrealEdEngine.h | |
| AutoReimportManager | TObjectPtr< class UAutoReimportManager > | Manager responsible for configuring auto reimport | Editor/UnrealEdEngine.h | |
| bNeedWarningForPkgEngineVer | uint32 | Whether the user needs to be prompted about a package being saved with an engine version newer than the current one or not | Editor/UnrealEdEngine.h | |
| bShowPackageNotification | uint32 | Whether there is a pending package notification | Editor/UnrealEdEngine.h | |
| ClassesToIgnoreDeleteReferenceWarning | TArray< TObjectPtr< UClass > > | When deleting actors, these types should not generate warnings when references will be broken (this should only be types that don't affect gameplay) | Editor/UnrealEdEngine.h | |
| ComponentVisManager | FComponentVisualizerManager | Manages currently active visualizer and routes interactions to it | Editor/UnrealEdEngine.h | |
| ComponentVisualizerMap | TMap< FName, TSharedPtr< class FComponentVisualizer > > | Map from component class to visualizer object to use | Editor/UnrealEdEngine.h | |
| CookServer | TObjectPtr< class UCookOnTheFlyServer > | Cooker server incase we want to cook on the side while editing... | Editor/UnrealEdEngine.h | |
| CurrentLODParentActor | TObjectPtr< class AActor > | Current target for LOD parenting operations (actors will use this as the replacement) | Editor/UnrealEdEngine.h | |
| EditorOptionsInst | TObjectPtr< class UUnrealEdOptions > | Global instance of the editor options class. | Editor/UnrealEdEngine.h | |
| MaterialCopyPasteBuffer | TObjectPtr< class UMaterial > | A buffer for implementing material expression copy/paste. | Editor/UnrealEdEngine.h | |
| PackagesDirtiedThisTick | TArray< TWeakObjectPtr< UPackage > > | A list of packages dirtied this tick | Editor/UnrealEdEngine.h | |
| PackagesToBeFullyLoadedAtStartup | TArray< FString > | Array of packages to be fully loaded at Editor startup. | Editor/UnrealEdEngine.h |
|
| PackageToNotifyState | TMap< TWeakObjectPtr< UPackage >, uint8 > | A mapping of packages to their checkout notify state. | Editor/UnrealEdEngine.h | |
| SoundCueCopyPasteBuffer | TObjectPtr< class USoundCue > | A buffer for implementing sound cue nodes copy/paste. | Editor/UnrealEdEngine.h | |
| SpriteIDToIndexMap | TMap< FName, int32 > | Mapping of sprite category ids to their matching indices in the sorted sprite categories array | Editor/UnrealEdEngine.h | |
| TemplateMapInfos | TArray< FTemplateMapInfo > | List of info for all known template maps | Editor/UnrealEdEngine.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bRequiresStallDetectorShutdown | bool | Keep track of need to stop stall detector thread | Editor/UnrealEdEngine.h | |
| ExternalCookOnTheFlyServer | FExternalCookOnTheFlyServer * | Proxy for a cotf server running in a separate process | Editor/UnrealEdEngine.h | |
| GetTemplateMapInfosDelegate | FGetTemplateMapInfos | Delegate to override TemplateMapInfos | Editor/UnrealEdEngine.h | |
| MountPointCheckedForWritePermission | TMap< FName, bool > | Map to track which mount point has write permissions. | Editor/UnrealEdEngine.h | |
| OnPasteActorsBeginDelegate | FOnPasteActorsBegin | Delegate called when UUnrealEdEngine::PasteActors starts executing | Editor/UnrealEdEngine.h | |
| OnPasteActorsEndDelegate | FOnPasteActorsEnd | Delegate called when UUnrealEdEngine::PasteActors is done executing | Editor/UnrealEdEngine.h | |
| TemplateMapInfoCache | TArray< FTemplateMapInfo > | Transient unsaved version of template map infos used by the editor. | Editor/UnrealEdEngine.h | |
| WritePermissionWarningNotificationWeakPtr | TWeakPtr< SNotificationItem > | Weak Pointer to the write permission warning toast. | Editor/UnrealEdEngine.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool AnyContentPackagesAreDirty() |
Checks to see if any content packages are dirty (that is, they need to be saved.) | Editor/UnrealEdEngine.h | |
bool AnyWorldsAreDirty
(
UWorld* InWorld |
Checks to see if any worlds are dirty (that is, they need to be saved.) | Editor/UnrealEdEngine.h | |
void AppendTemplateMaps
(
const TArray< FTemplateMapInfo >& TemplateMapInfos |
Appends the specified template maps to the list of available templates. | Editor/UnrealEdEngine.h | |
void AttachSelectedActors() |
Uses the current selection state to attach actors together. Last selected Actor becomes the base. | Editor/UnrealEdEngine.h | |
| Misc. | Editor/UnrealEdEngine.h | ||
| Can the given actor be deleted? | Editor/UnrealEdEngine.h | ||
virtual bool CanDeleteComponent
(
const UActorComponent* InComponent, |
Can the given component be deleted? | Editor/UnrealEdEngine.h | |
bool CanDeleteSelectedActors
(
const UWorld* InWorld, |
Iterate over all levels of the world and create a list of world infos, then Iterate over selected actors and assemble a list of actors which can be deleted. | Editor/UnrealEdEngine.h | |
virtual bool CanSavePackage
(
UPackage* PackageToSave |
Returns whether saving the specified package is allowed | Editor/UnrealEdEngine.h | |
| Copy the given actors to the clipboard. Does not copy PrefabInstance actors or parts of Prefabs. | Editor/UnrealEdEngine.h | ||
virtual void CopyComponents
(
const TArray< UActorComponent* >& InComponentsToCopy, |
Copy the given components to the clipboard. | Editor/UnrealEdEngine.h | |
| Will create a map of currently visible BSP surfaces. | Editor/UnrealEdEngine.h | ||
virtual bool DeleteActors
(
const TArray< AActor* >& InActorsToDelete, |
Deletes the given actors. | Editor/UnrealEdEngine.h | |
virtual bool DeleteComponents
(
const TArray< UActorComponent* >& InComponentsToDelete, |
Delete the given components. | Editor/UnrealEdEngine.h | |
bool DoDirtyPackagesNeedCheckout() |
Checks to see if there are any packages in the PackageToNotifyState map that are not checked out by the user | Editor/UnrealEdEngine.h | |
void DrawComponentVisualizers
(
const FSceneView* View, |
Draw component visualizers for components for selected actors | Editor/UnrealEdEngine.h | |
void DrawComponentVisualizersHUD
(
const FViewport* Viewport, |
Draw component visualizers HUD elements for components for selected actors | Editor/UnrealEdEngine.h | |
| Duplicates the given actors. | Editor/UnrealEdEngine.h | ||
virtual void DuplicateComponents
(
const TArray< UActorComponent* >& InComponentsToDuplicate, |
Duplicate the given components. | Editor/UnrealEdEngine.h | |
void DuplicateSelectedActors
(
UWorld* InWorld |
Duplicate the currently selected actors. | Editor/UnrealEdEngine.h | |
virtual void edactAlignOrigin() |
Align the origin with the current grid. | Editor/UnrealEdEngine.h | |
virtual void edactAlignVertices() |
Align all vertices with the current grid. | Editor/UnrealEdEngine.h | |
virtual void edactHideSelected
(
UWorld* InWorld |
Hide selected actors and BSP models by marking their bHiddenEdTemporary flags true. | Editor/UnrealEdEngine.h | |
virtual void edactHideSelectedHierarchy
(
UWorld* InWorld |
Hide selected actors, their child hierarchy, and BSP models by marking their bHiddenEdTemporary flags true. | Editor/UnrealEdEngine.h | |
virtual void edactHideSelectedHierarchyStartup
(
UWorld* InWorld |
Mark all selected actors, their child hierarchy, and BSP models to be hidden upon editor startup, by setting their bHiddenEd flag to true, if it is not already. | Editor/UnrealEdEngine.h | |
virtual void edactHideSelectedStartup
(
UWorld* InWorld |
Mark all selected actors and BSP models to be hidden upon editor startup, by setting their bHiddenEd flag to true, if it is not already. | Editor/UnrealEdEngine.h | |
virtual void edactHideUnselected
(
UWorld* InWorld |
Hide unselected actors and BSP models by marking their bHiddenEdTemporary flags true. | Editor/UnrealEdEngine.h | |
| Replace all actors of the specified source class with actors of the destination class. | Editor/UnrealEdEngine.h | ||
virtual void edactReplaceSelectedBrush
(
UWorld* InWorld |
Replace all selected brushes with the default brush. | Editor/UnrealEdEngine.h | |
virtual void edactReplaceSelectedNonBrushWithClass
(
UClass* Class |
Replace all selected non-brush actors with the specified class. | Editor/UnrealEdEngine.h | |
virtual void edactSelectAll
(
UWorld* InWorld |
Editor actor virtuals from EditorActor.cpp. | Editor/UnrealEdEngine.h | |
virtual void edactSelectAllChildren
(
bool bRecurseChildren |
Select all children actors of the current selection. | Editor/UnrealEdEngine.h | |
virtual void edactSelectDeleted
(
UWorld* InWorld |
Select all actors in a level that are marked for deletion. | Editor/UnrealEdEngine.h | |
virtual void edactSelectInvert
(
UWorld* InWorld |
Invert the selection of all actors and BSP models. | Editor/UnrealEdEngine.h | |
virtual void edactSelectMatchingEmitter() |
Select all emitter actors that have the same particle system template assigned to them as the selected ones. | Editor/UnrealEdEngine.h | |
virtual void edactSelectMatchingMaterial() |
Select all material actors that have the same material assigned to them as the selected ones. | Editor/UnrealEdEngine.h | |
virtual void edactSelectMatchingSkeletalMesh
(
bool bAllClasses |
Select all actors that have the same skeletal mesh assigned to them as the selected ones. | Editor/UnrealEdEngine.h | |
virtual void edactSelectMatchingStaticMesh
(
bool bAllClasses |
Select all actors that have the same static mesh assigned to them as the selected ones. | Editor/UnrealEdEngine.h | |
| Select all actors in a particular class. | Editor/UnrealEdEngine.h | ||
virtual void edactSelectOfClassAndArchetype
(
UWorld* InWorld, |
Select all actors of a particular class and archetype. | Editor/UnrealEdEngine.h | |
virtual void edactSelectRelevantLights
(
UWorld* InWorld |
Select the relevant lights for all selected actors | Editor/UnrealEdEngine.h | |
| Select all actors in a particular class and its subclasses. | Editor/UnrealEdEngine.h | ||
virtual void edactToggleSelectedHierarchyVisibility
(
UWorld* InWorld |
Toggles visibility of selected actors and their child hierarchy. | Editor/UnrealEdEngine.h | |
virtual void edactToggleSelectedVisibility
(
UWorld* InWorld |
Toggles visibility of selected actors. | Editor/UnrealEdEngine.h | |
virtual void edactUnHideAll
(
UWorld* InWorld |
Attempt to unhide all actors and BSP models by setting their bHiddenEdTemporary flags to false if they are true. | Editor/UnrealEdEngine.h | |
virtual void edactUnHideAllStartup
(
UWorld* InWorld |
Mark all actors and BSP models to be shown upon editor startup, by setting their bHiddenEd flag to false, if it is not already. | Editor/UnrealEdEngine.h | |
virtual void edactUnhideSelected
(
UWorld* InWorld |
Show selected actors and BSP models by marking their bHiddenEdTemporary flags false. | Editor/UnrealEdEngine.h | |
virtual void edactUnhideSelectedHierarchy
(
UWorld* InWorld |
Show selected actors, their child hierarchy, and BSP models by marking their bHiddenEdTemporary flags false. | Editor/UnrealEdEngine.h | |
virtual void edactUnHideSelectedHierarchyStartup
(
UWorld* InWorld |
Mark all selected actors, their child hierarchy, and BSP models to be shown upon editor startup, by setting their bHiddenEd flag to false, if it is not already. | Editor/UnrealEdEngine.h | |
virtual void edactUnHideSelectedStartup
(
UWorld* InWorld |
Mark all selected actors and BSP models to be shown upon editor startup, by setting their bHiddenEd flag to false, if it is not already. | Editor/UnrealEdEngine.h | |
bool Exec_Actor
(
UWorld* InWorld, |
Editor/UnrealEdEngine.h | ||
bool Exec_Edit
(
UWorld* InWorld, |
UnrealEdSrv stuff. | Editor/UnrealEdEngine.h | |
bool Exec_Element
(
UWorld* InWorld, |
Editor/UnrealEdEngine.h | ||
bool Exec_Group
(
const TCHAR* Str, |
Editor/UnrealEdEngine.h | ||
bool Exec_Mode
(
const TCHAR* Str, |
Editor/UnrealEdEngine.h | ||
bool Exec_Pivot
(
const TCHAR* Str, |
Editor/UnrealEdEngine.h | ||
TSharedPtr< class FComponentVisualizer > FindComponentVisualizer
(
UClass* ComponentClass |
Find a component visualizer for the given component class (checking parent classes too) | Editor/UnrealEdEngine.h | |
TSharedPtr< class FComponentVisualizer > FindComponentVisualizer
(
FName ComponentClassName |
Find a component visualizer for the given component class name | Editor/UnrealEdEngine.h | |
void FixAnyInvertedBrushes
(
UWorld* World |
Identify any brushes whose sense is inverted and repair them | Editor/UnrealEdEngine.h | |
UPackage * GeneratePackageThumbnailsIfRequired
(
const TCHAR* Str, |
Generate the package thumbails if they are needed. | Editor/UnrealEdEngine.h | |
| Returns the configuration of attachment that would result from calling AttachSelectedActors at this point in time | Editor/UnrealEdEngine.h | ||
int32 GetNumDirtyPackagesThatNeedCheckout() |
Editor/UnrealEdEngine.h | ||
IPackageAutoSaver & GetPackageAutoSaver() |
Editor/UnrealEdEngine.h | ||
const TArray< FTemplateMapInfo > & GetProjectDefaultMapTemplates() |
Gets the project default map templates without any runtime overrides | Editor/UnrealEdEngine.h | |
const TArray< FTemplateMapInfo > & GetTemplateMapInfos () |
Gets the canonical list of map templates that should be visible in new level picker. | Editor/UnrealEdEngine.h | |
UThumbnailManager * GetThumbnailManager() |
Returns the thumbnail manager and creates it if missing | Editor/UnrealEdEngine.h | |
UUnrealEdOptions * GetUnrealEdOptions() |
Editor/UnrealEdEngine.h | ||
bool HandleBuildLightingCommand
(
const TCHAR* Str, |
Editor/UnrealEdEngine.h | ||
bool HandleBuildPathsCommand
(
const TCHAR* Str, |
Editor/UnrealEdEngine.h | ||
bool HandleDisallowExportCommand
(
const TCHAR* Str, |
Editor/UnrealEdEngine.h | ||
bool HandleDisasmScriptCommand
(
const TCHAR* Str, |
Editor/UnrealEdEngine.h | ||
bool HandleDumpBPClassesCommand
(
const TCHAR* Str, |
Editor/UnrealEdEngine.h | ||
bool HandleDumpModelGUIDCommand
(
const TCHAR* Str, |
Exec command handlers | Editor/UnrealEdEngine.h | |
bool HandleDumpSelectionCommand
(
const TCHAR* Str, |
Editor/UnrealEdEngine.h | ||
bool HandleFindOutdateInstancesCommand
(
const TCHAR* Str, |
Editor/UnrealEdEngine.h | ||
bool HandleModalTestCommand
(
const TCHAR* Str, |
Editor/UnrealEdEngine.h | ||
bool HandleRecreateLandscapeCollisionCommand
(
const TCHAR* Str, |
Editor/UnrealEdEngine.h | ||
bool HandleRemoveLandscapeXYOffsetsCommand
(
const TCHAR* Str, |
Editor/UnrealEdEngine.h | ||
bool HasMountWritePermissionForPackage
(
const FString& PackageName |
Return if we have write permission under the mount point this packages lives in. | Editor/UnrealEdEngine.h | |
bool IsComponentSelected
(
const UPrimitiveComponent* PrimComponent |
Editor/UnrealEdEngine.h | ||
bool IsPivotMovedIndependently() |
Return whether the pivot has been moved independently or not | Editor/UnrealEdEngine.h | |
bool IsTemplateMap
(
const FString& MapName |
Checks whether the specified map is a template map. | Editor/UnrealEdEngine.h | |
bool IsUserInteracting() |
Returns true if the user is currently interacting with a viewport. | Editor/UnrealEdEngine.h | |
| Go through a map of BSP and make only the requested objects visible. | Editor/UnrealEdEngine.h | ||
void MakeSelectedActorsLevelCurrent() |
If all selected actors belong to the same level, that level is made the current level. | Editor/UnrealEdEngine.h | |
void OnColorPickerChanged() |
Called by color picker change event | Editor/UnrealEdEngine.h | |
FGetTemplateMapInfos & OnGetTemplateMapInfos() |
Editor/UnrealEdEngine.h | ||
void OnPackageDirtyStateUpdated
(
UPackage* Pkg |
Called when a package has has its dirty state updated | Editor/UnrealEdEngine.h | |
void OnPackagesCheckedOut
(
const FSourceControlOperationRef& SourceControlOp, |
Called when a package is automatically checked out from source control | Editor/UnrealEdEngine.h | |
FOnPasteActorsBegin & OnPasteActorsBegin() |
Editor/UnrealEdEngine.h | ||
FOnPasteActorsEnd & OnPasteActorsEnd() |
Editor/UnrealEdEngine.h | ||
void OnPostGarbageCollect() |
Caled by FCoreDelegate::PostGarbageCollect | Editor/UnrealEdEngine.h | |
void OnPostWindowsMessage
(
FViewport* Viewport, |
Called by the viewport client after a windows message is processed | Editor/UnrealEdEngine.h | |
void OnPreWindowsMessage
(
FViewport* Viewport, |
Called by the viewport client before a windows message is processed | Editor/UnrealEdEngine.h | |
void OnSourceControlStateUpdated
(
const FSourceControlOperationRef& SourceControlOp, |
Called when a package's source control state is updated | Editor/UnrealEdEngine.h | |
void OpenSceneStatsWindow() |
Shows the SceneStatsWindow, creating it first if it hasn't been initialized. | Editor/UnrealEdEngine.h | |
void OpenTextureStatsWindow() |
Shows the TextureStatsWindow, creating it first if it hasn't been initialized. | Editor/UnrealEdEngine.h | |
| Paste the actors from the clipboard. | Editor/UnrealEdEngine.h | ||
virtual void PasteComponents
(
TArray< UActorComponent* >& OutPastedComponents, |
Paste the components from the clipboard. | Editor/UnrealEdEngine.h | |
void PostActorSelectionChanged() |
Called whenever the actor selection has changed to invalidate any cached state | Editor/UnrealEdEngine.h | |
void PromptToCheckoutModifiedPackages
(
bool bPromptAll |
Prompts the user with a modal checkout dialog to checkout packages from source control. | Editor/UnrealEdEngine.h | |
void RebuildTemplateMapData() |
Editor/UnrealEdEngine.h | ||
void RegisterComponentVisualizer
(
FName ComponentClassName, |
Register a function to draw extra information when a particular component is selected | Editor/UnrealEdEngine.h | |
virtual AActor * ReplaceActor
(
AActor* CurrentActor, |
Replaces the specified actor with a new actor of the specified class. | Editor/UnrealEdEngine.h | |
void SetCurrentClass
(
UClass* InClass |
Editor/UnrealEdEngine.h | ||
void SetPivotMovedIndependently
(
bool bMovedIndependently |
Set whether the pivot has been moved independently or not | Editor/UnrealEdEngine.h | |
virtual bool ShouldAbortActorDeletion
(
const TArray< AActor* >& InActorsToDelete, |
Should the deletion of the given actors be outright aborted? | Editor/UnrealEdEngine.h | |
virtual bool ShouldAbortComponentDeletion
(
const TArray< UActorComponent* >& InComponentsToDelete, |
Should the deletion of the given components be outright aborted? | Editor/UnrealEdEngine.h | |
void ShowActorProperties() |
Hook replacements. | Editor/UnrealEdEngine.h | |
void ShowLightingStaticMeshInfoWindow() |
Shows the LightingStaticMeshInfoWindow, creating it first if it hasn't been initialized. | Editor/UnrealEdEngine.h | |
void ShowPackageNotification() |
Displays a toast notification or warning when a package is dirtied, indicating that it needs checking out (or that it cannot be checked out) | Editor/UnrealEdEngine.h | |
void UnregisterComponentVisualizer
(
FName ComponentClassName |
Unregister component visualizer function | Editor/UnrealEdEngine.h | |
void UpdateFloatingPropertyWindows
(
bool bForceRefresh, |
Updates the property windows of selected actors | Editor/UnrealEdEngine.h | |
| Updates the property windows to show the data of the supplied ActorList | Editor/UnrealEdEngine.h | ||
void UpdatePivotLocationForSelection
(
bool bOnChange |
Called to reset the editor's pivot (widget) location using the currently selected objects. | Editor/UnrealEdEngine.h | |
void UpdateVolumeActorVisibility
(
UClass* InVolumeActorClass, |
Updates the volume actor visibility for all viewports based on the passed in volume class | Editor/UnrealEdEngine.h | |
bool WarnIfDestinationLevelIsHidden
(
UWorld* InWorld |
Checks the destination level visibility and warns the user if they are trying to paste to a hidden level, offering the option to cancel the operation or unhide the level that is hidden | Editor/UnrealEdEngine.h |
Overridden from UEditorEngine
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CancelCookByTheBookInEditor() |
Cancels the current cook by the book in editor | Editor/UnrealEdEngine.h | |
virtual bool CanCookByTheBookInEditor
(
const FString& PlatformName |
Can the editor do cook by the book in the editor process space | Editor/UnrealEdEngine.h | |
virtual bool CanCookOnTheFlyInEditor
(
const FString& PlatformName |
Can the editor act as a cook on the fly server | Editor/UnrealEdEngine.h | |
virtual bool CanSelectActor
(
AActor* Actor, |
Editor/UnrealEdEngine.h | ||
virtual void Cleanse
(
bool ClearSelection, |
General functions. Cleans up after major events like e.g. map changes. | Editor/UnrealEdEngine.h | |
virtual void CloseEditor() |
Closes the main editor frame. | Editor/UnrealEdEngine.h | |
virtual void DeselectAllSurfaces() |
Deselect all surfaces. | Editor/UnrealEdEngine.h | |
virtual void edactCopySelected
(
UWorld* InWorld, |
Copy selected actors to the clipboard. | Editor/UnrealEdEngine.h | |
virtual bool edactDeleteSelected
(
UWorld* InWorld, |
Deletes all selected actors Final - Override DeleteComponents or DeleteActors instead | Editor/UnrealEdEngine.h | |
virtual void edactDuplicateSelected
(
ULevel* InLevel, |
Duplicates selected actors. | Editor/UnrealEdEngine.h | |
virtual void edactPasteSelected
(
UWorld* InWorld, |
Paste selected actors from the clipboard. | Editor/UnrealEdEngine.h | |
virtual void FinishAllSnaps() |
Editor/UnrealEdEngine.h | ||
| Editor/UnrealEdEngine.h | |||
virtual FVector GetPivotLocation() |
Pivot handling. | Editor/UnrealEdEngine.h | |
virtual bool IsCookByTheBookInEditorFinished() |
Checks if the cook by the book is finished | Editor/UnrealEdEngine.h | |
virtual void NoteActorMovement() |
Editor/UnrealEdEngine.h | ||
virtual void NoteSelectionChange
(
bool bNotify |
Editor/UnrealEdEngine.h | ||
virtual void RedrawLevelEditingViewports
(
bool bInvalidateHitProxies |
Redraws all level editing viewport clients. | Editor/UnrealEdEngine.h | |
virtual void ResetPivot() |
Editor/UnrealEdEngine.h | ||
virtual void SelectActor
(
AActor* Actor, |
Selection. | Editor/UnrealEdEngine.h | |
virtual void SelectBSPSurf
(
UModel* InModel, |
Selects or deselects a BSP surface in the persistent level's UModel. | Editor/UnrealEdEngine.h | |
virtual void SelectComponent
(
UActorComponent* Component, |
Editor/UnrealEdEngine.h | ||
virtual void SelectGroup
(
AGroupActor* InGroupActor, |
Editor/UnrealEdEngine.h | ||
virtual void SelectNone
(
bool bNoteSelectionChange, |
Deselect all actors. Does nothing if GEdSelectionLock is true. | Editor/UnrealEdEngine.h | |
virtual void SetPivot
(
FVector NewPivot, |
Sets the editor's pivot location, and optionally the pre-pivots of actors. | Editor/UnrealEdEngine.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/UnrealEdEngine.h | |
| Start cook by the book in the editor process space | Editor/UnrealEdEngine.h | ||
virtual void TakeHighResScreenShots() |
Triggers a high res screen shot for current editor viewports. | Editor/UnrealEdEngine.h |
Overridden from UEngine
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool AllowSelectTranslucent() |
Editor/UnrealEdEngine.h | ||
virtual bool GetMapBuildCancelled() |
Editor/UnrealEdEngine.h | ||
virtual int32 GetSpriteCategoryIndex
(
const FName& InSpriteCategory |
Get the index of the provided sprite category | Editor/UnrealEdEngine.h | |
virtual void Init
(
IEngineLoop* InEngineLoop |
Editor/UnrealEdEngine.h | ||
virtual bool IsAutosaving
(
const EPackageAutoSaveType AutoSaveType |
Editor/UnrealEdEngine.h | ||
virtual bool OnlyLoadEditorVisibleLevelsInPIE() |
Editor/UnrealEdEngine.h | ||
virtual void PreExit() |
Editor/UnrealEdEngine.h | ||
virtual bool PreferToStreamLevelsInPIE() |
Editor/UnrealEdEngine.h | ||
virtual void SetMapBuildCancelled
(
bool InCancelled |
Editor/UnrealEdEngine.h | ||
virtual void Tick
(
float DeltaSeconds, |
Editor/UnrealEdEngine.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void FinishDestroy() |
Editor/UnrealEdEngine.h | ||
virtual void Serialize
(
FArchive& Ar |
Editor/UnrealEdEngine.h |
Overridden from FNotifyHook
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void NotifyPostChange
(
const FPropertyChangedEvent& PropertyChangedEvent, |
Editor/UnrealEdEngine.h | ||
virtual void NotifyPreChange
(
FProperty* PropertyAboutToChange |
Editor/UnrealEdEngine.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void OnEditorElementSelectionChanged
(
const UTypedElementSelectionSet* SelectionSet |
Called when the element selection set associated with the global editor selection changes | Editor/UnrealEdEngine.h | |
void OnEditorElementSelectionPtrChanged
(
USelection* Selection, |
Called when the element selection set pointer set on the global editor selection changes | Editor/UnrealEdEngine.h | |
void OnHISMTreeBuilt
(
UHierarchicalInstancedStaticMeshComponent* Component, |
Called when a HISM tree has finished building | Editor/UnrealEdEngine.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void GetChildHierarchyOfSelectedActor
(
TArray< AActor* >& OutActorArray, |
Helper function to recursively add the children of a given actor to the OutActorArray. | Editor/UnrealEdEngine.h | |
| Puts all of the AVolume classes into the passed in array and sorts them by class name. | Editor/UnrealEdEngine.h | ||
static void MakeSortedSpriteInfo
(
TArray< struct FSpriteCategoryInfo >& OutSortedSpriteInfo |
Builds a list of sprite categories for use in menus | Editor/UnrealEdEngine.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| SortedSpriteCategories_DEPRECATED | TArray< FString > | Array of sorted, localized editor sprite categories | Editor/UnrealEdEngine.h |