 |
FString |
AlignGizmo |
|
 |
bool |
bAllowedToEditGrid |
|
 |
HideEditConditionToggle bool |
bCrosswiseDiagonal |
|
 |
bool |
bHitGridGroundPlaneIfCloser |
When the grid ground plane is above some geometry, whether we should hit that plane or pass through to the other geometry. |
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bool |
bHitUnrelatedGeometry |
When raycasting to find a selected grid face, this determines whether geometry in the scene that is not part of the edited mesh is hit. |
 |
bool |
bInCornerMode |
|
 |
bool |
bKeepSideGroups |
When performing multiple push/pulls with the same selection, attempt to keep the same group IDs on the sides of the new geometry (ie multiple E/Q presses will not result in different group topology around the sides compared to a single Ctrl+drag). |
 |
bool |
bPowerOfTwoBlockSizes |
When true, block sizes change by powers of two as Grid Power is changed. |
 |
bool |
bShowGizmo |
|
 |
bool |
bShowSelectionMeasurements |
When true, displays dimensions of the given selection in the viewport. |
 |
|
ClampMax |
|
 |
|
ClampMin |
|
 |
const double |
DEFAULT_CURRENT_BLOCK_SIZE |
|
 |
const uint8 |
DEFAULT_GRID_POWER |
These are here so that we can reset the appropriate settings to their defaults in code. |
 |
|
Delta |
|
 |
|
EditCondition |
Determines cube grid scale. |
 |
ECubeGridToolFaceSelectionMode |
FaceSelectionMode |
How the selected face is determined. |
 |
FString |
FlipSelection |
|
 |
HideEditConditionToggleFVector |
GridFrameOrigin |
|
 |
FString |
GridGizmo |
|
 |
|
HideEditConditionToggle |
|
 |
|
LinearDeltaSensitivity |
|
 |
const uint8 |
MaxGridPower |
Must match ClampMax in GridPower, used to make hotkeys not exceed it. |
 |
double |
PlaneTolerance |
When performing selection, the tolerance to use when determining whether things lie in the same plane as a cube face. |
 |
FString |
PushPull |
|
 |
FString |
QuickShiftGizmo |
|
 |
FString |
ResizeGrid |
|
 |
FString |
SlideSelection |
|
 |
FString |
ToggleCornerMode |
|
 |
|
UIMax |
|
 |
|
UIMin |
How many blocks each push/pull invocation will do at a time. |