Navigation
API > API/Runtime > API/Runtime/Engine
| Name | ABrush |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/Brush.h |
| Include Path | #include "Engine/Brush.h" |
Syntax
UCLASS (HideCategories=(Object, Collision, Display, Rendering, Physics, Input, Blueprint),
ShowCategories=("Input|MouseInput", "Input|TouchInput"), NotBlueprintable, ConversionRoot,
MinimalAPI)
class ABrush : public AActor
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → ABrush
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ABrush
(
const FObjectInitializer& ObjectInitializer |
Engine/Brush.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FOnBrushRegistered | TMulticastDelegate_OneParam< void, ABrush * > | Delegate used for notifications when PostRegisterAllComponents is called for a Brush | Engine/Brush.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| bSuppressBSPRegeneration | bool | Global bool to suppress automatic BSP regeneration | Engine/Brush.h |
| GGeometryRebuildCause | const TCHAR * | Debug purposes only; an attempt to catch the cause of UE-36265 | Engine/Brush.h |
| LevelsToRebuild | TArray< TWeakObjectPtr< ULevel > > | An array to keep track of all the levels that need rebuilding. | Engine/Brush.h |
| OnBrushRegistered | FOnBrushRegistered | Delegate called when PostRegisterAllComponents is called for a Brush |
Define static delegate | Engine/Brush.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bColored | uint32 | Engine/Brush.h | ||
| bDisplayShadedVolume | uint32 | If true, display the brush with a shaded volume | Engine/Brush.h |
|
| bInManipulation | uint32 | Flag set when we are in a manipulation (scaling, translation, brush builder param change etc.) | Engine/Brush.h | |
| bNotForClientOrServer | uint32 | If true, this brush is a builder or otherwise does not need to be loaded into the game | Engine/Brush.h | |
| bPlaceableFromClassBrowser | uint32 | If true, this brush class can be placed using the class browser like other simple class types | Engine/Brush.h | |
| Brush | TObjectPtr< class UModel > | Engine/Brush.h |
|
|
| BrushBuilder | TObjectPtr< class UBrushBuilder > | Engine/Brush.h |
|
|
| BrushColor | FColor | Information. | Engine/Brush.h | |
| BrushType | TEnumAsByte< enum EBrushType > | Type of brush | Engine/Brush.h |
|
| bSolidWhenSelected | uint32 | Engine/Brush.h | ||
| PolyFlags | int32 | Engine/Brush.h | ||
| SavedSelections | TArray< struct FGeomSelection > | Stores selection information from geometry mode. | Engine/Brush.h | |
| ShadedVolumeOpacityValue | float | Value used to set the opacity for the shaded volume, between 0-1 | Engine/Brush.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BrushComponent | TObjectPtr< class UBrushComponent > | Engine/Brush.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool CanEverAffectBSP() |
Engine/Brush.h | ||
void ClearNotForClientOrServer() |
Indicate that brush need should be loaded on client or servers | Engine/Brush.h | |
virtual void CopyPosRotScaleFrom
(
ABrush* Other |
Engine/Brush.h | ||
const UBrushBuilder * GetBrushBuilder() |
Engine/Brush.h | ||
UBrushComponent * GetBrushComponent() |
Returns BrushComponent subobject | Engine/Brush.h | |
virtual FColor GetWireColor() |
Figures out the best color to use for this brushes wireframe drawing. | Engine/Brush.h | |
virtual void InitPosRotScale() |
Engine/Brush.h | ||
virtual bool IsBrushShape() |
Engine/Brush.h | ||
bool IsNotForClientOrServer() |
Return if true if this brush is not used for gameplay (i.e. builder brush) | Engine/Brush.h | |
virtual bool IsStaticBrush() |
Engine/Brush.h | ||
virtual bool IsVolumeBrush() |
Engine/Brush.h | ||
virtual void RebuildNavigationData() |
Engine/Brush.h | ||
void SetNotForClientOrServer() |
Indicate that this brush need not be loaded on client or servers | Engine/Brush.h | |
bool ShouldExportStaticNavigableGeometry() |
Engine/Brush.h |
Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanDeleteSelectedActor
(
FText& OutReason |
When selected can this actor be deleted? | Engine/Brush.h | |
virtual bool CanReplaceSelectedActor
(
FText& OutReason |
When selected can this actor be replaced | Engine/Brush.h | |
virtual void CheckForErrors() |
Function that gets called from within Map_Check to allow this actor to check itself for any potential errors and register them with map check dialog. | Engine/Brush.h | |
virtual void Destroyed() |
Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending | Engine/Brush.h | |
virtual FName GetCustomIconName() |
Returns a custom brush icon name to use in place of the automatic class icon where actors are represented via 2d icons in the editor (e.g scene outliner and menus) | Engine/Brush.h | |
virtual bool IsActorLabelEditable () |
Returns if this actor's current label is editable. | Engine/Brush.h | |
virtual bool IsComponentRelevantForNavigation
(
UActorComponent* Component |
Check if owned component should be relevant for navigation Allows implementing master switch to disable e.g. collision export in projectiles | Engine/Brush.h | |
virtual bool IsLevelBoundsRelevant() |
Indicates whether this actor should participate in level bounds calculations | Engine/Brush.h | |
virtual void PostEditMove
(
bool bFinished |
Called after an actor has been moved in the editor | Engine/Brush.h | |
virtual void PostRegisterAllComponents () |
Called after all the components in the Components array are registered, called both in editor and during gameplay. | Engine/Brush.h | |
virtual bool SetIsHiddenEdLayer
(
bool bIsHiddenEdLayer |
Changes bHiddenEdLayer flag and returns true if flag changed. | Engine/Brush.h | |
virtual void SetIsTemporarilyHiddenInEditor
(
bool bIsHidden |
Explicitly sets whether or not this actor is hidden in the editor for the duration of the current editor session | Engine/Brush.h | |
virtual bool SupportsExternalPackaging() |
Does this actor supports external packaging? | Engine/Brush.h | |
virtual bool SupportsLayers() |
Returns true if the actor supports modifications to its Layers property | Engine/Brush.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool Modify
(
bool bAlwaysMarkDirty |
Engine/Brush.h | ||
virtual bool NeedsLoadForClient() |
Engine/Brush.h | ||
virtual bool NeedsLoadForServer() |
Engine/Brush.h | ||
virtual void PostEditChangeChainProperty
(
FPropertyChangedChainEvent& PropertyChangedEvent |
Engine/Brush.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Engine/Brush.h | ||
virtual void PostLoad() |
Engine/Brush.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FOnBrushRegistered & GetOnBrushRegisteredDelegate() |
Function to get the 'brush registered' delegate | Engine/Brush.h | |
static bool GetSuppressBSPRegeneration() |
Engine/Brush.h | ||
static bool NeedsRebuild
(
TArray< TWeakObjectPtr< ULevel > >* OutLevels |
Called to see if any of the levels need rebuilding | Engine/Brush.h | |
static void OnRebuildDone() |
Called upon finishing the csg rebuild to clear the rebuild bool. | Engine/Brush.h | |
static void SetNeedRebuild
(
ULevel* InLevel |
Called to make not of the level that needs rebuilding | Engine/Brush.h | |
static void SetSuppressBSPRegeneration
(
bool bSuppress |
Engine/Brush.h |