Language:
Discover
By Skill Level
By Category

UEditorEngine

Choose your OS:

Inheritance Hierarchy

Syntax

class UEditorEngine : public UEngine

Remarks

Engine that drives the Editor. Separate from UGameEngine because it may have much different functionality than desired for an instance of a game itself.

Variables

Name Description

Public variable

TArray < class U ...

 

ActorFactories

Array of actor factories created at editor startup and used by context menu etc.

Protected variable

UActorGroupingU ...

 

ActorGroupingUtils

Protected variable

FSoftClassPath

 

ActorGroupingUtilsClassName

Public variable

TArray < TWeakOb ...

 

ActorsThatWereSelected

When Simulating In Editor, an array of all actors that were selected when it began

Public variable

TArray < class F ...

 

AllViewportClients

List of all viewport clients

Public variable

UTexture2D *...

 

Bad

Textures.

Public variable

uint32 : 1

 

bAllowMultiplePIEWorlds

Allows multipel PIE worlds under a single instance.

Protected variable

bool

 

bAtLeastOnePIELoginFailed

Public variable

bool

 

bCheckForLockActors

Whether or not to recheck the current actor selection for lock actors the next time HasLockActors is called

Public variable

bool

 

bCheckForWorldSettingsActors

Whether or not to recheck the current actor selection for world settings actors the next time IsWorldSettingsSelected is called

Public variable

uint32 : 1

 

bCustomCameraAlignEmitter

If "Camera Align" emitter handling uses a custom zoom or not

Public variable

uint32 : 1

 

bDrawParticleHelpers

If true, then draw particle debug helpers in editor viewports

Public variable

uint32 : 1

 

bDrawSocketsInGMode

If true, then draw sockets when socket snapping is enabled in 'g' mode

Public variable

uint32 : 1

 

bEnableLODLocking

If true, same type views will be camera tied, and ortho views will use perspective view for LOD parenting

Public variable

uint32 : 1

 

bEnableSocketSnapping

If true, socket snapping is enabled in the main level viewports.

Public variable

uint32 : 1

 

bFastRebuild

Toggles.

Public variable

uint32 : 1

 

bGroupingActive

If true, actors can be grouped and grouping rules will be maintained.

Public variable

bool

 

bHasLockedActors

Cached state of whether or not we have locked actors in the selection

Public variable

uint32 : 1

 

bHasPlayWorldPlacement

Did the request include the optional location and rotation?

Public variable

bool

 

bIsCompiling

Whether or not the editor is currently compiling

Public variable

uint32 : 1

 

bIsPlayWorldQueued

Has a request for "Play From Here" been made?

Public variable

uint32 : 1

 

bIsSimulateInEditorQueued

True if we are requesting to start a simulation-in-editor session

Public variable

uint32 : 1

 

bIsSimulatingInEditor

True if we're Simulating In Editor, as opposed to Playing In Editor.

Public variable

uint32 : 1

 

bIsToggleBetweenPIEandSIEQueued

Has a request to toggle between PIE and SIE been made?

Public variable

bool

 

bIsWorldSettingsSelected

Cached state of whether or not we have a worldsettings actor in the selection

Public variable

uint32 : 1

 

bMobilePreviewPortrait

Mobile preview settings for what orientation to default to

Public variable

uint32 : 1

 

bNotifyUndoRedoSelectionChange

True if we should force a selection change notification during an undo/redo

Public variable

uint32 : 1

 

bRequestEndPlayMapQueued

True if there is a pending end play map queued

Public variable

TArray < class U ...

 

BrushBuilders

Brush builders that have been created in the editor

Public variable

uint32 : 1

 

bShowBrushMarkerPolys

If true, show translucent marker polygons on the builder brush and volumes.

Public variable

uint32 : 1

 

bShowPreviewMesh

When true, the preview mesh mode is activated.

Public variable

uint32 : 1

 

bSquelchTransactionNotification

True if we should not display notifications about undo/redo

Protected variable

bool

 

bStartLateJoinersInSpectatorMode

Public variable

int32

 

BuildPlayDevice

Currently targeted device for mobile previewer.

Public variable

uint32 : 1

 

bUseMobilePreviewForPlayWorld

True to enable mobile preview mode when launching the game from the editor on PC platform

Public variable

uint32 : 1

 

bUseVRPreviewForPlayWorld

True to enable VR preview mode when launching the game from the editor on PC platform

Public variable

uint32

 

ClickFlags

Other variables.

Public variable

FVector

 

ClickLocation

Public variable

FPlane

 

ClickPlane

Public variable

UModel *

 

ConversionTempModel

Public variable

int32

 

CurrentPlayWorldDestination

The current play world destination (I.E console).

Public variable

float

 

CustomCameraAlignEmitterDistance

The distance to place the camera from an emitter actor when custom zooming is enabled

Public variable

ERHIFeatureLeve ...

 

DefaultWorldFeatureLevel

The feature level we should use when loading or creating a new world

Public variable

TEnumAsByte < en...

 

DetailMode

Setting for the detail mode to show in the editor viewports.

Public variable

UStaticMesh ...

 

EditorCube

Used in UnrealEd for showing materials.

Public variable

UStaticMesh ...

 

EditorCylinder

Public variable

UFont *

 

EditorFont

Font used by Canvas-based editors.

Public variable

UStaticMesh ...

 

EditorPlane

Public variable

UStaticMesh ...

 

EditorSphere

Public variable

UWorld *

 

EditorWorld

When Simulating In Editor, a pointer to the original (non-simulating) editor world

Public variable

FString

 

GameCommandLine

Public variable

uint32 : 1

 

GodMode

Public variable

FString

 

HeightMapExportClassName

Public variable

FString

 

InEditorGameURLOptions

"Play From Here" properties

Public variable

uint32 : 1

 

IsImportingT3D

Public variable

TSharedPtr < cla...

 

LauncherWorker

Launcher Worker.

Public variable

TSharedPtr < cla...

 

Layers

The "manager" of all the layers for the UWorld currently being edited

Public variable

TArray < class F ...

 

LevelViewportClients

List of level editor viewport clients for level specific actions

Public variable

FVector

 

MouseMovement

Public variable

FUObjectAnnotat ...

 

ObjectsThatExistInEditorWorld

Annotation to track which PIE/SIE (PlayWorld) UObjects have counterparts in the EditorWorld

Public variable

UPackage *

 

ParentContext

Protected variable

int32

 

PIEInstance

Protected variable

int32

 

PIEInstancesToLogInCount

Count of how many PIE instances are waiting to log in

Public variable

TSubclassOf < cl...

 

PlayFromHerePlayerStartClass

The PlayerStart class used when spawning the player at the current camera location.

Public variable

int32

 

PlayInEditorViewportIndex

When set to anything other than -1, indicates a specific In-Editor viewport index that PIE should use

Public variable

UWorld *

 

PlayWorld

A pointer to a UWorld that is the duplicated/saved-loaded to be played in with "Play From Here"

Public variable

int32

 

PlayWorldDestination

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

Public variable

FVector

 

PlayWorldLocation

An optional location for the starting location for "Play From Here"

Public variable

FRotator

 

PlayWorldRotation

An optional rotation for the starting location for "Play From Here"

Public variable

UAudioComponent ...

 

PreviewAudioComponent

Public variable

UStaticMeshComp ...

 

PreviewMeshComp

A mesh component used to preview in editor without spawning a static mesh actor.

Public variable

int32

 

PreviewMeshIndex

The index of the mesh to use from the list of preview meshes.

Public variable

USoundCue *

 

PreviewSoundCue

Audio.

Public variable

TWeakPtr < class...

 

RequestedDestinationSlateViewport

Viewport the next PlaySession was requested to happen on

Public variable

UTextureRenderT ...

 

ScratchRenderTarget1024

Public variable

UTextureRenderT ...

 

ScratchRenderTarget2048

Temporary render target that can be used by the editor.

Public variable

UTextureRenderT ...

 

ScratchRenderTarget256

Public variable

UTextureRenderT ...

 

ScratchRenderTarget512

Protected variable

FString

 

ServerPrefix

These are parameters that we need to cache for late joining

Protected variable

int32

 

SettingsIndex

Public variable

TMap < FName , FS ...

 

SlatePlayInEditorMap

Maps world contexts to their slate data

Public variable

UModel *

 

TempModel

Objects.

Public variable

UTransactor ...

 

Trans

Public variable

FVector

 

UnsnappedClickLocation

Public variable

uint32 : 1

 

UseAxisIndicator

Public variable

FString

 

UserEditedPlayWorldURL

Play world url string edited by a user.

Public variable

FString

 

UserOpenedFile

The name of the file currently being opened in the editor. "" if no file is being opened.

Public variable

uint32 : 1

 

UseSizingBox

Advanced.

Constructors

Name Description

Public function

UEditorEngine

(
    const FObjectInitializer & ObjectIn...
)

Functions

Name Description

Public function Virtual

AActor *

 

AddActor

(
    ULevel * InLevel,
    UClass * Class,
    const FTransform & Transform,
    bool bSilent,
    EObjectFlags ObjectFlags
)

Adds an actor to the world at the specified location.

Public function Virtual

TArray < AAct ...

 

AddExportTextActors

(
    const FString & ExportText,
    bool bSilent,
    EObjectFlags ObjectFlags
)

Adds actors to the world at the specified location using export text.

Public function

void

 

AddPackagesToDefaultChangelist

(
    TArray < FString >& InPackageNames
)

Adds provided package to a default changelist

Public function Static

void

 

AddReferencedObjects

(
    UObject * InThis,
    FReferenceCollector & Collector
)

Protected function

void

 

AllMaterialsCacheResourceShadersForRendering()

Call this to recompile the materials

Public function

void

 

AnalyzeLevel

(
    ULevel * Level,
    FOutputDevice & Ar
)

Level management.

Public function

void

 

ApplyDeltaToActor

(
    AActor * InActor,
    bool bDelta,
    const FVector * InTranslation,
    const FRotator * InRotation,
    const FVector * InScaling,
    bool bAltDown,
    bool bShiftDown,
    bool bControlDown
)

Public function

void

 

ApplyDeltaToComponent

(
    USceneComponent * InComponent,
    bool bDelta,
    const FVector * InTranslation,
    const FRotator * InRotation,
    const FVector * InScaling,
    const FVector & PivotLocation
)

Public function

bool

 

AreAllWindowsHidden()

True if all windows are hidden (including minimized)

Public function

bool

 

AreAnySelectedActorsInLevelScript()

See if any selected actors are referenced in level script

Public function Virtual

void

 

AssignReplacementComponentsByActors

(
    TArray < AActor * >& ActorsToRe...,
    AActor * Replacement,
    UClass * ClassToReplace
)

Replaces the components in ActorsToReplace with an primitive component in Replacement

Public function

void

 

AutomationLoadMap

(
    const FString & MapName,
    FString * OutError
)

Public function

void

 

AutomationPlayUsingLauncher

(
    const FString & InLauncherDeviceId
)

Function to run the Play On command for automation testing.

Public function

void

 

AutoMergeStaticMeshes()

Auto merge all staticmeshes that are able to be merged

Public function

int32

 

BeginTransaction

(
    const FText & Description
)

Public function

void

 

BroadcastBeginCameraMovement

(
    UObject & Object
)

Called before the camera viewed through the viewport is moved by the editor

Public function

void

 

BroadcastBeginObjectMovement

(
    UObject & Object
)

Called before an actor or component is about to be translated, rotated, or scaled by the editor

Public function

void

 

BroadcastBlueprintCompiled()

Broadcasts that a blueprint just finished compiling. THIS SHOULD NOT BE PUBLIC

Public function

void

 

BroadcastBlueprintCompiled

(
    const TMap < UObject *, UObject ...
)

Broadcasts that objects have been replaced

Public function

void

 

BroadcastBlueprintPreCompile

(
    UBlueprint * BlueprintToCompile
)

Broadcasts that a Blueprint is about to be compiled

Public function

void

 

BroadcastBlueprintReinstanced()

Broadcasts that a blueprint just finished being reinstanced. THIS SHOULD NOT BE PUBLIC

Public function

void

 

BroadcastClassPackageLoadedOrUnloaded()

Broadcasts that a class package was just loaded or unloaded. THIS SHOULD NOT BE PUBLIC

Public function

void

 

BroadcastEndCameraMovement

(
    UObject & Object
)

Called when the camera viewed through the viewport has been moved by the editor

Public function

void

 

BroadcastEndObjectMovement

(
    UObject & Object
)

Called when an actor or component has been translated, rotated, or scaled by the editor

Public function

void

 

BroadcastHLODActorAdded

(
    const AActor * InActor,
    const AActor * ParentActor
)

Called by internal engine systems after a HLOD Actor is added to a cluster

Public function

void

 

BroadcastHLODActorMarkedDirty

(
    ALODActor * InActor
)

Called by internal engine systems after a HLOD Actor is marked dirty

Public function

void

 

BroadcastHLODActorMoved

(
    const AActor * InActor,
    const AActor * ParentActor
)

Called by internal engine systems after a HLOD Actor is moved between clusters

Public function

void

 

BroadcastHLODActorRemovedFromCluster

(
    const AActor * InActor,
    const AActor * ParentActor
)

Called by internal engine systems after an Actor is removed from a cluster

Public function

void

 

BroadcastHLODLevelsArrayChanged()

Called by internal engine systems after a HLOD Actor is marked dirty

Public function

void

 

BroadcastHLODMeshBuild

(
    const ALODActor * InActor
)

Called by internal engine systems after a HLOD Actor's mesh is build

Public function

void

 

BroadcastHLODTransitionScreenSizeChanged()

Called by internal engine systems after a HLOD Actor is marked dirty

Public function

void

 

BroadcastObjectReimported

(
    UObject * InObject
)

Broadcasts that an object has been reimported. THIS SHOULD NOT BE PUBLIC

Public function Virtual

int32

 

bspBrushCSG

(
    ABrush * Actor,
    UModel * Model,
    uint32 PolyFlags,
    EBrushType BrushType,
    ECsgOper CSGOper,
    bool bBuildBounds,
    bool bMergePolys,
    bool bReplaceNULLMaterialRefs,
    bool bShowProgressBar
)

Performs any CSG operation between the brush and the world.

Public function Virtual

void

 

bspBuildFPolys

(
    UModel * Model,
    bool SurfLinks,
    int32 iNode,
    TArray < FPoly >* DestArray
)

Build EdPoly list from a model's Bsp. Not transactional.

Public function Virtual

void

 

bspCleanup

(
    UModel * Model
)

Clean up all nodes after a CSG operation.

Public function

void

 

BSPIntersectionHelper

(
    UWorld * InWorld,
    ECsgOper Operation
)

Helper method for executing the de/intersect CSG operation

Public function Virtual

void

 

bspMergeCoplanars

(
    UModel * Model,
    bool RemapLinks,
    bool MergeDisparateTextures
)

Public function Virtual

int32

 

bspNodeToFPoly

(
    UModel * Model,
    int32 iNode,
    FPoly * EdPoly
)

Convert a Bsp node to an EdPoly. Returns number of vertices in Bsp node.

Public function Virtual

void

 

bspOptGeom

(
    UModel * Model
)

Optimize a level's Bsp, eliminating T-joints where possible, and building side links.

Public function Virtual

void

 

bspRepartition

(
    UWorld * InWorld,
    int32 iNode
)

Bsp virtuals from Bsp.cpp.

Public function

void

 

BuildLighting

(
    const FLightingBuildOptions & Optio...
)

Builds lighting information depending on passed in options.

Public function Virtual

FString

 

BuildPlayWorldURL

(
    const TCHAR * MapName,
    bool bSpectatorMode,
    FString AdditionalURLOptions
)

Builds a URL for game spawned by the editor (not including map name!).

The URL for the game

Public function

void

 

BuildReflectionCaptures

(
    UWorld * World
)

Update any outstanding reflection captures

Public function Virtual

void

 

CancelCookByTheBookInEditor()

Cancels the current cook by the book in editor

Public function

void

 

CancelPlayingViaLauncher()

Cancel playing via the Launcher

Protected function

void

 

CancelPlayUsingLauncher()

Cancel Play using Launcher on error

Public function

void

 

CancelRequestPlaySession()

Cancel request to start a play session

Public function Virtual

bool

 

CanCookByTheBookInEditor

(
    const FString & PlatformName
)

Can the editor do cook by the book in the editor process space

Public function Virtual

bool

 

CanCookOnTheFlyInEditor

(
    const FString & PlatformName
)

Can the editor act as a cook on the fly server

Public function

bool

 

CanCopySelectedActorsToClipboard

(
    UWorld * InWorld,
    FCopySelectedInfo * OutCopySele...
)

Checks to see whether it's possible to perform a copy operation on the selected actors.

Public function

bool

 

CanParentActors

(
    const AActor * ParentActor,
    const AActor * ChildActor,
    FText * ReasonText
)

Checks the validity of parenting one actor to another

Public function

bool

 

CanPasteSelectedActorsFromClipboard

(
    UWorld * InWorld
)

Checks to see whether it's possible to perform a paste operation.

Public function

bool

 

CanPlayEditorSound()

Returns true if currently able to play a sound and if the user has sounds enabled.

Public function Virtual

bool

 

CanSelectActor

(
    AActor * Actor,
    bool bInSelected,
    bool bSelectEvenIfHidden,
    bool bWarnIfLevelLocked
)

Public function

bool

 

CanSyncActorLevelsToContentBrowser()

Checks if the selected objects have levels which can be browsed to

Public function

bool

 

CanSyncToContentBrowser()

Checks if the slected objects contain something to browse to

Public function

APlayerStart ...

 

CheckForPlayerStart()

Checks for any player starts and returns the first one found.

Public function Virtual

void

 

Cleanse

(
    bool ClearSelection,
    bool Redraw,
    const FText & TransReset
)

General functions. Cleans up after major events like e.g. map changes.

Public function

void

 

CleanupPhysicsSceneThatWasInitializedForSave

(
    UWorld * World,
    bool bForceInitialized
)

Protected function

void

 

CleanupPIEOnlineSessions

(
    TArray < FName > OnlineIdentifiers
)

Destroy any online subsystems generated by PIE

Public function

void

 

ClearPreviewComponents()

Clean up any world specific editor components so they can be GC correctly

Public function

void

 

CloseEditedWorldAssets

(
    UWorld * InWorld
)

Close all the edit windows for assets that are owned by the world being closed

Public function Virtual

void

 

CloseEditor()

Editor specific.

Public function

void

 

CloseEntryPopupWindow()

Closes the popup created for GenericTextEntryModal or GenericTextEntryModeless

Public function

bool

 

CommandIsDeprecated

(
    const TCHAR * CommandStr,
    FOutputDevice & Ar
)

Public function

void

 

ConvertActors

(
    const TArray < AActor * >& Acto...,
    UClass * ConvertToClass,
    const TSet < FString >& ComponentsT...,
    bool bUseSpecialCases
)

Sets up for a potentially deferred ConvertActors call, based on if any brushes are being converted to a static mesh.

Public function

void

 

ConvertActorsFromClass

(
    UClass * FromClass,
    UClass * ToClass
)

Called to convert actors of one class type to another

Public function

AActor *

 

ConvertBrushesToStaticMesh

(
    const FString & InStaticMeshPackage...,
    TArray < ABrush * >& InBrushesT...,
    const FVector & InPivotLocation
)

Converts passed in brushes into a single static mesh actor.

Public function

void

 

ConvertLightActors

(
    UClass * ConvertToClass
)

Converts passed in light actors into new actors of another type.

Public function

void

 

ConvertSelectedBrushesToVolumes

(
    UClass * VolumeClass
)

Function to convert selected brushes into volumes of the provided class.

Public function

void

 

CopySelectedActorsToClipboard

(
    UWorld * InWorld,
    const bool bShouldCut,
    const bool bIsMove,
    bool bWarnAboutReferences
)

Copies selected actors to the clipboard.

Public function

void

 

CreateNewMapForEditing()

Prompts the user to save the current map if necessary, then creates a new (blank) map.

Public function Virtual

UGameInstanc ...

 

CreatePIEGameInstance

(
    int32 InPIEInstance,
    bool bInSimulateInEditor,
    bool bAnyBlueprintErrors,
    bool bStartInSpectatorMode,
    bool bPlayNetDedicated,
    bool bPlayStereoscopic,
    float PIEStartTime
)

Public function

UWorld *

 

CreatePIEWorldFromEntry

(
    FWorldContext & WorldContext,
    UWorld * InWorld,
    FString & PlayWorldMapName
)

Creates a pie world from the default entry map, used by clients that connect to a PIE server

Public function

bool

 

CreatePIEWorldFromLogin

(
    FWorldContext & PieWorldContext,
    EPlayNetMode PlayNetMode,
    FPieLoginStruct & DataStruct
)

Continue the creation of a single PIE world after a login was successful

Public function Virtual

UTransactor ...

 

CreateTrans()

Public function Virtual

void

 

csgRebuild

(
    UWorld * InWorld
)

Rebuild the level's Bsp from the level's CSG brushes.

Public function

void

 

CyclePreviewMesh()

Changes the preview mesh to the next one.

Public function Virtual

void

 

DeselectAllSurfaces()

Deselect all surfaces.

Public function

void

 

DeselectLevelInLevelBrowser()

Deselects the currently selected actor(s) levels in the level browser

Public function

bool

 

DetachSelectedActors()

Detaches selected actors from there parents

true if a detachment occurred

Public function

void

 

DisableDeltaModification

(
    bool bDisable
)

Disable actor/component modification during delta movement.

Public function

void

 

DisableRealtimeViewports()

Disables any realtime viewports that are currently viewing the level.

Public function

void

 

DoConvertActors

(
    const TArray < AActor * >& Acto...,
    UClass * ConvertToClass,
    const TSet < FString >& ComponentsT...,
    bool bUseSpecialCases,
    const FString & InStaticMeshPackage...
)

Converts passed in actors into new actors of the specified type.

Public function Virtual

void

 

edactCopySelected

(
    UWorld * InWorld,
    FString * DestinationData
)

Copy selected actors to the clipboard.

Public function Virtual

bool

 

edactDeleteSelected

(
    UWorld * InWorld,
    bool bVerifyDeletionCanHappen,
    bool bWarnAboutReferences,
    bool bWarnAboutSoftReferences
)

Deletes all selected actors

true unless the delete operation was aborted.

Public function Virtual

void

 

edactDuplicateSelected

(
    ULevel * InLevel,
    bool bOffsetLocations
)

Duplicates selected actors.

Public function Virtual

void

 

edactPasteSelected

(
    UWorld * InWorld,
    bool bDuplicate,
    bool bOffsetLocations,
    bool bWarnIfHidden,
    FString * SourceData
)

Paste selected actors from the clipboard.

Public function

void

 

EditObject

(
    UObject * ObjectToEdit
)

Opens the objects specialized editor (Same as double clicking on the item in the content browser)

Public function

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.

Public function

void

 

EditorUpdateComponents()

Updates all components in the current level's scene.

Public function Virtual

void

 

EndPlayMap()

Kills the Play From Here session

Public function Virtual

void

 

EndPlayOnLocalPc()

Ends the current play on local pc session.

Public function

bool

 

Exec_Brush

(
    UWorld * InWorld,
    const TCHAR * Str,
    FOutputDevice & Ar
)

Public function

bool

 

Exec_Camera

(
    const TCHAR * Str,
    FOutputDevice & Ar
)

Public function

bool

 

Exec_Obj

(
    const TCHAR * Str,
    FOutputDevice & Ar
)

Public function

bool

 

Exec_Particle

(
    const TCHAR * Str,
    FOutputDevice & Ar
)

Public function

bool

 

Exec_Poly

(
    UWorld * InWorld,
    const TCHAR * Str,
    FOutputDevice & Ar
)

Public function

bool

 

Exec_StaticMesh

(
    UWorld * InWorld,
    const TCHAR * Str,
    FOutputDevice & Ar
)

Process an incoming network message meant for the editor server.

Public function

bool

 

Exec_Transaction

(
    const TCHAR * Str,
    FOutputDevice & Ar
)

Public function

void

 

ExecFile

(
    UWorld * InWorld,
    const TCHAR * InFilename,
    FOutputDevice & Ar
)

Executes each line of text in a file sequentially, as if each were a separate command

Public function

void

 

ExportMap

(
    UWorld * InWorld,
    const TCHAR * InFilename,
    bool bExportSelectedActorsOnly
)

Exports the current map to the specified filename.

Public function

UActorFactor ...

 

FindActorFactoryByClass

(
    const UClass * InClass
)

Looks for an actor factory spawned from the specified class.

Public function

UActorFactor ...

 

FindActorFactoryByClassForActorClass

(
    const UClass * InFactoryClass,
    const UClass * InActorClass
)

Looks for an actor factory spawned from the specified class, for the specified UClass for an actor.

Public function

UActorFactor ...

 

FindActorFactoryForActorClass

(
    const UClass * InClass
)

Looks for an appropriate actor factory for the specified UClass .

Public function

UBrushBuilde ...

 

FindBrushBuilder

(
    UClass * BrushBuilderClass
)

Finds a brush builder of the provided class.

Public function

void

 

FindSelectedActorsInLevelScript()

Finds all references to the currently selected actors, and reports results in a find message log

Public function Virtual

void

 

FinishAllSnaps()

Public function

void

 

FlagModifyAllSelectedSurfacesInLevels

(
    UWorld * InWorld
)

Utility method call ModifySelectedSurfs for each level model in the worlds level list.

Public function Virtual

bool

 

Game_Map_Check

(
    UWorld * InWorld,
    const TCHAR * Str,
    FOutputDevice & Ar,
    bool bCheckDeprecatedOnly
)

Game-specific function called by Map_Check BEFORE iterating over all actors.

Public function Virtual

bool

 

Game_Map_Check_Actor

(
    const TCHAR * Str,
    FOutputDevice & Ar,
    bool bCheckDeprecatedOnly,
    AActor * InActor
)

Game-specific function called per-actor by Map_Check

Public function

FViewport &#...

 

GetActiveViewport()

Retrieves the active viewport from the editor.

The currently active viewport.

Public function

UActorGroupi ...

 

GetActorGroupingUtils()

Returns the actor grouping utility class that performs all grouping related tasks This will create the class instance if it doesn't exist.

Public function

void

 

GetContentBrowserSelectionClasses

(
    TArray < UClass * >& Selection
)

Function to return unique list of the classes of the assets currently selected in content browser (loaded/not loaded)

Public function

void

 

GetContentBrowserSelections

(
    TArray < FAssetData >& Selections
)

Function to return list of assets currently selected in the content browser

Public function

const TArray ...

 

GetCurrentIntervalGridArray()

Access the array of grid interval options

Public function

const TArray ...

 

GetCurrentPositionGridArray()

Accesses the array of snap grid position options

Public function

const TArray ...

 

GetCurrentRotationGridArray()

Accesses the array of snap grid rotation options

Public function

FWorldContex ...

 

GetEditorWorldContext

(
    bool bEnsureIsGWorld
)

Returns the WorldContext for the editor world.

Public function

UEditorWorld ...

 

GetEditorWorldExtensionsManager()

Returns the Editors world manager instance.

Public function

const UClass ...

 

GetFirstSelectedClass

(
    const UClass *const RequiredPar...
)

The first selected class (either a UClass type itself, or the UClass generated by a blueprint), or null if there are no class or blueprint types selected

Public function

TArray < UFol ...

 

GetFoliageTypesInWorld

(
    UWorld * InWorld
)

Returns list of all foliage types used in the world

List of all foliage types used in the world

Public function Static

FString

 

GetFriendlyName

(
    const UProperty * Property,
    UStruct * OwnerStruct
)

Gets the user-friendly, localized (if exists) name of a property

Public function

float

 

GetGridInterval()

Public function

float

 

GetGridSize()

  • returns the currently selected positional snap grid setting

Public function

void

 

GetLevelsToSyncToContentBrowser

(
    TArray < UObject * >& Objects
)

Gets all levels which can be synced to in content browser for current selection

Public function

void

 

GetObjectsToSyncToContentBrowser

(
    TArray < UObject * >& Objects
)

Gets all objects which can be synced to in content browser for current selection

Public function Virtual

void

 

GetPackageList

(
    TArray < UPackage * >* InPa...,
    UClass * InClass
)

Public function

FViewport &#...

 

GetPIEViewport()

Retrieves the PIE viewport from the editor.

Public function

FWorldContex ...

 

GetPIEWorldContext()

Returns the WorldContext for the PIE world.

Public function Virtual

FVector

 

GetPivotLocation()

Pivot handling.

Public function

FString

 

GetPlayOnTargetPlatformName()

Public function

UAudioCompon ...

 

GetPreviewAudioComponent()

Returns the preview audio component

Public function Virtual

void

 

GetPropertyColorationTarget

(
    FString & OutPropertyValue,
    UProperty *& OutProperty,
    UClass *& OutCommonBaseClass,
    FEditPropertyChain *& OutProper...
)

Accessor for current property-based coloration settings.

Public function

float

 

GetRealTimeAudioVolume()

Access user setting for audio level. Fractional volume 0.0->1.0

Public function

void

 

GetReferencedAssetsForEditorSelection

(
    TArray < UObject * >& Objects,
    const bool bIgnoreOtherAssetsIfBPRe...
)

Queries for a list of assets that are referenced by the current editor selection (actors, surfaces, etc.)

Public function

FRotator

 

GetRotGridSize()

  • returns the currently selected rotational snap grid setting

Public function

float

 

GetScaleGridSize()

Public function

UTextureRend ...

 

GetScratchRenderTarget

(
    const uint32 MinSize
)

Returns pointer to a temporary render target. If it has not already been created, does so here.

Public function

int32

 

GetSelectedActorCount()

Returns the number of currently selected actors.

Public function

FSelectionIt ...

 

GetSelectedActorIterator()

Returns an FSelectionIterator that iterates over the set of selected actors.

Public function

USelection &...

 

GetSelectedActors()

Returns the set of selected actors.

Public function

int32

 

GetSelectedComponentCount()

Returns the number of currently selected components.

Public function

FSelectionIt ...

 

GetSelectedComponentIterator()

Returns an FSelectionIterator that iterates over the set of selected components.

Public function

USelection &...

 

GetSelectedComponents()

The set of selected components.

Public function

FSelectedEdi ...

 

GetSelectedEditableComponentIterator()

Public function

USelection &...

 

GetSelectedObjects()

The set of selected non-actor objects.

Public function

USelection &...

 

GetSelectedSet

(
    const UClass * Class
)

The appropriate selection set for the specified object class.

Public function

void

 

GetSelectionStateOfLevel

(
    FSelectionStateOfLevel & OutSelecti...
)

Get the selection state of the current level (its actors and components) so that it might be restored later.

Public function

TSharedRef < ...

 

GetTimerManager()

Returns the Editors timer manager instance.

Public function

FText

 

GetTransactionName()

Public function

void

 

GridSizeDecrement()

Decreased the positional snap grid setting (will not decrease passed the minimum value)

Public function

void

 

GridSizeIncrement()

Increase the positional snap grid setting (will not increase passed the maximum value)

Public function

bool

 

HandleAddSelectedCommand

(
    const TCHAR * Str,
    FOutputDevice & Ar
)

Public function

bool

 

HandleAutoMergeStaticMeshCommand

(
    const TCHAR * Str,
    FOutputDevice & Ar
)

Public function

bool

 

HandleBlueprintifyFunction

(
    const TCHAR * Str,
    FOutputDevice & Ar
)

Exec command handlers

Public function

bool

 

HandleBugItGoCommand

(
    const TCHAR * Str,
    FOutputDevice & Ar
)

Public function

bool

 

HandleBuildMaterialTextureStreamingData

(
    const TCHAR * Cmd,
    FOutputDevice & Ar
)

Public function

bool

 

HandleCallbackCommand

(
    UWorld * InWorld,
    const TCHAR * Str,
    FOutputDevice & Ar
)

Public function

bool

 

HandlecheckSoundsCommand

(
    const TCHAR * Str,
    FOutputDevice & Ar
)

Public function

bool

 

HandleCleanBSPMaterialCommand

(
    const TCHAR * Str,
    FOutputDevice & Ar,
    UWorld * InWorld
)

Public function

bool

 

HandleDeleteCommand

(
    const TCHAR * Str,
    FOutputDevice & Ar,
    UWorld * InWorld
)

Public function

bool

 

HandleDumpPublicCommand

(
    const TCHAR * Str,
    FOutputDevice & Ar
)

Public function

bool

 

HandleFixupBadAnimNotifiersCommand

(
    const TCHAR * Str,
    FOutputDevice & Ar
)

Public function

bool

 

HandleJumpToCommand

(
    const TCHAR * Str,
    FOutputDevice & Ar
)

Protected function

void

 

HandleLaunchCanceled

(
    double TotalTime,
    bool bHasCode,
    TWeakPtr < SNotificationItem > Notif...
)

Protected function

void

 

HandleLaunchCompleted

(
    bool Succeeded,
    double TotalTime,
    int32 ErrorCode,
    bool bHasCode,
    TWeakPtr < SNotificationItem > Notif...,
    TSharedPtr < class FMessageLog > Mes...
)

Public function

bool

 

HandleLightmassDebugCommand

(
    const TCHAR * Str,
    FOutputDevice & Ar
)

Public function

bool

 

HandleLightmassDebugMaterialCommand

(
    const TCHAR * Str,
    FOutputDevice & Ar
)

Public function

bool

 

HandleLightmassDebugPaddingCommand

(
    const TCHAR * Str,
    FOutputDevice & Ar
)

Public function

bool

 

HandleLightmassImmediateImportCommand

(
    const TCHAR * Str,
    FOutputDevice & Ar
)

Public function

bool

 

HandleLightmassImmediateProcessCommand

(
    const TCHAR * Str,
    FOutputDevice & Ar
)

Public function

bool

 

HandleLightmassPaddingCommand

(
    const TCHAR * Str,
    FOutputDevice & Ar
)

Public function

bool

 

HandleLightmassProfileCommand

(
    const TCHAR * Str,
    FOutputDevice & Ar
)

Public function

bool

 

HandleLightmassSortCommand

(
    const TCHAR * Str,
    FOutputDevice & Ar
)

Public function

bool

 

HandleLightmassStatsCommand

(
    const TCHAR * Str,
    FOutputDevice & Ar
)

Public function

bool

 

HandleListMapPackageDependenciesCommand

(
    const TCHAR * Str,
    FOutputDevice & Ar
)

Public function

bool

 

HandleMapCommand

(
    const TCHAR * Str,
    FOutputDevice & Ar,
    UWorld * InWorld
)

Public function

void

 

HandleObjectTransacted

(
    UObject * InObject,
    const FTransactionObjectEvent & InT...
)

Callback for object changes during undo/redo.

Protected function

bool

 

HandleOpenAsset

(
    UObject * Asset
)

Handle requests from slate application to open assets.

Protected function

void

 

HandlePackageReloaded

(
    const EPackageReloadPhase InPackage...,
    FPackageReloadedEvent * InPacka...
)

Handles a package being reloaded.

Public function

bool

 

HandleRebuildVolumesCommand

(
    const TCHAR * Str,
    FOutputDevice & Ar,
    UWorld * InWorld
)

Public function

bool

 

HandleRemoveArchtypeFlagCommand

(
    const TCHAR * Str,
    FOutputDevice & Ar
)

Public function

bool

 

HandleSelectCommand

(
    const TCHAR * Str,
    FOutputDevice & Ar,
    UWorld * InWorld
)

Public function

bool

 

HandleSelectNameCommand

(
    const TCHAR * Str,
    FOutputDevice & Ar,
    UWorld * InWorld
)

Public function

bool

 

HandleSetDetailModeCommand

(
    const TCHAR * Str,
    FOutputDevice & Ar
)

Public function

bool

 

HandleSetDetailModeViewCommand

(
    const TCHAR * Str,
    FOutputDevice & Ar,
    UWorld * InWorld
)

Public function

bool

 

HandleSetReplacementCommand

(
    const TCHAR * Str,
    FOutputDevice & Ar,
    UWorld * InWorld
)

Protected function

void

 

HandleStageCompleted

(
    const FString & InStage,
    double StageTime,
    bool bHasCode,
    TWeakPtr < SNotificationItem > Notif...
)

Protected function

void

 

HandleStageStarted

(
    const FString & InStage,
    TWeakPtr < SNotificationItem > Notif...
)

Launch on callbacks

Public function

bool

 

HandleStartMovieCaptureCommand

(
    const TCHAR * Cmd,
    FOutputDevice & Ar
)

Public function

bool

 

HandleSwarmDistributionCommand

(
    const TCHAR * Str,
    FOutputDevice & Ar
)

Public function

bool

 

HandleTagSoundsCommand

(
    const TCHAR * Str,
    FOutputDevice & Ar
)

Public function

bool

 

HandleTestPropsCommand

(
    const TCHAR * Str,
    FOutputDevice & Ar
)

Public function

bool

 

HandleToggleSocketGModeCommand

(
    const TCHAR * Str,
    FOutputDevice & Ar
)

Public function

bool

 

HasLockedActors()

True if there are selected locked actors

Public function Static

UAnimSequenc ...

 

ImportFbxAnimation

(
    USkeleton * Skeleton,
    UObject * Outer,
    UFbxAnimSequenceImportData * Im...,
    const TCHAR * InFilename,
    const TCHAR * AnimName,
    bool bImportMorphTracks
)

Open a Fbx file with the given name, and import each sequence with the supplied Skeleton.

Public function

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.

Public function

void

 

InitEditor

(
    IEngineLoop * InEngineLoop
)

Initializes the Editor.

Public function Virtual

bool

 

InitializePhysicsSceneForSaveIfNecessary

(
    UWorld * World,
    bool& bOutForceInitialized
)

Protected function

void

 

InitializePortal()

Initialize Portal RPC.

Protected function

void

 

InvalidateAllViewportsAndHitProxies()

Invalidates all editor viewports and hit proxies, used when global changes like Undo/Redo may have invalidated state everywhere

Public function

void

 

InvalidateChildViewports

(
    FSceneViewStateInterface * InPa...,
    bool bInvalidateHitProxies
)

Invalidates all viewports parented to the specified view.

Public function

bool

 

IsAnyViewportRealtime()

Checks to see if any viewport is set to update in realtime.

Public function Virtual

bool

 

IsCookByTheBookInEditorFinished()

Checks if the cook by the book is finished

Protected function

bool

 

IsEditorShaderPlatformEmulated

(
    UWorld * World
)

Utility function that can determine whether some input world is using materials who's shaders are emulated in the editor

Public function

bool

 

IsGridSizePowerOfTwo()

  • if the grid size is part of the 1,2,4,8,16,.. list or not

Public function

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).

Public function

bool

 

IsLightingBuildCurrentlyExporting()

Public function

bool

 

IsLightingBuildCurrentlyRunning()

Checks to see if the asynchronous lighting build is running or not

Public function

bool

 

IsObjectInTransactionBuffer

(
    const UObject * Object
)

Protected function

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

Public function Virtual

bool

 

IsPackageOKToSave

(
    UPackage * InPackage,
    const FString & InFilename,
    FOutputDevice * Error
)

Checks if a provided package is valid to be saved.

Public function

bool

 

IsPackageValidForAutoAdding

(
    UPackage * InPackage,
    const FString & InFilename
)

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).

Public function

bool

 

IsPlayingOnLocalPCSession()

Are we playing on a local PC session?

Public function

bool

 

IsPlayingViaLauncher()

Are we playing via the Launcher?

Public function

bool

 

IsPlayingWithOnlinePIE()

True if there are active PIE instances logged into an online platform

Public function

bool

 

IsRealTimeAudioMuted()

Access user setting for audio mute.

Public function

bool

 

IsTransactionActive()

Public function Static

bool

 

IsUsingWorldAssets()

Public function

bool

 

IsWorldSettingsSelected()

Returns True is a world info Actor is selected

Public function

void

 

LoadAndSelectAssets

(
    TArray < FAssetData >& Assets,
    UClass * TypeOfAsset
)

Ensures the assets specified are loaded and adds them to the global selection set

Protected function

void

 

LoadEditorFeatureLevel()

Function pair used to save and restore the global feature level

Public function

void

 

LoadMapListFromIni

(
    const FString & InSectionName,
    TArray < FString >& OutMapList
)

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!!!

Public function Virtual

void

 

MapBrushGet

(
    UWorld * InWorld
)

Put the first selected brush into the current Brush.

Public function Virtual

void

 

mapBrushPut()

Replace all selected brushes with the current Brush.

Public function Virtual

void

 

MapSelectFlags

(
    UWorld * InWorld,
    uint32 Flags
)

Public function Virtual

void

 

MapSelectOperation

(
    UWorld * InWorld,
    EBrushType BrushType
)

Map brush selection virtuals from EditorCsg.cpp.

Public function Virtual

void

 

mapSendToFirst

(
    UWorld * InWorld
)

Send all selected brushes in a level to the front of the hierarchy.

Public function Virtual

void

 

mapSendToLast

(
    UWorld * InWorld
)

Send all selected brushes in a level to the back of the hierarchy.

Public function Virtual

void

 

mapSendToSwap

(
    UWorld * InWorld
)

Swaps position in the actor list for the first two selected actors in the current level

Public function Virtual

void

 

MapSetBrush

(
    UWorld * InWorld,
    EMapSetBrushFlags PropertiesMask,
    uint16 BrushColor,
    FName Group,
    uint32 SetPolyFlags,
    uint32 ClearPolyFlags,
    uint32 BrushType,
    int32 DrawType
)

Public function

void

 

MoveActorInFrontOfCamera

(
    AActor & InActor,
    const FVector & InCameraOrigin,
    const FVector & InCameraDirection
)

Moves an actor in front of a camera specified by the camera's origin and direction.

Public function

void

 

MoveSelectedActorsToLevel

(
    ULevel * InLevel
)

Namespace MoveSelectedActors

Public function

void

 

MoveViewportCamerasToActor

(
    const TArray < AActor * >& Acto...,
    const TArray < UPrimitiveComponent &...,
    bool bActiveViewportOnly
)

Moves all viewport cameras to focus on the provided array of actors.

Public function

void

 

MoveViewportCamerasToActor

(
    const TArray < AActor * >& Acto...,
    bool bActiveViewportOnly
)

Moves all viewport cameras to focus on the provided array of actors.

Public function

void

 

MoveViewportCamerasToActor

(
    AActor & Actor,
    bool bActiveViewportOnly
)

Moves all viewport cameras to the target actor.

Public function

void

 

MoveViewportCamerasToComponent

(
    USceneComponent * Component,
    bool bActiveViewportOnly
)

Moves all viewport cameras to focus on the provided component.

Public function

void

 

MuteRealTimeAudio

(
    bool bMute
)

Set user setting for audio mute.

Public function

UWorld *

 

NewMap()

Clears out the current map, if any, and creates a new blank map.

Public function Virtual

void

 

NoteActorMovement()

Public function Virtual

void

 

NoteSelectionChange

(
    bool bNotify
)

Public function

FOnBeginTran ...

 

OnBeginCameraMovement()

Public function

FOnBeginTran ...

 

OnBeginObjectMovement()

Public function

FBlueprintCo ...

 

OnBlueprintCompiled()

Public function

FBlueprintPr ...

 

OnBlueprintPreCompile()

Public function

FBlueprintRe ...

 

OnBlueprintReinstanced()

Public function

FClassPackag ...

 

OnClassPackageLoadedOrUnloaded()

Public function

FOnEndTransf ...

 

OnEndCameraMovement()

Public function

FOnEndTransf ...

 

OnEndObjectMovement()

Public function

FHLODActorAd ...

 

OnHLODActorAdded()

Public function

FHLODActorMa ...

 

OnHLODActorMarkedDirty()

Public function

FHLODActorMo ...

 

OnHLODActorMoved()

Public function

FHLODActorRe ...

 

OnHLODActorRemovedFromCluster()

Public function

FHLODLevelsA ...

 

OnHLODLevelsArrayChanged()

Public function

FHLODMeshBui ...

 

OnHLODMeshBuild()

Public function

FHLODTransit ...

 

OnHLODTransitionScreenSizeChanged()

Public function

EAppReturnTy ...

 

OnModalMessageDialog

(
    EAppMsgType::Type InMessage,
    const FText & InText,
    const FText & InTitle
)

Displays a modal message dialog

Returns the result of the modal message box

Public function

FObjectReimp ...

 

OnObjectReimported()

Public function

FObjectsRepl ...

 

OnObjectsReplaced()

Protected function Virtual

void

 

OnOpenMatinee()

Called when Matinee is opened

Public function Virtual

void

 

OnPostSaveWorld

(
    uint32 SaveFlags,
    UWorld * World,
    uint32 OriginalPackageFlags,
    bool bSuccess
)

Invoked after a UWorld is saved to update editor systems

Public function Virtual

void

 

OnPreSaveWorld

(
    uint32 SaveFlags,
    UWorld * World
)

Invoked before a UWorld is saved to update editor systems

Public function

void

 

OnSceneMaterialsModified()

This function should be called to notify the editor that new materials were added to our scene or some materials were modified

Public function

bool

 

OnShouldLoadOnTop

(
    const FString & Filename
)

Returns whether an object should replace an exisiting one or not

Public function

FShouldOpenM ...

 

OnShouldOpenMatinee()

Public function

void

 

OnSourceControlDialogClosed

(
    bool bEnabled
)

Delegate used when a source control connection dialog has been closed.

Public function

void

 

OnViewportCloseRequested

(
    FViewport * InViewport
)

Handler for when viewport close request is made.

Public function

void

 

OpenMatinee

(
    AMatineeActor * MatineeActor,
    bool bWarnUser
)

Open the Matinee tool to edit the supplied MatineeActor.

Public function

bool

 

PackageIsAMapFile

(
    const TCHAR * PackageFilename,
    FText & OutNotMapReason
)

Check whether the specified package file is a map

true if the package is not a map file

Public function

void

 

ParentActors

(
    AActor * ParentActor,
    AActor * ChildActor,
    const FName SocketName,
    USceneComponent * Component
)

Parents one actor to another Check the validity of this call with CanParentActors() .

Public function

void

 

ParseMapSectionIni

(
    const TCHAR * InCmdParams,
    TArray < FString >& OutMapList
)

Check the InCmdParams for "MAPINISECTION=".

Public function

void

 

PasteSelectedActorsFromClipboard

(
    UWorld * InWorld,
    const FText & TransDescription,
    const EPasteTo PasteTo
)

Pastes selected actors from the clipboard.

Public function

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.

Public function

void

 

PlayEditorSound

(
    USoundBase * InSound
)

Plays an editor sound (if the user has sounds enabled.)

Public function Virtual

void

 

PlayInEditor

(
    UWorld * InWorld,
    bool bInSimulateInEditor,
    FPlayInEditorOverrides Overrides
)

Starts a Play In Editor session

Public function Virtual

void

 

PlayMap

(
    const FVector * StartLocation,
    const FRotator * StartRotation,
    int32 DestinationConsole,
    int32 InPlayInViewportIndex,
    bool bUseMobilePreview
)

Makes a request to start a play from editor session (in editor or on a remote platform)

Public function

void

 

PlayPreviewSound

(
    USoundBase * Sound,
    USoundNode * SoundNode
)

Plays a preview of a specified sound or node

Public function

void

 

PlaySessionPaused()

Called when the debugger has paused the active PIE or SIE session

Public function

void

 

PlaySessionResumed()

Called when the debugger has resumed the active PIE or SIE session

Public function

void

 

PlaySessionSingleStepped()

Called when the debugger has single-stepped the active PIE or SIE session

Protected function

void

 

PlayStandaloneLocalPc

(
    FString MapNameOverride,
    FIntPoint * WindowPos,
    int32 PIENum,
    bool bIsServer
)

Launch a standalone instance on this PC.

Protected function

void

 

PlayUsingLauncher()

Public function Virtual

bool

 

polyFindMaster

(
    UModel * InModel,
    int32 iSurf,
    FPoly & Poly
)

Find the Brush EdPoly corresponding to a given Bsp surface.

returns true if poly not available

Public function Virtual

void

 

polyGetLinkedPolys

(
    ABrush * InBrush,
    FPoly * InPoly,
    TArray < FPoly >* InPolyList
)

Populates a list with all polys that are linked to the specified poly.

Public function Virtual

void

 

polyGetOuterEdgeList

(
    TArray < FPoly >* InPolyList,
    TArray < FEdge >* InEdgeList
)

Takes a list of polygons and returns a list of the outside edges (edges which are not shared by other polys in the list).

Public function Virtual

void

 

polyIntersectSet

(
    UModel * Model
)

Public function Virtual

void

 

polyMemorizeSet

(
    UModel * Model
)

Public function Virtual

void

 

polyRememberSet

(
    UModel * Model
)

Public function Virtual

void

 

polySelectAdjacentFloors

(
    UWorld * InWorld,
    UModel * Model
)

Public function Virtual

void

 

polySelectAdjacents

(
    UWorld * InWorld,
    UModel * Model
)

Public function Virtual

void

 

polySelectAdjacentSlants

(
    UWorld * InWorld,
    UModel * Model
)

Public function Virtual

void

 

polySelectAdjacentWalls

(
    UWorld * InWorld,
    UModel * Model
)

Public function Virtual

void

 

polySelectAll

(
    UModel * Model
)

Bsp Poly selection virtuals from EditorCsg.cpp.

Public function Virtual

void

 

polySelectCoplanars

(
    UWorld * InWorld,
    UModel * Model
)

Public function Virtual

void

 

polySelectMatchingBrush

(
    UModel * Model
)

Public function Virtual

void

 

polySelectMatchingGroups

(
    UModel * Model
)

Public function Virtual

void

 

polySelectMatchingItems

(
    UModel * Model
)

Public function Virtual

void

 

polySelectMatchingMaterial

(
    UWorld * InWorld,
    bool bCurrentLevelOnly
)

Selects surfaces whose material matches that of any selected surfaces.

Public function Virtual

void

 

polySelectMatchingResolution

(
    UWorld * InWorld,
    bool bCurrentLevelOnly
)

Selects surfaces whose lightmap resolution matches that of any selected surfaces.

Public function Virtual

void

 

polySelectReverse

(
    UModel * Model
)

Public function Virtual

void

 

polySelectZone

(
    UModel * Model
)

Public function Virtual

void

 

polySetAndClearPolyFlags

(
    UModel * Model,
    uint32 SetBits,
    uint32 ClearBits,
    bool SelectedOnly,
    bool UpdateMaster
)

Sets and clears all Bsp node flags. Affects all nodes, even ones that don't really exist.

Public function Virtual

void

 

polySplitOverlappingEdges

(
    TArray < FPoly >* InPolyList,
    TArray < FPoly >* InResult
)

Takes a list of polygons and creates a new list of polys which have no overlapping edges.

Public function Virtual

void

 

polyTexPan

(
    UModel * Model,
    int32 PanU,
    int32 PanV,
    int32 Absolute
)

Pan textures on selected polys. Doesn't do transaction tracking.

Public function Virtual

void

 

polyTexScale

(
    UModel * Model,
    float UU,
    float UV,
    float VU,
    float VV,
    bool Absolute
)

Scale textures on selected polys. Doesn't do transaction tracking.

Public function Virtual

void

 

polyUnionSet

(
    UModel * Model
)

Public function Virtual

void

 

polyUpdateMaster

(
    UModel * Model,
    int32 iSurf,
    bool bUpdateTexCoords,
    bool bOnlyRefreshSurfaceMaterials
)

Update a the master brush EdPoly corresponding to a newly-changed poly to reflect its new properties.

Public function Virtual

void

 

polyXorSet

(
    UModel * Model
)

Public function

bool

 

ProcessDebuggerCommands

(
    const FKey InKey,
    const FModifierKeysState ModifierKe...,
    EInputEvent EventType
)

Called when game client received input key

Public function

void

 

RebuildAlteredBSP()

Rebuilds levels containing currently selected brushes and should be invoked after a brush has been modified

Public function

void

 

RebuildLevel

(
    ULevel & Level
)

Quickly rebuilds a single level (no bounds build, visibility testing or Bsp tree optimization).

Public function

void

 

RebuildMap

(
    UWorld * InWorld,
    EMapRebuildType RebuildType
)

Rebuilds the map.

Public function

void

 

RebuildModelFromBrushes

(
    UModel * Model,
    bool bSelectedBrushesOnly,
    bool bTreatMovableBrushesAsStatic
)

Builds up a model from a set of brushes. Used by RebuildLevel.

Public function Virtual

void

 

RebuildStaticNavigableGeometry

(
    ULevel * Level
)

Turns all navigable static geometry of ULevel into polygon soup stored in passed Level (ULevel::StaticNavigableGeometry )

Public function

bool

 

RedoTransaction()

Public function

void

 

RedrawAllViewports

(
    bool bInvalidateHitProxies
)

Redraws all editor viewport clients.

Public function Virtual

void

 

RedrawLevelEditingViewports

(
    bool bInvalidateHitProxies
)

Redraws all level editing viewport clients.

Public function

void

 

RegisterForUndo

(
    FEditorUndoClient * UndoClient
)

Register a client tool to receive undo events

Public function Static

bool

 

ReimportFbxAnimation

(
    USkeleton * Skeleton,
    UAnimSequence * AnimSequence,
    UFbxAnimSequenceImportData * Im...,
    const TCHAR * InFilename
)

Reimport animation using SourceFilePath and SourceFileStamp

Public function

void

 

RemovePerspectiveViewRotation

(
    bool Roll,
    bool Pitch,
    bool Yaw
)

Remove the roll, pitch and/or yaw from the perspective viewports' cameras.

Public function Virtual

void

 

RenameObject

(
    UObject * Object,
    UObject * NewOuter,
    const TCHAR * NewName,
    ERenameFlags Flags
)

Object management.

Public function

void

 

ReplaceActors

(
    UActorFactory * Factory,
    const FAssetData & AssetData,
    const TArray < AActor * >& Acto...
)

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

Public function

void

 

ReplaceSelectedActors

(
    UActorFactory * Factory,
    const FAssetData & AssetData
)

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

Public function

void

 

RequestEndPlayMap()

Request that the current PIE/SIE session should end.

Public function

void

 

RequestLateJoin()

Request to create a new PIE window and join the currently running PIE session.

Public function

void

 

RequestPlaySession

(
    const FVector * StartLocation,
    const FRotator * StartRotation,
    bool MobilePreview,
    bool VulkanPreview,
    const FString & MobilePreviewTarget...,
    FString AdditionalStandaloneLaunchP...
)

Public function

void

 

RequestPlaySession

(
    const FString & DeviceId,
    const FString & DeviceName
)

Request to play a game on a remote device

Public function

void

 

RequestPlaySession

(
    bool bAtPlayerStart,
    TSharedPtr < class ILevelViewport > ...,
    bool bInSimulateInEditor,
    const FVector * StartLocation,
    const FRotator * StartRotation,
    int32 DestinationConsole,
    bool bUseMobilePreview,
    bool bUseVRPreview,
    bool bUseVulkanPreview
)

Makes a request to start a play from a Slate editor session

Public function

void

 

RequestToggleBetweenPIEandSIE()

Makes a request to start a play from a Slate editor session

Public function Virtual

void

 

ResetPivot()

Public function

UAudioCompon ...

 

ResetPreviewAudioComponent

(
    USoundBase * Sound,
    USoundNode * SoundNode
)

Returns an audio component linked to the current scene that it is safe to play a sound on

Public function

void

 

ResetTransaction

(
    const FText & Reason
)

Public function

void

 

RestoreRealtimeViewports()

Restores any realtime viewports that have been disabled by DisableRealtimeViewports.

Public function

void

 

RotGridSizeDecrement()

Decreased the rotational snap grid setting (will not decrease passed the minimum value)

Public function

void

 

RotGridSizeIncrement()

Increase the rotational snap grid setting (will not increase passed the maximum value)

Public function Virtual

bool

 

SafeExec

(
    UWorld * InWorld,
    const TCHAR * Cmd,
    FOutputDevice & Ar
)

Execute a command that is safe for rebuilds.

Public function

FSavePackage ...

 

Save

(
    UPackage * InOuter,
    UObject * Base,
    EObjectFlags TopLevelFlags,
    const TCHAR * Filename,
    FOutputDevice * Error,
    FLinkerLoad * Conform,
    bool bForceByteSwapping,
    bool bWarnOfLongFilename,
    uint32 SaveFlags,
    const ITargetPlatform * TargetP...,
    const FDateTime & FinalTimeStamp,
    bool bSlowTask,
    FArchiveDiffMap * InOutDiffMap
)

The editor wrapper for UPackage::Save .

Protected function

void

 

SaveEditorFeatureLevel()

Public function

bool

 

SaveMapsForPlaySession()

Asks the player to save dirty maps, if this fails it will return false and call CancelRequestPlaySession

Public function

bool

 

SavePackage

(
    UPackage * InOuter,
    UObject * Base,
    EObjectFlags TopLevelFlags,
    const TCHAR * Filename,
    FOutputDevice * Error,
    FLinkerLoad * Conform,
    bool bForceByteSwapping,
    bool bWarnOfLongFilename,
    uint32 SaveFlags,
    const ITargetPlatform * TargetP...,
    const FDateTime & FinalTimeStamp,
    bool bSlowTask
)

The editor wrapper for UPackage::SavePackage .

Public function Virtual

void

 

SelectActor

(
    AActor * Actor,
    bool bInSelected,
    bool bNotify,
    bool bSelectEvenIfHidden,
    bool bForceRefresh
)

Selection.

Public function

void

 

SelectAllActorsControlledByMatinee()

Selects all actors controlled by currently selected MatineeActor

Public function

void

 

SelectAllActorsWithClass

(
    bool bArchetype
)

Selects all actors with the same class as the current selection

Public function Virtual

void

 

SelectBSPSurf

(
    UModel * InModel,
    int32 iSurf,
    bool bSelected,
    bool bNoteSelectionChange
)

Selects or deselects a BSP surface in the persistent level's UModel .

Public function

void

 

SelectByPropertyColoration

(
    UWorld * InWorld
)

Selects actors that match the property coloration settings.

Public function Virtual

void

 

SelectComponent

(
    UActorComponent * Component,
    bool bInSelected,
    bool bNotify,
    bool bSelectEvenIfHidden
)

Public function Virtual

void

 

SelectGroup

(
    AGroupActor * InGroupActor,
    bool bForceSelection,
    bool bInSelected,
    bool bNotify
)

Public function

void

 

SelectLevelInLevelBrowser

(
    bool bDeselectOthers
)

Selects the currently selected actor(s) levels in the level browser

Public function

AActor *

 

SelectNamedActor

(
    const TCHAR * TargetActorName
)

A pointer to the named actor or NULL if not found.

Public function Virtual

void

 

SelectNone

(
    bool bNoteSelectionChange,
    bool bDeselectBSPSurfs,
    bool WarnAboutManyActors
)

Deselect all actors. Does nothing if GEdSelectionLock is true.

Protected function

void

 

SetFeatureLevelPreview

(
    const ERHIFeatureLevel::Type InPrev...
)

Call this function to change the feature level of the editor and PIE worlds

Public function

void

 

SetGridSize

(
    int32 InIndex
)

Sets the selected positional snap grid setting

Protected function

void

 

SetMaterialsFeatureLevel

(
    const ERHIFeatureLevel::Type InFeat...
)

Call this function to change the feature level for all materials

Public function

void

 

SetPIEInstanceWindowSwitchDelegate

(
    FPIEInstanceWindowSwitch PIEInstanc...
)

Sets the delegate for when the focused PIE window is changed

Public function Virtual

void

 

SetPivot

(
    FVector NewPivot,
    bool bSnapPivotToGrid,
    bool bIgnoreAxis,
    bool bAssignPivot
)

Sets the editor's pivot location, and optionally the pre-pivots of actors.

Public function

void

 

SetPreviewMeshMode

(
    bool bState
)

Changes the state of preview mesh mode to on or off.

Public function

void

 

SetPreviewPlatform

(
    const FName MaterialQualityPlatform,
    const ERHIFeatureLevel::Type Previe...,
    const bool bSaveSettings
)

Call this function to change the feature level and to override the material quality platform of the editor and PIE worlds

Public function Virtual

void

 

SetPropertyColorationTarget

(
    UWorld * InWorld,
    const FString & PropertyValue,
    UProperty * Property,
    UClass * CommonBaseClass,
    FEditPropertyChain * PropertyCh...
)

Sets property value and property chain to be used for property-based coloration.

Public function

void

 

SetRealTimeAudioVolume

(
    float VolumeLevel
)

Set user setting for audio mute. Fractional volume 0.0->1.0

Public function

void

 

SetRotGridSize

(
    int32 InIndex,
    enum ERotationGridMode InGridMode
)

Sets the selected Rotational snap grid setting

Public function

void

 

SetScaleGridSize

(
    int32 InIndex
)

Public function

void

 

SetSelectionStateOfLevel

(
    const FSelectionStateOfLevel & InSe...
)

Restore the selection state of the current level (its actors and components) from a previous state.

Public function 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.

Public function

bool

 

ShouldAbortBecauseOfPIEWorld()

If a PIE world exists, give the user the option to terminate it.

Public function

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.

Public function

bool

 

ShouldEndPlayMap()

True if there is an end play map request queued

Public function

bool

 

ShouldOpenMatinee

(
    AMatineeActor * MatineeActor
)

Show a (Suppressable) warning dialog to remind the user he is about to lose his undo buffer

Public function

bool

 

SnapObjectTo

(
    FActorOrComponent Object,
    const bool InAlign,
    const bool InUseLineTrace,
    const bool InUseBounds,
    const bool InUsePivot,
    FActorOrComponent InDestination
)

Snaps an actor in a direction.

Public function

void

 

SnapViewTo

(
    const FActorOrComponent & Object
)

Snaps the view of the camera to that of the provided actor.

Public function

bool

 

SpawnPlayFromHereStart

(
    UWorld * World,
    AActor *& PlayerStartPIE,
    const FVector & StartLocation,
    const FRotator & StartRotation
)

Spawns a PlayFromHere playerstart in the given world

true if spawn succeeded, false if failed

Public function Virtual

void

 

StartCookByTheBookInEditor

(
    const TArray < ITargetPlatform *...,
    const TArray < FString >& CookMaps,
    const TArray < FString >& CookDirec...,
    const TArray < FString >& CookCultu...,
    const TArray < FString >& IniMapSec...
)

Start cook by the book in the editor process space

Public function Virtual

void

 

StartQueuedPlayMapRequest()

Kicks off a "Play From Here" request that was most likely made during a transaction

Public function

bool

 

SupportsOnlinePIE()

True if the editor is able to launch PIE with online platform support

Public function

void

 

SyncActorLevelsToContentBrowser()

Syncs the selected actors' levels to the content browser

Public function

void

 

SyncBrowserToObjects

(
    TArray < UObject * >& InObjects...,
    bool bFocusContentBrowser
)

Synchronizes the content or generic browser's selected objects to the collection specified.

Public function

void

 

SyncBrowserToObjects

(
    TArray < struct FAssetData >& InAss...,
    bool bFocusContentBrowser
)

Public function

void

 

SyncToContentBrowser()

Syncs the selected actors objects to the content browser

Public function Virtual

void

 

TakeHighResScreenShots()

Triggers a high res screen shot for current editor viewports.

Public function Virtual

void

 

TeardownPlaySession

(
    FWorldContext & PieWorldContext
)

Destroy the current play session and perform miscellaneous cleanup

Public function

void

 

ToggleSelectedActorMovementLock()

Toggles the movement lock on selected actors so they may or may not be moved with the transform widgets

Public function

bool

 

UndoTransaction

(
    bool bCanRedo
)

Public function

void

 

UnregisterForUndo

(
    FEditorUndoClient * UndoEditor
)

Unregister a client from receiving undo events

Public function

void

 

UpdateBuildLighting()

Updates the asynchronous static light building

Public function

void

 

UpdatePreviewMesh()

Updates the position of the preview mesh in the level.

Protected function

void

 

UpdateShaderComplexityMaterials()

For some platforms (e.g. mobiles), when running in editor mode, we emulate the shaders functionality on available running GPU (e.g. DirectX), but when displaying the shader complexity we need to be able compile and extract statistics (instruction count) from the real shaders that will be compiled when the game will run on the specific platform.

Public function

bool

 

UpdateSingleViewportClient

(
    FEditorViewportClient * InViewp...,
    const bool bInAllowNonRealtimeViewp...,
    bool bLinkedOrthoMovement
)

Updates a single viewport

Public function

AActor *

 

UseActorFactory

(
    UActorFactory * Factory,
    const FAssetData & AssetData,
    const FTransform * ActorLocatio...,
    EObjectFlags ObjectFlags
)

Uses the supplied factory to create an actor at the clicked location and adds to level.

Public function

AActor *

 

UseActorFactoryOnCurrentSelection

(
    UActorFactory * Factory,
    const FTransform * InActorTrans...,
    EObjectFlags ObjectFlags
)

Uses the supplied factory to create an actor at the clicked location and adds to level.

Public function

bool

 

UsePercentageBasedScaling()

True if percentage based scaling is enabled

Public function

bool

 

WarnAboutHiddenLevels

(
    UWorld * InWorld,
    bool bIncludePersistentLvl
)

Warns the user of any hidden levels, and prompts them with a Yes/No dialog for whether they wish to continue with the operation.

Public function

bool

 

WarnIfLightingBuildIsCurrentlyRunning()

Checks if asynchronous lighting is building, if so, it throws a warning notification and returns true

Overridden from UEngine

Name Description

Public function Virtual

int32

 

BeginTransaction

(
    const TCHAR * TransactionContex...,
    const FText & Description,
    UObject * PrimaryObject
)

Public function Virtual

void

 

CancelTransaction

(
    int32 Index
)

Public function Virtual

UWorld *

 

CreatePIEWorldByDuplication

(
    FWorldContext & Context,
    UWorld * InWorld,
    FString & PlayWorldMapName
)

This should only ever be called for a EditorEngine.

Public function Virtual

int32

 

EndTransaction()

Public function Virtual

void

 

FocusNextPIEWorld

(
    UWorld * CurrentPieWorld,
    bool previous
)

Public function Virtual

bool

 

GetMapBuildCancelled()

Returns whether or not the map build in progressed was canceled by the user.

Public function Virtual

float

 

GetMaxTickRate

(
    float DeltaTime,
    bool bAllowFrameRateSmoothing
)

Get tick rate limiter.

Public function Virtual

UGameViewpor ...

 

GetNextPIEViewport

(
    UGameViewportClient * CurrentVi...
)

Public function Virtual

bool

 

GetPropertyColorationColor

(
    UObject * Object,
    FColor & OutColor
)

Computes a color to use for property coloration for the given object.

Protected function Virtual

void

 

HandleBrowseToDefaultMapFailure

(
    FWorldContext & Context,
    const FString & TextURL,
    const FString & Error
)

Attempts to gracefully handle a failure to travel to the default map.

Public function Virtual

void

 

HandleNetworkFailure

(
    UWorld * World,
    UNetDriver * NetDriver,
    ENetworkFailure::Type FailureType,
    const FString & ErrorString
)

Notification of network error messages, allows the engine to handle the failure

Public function Virtual

void

 

HandleTravelFailure

(
    UWorld * InWorld,
    ETravelFailure::Type FailureType,
    const FString & ErrorString
)

Notification of server travel error messages, generally network connection related (package verification, client server handshaking, etc) allows the engine to handle the failure

Public function Virtual

void

 

Init

(
    IEngineLoop * InEngineLoop
)

Initialize the game engine.

Initialize the engine.

Protected function Virtual

void

 

InitializeObjectReferences()

Loads all Engine object references from their corresponding config entries.

Public function 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

Public function Virtual

void

 

NotifyToolsOfObjectReplacement

(
    const TMap < UObject *, UObject ...
)

Bool bAggressiveDefaultSubobjectReplacement = false, bool bDoDelta = true);

Protected function Virtual

void

 

ProcessToggleFreezeCommand

(
    UWorld * InWorld
)

Handles freezing/unfreezing of rendering

Protected function Virtual

void

 

ProcessToggleFreezeStreamingCommand

(
    UWorld * InWorld
)

Handles frezing/unfreezing of streaming

Public function Virtual

void

 

ResetPIEAudioSetting

(
    UWorld * CurrentPieWorld
)

Public function Virtual

void

 

SetMapBuildCancelled

(
    bool InCancelled
)

Sets the flag that states whether or not the map build was canceled.

Public function Virtual

bool

 

ShouldDrawBrushWireframe

(
    AActor * InActor
)

Allows the editor to accept or reject the drawing of wire frame brush shapes based on mode and tool.

Public function Virtual

bool

 

ShouldThrottleCPUUsage()

True to throttle CPU usage based on current state (usually editor minimized or not in foreground)

Public function Virtual

void

 

Tick

(
    float DeltaSeconds,
    bool bIdleMode
)

!UE_BUILD_SHIPPING

Public function Virtual

bool

 

WorldIsPIEInNewViewport

(
    UWorld * InWorld
)

Overridden from UObject

Name Description

Public function Virtual

void

 

FinishDestroy()

Called to finish destroying the object.

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent & PropertyCha...
)

Called when a property on this object has been modified externally

Overridden from FExec

Name Description

Public function Virtual

bool

 

Exec

(
    UWorld * InWorld,
    const TCHAR * Cmd,
    FOutputDevice & Ar
)

Exec handler

true if command was handled, false otherwise

Classes

Name

Description

Public class

FBlueprintCompiledEvent

Called when a Blueprint compile is completed.

Public class

FBlueprintPreCompileEvent

Called prior to a Blueprint compile

Public class

FBlueprintReinstanced

Called by the blueprint compiler after a blueprint has been compiled and all instances replaced, but prior to garbage collection.

Public class

FClassPackageLoadedOrUnloadedEvent

Called when a package with data-driven classes becomes loaded or unloaded

Public class

FHLODActorAddedEvent

Editor-only event triggered when a HLOD Actor is added to a cluster

Public class

FHLODActorMarkedDirtyEvent

Editor-only event triggered when a HLOD Actor is marked dirty

Public class

FHLODActorMovedEvent

Editor-only event triggered when a HLOD Actor is moved between clusters

Public class

FHLODActorRemovedFromClusterEvent

Public class

FHLODLevelsArrayChangedEvent

Editor-only event triggered when a HLOD level is added or removed

Public class

FHLODMeshBuildEvent

Editor-only event triggered when a HLOD Actor's mesh is build

Public class

FHLODTransitionScreenSizeChangedEvent

Editor-only event triggered when a HLOD Actor is marked dirty

Public class

FObjectReimported

Called when an object is reimported.

Public class

FObjectsReplacedEvent

Public class

FOnBeginTransformCamera

Editor-only event triggered before the camera viewed through the viewport is moved by an editor system

Public class

FOnBeginTransformObject

Editor-only event triggered before an actor or component is moved, rotated or scaled by an editor system

Public class

FOnEndTransformCamera

Editor-only event triggered after the camera viewed through the viewport has been moved by an editor system

Public class

FOnEndTransformObject

Editor-only event triggered after actor or component has moved, rotated or scaled by an editor system

Enums

Name

Description

Public enum

EMapRebuildType

Rebuilds the map.

Public enum

EMousePositionType

Used for generating status bar text

Typedefs

Name

Description

FPIEInstanceWindowSwitch

FSelectCommand

Delegate definition for the execute function that follows

FSelectInWorldCommand

FShouldOpenMatineeCallback

Gets a delegate that is executed when a matinee is requested to be opened

ReplacementObjectMap

Called when uobjects have been replaced to allow others a chance to fix their references.

References

Module

UnrealEd

Header

Editor/UnrealEd/Classes/Editor/EditorEngine.h