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FEditorDelegates

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Syntax

struct FEditorDelegates

Remarks

FEditorDelegates Delegates used by the editor.

Typedefs

Name

Description

FOnAddLevelToWorld

Delegate type for when a new level is added to the world

FOnApplyObjectToActor

Delegate type for when attempting to apply an object to an actor

FOnAssetDragStarted

Delegate type for when a user starts dragging something out of content browser (can be multiple assets)

FOnAssetPostImport

Delegate type fired when new assets have been (re-)imported.

FOnAssetPreImport

Delegate type fired when new assets are being (re-)imported.

FOnAssetReimport

Delegate type fired when new assets have been reimported.

FOnAssetsDeleted

Delegate type for when one or more assets have been deleted

FOnAssetsPreDelete

Delegate type for when a user requests to delete certain assets...

FOnDollyPerspectiveCamera

Delegate type for dollying/zooming editor camera movement

FOnEditorCameraMoved

Delegate type for editor camera movement

FOnEditorModeTransitioned

Delegate used for entering or exiting an editor mode

FOnFinishPickingBlueprintClass

Delegate type for finishing up construction of a new blueprint

FOnFitTextureToSurface

Delegate type for when a texture is fit to surface

FOnFocusViewportOnActors

Delegate type for triggering when focusing on a set of actors

FOnGridSnappingChanged

Delegate type for triggering when grid snapping has changed

FOnMapChanged

Delegate type for map change events ( Params: uint32 MapChangeFlags (MapChangeEventFlags) )

FOnMapOpened

Delegate type for triggering when a map is opened

FOnModeChanged

Delegate type for editor mode change events ( Params: FEditorModeID NewMode )

FOnNewActorsDropped

Delegate type for triggering when new actors are dropped on to the viewport

FOnNewAssetCreation

Delegate type for beginning or finishing configuration of the properties of a new asset

FOnPIEEvent

Delegate for a PIE event (begin, end, pause/resume, etc) (Params: bool bIsSimulating)

FOnPostSaveWorld

Delegate type for post save world events ( uint32 SaveFlags, UWorld* World, bool bSuccess )

FOnPreSaveWorld

Delegate type for pre save world events ( uint32 SaveFlags, UWorld* World )

FOnStandaloneLocalPlayEvent

Delegate for a standalone local play event (Params: uint32 processID)

Constants

Name

Description

ActorPropertiesChange

Called when properties of an actor have changed

BeginPIE

Sent when a PIE session is beginning (but hasn't actually started yet)

BeginStandaloneLocalPlay

Sent when PC local play session is starting

ChangeEditorMode

Called when the editor mode is changed

DisplayLoadErrors

Called when load errors are about to be displayed

EditorModeEnter

Called when an editor mode is being entered

EditorModeExit

Called when an editor mode is being exited

EndPIE

Sent when a PIE session is ending

FitTextureToSurface

Fits the currently assigned texture to the selected surfaces

LayerChange

Called when an actor is added to a layer

LoadSelectedAssetsIfNeeded

Called when an action is performed which interacts with the content browser; load any selected assets which aren't already loaded

MapChange

Called when the map has changed

NewCurrentLevel

Called when the CurrentLevel is switched to a new level.

OnActionAxisMappingsChanged

Called when Action or Axis mappings have been changed

OnAddLevelToWorld

Called from FEditorUtils::AddLevelToWorld after the level is added successfully to the world.

OnApplyObjectToActor

Called when when attempting to apply an object to an actor (via drag drop)

OnAssetDragStarted

Called when a user starts dragging something out of content browser (can be multiple assets)

OnAssetPostImport

Called when new assets have been (re-)imported.

OnAssetPreImport

Called when new assets are being (re-)imported.

OnAssetReimport

Called after an asset has been reimported

OnAssetsDeleted

Called when one or more assets have been deleted

OnAssetsPreDelete

Called when the user requests certain assets be deleted (DOES NOT imply that the asset will be deleted... the user could cancel)

OnConfigureNewAssetProperties

Called when beginning configuration of a new asset

OnDollyPerspectiveCamera

Called when the editor camera is moved

OnEditorCameraMoved

Called when the editor camera is moved

OnFinishPickingBlueprintClass

Called when finishing picking a new blueprint class during construction

OnFocusViewportOnActors

Called when focusing viewport on a set of actors

OnGridSnappingChanged

Called when grid snapping is changed

OnLightingBuildFailed

Called when a lighting build has failed (maybe called twice if cancelled)

OnLightingBuildKept

Called when a lighting build has been kept

OnLightingBuildStarted

Called when a lighting build has started

OnLightingBuildSucceeded

Called when a lighting build has succeeded

OnMapOpened

Called when a map is opened, giving map name, and whether it was a template

OnNewActorsDropped

Called when new actors are dropped on to the viewport

OnNewAssetCreated

Called when finishing configuration of a new asset

OnPreSwitchBeginPIEAndSIE

Sent just before the user switches between from PIE to SIE, or vice-versa.

OnShutdownPostPackagesSaved

Called on editor shutdown after packages have been successfully saved

OnSwitchBeginPIEAndSIE

Sent after the user switches between from PIE to SIE, or vice-versa.

PausePIE

Sent when a PIE session is paused

PostLandscapeLayerUpdated

Called after Landscape layer infomap update have completed

PostPIEStarted

Sent when a PIE session has fully started and after BeginPlay() has been called

PostSaveWorld

Called after SaveWorld is processed

PreBeginPIE

Sent when a PIE session is beginning (before we decide if PIE can run - allows clients to avoid blocking PIE)

PrePIEEnded

Sent when a PIE session is ending, before anything else happens

PreSaveWorld

Called before SaveWorld is processed

PropertySelectionChange

Within a property window, the currently selected item was changed.

RefreshAllBrowsers

Called when all browsers need to be refreshed

RefreshEditor

Called when the editor needs to be refreshed

RefreshLayerBrowser

Called when the layer browser need to be refreshed

RefreshLevelBrowser

Called when the level browser need to be refreshed

RefreshPrimitiveStatsBrowser

Called when the primitive stats browser need to be refreshed

ResumePIE

Sent when a PIE session is resumed

SelectedProps

Sent when requesting to display the properties of selected actors or BSP surfaces

SingleStepPIE

Sent when a PIE session is single-stepped

SurfProps

Surfprops changed

References

Module

UnrealEd

Header

Editor/UnrealEd/Public/Editor.h