Language:
Discover
By Skill Level
By Category

UEditorWorldExtension

Choose your OS:

Inheritance Hierarchy

Syntax

class UEditorWorldExtension : public UObject

Variables

Name Description

Protected variable

UEditorWorldExt ...

 

OwningExtensionsCollection

The collection of extensions that is owning this extension

Constructors

Name Description

Public function

UEditorWorldExtension()

Default constructor

UEditorExtension

Destructors

Name Description

Public function Virtual

~UEditorWorldExtension()

Default destructor

Functions

Name Description

Public function

void

 

DestroyTransientActor

(
    AActor * Actor
)

Destroys a transient actor we created earlier

Protected function Virtual

void

 

EnteredSimulateInEditor()

Give child class a chance to act on entering simulate mode

Public function

bool

 

ExecCommand

(
    const FString & InCommand
)

Executes command

Public function Virtual

UWorld *

 

GetLastEditorWorld()

Gets the world owning this extension's non-PIE valid actors when current world is a play world

Public function

UEditorWorld ...

 

GetOwningCollection()

Get the owning collection of extensions

Public function Virtual

UWorld *

 

GetWorld()

Gets the world owning this extension

Public function Virtual

void

 

Init()

Initialize extension

Public function Virtual

bool

 

InputAxis

(
    FEditorViewportClient * InViewp...,
    FViewport * Viewport,
    int32 ControllerId,
    FKey Key,
    float Delta,
    float DeltaTime
)

Public function Virtual

bool

 

InputKey

(
    FEditorViewportClient * InViewp...,
    FViewport * Viewport,
    FKey Key,
    EInputEvent Event
)

Public function

bool

 

IsActive()

If this extension is currently being ticked.

Protected function Virtual

void

 

LeftSimulateInEditor

(
    UWorld * SimulateWorld
)

Give child class a chance to act on leaving simulate mode

Public function

void

 

SetActive

(
    const bool bInActive
)

Sets if this extension should be ticked.

Public function Virtual

void

 

Shutdown()

Shut down extension when world is destroyed

Public function

T *

 

SpawnTransientSceneActor

(
    const FString & ActorName,
    const bool bWithSceneComponent,
    const EObjectFlags InObjectFlags,
    const bool bValidForPIE
)

Spawns a transient actor that we can use in the current world of this extension (templated for convenience)

Public function

AActor *

 

SpawnTransientSceneActor

(
    TSubclassOf < AActor > ActorClass,
    const FString & ActorName,
    const bool bWithSceneComponent,
    const EObjectFlags InObjectFlags,
    const bool bValidForPIE
)

Spawns a transient actor that we can use in the current world of this extension

Public function Virtual

void

 

Tick

(
    float DeltaSeconds
)

Give base class the chance to tick

Protected function Virtual

void

 

TransitionWorld

(
    UWorld * NewWorld,
    EEditorWorldExtensionTransitionStat ...
)

Reparent actors to a new world

References

Module

UnrealEd

Header

Editor/UnrealEd/Public/EditorWorldExtension.h