className
stringlengths
1
167
headerPath
stringlengths
14
166
description
stringlengths
0
1.62k
module
stringlengths
3
36
code
stringlengths
0
11.4k
variables
listlengths
0
395
FWorldPartitionActorFilterItemBase::CanInteract
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/Filter/WorldPartitionActorFilterTreeItems.h
Check whether it should be possible to interact with this tree item
WorldPartitionEditor
virtual bool CanInteract() const
[]
FWorldPartitionActorFilterItemBase::GenerateLabelWidget
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/Filter/WorldPartitionActorFilterTreeItems.h
Generate the label widget for this item
WorldPartitionEditor
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GenerateLabelWidget ( [ISceneOutliner](API\Editor\SceneOutliner\ISceneOutliner) & Outliner, const [STableRow](API\Runtime\Slate\Widgets\Views\STableRow)< FSceneOutlinerTreeItemPtr > & InRow )
[]
FWorldPartitionActorFilterItemBase::GetIconClass
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/Filter/WorldPartitionActorFilterTreeItems.h
WorldPartitionEditor
[UClass](API\Runtime\CoreUObject\UObject\UClass) * GetIconClass() const
[]
Type
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/Filter/WorldPartitionActorFilterTreeItems.h
WorldPartitionEditor
static const [FSceneOutlinerTreeItemType](API\Editor\SceneOutliner\FSceneOutlinerTreeItemType) Type;
[]
FWorldPartitionActorFilterItemBase::FWorldPartitionActorFilterItemBase
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/Filter/WorldPartitionActorFilterTreeItems.h
WorldPartitionEditor
FWorldPartitionActorFilterItemBase ( [FSceneOutlinerTreeItemType](API\Editor\SceneOutliner\FSceneOutlinerTreeItemType) InType )
[]
FWorldPartitionActorFilterItemBase
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/Filter/WorldPartitionActorFilterTreeItems.h
WorldPartitionEditor
struct FWorldPartitionActorFilterItemBase : public [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem)
[]
FWorldPartitionActorFilterMode::Apply
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/Filter/WorldPartitionActorFilterMode.h
WorldPartitionEditor
void Apply ( [FWorldPartitionActorFilter](API\Runtime\Engine\WorldPartition\Filter\FWorldPartitionActorFilter) & InOutResult ) const
[]
FWorldPartitionActorFilterMode::CreateHierarchy
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/Filter/WorldPartitionActorFilterMode.h
WorldPartitionEditor
virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ISceneOutlinerHierarchy](API\Editor\SceneOutliner\ISceneOutlinerHierarchy) > CreateHierarchy()
[]
FWorldPartitionActorFilterMode::FFilter::Apply
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/Filter/WorldPartitionActorFilterMode.h
WorldPartitionEditor
void Apply &40; FWorldPartitionActorFilter &42; Result &41; const
[]
FDataLayerFilters
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/Filter/WorldPartitionActorFilterMode.h
WorldPartitionEditor
typedef [TMap](API\Runtime\Core\Containers\TMap)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath), [FDataLayerFilter](API\Editor\WorldPartitionEditor\WorldPartition\Filter\FWorldPartitionA-_5\FFilter\FDataLayerFilter) > FDataLayerFilters
[]
FWorldPartitionActorFilterMode::FFilter::FDataLayerFilter::FDataLayerFilter
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/Filter/WorldPartitionActorFilterMode.h
WorldPartitionEditor
FDataLayerFilter&40;&41;
[]
FWorldPartitionActorFilterMode::FFilter::FDataLayerFilter::FDataLayerFilter
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/Filter/WorldPartitionActorFilterMode.h
WorldPartitionEditor
FDataLayerFilter &40; bool bInOverride, bool bInIncluded &41;
[]
FDataLayerFilter
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/Filter/WorldPartitionActorFilterMode.h
FDataLayerFilter( bool bInOverride,bool bInIncluded)
WorldPartitionEditor
struct FDataLayerFilter
[]
FWorldPartitionActorFilterMode::FFilter::FFilter
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/Filter/WorldPartitionActorFilterMode.h
WorldPartitionEditor
FFilter &40; TSharedPtr< FWorldPartitionActorFilter > LevelFilter, const TArray< const FWorldPartitionActorFilter &42; > & SelectedFilters &41;
[]
FFilter
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/Filter/WorldPartitionActorFilterMode.h
Struct holding multi selection values that might be null if they differ between actors
WorldPartitionEditor
class FFilter
[]
FWorldPartitionActorFilterMode::FindChecked
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/Filter/WorldPartitionActorFilterMode.h
WorldPartitionEditor
[FFilter::FDataLayerFilters](API\Editor\WorldPartitionEditor\WorldPartition\Filter\FWorldPartitionA-_5\FFilter\FDataLayerFilter-) & FindChecked ( const [FWorldPartitionActorFilter](API\Runtime\Engine\WorldPartition\Filter\FWorldPartitionActorFilter) * InFilter ) const
[]
FWorldPartitionActorFilterMode::GetFilter
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/Filter/WorldPartitionActorFilterMode.h
WorldPartitionEditor
const [FWorldPartitionActorFilter](API\Runtime\Engine\WorldPartition\Filter\FWorldPartitionActorFilter) * GetFilter() const
[]
FWorldPartitionActorFilterMode::GetTypeSortPriority
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/Filter/WorldPartitionActorFilterMode.h
Get the sort priority of an item
WorldPartitionEditor
virtual int32 GetTypeSortPriority ( const [ISceneOutlinerTreeItem](API\Editor\SceneOutliner\ISceneOutlinerTreeItem) & Item ) const
[]
FWorldPartitionActorFilterMode::Rebuild
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/Filter/WorldPartitionActorFilterMode.h
Rebuild all mode data
WorldPartitionEditor
virtual void Rebuild()
[]
FWorldPartitionActorFilterMode
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/Filter/WorldPartitionActorFilterMode.h
WorldPartitionEditor
class FWorldPartitionActorFilterMode : public [ISceneOutlinerMode](API\Editor\SceneOutliner\ISceneOutlinerMode)
[]
FWorldPartitionActorFilterMode::FWorldPartitionActorFilterMode
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/Filter/WorldPartitionActorFilterMode.h
WorldPartitionEditor
FWorldPartitionActorFilterMode ( [SSceneOutliner](API\Editor\SceneOutliner\SSceneOutliner) * InSceneOutliner, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FFilter](API\Editor\WorldPartitionEditor\WorldPartition\Filter\FWorldPartitionA-_5\FFilter) > InFilter )
[]
FWorldPartitionActorFilterPropertyTypeCustomization::CustomizeChildren
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/Filter/WorldPartitionActorFilterPropertyTypeCustomization.h
Called when the children of the property should be customized or extra rows added
WorldPartitionEditor
virtual void CustomizeChildren ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle, [IDetailChildrenBuilder](API\Editor\PropertyEditor\IDetailChildrenBuilder) & ChildBuilder, [IPropertyTypeCustomizationUtils](API\Editor\PropertyEditor\IPropertyTypeCustomizationUtils) & CustomizationUtils )
[]
FWorldPartitionActorFilterPropertyTypeCustomization::CustomizeHeader
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/Filter/WorldPartitionActorFilterPropertyTypeCustomization.h
Called when the header of the property (the row in the details panel where the property is shown) If nothing is added to the row, the header is not displayed
WorldPartitionEditor
virtual void CustomizeHeader ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle, [FDetailWidgetRow](API\Editor\PropertyEditor\FDetailWidgetRow) & HeaderRow, [IPropertyTypeCustomizationUtils](API\Editor\PropertyEditor\IPropertyTypeCustomizationUtils) & CustomizationUtils )
[]
FWorldPartitionActorFilterPropertyTypeCustomization
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/Filter/WorldPartitionActorFilterPropertyTypeCustomization.h
Registered (FLevelInstanceEditorModule::StartupModule) Property Customization for properties of typeFWorldPartitionActorFilter.
WorldPartitionEditor
struct FWorldPartitionActorFilterPropertyTypeCustomization : public [IPropertyTypeCustomization](API\Editor\PropertyEditor\IPropertyTypeCustomization)
[]
UHLODLayerFactory::FactoryCreateNew
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/HLOD/HLODLayerFactory.h
Create a new object by class. The new object.
WorldPartitionEditor
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )
[]
UHLODLayerFactory::UHLODLayerFactory
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/HLOD/HLODLayerFactory.h
WorldPartitionEditor
UHLODLayerFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UHLODLayerFactory
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/HLOD/HLODLayerFactory.h
WorldPartitionEditor
class UHLODLayerFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
[]
FWorldPartitionActorFilterPropertyTypeCustomization::~FWorldPartitionActorFilterPropertyTypeCustomization
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/Filter/WorldPartitionActorFilterPropertyTypeCustomization.h
WorldPartitionEditor
~FWorldPartitionActorFilterPropertyTypeCustomization()
[]
SWorldPartitionEditorGridSpatialHash::Construct
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGridSpatialHash.h
WorldPartitionEditor
void Construct ( const [FArguments](API\Editor\WorldPartitionEditor\WorldPartition\SWorldPartitionE-\FArguments) & InArgs )
[]
SWorldPartitionEditorGridSpatialHash::FArguments::InWorld
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGridSpatialHash.h
WorldPartitionEditor
WidgetArgsType & InWorld &40; UWorld &42; InArg &41;
[]
SWorldPartitionEditorGridSpatialHash::CreateInstance
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGridSpatialHash.h
WorldPartitionEditor
static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWorldPartitionEditorGrid](API\Editor\WorldPartitionEditor\WorldPartition\SWorldPartitionEditorGrid) > CreateInstance ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWorldPartitionEditorGrid](API\Editor\WorldPartitionEditor\WorldPartition\SWorldPartitionEditorGrid) > & InPtr, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )
[]
WidgetArgsType
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGridSpatialHash.h
WorldPartitionEditor
typedef FArguments WidgetArgsType
[]
SWorldPartitionEditorGridSpatialHash::FArguments::FArguments
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGridSpatialHash.h
WorldPartitionEditor
FArguments&40;&41;
[]
FArguments
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGridSpatialHash.h
WorldPartitionEditor
struct FArguments : public [TSlateBaseNamedArgs< SWorldPartitionEditorGridSpatialHash >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)
[]
SWorldPartitionEditorGridSpatialHash::GetSelectionSnap
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGridSpatialHash.h
WorldPartitionEditor
virtual int64 GetSelectionSnap() const
[]
SWorldPartitionEditorGridSpatialHash::GetSelectionSnap
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGridSpatialHash.h
WorldPartitionEditor
int64 GetSelectionSnap &40; float & FadeRatio, float & CellScreenSize &41; const
[]
SWorldPartitionEditorGridSpatialHash::PaintGrid
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGridSpatialHash.h
WorldPartitionEditor
virtual int32 PaintGrid ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & MyCullingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & OutDrawElements, int32 LayerId ) const
[]
WantedCellScreenSize
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGridSpatialHash.h
WorldPartitionEditor
static float WantedCellScreenSize = 64.0f;
[]
SWorldPartitionEditorGridSpatialHash
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGridSpatialHash.h
WorldPartitionEditor
class SWorldPartitionEditorGridSpatialHash : public [SWorldPartitionEditorGrid2D](API\Editor\WorldPartitionEditor\WorldPartition\SWorldPartitionEditorGrid2D)
[]
SWorldPartitionEditor::Construct
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditor.h
WorldPartitionEditor
void Construct ( const [FArguments](API\Editor\WorldPartitionEditor\WorldPartition\SWorldPartitionEditor\FArguments) & InArgs )
[]
SWorldPartitionEditor::FArguments::InWorld
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditor.h
WorldPartitionEditor
WidgetArgsType & InWorld &40; UWorld &42; InArg &41;
[]
WidgetArgsType
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditor.h
WorldPartitionEditor
typedef FArguments WidgetArgsType
[]
SWorldPartitionEditor::FArguments::FArguments
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditor.h
WorldPartitionEditor
FArguments&40;&41;
[]
FArguments
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditor.h
WorldPartitionEditor
struct FArguments : public [TSlateBaseNamedArgs< SWorldPartitionEditor >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)
[]
SWorldPartitionEditor::Reconstruct
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditor.h
WorldPartitionEditor
virtual void Reconstruct()
[]
SWorldPartitionEditor::FocusBox
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditor.h
WorldPartitionEditor
virtual void FocusBox ( const FBox & Box ) const
[]
SWorldPartitionEditor::Refresh
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditor.h
WorldPartitionEditor
virtual void Refresh()
[]
SWorldPartitionEditor::~SWorldPartitionEditor
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditor.h
WorldPartitionEditor
~SWorldPartitionEditor()
[]
SWorldPartitionEditor
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditor.h
WorldPartitionEditor
class SWorldPartitionEditor : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget), public [IWorldPartitionEditor](API\Runtime\Engine\WorldPartition\IWorldPartitionEditor)
[]
SWorldPartitionEditorGrid::ComputeDesiredSize
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid.h
Note thatComputeDesiredSize()is meant as an aide to the developer. It is NOT meant to be very robust in many cases. If your widget is simulating a bouncing ball, you should just return a reasonable size; e.g. 160x160. Let the programmer set up a reasonable rule of resizing the bouncy ball simulation. The desired size.
WorldPartitionEditor
virtual FVector2D ComputeDesiredSize ( float LayoutScaleMultiplier ) const
[]
SWorldPartitionEditorGrid::Construct
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid.h
WorldPartitionEditor
void Construct ( const [FArguments](API\Editor\WorldPartitionEditor\WorldPartition\SWorldPartitionEditorGrid\FArguments) & InArgs )
[]
SWorldPartitionEditorGrid::CreateInstance
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid.h
WorldPartitionEditor
static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWorldPartitionEditorGrid](API\Editor\WorldPartitionEditor\WorldPartition\SWorldPartitionEditorGrid) > CreateInstance ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWorldPartitionEditorGrid](API\Editor\WorldPartitionEditor\WorldPartition\SWorldPartitionEditorGrid) > & InPtr, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )
[]
SWorldPartitionEditorGrid::FArguments::InWorld
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid.h
WorldPartitionEditor
WidgetArgsType & InWorld &40; UWorld &42; InArg &41;
[]
SWorldPartitionEditorGrid::FArguments::FArguments
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid.h
WorldPartitionEditor
FArguments&40;&41;
[]
FArguments
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid.h
WorldPartitionEditor
struct FArguments : public [TSlateBaseNamedArgs< SWorldPartitionEditorGrid >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)
[]
SWorldPartitionEditorGrid::GetChildren
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid.h
Should be renamed to GetVisibleChildren (not ALL children will be returned in all cases).
WorldPartitionEditor
virtual [FChildren](API\Runtime\SlateCore\Layout\FChildren) * GetChildren()
[]
SWorldPartitionEditorGrid::FocusBox
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid.h
WorldPartitionEditor
virtual void FocusBox ( const FBox & Box ) const
[]
SWorldPartitionEditorGrid::GetObserverView
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid.h
WorldPartitionEditor
bool GetObserverView ( FVector & Location, FRotator & Rotation ) const
[]
SWorldPartitionEditorGrid::GetPartitionEditorGridCreateInstanceFunc
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid.h
WorldPartitionEditor
static [PartitionEditorGridCreateInstanceFunc](API\Runtime\Core\GenericPlatform\TFunction) GetPartitionEditorGridCreateInstanceFunc ( [FName](API\Runtime\Core\UObject\FName) Name )
[]
WidgetArgsType
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid.h
WorldPartitionEditor
typedef FArguments WidgetArgsType
[]
SWorldPartitionEditorGrid::GetPlayerView
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid.h
WorldPartitionEditor
bool GetPlayerView ( FVector & Location, FRotator & Rotation ) const
[]
SWorldPartitionEditorGrid::GetWorld
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid.h
WorldPartitionEditor
[UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld()
[]
SWorldPartitionEditorGrid::GetWorld
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid.h
WorldPartitionEditor
const [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const
[]
SWorldPartitionEditorGrid::GetWorldPartition
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid.h
WorldPartitionEditor
const [UWorldPartition](API\Runtime\Engine\WorldPartition\UWorldPartition) * GetWorldPartition() const
[]
SWorldPartitionEditorGrid::GetWorldPartition
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid.h
WorldPartitionEditor
[UWorldPartition](API\Runtime\Engine\WorldPartition\UWorldPartition) * GetWorldPartition()
[]
SWorldPartitionEditorGrid::OnArrangeChildren
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid.h
Compute the Geometry of all the children and add populate the ArrangedChildren list with their values. Each type of Layout panel should arrange children based on desired behavior.
WorldPartitionEditor
virtual void OnArrangeChildren ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, [FArrangedChildren](API\Runtime\SlateCore\Layout\FArrangedChildren) & ArrangedChildren ) const
[]
PartitionEditorGridCreateInstanceFunc
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid.h
WorldPartitionEditor
typedef [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWorldPartitionEditorGrid](API\Editor\WorldPartitionEditor\WorldPartition\SWorldPartitionEditorGrid) >[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWorldPartitionEditorGrid](API\Editor\WorldPartitionEditor\WorldPartition\SWorldPartitionEditorGrid) > &, [UWorld](API\Runtime\Engine\Engine\UWorld) *)> PartitionEditorGridCreateInstanceFunc
[]
PartitionEditorGridCreateInstanceFactory
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid.h
WorldPartitionEditor
static [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [PartitionEditorGridCreateInstanceFunc](API\Runtime\Core\GenericPlatform\TFunction) > PartitionEditorGridCreateInstanceFactory;
[]
SWorldPartitionEditorGrid::Refresh
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid.h
WorldPartitionEditor
void Refresh()
[]
SWorldPartitionEditorGrid::RegisterPartitionEditorGridCreateInstanceFunc
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid.h
Interface to register world partition editors.
WorldPartitionEditor
static void RegisterPartitionEditorGridCreateInstanceFunc ( [FName](API\Runtime\Core\UObject\FName) Name, [PartitionEditorGridCreateInstanceFunc](API\Runtime\Core\GenericPlatform\TFunction) CreateFunc )
[]
SWorldPartitionEditorGrid::SWorldPartitionEditorGrid
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid.h
WorldPartitionEditor
SWorldPartitionEditorGrid()
[]
SWorldPartitionEditorGrid
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid.h
Base class for world partition editors (goes hand in hand with correspondingUWorldPartitionclass via GetWorldPartitionEditorName)
WorldPartitionEditor
class SWorldPartitionEditorGrid : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)
[]
SWorldPartitionEditorGrid2D::BugItHere
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
WorldPartitionEditor
void BugItHere()
[]
SWorldPartitionEditorGrid2D::ClearSelection
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
WorldPartitionEditor
void ClearSelection()
[]
SWorldPartitionEditorGrid2D::Construct
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
WorldPartitionEditor
void Construct ( const [FArguments](API\Editor\WorldPartitionEditor\WorldPartition\SWorldPartitionEditorGrid\FArguments) & InArgs )
[]
SWorldPartitionEditorGrid2D::ConvertSelectedRegionsToActors
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
WorldPartitionEditor
void ConvertSelectedRegionsToActors()
[]
SWorldPartitionEditorGrid2D::CreateRegionFromSelection
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
WorldPartitionEditor
void CreateRegionFromSelection()
[]
SWorldPartitionEditorGrid2D::DrawTextLabel
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
WorldPartitionEditor
int32 DrawTextLabel ( [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & OutDrawElements, int32 LayerId, const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const [FString](API\Runtime\Core\Containers\FString) & Label, const FVector2D & Pos, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Color, const [FSlateFontInfo](API\Runtime\SlateCore\Fonts\FSlateFontInfo) & Font ) const
[]
SWorldPartitionEditorGrid2D::FEditorCommands::RegisterCommands
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
Initialize commands
WorldPartitionEditor
virtual void RegisterCommands&40;&41;
[]
SWorldPartitionEditorGrid2D::FEditorCommands::FEditorCommands
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
WorldPartitionEditor
FEditorCommands&40;&41;
[]
FEditorCommands
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
WorldPartitionEditor
class FEditorCommands : public [TCommands< FEditorCommands >](API\Runtime\Slate\Framework\Commands\TCommands)
[ { "type": "TSharedPtr<FUI...", "name": "BugItHere", "description": "" }, { "type": "TSharedPtr<FUI...", "name": "ConvertSelectedRegionsToActors", "description": "" }, { "type": "TSharedPtr<FUI...", "name": "CreateRegionFromSelection", "description": "" }, { "type": "TSharedPtr<FUI...", "name": "LoadFromHere", "description": "" }, { "type": "TSharedPtr<FUI...", "name": "LoadSelectedRegions", "description": "" }, { "type": "TSharedPtr<FUI...", "name": "MoveCameraHere", "description": "" }, { "type": "TSharedPtr<FUI...", "name": "PlayFromHere", "description": "" }, { "type": "TSharedPtr<FUI...", "name": "UnloadHoveredRegion", "description": "" }, { "type": "TSharedPtr<FUI...", "name": "UnloadSelectedRegions", "description": "" } ]
SWorldPartitionEditorGrid2D::FKeyFuncs::GetKeyHash
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
WorldPartitionEditor
static uint32 GetKeyHash &40; KeyInitType Key &41;
[]
SWorldPartitionEditorGrid2D::FKeyFuncs::Matches
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
WorldPartitionEditor
static bool Matches &40; KeyInitType A, KeyInitType B &41;
[]
SWorldPartitionEditorGrid2D::FKeyFuncs::GetSetKey
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
WorldPartitionEditor
static KeyInitType GetSetKey &40; ElementInitType Entry &41;
[]
FKeyFuncs
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
WorldPartitionEditor
struct FKeyFuncs : public [BaseKeyFuncs< TWeakInterfacePtr< IWorldPartitionActorLoaderInterface >, TWeakInterfacePtr< IWorldPartitionActorLoaderInterface >, false >](API\Runtime\Core\Containers\BaseKeyFuncs)
[]
FLoaderInterfaceSet
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
WorldPartitionEditor
typedef [TSet](API\Runtime\Core\Containers\TSet)< [FLoaderInterface](API\Editor\WorldPartitionEditor\WorldPartition\SWorldPartitionEditorGrid2D\FLoaderInterface), [FKeyFuncs](API\Editor\WorldPartitionEditor\WorldPartition\SWorldPartitionEditorGrid2D\FKeyFuncs) > FLoaderInterfaceSet
[]
FLoaderInterfaceStack
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
WorldPartitionEditor
typedef [TArray](API\Runtime\Core\Containers\TArray)< [FLoaderInterface](API\Editor\WorldPartitionEditor\WorldPartition\SWorldPartitionEditorGrid2D\FLoaderInterface) > FLoaderInterfaceStack
[]
FLoaderInterface
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
WorldPartitionEditor
typedef [TWeakInterfacePtr](API\Runtime\CoreUObject\UObject\TWeakInterfacePtr)< [IWorldPartitionActorLoaderInterface](API\Runtime\Engine\WorldPartition\IWorldPartitionActorLoaderInterf-) > FLoaderInterface
[]
SWorldPartitionEditorGrid2D::FocusBox
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
WorldPartitionEditor
virtual void FocusBox ( const FBox & Box ) const
[]
SWorldPartitionEditorGrid2D::FocusLoadedRegions
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
WorldPartitionEditor
virtual [FReply](API\Runtime\SlateCore\Input\FReply) FocusLoadedRegions()
[]
SWorldPartitionEditorGrid2D::FocusSelection
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
WorldPartitionEditor
virtual [FReply](API\Runtime\SlateCore\Input\FReply) FocusSelection()
[]
SWorldPartitionEditorGrid2D::GetChildren
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
Should be renamed to GetVisibleChildren (not ALL children will be returned in all cases).
WorldPartitionEditor
virtual [FChildren](API\Runtime\SlateCore\Layout\FChildren) * GetChildren()
[]
SWorldPartitionEditorGrid2D::GetSelectionSnap
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
WorldPartitionEditor
virtual int64 GetSelectionSnap() const
[]
SWorldPartitionEditorGrid2D::IsFollowPlayerInPIE
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
WorldPartitionEditor
bool IsFollowPlayerInPIE() const
[]
SWorldPartitionEditorGrid2D::IsInteractive
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
WorldPartitionEditor
bool IsInteractive() const
[]
SWorldPartitionEditorGrid2D::LoadFromHere
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
WorldPartitionEditor
void LoadFromHere()
[]
SWorldPartitionEditorGrid2D::LoadSelectedRegions
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
WorldPartitionEditor
void LoadSelectedRegions()
[]
SWorldPartitionEditorGrid2D::MoveCameraHere
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
WorldPartitionEditor
void MoveCameraHere()
[]
SWorldPartitionEditorGrid2D::OnArrangeChildren
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
Compute the Geometry of all the children and add populate the ArrangedChildren list with their values. Each type of Layout panel should arrange children based on desired behavior.
WorldPartitionEditor
virtual void OnArrangeChildren ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, [FArrangedChildren](API\Runtime\SlateCore\Layout\FArrangedChildren) & ArrangedChildren ) const
[]
SWorldPartitionEditorGrid2D::OnCursorQuery
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
The system asks each widget under the mouse to provide a cursor. This event is bubbled.FCursorReply::Unhandled()if the event is not handled; returnFCursorReply::Cursor()otherwise.
WorldPartitionEditor
virtual [FCursorReply](API\Runtime\SlateCore\Input\FCursorReply) OnCursorQuery ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & CursorEvent ) const
[]