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FActorPaletteModule::ShutdownModule
/Engine/Plugins/Experimental/ActorPalette/Source/ActorPalette/Public/ActorPaletteModule.h
Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.
ActorPalette
virtual void ShutdownModule()
[]
FActorPaletteModule::StartupModule
/Engine/Plugins/Experimental/ActorPalette/Source/ActorPalette/Public/ActorPaletteModule.h
IModuleInterfaceimplementation
ActorPalette
virtual void StartupModule()
[]
FActorPaletteModule
/Engine/Plugins/Experimental/ActorPalette/Source/ActorPalette/Public/ActorPaletteModule.h
ActorPalette
class FActorPaletteModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
[]
FActorPaletteStyle::Get
/Engine/Plugins/Experimental/ActorPalette/Source/ActorPalette/Public/ActorPaletteStyle.h
The Slate style set for the Shooter game
ActorPalette
static const [ISlateStyle](API\Runtime\SlateCore\Styling\ISlateStyle) & Get()
[]
FActorPaletteModule::PluginButtonClicked
/Engine/Plugins/Experimental/ActorPalette/Source/ActorPalette/Public/ActorPaletteModule.h
This function will be bound to Command (by default it will bring up plugin window)
ActorPalette
void PluginButtonClicked()
[]
FActorPaletteStyle::Initialize
/Engine/Plugins/Experimental/ActorPalette/Source/ActorPalette/Public/ActorPaletteStyle.h
ActorPalette
static void Initialize()
[]
FActorPaletteStyle::ReloadTextures
/Engine/Plugins/Experimental/ActorPalette/Source/ActorPalette/Public/ActorPaletteStyle.h
Reloads textures used by slate renderer
ActorPalette
static void ReloadTextures()
[]
FActorPaletteStyle::GetStyleSetName
/Engine/Plugins/Experimental/ActorPalette/Source/ActorPalette/Public/ActorPaletteStyle.h
ActorPalette
static [FName](API\Runtime\Core\UObject\FName) GetStyleSetName()
[]
FActorPaletteStyle::Shutdown
/Engine/Plugins/Experimental/ActorPalette/Source/ActorPalette/Public/ActorPaletteStyle.h
ActorPalette
static void Shutdown()
[]
StyleInstance
/Engine/Plugins/Experimental/ActorPalette/Source/ActorPalette/Public/ActorPaletteStyle.h
ActorPalette
static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FSlateStyleSet](API\Runtime\SlateCore\Styling\FSlateStyleSet) > StyleInstance = NULL;
[]
FActorPaletteStyle
/Engine/Plugins/Experimental/ActorPalette/Source/ActorPalette/Public/ActorPaletteStyle.h
ActorPalette
class FActorPaletteStyle
[]
FActorPickerModeModule::BeginActorPickingMode
/Engine/Source/Editor/ActorPickerMode/Public/ActorPickerMode.h
Enter actor picking mode (note: will cancel any current actor picking)
ActorPickerMode
void BeginActorPickingMode ( FOnGetAllowedClasses InOnGetAllowedClasses, FOnShouldFilterActor InOnShouldFilterActor, FOnActorSelected InOnActorSelected ) const
[]
FActorPickerModeModule::EndActorPickingMode
/Engine/Source/Editor/ActorPickerMode/Public/ActorPickerMode.h
Exit actor picking mode
ActorPickerMode
void EndActorPickingMode() const
[]
FActorPickerModeModule::ShutdownModule
/Engine/Source/Editor/ActorPickerMode/Public/ActorPickerMode.h
Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.
ActorPickerMode
virtual void ShutdownModule()
[]
FActorPickerModeModule::IsInActorPickingMode
/Engine/Source/Editor/ActorPickerMode/Public/ActorPickerMode.h
Whether or not actor picking mode is currently active
ActorPickerMode
bool IsInActorPickingMode() const
[]
FActorPickerModeModule::StartupModule
/Engine/Source/Editor/ActorPickerMode/Public/ActorPickerMode.h
FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));
ActorPickerMode
virtual void StartupModule()
[]
FActorPickerModeModule
/Engine/Source/Editor/ActorPickerMode/Public/ActorPickerMode.h
Actor picker mode module
ActorPickerMode
class FActorPickerModeModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
[]
EActorSequenceObjectReferenceType
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequenceObjectReference.h
ActorSequence
enum EActorSequenceObjectReferenceType { ContextActor, ExternalActor, Component, }
[]
FActorSequenceObjectReference::CreateForActor
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequenceObjectReference.h
Generates a new reference to an object within a given context.
ActorSequence
static [FActorSequenceObjectReference](API\Plugins\ActorSequence\FActorSequenceObjectReference) CreateForActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, [AActor](API\Runtime\Engine\GameFramework\AActor) * ResolutionContext )
[]
FActorSequenceObjectReference::CreateForComponent
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequenceObjectReference.h
Generates a new reference to an object within a given context.
ActorSequence
static [FActorSequenceObjectReference](API\Plugins\ActorSequence\FActorSequenceObjectReference) CreateForComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent )
[]
FActorSequenceObjectReference::CreateForContextActor
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequenceObjectReference.h
Generates a new reference to the root actor.
ActorSequence
static [FActorSequenceObjectReference](API\Plugins\ActorSequence\FActorSequenceObjectReference) CreateForContextActor()
[]
FActorSequenceObjectReference::IsValid
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequenceObjectReference.h
Check whether this object reference is valid or not
ActorSequence
bool IsValid() const
[]
FActorSequenceObjectReference::Resolve
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequenceObjectReference.h
Resolve this reference from the specified source actor The object
ActorSequence
[UObject](API\Runtime\CoreUObject\UObject\UObject) * Resolve ( [AActor](API\Runtime\Engine\GameFramework\AActor) * SourceActor ) const
[]
FActorSequenceObjectReference::FActorSequenceObjectReference
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequenceObjectReference.h
Default construction to a null reference
ActorSequence
FActorSequenceObjectReference()
[]
FActorSequenceObjectReference
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequenceObjectReference.h
An external reference to an level sequence object, resolvable through an arbitrary context.
ActorSequence
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FActorSequenceObjectReference
[]
FActorSequenceObjectReferenceMap::CreateBinding
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequenceObjectReference.h
Create a binding for the specified ID
ActorSequence
void CreateBinding ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId, const [FActorSequenceObjectReference](API\Plugins\ActorSequence\FActorSequenceObjectReference) & ObjectReference )
[]
FActorSequenceObjectReferenceMap::HasBinding
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequenceObjectReference.h
Check whether this map has a binding for the specified object id true if this map contains a binding for the id, false otherwise
ActorSequence
bool HasBinding ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId ) const
[]
FActorSequenceObjectReferenceMap::ResolveBinding
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequenceObjectReference.h
Resolve a binding for the specified ID using a given context
ActorSequence
void ResolveBinding ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId, [AActor](API\Runtime\Engine\GameFramework\AActor) * ParentActor, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, TInlineAllocator< 1 >> & OutObjects ) const
[]
FActorSequenceObjectReferenceMap::RemoveBinding
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequenceObjectReference.h
Remove a binding for the specified ID
ActorSequence
void RemoveBinding ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId )
[]
FActorSequenceObjectReferenceMap
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequenceObjectReference.h
ActorSequence
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FActorSequenceObjectReferenceMap
[]
FActorSequenceObjectReferences
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequenceObjectReference.h
ActorSequence
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FActorSequenceObjectReferences
[ { "type": "TArray<FActorS...", "name": "Array", "description": "" } ]
UActorSequence::BindPossessableObject
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequence.h
UnbindPossessableObjects
ActorSequence
virtual void BindPossessableObject ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId, [UObject](API\Runtime\CoreUObject\UObject\UObject) & PossessedObject, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context )
[]
UActorSequence::CanPossessObject
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequence.h
Check whether the given object can be possessed by this animation. true if the object can be possessed, false otherwise.
ActorSequence
virtual bool CanPossessObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & Object, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InPlaybackContext ) const
[]
UActorSequence::CreateDirectorInstance
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequence.h
Called to retrieve or construct a director instance to be used for the specified player
ActorSequence
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * CreateDirectorInstance ( [IMovieScenePlayer](API\Runtime\MovieScene\IMovieScenePlayer) & Player, [FMovieSceneSequenceID](API\Runtime\MovieScene\FMovieSceneSequenceID) SequenceID )
[]
FOnInitialize
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequence.h
Event that is fired to initialize default state for a sequence
ActorSequence
class FOnInitialize : public TBaseMulticastDelegate_OneParam< void, UActorSequence * >
[]
UActorSequence::GetDisplayName
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequence.h
Get the display name for this movie sequence
ActorSequence
virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayName() const
[]
UActorSequence::GetMovieScene
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequence.h
The returned movie scene represents the root movie scene. It may contain additional child movie scenes. The movie scene.
ActorSequence
virtual [UMovieScene](API\Runtime\MovieScene\UMovieScene) * GetMovieScene() const
[]
UActorSequence::GetParentBlueprint
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequence.h
ActorSequence
[UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * GetParentBlueprint() const
[]
UActorSequence::GetParentObject
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequence.h
Get the logical parent object for the supplied object (not necessarily its outer). The parent object, or nullptr if the object has no logical parent.
ActorSequence
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetParentObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const
[]
UActorSequence::IsTrackSupported
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequence.h
Sequences can determine whether they support a particular track type
ActorSequence
virtual ETrackSupport IsTrackSupported ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UMovieSceneTrack](API\Runtime\MovieScene\UMovieSceneTrack) > InTrackClass ) const
[]
UActorSequence::IsEditable
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequence.h
ActorSequence
bool IsEditable() const
[]
UActorSequence::LocateBoundObjects
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequence.h
Locate all the objects that correspond to the specified object ID, using the specified context
ActorSequence
virtual void LocateBoundObjects ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, TInlineAllocator< 1 >> & OutObjects ) const
[]
UActorSequence::OnInitializeSequence
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequence.h
ActorSequence
[UActorSequence::FOnInitialize](API\Plugins\ActorSequence\UActorSequence\FOnInitialize) TBaseMulticastDelegate_OneParam OnInitializeSequence()
[]
OnInitializeSequenceEvent
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequence.h
ActorSequence
static [FOnInitialize](API\Plugins\ActorSequence\UActorSequence\FOnInitialize) OnInitializeSequenceEvent;
[]
UActorSequence::UnbindInvalidObjects
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequence.h
Unbinds specific objects from the provided GUID that do not resolve
ActorSequence
virtual void UnbindInvalidObjects ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context )
[]
UActorSequence::UnbindObjects
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequence.h
Unbinds specific objects from the provided GUID
ActorSequence
virtual void UnbindObjects ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId, const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context )
[]
UActorSequence::UnbindPossessableObjects
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequence.h
BindPossessableObject
ActorSequence
virtual void UnbindPossessableObjects ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId )
[]
UActorSequence
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequence.h
Movie scene animation embedded within an actor.
ActorSequence
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Experimental, DefaultToInstanced) class UActorSequence : public [UMovieSceneSequence](API\Runtime\MovieScene\UMovieSceneSequence)
[]
UActorSequence::UActorSequence
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequence.h
ActorSequence
UActorSequence ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UActorSequenceComponent::BeginPlay
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequenceComponent.h
Begins Play for the component. Called when the owning Actor begins play or when the component is created if the Actor has already begun play. Actor BeginPlay normally happens right after PostInitializeComponents but can be delayed for networked or child actors. Requires component to be registered and initialized.
ActorSequence
virtual void BeginPlay()
[]
UActorSequenceComponent::EndPlay
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequenceComponent.h
Ends gameplay for this component. Called fromAActor::EndPlayonly if bHasBegunPlay is true
ActorSequence
virtual void EndPlay ( const [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )
[]
UActorSequenceComponent::GetSequence
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequenceComponent.h
ActorSequence
[UActorSequence](API\Plugins\ActorSequence\UActorSequence) * GetSequence() const
[]
UActorSequenceComponent::GetSequencePlayer
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequenceComponent.h
ActorSequence
[UActorSequencePlayer](API\Plugins\ActorSequence\UActorSequencePlayer) * GetSequencePlayer() const
[]
UActorSequenceComponent::PauseSequence
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequenceComponent.h
Calls the Pause function on the SequencePlayer if its valid.
ActorSequence
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sequencer|Player") void PauseSequence()
[]
UActorSequenceComponent::PlaySequence
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequenceComponent.h
Calls the Play function on the SequencePlayer if its valid.
ActorSequence
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sequencer|Player") void PlaySequence()
[]
UActorSequenceComponent::PostInitProperties
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequenceComponent.h
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.
ActorSequence
virtual void PostInitProperties()
[]
UActorSequenceComponent::StopSequence
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequenceComponent.h
Calls the Stop function on the SequencePlayer if its valid.
ActorSequence
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sequencer|Player") void StopSequence()
[]
UActorSequenceComponent::UActorSequenceComponent
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequenceComponent.h
ActorSequence
UActorSequenceComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & Init )
[]
UActorSequenceComponent::TickComponent
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequenceComponent.h
Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.
ActorSequence
virtual void TickComponent ( float DeltaTime, enum ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )
[]
UActorSequencePlayer::GetEventContexts
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequencePlayer.h
Access the event contexts for this movie scene player
ActorSequence
virtual [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > GetEventContexts() const
[]
UActorSequenceComponent
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequenceComponent.h
Movie scene animation embedded within an actor.
ActorSequence
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Experimental, ClassGroup=Sequence, HideCategories=(Collision, Cooking, Activation), Meta=(BlueprintSpawnableComponent)) class UActorSequenceComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)
[ { "type": "FMovieSceneSequ...", "name": "PlaybackSettings", "description": "" }, { "type": "TObjectPtr<UAc...", "name": "Sequence", "description": "Embedded actor sequence data" }, { "type": "TObjectPtr<UAc...", "name": "SequencePlayer", "description": "" } ]
UActorSequencePlayer::GetPlaybackContext
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequencePlayer.h
Access the playback context for this movie scene player
ActorSequence
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetPlaybackContext() const
[]
UActorSequencePlayer
/Engine/Plugins/MovieScene/ActorSequence/Source/ActorSequence/Public/ActorSequencePlayer.h
UActorSequencePlayeris used to actually "play" an actor sequence asset at runtime.
ActorSequence
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class UActorSequencePlayer : public [UMovieSceneSequencePlayer](API\Runtime\MovieScene\UMovieSceneSequencePlayer)
[]
FFeatureAdditionalFiles::FFeatureAdditionalFiles
/Engine/Source/Editor/AddContentDialog/Public/FeaturePackContentSource.h
AddContentDialog
FFeatureAdditionalFiles()
[]
FFeatureAdditionalFiles
/Engine/Source/Editor/AddContentDialog/Public/FeaturePackContentSource.h
Structure that defines a shared feature pack resource.
AddContentDialog
struct FFeatureAdditionalFiles
[ { "type": "TArray<FString...", "name": "AdditionalFilesList", "description": "List of files to insert" }, { "type": "FString", "name": "DestinationFilesFolder", "description": "Name of the folder to insert the files to" } ]
FFeaturePackContentSource::BuildListOfAdditionalFiles
/Engine/Source/Editor/AddContentDialog/Public/FeaturePackContentSource.h
AddContentDialog
void BuildListOfAdditionalFiles ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & AdditionalFileSourceList, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & FileList, bool & bContainsSourceFiles )
[]
FFeaturePackContentSource::GetAdditionalFilesForPack
/Engine/Source/Editor/AddContentDialog/Public/FeaturePackContentSource.h
Returns a list of additional files (including the path) as specified in the config file if one exists in the pack file. true if config file was read and parsed successfully
AddContentDialog
bool GetAdditionalFilesForPack ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & FileList, bool & bContainsSource )
[]
FFeaturePackContentSource::CopyAdditionalFilesToFolder
/Engine/Source/Editor/AddContentDialog/Public/FeaturePackContentSource.h
Copies the list of files specified in 'AdditionFilesToInclude' section in the config.ini of the feature pack. true if config file was read and parsed successfully
AddContentDialog
void CopyAdditionalFilesToFolder ( const [FString](API\Runtime\Core\Containers\FString) & DestinationFolder, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & FilesCopied, bool & bHasSourceFiles, [FString](API\Runtime\Core\Containers\FString) InGameFolder )
[]
FFeaturePackContentSource::GetCategories
/Engine/Source/Editor/AddContentDialog/Public/FeaturePackContentSource.h
Gets the category for the content source.
AddContentDialog
virtual const [TArray](API\Runtime\Core\Containers\TArray)< EContentSourceCategory > & GetCategories() const
[]
FFeaturePackContentSource::GetClassTypesUsed
/Engine/Source/Editor/AddContentDialog/Public/FeaturePackContentSource.h
Gets the class types used in this pack.
AddContentDialog
virtual const [FString](API\Runtime\Core\Containers\FString) & GetClassTypesUsed() const
[]
FFeaturePackContentSource::GetFocusAssetName
/Engine/Source/Editor/AddContentDialog/Public/FeaturePackContentSource.h
AddContentDialog
const [FString](API\Runtime\Core\Containers\FString) & GetFocusAssetName() const
[]
FFeaturePackContentSource::GetIconData
/Engine/Source/Editor/AddContentDialog/Public/FeaturePackContentSource.h
Gets the image data for the icon which should represent the content source in the UI.
AddContentDialog
virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< FImageData > GetIconData() const
[]
FFeaturePackContentSource::GetIdent
/Engine/Source/Editor/AddContentDialog/Public/FeaturePackContentSource.h
Gets the identity of the content.
AddContentDialog
virtual const [FString](API\Runtime\Core\Containers\FString) & GetIdent() const
[]
FFeaturePackContentSource::GetLocalizedDescriptions
/Engine/Source/Editor/AddContentDialog/Public/FeaturePackContentSource.h
Gets the description of the content source as an array or localized strings.
AddContentDialog
virtual const [TArray](API\Runtime\Core\Containers\TArray)< FLocalizedText > & GetLocalizedDescriptions() const
[]
FFeaturePackContentSource::GetLocalizedAssetTypes
/Engine/Source/Editor/AddContentDialog/Public/FeaturePackContentSource.h
Gets the asset types used in this pack.
AddContentDialog
virtual const [TArray](API\Runtime\Core\Containers\TArray)< FLocalizedText > & GetLocalizedAssetTypes() const
[]
FFeaturePackContentSource::GetLocalizedNames
/Engine/Source/Editor/AddContentDialog/Public/FeaturePackContentSource.h
Gets the name of the content source as an array of localized strings.
AddContentDialog
virtual const [TArray](API\Runtime\Core\Containers\TArray)< FLocalizedText > & GetLocalizedNames() const
[]
FFeaturePackContentSource::GetScreenshotData
/Engine/Source/Editor/AddContentDialog/Public/FeaturePackContentSource.h
Gets an array or image data for screenshots for the content source.
AddContentDialog
virtual const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< FImageData > > & GetScreenshotData() const
[]
FFeaturePackContentSource::GetSortKey
/Engine/Source/Editor/AddContentDialog/Public/FeaturePackContentSource.h
Gets the category for the content source.
AddContentDialog
virtual const [FString](API\Runtime\Core\Containers\FString) & GetSortKey() const
[]
FFeaturePackContentSource::ImportPendingPacks
/Engine/Source/Editor/AddContentDialog/Public/FeaturePackContentSource.h
AddContentDialog
static void ImportPendingPacks()
[]
FFeaturePackContentSource::InsertAdditionalFeaturePacks
/Engine/Source/Editor/AddContentDialog/Public/FeaturePackContentSource.h
AddContentDialog
void InsertAdditionalFeaturePacks()
[]
FFeaturePackContentSource::InsertAdditionalResources
/Engine/Source/Editor/AddContentDialog/Public/FeaturePackContentSource.h
AddContentDialog
bool InsertAdditionalResources ( [TArray](API\Runtime\Core\Containers\TArray)< [FFeaturePackLevelSet](API\Editor\AddContentDialog\FFeaturePackLevelSet) > InAdditionalFeaturePacks, EFeaturePackDetailLevel RequiredLevel, const [FString](API\Runtime\Core\Containers\FString) & InDestinationFolder, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InFilesCopied )
[]
FFeaturePackContentSource::IsDataValid
/Engine/Source/Editor/AddContentDialog/Public/FeaturePackContentSource.h
Is the data in this content valid.
AddContentDialog
virtual bool IsDataValid() const
[]
FFeaturePackContentSource::InstallToProject
/Engine/Source/Editor/AddContentDialog/Public/FeaturePackContentSource.h
Installs the content in the content source to the specific path. true if install succeeded
AddContentDialog
virtual bool InstallToProject ( [FString](API\Runtime\Core\Containers\FString) InstallPath )
[]
FFeaturePackContentSource::FFeaturePackContentSource
/Engine/Source/Editor/AddContentDialog/Public/FeaturePackContentSource.h
AddContentDialog
FFeaturePackContentSource()
[]
FFeaturePackContentSource::FFeaturePackContentSource
/Engine/Source/Editor/AddContentDialog/Public/FeaturePackContentSource.h
AddContentDialog
FFeaturePackContentSource ( [FString](API\Runtime\Core\Containers\FString) InFeaturePackPath )
[]
FFeaturePackContentSource::~FFeaturePackContentSource
/Engine/Source/Editor/AddContentDialog/Public/FeaturePackContentSource.h
AddContentDialog
virtual ~FFeaturePackContentSource()
[]
FFeaturePackContentSource
/Engine/Source/Editor/AddContentDialog/Public/FeaturePackContentSource.h
A content source which represents a content upack.
AddContentDialog
class FFeaturePackContentSource : public IContentSource
[ { "type": "TArray<FString...", "name": "ParseErrors", "description": "Errors found when parsing manifest (if any)" } ]
FFeaturePackLevelSet::GetFeaturePackNameForLevel
/Engine/Source/Editor/AddContentDialog/Public/FeaturePackContentSource.h
AddContentDialog
[FString](API\Runtime\Core\Containers\FString) GetFeaturePackNameForLevel ( EFeaturePackDetailLevel InLevel, bool bLevelRequired )
[]
FFeaturePackLevelSet::FFeaturePackLevelSet
/Engine/Source/Editor/AddContentDialog/Public/FeaturePackContentSource.h
AddContentDialog
FFeaturePackLevelSet()
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FFeaturePackLevelSet::FFeaturePackLevelSet
/Engine/Source/Editor/AddContentDialog/Public/FeaturePackContentSource.h
Creates a newFFeaturePackLevelSet
AddContentDialog
FFeaturePackLevelSet ( [FString](API\Runtime\Core\Containers\FString) InMountName, [TArray](API\Runtime\Core\Containers\TArray)< EFeaturePackDetailLevel > InDetailLevels )
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FFeaturePackLevelSet
/Engine/Source/Editor/AddContentDialog/Public/FeaturePackContentSource.h
Structure that defines a shared feature pack resource.
AddContentDialog
struct FFeaturePackLevelSet
[ { "type": "TArray< EFeatur...", "name": "DetailLevels", "description": "List of shared resource levels for this shared resource." }, { "type": "FString", "name": "MountName", "description": "Mount name for the shared resource - this is the folder the resource will be copied to on project generation as well as the name of the folder that will appear in the content browser." } ]
FLocalizedTextArray::GetTwoLetterLanguage
/Engine/Source/Editor/AddContentDialog/Public/FeaturePackContentSource.h
Gets the iso 2-letter language specifier for this text.
AddContentDialog
const [FString](API\Runtime\Core\Containers\FString) & GetTwoLetterLanguage() const
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FLocalizedTextArray::GetTags
/Engine/Source/Editor/AddContentDialog/Public/FeaturePackContentSource.h
Gets the array of tags in the language specified.
AddContentDialog
const [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & GetTags() const
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FLocalizedTextArray::FLocalizedTextArray
/Engine/Source/Editor/AddContentDialog/Public/FeaturePackContentSource.h
AddContentDialog
FLocalizedTextArray()
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FLocalizedTextArray::FLocalizedTextArray
/Engine/Source/Editor/AddContentDialog/Public/FeaturePackContentSource.h
Creates a new FLocalizedText
AddContentDialog
FLocalizedTextArray ( [FString](API\Runtime\Core\Containers\FString) InTwoLetterLanguage, [FString](API\Runtime\Core\Containers\FString) InText )
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FPackData
/Engine/Source/Editor/AddContentDialog/Public/FeaturePackContentSource.h
AddContentDialog
struct FPackData
[ { "type": "TArray<UObject...", "name": "ImportedObjects", "description": "" }, { "type": "FString", "name": "PackMap", "description": "" }, { "type": "FString", "name": "PackName", "description": "" }, { "type": "FString", "name": "PackSource", "description": "" } ]
FLocalizedTextArray
/Engine/Source/Editor/AddContentDialog/Public/FeaturePackContentSource.h
AddContentDialog
class FLocalizedTextArray
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IAddContentDialogModule::GetContentSourceProviderManager
/Engine/Source/Editor/AddContentDialog/Public/IAddContentDialogModule.h
Gets the object responsible for managing content source providers.
AddContentDialog
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< FContentSourceProviderManager > GetContentSourceProviderManager()
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IAddContentDialogModule
/Engine/Source/Editor/AddContentDialog/Public/IAddContentDialogModule.h
Defines methods for interacting with the Add Content Dialog.
AddContentDialog
class IAddContentDialogModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
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IAddContentDialogModule::ShowDialog
/Engine/Source/Editor/AddContentDialog/Public/IAddContentDialogModule.h
Creates a dialog for adding existing content to a project.
AddContentDialog
void ShowDialog ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > ParentWindow )
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