UActorCompon... |
AddNewComponent ( UClass* NewComponentClass, UObject* Asset, const FAddNewComponentParams Params ) |
Adds a component to the SCS Table |
void |
AddNewNode ( FAddedNodeDetails& OutNodeDetails, TUniquePtr< FScopedTransaction > On..., USCS_Node* NewNode, UObject* Asset, bool bMarkBlueprintModified, bool bSetFocusToNewItem ) |
Adds a new SCS Node to the component Table |
UActorCompon... |
AddNewNode ( TUniquePtr< FScopedTransaction > On..., USCS_Node* NewNode, UObject* Asset, bool bMarkBlueprintModified, bool bSetFocusToNewItem ) |
Adds a new SCS Node to the component Table |
void |
AddNewNodeForInstancedComponent ( TUniquePtr< FScopedTransaction > On..., UActorComponent* NewInstanceCo..., FSCSEditorTreeNodePtrType InParentN..., UObject* Asset, bool bSetFocusToNewItem ) |
Adds a new component instance node to the component Table |
FSCSEditorTr... |
AddTreeNode ( USCS_Node* InSCSNode, FSCSEditorTreeNodePtrType InParentN..., const bool bIsInheritedSCS ) |
Helper method to add a tree node for the given SCS node |
FSCSEditorTr... |
AddTreeNodeFromChildActor ( FSCSEditorTreeNodePtrType InNodePtr ) |
Helper method to add a tree node for the given node's child actor node, if present |
FSCSEditorTr... |
AddTreeNodeFromComponent ( UActorComponent* InSceneCompon..., FSCSEditorTreeNodePtrType InParentT... ) |
Helper method to add a tree node for the given actor component |
void |
BuildMenuEventsSection ( FMenuBuilder& Menu, UBlueprint* Blueprint, UClass* SelectedClass, FCanExecuteAction CanExecuteActionD..., FGetSelectedObjectsDelegate GetSele... ) |
Fills out an events section in ui. |
void |
BuildSubTreeForActorNode ( FSCSEditorActorNodePtrType InActorN... ) |
Helper method to construct the subtree for the given actor (root) node. |
bool |
CanCopyNodes () |
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bool |
CanCutNodes () |
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bool |
CanDeleteNodes () |
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bool |
CanDuplicateComponent () |
Callbacks to duplicate the selected component |
bool |
CanPasteNodes () |
Pastes previously copied node(s) |
bool |
CanRenameComponent () |
Checks to see if renaming is allowed on the selected component |
void |
ClearSelection () |
Clears the current selection |
void |
Construct ( const FArguments& InArgs ) |
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void |
ConstructEvent ( UBlueprint* Blueprint, const FName EventName, const FComponentEventConstructionDa... ) |
Function to construct an event for a node |
void |
CopySelectedNodes () |
Copy selected node(s) |
TSharedPtr< ... |
CreateContextMenu () |
Called to display context menu when right clicking on the widget |
void |
CreateEventsForSelection ( UBlueprint* Blueprint, FName EventName, FGetSelectedObjectsDelegate GetSele... ) |
Function to create events for the current selection |
UClass * |
CreateNewBPComponent ( TSubclassOf< UActorComponent > Comp... ) |
Creates a new Blueprint component from the specified class type The user will be prompted to pick a new subclass name and a blueprint asset will be created |
UClass * |
CreateNewCPPComponent ( TSubclassOf< UActorComponent > Comp... ) |
Creates a new C++ component from the specified class type The user will be prompted to pick a new subclass name and code will be recompiled |
void |
CutSelectedNodes () |
Cut selected node(s) |
void |
DepthFirstTraversal ( const FSCSEditorTreeNodePtrType& I..., TSet< FSCSEditorTreeNodePtrType >&..., const TFunctionRef< void(const FSCS... ) |
Recursively visits the given node + its children and invokes the given function for each. |
void |
DumpTree () |
Dumps out the tree view contents to the log (used to assist with debugging widget hierarchy issues) |
FSCSEditorTr... |
FindOrCreateParentForExistingComponent ( UActorComponent* InActorCompon..., FSCSEditorActorNodePtrType ActorRoo... ) |
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FSCSEditorTr... |
FindParentForNewComponent ( UActorComponent* NewComponent ) |
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FSCSEditorTr... |
FindParentForNewNode ( USCS_Node* NewNode ) |
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FSCSEditorTr... |
FindTreeNode ( const USCS_Node* InSCSNode, FSCSEditorTreeNodePtrType InStartNo... ) |
Helper method to recursively find a tree node for the given SCS node starting at the given tree node |
FSCSEditorTr... |
FindTreeNode ( const UActorComponent* InCompo..., FSCSEditorTreeNodePtrType InStartNo... ) |
Helper method to recursively find a tree node for the given scene component starting at the given tree node |
FSCSEditorTr... |
FindTreeNode ( const FName& InVariableOrInstanceN..., FSCSEditorTreeNodePtrType InStartNo... ) |
Helper method to recursively find a tree node for the given variable or instance name starting at the given tree node |
AActor * |
GetActorContext () |
Returns the Actor context for which we are viewing/editing the SCS. |
FSCSEditorAc... |
GetActorNode () |
Gets the actor root |
UBlueprint &... |
GetBlueprint () |
Provides access to the Blueprint context that's being edited |
void |
GetCollapsedNodes ( const FSCSEditorTreeNodePtrType& I..., TSet< FSCSEditorTreeNodePtrType >&... ) |
Returns the set of expandable nodes that are currently collapsed in the UI |
EVisibility |
GetComponentClassComboButtonVisibility () |
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EVisibility |
GetComponentsFilterBoxVisibility () |
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EVisibility |
GetComponentsTreeVisibility () |
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TSubclassOf<... |
GetComponentTypeFilterToApply () |
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EVisibility |
GetEditBlueprintButtonVisibility () |
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EComponentEd... |
GetEditorMode () |
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FText |
GetFilterText () |
Callback for the action trees to get the filter text |
FSCSEditorTr... |
GetNodeFromActorComponent ( const UActorComponent* ActorCo..., bool bIncludeAttachedComponents ) |
Given an actor component, attempts to find an associated tree node. |
int32 |
GetNumSelectedNodes () |
Get the number of currently selected tree nodes |
EVisibility |
GetPromoteToBlueprintButtonVisibility () |
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const TArray... |
GetRootNodes () |
Gets a root nodes of the tree |
FSCSEditorTr... |
GetSceneRootNode () |
Get the root scene node |
TArray< UObj... |
GetSelectedEditableObjects () |
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void |
GetSelectedItemsForContextMenu ( TArray< FComponentEventConstruction... ) |
Fills the supplied array with the currently selected objects |
TArray< FSCS... |
GetSelectedNodes () |
Get the currently selected tree nodes |
TSharedPtr< ... |
GetToolButtonsBox () |
Return the button widgets that can add components or create/edit blueprints |
void |
HandleItemDoubleClicked ( FSCSEditorTreeNodePtrType InItem ) |
Callback when a component item is double clicked. |
void |
HighlightTreeNode ( const USCS_Node* Node, FName Property ) |
Highlight a tree node and, optionally, a property with in it |
void |
HighlightTreeNode ( FName TreeNodeName, const FPropertyPath& Property ) |
Highlight a tree node and, optionally, a property with in it |
bool |
IsComponentSelected ( const UPrimitiveComponent* Pri... ) |
Returns true if the specified component is currently selected |
bool |
IsEditingAllowed () |
Returns true if editing is allowed |
bool |
IsNodeInSimpleConstructionScript ( USCS_Node* Node ) |
Is this node still used by the Simple Construction Script |
TSharedRef< ... |
MakeTableRowWidget ( FSCSEditorTreeNodePtrType InNodePtr, const TSharedRef< STableViewBase > ... ) |
Used by tree control - make a widget for a table row from a node |
void |
OnActorSelected ( const ECheckBoxState NewCheckedStat... ) |
Called when the Actor is selected. |
void |
OnApplyChangesToBlueprint () |
Propagates instance changes to the blueprint |
void |
OnDeleteNodes () |
Removes existing selected component nodes from the SCS |
void |
OnDuplicateComponent () |
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void |
OnFilterTextChanged ( const FText& InFilterText ) |
Recursively updates the filtered state for each component item |
void |
OnFindReferences () |
Callbacks to find references of the selected component |
FText |
OnGetApplyChangesToBlueprintTooltip () |
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void |
OnGetChildrenForTree ( FSCSEditorTreeNodePtrType InNodePtr, TArray< FSCSEditorTreeNodePtrType >... ) |
Used by tree control - get children for a specified node |
FText |
OnGetResetToBlueprintDefaultsTooltip () |
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ECheckBoxSta... |
OnIsActorSelected () |
Called to determine if actor is selected. |
void |
OnItemScrolledIntoView ( FSCSEditorTreeNodePtrType InItem, const TSharedPtr< ITableRow >& InW... ) |
Callback when a component item is scrolled into view |
void |
OnLevelComponentRequestRename ( const UActorComponent* InCompo... ) |
Called when the level editor requests a component to be renamed. |
void |
OnObjectsReplaced ( const TMap< UObject*, UObject ... ) |
Called when component objects are replaced following construction script execution |
void |
OnOpenBlueprintEditor ( bool bForceCodeEditing ) |
Opens the blueprint editor for the blueprint being viewed by the scseditor |
void |
OnPostTick ( float ) |
Called at the end of each frame. |
FReply |
OnPromoteToBlueprintClicked () |
Called when the promote to blueprint button is clicked |
void |
OnRenameComponent ( TUniquePtr< FScopedTransaction > On... ) |
Requests a rename on the selected component just after creation so that the user can provide the initial component name (overwriting the default generated one), which is considered part of the creation process. |
void |
OnRenameComponent () |
Requests a rename on the selected component. |
void |
OnResetToBlueprintDefaults () |
Resets instance changes to the blueprint default |
void |
OnTreeSelectionChanged ( FSCSEditorTreeNodePtrType InSelecte..., ESelectInfo::Type SelectInfo ) |
Called when selection in the tree changes |
void |
PasteNodes () |
Pastes previously copied node(s) |
UActorCompon... |
PerformComboAddClass ( TSubclassOf< UActorComponent > Comp..., EComponentCreateAction::Type Compon..., UObject* AssetOverride ) |
Add a component from the selection in the combo box |
void |
PopulateContextMenu ( UToolMenu* InMenu ) |
Populate context menu on the fly |
void |
PromoteToBlueprint () |
Converts the current actor instance to a blueprint |
bool |
RefreshFilteredState ( FSCSEditorTreeNodePtrType TreeNode, bool bRecursive ) |
Compares the filter bar's text with the item's component name. |
void |
RefreshSelectionDetails () |
Forces the details panel to refresh on the same objects |
void |
RegisterContextMenu () |
Registers context menu by name for later access |
void |
RemoveComponentNode ( FSCSEditorTreeNodePtrType InNodePtr ) |
Removes an existing component node from the tree |
void |
ReplaceComponentReferencesInTree ( FSCSEditorActorNodePtrType InActorN..., const TMap< UObject*, UObject ..., bool& OutHasChanges ) |
Helper method to update component pointers held by the given actor node's subtree |
void |
ReplaceComponentReferencesInTree ( const TArray< FSCSEditorTreeNodePtr..., const TMap< UObject*, UObject ..., bool& OutHasChanges ) |
Update component pointers held by tree nodes if components have been replaced following construction script execution |
void |
SaveSCSCurrentState ( USimpleConstructionScript* SCS... ) |
Function to save current state of SimpleConstructionScript and nodes associated with it. |
void |
SaveSCSNode ( USCS_Node* Node ) |
Function to save the current state of SCS_Node and its children |
void |
SelectNode ( FSCSEditorTreeNodePtrType InNodeToS..., bool IsCntrlDown ) |
Select the given tree node |
void |
SelectRoot () |
Select the root of the tree |
void |
SetItemExpansionRecursive ( FSCSEditorTreeNodePtrType Model, bool bInExpansionState ) |
Handler for recursively expanding/collapsing items |
void |
SetNodeExpansionState ( FSCSEditorTreeNodePtrType InNodeToC..., const bool bIsExpanded ) |
Set the expansion state of a node |
void |
SetSceneRootNode ( FSCSEditorTreeNodePtrType NewSceneR... ) |
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void |
SetSelectionOverride ( UPrimitiveComponent* PrimCompo... ) |
Assigns a selection override delegate to the specified component |
void |
SetUICustomization ( TSharedPtr< ISCSEditorUICustomizati... ) |
Sets UI customizations of this SCSEditor. |
FReply |
TryHandleAssetDragDropOperation ( const FDragDropEvent& DragDropEven... ) |
Try to handle a drag-drop operation |
void |
UpdateSelectionFromNodes ( const TArray< FSCSEditorTreeNodePtr... ) |
Update any associated selection (e.g. details view) from the passed in nodes |
void |
UpdateTree ( bool bRegenerateTreeNodes ) |
Refresh the tree control to reflect changes in the SCS |
void |
ViewEvent ( UBlueprint* Blueprint, const FName EventName, const FComponentEventConstructionDa... ) |
Function to view an event for a node |