FLevelEditorActionCallbacks

Implementation of various level editor action callback functions

Unreal Engine C++ API Reference > Editor > LevelEditor

References

   
Module LevelEditor
Header /Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h
Include #include "LevelEditorActions.h"

Syntax

class FLevelEditorActionCallbacks  

Remarks

Implementation of various level editor action callback functions

Functions

Type Name Description
bool ActorSelected_CanExecute () Checks to see if at least one actor is selected
bool ActorsSelected_CanExecute () Checks to see if multiple actors are selected
bool ActorTypesSelected_CanExecute ( EActorTypeFlags TypeFlags, bool bSingleOnly ) Checks to see if at least one actor (of the given types) is selected
AActor * AddActor ( UActorFactory* ActorFactory, const FAssetData& AssetData, const FTransform* ActorLocatio... ) Called when the AddActor command is executed
void AddActor_Clicked ( UActorFactory* ActorFactory, FAssetData AssetData ) Called when the AddActor command is executed
AActor * AddActorFromClass ( UClass* ActorClass ) Called when the AddActor command is executed and a class is selected in the actor browser
void AddActorFromClass_Clicked ( UClass* ActorClass ) Called when the AddActor command is executed and a class is selected in the actor browser
void AddActorsToGroup_Clicked () Called when the AddActorsToGroup command is executed
void AlignBrushVerticesToGrid_Execute () Aligns brush vertices to the nearest grid point.
void AttachActorIteractive () Called when the actor picker needs to be used to select a new parent actor
void AttachSelectedActors () Called when attach selected actors is pressed
void AttachToActor ( AActor* ParentActorPtr )  
void AttachToSocketSelection ( FName SocketName, AActor* ParentActorPtr )  
void Browse () Browses to the current map
void BrowseDocumentation () Opens the global documentation homepage
void BrowseViewportControls () Opens the viewport controls page
bool Build_CanExecute ()  
void Build_Execute () Build callbacks
void BuildAllLandscape_Execute ()  
void BuildAndSubmitToSourceControl_Execute ()  
bool BuildExternalType_CanExecute ( int32 Index )  
void BuildExternalType_Execute ( int32 Index )  
void BuildGeometryOnly_Execute ()  
void BuildGeometryOnly_OnlyCurrentLevel_Execute ()  
void BuildHLODs_Execute ()  
void BuildLandscapeSplineMeshes_Execute ()  
bool BuildLighting_CanExecute ()  
void BuildLightingOnly_Execute ()  
void BuildLightingOnly_VisibilityOnly_Execute ()  
void BuildMinimap_Execute ()  
void BuildPathsOnly_Execute ()  
bool BuildReflectionCapturesOnly_CanExecute ()  
void BuildReflectionCapturesOnly_Execute ()  
void BuildTextureStreamingOnly_Execute ()  
void BuildVirtualTextureOnly_Execute ()  
bool CanBrowse () Browses to the current map
bool CanBuildLighting ()  
bool CanBuildReflectionCaptures ()  
bool CanConvertSelectedActorsIntoBlueprintClass () Can the selected actors be converted to a blueprint class in any of the supported ways?
bool CanExecuteFindActorLevelInContentBrowser ()  
bool CanExecuteKeepSimulationChanges ()  
bool CanExecutePreviewPlatform ( FPreviewPlatformInfo NewPreviewPlat... )  
bool CanMoveSelectionToDifferent2DLayer ( bool bGoingUp ) Checks to see if at least a single actor is selected and the 2D editor mode is enabled and there is a layer above/below the current setting
bool CanSaveCurrentAs () Save the current level as...
bool CanSaveUnpartitionedWorld ()  
bool CanSaveWorld () Determine whether the level can be saved at this moment
bool CanSelectAllActorsOfClass () Called to see if all selected actors are the same class
bool CanSelectComponentOwnerActor () Called to see if any components are selected
bool CanSelectGameModeBlueprint () Returns TRUE if the user can edit the game mode Blueprint, this requires the DefaultEngine config file to be writable
bool CanSetWidgetMode ( UE::Widget::EWidgetMode WidgetMode )  
bool CanShowSourceCodeActions ()  
bool CanSnapTo2DLayer () Checks to see if at least a single actor is selected and the 2D editor mode is enabled
bool CheckOutModifiedFiles_CanExecute ()  
void CheckOutModifiedFiles_Clicked () Called when Check Out Modified Files is clicked
void CheckOutProjectSettingsConfig () Checks out the Project Settings config
void ClearRecentFiles () Clear the list of recent files.
void ConfigureLightingBuildOptions ( const FLightingBuildOptions& Optio... )  
void ConnectToSourceControl_Clicked () Called when requesting connection to source control
void ConvertSelectedActorsIntoBlueprintClass () Bring up the convert actors to blueprint UI
bool Copy_CanExecute ()  
void CopyActorFilePathtoClipboard_Clicked () Copy the file path where the actor is saved.
void CreateBlankBlueprintClass () Helps the user create a Blueprint class
void CreateNewOutlinerFolder_Clicked () Called when create new outliner folder is clicked
bool Cut_CanExecute ()  
bool DefaultCanExecuteAction () The default can execute action for all commands unless they override it By default commands cannot be executed if the application is in K2 debug mode.
bool Delete_CanExecute ()  
void DeltaTransform () Opens delta transform
bool DetachActor_CanExecute ()  
void DetachActor_Clicked () Called when 'detach' is clicked
bool Duplicate_CanExecute () Called to check to see if the Edit commands can be executed
bool EditAsset_CanExecute ()  
void EditAsset_Clicked ( const EToolkitMode::Type ToolkitMod..., TWeakPtr< class SLevelEditor > Leve..., bool bAskMultiple ) Called to when "Edit Asset" is clicked
bool ElementSelected_CanExecute () Checks to see if at least one element is selected
bool ElementsSelected_CanExecute () Checks to see if multiple elements are selected
void ExecuteExecCommand ( FString Command ) Called when many of the menu items in the level editor context menu are clicked
void ExportAll_Clicked () Called when export all is selected
bool ExportSelected_CanExecute ()  
void ExportSelected_Clicked () Called when export selected is clicked
bool FindInContentBrowser_CanExecute ()  
void FindInContentBrowser_Clicked () Called when the FindInContentBrowser command is executed
void FixupGroupActor_Clicked ()  
bool GeometryCollection_IsChecked ()  
void GeometryCollection_SelectAllGeometry ()  
void GeometryCollection_SelectInverseGeometry ()  
void GeometryCollection_SelectNone ()  
float GetActorSnapSetting ()  
FText GetActorSnapTooltip ()  
bool GetAudioMuted ()  
float GetAudioVolume ()  
FText GetAudioVolumeToolTip ()  
float GetLightingDensityColorScale ()  
float GetLightingDensityGrayscaleScale ()  
float GetLightingDensityIdeal ()  
float GetLightingDensityMaximum ()  
float GetLightingResolutionMaxBSPs ()  
float GetLightingResolutionMaxSMs ()  
float GetLightingResolutionMinBSPs ()  
float GetLightingResolutionMinSMs ()  
int32 GetLightingResolutionRatio ()  
UWorld * GetWorld () Return a world
void GoHere_Clicked ( const FVector* Point ) Called when the go here command is clicked
bool GoToCodeForActor_CanExecute ()  
void GoToCodeForActor_Clicked () Called when 'Go to Code for Actor' is clicked
bool GoToCodeForActor_IsVisible ()  
void GoToDocsForActor_Clicked () Called when 'Go to Documentation for Actor' is clicked
void ImportContent () Import content into a chosen location
void ImportScene_Clicked () Called when import scene is selected
bool IsAttachableActor ( const AActor*const ParentActor )  
bool IsCoordinateSystemActive ( ECoordSystem CoordSystem )  
bool IsEditorModeActive ( FEditorModeID EditorMode )  
bool IsFeatureLevelPreviewActive ()  
bool IsFeatureLevelPreviewEnabled ()  
bool IsLightingDensityRenderGrayscaleChecked ()  
bool IsLightingQualityChecked ( ELightingBuildQuality TestQuality )  
ECheckBoxSta... IsLightingResolutionBSPSurfacesChecked ()  
bool IsLightingResolutionLevelChecked ( FLightmapResRatioAdjustSettings::Ad... )  
bool IsLightingResolutionSelectedObjectsOnlyChecked ()  
ECheckBoxSta... IsLightingResolutionStaticMeshesChecked ()  
bool IsMaterialQualityLevelChecked ( EMaterialQualityLevel::Type TestQua... )  
bool IsPreviewModeButtonVisible ()  
bool IsPreviewPlatformChecked ( FPreviewPlatformInfo NewPreviewPlat... )  
bool IsTranslateRotateModeVisible ()  
bool IsViewportUIHidden ()  
bool IsWidgetModeActive ( UE::Widget::EWidgetMode WidgetMode )  
bool IsWorldPartitionEnabled ()  
bool IsWorldPartitionStreamingEnabled ()  
bool LightingBuildOptions_ShowLightingStats_IsChecked ()  
void LightingBuildOptions_ShowLightingStats_Toggled ()  
bool LightingBuildOptions_UseErrorColoring_IsChecked ()  
void LightingBuildOptions_UseErrorColoring_Toggled ()  
void LocationGridSnap_Clicked () Called when the location grid snap is toggled off and on
bool LocationGridSnap_IsChecked ()  
void LockActorMovement_Clicked () Called when the LockActorMovement command is executed
bool LockActorMovement_IsChecked ()  
void LockGroup_Clicked () Called when the LockGroup command is executed
void MakeBuilderBrush ( UClass* BrushBuilderClass )  
void MapCheck_Execute () Called when the Map Check button is clicked. Invokes the Map Check dialog.
void MoveElementsToElement_Clicked ( bool InAlign ) Moves the selected elements to the last selected element.
void MoveElementsToGrid_Clicked ( bool InAlign, bool InPerElement ) Moves the selected elements to the grid.
void MoveSelectionToDifferent2DLayer_Clicked ( bool bGoingUp, bool bForceToTopOrBottom ) Snaps an actor to the currently selected 2D snap layer
void NewLevel () Creates a new level
void NewLevel ( bool& bOutLevelCreated ) Creates a new level
bool NewLevel_CanExecute () Creates a new level
void OnAddVolume ( UClass* VolumeClass )  
void OnAllowGroupSelection ()  
void OnAllowTranslucentSelection ()  
void OnApplyMaterialToSurface () Called to apply a material to selected surfaces
void OnAudioMutedChanged ( bool bMuted )  
void OnAudioVolumeChanged ( float Volume )  
void OnDeselectLevelInLevelBrowser () Deselects the currently selected actor(s) levels in the level browser
void OnDrawBrushMarkerPolys ()  
void OnEnableActorSnap ()  
void OnEnableVertexSnap ()  
void OnFindActorInLevelScript () Finds references to the currently selected actor(s) in level scripts
void OnFindActorLevelInContentBrowser () Finds the currently selected actor(s) level in the content browser
void OnFindLevelsInLevelBrowser () Selects the currently selected actor(s) levels in the level browser Deselecting everything else first
bool OnGetShowSelectionSubcomponents ()  
bool OnGetTransformWidgetVisibility ()  
bool OnIsActorSnapEnabled ()  
bool OnIsAllowGroupSelectionEnabled ()  
bool OnIsAllowTranslucentSelectionEnabled ()  
bool OnIsDrawBrushMarkerPolysEnabled ()  
bool OnIsLevelStreamingVolumePrevisEnabled ()  
bool OnIsLODViewLockingEnabled ()  
bool OnIsOnlyLoadVisibleInPIEEnabled ()  
bool OnIsParticleSimulationFrozen ()  
bool OnIsParticleSystemHelpersEnabled ()  
bool OnIsParticleSystemLODEnabled ()  
bool OnIsSocketSnappingEnabled ()  
bool OnIsStrictBoxSelectEnabled ()  
bool OnIsTransparentBoxSelectEnabled ()  
bool OnIsVertexSnapEnabled ()  
void OnKeepSimulationChanges () Called when "Keep Simulation Changes" is clicked in the viewport right click menu
void OnMakeSelectedActorLevelCurrent () Makes the currently selected actors level the current level If multiple actors are selected they must all be in the same level
void OnMoveSelectedToCurrentLevel () Moves the currently selected actors to the current level
void OnSelectAllActorsOfClass ( bool bArchetype ) Called when selecting all actors of the same class that is selected
void OnSelectAllLights () Called to select all lights
void OnSelectComponentOwnerActor () Called when selecting the actor that owns the currently selected component(s)
void OnSelectLevelInLevelBrowser () Selects the currently selected actor(s) levels in the level browser
void OnSelectOwningHLODCluster () Called when selecting an Actor's (if available) owning HLOD cluster
void OnSelectStationaryLightsExceedingOverlap () Selects stationary lights that are exceeding the overlap limit.
void OnShowOnlySelectedActors () Shows only selected actors, hiding any unselected actors and unhiding any selected hidden actors.
void OnShowWorldProperties ( TWeakPtr< SLevelEditor > LevelEdito... ) Select the world info actor and show the properties
void OnSurfaceAlignment ( ETexAlign AligmentMode ) Called to change bsp surface alignment
void OnToggleFreezeParticleSimulation ()  
void OnToggleHideViewportUI ()  
void OnToggleLevelStreamingVolumePrevis ()  
void OnToggleLODViewLocking ()  
void OnToggleOnlyLoadVisibleInPIE ()  
void OnToggleParticleSystemHelpers ()  
void OnToggleParticleSystemLOD ()  
void OnToggleShowSelectionSubcomponents ()  
void OnToggleSocketSnapping ()  
void OnToggleStrictBoxSelect ()  
void OnToggleTransformWidgetVisibility () View callbacks
void OnToggleTransparentBoxSelect ()  
void OpenContentBrowser () Open the Content Browser
void OpenFavoriteFile ( int32 FavoriteFileIndex ) Opens a favorite file
void OpenLevel () Opens an existing level
bool OpenLevel_CanExecute () Opens an existing level
void OpenLevelBlueprint ( TWeakPtr< SLevelEditor > LevelEdito... ) Open the level's blueprint in Kismet2
void OpenMarketplace () Open the Marketplace
void OpenMergeActor_Clicked () Called when 'Open Merge Actor' is clicked
void OpenPlaceActors () Open the Place Actors Panel
void OpenRecentFile ( int32 RecentFileIndex ) Opens a recent file
void OpenSelectionInPropertyMatrix_Clicked () Called to when "Open Selection in Property Matrix" is clicked
bool OpenSelectionInPropertyMatrix_IsVisible ()  
bool Paste_CanExecute ()  
bool PasteHere_CanExecute ()  
void PlayFromHere_Clicked ( bool bFloatingWindow ) Called when selected actor can be used to start a play session
bool PlayFromHere_IsVisible ()  
bool Recompile_CanExecute ()  
void RecompileGameCode_Clicked () Called when the recompile buttons are clicked.
void RegroupActor_Clicked () Called when the RegroupActor command is executed
void RemoveActorsFromGroup_Clicked () Called when the RemoveActorsFromGroup command is executed
void RemoveFavorite ( int32 FavoriteFileIndex ) Remove a favorite file from the favorites list
bool Rename_CanExecute ()  
void Rename_Execute ()  
AActor * ReplaceActors ( UActorFactory* ActorFactory, const FAssetData& AssetData, bool bCopySourceProperties ) Replaces currently selected actors with an actor from the given actor factory
void ReplaceActors_Clicked ( UActorFactory* ActorFactory, FAssetData AssetData ) Replaces currently selected actors with an actor from the given actor factory
void ReplaceActorsFromClass_Clicked ( UClass* ActorClass ) Called when the ReplaceActor command is executed and a class is selected in the actor browser
void RotationGridSnap_Clicked () Called when the rotation grid snap is toggled off and on
bool RotationGridSnap_IsChecked ()  
void Save () Saves the current map
bool SaveActor_CanExecute () Checks whether SaveActor can be executed on the selected actors.
void SaveActor_Clicked () Save the actor.
void SaveAllLevels () Saves all unsaved maps (but not packages)
void SaveCurrentAs () Save the current level as...
void ScaleGridSnap_Clicked () Called when the scale grid snap is toggled off and on
bool ScaleGridSnap_IsChecked ()  
void Select2DLayerDeltaAway_Clicked ( int32 Delta ) Changes the active 2D snap layer to one a delta above or below the current layer
void SelectActorsInLayers ()  
void SetActorSnapSetting ( float Distance )  
void SetCoordinateSystem ( ECoordSystem CoordSystem )  
void SetLightingDensityColorScale ( float Value )  
void SetLightingDensityGrayscaleScale ( float Value )  
void SetLightingDensityIdeal ( float Value )  
void SetLightingDensityMaximum ( float Value )  
void SetLightingDensityRenderGrayscale ()  
void SetLightingQuality ( ELightingBuildQuality NewQuality )  
void SetLightingResolutionBSPSurfaces ( ECheckBoxState NewCheckedState )  
void SetLightingResolutionLevel ( FLightmapResRatioAdjustSettings::Ad... )  
void SetLightingResolutionMaxBSPs ( float Value )  
void SetLightingResolutionMaxSMs ( float Value )  
void SetLightingResolutionMinBSPs ( float Value )  
void SetLightingResolutionMinSMs ( float Value )  
void SetLightingResolutionRatio ( int32 Value )  
void SetLightingResolutionRatioCommit ( int32 Value, ETextCommit::Type CommitInfo )  
void SetLightingResolutionSelectedObjectsOnly ()  
void SetLightingResolutionStaticMeshes ( ECheckBoxState NewCheckedState )  
void SetMaterialQualityLevel ( EMaterialQualityLevel::Type NewQual... )  
void SetPreviewPlatform ( FPreviewPlatformInfo NewPreviewPlat... )  
void SetWidgetMode ( UE::Widget::EWidgetMode WidgetMode )  
bool ShowActorHistory_CanExecute () Checks whether ShowActorHistory can be executed on the selected actors.
void ShowActorHistory_Clicked () Shows the history of the file containing the actor.
void ShowLightingStaticMeshInfo ()  
void ShowSceneStats () Called when the Scene Stats button is clicked. Invokes the Primitive Stats dialog.
void ShowTextureStats () Called when the Texture Stats button is clicked. Invokes the Texture Stats dialog.
void SnapElementsToElement_Clicked ( bool InAlign, bool InUseLineTrace, bool InUseBounds, bool InUsePivot ) Snaps the selected elements to another element. Optionally will align with the trace normal.
void SnapObjectToView_Clicked () Snaps a selected actor to the camera view.
void SnapTo2DLayer_Clicked () Snaps an actor to the currently selected 2D snap layer
void SnapToFloor_Clicked ( bool InAlign, bool InUseLineTrace, bool InUseBounds, bool InUsePivot ) Snaps the selected elements to the floor. Optionally will align with the trace normal.
bool SubmitToSourceControl_CanExecute ()  
void SubmitToSourceControl_Clicked () Called when Submit to Source Control is clicked
void ToggleFavorite ()  
bool ToggleFavorite_CanExecute ()  
bool ToggleFavorite_IsChecked ()  
void ToggleFeatureLevelPreview ()  
void ToggleVR () Toggles VR mode
bool ToggleVR_CanExecute () Toggles VR mode
bool ToggleVR_IsButtonActive () Toggles VR mode
bool ToggleVR_IsChecked () Toggles VR mode
void UngroupActor_Clicked () Called when the UngroupActor command is executed
void UnlockGroup_Clicked () Called when the UnlockGroup command is executed

Enums

Type Name Description
Public enum EActorTypeFlags  

Typedefs

Name Description
FNewLevelOverride  

Constants

Name Description
NewLevelOverride  

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