SSCSEditor

Unreal Engine C++ API Reference > Editor > Kismet

Inheritance Hierarchy

References

   
Module Kismet
Header /Engine/Source/Editor/Kismet/Public/SSCSEditor.h
Include #include "SSCSEditor.h"

Syntax

class SSCSEditor : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)  

Variables

Type Name Description
TAttribute< cla... ActorContext Attribute that provides access to the Actor context for which we are viewing/editing the SCS.
TAttribute< boo... AllowEditing Attribute to indicate whether or not editing is allowed.
TSharedPtr< FUI... CommandList Command list for handling actions in the SSCSEditor
TAttribute< TSu... ComponentTypeFilter Attribute to limit visible nodes to a particular component type when filtering the tree view.
TUniquePtr< FSc... DeferredOngoingCreateTransaction Scope the creation of a component which ends when the initial component 'name' is given/accepted by the user, which can be several frames after the component was actually created.
FName DeferredRenameRequest Name of a node that has been requested to be renamed
TAttribute< boo... HideComponentClassCombo Attribute to indicate whether or not the "Add Component" button is visible.
FOnHighlightPro... OnHighlightPropertyInDetailsView Delegate to invoke when the given property should be highlighted in the details view (e.g. diff).
FOnItemDoubleCl... OnItemDoubleClicked Delegate to invoke when an item in the tree is double clicked.
FSimpleDelegate OnObjectReplaced Delegate to invoke when objects within the SCS tree are replaced (eg, via re-instancing from a BP compile)
FOnSelectionUpd... OnSelectionUpdated Delegate to invoke on selection update.
FDelegateHandle PostTickHandle Used to unregister from the post tick event.
TAttribute< cla... PreviewActor Attribute that provides access to a "preview" Actor context (may not be same as the Actor context that's being edited.
TSharedPtr< SSC... SCSTreeWidget Tree widget

Destructors

Type Name Description
  ~SSCSEditor ()  

Functions

Type Name Description
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 ()  
bool CanCutNodes ()  
bool CanDeleteNodes ()  
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 )  
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... )  
FSCSEditorTr... FindParentForNewComponent ( UActorComponent* NewComponent )  
FSCSEditorTr... FindParentForNewNode ( USCS_Node* NewNode )  
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 ()  
EVisibility GetComponentsFilterBoxVisibility ()  
EVisibility GetComponentsTreeVisibility ()  
TSubclassOf<... GetComponentTypeFilterToApply ()  
EVisibility GetEditBlueprintButtonVisibility ()  
EComponentEd... GetEditorMode ()  
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 ()  
const TArray... GetRootNodes () Gets a root nodes of the tree
FSCSEditorTr... GetSceneRootNode () Get the root scene node
TArray< UObj... GetSelectedEditableObjects ()  
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 ()  
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 ()  
void OnGetChildrenForTree ( FSCSEditorTreeNodePtrType InNodePtr, TArray< FSCSEditorTreeNodePtrType >... ) Used by tree control - get children for a specified node
FText OnGetResetToBlueprintDefaultsTooltip ()  
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... )  
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

Overridden from SWidget

Type Name Description
FReply OnKeyDown ( const FGeometry& MyGeometry, const FKeyEvent& InKeyEvent ) SWidget interface

Classes

Type Name Description
Public struct FAddedNodeDetails  
Public struct FAddNewComponentParams Adds a component to the SCS tree
Public struct FArguments  

Typedefs


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