FSCSEditorTr... |
AddChild ( USCS_Node* InSCSNode, bool bIsInheritedSCS ) |
Adds a child node for the given SCS node. |
void |
AddChild ( FSCSEditorTreeNodePtrType InChildNo... ) |
Adds the given node as a child node. |
FSCSEditorTr... |
AddChildFromComponent ( UActorComponent* InComponentTe... ) |
Adds a child node for the given component template. |
void |
ApplyFilteredStateToParent () |
Used to update the EFilteredState::ChildMatches flag for parent nodes, when this item's filtration state has changed |
bool |
CanDelete () |
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bool |
CanEdit () |
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bool |
CanRename () |
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bool |
CanReparent () |
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void |
CloseOngoingCreateTransaction () |
Ends the 'Create + enter initial name' transaction of this node. |
FSCSEditorTr... |
FactoryNodeFromComponent ( UActorComponent* InComponent ) |
Creates the correct type of node based on the component (instanced or not, etc...) |
FSCSEditorTr... |
FindChild ( const USCS_Node* InSCSNode, bool bRecursiveSearch, uint32* OutDepth ) |
Attempts to find a reference to the child node that matches the given SCS node. |
FSCSEditorTr... |
FindChild ( const UActorComponent* InCompo..., bool bRecursiveSearch, uint32* OutDepth ) |
Attempts to find a reference to the child node that matches the given component template. |
FSCSEditorTr... |
FindChild ( const FName& InVariableOrInstanceN..., bool bRecursiveSearch, uint32* OutDepth ) |
Attempts to find a reference to the child node that matches the given component variable or instance name. |
FSCSEditorTr... |
FindClosestParent ( TArray< FSCSEditorTreeNodePtrType >... ) |
Finds the closest ancestor node in the given node set. |
UActorCompon... |
FindComponentInstanceInActor ( const AActor* InActor ) |
Finds the component instance represented by this node contained within a given Actor instance. |
USCS_Node &#... |
FindSCSNodeForInstance ( const UActorComponent* Instanc..., UClass* ClassToSearch ) |
Tries to find a SCS node that was likely responsible for creating the specified instance component. Note: This is not always possible to do! |
FSCSEditorAc... |
GetActorRootNode () |
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UBlueprint &... |
GetBlueprint () |
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FSCSEditorCh... |
GetChildActorNode () |
Returns the associated child actor node if applicable to this node type. |
const TArray... |
GetChildren () |
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UActorCompon... |
GetComponentTemplate ( bool bEvenIfPendingKill ) |
Deliberately non-virtual, for performance reasons. |
FText |
GetDisplayName () |
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FString |
GetDisplayString () |
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T * |
GetEditableObjectForBlueprint ( UBlueprint* InBlueprint ) |
May not be the same as the value returned by GetObject(). |
T * |
GetMutableObject () |
Provides derived classes with non-const access to the object represented by this node (e.g. for rename operations, etc.). This should not be made public. |
FName |
GetNodeID () |
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ENodeType |
GetNodeType () |
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const T *... |
GetObject ( bool bEvenIfPendingKill ) |
Deliberately non-virtual, for performance reasons. |
UActorCompon... |
GetOrCreateEditableComponentTemplate ( UBlueprint* ActualEditedBluepr... ) |
Derived classes should override GetOrCreateEditableObjectForBlueprint(). |
UObject *... |
GetOrCreateEditableObjectForBlueprint ( UBlueprint* InBlueprint ) |
Derived classes can override to create and/or return a reference to an alternate editable object. |
FSCSEditorTr... |
GetParent () |
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USCS_Node &#... |
GetSCSNode () |
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FName |
GetVariableName () |
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bool |
IsActorNode () |
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bool |
IsAttachedTo ( FSCSEditorTreeNodePtrType InNodePtr ) |
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bool |
IsBlueprintComponent () |
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bool |
IsComponentNode () |
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bool |
IsDefaultSceneRoot () |
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bool |
IsDirectlyAttachedTo ( FSCSEditorTreeNodePtrType InNodePtr ) |
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bool |
IsFlaggedForFiltration () |
Query that determines if this item should be filtered out or not |
bool |
IsInheritedComponent () |
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bool |
IsInheritedSCSNode () |
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bool |
IsInstanced () |
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bool |
IsInstancedActor () |
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bool |
IsInstancedComponent () |
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bool |
IsNativeComponent () |
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bool |
IsRootComponent () |
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bool |
IsSceneComponent () |
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bool |
IsUserInstancedComponent () |
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bool |
MatchesFilterType ( const UClass* InFilterType ) |
Returns whether the node will match the given type (for filtering) |
void |
OnCompleteRename ( const FText& InNewName ) |
Renames the object or variable represented by this node |
void |
OnRequestRename ( TUniquePtr< FScopedTransaction > On... ) |
Requests a rename on the node. |
void |
RefreshCachedChildFilterState ( bool bUpdateParent ) |
Updates the EFilteredState::ChildMatches flag, based off of children's current state |
bool |
RefreshFilteredState ( const UClass* InFilterType, const TArray< FString >& InFilterT..., bool bRecursive ) |
Refreshes this item's filtration state. Set bRecursive to 'true' to refresh any child nodes as well |
void |
RemoveChild ( FSCSEditorTreeNodePtrType InChildNo... ) |
Removes the given node from the list of child nodes. |
void |
RemoveMeAsChild () |
Called when this node is being removed via a RemoveChild call. |
void |
SetActorRootNode ( FSCSEditorActorNodePtrType InActorN... ) |
Sets the actor root to the given node for this node along with any children. |
void |
SetCachedFilterState ( bool bMatchesFilter, bool bUpdateParent ) |
Sets this item's filtration state. |
void |
SetObject ( UObject* InObject ) |
Sets the internal object instance represented by this node. |
void |
SetRenameRequestedDelegate ( FOnRenameRequested InRenameRequeste... ) |
Sets up the delegate for a rename operation |