bool |
BuildLightMaps ( ELightingBuildQuality Quality, bool bWithReflectionCaptures ) |
Build Light Maps and optionally the reflection captures. |
bool |
EditorGetGameView ( FName ViewportConfigKey ) |
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void |
EditorInvalidateViewports () |
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void |
EditorPlaySimulate () |
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void |
EditorRequestEndPlay () |
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void |
EditorSetGameView ( bool bGameView, FName ViewportConfigKey ) |
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void |
EjectPilotLevelActor ( FName ViewportConfigKey ) |
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void |
ExtendQuickActionMenu () |
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FName |
GetActiveViewportConfigKey () |
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bool |
GetAllowsCinematicControl ( FName ViewportConfigKey ) |
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ULevel * |
GetCurrentLevel () |
Get the current level used by the world editor. |
FEditorModeT... |
GetLevelEditorModeManager () |
Gets the global level editor mode manager, if we have one. |
AActor * |
GetPilotLevelActor ( FName ViewportConfigKey ) |
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UTypedElemen... |
GetSelectionSet () |
Get the selection set for the current world, you can use this to track and create changes to the level editor's selection |
TArray< FNam... |
GetViewportConfigKeys () |
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bool |
IsInPlayInEditor () |
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bool |
LoadLevel ( const FString& AssetPath ) |
Close the current Persistent Level (without saving it). Loads the specified level. |
bool |
NewLevel ( const FString& AssetPath ) |
Close the current Persistent Level (without saving it). |
bool |
NewLevelFromTemplate ( const FString& AssetPath, const FString& TemplateAssetPath ) |
Close the current Persistent Level (without saving it). |
void |
PilotLevelActor ( const FToolMenuContext& InContext ) |
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void |
PilotLevelActor ( AActor* ActorToPilot, FName ViewportConfigKey ) |
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bool |
SaveAllDirtyLevels () |
Saves all Level currently loaded by the World Editor. |
bool |
SaveCurrentLevel () |
Saves the specified Level. Must already be saved at lease once to have a valid path. |
void |
SetAllowsCinematicControl ( bool bAllow, FName ViewportConfigKey ) |
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bool |
SetCurrentLevelByName ( FName LevelName ) |
Set the current level used by the world editor. |