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 |