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AssetViewUtils::LoadAssetsIfNeeded
/Engine/Source/Developer/AssetTools/Public/AssetViewUtils.h
Makes sure the specified assets are loaded into memory. false if user canceled after being warned about loading very many packages.
AssetTools
namespace AssetViewUtils { bool AssetViewUtils::LoadAssetsIfNeeded ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & ObjectPaths, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & LoadedObjects, bool bAllowedToPromptToLoadAssets, bool bLoadRedirects ) }
[]
AssetViewUtils::LoadColor
/Engine/Source/Developer/AssetTools/Public/AssetViewUtils.h
Loads the color of this path from the config The color the folder should appear as, will be NULL if not customized
AssetTools
namespace AssetViewUtils { const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > AssetViewUtils::LoadColor ( const [FString](API\Runtime\Core\Containers\FString) & FolderPath ) }
[]
AssetViewUtils::LoadPackages
/Engine/Source/Developer/AssetTools/Public/AssetViewUtils.h
Loads all the specified packages
AssetTools
namespace AssetViewUtils { [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > AssetViewUtils::LoadPackages ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & PackageNames ) }
[]
AssetViewUtils::MoveAssets
/Engine/Source/Developer/AssetTools/Public/AssetViewUtils.h
Moves assets to a new path
AssetTools
namespace AssetViewUtils { void AssetViewUtils::MoveAssets ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & Assets, const [FString](API\Runtime\Core\Containers\FString) & DestPath, const [FString](API\Runtime\Core\Containers\FString) & SourcePath ) }
[]
AssetViewUtils::MoveFolders
/Engine/Source/Developer/AssetTools/Public/AssetViewUtils.h
Moves all assets in all source paths to the destination path, preserving path structure
AssetTools
namespace AssetViewUtils { bool AssetViewUtils::MoveFolders ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InSourcePathNames, const [FString](API\Runtime\Core\Containers\FString) & DestPath ) }
[]
AssetViewUtils::OnAlwaysShowPath
/Engine/Source/Developer/AssetTools/Public/AssetViewUtils.h
AssetTools
namespace AssetViewUtils { [FOnAlwaysShowPath](API\Developer\AssetTools\FOnAlwaysShowPath) & AssetViewUtils::OnAlwaysShowPath() }
[]
AssetViewUtils::OnFolderPathChanged
/Engine/Source/Developer/AssetTools/Public/AssetViewUtils.h
AssetTools
namespace AssetViewUtils { [FOnFolderPathChanged](API\Developer\AssetTools\FOnFolderPathChanged) & AssetViewUtils::OnFolderPathChanged() }
[]
AssetViewUtils::OnSyncStart
/Engine/Source/Developer/AssetTools/Public/AssetViewUtils.h
AssetTools
namespace AssetViewUtils { [FOnSyncStart](API\Developer\AssetTools\FOnSyncStart) & AssetViewUtils::OnSyncStart() }
[]
AssetViewUtils::OnSyncFinish
/Engine/Source/Developer/AssetTools/Public/AssetViewUtils.h
AssetTools
namespace AssetViewUtils { [FOnSyncFinish](API\Developer\AssetTools\FOnSyncFinish) & AssetViewUtils::OnSyncFinish() }
[]
AssetViewUtils::OpenEditorForAsset
/Engine/Source/Developer/AssetTools/Public/AssetViewUtils.h
Loads the specified object if needed and opens the asset editor for it
AssetTools
namespace AssetViewUtils { bool AssetViewUtils::OpenEditorForAsset ( const [FString](API\Runtime\Core\Containers\FString) & ObjectPath ) }
[]
AssetViewUtils::OpenEditorForAsset
/Engine/Source/Developer/AssetTools/Public/AssetViewUtils.h
Opens the asset editor for the specified asset
AssetTools
namespace AssetViewUtils { bool AssetViewUtils::OpenEditorForAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) }
[]
AssetViewUtils::OpenEditorForAsset
/Engine/Source/Developer/AssetTools/Public/AssetViewUtils.h
Opens the asset editor for the specified assets
AssetTools
namespace AssetViewUtils { bool AssetViewUtils::OpenEditorForAsset ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & Assets ) }
[]
AssetViewUtils::PrepareFoldersForDragDrop
/Engine/Source/Developer/AssetTools/Public/AssetViewUtils.h
A helper function for folder drag/drop which loads all assets in a path (including sub-paths) and returns the assets found
AssetTools
namespace AssetViewUtils { bool AssetViewUtils::PrepareFoldersForDragDrop ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & SourcePathNames, [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > > & OutSourcePathToLoadedAssets ) }
[]
AssetViewUtils::PromptToLoadAssets
/Engine/Source/Developer/AssetTools/Public/AssetViewUtils.h
Prompts the user to load the list of unloaded objects
AssetTools
namespace AssetViewUtils { bool AssetViewUtils::PromptToLoadAssets ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & UnloadedObjects ) }
[]
AssetViewUtils::RenameFolder
/Engine/Source/Developer/AssetTools/Public/AssetViewUtils.h
Moves all assets from the source path to the destination path, preserving path structure, deletes source path afterwards if possible
AssetTools
namespace AssetViewUtils { bool AssetViewUtils::RenameFolder ( const [FString](API\Runtime\Core\Containers\FString) & DestPath, const [FString](API\Runtime\Core\Containers\FString) & SourcePath ) }
[]
AssetViewUtils::SaveColor
/Engine/Source/Developer/AssetTools/Public/AssetViewUtils.h
Saves the color of the path to the config
AssetTools
namespace AssetViewUtils { void AssetViewUtils::SaveColor ( const [FString](API\Runtime\Core\Containers\FString) & FolderPath, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > & FolderColor, bool bForceAdd ) }
[]
AssetViewUtils::SaveDirtyPackages
/Engine/Source/Developer/AssetTools/Public/AssetViewUtils.h
Prompts to save all modified packages
AssetTools
namespace AssetViewUtils { bool AssetViewUtils::SaveDirtyPackages() }
[]
AssetViewUtils::SavePackages
/Engine/Source/Developer/AssetTools/Public/AssetViewUtils.h
Saves all the specified packages
AssetTools
namespace AssetViewUtils { bool AssetViewUtils::SavePackages ( const [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & Packages ) }
[]
AssetViewUtils::SetPathColor
/Engine/Source/Developer/AssetTools/Public/AssetViewUtils.h
Saves the color of the path to the config
AssetTools
namespace AssetViewUtils { void AssetViewUtils::SetPathColor ( const [FString](API\Runtime\Core\Containers\FString) & FolderPath, [TOptional](API\Runtime\Core\IO\TOptional)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > FolderColor ) }
[]
AssetViewUtils::ShowErrorNotifcation
/Engine/Source/Developer/AssetTools/Public/AssetViewUtils.h
Show an error notification toast if the given error message is not empty
AssetTools
namespace AssetViewUtils { void AssetViewUtils::ShowErrorNotifcation ( const [FText](API\Runtime\Core\Internationalization\FText) & InErrorMsg ) }
[]
AssetViewUtils::SyncLatestFromSourceControl
/Engine/Source/Developer/AssetTools/Public/AssetViewUtils.h
Syncs latest from source control.
AssetTools
namespace AssetViewUtils { bool AssetViewUtils::SyncLatestFromSourceControl() }
[]
AssetViewUtils::SyncPackagesFromSourceControl
/Engine/Source/Developer/AssetTools/Public/AssetViewUtils.h
Syncs the specified packages from source control.
AssetTools
namespace AssetViewUtils { bool AssetViewUtils::SyncPackagesFromSourceControl ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & PackageNames ) }
[]
AssetViewUtils::SyncPackagesFromSourceControl
/Engine/Source/Developer/AssetTools/Public/AssetViewUtils.h
Syncs the specified packages from source control.
AssetTools
namespace AssetViewUtils { void AssetViewUtils::SyncPackagesFromSourceControl ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & PackageNames, bool bIsSyncLatestOperation ) }
[]
AssetViewUtils::SyncPathsFromSourceControl
/Engine/Source/Developer/AssetTools/Public/AssetViewUtils.h
Syncs the specified paths from source control.
AssetTools
namespace AssetViewUtils { bool AssetViewUtils::SyncPathsFromSourceControl ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Paths ) }
[]
EAssetClassAction
/Engine/Source/Developer/AssetTools/Public/IAssetTools.h
AssetTools
enum EAssetClassAction { CreateAsset, ViewAsset, ImportAsset, ExportAsset, AllAssetActions, }
[]
EAssetMigrationConflict
/Engine/Source/Developer/AssetTools/Public/IAssetTools.h
AssetTools
enum EAssetMigrationConflict { Skip, Overwrite, Cancel, }
[]
EAssetRenameResult
/Engine/Source/Developer/AssetTools/Public/IAssetTools.h
AssetTools
enum EAssetRenameResult { Failure, Success, Pending, }
[]
EAssetTypeActivationMethod::Type
/Engine/Source/Developer/AssetTools/Public/IAssetTypeActions.h
AssetTools
namespace EAssetTypeActivationMethod { enum Type { DoubleClicked, Opened, Previewed, } }
[]
EAssetTypeActivationOpenedMethod
/Engine/Source/Developer/AssetTools/Public/AssetTypeActivationOpenedMethod.h
(jcotton) This enum has been extracted into a separate header as it would ideally live in IAssetTypeActions.h or AssetTypeActions_Base.h, however these files are included without module linking (IncludePathModuleNames) in several other modules which makes adding a UENUM() not possible without refactoring.
AssetTools
enum EAssetTypeActivationOpenedMethod { Edit, View, }
[]
EAssetTypeCategories::Type
/Engine/Source/Developer/AssetTools/Public/AssetTypeCategories.h
This enum has been extracted into a separate header for easier inclusion in code in other modules
AssetTools
namespace EAssetTypeCategories { enum Type { None = 0, Basic = 1 << 0, Animation = 1 << 1, Materials = 1 << 2, Sounds = 1 << 3, Physics = 1 << 4, UI = 1 << 5, Misc = 1 << 6, Gameplay = 1 << 7, Blueprint = 1 << 8, Media = 1 << 9, Textures = 1 << 10, FirstUser = 1 << 11, LastUser = 1 << 31, } }
[]
ERedirectFixupMode
/Engine/Source/Developer/AssetTools/Public/IAssetTools.h
AssetTools
enum ERedirectFixupMode { DeleteFixedUpRedirectors, LeaveFixedUpRedirectors, }
[]
FAdvancedAssetCategory::FAdvancedAssetCategory
/Engine/Source/Developer/AssetTools/Public/IAssetTools.h
AssetTools
FAdvancedAssetCategory ( [EAssetTypeCategories::Type](API\Developer\AssetTools\EAssetTypeCategories__Type) InCategoryType, [FText](API\Runtime\Core\Internationalization\FText) InCategoryName )
[]
FAdvancedAssetCategory
/Engine/Source/Developer/AssetTools/Public/IAssetTools.h
AssetTools
struct FAdvancedAssetCategory
[ { "type": "FText", "name": "CategoryName", "description": "" }, { "type": "EAssetTypeCateg...", "name": "CategoryType", "description": "" } ]
FAdvancedCopyCompletedEvent
/Engine/Source/Developer/AssetTools/Public/IAssetTools.h
AssetTools
class FAdvancedCopyCompletedEvent
[]
FAdvancedCopyMap
/Engine/Source/Developer/AssetTools/Public/AssetToolsSettings.h
AssetTools
struct FAdvancedCopyMap
[ { "type": "FSoftClassPath", "name": "AdvancedCopyCustomization", "description": "The set of dependency and destination rules to use for advanced copy" }, { "type": "FSoftClassPath", "name": "ClassToCopy", "description": "When copying this class, use a particular set of dependency and destination rules" } ]
FAdvancedCopyParams::AddCustomization
/Engine/Source/Developer/AssetTools/Public/IAssetTools.h
AssetTools
void AddCustomization ( [UAdvancedCopyCustomization](API\Developer\AssetTools\UAdvancedCopyCustomization) * InCustomization )
[]
FAdvancedCopyParams::GetCustomizationsToUse
/Engine/Source/Developer/AssetTools/Public/IAssetTools.h
AssetTools
const [TArray](API\Runtime\Core\Containers\TArray)< [UAdvancedCopyCustomization](API\Developer\AssetTools\UAdvancedCopyCustomization) * > & GetCustomizationsToUse() const
[]
FAdvancedCopyParams::GetDropLocationForAdvancedCopy
/Engine/Source/Developer/AssetTools/Public/IAssetTools.h
AssetTools
const [FString](API\Runtime\Core\Containers\FString) & GetDropLocationForAdvancedCopy() const
[]
FAdvancedCopyParams::GetSelectedPackageNames
/Engine/Source/Developer/AssetTools/Public/IAssetTools.h
Deprecated* This function has been deprecated, use GetSelectedPackageOrFolderNames
AssetTools
const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & GetSelectedPackageNames() const
[]
FAdvancedCopyParams::GetSelectedPackageOrFolderNames
/Engine/Source/Developer/AssetTools/Public/IAssetTools.h
AssetTools
const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & GetSelectedPackageOrFolderNames() const
[]
FAdvancedCopyParams::FAdvancedCopyParams
/Engine/Source/Developer/AssetTools/Public/IAssetTools.h
AssetTools
FAdvancedCopyParams()
[]
FAdvancedCopyParams::FAdvancedCopyParams
/Engine/Source/Developer/AssetTools/Public/IAssetTools.h
AssetTools
FAdvancedCopyParams ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > InSelectedPackageOrFolderNames, [FString](API\Runtime\Core\Containers\FString) InDropLocationForAdvancedCopy )
[]
FAssetPostRenameEvent
/Engine/Source/Developer/AssetTools/Public/IAssetTools.h
AssetTools
typedef TMulticastDelegate_OneParam< void, const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetRenameData](API\Developer\AssetTools\FAssetRenameData) > & > FAssetPostRenameEvent
[]
FAdvancedCopyParams
/Engine/Source/Developer/AssetTools/Public/IAssetTools.h
AssetTools
struct FAdvancedCopyParams
[ { "type": "bool", "name": "bCopyOverAllDestinationOverlaps", "description": "" }, { "type": "bool", "name": "bShouldCheckForDependencies", "description": "" }, { "type": "bool", "name": "bShouldForceSave", "description": "" }, { "type": "bool", "name": "bShouldSuppressUI", "description": "" }, { "type": "FAdvancedCopyCo...", "name": "OnCopyComplete", "description": "" } ]
FAssetRenameData::FAssetRenameData
/Engine/Source/Developer/AssetTools/Public/IAssetTools.h
These constructors leave some fields empty, they are fixed up inside AssetRenameManager
AssetTools
FAssetRenameData ( const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > & InAsset, const [FString](API\Runtime\Core\Containers\FString) & InNewPackagePath, const [FString](API\Runtime\Core\Containers\FString) & InNewName )
[]
FAssetRenameData::FAssetRenameData
/Engine/Source/Developer/AssetTools/Public/IAssetTools.h
AssetTools
FAssetRenameData()
[]
FAssetRenameData::FAssetRenameData
/Engine/Source/Developer/AssetTools/Public/IAssetTools.h
AssetTools
FAssetRenameData ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & InOldObjectPath, const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & InNewObjectPath, bool bInOnlyFixSoftReferences )
[]
FAssetRenameData
/Engine/Source/Developer/AssetTools/Public/IAssetTools.h
AssetTools
struct FAssetRenameData
[ { "type": "TWeakObjectPtr<...", "name": "Asset", "description": "Object being renamed" }, { "type": "bool", "name": "bOnlyFixSoftReferences", "description": "If true, only fix soft references." }, { "type": "FString", "name": "NewName", "description": "New package and asset name, new object path will be PackagePath/NewName.NewName" }, { "type": "FSoftObjectPath", "name": "NewObjectPath", "description": "New full path, may be a SubObject" }, { "type": "FString", "name": "NewPackagePath", "description": "New path to package without package name, ie /Game/SubDirectory" }, { "type": "FSoftObjectPath", "name": "OldObjectPath", "description": "Full path to old name, in form /Game/SubDirectory/OldName.OldName:SubPath" } ]
FAssetToolsModule::GetModule
/Engine/Source/Developer/AssetTools/Public/AssetToolsModule.h
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already. Returns singleton instance, loading the module on demand if needed
AssetTools
static [FAssetToolsModule](API\Developer\AssetTools\FAssetToolsModule) & GetModule()
[]
FAssetToolsModule::Get
/Engine/Source/Developer/AssetTools/Public/AssetToolsModule.h
AssetTools
virtual [IAssetTools](API\Developer\AssetTools\IAssetTools) & Get() const
[]
FAssetToolsModule::IsModuleLoaded
/Engine/Source/Developer/AssetTools/Public/AssetToolsModule.h
AssetTools
static bool IsModuleLoaded()
[]
FAssetToolsModule::ShutdownModule
/Engine/Source/Developer/AssetTools/Public/AssetToolsModule.h
Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.
AssetTools
virtual void ShutdownModule()
[]
FAssetToolsModule::StartupModule
/Engine/Source/Developer/AssetTools/Public/AssetToolsModule.h
FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));
AssetTools
virtual void StartupModule()
[]
FAssetToolsModule
/Engine/Source/Developer/AssetTools/Public/AssetToolsModule.h
AssetTools
class FAssetToolsModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
[]
FAssetTypeActions_Base::AssetsActivatedOverride
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_Base.h
Allows overriding asset activation to perform asset type specific activation for the supplied assets. This happens when the user double clicks, presses enter, or presses space. Return true if you have overridden the behavior.
AssetTools
virtual bool AssetsActivatedOverride ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, [EAssetTypeActivationMethod::Type](API\Developer\AssetTools\EAssetTypeActivationMethod__Type) ActivationType )
[]
FAssetTypeActions_Base::BuildBackendFilter
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_Base.h
Builds the filter for this class
AssetTools
virtual void BuildBackendFilter ( [FARFilter](API\Runtime\CoreUObject\AssetRegistry\FARFilter) & InFilter )
[]
FAssetTypeActions_Base::CanDuplicate
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_Base.h
Returns true if this asset can be duplicated
AssetTools
virtual bool CanDuplicate ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAsset, [FText](API\Runtime\Core\Internationalization\FText) * OutErrorMsg ) const
[]
FAssetTypeActions_Base::CanFilter
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_Base.h
Returns true if this class can be used as a filter in the content browser
AssetTools
virtual bool CanFilter()
[]
FAssetTypeActions_Base::CanLocalize
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_Base.h
Returns true if this class can be localized
AssetTools
virtual bool CanLocalize() const
[]
FAssetTypeActions_Base::CanMerge
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_Base.h
Returns true if this class can be merged (either manually or automatically)
AssetTools
virtual bool CanMerge() const
[]
FAssetTypeActions_Base::CanRename
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_Base.h
Returns true if this asset can be renamed
AssetTools
virtual bool CanRename ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAsset, [FText](API\Runtime\Core\Internationalization\FText) * OutErrorMsg ) const
[]
FAssetTypeActions_Base::CreateUniqueAssetName
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_Base.h
Creates a unique package and asset name taking the form InBasePackageName+InSuffix
AssetTools
virtual void CreateUniqueAssetName ( const [FString](API\Runtime\Core\Containers\FString) & InBasePackageName, const [FString](API\Runtime\Core\Containers\FString) & InSuffix, [FString](API\Runtime\Core\Containers\FString) & OutPackageName, [FString](API\Runtime\Core\Containers\FString) & OutAssetName ) const
[]
FAssetTypeActions_Base::DumpAssetToTempFile
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_Base.h
Util for dumping an asset to a temporary text file. Returns absolute filename to temp file
AssetTools
virtual [FString](API\Runtime\Core\Containers\FString) DumpAssetToTempFile ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) const
[]
FAssetTypeActions_Base::GetAssetDescription
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_Base.h
Returns additional tooltip information for the specified asset, if it has any (otherwise return the null widget)
AssetTools
virtual [FText](API\Runtime\Core\Internationalization\FText) GetAssetDescription ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData ) const
[]
FAssetTypeActions_Base::GetClassPathName
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_Base.h
Returns class path name as a package + classFNamepair
AssetTools
virtual [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) GetClassPathName() const
[]
FAssetTypeActions_Base::GetDefaultThumbnailPrimitiveType
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_Base.h
Returns the default thumbnail type that should be rendered when rendering primitive shapes. This does not need to be implemented if the asset does not render a primitive shape
AssetTools
virtual EThumbnailPrimType GetDefaultThumbnailPrimitiveType ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) const
[]
FAssetTypeActions_Base::GetDisplayNameFromAssetData
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_Base.h
Optionally gets a class display name for this asset (otherwise, returns empty text (e.g. `FText::GetEmpty()_)
AssetTools
virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayNameFromAssetData ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData ) const
[]
FAssetTypeActions_Base::GetFilterName
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_Base.h
Returns name to use for filter in the content browser
AssetTools
virtual [FName](API\Runtime\Core\UObject\FName) GetFilterName() const
[]
FAssetTypeActions_Base::GetIconBrush
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_Base.h
Returns icon brush unique for the given asset data. Returning null falls back to class icon brush.
AssetTools
virtual const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetIconBrush ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, const [FName](API\Runtime\Core\UObject\FName) InClassName ) const
[]
FAssetTypeActions_Base::GetResolvedSourceFilePaths
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_Base.h
Collects the resolved source paths for the imported assets
AssetTools
virtual void GetResolvedSourceFilePaths ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & TypeAssets, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutSourceFilePaths ) const
[]
FAssetTypeActions_Base::GetSourceFileLabels
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_Base.h
Collects the source file labels for the imported assets
AssetTools
virtual void GetSourceFileLabels ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & TypeAssets, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutSourceFileLabels ) const
[]
FAssetTypeActions_Base::GetSubMenus
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_Base.h
Returns array of sub-menu names that this asset type is parented under in the Asset Creation Context Menu.
AssetTools
virtual const [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & GetSubMenus() const
[]
FAssetTypeActions_Base::GetThumbnailBrush
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_Base.h
Returns thumbnail brush unique for the given asset data. Returning null falls back to class thumbnail brush.
AssetTools
virtual const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetThumbnailBrush ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, const [FName](API\Runtime\Core\UObject\FName) InClassName ) const
[]
FAssetTypeActions_Base::GetThumbnailInfo
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_Base.h
Returns the thumbnail info for the specified asset, if it has one.
AssetTools
virtual [UThumbnailInfo](API\Runtime\Engine\EditorFramework\UThumbnailInfo) * GetThumbnailInfo ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) const
[]
FAssetTypeActions_Base::GetThumbnailOverlay
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_Base.h
Optionally returns a custom widget to overlay on top of this assets' thumbnail
AssetTools
virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetThumbnailOverlay ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData ) const
[]
FAssetTypeActions_Base::GetTypedObjectPtrs
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_Base.h
AssetTools
template<typename T> static [TArray](API\Runtime\Core\Containers\TArray)< T * > GetTypedObjectPtrs ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects )
[]
FAssetTypeActions_Base::GetObjectDisplayName
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_Base.h
Returns the display name for that object.
AssetTools
virtual [FString](API\Runtime\Core\Containers\FString) GetObjectDisplayName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const
[]
FAssetTypeActions_Base::GetTypedSoftObjectPtrs
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_Base.h
AssetTools
template<typename T> static [TArray](API\Runtime\Core\Containers\TArray)< [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< T > > GetTypedSoftObjectPtrs ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects )
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FAssetTypeActions_Base::GetTypedWeakObjectPtrs
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_Base.h
Helper function to convert the input for GetActions to a list that can be used for delegates
AssetTools
template<typename T> static [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< T > > GetTypedWeakObjectPtrs ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects )
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FAssetTypeActions_Base::GetValidAssetsForPreviewOrEdit
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_Base.h
Returns the set of asset data that is valid to load.
AssetTools
virtual [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > GetValidAssetsForPreviewOrEdit ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > InAssetDatas, bool bIsPreview )
[]
FAssetTypeActions_Base::IsImportedAsset
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_Base.h
Returns whether the asset was imported from an external source
AssetTools
virtual bool IsImportedAsset() const
[]
FAssetTypeActions_Base::Merge
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_Base.h
Begins a merge operation for InObject (automatically determines remote/base versions needed to resolve)
AssetTools
virtual void Merge ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )
[]
FAssetTypeActions_Base::Merge
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_Base.h
Begins a merge between the specified assets
AssetTools
virtual void Merge ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * BaseAsset, [UObject](API\Runtime\CoreUObject\UObject\UObject) * RemoteAsset, [UObject](API\Runtime\CoreUObject\UObject\UObject) * LocalAsset, const [FOnMergeResolved](API\Developer\Merge\FOnMergeResolved) & ResolutionCallback )
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FAssetTypeActions_Base::OpenAssetEditor
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_Base.h
Opens the asset editor for the specified objects. If EditWithinLevelEditor is valid, the world-centric editor will be used.
AssetTools
virtual void OpenAssetEditor ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > EditWithinLevelEditor )
[]
FAssetTypeActions_Base::OpenAssetEditor
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_Base.h
Opens the asset editor for the specified objects. If EditWithinLevelEditor is valid, the world-centric editor will be used.
AssetTools
virtual void OpenAssetEditor ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, const [EAssetTypeActivationOpenedMethod](API\Developer\AssetTools\EAssetTypeActivationOpenedMethod) OpenedMethod, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > EditWithinLevelEditor )
[]
FAssetTypeActions_Base::PerformAssetDiff
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_Base.h
Performs asset-specific diff on the supplied asset
AssetTools
virtual void PerformAssetDiff ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * OldAsset, [UObject](API\Runtime\CoreUObject\UObject\UObject) * NewAsset, const struct [FRevisionInfo](API\Editor\AssetDefinition\FRevisionInfo) & OldRevision, const struct [FRevisionInfo](API\Editor\AssetDefinition\FRevisionInfo) & NewRevision ) const
[]
FAssetTypeActions_Base::ShouldForceWorldCentric
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_Base.h
True if we should force world-centric mode for newly-opened assets
AssetTools
virtual bool ShouldForceWorldCentric()
[]
FAssetTypeActions_Base::SupportsOpenedMethod
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_Base.h
Does this asset support edit or view methods?
AssetTools
virtual bool SupportsOpenedMethod ( const [EAssetTypeActivationOpenedMethod](API\Developer\AssetTools\EAssetTypeActivationOpenedMethod) OpenedMethod ) const
[]
FAssetTypeActions_Base
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_Base.h
A base class for all AssetTypeActions. Provides helper functions useful for many types. Deriving from this class is optional.
AssetTools
class FAssetTypeActions_Base : public [IAssetTypeActions](API\Developer\AssetTools\IAssetTypeActions)
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FAssetTypeActions_CSVAssetBase::CanExecuteFindSourceFileInExplorer
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_CSVAssetBase.h
Determine whether the find source file in explorer editor command can execute or not
AssetTools
bool CanExecuteFindSourceFileInExplorer ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > Filenames, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > OverrideExtensions ) const
[]
FAssetTypeActions_CSVAssetBase::GetCategories
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_CSVAssetBase.h
Returns the categories that this asset type appears in. The return value is one or more flags from EAssetTypeCategories.
AssetTools
virtual uint32 GetCategories()
[]
FAssetTypeActions_CSVAssetBase::ExecuteFindSourceFileInExplorer
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_CSVAssetBase.h
Handler for opening the source file for this asset
AssetTools
void ExecuteFindSourceFileInExplorer ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > Filenames, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > OverrideExtensions )
[]
FAssetTypeActions_CSVAssetBase::GetTypeColor
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_CSVAssetBase.h
Returns the color associated with this type
AssetTools
virtual [FColor](API\Runtime\Core\Math\FColor) GetTypeColor() const
[]
FAssetTypeActions_CSVAssetBase::IsImportedAsset
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_CSVAssetBase.h
Returns whether the asset was imported from an external source
AssetTools
virtual bool IsImportedAsset() const
[]
FAssetTypeActions_CSVAssetBase::VerifyFileExists
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_CSVAssetBase.h
Verify the specified filename exists
AssetTools
bool VerifyFileExists ( const [FString](API\Runtime\Core\Containers\FString) & InFileName ) const
[]
FAssetTypeActions_CSVAssetBase
/Engine/Source/Developer/AssetTools/Public/AssetTypeActions_CSVAssetBase.h
AssetTools
class FAssetTypeActions_CSVAssetBase : public [FAssetTypeActions_Base](API\Developer\AssetTools\FAssetTypeActions_Base)
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FCanMigrateAsset
/Engine/Source/Developer/AssetTools/Public/IAssetTools.h
AssetTools
typedef TBaseDelegate_OneParam< bool, [FName](API\Runtime\Core\UObject\FName) > FCanMigrateAsset
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FClassTypeActions_Base::GetThumbnailOverlay
/Engine/Source/Developer/AssetTools/Public/ClassTypeActions_Base.h
BeginIClassTypeActionsimplementation.
AssetTools
virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetThumbnailOverlay ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData ) const
[]
FCollectionAssetManagement::AddCurrentAssetsToCollection
/Engine/Source/Developer/AssetTools/Public/CollectionAssetManagement.h
Add the current assets to the given collection
AssetTools
void AddCurrentAssetsToCollection ( [FCollectionNameType](API\Developer\CollectionManager\FCollectionNameType) InCollectionKey )
[]
FClassTypeActions_Base
/Engine/Source/Developer/AssetTools/Public/ClassTypeActions_Base.h
A base class for all ClassTypeActions. Provides helper functions useful for many types. Deriving from this class is optional.
AssetTools
class FClassTypeActions_Base : public [IClassTypeActions](API\Developer\AssetTools\IClassTypeActions)
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