RealDocs

50 results for "editor"

function
UKismetRenderingLibrary::ConvertRenderTargetToTexture2DArrayEditorOnly Engine

Copies the current contents of a render target array into an existing Texture2DArray asset, overwriting its pixel data.

function
UKismetRenderingLibrary::ConvertRenderTargetToTexture2DEditorOnly Engine

Copies the current contents of a render target into an existing Texture2D asset, overwriting its pixel data.

function
UKismetRenderingLibrary::ConvertRenderTargetToTextureCubeEditorOnly Engine

Copies the current contents of a cube render target into an existing TextureCube asset, overwriting its pixel data.

function
UKismetRenderingLibrary::ConvertRenderTargetToTextureVolumeEditorOnly Engine

Copies the current contents of a volume render target into an existing VolumeTexture asset, overwriting its pixel data.

function
UBlueprintPathsLibrary::GetEditorLocalizationPaths Engine

Returns the list of paths searched for editor-specific localization files, covering UI text used only in the editor itself.

function
UKismetSystemLibrary::GetEditorProperty Engine

Retrieves the value of a named property from the given object by name, for use in editor utility scripts and Blutilities.

function
AActor::IsEditorOnly Engine

Returns true if this actor should exist only in editor builds and be stripped from cooked/packaged games.

function
AActor::IsEditorOnlyLoadedInPIE Engine

Returns whether this actor, despite being editor-only, should still be loaded and present during Play-In-Editor sessions.

function
UKismetSystemLibrary::IsEditorPropertyOverridden Engine

Queries whether a named property's value on the given object overrides the value inherited from its archetype (i.

function
UActorComponent::NeedsLoadForEditorGame Engine

Returns whether this component must be loaded when running the game from the editor (Play-In-Editor).

function
UKismetSystemLibrary::ObjectHasEditorOnlyData Engine

Returns true if the object still has its editor-only data, as opposed to having had it stripped for a cooked/packaged build.

function
UKismetSystemLibrary::QuitEditor Engine

Closes the Unreal Editor application.

function
UKismetRenderingLibrary::RenderTargetCreateStaticTexture2DArrayEditorOnly Engine

Creates a new static Texture2DArray asset from the current contents of a render target array.

function
UKismetRenderingLibrary::RenderTargetCreateStaticTexture2DEditorOnly Engine

Creates a new static Texture2D asset from the current contents of a render target.

function
UKismetRenderingLibrary::RenderTargetCreateStaticTextureCubeEditorOnly Engine

Creates a new static TextureCube asset from the current contents of a cube render target, typically used to bake captured reflection or skybox cubemaps.

function
UKismetRenderingLibrary::RenderTargetCreateStaticVolumeTextureEditorOnly Engine

Creates a new static VolumeTexture asset from the current contents of a volume render target.

function
UKismetSystemLibrary::ResetEditorProperty Engine

Resets the value of a named property on the given object so it matches the value from its archetype, undoing any per-instance override.

function
UKismetSystemLibrary::SetEditorProperty Engine

Sets the value of a named property on the given object by name, for use in editor utility scripts and Blutilities.

function
UDataTableFunctionLibrary::AddDataTableRow Engine

Adds a row with the given name and data to a Data Table.

function
UCameraComponent::AddExtraPostProcessBlend Engine

Stores a post-process settings/weight pair on the camera for later retrieval, without applying it to the camera's live view.

function
UAudioComponent::AdditionalStatObject Engine

Returns the assigned Sound asset so it appears alongside this component's name in editor stat/debug displays (e.

function
FMath::ApplyScaleToFloat Core

Applies a 3D scale delta to a single float in-place, intended for editor gizmo interactions where dragging a uniform scale handle should affect scalar properties.

function
UKismetSystemLibrary::BeginTransaction Engine

Begins a new undo transaction, defined as all actions that take place when the user selects 'Undo' once.

function
UKismetSystemLibrary::CancelTransaction Engine

Cancels the current transaction and stops capturing actions into the undo buffer.

function
UAudioComponent::CollectAttenuationShapesForVisualization Engine

Gathers the attenuation shapes applicable to this component's sound into a multimap, keyed by shape type, for editor or in-game debug visualization.

function
AActor::CreateComponentFromTemplateData Engine

Creates a component instance from pre-cooked serialized data, allowing Blueprint component construction to bypass the more expensive template duplication path used in the editor.

function
UKismetSystemLibrary::CreateCopyForUndoBuffer Engine

Marks an object as modified for the editor's undo/redo transaction buffer before construction-script or utility-widget code changes it.

function
AActor::Destroyed Engine

Called when this actor is explicitly destroyed during gameplay or in the editor.

function
APawn::EndPlay Engine

Called when the pawn is removed from the world or when the game ends.

function
UKismetSystemLibrary::EndTransaction Engine

Attempts to end the current undo transaction.

function
UBlueprintPathsLibrary::EngineContentDir Engine

Returns the Content directory of the core engine install, shared across projects and mods using the same engine.

function
UBlueprintPathsLibrary::EngineVersionAgnosticUserDir Engine

Returns the root directory for user-specific engine files that is shared across engine versions, unlike EngineUserDir().

function
UKismetInputLibrary::EqualEqual_InputChordInputChord Engine

Tests whether two FInputChord values represent the same key combination, including modifier state.

function
UKismetInputLibrary::EqualEqual_KeyKey Engine

Tests whether two FKey values represent the same key.

function
UDataTableFunctionLibrary::ExportDataTableToCSVFile Engine

Writes the contents of a Data Table to a CSV file on disk, encoded as UTF-8.

function
UDataTableFunctionLibrary::ExportDataTableToCSVString Engine

Serializes the contents of a Data Table to a CSV-formatted string in memory.

function
UDataTableFunctionLibrary::ExportDataTableToJSONFile Engine

Writes the contents of a Data Table to a JSON file on disk, encoded as UTF-8.

function
UDataTableFunctionLibrary::ExportDataTableToJSONString Engine

Serializes the contents of a Data Table to a JSON-formatted string in memory.

function
UDataTableFunctionLibrary::FillDataTableFromJSONFile Engine

Empties the given Data Table and repopulates it by importing the JSON file at the given path.

function
FSoftObjectPath::FixupForPIE CoreUObject

Remaps the path's package name to the PIE-prefixed duplicate so that soft references resolve to the correct PIE world copy rather than the editor asset.

function
AActor::GetActorLabelView Engine

Returns a non-owning view into the actor's editor label string without allocating.

function
AActor::GetActorNameOrLabel Engine

Returns the actor's editor label if one has been set, otherwise falls back to the actor's internal object name.

function
UAudioComponent::GetDetailedInfoInternal Engine

Returns a string describing this component's current sound asset, used by the editor and log tooling that displays detailed UObject info (e.

function
UKismetSystemLibrary::GetDisplayName Engine

Returns a human-readable name for the object, for use as a debugging aid — the actor's editor label for Actors, a readable name for components, or the object name otherwise.

function
UAnimInstance::GetInstanceTransitionCrossfadeDuration Engine

Returns the configured crossfade blend duration in seconds for a specific state machine transition.

function
UKismetInternationalizationLibrary::GetLocalizedCultures Engine

Returns the list of cultures that have localization data available, filtered by which resource groups (game, engine, editor, plugins) to check.

function
AActor::GetPlacementExtent Engine

Returns the bounding extent used when placing this actor in the editor, primarily to offset the actor from a hit surface so it doesn't clip into geometry.

function
UBlueprintPathsLibrary::GetPropertyNameLocalizationPaths Engine

Returns the list of paths searched for localized property display names, used to translate reflected property labels shown in the editor.

function
AActor::GetRootSelectionParent Engine

Returns the topmost actor in the editor selection hierarchy, traversing up through GetSelectionParent() until the root is found.

function
AActor::GetSelectionParent Engine

Returns the immediate parent actor in the editor selection hierarchy.