50 results for "editor"
Copies the current contents of a render target array into an existing Texture2DArray asset, overwriting its pixel data.
Copies the current contents of a render target into an existing Texture2D asset, overwriting its pixel data.
Copies the current contents of a cube render target into an existing TextureCube asset, overwriting its pixel data.
Copies the current contents of a volume render target into an existing VolumeTexture asset, overwriting its pixel data.
Returns the list of paths searched for editor-specific localization files, covering UI text used only in the editor itself.
Retrieves the value of a named property from the given object by name, for use in editor utility scripts and Blutilities.
Returns true if this actor should exist only in editor builds and be stripped from cooked/packaged games.
Returns whether this actor, despite being editor-only, should still be loaded and present during Play-In-Editor sessions.
Queries whether a named property's value on the given object overrides the value inherited from its archetype (i.
Returns whether this component must be loaded when running the game from the editor (Play-In-Editor).
Returns true if the object still has its editor-only data, as opposed to having had it stripped for a cooked/packaged build.
Closes the Unreal Editor application.
Creates a new static Texture2DArray asset from the current contents of a render target array.
Creates a new static Texture2D asset from the current contents of a render target.
Creates a new static TextureCube asset from the current contents of a cube render target, typically used to bake captured reflection or skybox cubemaps.
Creates a new static VolumeTexture asset from the current contents of a volume render target.
Resets the value of a named property on the given object so it matches the value from its archetype, undoing any per-instance override.
Sets the value of a named property on the given object by name, for use in editor utility scripts and Blutilities.
Adds a row with the given name and data to a Data Table.
Stores a post-process settings/weight pair on the camera for later retrieval, without applying it to the camera's live view.
Returns the assigned Sound asset so it appears alongside this component's name in editor stat/debug displays (e.
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.
Begins a new undo transaction, defined as all actions that take place when the user selects 'Undo' once.
Cancels the current transaction and stops capturing actions into the undo buffer.
Gathers the attenuation shapes applicable to this component's sound into a multimap, keyed by shape type, for editor or in-game debug visualization.
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.
Marks an object as modified for the editor's undo/redo transaction buffer before construction-script or utility-widget code changes it.
Called when this actor is explicitly destroyed during gameplay or in the editor.
Called when the pawn is removed from the world or when the game ends.
Attempts to end the current undo transaction.
Returns the Content directory of the core engine install, shared across projects and mods using the same engine.
Returns the root directory for user-specific engine files that is shared across engine versions, unlike EngineUserDir().
Tests whether two FInputChord values represent the same key combination, including modifier state.
Tests whether two FKey values represent the same key.
Writes the contents of a Data Table to a CSV file on disk, encoded as UTF-8.
Serializes the contents of a Data Table to a CSV-formatted string in memory.
Writes the contents of a Data Table to a JSON file on disk, encoded as UTF-8.
Serializes the contents of a Data Table to a JSON-formatted string in memory.
Empties the given Data Table and repopulates it by importing the JSON file at the given path.
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.
Returns a non-owning view into the actor's editor label string without allocating.
Returns the actor's editor label if one has been set, otherwise falls back to the actor's internal object name.
Returns a string describing this component's current sound asset, used by the editor and log tooling that displays detailed UObject info (e.
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.
Returns the configured crossfade blend duration in seconds for a specific state machine transition.
Returns the list of cultures that have localization data available, filtered by which resource groups (game, engine, editor, plugins) to check.
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.
Returns the list of paths searched for localized property display names, used to translate reflected property labels shown in the editor.
Returns the topmost actor in the editor selection hierarchy, traversing up through GetSelectionParent() until the root is found.
Returns the immediate parent actor in the editor selection hierarchy.