40 results for "editor" in function
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.
Returns whether this component must be loaded when running the game from the editor (Play-In-Editor).
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.
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.
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.
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 the configured crossfade blend duration in seconds for a specific state machine transition.
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 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.
Returns the index used to identify this component's position in the User Construction Script serialization stream.
Populates a Visual Logger snapshot with the controller's current AI state (path, focus, perception), enabling replay and analysis in the Visual Logger editor tool.
Invalidates the cached static lighting for this actor using default options.
Returns true if this actor or any of its selection parents are currently selected in the editor.
Returns true if this component instance was created by either the user in the Blueprint editor or by the Simple Construction Script (SCS).
Returns true if the component's world is currently running in the specified network mode.
Returns true if this component's owning actor is currently selected in the editor.
Returns whether this actor should only exist at runtime and be excluded from editor-world operations such as level saving and cooking preparation.
Returns whether this actor is part of another actor's selection group in the editor.
Returns whether this actor acts as a selection parent for its attached actors in the editor.
Checks that this FName is a legal UObject name: non-empty, free of invalid characters, and within the maximum name length.
Validates that a name does not contain any of the specified forbidden characters.
Returns true if the given object is an instance of (or inherits from) the specified class.
Called when a component is created (not loaded from a save).
Called when an instance of this class is placed in the editor or spawned at runtime, after native components are created but before BeginPlay.
Called after an actor is spawned into the world (via UWorld::SpawnActor), both in the editor and during gameplay.
Called after all components have been initialized during gameplay or editor previews.
Called after all components have been registered with the world.
Called immediately before InitializeComponent() is invoked on each of the actor's components, and only during gameplay (not in the editor).
Called before any component in the actor is registered with the world.
Propagates the current editor selection state down to all primitive scene proxies owned by this actor, causing the viewport to render the selection highlight correctly.
Unregisters then re-registers all components on this actor.
Returns whether this actor should tick in editor viewports (TickType == LEVELTICK_ViewportsOnly).
Returns whether this pawn should tick while the editor is open but not in Play-in-Editor mode (viewport-only).
Spawns a player into a running PIE session when the editor transitions from Simulate mode to Play mode.
The Blueprint Construction Script entry point, called each time the actor is placed or modified in the editor and when it is spawned at runtime.