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40 results for "editor" in function

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
UActorComponent::NeedsLoadForEditorGame Engine

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

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
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
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
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
UAnimInstance::GetInstanceTransitionCrossfadeDuration Engine

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

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
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.

function
UActorComponent::GetUCSSerializationIndex Engine

Returns the index used to identify this component's position in the User Construction Script serialization stream.

function
AAIController::GrabDebugSnapshot AIModule

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.

function
AActor::InvalidateLightingCache Engine

Invalidates the cached static lighting for this actor using default options.

function
AActor::IsActorOrSelectionParentSelected Engine

Returns true if this actor or any of its selection parents are currently selected in the editor.

function
UActorComponent::IsCreatedByConstructionScript Engine

Returns true if this component instance was created by either the user in the Blueprint editor or by the Simple Construction Script (SCS).

function
UActorComponent::IsNetMode Engine

Returns true if the component's world is currently running in the specified network mode.

function
UActorComponent::IsOwnerSelected Engine

Returns true if this component's owning actor is currently selected in the editor.

function
AActor::IsRuntimeOnly Engine

Returns whether this actor should only exist at runtime and be excluded from editor-world operations such as level saving and cooking preparation.

function
AActor::IsSelectionChild Engine

Returns whether this actor is part of another actor's selection group in the editor.

function
AActor::IsSelectionParentOfAttachedActors Engine

Returns whether this actor acts as a selection parent for its attached actors in the editor.

function
FName::IsValidObjectName Core

Checks that this FName is a legal UObject name: non-empty, free of invalid characters, and within the maximum name length.

function
FName::IsValidXName Core

Validates that a name does not contain any of the specified forbidden characters.

function
UGameplayStatics::ObjectIsA Engine

Returns true if the given object is an instance of (or inherits from) the specified class.

function
UActorComponent::OnComponentCreated Engine

Called when a component is created (not loaded from a save).

function
AActor::OnConstruction Engine

Called when an instance of this class is placed in the editor or spawned at runtime, after native components are created but before BeginPlay.

function
AActor::PostActorCreated Engine

Called after an actor is spawned into the world (via UWorld::SpawnActor), both in the editor and during gameplay.

function
AActor::PostInitializeComponents Engine

Called after all components have been initialized during gameplay or editor previews.

function
AActor::PostRegisterAllComponents Engine

Called after all components have been registered with the world.

function
AActor::PreInitializeComponents Engine

Called immediately before InitializeComponent() is invoked on each of the actor's components, and only during gameplay (not in the editor).

function
AActor::PreRegisterAllComponents Engine

Called before any component in the actor is registered with the world.

function
AActor::PushSelectionToProxies Engine

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.

function
AActor::ReregisterAllComponents Engine

Unregisters then re-registers all components on this actor.

function
AActor::ShouldTickIfViewportsOnly Engine

Returns whether this actor should tick in editor viewports (TickType == LEVELTICK_ViewportsOnly).

function
APawn::ShouldTickIfViewportsOnly Engine

Returns whether this pawn should tick while the editor is open but not in Play-in-Editor mode (viewport-only).

function
AGameModeBase::SpawnPlayerFromSimulate Engine

Spawns a player into a running PIE session when the editor transitions from Simulate mode to Play mode.

function
AActor::UserConstructionScript Engine

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.