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IDriverElement::IsScrolledToBeginning | /Engine/Source/Developer/AutomationDriver/Public/IDriverElement.h | is true if the element is scrollable and at the beginning position | AutomationDriver | bool IsScrolledToBeginning() const | [] |
IDriverElement::Press | /Engine/Source/Developer/AutomationDriver/Public/IDriverElement.h | Moves the cursor over the element, then triggers the series of events to invoke mouse input for pressing the specified button. The button will not be released.
whether the press was successful | AutomationDriver | bool Press ( [EMouseButtons::Type](API\Runtime\ApplicationCore\GenericPlatform\EMouseButtons__Type) MouseButton ) | [] |
IDriverElement::PressChord | /Engine/Source/Developer/AutomationDriver/Public/IDriverElement.h | Moves focus to the element, then triggers the series of events to invoke keyboard input for each argument in order from 1 to N. They will not be released.
whether the press chord was successful | AutomationDriver | bool PressChord ( [FKey](API\Runtime\InputCore\FKey) Key1, [FKey](API\Runtime\InputCore\FKey) Key2 ) | [] |
IDriverElement::PressChord | /Engine/Source/Developer/AutomationDriver/Public/IDriverElement.h | Moves focus to the element, then triggers the series of events to invoke keyboard input for each argument in order from 1 to N. They will not be released.
whether the press chord was successful | AutomationDriver | bool PressChord ( [FKey](API\Runtime\InputCore\FKey) Key1, TCHAR Character ) | [] |
IDriverElement::PressChord | /Engine/Source/Developer/AutomationDriver/Public/IDriverElement.h | Moves focus to the element, then triggers the series of events to invoke keyboard input for each argument in order from 1 to N. They will not be released.
whether the press chord was successful | AutomationDriver | bool PressChord ( [FKey](API\Runtime\InputCore\FKey) Key1, [FKey](API\Runtime\InputCore\FKey) Key2, [FKey](API\Runtime\InputCore\FKey) Key3 ) | [] |
IDriverElement::PressChord | /Engine/Source/Developer/AutomationDriver/Public/IDriverElement.h | Moves focus to the element, then triggers the series of events to invoke keyboard input for each argument in order from 1 to N. They will not be released.
whether the press chord was successful | AutomationDriver | bool PressChord ( [FKey](API\Runtime\InputCore\FKey) Key1, [FKey](API\Runtime\InputCore\FKey) Key2, TCHAR Character ) | [] |
IDriverElement::Release | /Engine/Source/Developer/AutomationDriver/Public/IDriverElement.h | Moves focus to the element, then triggers the series of events to invoke keyboard input for releasing the specified character. The character will not be pressed if it is not currently being pressed.
whether the release was successful | AutomationDriver | bool Release ( TCHAR Character ) | [] |
IDriverElement::Release | /Engine/Source/Developer/AutomationDriver/Public/IDriverElement.h | Moves focus to the element, then triggers the series of events to invoke keyboard input for releasing the specified key. The key will not be pressed if it is not currently being pressed.
whether the release was successful | AutomationDriver | bool Release ( [FKey](API\Runtime\InputCore\FKey) Key ) | [] |
IDriverElement::Release | /Engine/Source/Developer/AutomationDriver/Public/IDriverElement.h | Moves the cursor over the element, then triggers the series of events to invoke mouse input for releasing the specified button. The button will not be pressed if it is not currently pressed.
whether the release was successful | AutomationDriver | bool Release ( [EMouseButtons::Type](API\Runtime\ApplicationCore\GenericPlatform\EMouseButtons__Type) MouseButton ) | [] |
IDriverElement::ReleaseChord | /Engine/Source/Developer/AutomationDriver/Public/IDriverElement.h | Moves focus to the element, then triggers the series of events to invoke keyboard input for each argument in order from N to 1. They will not be pressed if if not currently being pressed.
whether the release chord was successful | AutomationDriver | bool ReleaseChord ( [FKey](API\Runtime\InputCore\FKey) Key1, [FKey](API\Runtime\InputCore\FKey) Key2 ) | [] |
IDriverElement::ReleaseChord | /Engine/Source/Developer/AutomationDriver/Public/IDriverElement.h | Moves focus to the element, then triggers the series of events to invoke keyboard input for each argument in order from N to 1. They will not be pressed if if not currently being pressed.
whether the release chord was successful | AutomationDriver | bool ReleaseChord ( [FKey](API\Runtime\InputCore\FKey) Key1, TCHAR Character ) | [] |
IDriverElement::ReleaseChord | /Engine/Source/Developer/AutomationDriver/Public/IDriverElement.h | Moves focus to the element, then triggers the series of events to invoke keyboard input for each argument in order from N to 1. They will not be pressed if if not currently being pressed.
whether the release chord was successful | AutomationDriver | bool ReleaseChord ( [FKey](API\Runtime\InputCore\FKey) Key1, [FKey](API\Runtime\InputCore\FKey) Key2, [FKey](API\Runtime\InputCore\FKey) Key3 ) | [] |
IDriverElement::ReleaseChord | /Engine/Source/Developer/AutomationDriver/Public/IDriverElement.h | Moves focus to the element, then triggers the series of events to invoke keyboard input for each argument in order from N to 1. They will not be pressed if if not currently being pressed.
whether the release chord was successful | AutomationDriver | bool ReleaseChord ( [FKey](API\Runtime\InputCore\FKey) Key1, [FKey](API\Runtime\InputCore\FKey) Key2, TCHAR Character ) | [] |
IDriverElement::ScrollBy | /Engine/Source/Developer/AutomationDriver/Public/IDriverElement.h | Moves the cursor over the element, then triggers the series of events to invoke a mouse wheel scroll by the specified delta. Most average user scrolling is limited to a range of -5 to 5.
whether the scroll by delta was successful | AutomationDriver | bool ScrollBy ( float Delta ) | [] |
IDriverElement::ScrollToBeginning | /Engine/Source/Developer/AutomationDriver/Public/IDriverElement.h | Moves the cursor over the element, then triggers the series of events to invoke a mouse wheel scroll, scrolling the element until it reaches the beginning
whether the scroll to beginning was successful | AutomationDriver | bool ScrollToBeginning() | [] |
IDriverElement::ScrollToBeginning | /Engine/Source/Developer/AutomationDriver/Public/IDriverElement.h | Moves the cursor over the element, then triggers the series of events to invoke a mouse wheel scroll by the specified delta amount, scrolling the element until it reaches the beginning
whether the scroll to beginning was successful | AutomationDriver | bool ScrollToBeginning ( float Amount ) | [] |
IDriverElement::ScrollToBeginningUntil | /Engine/Source/Developer/AutomationDriver/Public/IDriverElement.h | Moves the cursor over the element, then triggers the series of events to invoke a mouse wheel scroll until the specified locator is locates the desired element or the beginning is reached
whether the scroll to beginning until was successful | AutomationDriver | bool ScrollToBeginningUntil ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IElementLocator](API\Developer\AutomationDriver\IElementLocator), ESPMode::ThreadSafe > & DesiredElementLocator ) | [] |
IDriverElement::ScrollToEnd | /Engine/Source/Developer/AutomationDriver/Public/IDriverElement.h | Moves the cursor over the element, then triggers the series of events to invoke a mouse wheel scroll by the specified delta amount, scrolling the element until it reaches the end
whether the scroll to end was successful | AutomationDriver | bool ScrollToEnd ( float Amount ) | [] |
IDriverElement::ScrollToEnd | /Engine/Source/Developer/AutomationDriver/Public/IDriverElement.h | Moves the cursor over the element, then triggers the series of events to invoke a mouse wheel scroll, scrolling the element until it reaches the beginning
whether the scroll to end was successful | AutomationDriver | bool ScrollToEnd() | [] |
IDriverElement::ScrollToEndUntil | /Engine/Source/Developer/AutomationDriver/Public/IDriverElement.h | Moves the cursor over the element, then triggers the series of events to invoke a mouse wheel scroll until the specified locator is locates the desired element or the end is reached
whether the scroll to end until was successful | AutomationDriver | bool ScrollToEndUntil ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IElementLocator](API\Developer\AutomationDriver\IElementLocator), ESPMode::ThreadSafe > & DesiredElementLocator ) | [] |
IDriverElement::Type | /Engine/Source/Developer/AutomationDriver/Public/IDriverElement.h | Moves focus to the element, then triggers the series of events to invoke keyboard input for each character specified. Not all control and modifier keys are supported with this method of typing.
whether the type was successful | AutomationDriver | bool Type ( const TCHAR * Text ) | [] |
IDriverElement::Type | /Engine/Source/Developer/AutomationDriver/Public/IDriverElement.h | Moves focus to the element, then triggers the series of events to invoke keyboard input for each character specified. Not all control and modifier keys are supported with this method of typing.
whether the type was successful | AutomationDriver | bool Type ( [FString](API\Runtime\Core\Containers\FString) Text ) | [] |
IDriverElement::Type | /Engine/Source/Developer/AutomationDriver/Public/IDriverElement.h | Moves focus to the element, then triggers the series of events to invoke keyboard input for the specified character.
whether the type was successful | AutomationDriver | bool Type ( [FKey](API\Runtime\InputCore\FKey) Key ) | [] |
IDriverElement::Type | /Engine/Source/Developer/AutomationDriver/Public/IDriverElement.h | Moves focus to the element, then triggers the series of events to invoke keyboard input for the specified key. Not all control and modifier keys are supported with this method of typing.
whether the type was successful | AutomationDriver | bool Type ( TCHAR Character ) | [] |
IDriverElement::Type | /Engine/Source/Developer/AutomationDriver/Public/IDriverElement.h | Moves focus to the element, then triggers the series of events to invoke keyboard input for each key specified.
whether the type was successful | AutomationDriver | bool Type ( const [TArray](API\Runtime\Core\Containers\TArray)< [FKey](API\Runtime\InputCore\FKey) > & Keys ) | [] |
IDriverElement::TypeChord | /Engine/Source/Developer/AutomationDriver/Public/IDriverElement.h | Moves focus to the element, then triggers the series of events to invoke keyboard input for each argument in order from 1 to N and then releasing those keys in order from N to 1 Chord typing is intended to ease the to execution keyboard shortcuts, such as, CTRL + SHIFT + S
whether the type chord was successful | AutomationDriver | bool TypeChord ( [FKey](API\Runtime\InputCore\FKey) Key1, [FKey](API\Runtime\InputCore\FKey) Key2 ) | [] |
IDriverElement::TypeChord | /Engine/Source/Developer/AutomationDriver/Public/IDriverElement.h | Moves focus to the element, then triggers the series of events to invoke keyboard input for each argument in order from 1 to N and then releasing those keys in order from N to 1 Chord typing is intended to ease the to execution keyboard shortcuts, such as, CTRL + SHIFT + S
whether the type chord was successful | AutomationDriver | bool TypeChord ( [FKey](API\Runtime\InputCore\FKey) Key1, TCHAR Character ) | [] |
IDriverElement::TypeChord | /Engine/Source/Developer/AutomationDriver/Public/IDriverElement.h | Moves focus to the element, then triggers the series of events to invoke keyboard input for each argument in order from 1 to N and then releasing those keys in order from N to 1 Chord typing is intended to ease the to execution keyboard shortcuts, such as, CTRL + SHIFT + S
whether the type chord was successful | AutomationDriver | bool TypeChord ( [FKey](API\Runtime\InputCore\FKey) Key1, [FKey](API\Runtime\InputCore\FKey) Key2, [FKey](API\Runtime\InputCore\FKey) Key3 ) | [] |
IDriverElement::TypeChord | /Engine/Source/Developer/AutomationDriver/Public/IDriverElement.h | Moves focus to the element, then triggers the series of events to invoke keyboard input for each argument in order from 1 to N and then releasing those keys in order from N to 1 Chord typing is intended to ease the to execution keyboard shortcuts, such as, CTRL + SHIFT + S
whether the type chord was successful | AutomationDriver | bool TypeChord ( [FKey](API\Runtime\InputCore\FKey) Key1, [FKey](API\Runtime\InputCore\FKey) Key2, TCHAR Character ) | [] |
IDriverElement | /Engine/Source/Developer/AutomationDriver/Public/IDriverElement.h | Represents the API for a potential application element | AutomationDriver | class IDriverElement : public [IElementLocator](API\Developer\AutomationDriver\IElementLocator) | [] |
IDriverElementCollection::GetElements | /Engine/Source/Developer/AutomationDriver/Public/IDriverElement.h | the elements discovered by the locator at this current moment; calling this multiple times may return different elements | AutomationDriver | [TArray](API\Runtime\Core\Containers\TArray)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDriverElement](API\Developer\AutomationDriver\IDriverElement), ESPMode::ThreadSafe > > GetElements() | [] |
IDriverElementCollection | /Engine/Source/Developer/AutomationDriver/Public/IDriverElement.h | Represents a potential collection of elements | AutomationDriver | class IDriverElementCollection | [] |
IDriverSequence::Actions | /Engine/Source/Developer/AutomationDriver/Public/IDriverSequence.h | the sequence of actions this driver sequence represents; any actions called on this are queued for execution on the next Perform call | AutomationDriver | [IActionSequence](API\Developer\AutomationDriver\IActionSequence) & Actions() | [] |
IDriverSequence::Perform | /Engine/Source/Developer/AutomationDriver/Public/IDriverSequence.h | Executes all the actions that have been queued for this sequence. | AutomationDriver | bool Perform() | [] |
IDriverSequence | /Engine/Source/Developer/AutomationDriver/Public/IDriverSequence.h | Represents a sequence of actions that can be performed as a single unit by the automation driver associted with this sequence | AutomationDriver | class IDriverSequence | [] |
IElementLocator::Locate | /Engine/Source/Developer/AutomationDriver/Public/IElementLocator.h | Attempts to locate a specific element or set of elements in the application | AutomationDriver | void Locate ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< IApplicationElement >> & OutElements ) const | [] |
IElementLocator::ToDebugString | /Engine/Source/Developer/AutomationDriver/Public/IElementLocator.h | a string only to be used for debugging and logging purposes that represents this locator | AutomationDriver | [FString](API\Runtime\Core\Containers\FString) ToDebugString() const | [] |
IElementLocator | /Engine/Source/Developer/AutomationDriver/Public/IElementLocator.h | Represents an object whose sole purpose is to discover one or more application elements | AutomationDriver | class IElementLocator | [] |
Until::Condition | /Engine/Source/Developer/AutomationDriver/Public/WaitUntil.h | Creates a new wait delegate which completes it's wait only if the specified condition returns true or if the specified timeout timespan elapses | AutomationDriver | static [FDriverWaitDelegate](API\Developer\AutomationDriver\FDriverWaitDelegate) Condition ( const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< bool()> & Function, [FWaitTimeout](API\Developer\AutomationDriver\FWaitTimeout) Timeout ) | [] |
Until::Condition | /Engine/Source/Developer/AutomationDriver/Public/WaitUntil.h | Creates a new wait delegate which completes it's wait only if the specified condition returns true or if the specified timeout timespan elapses | AutomationDriver | static [FDriverWaitDelegate](API\Developer\AutomationDriver\FDriverWaitDelegate) Condition ( const [FDriverWaitConditionDelegate](API\Developer\AutomationDriver\FDriverWaitConditionDelegate) & Delegate, [FWaitTimeout](API\Developer\AutomationDriver\FWaitTimeout) Timeout ) | [] |
Until::Condition | /Engine/Source/Developer/AutomationDriver/Public/WaitUntil.h | Creates a new wait delegate which completes it's wait only if the specified condition returns true or if the specified timeout timespan elapses The lambda is only re-evaluated at the specified wait interval | AutomationDriver | static [FDriverWaitDelegate](API\Developer\AutomationDriver\FDriverWaitDelegate) Condition ( const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< bool()> & Function, [FWaitInterval](API\Developer\AutomationDriver\FWaitInterval) Interval, [FWaitTimeout](API\Developer\AutomationDriver\FWaitTimeout) Timeout ) | [] |
Until::Condition | /Engine/Source/Developer/AutomationDriver/Public/WaitUntil.h | Creates a new wait delegate which completes it's wait only if the specified condition returns true or if the specified timeout timespan elapses The delegate is only re-evaluated at the specified wait interval | AutomationDriver | static [FDriverWaitDelegate](API\Developer\AutomationDriver\FDriverWaitDelegate) Condition ( const [FDriverWaitConditionDelegate](API\Developer\AutomationDriver\FDriverWaitConditionDelegate) & Delegate, [FWaitInterval](API\Developer\AutomationDriver\FWaitInterval) Interval, [FWaitTimeout](API\Developer\AutomationDriver\FWaitTimeout) Timeout ) | [] |
Until::ElementExists | /Engine/Source/Developer/AutomationDriver/Public/WaitUntil.h | Creates a new wait delegate which completes it's wait only if the specified element locator discovers elements or if the specified timeout timespan elapses | AutomationDriver | static [FDriverWaitDelegate](API\Developer\AutomationDriver\FDriverWaitDelegate) ElementExists ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IElementLocator](API\Developer\AutomationDriver\IElementLocator), ESPMode::ThreadSafe > & ElementLocator, [FWaitTimeout](API\Developer\AutomationDriver\FWaitTimeout) Timeout ) | [] |
Until::ElementExists | /Engine/Source/Developer/AutomationDriver/Public/WaitUntil.h | Creates a new wait delegate which completes it's wait only if the specified element locator discovers elements or if the specified timeout timespan elapses; The element locator is only re-evaluated at the specified wait interval | AutomationDriver | static [FDriverWaitDelegate](API\Developer\AutomationDriver\FDriverWaitDelegate) ElementExists ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IElementLocator](API\Developer\AutomationDriver\IElementLocator), ESPMode::ThreadSafe > & ElementLocator, [FWaitInterval](API\Developer\AutomationDriver\FWaitInterval) Interval, [FWaitTimeout](API\Developer\AutomationDriver\FWaitTimeout) Timeout ) | [] |
Until::ElementIsInteractable | /Engine/Source/Developer/AutomationDriver/Public/WaitUntil.h | Creates a new wait delegate which completes it's wait only if the specified element locator discovers interactable elements or if the specified timeout timespan elapses | AutomationDriver | static [FDriverWaitDelegate](API\Developer\AutomationDriver\FDriverWaitDelegate) ElementIsInteractable ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IElementLocator](API\Developer\AutomationDriver\IElementLocator), ESPMode::ThreadSafe > & ElementLocator, [FWaitTimeout](API\Developer\AutomationDriver\FWaitTimeout) Timeout ) | [] |
Until::ElementIsInteractable | /Engine/Source/Developer/AutomationDriver/Public/WaitUntil.h | Creates a new wait delegate which completes it's wait only if the specified element locator discovers interactable elements or if the specified timeout timespan elapses; The element locator is only re-evaluated at the specified wait interval | AutomationDriver | static [FDriverWaitDelegate](API\Developer\AutomationDriver\FDriverWaitDelegate) ElementIsInteractable ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IElementLocator](API\Developer\AutomationDriver\IElementLocator), ESPMode::ThreadSafe > & ElementLocator, [FWaitInterval](API\Developer\AutomationDriver\FWaitInterval) Interval, [FWaitTimeout](API\Developer\AutomationDriver\FWaitTimeout) Timeout ) | [] |
Until::ElementIsScrolledToBeginning | /Engine/Source/Developer/AutomationDriver/Public/WaitUntil.h | Creates a new wait delegate which completes it's wait only if the specified element locator discovers a scrollable element whose scroll position is at the beginning or if the specified timeout timespan elapses | AutomationDriver | static [FDriverWaitDelegate](API\Developer\AutomationDriver\FDriverWaitDelegate) ElementIsScrolledToBeginning ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IElementLocator](API\Developer\AutomationDriver\IElementLocator), ESPMode::ThreadSafe > & ElementLocator, [FWaitTimeout](API\Developer\AutomationDriver\FWaitTimeout) Timeout ) | [] |
Until::ElementIsScrolledToBeginning | /Engine/Source/Developer/AutomationDriver/Public/WaitUntil.h | Creates a new wait delegate which completes it's wait only if the specified element locator discovers a scrollable element whose scroll position is at the beginning or if the specified timeout timespan elapses The element locator is only re-evaluated at the specified wait interval | AutomationDriver | static [FDriverWaitDelegate](API\Developer\AutomationDriver\FDriverWaitDelegate) ElementIsScrolledToBeginning ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IElementLocator](API\Developer\AutomationDriver\IElementLocator), ESPMode::ThreadSafe > & ElementLocator, [FWaitInterval](API\Developer\AutomationDriver\FWaitInterval) Interval, [FWaitTimeout](API\Developer\AutomationDriver\FWaitTimeout) Timeout ) | [] |
Until::ElementIsScrolledToEnd | /Engine/Source/Developer/AutomationDriver/Public/WaitUntil.h | Creates a new wait delegate which completes it's wait only if the specified element locator discovers a scrollable element whose scroll position is at the end or if the specified timeout timespan elapses | AutomationDriver | static [FDriverWaitDelegate](API\Developer\AutomationDriver\FDriverWaitDelegate) ElementIsScrolledToEnd ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IElementLocator](API\Developer\AutomationDriver\IElementLocator), ESPMode::ThreadSafe > & ElementLocator, [FWaitTimeout](API\Developer\AutomationDriver\FWaitTimeout) Timeout ) | [] |
Until::ElementIsScrolledToEnd | /Engine/Source/Developer/AutomationDriver/Public/WaitUntil.h | Creates a new wait delegate which completes it's wait only if the specified element locator discovers a scrollable element whose scroll position is at the end or if the specified timeout timespan elapses The element locator is only re-evaluated at the specified wait interval | AutomationDriver | static [FDriverWaitDelegate](API\Developer\AutomationDriver\FDriverWaitDelegate) ElementIsScrolledToEnd ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IElementLocator](API\Developer\AutomationDriver\IElementLocator), ESPMode::ThreadSafe > & ElementLocator, [FWaitInterval](API\Developer\AutomationDriver\FWaitInterval) Interval, [FWaitTimeout](API\Developer\AutomationDriver\FWaitTimeout) Timeout ) | [] |
Until::ElementIsVisible | /Engine/Source/Developer/AutomationDriver/Public/WaitUntil.h | Creates a new wait delegate which completes it's wait only if the specified element locator discovers visible elements or if the specified timeout timespan elapses | AutomationDriver | static [FDriverWaitDelegate](API\Developer\AutomationDriver\FDriverWaitDelegate) ElementIsVisible ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IElementLocator](API\Developer\AutomationDriver\IElementLocator), ESPMode::ThreadSafe > & ElementLocator, [FWaitTimeout](API\Developer\AutomationDriver\FWaitTimeout) Timeout ) | [] |
Until::ElementIsVisible | /Engine/Source/Developer/AutomationDriver/Public/WaitUntil.h | Creates a new wait delegate which completes it's wait only if the specified element locator discovers visible elements or if the specified timeout timespan elapses; The element locator is only re-evaluated at the specified wait interval | AutomationDriver | static [FDriverWaitDelegate](API\Developer\AutomationDriver\FDriverWaitDelegate) ElementIsVisible ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IElementLocator](API\Developer\AutomationDriver\IElementLocator), ESPMode::ThreadSafe > & ElementLocator, [FWaitInterval](API\Developer\AutomationDriver\FWaitInterval) Interval, [FWaitTimeout](API\Developer\AutomationDriver\FWaitTimeout) Timeout ) | [] |
Until::Lambda | /Engine/Source/Developer/AutomationDriver/Public/WaitUntil.h | Creates a new wait delegate which drives its state off the result of the specified lambda | AutomationDriver | static [FDriverWaitDelegate](API\Developer\AutomationDriver\FDriverWaitDelegate) Lambda ( const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< [FDriverWaitResponse](API\Developer\AutomationDriver\FDriverWaitResponse)(const [FTimespan](API\Runtime\Core\Misc\FTimespan) &)> & Value ) | [] |
Until | /Engine/Source/Developer/AutomationDriver/Public/WaitUntil.h | Represents a collection of fluent helper functions designed to make accessing and creating driver wait delegates easier | AutomationDriver | class Until | [] |
FOnAutomationWindowModuleShutdown | /Engine/Source/Developer/AutomationWindow/Public/IAutomationWindowModule.h | Delegate to call when the automation window module is shutdown. | AutomationWindow | typedef TBaseDelegate_NoParams< void > FOnAutomationWindowModuleShutdown | [] |
IAutomationWindowModule::CreateAutomationWindow | /Engine/Source/Developer/AutomationWindow/Public/IAutomationWindowModule.h | Creates a Automation Window widget.
New Automation Test window widget | AutomationWindow | [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateAutomationWindow ( const [IAutomationControllerManagerRef](API\Developer\AutomationController\IAutomationControllerManagerRef) & AutomationController, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISessionManager](API\Runtime\SessionServices\ISessionManager) > & SessionManager ) | [] |
IAutomationWindowModule::GetAutomationWindowTab | /Engine/Source/Developer/AutomationWindow/Public/IAutomationWindowModule.h | Store a pointer to the AutomationWindowTab.
a weak pointer to the automation tab. | AutomationWindow | [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< class [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > GetAutomationWindowTab() | [] |
IAutomationWindowModule::OnShutdown | /Engine/Source/Developer/AutomationWindow/Public/IAutomationWindowModule.h | Gets a delegate that is invoked when the automation window module shuts down.
The delegate. | AutomationWindow | [FOnAutomationWindowModuleShutdown](API\Developer\AutomationWindow\FOnAutomationWindowModuleShutdow-) & OnShutdown() | [] |
IAutomationWindowModule::SetAutomationWindowTab | /Engine/Source/Developer/AutomationWindow/Public/IAutomationWindowModule.h | Store a pointer to the AutomationWindowTab. | AutomationWindow | void SetAutomationWindowTab ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< class [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > AutomationWindowTab ) | [] |
IAutomationWindowModule | /Engine/Source/Developer/AutomationWindow/Public/IAutomationWindowModule.h | Automation Window module | AutomationWindow | class IAutomationWindowModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface) | [] |
IAutomationWindowModule::~IAutomationWindowModule | /Engine/Source/Developer/AutomationWindow/Public/IAutomationWindowModule.h | Virtual destructor. | AutomationWindow | ~IAutomationWindowModule() | [] |
ENodePlace | /Engine/Source/Developer/BSPUtils/Public/BSPOps.h | BSPUtils | typedef [FBSPOps::ENodePlace](API\Developer\BSPUtils\FBSPOps\ENodePlace) ENodePlace | [] |
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FBspIndexedPoint::FBspIndexedPoint | /Engine/Source/Developer/BSPUtils/Public/BSPOps.h | BSPUtils | FBspIndexedPoint ( const FVector & InPoint, int32 InIndex ) | [] |
|
FBspIndexedPoint | /Engine/Source/Developer/BSPUtils/Public/BSPOps.h | BSPUtils | struct FBspIndexedPoint | [
{
"type": "int32",
"name": "Index",
"description": ""
},
{
"type": "FVector",
"name": "Point",
"description": ""
}
] |
|
FBSPOps::bspAddNode | /Engine/Source/Developer/BSPUtils/Public/BSPOps.h | BSPUtils | static int32 bspAddNode ( [UModel](API\Runtime\Engine\UModel) * Model, int32 iParent, enum [ENodePlace](API\Developer\BSPUtils\FBSPOps\ENodePlace) ENodePlace, uint32 NodeFlags, [FPoly](API\Runtime\Engine\Engine\FPoly) * EdPoly ) | [] |
|
FBSPOps::bspAddPoint | /Engine/Source/Developer/BSPUtils/Public/BSPOps.h | Add a new point to the model, merging near-duplicates, and return its index. | BSPUtils | static int32 bspAddPoint ( [UModel](API\Runtime\Engine\UModel) * Model, const FVector * V, bool Exact ) | [] |
FBSPOps::bspAddVector | /Engine/Source/Developer/BSPUtils/Public/BSPOps.h | Add a new vector to the model, merging near-duplicates, and return its index. | BSPUtils | static int32 bspAddVector ( [UModel](API\Runtime\Engine\UModel) * Model, const FVector * V, bool Exact ) | [] |
FBSPOps::bspBuild | /Engine/Source/Developer/BSPUtils/Public/BSPOps.h | Opt = Bsp optimization, BSP_Lame (fast), BSP_Good (medium), BSP_Optimal (slow) Balance = 0-100, 0=only worry about minimizing splits, 100=only balance tree. | BSPUtils | static void bspBuild ( [UModel](API\Runtime\Engine\UModel) * Model, enum [EBspOptimization](API\Developer\BSPUtils\FBSPOps\EBspOptimization) Opt, int32 Balance, int32 PortalBias, int32 RebuildSimplePolys, int32 iNode ) | [] |
FBSPOps::bspBuildBounds | /Engine/Source/Developer/BSPUtils/Public/BSPOps.h | BSPUtils | static void bspBuildBounds ( [UModel](API\Runtime\Engine\UModel) * Model ) | [] |
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FBSPOps::bspRefresh | /Engine/Source/Developer/BSPUtils/Public/BSPOps.h | If the Bsp's point and vector tables are nearly full, reorder them and delete unused ones. | BSPUtils | static void bspRefresh ( [UModel](API\Runtime\Engine\UModel) * Model, bool NoRemapSurfs ) | [] |
FBSPOps::bspUnlinkPolys | /Engine/Source/Developer/BSPUtils/Public/BSPOps.h | BSPUtils | static void bspUnlinkPolys ( [UModel](API\Runtime\Engine\UModel) * Brush ) | [] |
|
FBSPOps::bspValidateBrush | /Engine/Source/Developer/BSPUtils/Public/BSPOps.h | Validate a brush, and set iLinks on all EdPolys to index of the first identical EdPoly in the list, or its index if it's the first. Not transactional. | BSPUtils | static void bspValidateBrush ( [UModel](API\Runtime\Engine\UModel) * Brush, bool ForceValidate, bool DoStatusUpdate ) | [] |
FBSPOps::BuildInfiniteFPoly | /Engine/Source/Developer/BSPUtils/Public/BSPOps.h | BSPUtils | static [FPoly](API\Runtime\Engine\Engine\FPoly) BuildInfiniteFPoly ( [UModel](API\Runtime\Engine\UModel) * Model, int32 iNode ) | [] |
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FBSPOps::csgAddOperation | /Engine/Source/Developer/BSPUtils/Public/BSPOps.h | Adds a brush to the list of CSG brushes in the level, using a CSG operation.
A newly-created copy of the brush. | BSPUtils | static [ABrush](API\Runtime\Engine\Engine\ABrush) * csgAddOperation ( [ABrush](API\Runtime\Engine\Engine\ABrush) * Actor, uint32 PolyFlags, EBrushType BrushType ) | [] |
FBSPOps::csgCopyBrush | /Engine/Source/Developer/BSPUtils/Public/BSPOps.h | Duplicates the specified brush and makes it into a CSG-able level brush.
The new brush, or NULL if the original was empty. | BSPUtils | static void csgCopyBrush ( [ABrush](API\Runtime\Engine\Engine\ABrush) * Dest, [ABrush](API\Runtime\Engine\Engine\ABrush) * Src, uint32 PolyFlags, EObjectFlags ResFlags, bool bNeedsPrep, bool bCopyPosRotScale, bool bAllowEmpty ) | [] |
FBSPOps::csgPrepMovingBrush | /Engine/Source/Developer/BSPUtils/Public/BSPOps.h | Prepare a moving brush. | BSPUtils | static void csgPrepMovingBrush ( [ABrush](API\Runtime\Engine\Engine\ABrush) * Actor ) | [] |
EBspOptimization | /Engine/Source/Developer/BSPUtils/Public/BSPOps.h | Quality level for rebuilding Bsp. | BSPUtils | enum EBspOptimization { BSP_Lame, BSP_Good, BSP_Optimal, } | [] |
ENodePlace | /Engine/Source/Developer/BSPUtils/Public/BSPOps.h | Possible positions of a child Bsp node relative to its parent (for BspAddToNode) | BSPUtils | enum ENodePlace { NODE_Back = 0, NODE_Front = 1, NODE_Plane = 2, NODE_Root = 3, } | [] |
GErrors | /Engine/Source/Developer/BSPUtils/Public/BSPOps.h | Errors encountered in Csg operation. | BSPUtils | static int32 GErrors = 0; | [] |
GFastRebuild | /Engine/Source/Developer/BSPUtils/Public/BSPOps.h | BSPUtils | static bool GFastRebuild = false; | [] |
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FBSPOps::HandleVolumeShapeChanged | /Engine/Source/Developer/BSPUtils/Public/BSPOps.h | Called when anAVolumeshape is changed | BSPUtils | static void HandleVolumeShapeChanged ( [AVolume](API\Runtime\Engine\GameFramework\AVolume) & Volume ) | [] |
FBSPOps::RebuildBrush | /Engine/Source/Developer/BSPUtils/Public/BSPOps.h | Rebuild some brush internals | BSPUtils | static void RebuildBrush ( [UModel](API\Runtime\Engine\UModel) * Brush ) | [] |
FBSPOps::RotateBrushVerts | /Engine/Source/Developer/BSPUtils/Public/BSPOps.h | Rotates the specified brush's vertices. | BSPUtils | static void RotateBrushVerts ( [ABrush](API\Runtime\Engine\Engine\ABrush) * Brush, const FRotator & Rotation, bool bClearComponents ) | [] |
FBSPOps::SplitPolyList | /Engine/Source/Developer/BSPUtils/Public/BSPOps.h | BSPUtils | static void SplitPolyList ( [UModel](API\Runtime\Engine\UModel) * Model, int32 iParent, [ENodePlace](API\Developer\BSPUtils\FBSPOps\ENodePlace) NodePlace, int32 NumPolys, [FPoly](API\Runtime\Engine\Engine\FPoly) ** PolyList, [EBspOptimization](API\Developer\BSPUtils\FBSPOps\EBspOptimization) Opt, int32 Balance, int32 PortalBias, int32 RebuildSimplePolys ) | [] |
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FBSPOps | /Engine/Source/Developer/BSPUtils/Public/BSPOps.h | BSPUtils | class FBSPOps | [] |
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FBspPointsGrid::Clear | /Engine/Source/Developer/BSPUtils/Public/BSPOps.h | BSPUtils | void Clear ( int32 InitialSize ) | [] |
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FBspPointsGrid::FindOrAddPoint | /Engine/Source/Developer/BSPUtils/Public/BSPOps.h | BSPUtils | int32 FindOrAddPoint ( const FVector & Point, int32 Index, float Threshold ) | [] |
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FGridMap | /Engine/Source/Developer/BSPUtils/Public/BSPOps.h | BSPUtils | typedef [TMap](API\Runtime\Core\Containers\TMap)< [FBspPointsKey](API\Developer\BSPUtils\FBspPointsKey), [FBspPointsGridItem](API\Developer\BSPUtils\FBspPointsGridItem) > FGridMap | [] |
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GBspPoints | /Engine/Source/Developer/BSPUtils/Public/BSPOps.h | BSPUtils | static [FBspPointsGrid](API\Developer\BSPUtils\FBspPointsGrid) * GBspPoints = nullptr; | [] |
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GBspVectors | /Engine/Source/Developer/BSPUtils/Public/BSPOps.h | BSPUtils | static [FBspPointsGrid](API\Developer\BSPUtils\FBspPointsGrid) * GBspVectors = nullptr; | [] |
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FBspPointsGrid::FBspPointsGrid | /Engine/Source/Developer/BSPUtils/Public/BSPOps.h | BSPUtils | FBspPointsGrid ( float InGranularity, float InThreshold, int32 InitialSize ) | [] |
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FBspPointsGrid | /Engine/Source/Developer/BSPUtils/Public/BSPOps.h | Represents a sparse granular 3D grid into which points are added for quick (~O(1)) lookup. The 3D space is divided into a grid with a given granularity. Points are considered to have a given radius (threshold) and are added to the grid cube they fall in, and to up to seven neighbours if they overlap. | BSPUtils | class FBspPointsGrid | [] |
FBspPointsGridItem | /Engine/Source/Developer/BSPUtils/Public/BSPOps.h | BSPUtils | struct FBspPointsGridItem | [
{
"type": "TArray<FBspInd...",
"name": "IndexedPoints",
"description": ""
}
] |
|
FBspPointsKey::FBspPointsKey | /Engine/Source/Developer/BSPUtils/Public/BSPOps.h | BSPUtils | FBspPointsKey ( int32 InX, int32 InY, int32 InZ ) | [] |
|
FBspPointsKey | /Engine/Source/Developer/BSPUtils/Public/BSPOps.h | BSPUtils | struct FBspPointsKey | [
{
"type": "int32",
"name": "X",
"description": ""
},
{
"type": "int32",
"name": "Y",
"description": ""
},
{
"type": "int32",
"name": "Z",
"description": ""
}
] |
|
FBSPUtils::bspBrushCSG | /Engine/Source/Developer/BSPUtils/Public/BSPUtils.h | Performs any CSG operation between the brush and the world. | BSPUtils | static int32 bspBrushCSG ( [ABrush](API\Runtime\Engine\Engine\ABrush) * Actor, [UModel](API\Runtime\Engine\UModel) * Model, [UModel](API\Runtime\Engine\UModel) * TempModel, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * SelectedMaterialInstance, uint32 PolyFlags, EBrushType BrushType, ECsgOper CSGOper, bool bBuildBounds, bool bMergePolys, bool bReplaceNULLMaterialRefs, bool bShowProgressBar ) | [] |
FBSPUtils::bspBuildFPolys | /Engine/Source/Developer/BSPUtils/Public/BSPUtils.h | Build EdPoly list from a model's Bsp. Not transactional. | BSPUtils | static void bspBuildFPolys ( [UModel](API\Runtime\Engine\UModel) * Model, bool SurfLinks, int32 iNode, [TArray](API\Runtime\Core\Containers\TArray)< [FPoly](API\Runtime\Engine\Engine\FPoly) > * DestArray ) | [] |
FBSPUtils::bspCleanup | /Engine/Source/Developer/BSPUtils/Public/BSPUtils.h | Clean up all nodes after a CSG operation. Resets temporary bit flags and unlinks empty leaves. Removes zero-vertex nodes which have nonzero-vertex coplanars. | BSPUtils | static void bspCleanup ( [UModel](API\Runtime\Engine\UModel) * Model ) | [] |
FBSPUtils::bspMergeCoplanars | /Engine/Source/Developer/BSPUtils/Public/BSPUtils.h | BSPUtils | static void bspMergeCoplanars ( [UModel](API\Runtime\Engine\UModel) * Model, bool RemapLinks, bool MergeDisparateTextures ) | [] |
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FBSPUtils::bspNodeToFPoly | /Engine/Source/Developer/BSPUtils/Public/BSPUtils.h | Convert a Bsp node to an EdPoly. Returns number of vertices in Bsp node. | BSPUtils | static int32 bspNodeToFPoly ( [UModel](API\Runtime\Engine\UModel) * Model, int32 iNode, [FPoly](API\Runtime\Engine\Engine\FPoly) * EdPoly ) | [] |
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