className
stringlengths
1
167
headerPath
stringlengths
14
166
description
stringlengths
0
1.62k
module
stringlengths
0
76
code
stringlengths
0
11.4k
variables
listlengths
0
395
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
[]
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 )
[]
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 )
[]
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;
[]
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 )
[]
FBSPOps
/Engine/Source/Developer/BSPUtils/Public/BSPOps.h
BSPUtils
class FBSPOps
[]
FBspPointsGrid::Clear
/Engine/Source/Developer/BSPUtils/Public/BSPOps.h
BSPUtils
void Clear ( int32 InitialSize )
[]
FBspPointsGrid::FindOrAddPoint
/Engine/Source/Developer/BSPUtils/Public/BSPOps.h
BSPUtils
int32 FindOrAddPoint ( const FVector & Point, int32 Index, float Threshold )
[]
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
[]
GBspPoints
/Engine/Source/Developer/BSPUtils/Public/BSPOps.h
BSPUtils
static [FBspPointsGrid](API\Developer\BSPUtils\FBspPointsGrid) * GBspPoints = nullptr;
[]
GBspVectors
/Engine/Source/Developer/BSPUtils/Public/BSPOps.h
BSPUtils
static [FBspPointsGrid](API\Developer\BSPUtils\FBspPointsGrid) * GBspVectors = nullptr;
[]
FBspPointsGrid::FBspPointsGrid
/Engine/Source/Developer/BSPUtils/Public/BSPOps.h
BSPUtils
FBspPointsGrid ( float InGranularity, float InThreshold, int32 InitialSize )
[]
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 )
[]
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 )
[]