Useful actor editor functions
USceneComponents:
PostEditComponentMove(bool bFinished) {}
AActors:
AActor::PreEditChange(UProperty* PropertyThatWillChange)
virtual bool CanEditChange( const UProperty* Property ) const override;
PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
PostEditMove(bool bFinished)
ReregisterComponentsWhenModified() const
DebugShowComponentHierarchy( const TCHAR* Info, bool bShowPosition )
DebugShowOneComponentHierarchy( USceneComponent* SceneComp, int32& NestLevel, bool bShowPosition )
FActorTransactionAnnotation(const AActor* Actor, const bool bCacheRootComponentData) : ComponentInstanceData(Actor)
AddReferencedObjects(FReferenceCollector& Collector)
HasInstanceData() const
GetTransactionAnnotation() const
PreEditUndo()
PostEditUndo()
PostEditUndo(TSharedPtr<ITransactionObjectAnnotation> TransactionAnnotation)
EditorApplyTranslation(const FVector& DeltaTranslation, bool bAltDown, bool bShiftDown, bool bCtrlDown)
EditorApplyRotation(const FRotator& DeltaRotation, bool bAltDown, bool bShiftDown, bool bCtrlDown)
EditorApplyScale( const FVector& DeltaScale, const FVector* PivotLocation, bool bAltDown, bool bShiftDown, bool bCtrlDown )
EditorApplyMirror(const FVector& MirrorScale, const FVector& PivotLocation)
IsHiddenEd() const
SetIsTemporarilyHiddenInEditor( bool bIsHidden )
IsEditable() const
IsListedInSceneOutliner() const
EditorCanAttachTo(const AActor* InParent, FText& OutReason) const
GetActorLabel() const
SetActorLabel( const FString& NewActorLabelDirty, bool bMarkDirty )
SetActorLabelInternal( const FString& NewActorLabelDirty, bool bMakeGloballyUniqueFName, bool bMarkDirty )
IsActorLabelEditable() const
ClearActorLabel()
FActorFolders::Get().CreateFolder(InWorld, NewFolderName)
GetFolderPath() const
SetFolderPath(const FName& NewFolderPath)
SetFolderPath_Recursively(const FName& NewFolderPath)
CheckForDeprecated()
CheckForErrors()
GetReferencedContentObjects( TArray<UObject*>& Objects ) const
SetLODParent(UPrimitiveComponent* InLODParent, float InParentDrawDistance)