description: Bind our command bindings to handlers

module: AdvancedPreviewScene

code: void BindCommands()


description: BeginFPreviewScene

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetBackgroundColor() const


code: const int32 GetCurrentProfileIndex() const


code: const [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * GetFloorMeshComponent() const


code: float GetFloorOffset() const


description: Sets the visiblity state for the floor/environment by storing it in the scene profile and refreshing the scene, in case bDirect is true it sets the visibility directly and leaves the profile untouched.

code: bool GetFloorVisibility() const


code: const float GetSkyRotation() const


description: Return the stat id to use for this tickable

code: virtual [TStatId](API\Runtime\Core\Stats\TStatId) GetStatId() const


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object will ever be able to tick, and if not, it will not get added to the tickable objects array. If the tickable tick type is Conditional then the virtual IsTickable will be called to determine whether to tick the object on each given frame
true if object will ever want to be ticked, false otherwise.

code: virtual ETickableTickType GetTickableTickType() const


description: Deprecated* This version of HandleInputKey is deprecated. Please use the version that takes EventArgs instead.

code: const bool HandleInputKey ( [FViewport](API\Runtime\Engine\FViewport) * InViewport, int32 ControllerId, [FKey](API\Runtime\InputCore\FKey) Key, EInputEvent Event, float AmountDepressed, bool Gamepad )


code: const bool HandleInputKey ( const [FInputKeyEventArgs](API\Runtime\Engine\FInputKeyEventArgs) & EventArgs )


description: Toggle the sky sphere on and off

code: void HandleToggleEnvironment()


description: Toggle the floor mesh on and off

code: void HandleToggleFloor()


description: Toggle post processing on and off

code: void HandleTogglePostProcessing()


code: const bool HandleViewportInput ( [FViewport](API\Runtime\Engine\FViewport) * InViewport, int32 ControllerId, [FKey](API\Runtime\InputCore\FKey) Key, float Delta, float DeltaTime, int32 NumSamples, bool bGamepad )


code: const bool HandleViewportInput ( [FViewport](API\Runtime\Engine\FViewport) * InViewport, [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) DeviceId, [FKey](API\Runtime\InputCore\FKey) Key, float Delta, float DeltaTime, int32 NumSamples, bool bGamepad )


code: const bool IsUsingPostProcessing() const


description: Handle refreshing the scene when settings change

code: void OnAssetViewerSettingsRefresh ( const [FName](API\Runtime\Core\UObject\FName) & InPropertyName )


code: void SetEnvironmentVisibility ( const bool bVisible, const bool bDirect )


code: void SetFloorOffset ( const float InFloorOffset )


code: void SetFloorVisibility ( const bool bVisible, const bool bDirect )


code: void SetProfileIndex ( const int32 InProfileIndex )


code: void SetSkyRotation ( const float SkyRotation )


description: EndFPreviewSceneBeginFTickableEditorObject

code: virtual void Tick ( float DeltaTime )


code: FAdvancedPreviewScene ( [ConstructionValues](API\Runtime\Engine\FPreviewScene\ConstructionValues) CVS, float InFloorOffset )


code: void UpdateScene ( [FPreviewSceneProfile](API\Editor\AdvancedPreviewScene\FPreviewSceneProfile) & Profile, bool bUpdateSkyLight, bool bUpdateEnvironment, bool bUpdatePostProcessing, bool bUpdateDirectionalLight )


code: ~FAdvancedPreviewScene()


className: FAdvancedPreviewScene

code: class FAdvancedPreviewScene : public [FPreviewScene](API\Runtime\Engine\FPreviewScene), public [FTickableEditorObject](API\Editor\UnrealEd\FTickableEditorObject)

bPostProcessing

type: bool

CurrentRotationSpeed

type: float

DefaultSettings

type: UAssetViewerSet...

FloorMeshComponent

type: UStaticMeshComp...

InstancedSkyMaterial

type: UMaterialInstan...

PostProcessComponent

type: UPostProcessCom...

RefreshDelegate

type: FDelegateHandle

description: Delegate handle used to refresh the scene when settings change

UICommandList

type: TSharedPtr<FUI...

description: Command list for input handling


className: FDetailCustomizationInfo

description: Info about a per-instance details customization

code: struct FDetailCustomizationInfo

OnGetDetailCustomizationInstance

type: FOnGetDetailCus...

Struct

type: UStruct*


description:
Create an advanced preview scene settings widget.
a new widget

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateAdvancedPreviewSceneSettingsWidget ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FAdvancedPreviewScene](API\Editor\AdvancedPreviewScene\FAdvancedPreviewScene) > & InPreviewScene, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAdditionalSettings, const [TArray](API\Runtime\Core\Containers\TArray)< [FDetailCustomizationInfo](API\Editor\AdvancedPreviewScene\FAdvancedPreviewSceneModule\FDetailCustomiza-) > & InDetailCustomizations, const [TArray](API\Runtime\Core\Containers\TArray)< [FPropertyTypeCustomizationInfo](API\Editor\AdvancedPreviewScene\FAdvancedPreviewSceneModule\FPropertyTypeCus-) > & InPropertyTypeCustomizations, const [TArray](API\Runtime\Core\Containers\TArray)< [FDetailDelegates](API\Editor\AdvancedPreviewScene\FAdvancedPreviewSceneModule\FDetailDelegates) > & InDelegates )


className: FDetailDelegates

description: Info about a Delegates to subscribe to

code: struct FDetailDelegates

OnPreviewSceneChangedDelegate

type: FOnPreviewScene...


className: FOnPreviewSceneChanged

code: typedef TMulticastDelegate_OneParam< void, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FAdvancedPreviewScene](API\Editor\AdvancedPreviewScene\FAdvancedPreviewScene) > > FOnPreviewSceneChanged


className: FPropertyTypeCustomizationInfo

description: Info about a per-instance property type customization

code: struct FPropertyTypeCustomizationInfo

OnGetPropertyTypeCustomizationInstance

type: FOnGetPropertyT...

StructName

type: FName


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


description: IModuleInterfaceimplementation.

code: virtual void StartupModule()


className: FAdvancedPreviewSceneModule

code: class FAdvancedPreviewSceneModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: Returns the preview profiles currently active.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetActiveProfile() const


description: Returns the list of available preview profiles names.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetPreviewProfiles ( int32 & OutCurrentProfileIndex ) const


description: Invoked after the list of available profiles has changed.

code: virtual FOnPreviewProfileListChanged & OnPreviewProfileListChanged()


description: Invoked after the active preview profile changed.


description: Set the specified preview profiles as the active one.

code: virtual bool SetActiveProfile ( const [FString](API\Runtime\Core\Containers\FString) & ProfileName )


code: FPreviewProfileController()


code: virtual ~FPreviewProfileController()


className: FPreviewProfileController

description: This class was created to decouple UnrealEd from AdvancedPreviewScene and prevent circular dependencies between the modules.

code: class FPreviewProfileController : public [IPreviewProfileController](API\Editor\UnrealEd\IPreviewProfileController)


description: Retrieve the environment map texture using the saved path

code: void LoadEnvironmentMap()


code: FPreviewSceneProfile()


className: FPreviewSceneProfile

description: Preview scene profile settings structure.

code: struct FPreviewSceneProfile

bPostProcessingEnabled

description: Whether or not the Post Processing should influence the scene

bRotateLightingRig

description: Toggle rotating of the sky and directional lighting, press K and drag for manual rotating of Sky and L for Directional lighting

bSharedProfile

description: Whether or not this profile should be stored in the Project ini file

bShowEnvironment

description: Toggle visibility of the environment sphere

bShowFloor

description: Toggle visibility of the floor mesh

bUseSkyLighting

description: Whether or not image based lighting is enabled for the environment cube map

DirectionalLightColor

type: FLinearColor

description: Manually set the directional light colour

DirectionalLightIntensity

description: Manually set the directional light intensity (0.0 - 20.0)

DirectionalLightRotation

type: FRotator

description: Rotation for directional light

EnvironmentColor

description: The environment color, used if Show Environment is false.

EnvironmentCubeMap

type: TSoftObjectPtr<...

description: Sets environment cube map used for sky lighting and reflections

EnvironmentCubeMapPath

type: FString

description: Storing path to environment cube to prevent it from getting cooked

EnvironmentIntensity

description: The environment intensity (0.0 - 20.0), used if Show Environment is false.

LightingRigRotation

description: Current rotation value of the sky in degrees (0 - 360)

PostProcessingSettings

type: FPostProcessSet...

description: Manual set post processing settings

ProfileName

description: Name to identify the profile

RotationSpeed

description: Speed at which the sky rotates when rotating is toggled

SkyLightIntensity

description: Manually set the sky light intensity (0.0 - 20.0)


code: void ComboBoxSelectionChanged ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FString](API\Runtime\Core\Containers\FString) > NewSelection, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) )


description: SWidgetfunctions

code: void Construct ( const [FArguments](API\Editor\AdvancedPreviewScene\SAdvancedPreviewDetailsTab\FArguments) & InArgs, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FAdvancedPreviewScene](API\Editor\AdvancedPreviewScene\FAdvancedPreviewScene) > & InPreviewScene )


code: void CreateSettingsView()


description: Additional settings object to display in the view

code: WidgetArgsType & AdditionalSettings &40; UObject &42; InArg &41;


description: Delegates to use for this details tab

code: WidgetArgsType & Delegates &40; TArray< FAdvancedPreviewSceneModule::FDetailDelegates > InArg &41;


description: Customizations to use for this details tab

code: WidgetArgsType & DetailCustomizations &40; TArray< FAdvancedPreviewSceneModule::FDetailCustomizationInfo > InArg &41;


code: WidgetArgsType & PropertyTypeCustomizations &40; TArray< FAdvancedPreviewSceneModule::FPropertyTypeCustomizationInfo > InArg &41;


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

code: struct FArguments : public [TSlateBaseNamedArgs< SAdvancedPreviewDetailsTab >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


code: void OnAssetViewerSettingsRefresh ( const [FName](API\Runtime\Core\UObject\FName) & InPropertyName )


code: void OnAssetViewerSettingsPostUndo()


code: void OnPreviewSceneChanged ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FAdvancedPreviewScene](API\Editor\AdvancedPreviewScene\FAdvancedPreviewScene) > PreviewScene )


code: void UpdateProfileNames()


code: void UpdateSettingsView()


code: SAdvancedPreviewDetailsTab()


code: ~SAdvancedPreviewDetailsTab()


className: SAdvancedPreviewDetailsTab

code: class SAdvancedPreviewDetailsTab : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)

AdditionalSettings

type: UObject*

Delegates

type: TArray<FAdvanc...

PerProjectSettings

type: UEditorPerProje...

PreviewScenePtr

type: TWeakPtr<FAdva...

ProfileComboBox

type: TSharedPtr<STe...

ProfileNames

type: TArray<TShared...

SettingsView

type: TSharedPtr<IDe...

description: Property viewing widget


className: FOnAssetViewerProfileAddRemovedEvent

code: class FOnAssetViewerProfileAddRemovedEvent : public TBaseMulticastDelegate_NoParams< void >


className: FOnAssetViewerSettingsChangedEvent

code: class FOnAssetViewerSettingsChangedEvent : public TBaseMulticastDelegate_OneParam< void, const FName & >


className: FOnAssetViewerSettingsPostUndo

code: class FOnAssetViewerSettingsPostUndo : public TBaseMulticastDelegate_NoParams< void >


code: static [UAssetViewerSettings](API\Editor\AdvancedPreviewScene\UAssetViewerSettings) * Get()


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: BeginUObject

code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Signal that client should run any PostRedo code

code: virtual void PostRedo ( bool bSuccess )


description: EndUObjectBeginFEditorUndoClient

code: virtual void PostUndo ( bool bSuccess )


code: UAssetViewerSettings()


description: Saves the config data out to the ini files

code: void Save ( bool bWarnIfFail )


code: virtual ~UAssetViewerSettings()


className: UAssetViewerSettings

description: Default asset viewer settings.

code: class UAssetViewerSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [FEditorUndoClient](API\Editor\UnrealEd\FEditorUndoClient)

type: bool

description: This will enforce mutable CDO ofUAssetViewerSettingstransacted.

NumProfiles

description: Cached value to determine whether or not a profile was added or removed

OnAssetViewerProfileAddRemovedEvent

type: FOnAssetViewerP...

OnAssetViewerSettingsChangedEvent

type: FOnAssetViewerS...

description: Broadcasts after an scene profile was added or deleted from the asset viewer singleton instance

Profiles

type: TArray<FPrevie...

description: EndFEditorUndoClientCollection of scene profiles


className: ULocalProfiles

code: class ULocalProfiles : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

description: Collection of local scene profiles


className: USharedProfiles

code: class USharedProfiles : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

description: Collection of shared scene profiles