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          InteractiveToolsFramework

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          Filters

          Classes

          Name

          Description

          Public class

          AInternalToolFrameworkActor

          AInternalToolFrameworkActor is a base class for internal Actors that the ToolsFramework may spawn (for gizmos, mesh previews, etc).

          Public class

          FActivateToolChange

          FActivateToolChange is used by UInteractiveToolManager to change the active tool.

          Public struct

          FActiveGizmo

          Public class

          FBeginToolChange

          FBeginToolChange is used by UInteractiveToolManager to back out of a Tool on Undo.

          Public struct

          FBehaviorInfo

          This is an internal structure used by UInputBehaviorSet .

          Public struct

          FComponentMaterialSet

          FComponentMaterialSet is the set of materials assigned to a component (ie Material Slots on a StaticMesh)

          Public class

          FComponentTargetFactory

          Public struct

          FDeviceButtonState

          Current State of a physical device button (mouse, key, etc) at a point in time.

          Public struct

          FGeneratedStaticMeshAssetConfig

          FGeneratedStaticMeshAssetConfig is passed to IToolsContextAssetAPI::GenerateStaticMeshActor() to provide the underlying mesh, materials, and configuration settings.

          Public struct

          FInputCaptureData

          An active capturing behavior may need to keep track of additional data that cannot be stored within the behavior (for example if the same behavior instance is capturing for Left and Right separately).

          Public struct

          FInputCapturePriority

          Each UInputBehavior provides a priority that is used to help resolve situations when multiple Behaviors want to capture based on the same input event

          Public struct

          FInputCaptureRequest

          UInputBehavior returns an FInputCaptureRequest from WantsCapture() to indicate whether it wants to capture or ignore an input event

          Public struct

          FInputCaptureUpdate

          IInputBehavior returns an FInputCaptureUpdate from BeginCapture() and UpdateCapture(), which indicates to the InputRouter what the Behavior would like to have happen.

          Public struct

          FInputDeviceRay

          FInputDeviceRay represents a 3D ray created based on an input device.

          Public struct

          FInputDeviceState

          Current state of physical input devices at a point in time.

          Public struct

          FInputRayHit

          FInputRayHit is returned by various hit-test interface functions.

          Public struct

          FInteractiveToolAction

          FInteractiveToolAction is returned by a UInteractiveTool to represent an "Action" the Tool can execute.

          Public class

          FInteractiveToolActionSet

          FInteractiveToolActionSet maintains a list of FInteractiveToolAction .

          Public struct

          FInteractiveToolInfo

          FInteractiveToolInfo provides information about a tool (name, tooltip, etc)

          Public class

          FInteractiveToolsFrameworkModule

          Public struct

          FKeyboardInputDeviceState

          Current state of active keyboard key at a point in time

          Public struct

          FMouseInputDeviceState

          Current State of a physical Mouse device at a point in time.

          Public class

          FPrimitiveComponentTarget

          Wrapper around a UObject Component that can provide a MeshDescription, and (optionally) bake a modified MeshDescription back to this Component.

          Public struct

          FSceneSnapQueryRequest

          Configuration variables for a IToolsContextQueriesAPI snap query request.

          Public struct

          FSceneSnapQueryResult

          Computed result of a IToolsContextQueriesAPI snap query request

          Public struct

          FSelectedOjectsChangeList

          Represents a change to a set of selected Actors and Components

          Public struct

          FToolBuilderState

          FToolBuilderState is a bucket of state information that a ToolBuilder might need to construct a Tool.

          Public class

          FToolChangeWrapperChange

          FToolChangeWrapperChange wraps an FChange emitted by an InteractiveTool, allowing us to Expire the change without each FChange implementation needing to handle this explicitly.

          Public class

          FToolCommandChange

          FToolCommandChange is a base class for command changes used by the Tools Framework.

          Public class

          FToolDataVisualizer

          FToolDataVisualizer is a utility class for Tool and Gizmo implementations to use to draw 3D lines, points, etc.

          Public struct

          FViewCameraState

          FViewCameraState is a bucket of state information that a Tool might need to implement interactions that depend on the current scene view.

          Public class

          IInputBehaviorSource

          UObjects that implement IInputBehaviorSource have an UInputBehaviorSet that they can provide (to UInputRouter , primarily)

          Public class

          IToolCommandChangeSource

          IToolCommandChangeSource is a generic interface for generating a change object.

          Public class

          IToolContextTransactionProvider

          IToolContextTransactionProvider is a UInterface that defines several functions that InteractiveTool code uses to interface with the higher-level transaction system.

          Public class

          IToolFrameworkComponent

          IToolFrameworkComponent is an interface we can attach to custom Components used in the Tools framework.

          Public class

          IToolsContextAssetAPI

          Users of the Tools Framework need to provide an IToolsContextAssetAPI implementation that allows Packages and Assets to be created/saved.

          Public class

          IToolsContextQueriesAPI

          Users of the Tools Framework need to implement IToolsContextQueriesAPI to provide access to scene state information like the current UWorld , active USelections, etc.

          Public class

          IToolsContextRenderAPI

          Users of the Tools Framework need to implement IToolsContextRenderAPI to allow Tools, Indicators, and Gizmos to make low-level rendering calls for things like line drawing.

          Public class

          IToolsContextTransactionsAPI

          Users of the Tools Framework need to implement IToolsContextTransactionsAPI so that the Tools have the ability to create Transactions and emit Changes.

          Public class

          UInputBehavior

          An InputBehavior implements a state machine for a user interaction.

          Public class

          UInputBehaviorSet

          UInputBehaviorSet manages a set of UInputBehaviors, and provides various functions to query and forward events to the set.

          Public class

          UInputBehaviorSource

          UInterface for IInputBehavior.

          Public class

          UInputRouter

          UInputRouter mediates between a higher-level input event source (eg like an FEdMode ) and a set of InputBehaviors that respond to those events.

          Public class

          UInteractionMechanic

          A UInteractionMechanic implements a "user interaction".

          Public class

          UInteractiveGizmo

          UInteractiveGizmo is the base class for all Gizmos in the InteractiveToolsFramework.

          Public class

          UInteractiveGizmoBuilder

          A UInteractiveGizmoBuilder creates a new instance of an InteractiveGizmo (basically this is a Factory).

          Public class

          UInteractiveGizmoManager

          UInteractiveGizmoManager allows users of the Tools framework to create and operate Gizmo instances.

          Public class

          UInteractiveTool

          UInteractiveTool is the base class for all Tools in the InteractiveToolsFramework.

          Public class

          UInteractiveToolBuilder

          A UInteractiveToolBuilder creates a new instance of an InteractiveTool (basically this is a Factory).

          Public class

          UInteractiveToolManager

          UInteractiveToolManager allows users of the tools framework to create and operate Tool instances.

          Public class

          UInteractiveToolPropertySet

          A UInteractiveTool contains a set of UObjects that contain "properties" of the Tool, ie the configuration flags, parameters, etc that control the Tool.

          Public class

          UInteractiveToolsContext

          InteractiveToolsContext owns a ToolManager and an InputRouter.

          Public class

          UMeshSelectionSet

          UMeshSelectionSet is an implementation of USelectionSet that represents selections on indexed meshes.

          Public class

          UMultiSelectionTool

          Public class

          USelectionSet

          USelectionSet is a base class for Selection objects.

          Public class

          USingleSelectionTool

          Public class

          UToolContextTransactionProvider

          Public class

          UToolFrameworkComponent

          UInterface for IToolFrameworkComponent .

          Typedefs

          Enums

          Name

          Description

          Public enum

          EInputCaptureRequestType

          Used by FInputCaptureRequest to indicate whether the InputBehavior wants to capture or ignore an input event

          Public enum

          EInputCaptureSide

          Input can be captured separately for Left and Right sides (eg for VR controllers) Currently mouse is Left.

          Public enum

          EInputCaptureState

          FInputCaptureUpdate uses this type to indicate what state the capturing Behavior would like to transition to, based on the input event

          Public enum

          EInputDevices

          Input event data can be applicable to many possible input devices.

          Public enum

          EMeshSelectionElementType

          Public enum

          ESceneSnapQueryTargetType

          Types of snap targets that a Tool may want to run snap queries against.

          Public enum

          ESceneSnapQueryType

          Types of Snap Queries that a ToolsContext parent may support, that Tools may request

          Public enum

          ESelectedObjectsModificationType

          Type of change we want to apply to a selection

          Public enum

          EStandardToolActions

          Standard Actions that can be shared across multiple Tools.

          Public enum

          EStandardToolContextMaterials

          Types of standard materials that Tools may request from Context

          Public enum

          EToolChangeTrackingMode

          UInteractiveToolManager can emit change events for the active tool in various ways.

          Public enum

          EToolContextCoordinateSystem

          Types of coordinate systems that a Tool/Gizmo might use

          Public enum

          EToolMessageLevel

          Level of severity of messages emitted by Tool framework

          Public enum

          EToolShutdownType

          Passed to UInteractiveTool::Shutdown to indicate how Tool should shut itself down

          Public enum

          EToolSide

          A Tool can be activated on a particular input device, currently identified by a "side"

          Public enum

          ETransformGizmoSubElements

          ETransformGizmoSubElements identifies the sub-elements of a standard 3-axis transformation Gizmo.

          Functions

          Name Description

          Public function

          void

           

          AddComponentTargetFactory

          Add a factory method to make ComponentTarget from UPrimitiveComponent*

          Public function

          bool

           

          CanMakeComponentTarget

          (
              UActorComponent * Component
          )

          Determine whether a TargetComponent can be created for the given Component

          Public function

          TUniquePtr < ...

           

          MakeComponentTarget

          (
              UPrimitiveComponent * Component
          )

          Create a TargetComponent for the given Component

          Public function

          constexpr bo ...

           

          operator!

          (
              EInputDevices E
          )

          Public function

          constexpr bo ...

           

          operator!

          Public function

          constexpr bo ...

           

          operator!

          Public function

          constexpr ES ...

           

          operator&

          Public function

          constexpr ET ...

           

          operator&

          Public function

          constexpr EI ...

           

          operator&

          (
              EInputDevices Lhs,
              EInputDevices Rhs
          )

          Public function

          ESceneSnapQu ...

           

          operator&=

          Public function

          EInputDevice ...

           

          operator&=

          (
              EInputDevices & Lhs,
              EInputDevices Rhs
          )

          Public function

          ETransformGi ...

           

          operator&=

          Public function

          constexpr EI ...

           

          operator^

          (
              EInputDevices Lhs,
              EInputDevices Rhs
          )

          Public function

          constexpr ET ...

           

          operator^

          Public function

          constexpr ES ...

           

          operator^

          Public function

          ETransformGi ...

           

          operator^=

          Public function

          EInputDevice ...

           

          operator^=

          (
              EInputDevices & Lhs,
              EInputDevices Rhs
          )

          Public function

          ESceneSnapQu ...

           

          operator^=

          Public function

          constexpr ES ...

           

          operator|

          Public function

          constexpr EI ...

           

          operator|

          (
              EInputDevices Lhs,
              EInputDevices Rhs
          )

          Public function

          constexpr ET ...

           

          operator|

          Public function

          ESceneSnapQu ...

           

          operator|=

          Public function

          ETransformGi ...

           

          operator|=

          Public function

          EInputDevice ...

           

          operator|=

          (
              EInputDevices & Lhs,
              EInputDevices Rhs
          )

          Public function

          constexpr EI ...

           

          operator~

          (
              EInputDevices E
          )

          Public function

          constexpr ES ...

           

          operator~

          Public function

          constexpr ET ...

           

          operator~

          Public function

          INTERACTIVET...

           

          ToolBuilderUtil::CountComponents

          (
              const FToolBuilderState & InputStat...,
              const TFunction < bool ...
          )

          Count number of selected components that pass predicate.

          Public function

          int

           

          ToolBuilderUtil::CountSelectedComponentsOfType

          (
              const FToolBuilderState & InputStat...
          )

          Count number of components of given type.

          Public function

          INTERACTIVET...

           

          ToolBuilderUtil::FindAllComponents

          (
              const FToolBuilderState & InputStat...,
              const TFunction < bool ...
          )

          First all components that passes predicate.

          Public function

          INTERACTIVET...

           

          ToolBuilderUtil::FindFirstComponent

          (
              const FToolBuilderState & InputStat...,
              const TFunction < bool ...
          )

          First first available component that passes predicate.

          Public function

          ComponentTyp...

           

          ToolBuilderUtil::FindFirstComponentOfType

          (
              const FToolBuilderState & InputStat...
          )

          First first available component of given type.

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