Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 00105 00106 00107 00108 00109 00110 00111 00112 00113 00114 00115 00116 00117 00118 00119 00120 00121 00122 00123 00124 00125 00126 00127 00128 00129 00130 00131 00132 00133 00134 00135 00136 00137 00138 00139 00140 00141 00142 00143 00144 00145 00146 00147 00148 00149 00150 00151 00152 00153 00154 00155 00156 00157 00158 00159 00160 00161 00162 00163 00164 00165 00166 00167 00168 00169 00170 00171 00172 00173 00174 00175 00176 00177 00178 00179 00180 00181 00182 00183 00184 00185 00186 00187 00188 00189 00190 00191 00192 00193 00194 00195 00196 00197 00198 00199 00200 00201 00202 00203 00204 00205 00206 00207 00208 00209 00210 00211 00212 00213 00214 00215 00216 00217 00218 00219 00220 00221 00222 00223 00224 00225 00226 00227 00228 00229 00230 00231 00232 00233 00234 00235 |
/** * * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ //============================================================================= // EditorEngine: The UnrealEd subsystem. // This is a built-in Unreal class and it shouldn't be modified. //============================================================================= class EditorEngine extends Engine native config(Engine) noexport transient inherits(FCallbackEventDevice); // Objects. var const model TempModel; var const transbuffer Trans; var const textbuffer Results; var const array<pointer> ActorProperties; var const pointer LevelProperties; // Textures. var const texture2D Bad, Bkgnd, BkgndHi, BadHighlight, MaterialArrow, MaterialBackdrop; // Font used by Canvas-based editors var const Font EditorFont; // Audio var const transient SoundCue PreviewSoundCue; var const transient AudioComponent PreviewAudioComponent; // Used in UnrealEd for showing materials var staticmesh TexPropCube; var staticmesh TexPropSphere; var staticmesh TexPropPlane; var staticmesh TexPropCylinder; // Toggles. var const bool bFastRebuild, bBootstrapping, bIsImportingT3D; // Other variables. var const int TerrainEditBrush, ClickFlags; var const package ParentContext; var const vector ClickLocation; var const plane ClickPlane; var const vector MouseMovement; var const native array<pointer> ViewportClients; /** Distance to far clipping plane for perspective viewports. If <= NEAR_CLIPPING_PLANE, far plane is at infinity. */ var const float FarClippingPlane; // Setting for the detail mode to show in the editor viewports var EDetailMode DetailMode; // BEGIN FEditorConstraints var noexport const pointer ConstraintsVtbl; // Grid. var(Grid) noexport config bool GridEnabled; var(Grid) noexport config bool SnapScaleEnabled; var(Grid) noexport config bool SnapVertices; var(Grid) noexport config int ScaleGridSize; // Integer percentage amount to snap scaling to. var(Grid) noexport config float SnapDistance; var(Grid) noexport config float GridSizes[11]; // FEditorConstraints::MAX_GRID_SIZES = 11 in native code var(Grid) noexport config int CurrentGridSz; // Index into GridSizes // Rotation grid. var(RotationGrid) noexport config bool RotGridEnabled; var(RotationGrid) noexport config rotator RotGridSize; // END FEditorConstraints // Advanced. var(Advanced) config bool UseSizingBox; var(Advanced) config bool UseAxisIndicator; var(Advanced) config float FOVAngle; var(Advanced) config bool GodMode; /** The location to autosave to. */ var(Advanced) config string AutoSaveDir; var(Advanced) config bool InvertwidgetZAxis; var(Advanced) config string GameCommandLine; /** the list of package names to compile when building scripts */ var(Advanced) globalconfig array<string> EditPackages; /** the base directory to use for finding .uc files to compile*/ var(Advanced) config string EditPackagesInPath; /** the directory to save compiled .u files to */ var(Advanced) config string EditPackagesOutPath; /** the directory to save compiled .u files to when script is compiled with the -FINAL_RELEASE switch */ var(Advanced) config string FRScriptOutputPath; /** If TRUE, always show the terrain in the overhead 2D view. */ var(Advanced) config bool AlwaysShowTerrain; /** If TRUE, use the gizmo for rotating actors. */ var(Advanced) config bool UseActorRotationGizmo; /** If TRUE, show translucent marker polygons on the builder brush and volumes. */ var(Advanced) config bool bShowBrushMarkerPolys; /** If TRUE, use Maya camera controls. */ var(Advanced) config bool bUseMayaCameraControls; /** If TRUE, parts of prefabs cannot be individually selected/edited. */ var(Advanced) config bool bPrefabsLocked; /** If TRUE, socket snapping is enabled in the main level viewports. */ var(Advanced) config bool bEnableSocketSnapping; /** If TRUE, determines if reachspecs should be built for this level's pathnodes (may not be necessary if using navmesh) */ var(Advanced) config bool bBuildReachSpecs; /** If TRUE, same type views will be camera tied, and ortho views will use perspective view for LOD parenting */ var bool bEnableLODLocking; var config string HeightMapExportClassName; /** array of actor factory classes to ignore for the global list (i.e. because they're not relevant to this game) */ var config array<name> HiddenActorFactoryNames; /** Array of actor factories created at editor startup and used by context menu etc. */ var const array<ActorFactory> ActorFactories; /** Actors that are being deleted and should processed in the global re-attach*/ var array <Actor> ActorsForGlobalReattach; /** String that maps one class name to another, used to create hook for game-specific actors created through shortcuts etc * Pairing is "ORIGINALCLASS;DESIREDCLASS * (ie APylon;AMyGamePylon) */ var config array<String> ClassMapPair; /** The name of the file currently being opened in the editor. "" if no file is being opened. */ var string UserOpenedFile; /////////////////////////////// // "Play From Here" properties /** Additional per-user/per-game options set in the .ini file. Should be in the form "?option1=X?option2?option3=Y" */ var(Advanced) config string InEditorGameURLOptions; /** A pointer to a UWorld that is the duplicated/saved-loaded to be played in with "Play From Here" */ var const World PlayWorld; /** An optional location for the starting location for "Play From Here" */ var const vector PlayWorldLocation; /** An optional rotation for the starting location for "Play From Here" */ var const rotator PlayWorldRotation; /** Has a request for "Play From Here" been made? */ var const bool bIsPlayWorldQueued; /** Did the request include the optional location and rotation? */ var const bool bHasPlayWorldPlacement; /** True to enable mobile preview mode when launching the game from the editor on PC platform */ var const bool bUseMobilePreviewForPlayWorld; /** Where did the person want to play? Where to play the game - -1 means in editor, 0 or more is an index into the GConsoleSupportContainer */ var const int PlayWorldDestination; /** The current play world destination (I.E console). -1 means no current play world destination, 0 or more is an index into the GConsoleSupportContainer */ var const int CurrentPlayWorldDestination; /** Mobile/PC preview settings for what features/resolution to use */ var config int PlayInEditorWidth; /** Mobile/PC preview settings for what features/resolution to use */ var config int PlayInEditorHeight; /** Mobile preview settings for what orientation to default to */ var config bool bMobilePreviewPortrait; /** Mobile preview settings which ini file override section to read from */ var config string MobileFeatures; /** When set to anything other than -1, indicates a specific In-Editor viewport index that PIE should use */ var const int PlayInEditorViewportIndex; /** Play world url string edited by a user. */ var string UserEditedPlayWorldURL; // possible object propagators var const pointer InEditorPropagator; var const pointer RemotePropagator; var bool bIsPushingView; var const transient bool bDecalUpdateRequested; /** Temporary render target that can be used by the editor. */ var const transient TextureRenderTarget2D ScratchRenderTarget2048; var const transient TextureRenderTarget2D ScratchRenderTarget1024; var const transient TextureRenderTarget2D ScratchRenderTarget512; var const transient TextureRenderTarget2D ScratchRenderTarget256; /** * Display StreamingBounds for textures */ var const transient Texture2D StreamingBoundsTexture; /** Global instance of the editor user settings */ var const EditorUserSettings UserSettings; /** Stores the class hierarchy generated from the make commandlet*/ var native const pointer EditorClassHierarchy {FEditorClassHierarchy}; /** If we are currently loading a map */ var bool bIsLoadingMap; /** If "Camera Align" emitter handling uses a custom zoom or not */ var config bool bCustomCameraAlignEmitter; /** The distance to place the camera from an emitter actor when custom zooming is enabled */ var config float CustomCameraAlignEmitterDistance; /** If true, then draw sockets when socket snapping is enabled in 'g' mode */ var config bool bDrawSocketsInGMode; /** If true, then draw particle debug helpers in editor viewports */ var transient bool bDrawParticleHelpers; defaultproperties { Bad=Texture2D'EditorResources.Bad' Bkgnd=Texture2D'EditorResources.Bkgnd' BkgndHi=Texture2D'EditorResources.BkgndHi' MaterialArrow=Texture2D'EditorResources.MaterialArrow' MaterialBackdrop=Texture2D'EditorResources.MaterialBackdrop' BadHighlight=Texture2D'EditorResources.BadHighlight' TexPropCube=StaticMesh'EditorMeshes.TexPropCube' TexPropSphere=StaticMesh'EditorMeshes.TexPropSphere' TexPropPlane=StaticMesh'EditorMeshes.TexPropPlane' TexPropCylinder=StaticMesh'EditorMeshes.TexPropCylinder' EditorFont=Font'EditorResources.SmallFont' DetailMode=3 PlayInEditorViewportIndex= -1; CurrentPlayWorldDestination = -1; } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |