/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class UnrealEdEngine extends EditorEngine native config(Engine) noexport transient; var const noexport pointer NotifyVtbl; /** Global instance of the editor options class. */ var const UnrealEdOptions EditorOptionsInst; /** * Manager responsible for creating and configuring browser windows */ var const BrowserManager BrowserManager; /** * Manager responsible for configuring and rendering thumbnails */ var const ThumbnailManager ThumbnailManager; /** * Holds the name of the browser manager class to instantiate */ var config string BrowserManagerClassName; /** * Holds the name of the class to instantiate */ var config string ThumbnailManagerClassName; /** The current autosave number, appended to the autosave map name, wraps after 10 */ var const config int AutoSaveIndex; /** The number of 10-sec intervals that have passed since last autosave. */ var const float AutosaveCount; /** Pause ticking of the autosave counter? */ var const bool bAutosaveCountPaused; /** If we are currently autosaving */ var const bool bIsAutoSaving; /** A buffer for implementing material expression copy/paste. */ var const Material MaterialCopyPasteBuffer; /** A buffer for implementing matinee track/group copy/paste. */ var const array MatineeCopyPasteBuffer; /** A buffer for implementing sound cue nodes copy/paste. */ var const SoundCue SoundCueCopyPasteBuffer; /** Used for copy/pasting sockets between skeletal meshes. */ struct native SkelSocketCopyInfo { var name SocketName; var name BoneName; var vector RelativeLocation; var rotator RelativeRotation; var vector RelativeScale; }; /** A buffer for implementing socket copy/paste. */ var const native array SkelSocketPasteBuffer; /** Global list of instanced animation compression algorithms. */ var array AnimationCompressionAlgorithms; /** Array of packages to be fully loaded at Editor startup. */ var config array PackagesToBeFullyLoadedAtStartup; /** class names of Kismet objects to hide in the menus (i.e. because they aren't applicable for this game) */ var config array HiddenKismetClassNames; /** Names of 'approved' ProcBuilding Ruleset collections */ var config array ApprovedPBRulesetCollections; /** Used during asset renaming/duplication to specify class-specific package/group targets. */ struct native ClassMoveInfo { /** The type of asset this MoveInfo applies to. */ var config string ClassName; /** The target package info which assets of this type are moved/duplicated. */ var config string PackageName; /** The target group info which assets of this type are moved/duplicated. */ var config string GroupName; /** If TRUE, this info is applied when moving/duplicating assets. */ var config bool bActive; }; /** Used during asset renaming/duplication to specify class-specific package/group targets. */ var config array ClassRelocationInfo; /** Current target for LOD parenting operations (actors will use this as the replacement) */ var actor CurrentLODParentActor; enum EPackageNotifyState { // The user has been prompted with the balloon taskbar message NS_BalloonPrompted, // The user responded to the balloon task bar message and got the modal prompt to checkout dialog and responded to it NS_DialogPrompted, // The package has been marked dirty and is pending a balloon prompt NS_PendingPrompt, }; enum EEngineVerWarningState { // The user needs to be warned about the package VWS_PendingWarn, // The user has been warned about the package VWS_Warned, // Warning for the package unnecessary VWS_WarningUnnecessary, }; /** If we have packages that are pending and we should notify the user that they need to be checkedout */ var bool bNeedToPromptForCheckout; /** Whether the user needs to be prompted about a package being saved with an engine version newer than the current one or not */ var bool bNeedWarningForPkgEngineVer; /** A mapping of packages to their checkout notify state. This map only contains dirty packages. Once packages become clean again, they are removed from the map.*/ var native map{UPackage*, byte} PackageToNotifyState; /** Map to track which packages have been checked for engine version when modified */ var native map{FString, byte} PackagesCheckedForEngineVersion; /** Array of sorted, localized editor sprite categories */ var array SortedSpriteCategories; /** Mapping of unlocalized sprite category names to their matching indices in the sorted sprite categories array */ var native map{FName, int} UnlocalizedCategoryToIndexMap;