UE3:EditorEngine (UDK)

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UDK Object >> Subsystem >> Engine >> EditorEngine
Package:
UnrealEd
Direct subclasses:
UnrealEdEngine, UTEditorEngine
This class in other games:


Properties

Property group 'Advanced'

AlwaysShowTerrain

Type: bool

Modifiers: config

If TRUE, always show the terrain in the overhead 2D view.

AutoSaveDir

Type: string

Modifiers: config

The location to autosave to.

Default value: "..\..\UTGame\Autosaves"

bBuildReachSpecs

Type: bool

Modifiers: config

If TRUE, determines if reachspecs should be built for this level's pathnodes (may not be necessary if using navmesh)

bEnableSocketSnapping

Type: bool

Modifiers: config

If TRUE, socket snapping is enabled in the main level viewports.

bPrefabsLocked

Type: bool

Modifiers: config

If TRUE, parts of prefabs cannot be individually selected/edited.

Default value: True

bShowBrushMarkerPolys

Type: bool

Modifiers: config

If TRUE, show translucent marker polygons on the builder brush and volumes.

bUseMayaCameraControls

Type: bool

Modifiers: config

If TRUE, use Maya camera controls.

Default value: True

EditPackages

Type: array<string>

Modifiers: globalconfig

the list of package names to compile when building scripts

Default value, index 0: "Core"

Default value, index 1: "Engine"

Default value, index 2: "GameFramework"

Default value, index 3: "UnrealEd"

Default value, index 4: "IpDrv"

Default value, index 5: "OnlineSubsystemPC"

Default value, index 6: "OnlineSubsystemGameSpy"

Default value, index 7: "OnlineSubsystemLive"

Default value, index 8: "UTGame"

Default value, index 9: "UTEditor"

Default value, index 10: "UTGameContent"

EditPackagesInPath

Type: string

Modifiers: config

the base directory to use for finding .uc files to compile

Default value: "..\..\Development\Src"

EditPackagesOutPath

Type: string

Modifiers: config

the directory to save compiled .u files to

Default value: "..\..\UTGame\Script"

FOVAngle

Type: float

Modifiers: config


Default value: 90.0

FRScriptOutputPath

Type: string

Modifiers: config

the directory to save compiled .u files to when script is compiled with the -FINAL_RELEASE switch

Default value: "..\..\UTGame\ScriptFinalRelease"

GameCommandLine

Type: string

Modifiers: config


Default value: "-log"

GodMode

Type: bool

Modifiers: config


Default value: True

InEditorGameURLOptions

Type: string

Modifiers: config

Additional per-user/per-game options set in the .ini file. Should be in the form "?option1=X?option2?option3=Y"

Default value: "?quickstart=1?numplay=1"

InvertwidgetZAxis

Type: bool

Modifiers: config


Default value: True

UseActorRotationGizmo

Type: bool

Modifiers: config

If TRUE, use the gizmo for rotating actors.

UseAxisIndicator

Type: bool

Modifiers: config


Default value: True

UseSizingBox

Type: bool

Modifiers: config


Property group 'Grid'

CurrentGridSz

Type: int

Modifiers: noexport, config


Default value: 4

GridEnabled

Type: bool

Modifiers: noexport, config


Default value: True

GridSizes

Type: float

Array size: 11

Modifiers: noexport, config

FEditorConstraints::MAX_GRID_SIZES = 11 in native code

ScaleGridSize

Type: int

Modifiers: noexport, config

Integer percentage amount to snap scaling to.

Default value: 5

SnapDistance

Type: float

Modifiers: noexport, config


Default value: 10.0

SnapScaleEnabled

Type: bool

Modifiers: noexport, config


Default value: True

SnapVertices

Type: bool

Modifiers: noexport, config


Property group 'RotationGrid'

RotGridEnabled

Type: bool

Modifiers: noexport, config


Default value: True

RotGridSize

Type: Object.Rotator

Modifiers: noexport, config


Default value:

Member Value
Pitch 1024
Roll 1024
Yaw 1024

Internal variables

See EditorEngine internal variables.

Default values

Property Value
LocalPlayerClassName "UnrealEd.EditorPlayer"