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Unravel Engine C++ Reference
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#include <editor_actions.h>
Static Public Member Functions | |
| static auto | new_scene (rtti::context &ctx) -> bool |
| static auto | open_scene (rtti::context &ctx) -> bool |
| static auto | open_scene_from_asset (rtti::context &ctx, const asset_handle< scene_prefab > &asset) -> bool |
| static auto | save_scene (rtti::context &ctx) -> bool |
| static auto | save_scene_as (rtti::context &ctx) -> bool |
| static auto | prompt_save_scene (rtti::context &ctx, const std::function< void()> &on_continue) -> bool |
| static auto | load_scene_from_asset (rtti::context &ctx, const asset_handle< scene_prefab > &asset, std::string *error=nullptr) -> bool |
| Non-modal scene load (shared by File menu + MCP). Clears edit state, loads asset, syncs prefabs, clears unsaved flag, and updates project opened_scene. Returns false on failure. | |
| static auto | new_scene_from_preset (rtti::context &ctx, defaults::scene_preset preset) -> bool |
| Non-modal new scene from preset (shared by create-scene modal + MCP). Cancels any pending create-scene modal, builds defaults::create_scene_from_preset, clears opened_scene. | |
| static auto | save_scene_to_path (rtti::context &ctx, const fs::path &path, bool update_source=true, bool show_notification=true) -> bool |
| Atomic-save active scene to path/key. When update_source is true, sets scene.source and project opened_scene. Returns false on play mode or write failure. | |
| static auto | close_project (rtti::context &ctx) -> bool |
| static auto | reload_project (rtti::context &ctx) -> bool |
| static void | run_project (const fs::path &executable_path) |
| static auto | deploy_project (rtti::context &ctx, const deploy_settings ¶ms) -> std::map< std::string, tpp::shared_future< void > > |
| static auto | can_deploy_project (rtti::context &ctx, const deploy_settings ¶ms) -> bool |
| static void | recompile_shaders (const std::string &group="") |
| static void | recompile_textures (const std::string &group="") |
| static void | recompile_ui (const std::string &group="") |
| static void | recompile_scripts (const std::string &group="") |
| static void | recompile_meshes (const std::string &group="") |
| static void | recompile_all (const std::string &group="") |
| static void | generate_script_workspace () |
| static void | open_workspace_on_file (const fs::path &file, int line=0) |
| static auto | rebuild_reflection_probes (rtti::context &ctx, bool force_full_first_frame=true) -> size_t |
| Flags every reflection probe across all loaded scenes for rebuild. | |
| static auto | can_enter_play (rtti::context &ctx, std::string *error=nullptr) -> bool |
| static auto | get_play_state (rtti::context &ctx) -> play_state_info |
| static auto | set_play_active (rtti::context &ctx, bool active, bool allow_splash=true, std::string *error=nullptr) -> bool |
| static auto | toggle_play (rtti::context &ctx, bool allow_splash=true, std::string *error=nullptr) -> bool |
| static auto | set_play_paused (rtti::context &ctx, bool paused, std::string *error=nullptr) -> bool |
| static auto | skip_play_frame (rtti::context &ctx, std::string *error=nullptr) -> bool |
| static auto | get_selection (rtti::context &ctx) -> selection_info |
| static auto | set_selection (rtti::context &ctx, const std::vector< std::string > &entity_ids, bool add=false, std::string *error=nullptr) -> bool |
| static void | clear_selection (rtti::context &ctx) |
| static auto | get_recent_logs (rtti::context &ctx, level::level_enum min_level, size_t max_count, uint64_t after_id=0) -> std::vector< log_query_entry > |
| static auto | inspect_entity (rtti::context &ctx, const std::string &entity_id, bool include_components, std::string *error=nullptr) -> std::string |
| static auto | focus_scene_panel (rtti::context &ctx, std::string *error=nullptr) -> bool |
| static auto | focus_game_panel (rtti::context &ctx, std::string *error=nullptr) -> bool |
| static auto | request_main_window_focus (rtti::context &ctx, std::string *error=nullptr) -> bool |
| Focus/raise the OS main window so asset watcher and similar focus-gated work can run (e.g. after MCP creates materials while Cursor has focus). | |
| static auto | import_files (rtti::context &ctx, const std::vector< std::string > &paths, const fs::path &target_path, bool async=true) -> std::vector< import_files_item > |
| Copy external files/folders into target_path (content-browser Import parity). | |
| static auto | wait_import_jobs (std::vector< import_files_item > &items, std::chrono::milliseconds timeout) -> bool |
| Block until all import copy jobs complete or timeout elapses. | |
Definition at line 61 of file editor_actions.h.
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Definition at line 1325 of file editor_actions.cpp.
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Definition at line 1874 of file editor_actions.cpp.
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Definition at line 2044 of file editor_actions.cpp.
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Definition at line 1278 of file editor_actions.cpp.
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Definition at line 1335 of file editor_actions.cpp.
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Definition at line 2176 of file editor_actions.cpp.
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Definition at line 2160 of file editor_actions.cpp.
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Definition at line 1682 of file editor_actions.cpp.
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Definition at line 1893 of file editor_actions.cpp.
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Definition at line 2049 of file editor_actions.cpp.
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Definition at line 1984 of file editor_actions.cpp.
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Copy external files/folders into target_path (content-browser Import parity).
When async is true (default), schedules thread-pool copy jobs and returns immediately — call wait_import_jobs before treating destinations as present. When async is false, copies synchronously and sets each item's future to a ready result (preferred for MCP / automation). Asset compilation remains asynchronous via the asset watcher after files land on disk.
Definition at line 2230 of file editor_actions.cpp.
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Definition at line 2077 of file editor_actions.cpp.
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Non-modal scene load (shared by File menu + MCP). Clears edit state, loads asset, syncs prefabs, clears unsaved flag, and updates project opened_scene. Returns false on failure.
Definition at line 1059 of file editor_actions.cpp.
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Definition at line 1039 of file editor_actions.cpp.
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Non-modal new scene from preset (shared by create-scene modal + MCP). Cancels any pending create-scene modal, builds defaults::create_scene_from_preset, clears opened_scene.
Definition at line 1091 of file editor_actions.cpp.
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Definition at line 1162 of file editor_actions.cpp.
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Definition at line 1190 of file editor_actions.cpp.
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Definition at line 1721 of file editor_actions.cpp.
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Definition at line 1243 of file editor_actions.cpp.
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Flags every reflection probe across all loaded scenes for rebuild.
Mirrors Unreal's "Build > Build Reflection Captures" menu. When force_full_first_frame is true, each probe bakes all six faces in a single frame for instant visible results; when false, bakes are time-sliced to avoid editor hitches.
Definition at line 1859 of file editor_actions.cpp.
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Definition at line 1844 of file editor_actions.cpp.
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Definition at line 1789 of file editor_actions.cpp.
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Definition at line 1830 of file editor_actions.cpp.
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Definition at line 1759 of file editor_actions.cpp.
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Definition at line 1774 of file editor_actions.cpp.
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Definition at line 1804 of file editor_actions.cpp.
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Definition at line 1295 of file editor_actions.cpp.
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Focus/raise the OS main window so asset watcher and similar focus-gated work can run (e.g. after MCP creates materials while Cursor has focus).
Definition at line 2192 of file editor_actions.cpp.
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Definition at line 1320 of file editor_actions.cpp.
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Definition at line 1202 of file editor_actions.cpp.
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Definition at line 1234 of file editor_actions.cpp.
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Atomic-save active scene to path/key. When update_source is true, sets scene.source and project opened_scene. Returns false on play mode or write failure.
Definition at line 1113 of file editor_actions.cpp.
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Definition at line 1925 of file editor_actions.cpp.
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Definition at line 1946 of file editor_actions.cpp.
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Definition at line 2002 of file editor_actions.cpp.
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Definition at line 1961 of file editor_actions.cpp.
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Definition at line 1935 of file editor_actions.cpp.
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Block until all import copy jobs complete or timeout elapses.
Definition at line 2295 of file editor_actions.cpp.