UI_COMMAND(MakeLevelCurrent,"Make Current","Make this Level the Current Level",EUserInterfaceActionType::Button,FInputGesture(EKeys::Enter));
UI_COMMAND(MoveActorsToSelected,"Move Selected Actors to Level","Moves the selected actors to this level",EUserInterfaceActionType::Button,FInputGesture());
UI_COMMAND(FixUpInvalidReference,"Replace Missing Level","Removes the broken level and replaces it with the level browsed to",EUserInterfaceActionType::Button,FInputGesture());
UI_COMMAND(RemoveInvalidReference,"Remove Missing Level","Removes the reference to the missing level from the map",EUserInterfaceActionType::Button,FInputGesture());
UI_COMMAND(EditProperties,"Edit Properties","Opens the edit properties window for the selected levels",EUserInterfaceActionType::Button,FInputGesture());
UI_COMMAND(MigrateSelectedLevels,"Migrate Selected Levels...","Copies the selected levels and all their dependencies to a different game",EUserInterfaceActionType::Button,FInputGesture());
UI_COMMAND(DisplayActorCount,"Show Actor Count","If enabled, displays the number of actors in each level",EUserInterfaceActionType::ToggleButton,FInputGesture());
UI_COMMAND(DisplayLightmassSize,"Show Lightmass Size","If enabled, displays the Lightmass size for each level",EUserInterfaceActionType::ToggleButton,FInputGesture());
UI_COMMAND(DisplayFileSize,"Show File Size","If enabled, displays the file size for each level",EUserInterfaceActionType::ToggleButton,FInputGesture());
UI_COMMAND(DisplayPaths,"Show Paths","If enabled, displays the path for each level",EUserInterfaceActionType::ToggleButton,FInputGesture());
UI_COMMAND(DisplayEditorOffset,"Show Editor Offset","If enabled, displays the editor offset for each level",EUserInterfaceActionType::ToggleButton,FInputGesture());
UI_COMMAND(CreateEmptyLevel,"Create Empty Level","Creates a new empty Level",EUserInterfaceActionType::Button,FInputGesture());
UI_COMMAND(AddSelectedActorsToNewLevel,"Add Selected Actors to New Level","Adds the actors currently selected in the active viewport to a new Level",EUserInterfaceActionType::Button,FInputGesture());
UI_COMMAND(MergeSelectedLevels,"Merge Levels into New Level","Merges the selected levels into a new level, removing the original levels from the persistent",EUserInterfaceActionType::Button,FInputGesture());
UI_COMMAND(RemoveSelectedLevels,"Remove Selected Levels","Removes selected levels from world",EUserInterfaceActionType::Button,FInputGesture());
// Source Control
UI_COMMAND(SCCCheckOut,"Check Out","Checks out the selected asset from source control.",EUserInterfaceActionType::Button,FInputGesture());
UI_COMMAND(SCCCheckIn,"Check In","Checks in the selected asset to source control.",EUserInterfaceActionType::Button,FInputGesture());
UI_COMMAND(SCCOpenForAdd,"Mark For Add","Adds the selected asset to source control.",EUserInterfaceActionType::Button,FInputGesture());
UI_COMMAND(SCCHistory,"History","Displays the source control revision history of the selected asset.",EUserInterfaceActionType::Button,FInputGesture());
UI_COMMAND(SCCRefresh,"Refresh","Updates the source control status of the asset.",EUserInterfaceActionType::Button,FInputGesture());
UI_COMMAND(SCCDiffAgainstDepot,"Diff Against Depot","Look at differences between your version of the asset and that in source control.",EUserInterfaceActionType::Button,FInputGesture());
UI_COMMAND(SCCConnect,"Connect To Source Control","Connect to source control to allow source control operations to be performed on content and levels.",EUserInterfaceActionType::Button,FInputGesture());
// set new streaming method
UI_COMMAND(SetAddStreamingMethod_Blueprint,"Set Blueprint Streaming Method","Sets the streaming method for new or added levels to Blueprint streaming",EUserInterfaceActionType::RadioButton,FInputGesture());
UI_COMMAND(SetAddStreamingMethod_AlwaysLoaded,"Set Streaming to Always Loaded","Sets the streaming method new or added selected levels to be always loaded",EUserInterfaceActionType::RadioButton,FInputGesture());
// change streaming method
UI_COMMAND(SetStreamingMethod_Blueprint,"Change Blueprint Streaming Method","Changes the streaming method for the selected levels to Blueprint streaming",EUserInterfaceActionType::Check,FInputGesture());
UI_COMMAND(SetStreamingMethod_AlwaysLoaded,"Change Streaming to Always Loaded","Changes the streaming method for the selected levels to be always loaded",EUserInterfaceActionType::Check,FInputGesture());
//level selection
UI_COMMAND(SelectAllLevels,"Select All Levels","Selects all levels",EUserInterfaceActionType::Button,FInputGesture());
UI_COMMAND(DeselectAllLevels,"De-select All Levels","De-selects all levels",EUserInterfaceActionType::Button,FInputGesture());
UI_COMMAND(SelectLevelActors,"Select Actors in Levels","Sets actors in the selected Levels as the viewport's selection",EUserInterfaceActionType::Button,FInputGesture());
UI_COMMAND(DeselectLevelActors,"Deselect Actors in Levels","Removes the Actors in the selected Levels from the viewport's existing selection",EUserInterfaceActionType::Button,FInputGesture());
//streaming volumes
UI_COMMAND(AddStreamingLevelVolumes,"Add Streaming Volumes","Adds the streaming volumes to the selected levels",EUserInterfaceActionType::Button,FInputGesture());
UI_COMMAND(SetStreamingLevelVolumes,"Set Streaming Volumes","Clears the streaming volumes associated with the selected levels and adds the selected streaming volumes",EUserInterfaceActionType::Button,FInputGesture());
UI_COMMAND(SelectStreamingVolumes,"Select Streaming Volumes","Selects the streaming volumes associated with the selected levels",EUserInterfaceActionType::Button,FInputGesture());
UI_COMMAND(ClearStreamingVolumes,"Clear Streaming Volumes","Removes all streaming volume associations with the selected levels",EUserInterfaceActionType::Button,FInputGesture());
//visibility
UI_COMMAND(ShowSelectedLevels,"Show Selected Levels","Toggles selected levels to a visible state in the viewports",EUserInterfaceActionType::Button,FInputGesture());
UI_COMMAND(HideSelectedLevels,"Hide Selected Levels","Toggles selected levels to an invisible state in the viewports",EUserInterfaceActionType::Button,FInputGesture());
UI_COMMAND(ShowOnlySelectedLevels,"Show Only Selected Levels","Toggles the selected levels to a visible state; toggles all other levels to an invisible state",EUserInterfaceActionType::Button,FInputGesture());
UI_COMMAND(ShowAllLevels,"Show All Levels","Toggles all levels to a visible state in the viewports",EUserInterfaceActionType::Button,FInputGesture());
UI_COMMAND(HideAllLevels,"Hide All Levels","Hides all levels to an invisible state in the viewports",EUserInterfaceActionType::Button,FInputGesture());