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API > API/Developer > API/Developer/WidgetRegistration > API/Developer/WidgetRegistration/FToolkitBuilder
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void InitializeCategoryToolbar () |
Initializes the data necessary to build the category toolbar | ToolkitBuilder.h | |
void InitializeCategoryToolbar
(
bool bInitLoadToolPaletteMap |
Initializes the data necessary to build the category toolbar | ToolkitBuilder.h |
InitializeCategoryToolbar()
Description
Initializes the data necessary to build the category toolbar
| Name | InitializeCategoryToolbar |
| Type | function |
| Header File | /Engine/Source/Developer/WidgetRegistration/Public/ToolkitBuilder.h |
| Include Path | #include "ToolkitBuilder.h" |
| Source | /Engine/Source/Developer/WidgetRegistration/Private/ToolkitBuilder.cpp |
virtual void InitializeCategoryToolbar()
InitializeCategoryToolbar(bool)
Description
Initializes the data necessary to build the category toolbar
| Name | InitializeCategoryToolbar |
| Type | function |
| Header File | /Engine/Source/Developer/WidgetRegistration/Public/ToolkitBuilder.h |
| Include Path | #include "ToolkitBuilder.h" |
| Source | /Engine/Source/Developer/WidgetRegistration/Private/ToolkitBuilder.cpp |
void InitializeCategoryToolbar
(
bool bInitLoadToolPaletteMap
)
Parameters
| Name | Remarks |
|---|---|
| bInitLoadToolPaletteMap | If true, the map which holds the load action names as keys and the ToolPalettes as value will be cleared and available to add new data when the method completes. Otherwise, the map will keep the load action name to ToolPalette mappings that it was initially set up with. |