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Singleton that managers instances of editor toolkits
| Name | FToolkitManager |
| Type | class |
| Header File | /Engine/Source/Editor/EditorFramework/Public/Toolkits/ToolkitManager.h |
| Include Path | #include "Toolkits/ToolkitManager.h" |
Syntax
class FToolkitManager
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FToolkitManager() |
Buried constructor since the asset editor manager is a singleton. | Toolkits/ToolkitManager.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Toolkits | TArray< TSharedPtr< IToolkit > > | List of all currently open toolkits | Toolkits/ToolkitManager.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CloseToolkit
(
const TSharedRef< IToolkit > ClosingToolkit |
Call this to close an existing toolkit | Toolkits/ToolkitManager.h | |
TSharedPtr< IToolkit > FindEditorForAsset
(
const UObject* Asset |
Tries to find an open asset editor that's editing the specified asset, and returns the toolkit for that asset editor | Toolkits/ToolkitManager.h | |
void OnToolkitHostDestroyed
(
IToolkitHost* HostBeingDestroyed |
Called by a toolkit host itself right before it goes away, so that we can make sure the toolkits are destroyed too | Toolkits/ToolkitManager.h | |
void RegisterNewToolkit
(
const TSharedRef< IToolkit > NewToolkit |
Call this to register a newly-created toolkit. | Toolkits/ToolkitManager.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FToolkitManager & Get() |
Get the singleton instance of the asset editor manager | Toolkits/ToolkitManager.h |