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Base class for toolkits that are used for asset editing (abstract)
| Name | FAssetEditorToolkit |
| Type | class |
| Header File | /Engine/Source/Editor/UnrealEd/Public/Toolkits/AssetEditorToolkit.h |
| Include Path | #include "Toolkits/AssetEditorToolkit.h" |
Syntax
class FAssetEditorToolkit :
public IAssetEditorInstance ,
public FBaseToolkit ,
public TSharedFromThis< FAssetEditorToolkit >
Inheritance Hierarchy
- FSharedFromThisBase → TSharedFromThis → FAssetEditorToolkit
Implements Interfaces
Derived Classes
FAssetEditorToolkit derived class hierarchy
- FBankEditorBase
- FBaseAssetToolkit
- FContextualAnimAssetEditorToolkit
- FDatabaseEditor
- FSimpleAssetEditor
- FWaveformEditor
- FWorkflowCentricApplication
- ICustomizableObjectPopulationClassEditor
- ICustomizableObjectPopulationEditor
- ILevelSequenceEditorToolkit
- IMassGameplayEditor
- IMassMovementEditor
- IMassNavigationEditor
- IMetasoundEditor
- IMultiAnimAssetEditor
- IStateTreeEditor
- IStructUtilsEditor
- ITG_Editor
- IZoneGraphEditor
- IGroomCustomAssetEditorToolkit
- FHierarchyTableEditorToolkit
- FPCGEditor
- IUTBTabEditor
- ICascade
- ICurveAssetEditor
- ICurveTableEditor
- IDataTableEditor
- IDaySequenceEditorToolkit
- IEnvironmentQueryEditor
- IFontEditor
- IFontFaceEditor
- ISoundClassEditor
- ISoundCueEditor
- ISoundSubmixEditor
- IStaticMeshEditor
- IStringTableEditor
- ITextureEditorToolkit
- ITranslationEditor
- IUserDefinedEnumEditor
- IUserDefinedStructureEditor
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAssetEditorToolkit
(
const FAssetEditorToolkit& |
Toolkits/AssetEditorToolkit.h | ||
| Default constructor | Toolkits/AssetEditorToolkit.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FAssetEditorToolkit() |
Virtual destructor, so that we can clean up our app when destroyed | Toolkits/AssetEditorToolkit.h |
Classes
| Name | Remarks |
|---|---|
| FGCEditingObjects | Report the references of the EditingObjects to the GC. |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| DefaultAssetEditorToolBarName | const FName | Toolkits/AssetEditorToolkit.h | |
| PreviousWorldCentricToolkitHostForNewAssetEditor | TWeakPtr< IToolkitHost > | Static: World centric toolkit host to use for the next created asset editing toolkit | Toolkits/AssetEditorToolkit.h |
| ReadOnlyMenuProfileName | const FName | The name of the profile registered with UToolMenus for read only menu customizations | Toolkits/AssetEditorToolkit.h |
| SharedMenuExtensibilityManager | TSharedPtr< FExtensibilityManager > | The extensibility managers shared by all asset types | Toolkits/AssetEditorToolkit.h |
| SharedToolBarExtensibilityManager | TSharedPtr< FExtensibilityManager > | Toolkits/AssetEditorToolkit.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsToolbarFocusable | bool | Whether the buttons on the default toolbar can receive keyboard focus | Toolkits/AssetEditorToolkit.h | |
| bIsToolbarUsingSmallIcons | bool | Whether the buttons on the default toolbar use small icons | Toolkits/AssetEditorToolkit.h | |
| EditingObjects | TArray< TObjectPtr< UObject > > | The object we're currently editing | Toolkits/AssetEditorToolkit.h | |
| GCEditingObjects | FAssetEditorToolkit::FGCEditingObjects | Toolkits/AssetEditorToolkit.h | ||
| OpenMethod | EAssetOpenMethod | Whether the asset editor was opened in edit mode or read only mode | Toolkits/AssetEditorToolkit.h | |
| ReadOnlyCustomization | FReadOnlyAssetEditorCustomization | Determines menu/toolbar customization in read only mode | Toolkits/AssetEditorToolkit.h | |
| StandaloneHost | TWeakPtr< SStandaloneAssetEditorToolkitHost > | The toolkit standalone host; may be nullptr | Toolkits/AssetEditorToolkit.h | |
| Toolbar | TSharedPtr< SWidget > | Asset Editor Default Toolbar | Toolkits/AssetEditorToolkit.h | |
| ToolbarExtenders | TArray< TSharedPtr< FExtender > > | The menu extenders to populate the main toolbar with | Toolkits/AssetEditorToolkit.h | |
| ToolbarWidgetContent | TSharedPtr< SBorder > | The widget that will house the default Toolbar widget | Toolkits/AssetEditorToolkit.h | |
| ToolbarWidgets | TArray< TSharedRef< SWidget > > | Additional widgets to be added to the toolbar | Toolkits/AssetEditorToolkit.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddGraphEditorPinActionsToContextMenu
(
FToolMenuSection& InSection |
Toolkits/AssetEditorToolkit.h | ||
void AddMenuExtender
(
TSharedPtr< FExtender > Extender |
Adds or removes extenders to the default menu or the toolbar menu this asset editor | Toolkits/AssetEditorToolkit.h | |
void AddToolbarExtender
(
TSharedPtr< FExtender > Extender |
Toolkits/AssetEditorToolkit.h | ||
void AddToolbarWidget
(
TSharedRef< SWidget > Widget |
Adds or removes widgets from the default toolbar in this asset editor | Toolkits/AssetEditorToolkit.h | |
virtual void AddViewportOverlayWidget
(
TSharedRef< SWidget > InViewportOverlayWidget, |
Called when a toolkit requests an overlay widget to be added to the viewport, optionally with a specific Z-Order. | Toolkits/AssetEditorToolkit.h | |
virtual TSharedPtr< SWidget > CreateMenuBar
(
const TSharedPtr< FTabManager >& InTabManager, |
Method that can be overriden by derived classes to provide a custom MenuBar to the Standalone Toolkit Host. | Toolkits/AssetEditorToolkit.h | |
void FillDefaultAssetMenuCommands
(
FToolMenuSection& InSection |
Fills in the supplied menu with commands for modifying this asset that are generally common to most asset editors | Toolkits/AssetEditorToolkit.h | |
void FillDefaultFileMenuCommands
(
FToolMenuSection& InSection |
Fills in the supplied menu with commands for working with this asset file | Toolkits/AssetEditorToolkit.h | |
void FillDefaultFileMenuOpenCommands
(
FToolMenuSection& InSection |
Fills in the supplied menu with commands for working with this asset file | Toolkits/AssetEditorToolkit.h | |
void FillDefaultHelpMenuCommands
(
FToolMenuSection& InSection |
Fills in the supplied menu with commands for the help menu | Toolkits/AssetEditorToolkit.h | |
void GenerateToolbar() |
Makes a default asset editing toolbar | Toolkits/AssetEditorToolkit.h | |
FAssetEditorModeManager * GetAssetEditorModeManager() |
Get the asset editor mode manager we are using | Toolkits/AssetEditorToolkit.h | |
TSharedPtr< IToolkitHost > GetPreviousWorldCentricToolkitHost() |
Toolkits/AssetEditorToolkit.h | ||
virtual UE::Editor::Toolbars::ECreateStatusBarOptions GetStatusBarCreationOptions() |
Called by StandaloneAssetEditorToolkitHost to determine what sections of the StatusBar should be created. | Toolkits/AssetEditorToolkit.h | |
TSharedPtr< FTabManager > GetTabManager() |
Toolkits/AssetEditorToolkit.h | ||
FName GetToolMenuAppName() |
Toolkits/AssetEditorToolkit.h | ||
FName GetToolMenuName() |
Toolkits/AssetEditorToolkit.h | ||
| Toolkits/AssetEditorToolkit.h | |||
virtual FName GetToolMenuToolbarName
(
FName& OutParentName |
Get name used by tool menu | Toolkits/AssetEditorToolkit.h | |
void InitAssetEditor
(
const EToolkitMode::Type Mode, |
Initializes this asset editor. | Toolkits/AssetEditorToolkit.h | |
void InitAssetEditor
(
const EToolkitMode::Type Mode, |
Toolkits/AssetEditorToolkit.h | ||
virtual void InitToolMenuContext
(
FToolMenuContext& MenuContext |
Toolkits/AssetEditorToolkit.h | ||
virtual void InvokeTab
(
const FTabId& TabId |
Toolkits/AssetEditorToolkit.h | ||
bool IsActuallyAnAsset() |
True if this actually is editing an asset | Toolkits/AssetEditorToolkit.h | |
virtual void OnToolkitHostingFinished
(
const TSharedRef< IToolkit >& Toolkit |
Called when another toolkit (such as a ed mode toolkit) is no longer being hosted in this asset editor toolkit. | Toolkits/AssetEditorToolkit.h | |
virtual void OnToolkitHostingStarted
(
const TSharedRef< IToolkit >& Toolkit |
Called when another toolkit (such as a ed mode toolkit) is being hosted in this asset editor toolkit. | Toolkits/AssetEditorToolkit.h | |
virtual void OnViewportDragEnter
(
const FGeometry& MyGeometry, |
React to a Drag&Drop events from the viewport | Toolkits/AssetEditorToolkit.h | |
virtual void OnViewportDragLeave
(
const FDragDropEvent& DragDropEvent |
Toolkits/AssetEditorToolkit.h | ||
virtual FReply OnViewportDrop
(
const FGeometry& MyGeometry, |
Toolkits/AssetEditorToolkit.h | ||
virtual void PostRegenerateMenusAndToolbars() |
Called at the end of RegenerateMenusAndToolbars() | Toolkits/AssetEditorToolkit.h | |
void RegenerateMenusAndToolbars() |
Regenerates the menubar and toolbar widgets | Toolkits/AssetEditorToolkit.h | |
void RegisterDrawer
(
FWidgetDrawerConfig&& Drawer, |
Registers a drawer for the asset editor status bar | Toolkits/AssetEditorToolkit.h | |
void RemoveAllToolbarWidgets() |
Toolkits/AssetEditorToolkit.h | ||
void RemoveMenuExtender
(
TSharedPtr< FExtender > Extender |
Toolkits/AssetEditorToolkit.h | ||
void RemoveToolbarExtender
(
TSharedPtr< FExtender > Extender |
Toolkits/AssetEditorToolkit.h | ||
virtual void RemoveViewportOverlayWidget
(
TSharedRef< SWidget > InViewportOverlayWidget |
Called when a toolkit requests the overlay widget to be removed. | Toolkits/AssetEditorToolkit.h | |
void RestoreFromLayout
(
const TSharedRef< FTabManager::FLayout >& NewLayout |
Applies the passed in layout (or the saved user-modified version if available). | Toolkits/AssetEditorToolkit.h | |
void SetAssetEditorModeManager
(
FAssetEditorModeManager* InModeManager |
Set the asset editor mode manager we are using | Toolkits/AssetEditorToolkit.h | |
void SetMenuOverlay
(
TSharedRef< SWidget > Widget |
Allows the caller to set a menu overlay, displayed to the far right of the editor's menu bar | Toolkits/AssetEditorToolkit.h |
Overridden from IAssetEditorInstance
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CloseWindow
(
EAssetEditorCloseReason InCloseReason |
Toolkits/AssetEditorToolkit.h | ||
virtual bool CloseWindow () |
Toolkits/AssetEditorToolkit.h | ||
virtual void FocusWindow
(
UObject* ObjectToFocusOn |
Toolkits/AssetEditorToolkit.h | ||
virtual TSharedPtr< FTabManager > GetAssociatedTabManager() |
Toolkits/AssetEditorToolkit.h | ||
virtual FName GetEditingAssetTypeName() |
Toolkits/AssetEditorToolkit.h | ||
virtual FName GetEditorName() |
IAssetEditorInstance interface | Toolkits/AssetEditorToolkit.h | |
virtual double GetLastActivationTime() |
Toolkits/AssetEditorToolkit.h | ||
virtual EAssetOpenMethod GetOpenMethod() |
Toolkits/AssetEditorToolkit.h | ||
virtual bool IsPrimaryEditor() |
Toolkits/AssetEditorToolkit.h | ||
virtual void RemoveEditingAsset
(
UObject* Asset |
Toolkits/AssetEditorToolkit.h |
Overridden from IToolkit
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FText GetBaseToolkitName() |
Toolkits/AssetEditorToolkit.h | ||
virtual FEditorModeTools & GetEditorModeManager() |
Toolkits/AssetEditorToolkit.h | ||
| Toolkits/AssetEditorToolkit.h | |||
virtual FText GetTabSuffix() |
Toolkits/AssetEditorToolkit.h | ||
FName GetToolkitFName() |
Toolkits/AssetEditorToolkit.h | ||
virtual FText GetToolkitName() |
Toolkits/AssetEditorToolkit.h | ||
virtual FText GetToolkitToolTipText() |
Toolkits/AssetEditorToolkit.h | ||
FString GetWorldCentricTabPrefix() |
Toolkits/AssetEditorToolkit.h | ||
virtual bool IsAssetEditor() |
Toolkits/AssetEditorToolkit.h | ||
virtual void RegisterTabSpawners
(
const TSharedRef< FTabManager >& TabManager |
IToolkit interface | Toolkits/AssetEditorToolkit.h | |
virtual void UnregisterTabSpawners
(
const TSharedRef< FTabManager >& TabManager |
Toolkits/AssetEditorToolkit.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddEditingObject
(
UObject* Object |
Adds an item to the Editing Objects list | Toolkits/AssetEditorToolkit.h | |
virtual void BrowseDocumentation_Execute() |
Called when "Browse Documentation" is clicked for this asset | Toolkits/AssetEditorToolkit.h | |
virtual bool CanFindInContentBrowser() |
Called to test if "Find in Content Browser" should be enabled for this asset | Toolkits/AssetEditorToolkit.h | |
virtual bool CanReimport
(
UObject* EditingObject |
Toolkits/AssetEditorToolkit.h | ||
virtual bool CanReimport () |
Called to check to see if there's an asset capable of being reimported | Toolkits/AssetEditorToolkit.h | |
bool CanReimport_Internal() |
Internal function to check if the asset can be reimported that calls CanReimport | Toolkits/AssetEditorToolkit.h | |
virtual bool CanSaveAsset() |
Called to test if "Save" should be enabled for this asset | Toolkits/AssetEditorToolkit.h | |
bool CanSaveAsset_Internal() |
Internal function to check if the asset can be saved that calls CanSaveAsset | Toolkits/AssetEditorToolkit.h | |
virtual bool CanSaveAssetAs() |
Called to test if "Save As" should be enabled for this asset | Toolkits/AssetEditorToolkit.h | |
bool CanSaveAssetAs_Internal() |
Internal function to check if the asset can be saved that calls CanSaveAssetAs | Toolkits/AssetEditorToolkit.h | |
virtual void FindInContentBrowser_Execute() |
Called when "Find in Content Browser" is clicked for this asset | Toolkits/AssetEditorToolkit.h | |
virtual UToolMenu * GenerateCommonActionsToolbar
(
FToolMenuContext& MenuContext |
Generate the toolbar for common asset actions like Save | Toolkits/AssetEditorToolkit.h | |
UToolMenu * GenerateReadOnlyToolbar
(
FToolMenuContext& MenuContext |
Generate the toolbar for read only mode specific content | Toolkits/AssetEditorToolkit.h | |
virtual FLinearColor GetDefaultTabColor() |
Toolkits/AssetEditorToolkit.h | ||
virtual const FSlateBrush * GetDefaultTabIcon() |
Toolkits/AssetEditorToolkit.h | ||
virtual FString GetDocumentationLink() |
Toolkits/AssetEditorToolkit.h | ||
UObject * GetEditingObject () |
Returns the single object currently being edited. | Toolkits/AssetEditorToolkit.h | |
TArray< TObjectPtr< UObject > > & GetEditingObjectPtrs() |
Toolkits/AssetEditorToolkit.h | ||
| Returns an array of all the objects currently being edited. Asserts if editing no objects | Toolkits/AssetEditorToolkit.h | ||
virtual FName GetReadOnlyMenuProfileName() |
Get the name of the profile registered with UToolMenus for read only menu customizations | Toolkits/AssetEditorToolkit.h | |
| Get the collection of edited objects that can be saved. | Toolkits/AssetEditorToolkit.h | ||
virtual EVisibility GetVisibilityWhileAssetCompiling() |
Called to get the desired visibility when the asset is compiling | Toolkits/AssetEditorToolkit.h | |
bool HasEditingObject() |
Returns true if this toolkit has any objects being edited | Toolkits/AssetEditorToolkit.h | |
virtual bool IsFindInContentBrowserButtonVisible() |
Called to test if "Find in Content Browser" should be visible for this asset | Toolkits/AssetEditorToolkit.h | |
virtual bool IsSaveAssetAsVisible() |
Called to test if "Save As" should be visible for this asset | Toolkits/AssetEditorToolkit.h | |
virtual bool IsSaveAssetVisible() |
Called to test if "Save" should be visible for this asset | Toolkits/AssetEditorToolkit.h | |
virtual void MapToolkitCommands() |
Can be overriden to prevent registering the default commands. | Toolkits/AssetEditorToolkit.h | |
| Called from SaveAsset_Execute when assets have been saved | Toolkits/AssetEditorToolkit.h | ||
| Called from SaveAssetAs_Execute when assets have been saved | Toolkits/AssetEditorToolkit.h | ||
virtual void OnClose() |
Called when this toolkit is being closed | Toolkits/AssetEditorToolkit.h | |
virtual bool OnRequestClose () |
Called when this toolkit is requested to close. Returns false if closing should be prevented. | Toolkits/AssetEditorToolkit.h | |
virtual bool OnRequestClose
(
EAssetEditorCloseReason InCloseReason |
Called when this toolkit is requested to close. Returns false if closing should be prevented. | Toolkits/AssetEditorToolkit.h | |
virtual void PostInitAssetEditor () |
Perform any initialization that should happen after the basic toolkit needs are created for the asset editor. | Toolkits/AssetEditorToolkit.h | |
virtual void Reimport_Execute () |
Called when "Reimport" is clicked for this asset | Toolkits/AssetEditorToolkit.h | |
virtual void Reimport_Execute
(
UObject* EditingObject |
Toolkits/AssetEditorToolkit.h | ||
virtual void RemoveEditingObject
(
UObject* Object |
Removes an item from the Editing Objects list | Toolkits/AssetEditorToolkit.h | |
void RestoreFromLayout
(
const TSharedRef< FTabManager::FLayout >& NewLayout, |
Applies the passed in layout. Must be called after InitAssetEditor. | Toolkits/AssetEditorToolkit.h | |
virtual void SaveAsset_Execute() |
Called when "Save" is clicked for this asset | Toolkits/AssetEditorToolkit.h | |
virtual void SaveAssetAs_Execute() |
Called when "Save As" is clicked for this asset | Toolkits/AssetEditorToolkit.h | |
virtual void SetupReadOnlyMenuProfiles
(
FReadOnlyAssetEditorCustomization& OutReadOnlyCustomization |
Specify the permission lists to use in read only mode | Toolkits/AssetEditorToolkit.h | |
virtual bool ShouldPromptForNewFilesOnReload
(
const UObject& object |
Called to determine if the user should be prompted for a new file if one is missing during an asset reload | Toolkits/AssetEditorToolkit.h | |
virtual bool ShouldReopenEditorForSavedAsset
(
const UObject* Asset |
Whether to open a new asset editor for the newly-saved Asset. | Toolkits/AssetEditorToolkit.h |
Overridden from FBaseToolkit
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CreateEditorModeManager() |
Creates the Editor mode manager for your class. Default is to create none, for legacy reasons. | Toolkits/AssetEditorToolkit.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Gets the text to display in a toolkit titlebar for an object | Toolkits/AssetEditorToolkit.h | ||
static TSharedPtr< FExtensibilityManager > GetSharedMenuExtensibilityManager() |
Returns the default extensibility managers, these are applied for all asset types | Toolkits/AssetEditorToolkit.h | |
static TSharedPtr< FExtensibilityManager > GetSharedToolBarExtensibilityManager() |
Toolkits/AssetEditorToolkit.h | ||
| Gets the text to display in a toolkit tooltip for an object | Toolkits/AssetEditorToolkit.h | ||
static void RegisterDefaultToolBar() |
Registers default tool bar | Toolkits/AssetEditorToolkit.h | |
static void SetPreviousWorldCentricToolkitHostForNewAssetEditor
(
TSharedRef< IToolkitHost > ToolkitHost |
Static: Used internally to set the world-centric toolkit host for a newly-created standalone asset editing toolkit | Toolkits/AssetEditorToolkit.h | |
static void SwitchToStandaloneEditor_Execute
(
TWeakPtr< FAssetEditorToolkit > ThisToolkitWeakRef |
Static: Called when "Switch to Standalone Editor" is clicked for the asset editor | Toolkits/AssetEditorToolkit.h | |
static void SwitchToWorldCentricEditor_Execute
(
TWeakPtr< FAssetEditorToolkit > ThisToolkitWeakRef |
Static: Called when "Switch to World-Centric Editor" is clicked for the asset editor | Toolkits/AssetEditorToolkit.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAssetEditorToolkit & operator=
(
const FAssetEditorToolkit& |
Toolkits/AssetEditorToolkit.h |