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API > API/Editor > API/Editor/UnrealEd > API/Editor/UnrealEd/FAssetEditorToolkit
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void InitAssetEditor
(
const EToolkitMode::Type Mode, |
Initializes this asset editor. | Toolkits/AssetEditorToolkit.h | |
void InitAssetEditor
(
const EToolkitMode::Type Mode, |
Toolkits/AssetEditorToolkit.h |
InitAssetEditor(const EToolkitMode::Type, const TSharedPtr< IToolkitHost > &, const FName, const TSharedRef< FTabManager::FLayout > &, const bool, const bool, const TArray< UObject * > &, const bool, const bool, const TOptional< EAssetOpenMethod > &)
Description
Initializes this asset editor. Called immediately after construction. Override PostInitAssetEditor if you need to do additional initialization
| Name | InitAssetEditor |
| Type | function |
| Header File | /Engine/Source/Editor/UnrealEd/Public/Toolkits/AssetEditorToolkit.h |
| Include Path | #include "Toolkits/AssetEditorToolkit.h" |
| Source | /Engine/Source/Editor/UnrealEd/Private/Toolkits/AssetEditorToolkit.cpp |
void InitAssetEditor
(
const EToolkitMode::Type Mode,
const TSharedPtr < IToolkitHost > & InitToolkitHost,
const FName AppIdentifier,
const TSharedRef < FTabManager::FLayout > & StandaloneDefaultLayout,
const bool bCreateDefaultStandaloneMenu,
const bool bCreateDefaultToolbar,
const TArray < UObject * > & ObjectsToEdit,
const bool bInIsToolbarFocusable,
const bool bInUseSmallToolbarIcons,
const TOptional < EAssetOpenMethod > & InOpenMethod
)
Parameters
| Name | Remarks |
|---|---|
| Mode | Asset editing mode for this editor (standalone or world-centric) |
| InitToolkitHost | When Mode is WorldCentric, this is the level editor instance to spawn this editor within |
| AppIdentifier | When Mode is Standalone, this is the app identifier of the app that should host this toolkit |
| StandaloneDefaultLayout | The default layout for a standalone asset editor |
| bCreateDefaultToolbar | The default toolbar, which can be extended |
| bCreateDefaultStandaloneMenu | True if in standalone mode, the asset editor should automatically generate a default "asset" menu, or false if you're going to do this yourself in your derived asset editor's implementation |
| ObjectToEdit | The object to edit |
| bInIsToolbarFocusable | Whether the buttons on the default toolbar can receive keyboard focus |
| bUseSmallToolbarIcons | Whether the buttons on the default toolbar use the small icons |
| InOpenMethod | Override whether the Asset Editor is being opened in read only or edit mode (otherwise automatically set by the asset editor subsytem for any asset editors opened through it) |
InitAssetEditor(const EToolkitMode::Type, const TSharedPtr< IToolkitHost > &, const FName, const TSharedRef< FTabManager::FLayout > &, const bool, const bool, UObject *, const bool, const bool, const TOptional< EAssetOpenMethod > &)
| Name | InitAssetEditor |
| Type | function |
| Header File | /Engine/Source/Editor/UnrealEd/Public/Toolkits/AssetEditorToolkit.h |
| Include Path | #include "Toolkits/AssetEditorToolkit.h" |
| Source | /Engine/Source/Editor/UnrealEd/Private/Toolkits/AssetEditorToolkit.cpp |
void InitAssetEditor
(
const EToolkitMode::Type Mode,
const TSharedPtr < IToolkitHost > & InitToolkitHost,
const FName AppIdentifier,
const TSharedRef < FTabManager::FLayout > & StandaloneDefaultLayout,
const bool bCreateDefaultStandaloneMenu,
const bool bCreateDefaultToolbar,
UObject * ObjectToEdit,
const bool bInIsToolbarFocusable,
const bool bInUseSmallToolbarIcons,
const TOptional < EAssetOpenMethod > & InOpenMethod
)