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This class keeps track of a currently open asset editor; allowing it to be brought into focus, closed, etc..., without concern for how the editor was implemented.
| Name | IAssetEditorInstance |
| Type | class |
| Header File | /Engine/Source/Editor/UnrealEd/Public/Subsystems/AssetEditorSubsystem.h |
| Include Path | #include "Subsystems/AssetEditorSubsystem.h" |
Syntax
class IAssetEditorInstance
Derived Classes
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CloseWindow () |
Subsystems/AssetEditorSubsystem.h | ||
virtual bool CloseWindow
(
EAssetEditorCloseReason InCloseReason |
Subsystems/AssetEditorSubsystem.h | ||
void FocusWindow
(
UObject* ObjectToFocusOn |
Subsystems/AssetEditorSubsystem.h | ||
TSharedPtr< class FTabManager > GetAssociatedTabManager() |
Subsystems/AssetEditorSubsystem.h | ||
virtual FName GetEditingAssetTypeName() |
Subsystems/AssetEditorSubsystem.h | ||
FName GetEditorName() |
Subsystems/AssetEditorSubsystem.h | ||
double GetLastActivationTime() |
Subsystems/AssetEditorSubsystem.h | ||
virtual EAssetOpenMethod GetOpenMethod() |
Subsystems/AssetEditorSubsystem.h | ||
virtual FName GetToolbarTabId() |
Subsystems/AssetEditorSubsystem.h | ||
virtual bool IncludeAssetInRestoreOpenAssetsPrompt () |
If false, the asset being edited will not be included in reopen assets prompt on restart | Subsystems/AssetEditorSubsystem.h | |
virtual bool IncludeAssetInRestoreOpenAssetsPrompt
(
UObject* Asset |
Subsystems/AssetEditorSubsystem.h | ||
void InvokeTab
(
const FTabId& TabId |
Subsystems/AssetEditorSubsystem.h | ||
bool IsPrimaryEditor() |
Subsystems/AssetEditorSubsystem.h | ||
void RemoveEditingAsset
(
UObject* Asset |
Subsystems/AssetEditorSubsystem.h |