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Class responsible for maintaining a list of registered editor mode types.
Example usage:
Register your mode type with: FEditorModeRegistry::Get().RegisterMode
Unregister your mode when it is no longer available like so (this will prompt the destruction of any existing modes of this type): FEditorModeRegistry::Get().UnregisterMode( FName( TEXT("MyEditorMode") ) );
| Name | IEditorModeFactory |
| Type | struct |
| Header File | /Engine/Source/Editor/UnrealEd/Public/EditorModeRegistry.h |
| Include Path | #include "EditorModeRegistry.h" |
Syntax
struct IEditorModeFactory : public TSharedFromThis< IEditorModeFactory >
Inheritance Hierarchy
- FSharedFromThisBase → TSharedFromThis → IEditorModeFactory
Derived Classes
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~IEditorModeFactory() |
Virtual destructor | EditorModeRegistry.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TSharedRef< FEdMode > CreateMode() |
Create a new instance of our mode | EditorModeRegistry.h | |
FEditorModeInfo GetModeInfo() |
Gets the information pertaining to the mode type that this factory creates | EditorModeRegistry.h | |
virtual void OnSelectionChanged
(
FEditorModeTools& Tools, |
Allows mode factories to handle selection change events, and potentially activate/deactivate modes | EditorModeRegistry.h |