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API > API/Editor > API/Editor/UnrealEd > API/Editor/UnrealEd/Subsystems
Inheritance Hierarchy
- IAssetEditorInstance
- FAssetEditorToolkit
- FBaseAssetToolkit
- FSmartObjectAssetToolkit
- FUVEditorToolkit
- FDatabaseEditor
- FSimpleAssetEditor
- FWorkflowCentricApplication
- FAvaRundownEditor
- IGroomCustomAssetEditorToolkit
- FGroomCustomAssetEditorToolkit
- UAssetEditor
- USmartObjectAssetEditor
- UUVEditor
References
| Module | UnrealEd |
| Header | /Engine/Source/Editor/UnrealEd/Public/Subsystems/AssetEditorSubsystem.h |
| Include | #include "Subsystems/AssetEditorSubsystem.h" |
Syntax
class IAssetEditorInstance
Remarks
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.
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | CloseWindow () |
||
| bool | CloseWindow
(
EAssetEditorCloseReason InCloseReason |
||
| void | FocusWindow
(
UObject* ObjectToFocusOn |
||
| TSharedPtr< class FTabManager > | |||
| FName | |||
| FName | |||
| double | |||
| EAssetOpenMethod | |||
| FName | |||
| bool | If false, the asset being edited will not be included in reopen assets prompt on restart | ||
| bool |
IncludeAssetInRestoreOpenAssetsPrompt
(
UObject* Asset |
||
| void | InvokeTab
(
const FTabId& TabId |
||
| bool | |||
| void | RemoveEditingAsset
(
UObject* Asset |