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Unreal Engine C++ API Reference > Editor > UnrealEd > Subsystems
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- USubsystem
- UDynamicSubsystem
- UEditorSubsystem
- UAssetEditorSubsystem
References
Module | UnrealEd |
Header | /Engine/Source/Editor/UnrealEd/Public/Subsystems/AssetEditorSubsystem.h |
Include | #include "Subsystems/AssetEditorSubsystem.h" |
Syntax
class UAssetEditorSubsystem : public UEditorSubsystem
Remarks
Constructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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bool | Close all open asset editors | |
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int32 | CloseAllEditorsForAsset
(
UObject* Asset |
Close all active editors for the supplied asset and return the number of asset editors that were closed |
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void | CloseOtherEditors
(
UObject* Asset, |
Close any editor which is not this one |
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UEdMode * | CreateEditorModeWithToolsOwner
(
FEditorModeID ModeID, |
Creates a scriptable editor mode based on ID name, which will be owned by the given Owner, if that name exists in the map of editor modes found at system startup. |
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void | CreateRecentAssetsMenuForEditor
(
const IAssetEditorInstance* InAssetEditorInstance, |
Fill in the given section with the recent assets for the given asset editor instance |
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IAssetEditorInstance * | FindEditorForAsset
(
UObject* Asset, |
Returns the primary editor if one is already open for the specified asset. |
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bool | FindEditorModeInfo
(
const FEditorModeID& InModeID, |
Returns information about an editor mode, based on the given ID. |
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TArray< IAssetEditorInstance * > | FindEditorsForAsset
(
UObject* Asset |
Returns all editors currently opened for the specified asset |
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TArray< IAssetEditorInstance * > | FindEditorsForAssetAndSubObjects
(
UObject* Asset |
Returns all editors currently opened for the specified asset or any of its subobjects |
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TArray< UObject * > | Get all assets currently being tracked with open editors | |
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FNamePermissionList & | Get the permission list that controls which editor modes are exposed | |
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TOptional< bool > | Get the current value of bAutoRestoreAndDisableSaving | |
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TArray< FEditorModeInfo > | Creates an array of all known FEditorModeInfos, sorted by their priority, from greatest to least. | |
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FMainMRUFavoritesList * | ||
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bool | IsAssetEditable
(
const UObject* Asset |
|
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void | NotifyAssetClosed
(
UObject* Asset, |
Notify the asset editor manager that an asset editor is done editing an asset |
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void | NotifyAssetOpened
(
UObject* Asset, |
Notify the asset editor manager that an asset was opened |
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void | NotifyAssetsOpened
(
const TArray< UObject* >& Assets, |
|
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void | NotifyEditorClosed
(
IAssetEditorInstance* Instance |
Notify the asset editor manager that an asset was closed |
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void | NotifyEditorOpeningPreWidgets
(
const TArray< UObject* >& Assets, |
Notify the asset editor manager that an asset editor is being opened and before widgets are constructed |
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FAssetEditorOpenEvent & | ||
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FAssetEditorRequestCloseEvent & | ||
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FAssetEditorRequestOpenEvent & | ||
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FOnAssetOpenedInEditorEvent & | ||
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FOnModeRegistered & | Event that is triggered whenever a mode is registered | |
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FRegisteredModesChangedEvent & | Event that is triggered whenever a mode is registered or unregistered | |
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FOnModeUnregistered & | Event that is triggered whenever a mode is unregistered | |
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FOnAssetsOpenedInEditorEvent & | ||
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bool | OpenEditorForAsset
(
TObjectPtr< ObjectType > Asset, |
|
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bool | OpenEditorForAsset
(
UObject* Asset, |
Tries to open an editor for the specified asset. |
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void | OpenEditorForAsset
(
const FString& AssetPathName, |
Opens an asset by path |
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void | OpenEditorForAsset
(
const FSoftObjectPath& AssetPath, |
Opens an asset by path |
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bool | OpenEditorForAssets
(
const TArray< UObject* >& Assets, |
Tries to open an editor for all of the specified assets. |
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bool | OpenEditorForAssets_Advanced
(
const TArray< UObject* >& InAssets, |
Tries to open an editor for all of the specified assets. |
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void | OpenEditorsForAssets
(
const TArray< FName >& AssetsToOpen, |
Opens editors for the supplied assets (via OpenEditorForAsset) |
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void | OpenEditorsForAssets
(
const TArray< FString >& AssetsToOpen, |
Opens editors for the supplied assets (via OpenEditorForAsset) |
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void | OpenEditorsForAssets
(
const TArray< FSoftObjectPath >& AssetsToOpen |
Opens editors for the supplied assets (via OpenEditorForAsset) |
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void | RegisterUAssetEditor
(
UAssetEditor* NewAssetEditor |
|
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void | RemoveAssetFromAllEditors
(
UObject* Asset |
Remove given asset from all open editors |
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void | Request notification to restore the assets that were previously open when the editor was last closed | |
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void | Restore the assets that were previously open when the editor was last closed. | |
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void | SaveOpenAssetEditors
(
const bool bOnShutdown |
Saves a list of open asset editors so they can be restored on editor restart. |
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void | SetAutoRestoreAndDisableSavingOverride
(
TOptional< bool > bInAutoRestoreAndDisableSaving |
Set/Unset the bAutoRestoreAndDisableSaving override, along with setting bRequestRestorePreviouslyOpenAssets to false to avoid running RestorePreviouslyOpenAssets() twice |
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void | SetRecentAssetsFilter
(
const FMainMRUFavoritesList::FDoesMRUFavoritesItemPassFilter& InFilter |
|
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void | UnregisterUAssetEditor
(
UAssetEditor* RemovedAssetEditor |
Overridden from USubsystem
Type | Name | Description | |
---|---|---|---|
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void | Deinitialize () |
Implement this for deinitialization of instances of the system |
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void | Initialize
(
FSubsystemCollectionBase& Collection |
Implement this for initialization of instances of the system |
Classes
Type | Name | Description | |
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FAssetEditorOpenEvent | Called when an asset editor is actually opened | |
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FAssetEditorRequestCloseEvent | Event called when CloseAllEditorsForAsset/RemoveAssetFromAllEditors is called | |
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FAssetEditorRequestOpenEvent | Called when an asset editor is requested to be opened | |
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FOnAssetOpenedInEditorEvent | Called when an asset has been opened in an editor | |
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FOnAssetsOpenedInEditorEvent | Called when an asset editor is opening and before widgets are constructed |
Deprecated Functions
Type | Name | Description | |
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void | SaveOpenAssetEditors
(
const bool bOnShutdown, |
Please use the version of SaveOpenAssetEditors with only one argument, bOnShutdown. |
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void | SetAutoRestoreAndDisableSaving
(
const bool bInAutoRestoreAndDisableSaving |
Please use the SetAutoRestoreAndDisableSavingOverride instead to set/unset the override |