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API > API/Editor > API/Editor/UnrealEd > API/Editor/UnrealEd/UAssetEditorSubsystem
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void OpenEditorForAsset
(
const FString& AssetPathName, |
Opens an asset by path | Subsystems/AssetEditorSubsystem.h | |
void OpenEditorForAsset
(
const FSoftObjectPath& AssetPath, |
Subsystems/AssetEditorSubsystem.h | ||
bool OpenEditorForAsset
(
TObjectPtr< ObjectType > Asset, |
Subsystems/AssetEditorSubsystem.h | ||
bool OpenEditorForAsset
(
UObject* Asset, |
Tries to open an editor for the specified asset. | Subsystems/AssetEditorSubsystem.h |
OpenEditorForAsset(const FString &, const EAssetTypeActivationOpenedMethod)
Description
Opens an asset by path
| Name | OpenEditorForAsset |
| Type | function |
| Header File | /Engine/Source/Editor/UnrealEd/Public/Subsystems/AssetEditorSubsystem.h |
| Include Path | #include "Subsystems/AssetEditorSubsystem.h" |
| Source | /Engine/Source/Editor/UnrealEd/Private/Subsystems/AssetEditorSubsystem.cpp |
void OpenEditorForAsset
(
const FString & AssetPathName,
const EAssetTypeActivationOpenedMethod OpenedMethod
)
OpenEditorForAsset(const FSoftObjectPath &, const EAssetTypeActivationOpenedMethod)
| Name | OpenEditorForAsset |
| Type | function |
| Header File | /Engine/Source/Editor/UnrealEd/Public/Subsystems/AssetEditorSubsystem.h |
| Include Path | #include "Subsystems/AssetEditorSubsystem.h" |
| Source | /Engine/Source/Editor/UnrealEd/Private/Subsystems/AssetEditorSubsystem.cpp |
void OpenEditorForAsset
(
const FSoftObjectPath & AssetPath,
const EAssetTypeActivationOpenedMethod OpenedMethod
)
OpenEditorForAsset(TObjectPtr< ObjectType >, const EToolkitMode::Type, TSharedPtr< IToolkitHost >, const bool)
| Name | OpenEditorForAsset |
| Type | function |
| Header File | /Engine/Source/Editor/UnrealEd/Public/Subsystems/AssetEditorSubsystem.h |
| Include Path | #include "Subsystems/AssetEditorSubsystem.h" |
template<typename ObjectType>
bool OpenEditorForAsset
(
TObjectPtr < ObjectType > Asset,
const EToolkitMode::Type ToolkitMode,
TSharedPtr < IToolkitHost > OpenedFromLevelEditor,
const bool bShowProgressWindow
)
OpenEditorForAsset(UObject *, const EToolkitMode::Type, TSharedPtr< IToolkitHost >, const bool, EAssetTypeActivationOpenedMethod)
Description
Tries to open an editor for the specified asset. Returns true if the asset is open in an editor. If the file is already open in an editor, it will not create another editor window but instead bring it to front
| Name | OpenEditorForAsset |
| Type | function |
| Header File | /Engine/Source/Editor/UnrealEd/Public/Subsystems/AssetEditorSubsystem.h |
| Include Path | #include "Subsystems/AssetEditorSubsystem.h" |
| Source | /Engine/Source/Editor/UnrealEd/Private/Subsystems/AssetEditorSubsystem.cpp |
bool OpenEditorForAsset
(
UObject * Asset,
const EToolkitMode::Type ToolkitMode,
TSharedPtr < IToolkitHost > OpenedFromLevelEditor,
const bool bShowProgressWindow,
EAssetTypeActivationOpenedMethod OpenedMethod
)