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API > API/Editor > API/Editor/UnrealEd
Base class for all editor modes.
| Name | UEdMode |
| Type | class |
| Header File | /Engine/Source/Editor/UnrealEd/Public/Tools/UEdMode.h |
| Include Path | #include "Tools/UEdMode.h" |
Syntax
UCLASS (Abstract, MinimalAPI)
class UEdMode : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UEdMode
Derived Classes
UEdMode derived class hierarchy
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UEdMode() |
Tools/UEdMode.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| EditorToolsContext | TWeakObjectPtr< UModeManagerInteractiveToolsContext > | Reference to the ModeManager-level ToolsContext shared across all EdModes | Tools/UEdMode.h | |
| ModeToolsContext | TObjectPtr< UEdModeInteractiveToolsContext > | The ToolsContext for this Mode, created as a child of the EditorToolsContext (shares InputRouter) | Tools/UEdMode.h | |
| RegisteredEditorTools | TArray< TPair< TSharedPtr< FUICommandInfo >, FString > > | List of Tools this Mode has registered in the EditorToolsContext, to be unregistered on Mode shutdown | Tools/UEdMode.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ActorMoveNotify() |
Tools/UEdMode.h | ||
virtual void ActorPropChangeNotify() |
Tools/UEdMode.h | ||
| Tools/UEdMode.h | |||
virtual void ActorSelectionChangeNotify() |
Tools/UEdMode.h | ||
virtual FEdMode * AsLegacyMode() |
For use by the EditorModeTools class to get the legacy FEdMode type from a legacy FEdMode wrapper You should not need to override this function in your UEdMode implementation. | Tools/UEdMode.h | |
virtual bool CanAutoSave() |
Check to see if this UEdMode wants to disallow AutoSave | Tools/UEdMode.h | |
virtual bool ComputeBoundingBoxForViewportFocus
(
AActor* Actor, |
Allows an editor mode to override the bounding box used to focus the viewport on an editor selection. | Tools/UEdMode.h | |
virtual FBox ComputeCustomViewportFocus() |
If HasCustomViewportFocus() returns true, this is called to apply the desired viewport focus. | Tools/UEdMode.h | |
virtual void ElementSelectionChangeNotify() |
Tools/UEdMode.h | ||
virtual void Enter() |
Tools/UEdMode.h | ||
virtual void Exit() |
Tools/UEdMode.h | ||
virtual EEditAction::Type GetActionEditCopy() |
Tools/UEdMode.h | ||
virtual EEditAction::Type GetActionEditCut() |
Tools/UEdMode.h | ||
virtual EEditAction::Type GetActionEditDelete() |
Tools/UEdMode.h | ||
virtual EEditAction::Type GetActionEditDuplicate() |
Added for handling EDIT Command... | Tools/UEdMode.h | |
virtual EEditAction::Type GetActionEditPaste() |
Tools/UEdMode.h | ||
virtual bool GetCursor
(
EMouseCursor::Type& OutCursor |
Get a cursor to override the default with, if any. | Tools/UEdMode.h | |
| Default Scope for InteractiveToolsContext API functions, eg RegisterTool(), GetToolManager(), GetInteractiveToolsContext(). | Tools/UEdMode.h | ||
FEditorModeID GetID() |
Returns the editor mode identifier. | Tools/UEdMode.h | |
UEditorInteractiveToolsContext * GetInteractiveToolsContext
(
EToolsContextScope ToolScope |
Tools/UEdMode.h | ||
virtual TMap< FName, TArray< TSharedPtr< FUICommandInfo > > > GetModeCommands() |
Tools/UEdMode.h | ||
const FEditorModeInfo & GetModeInfo() |
Returns the editor mode information. | Tools/UEdMode.h | |
FEditorModeTools * GetModeManager() |
Returns the owning mode manager for this mode | Tools/UEdMode.h | |
virtual bool GetOverrideCursorVisibility
(
bool& bWantsOverride, |
Get override cursor visibility settings | Tools/UEdMode.h | |
virtual bool GetPivotForOrbit
(
FVector& OutPivot |
Lets each mode/tool specify a pivot point around which the camera should orbit | Tools/UEdMode.h | |
TWeakPtr< FModeToolkit > GetToolkit() |
Gets the toolkit created by this mode | Tools/UEdMode.h | |
UInteractiveToolManager * GetToolManager
(
EToolsContextScope ToolScope |
Tools/UEdMode.h | ||
UWorld * GetWorld() |
Returns the world this toolkit is editing | Tools/UEdMode.h | |
virtual bool HasCustomViewportFocus() |
Allows an editor mode to override the viewport focus logic, regardless of editor selection. | Tools/UEdMode.h | |
virtual void Initialize() |
Tools/UEdMode.h | ||
virtual bool IsCompatibleWith
(
FEditorModeID OtherModeID |
Tools/UEdMode.h | ||
virtual bool IsEditingDisallowed
(
AActor* InActor |
Check to see if an actor edit is exclusively disallowed by a mode | Tools/UEdMode.h | |
virtual bool IsOperationSupportedForCurrentAsset
(
EAssetOperation InOperation |
Check to see if this UEdMode wants to disallow operation on current asset | Tools/UEdMode.h | |
virtual bool IsSelectionAllowed
(
AActor* InActor, |
Check to see if an actor can be selected in this mode - no side effects | Tools/UEdMode.h | |
virtual bool IsSelectionDisallowed
(
AActor* InActor, |
Check to see if an actor selection is exclusively disallowed by a mode no side effects | Tools/UEdMode.h | |
virtual bool IsSnapRotationEnabled() |
If Rotation Snap should be enabled for this mode | Tools/UEdMode.h | |
virtual void MapChangeNotify() |
Tools/UEdMode.h | ||
virtual void ModeTick
(
float DeltaTime |
Tools/UEdMode.h | ||
virtual bool OnRequestClose() |
Tools/UEdMode.h | ||
virtual void PostUndo() |
Tools/UEdMode.h | ||
virtual bool ProcessEditCopy() |
Tools/UEdMode.h | ||
virtual bool ProcessEditCut() |
Tools/UEdMode.h | ||
virtual bool ProcessEditDelete() |
Tools/UEdMode.h | ||
virtual bool ProcessEditDuplicate() |
Tools/UEdMode.h | ||
virtual bool ProcessEditPaste() |
Tools/UEdMode.h | ||
virtual void RegisterTool
(
TSharedPtr< FUICommandInfo > UICommand, |
Registers and maps the provided UI command to actions that start / stop a given tool. | Tools/UEdMode.h | |
virtual bool Select
(
AActor* InActor, |
Handling SelectActor | Tools/UEdMode.h | |
virtual void SelectionChanged() |
Tools/UEdMode.h | ||
virtual void SelectNone() |
Tools/UEdMode.h | ||
virtual bool ShouldDrawBrushWireframe
(
AActor* InActor |
Tools/UEdMode.h | ||
virtual bool ShouldToolStartBeAllowed
(
const FString& ToolIdentifier |
Subclasses can override this to add additional checks on whether a tool should be allowed to start. | Tools/UEdMode.h | |
virtual bool SnapRotatorToGridOverride
(
FRotator& Rotation |
If this mode should override the snap rotation | Tools/UEdMode.h | |
virtual void UpdateInternalData() |
Tools/UEdMode.h | ||
virtual bool UsesToolkits() |
True if this mode uses a toolkit mode (eventually they all should) | Tools/UEdMode.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ActivateDefaultTool() |
Tools/UEdMode.h | ||
virtual void BindCommands() |
Tools/UEdMode.h | ||
void CreateInteractiveToolsContexts() |
Tools/UEdMode.h | ||
virtual void CreateToolkit() |
Tools/UEdMode.h | ||
void DestroyInteractiveToolsContexts() |
Tools/UEdMode.h | ||
AActor * GetFirstSelectedActorInstance() |
Returns the first selected Actor, or NULL if there is no selection. | Tools/UEdMode.h | |
void OnModeActivated
(
const FEditorModeID& InID, |
Tools/UEdMode.h | ||
virtual void OnToolEnded
(
UInteractiveToolManager* Manager, |
Tools/UEdMode.h | ||
virtual void OnToolStarted
(
UInteractiveToolManager* Manager, |
Tools/UEdMode.h |