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EditorState is a container that can capture the state of a given editor subsystem and restore it at a later time. To capture/restore states, you must use the UEditorStateSubsystem subsystem rather than dealing with this class directly.
| Name | UEditorState |
| Type | class |
| Header File | /Engine/Source/Editor/UnrealEd/Public/EditorState/EditorState.h |
| Include Path | #include "EditorState/EditorState.h" |
Syntax
UCLASS (MinimalAPI, Abstract)
class UEditorState : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UEditorState
Derived Classes
Structs
| Name | Remarks |
|---|---|
| FOperationResult |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FText GetCategoryText() |
Get the category under which this state's properties should be displayed. | EditorState/EditorState.h | |
virtual TArray< TSubclassOf< UEditorState > > GetDependencies () |
Get a list of state types this editor state depends on. | EditorState/EditorState.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FOperationResult CaptureState() |
Capture the state of the editor. Must be subclassed. | EditorState/EditorState.h | |
virtual FOperationResult RestoreState() |
Restore the state of the editor. Must be subclassed. | EditorState/EditorState.h |