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API > API/Plugins > API/Plugins/BaseCharacterFXEditor
Base UAssetEditor class for character simulation asset editors (e.g. cloth, hair, flesh).
Our current asset editor guidelines ask us to place as little business logic as possible into the class, instead putting as much of the non-UI code into the subsystem as possible, and the UI code into the toolkit (which this class owns).
However, since we're using a mode and the Interactive Tools Framework, a lot of our business logic ends up inside the mode and the tools, not the subsystem. The front-facing code is mostly in the asset editor toolkit, though the mode toolkit has most of the things that deal with the toolbar on the left.
| Name | UBaseCharacterFXEditor |
| Type | class |
| Header File | /Engine/Plugins/Experimental/CharacterFXEditor/BaseCharacterFXEditor/Source/BaseCharacterFXEditor/Public/BaseCharacterFXEditor.h |
| Include Path | #include "BaseCharacterFXEditor.h" |
Syntax
UCLASS (MinimalAPI, Abstract)
class UBaseCharacterFXEditor : public UAssetEditor
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UAssetEditor → UBaseCharacterFXEditor
Implements Interfaces
Derived Classes
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TSharedPtr< FBaseAssetToolkit > CreateToolkit() |
Inherited from UAssetEditor and called in UAssetEditor::Initialize. Override this to create a subclass of FBaseCharacterFXEditorToolkit. | BaseCharacterFXEditor.h | |
virtual IAssetEditorInstance * GetInstanceInterface() |
Returns the asset editor instance interface, so that its window can be focused, for example. | BaseCharacterFXEditor.h | |
virtual void GetObjectsToEdit
(
TArray< UObject* >& OutObjects |
Retrieve stored objects to edit | BaseCharacterFXEditor.h | |
virtual void Initialize
(
const TArray< TObjectPtr< UObject > >& InObjects, |
Store objects to edit and call UAssetEditor::Initialize | BaseCharacterFXEditor.h |