Navigation
API > API/Plugins > API/Plugins/DataflowEditor
The actual asset editor class doesn't have that much in it, intentionally.
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 | UDataflowEditor |
| Type | class |
| Header File | /Engine/Plugins/Experimental/Dataflow/Source/DataflowEditor/Public/Dataflow/DataflowEditor.h |
| Include Path | #include "Dataflow/DataflowEditor.h" |
Syntax
UCLASS (MinimalAPI)
class UDataflowEditor : public UBaseCharacterFXEditor
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UAssetEditor → UBaseCharacterFXEditor → UDataflowEditor
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UDataflowEditor() |
Dataflow/DataflowEditor.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| ValidTerminalsType | TMap< TSharedPtr< FDataflowNode >, TObjectPtr< UDataflowBaseContent > > | Dataflow/DataflowEditor.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| EditorContent | TObjectPtr< UDataflowBaseContent > | Dataflow editor is the owner of the object list to edit/process and the dataflow mode is the one holding the dynamic mesh components to be rendered in the viewport It is why the data flow asset/owner/skelmesh have been added here. | Dataflow/DataflowEditor.h | |
| EditorSettings | TArray< TObjectPtr< const UDataflowEditorSettings > > | Array of settings for this instance | Dataflow/DataflowEditor.h | |
| TerminalContents | TArray< TObjectPtr< UDataflowBaseContent > > | List of dataflow contents available in the graph and coming from all the terminal nodes | Dataflow/DataflowEditor.h | |
| ToolCategories | TArray< FName > | List of tool categories registered for that editor | Dataflow/DataflowEditor.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddEditorSettings
(
const UDataflowEditorSettings* Settings |
Set the settings for this editor - this needs to be called before initialize for it to be applied | Dataflow/DataflowEditor.h | |
const T * FindEditorSettings() |
Get the editor settings | Dataflow/DataflowEditor.h | |
| Dataflow editor content accessors | Dataflow/DataflowEditor.h | ||
const TObjectPtr< UDataflowBaseContent > & GetEditorContent () |
Dataflow/DataflowEditor.h | ||
TArray< TObjectPtr< UDataflowBaseContent > > & GetTerminalContents () |
Dataflow terminal contents accessors | Dataflow/DataflowEditor.h | |
const TArray< TObjectPtr< UDataflowBaseContent > > & GetTerminalContents () |
Dataflow/DataflowEditor.h | ||
| Get the registered tool categories | Dataflow/DataflowEditor.h | ||
| Registere tool categories available for that construction scene | Dataflow/DataflowEditor.h | ||
void UpdateEditorContent() |
Update the editor content | Dataflow/DataflowEditor.h | |
void UpdateTerminalContents
(
const UE::Dataflow::FTimestamp TimeStamp |
Update the terminal contents | Dataflow/DataflowEditor.h |
Overridden from UBaseCharacterFXEditor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TSharedPtr< FBaseAssetToolkit > CreateToolkit() |
Dataflow/DataflowEditor.h | ||
virtual void Initialize
(
const TArray< TObjectPtr< UObject > >& InObjects, |
Initialize editor contents given a list of objects | Dataflow/DataflowEditor.h |