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API > API/Plugins > API/Plugins/DataflowEditor
The dataflow editor mode is the mode used in the cloth asset editor. It holds most of the inter-tool state. We put things in a mode instead of directly into the asset editor in case we want to someday use the mode in multiple asset editors.
| Name | UDataflowEditorMode |
| Type | class |
| Header File | /Engine/Plugins/Experimental/Dataflow/Source/DataflowEditor/Public/Dataflow/DataflowEditorMode.h |
| Include Path | #include "Dataflow/DataflowEditorMode.h" |
Syntax
UCLASS (MinimalAPI, Transient)
class UDataflowEditorMode : public UBaseCharacterFXEditorMode
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UEdMode → UBaseCharacterFXEditorMode → UDataflowEditorMode
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UDataflowEditorMode() |
Dataflow/DataflowEditorMode.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| EM_DataflowEditorModeId | const FEditorModeID | Dataflow/DataflowEditorMode.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActiveToolsContext | TObjectPtr< UEditorInteractiveToolsContext > | Dataflow/DataflowEditorMode.h | ||
| bConstructionViewWireframe | bool | Dataflow/DataflowEditorMode.h | ||
| bFirstValid2DMesh | bool | The first time we get a valid mesh, refocus the camera on it. | Dataflow/DataflowEditorMode.h | |
| bFirstValid3DMesh | bool | Dataflow/DataflowEditorMode.h | ||
| bHadSingleSelectionBeforeToolShutdown | bool | Whether we have a single mesh selected in the Construction Scene prior to shutting down a running tool. | Dataflow/DataflowEditorMode.h | |
| bPendingNodeSelectionChanged | bool | Whether we are waiting for a node selection change to finish before starting a tool. | Dataflow/DataflowEditorMode.h | |
| bShouldFocusConstructionView | bool | Whether the rest space viewport should focus on the rest space mesh on the next tick. | Dataflow/DataflowEditorMode.h | |
| bShouldFocusSimulationView | bool | Dataflow/DataflowEditorMode.h | ||
| bShouldRestartToolNextTick | bool | If we should start the tool for the selected node on the next ModeTick call. Used when switching ViewModes to allow the scene to be rebuilt before restarting the tool. | Dataflow/DataflowEditorMode.h | |
| bShouldRestoreConstructionViewWireframe | bool | Dataflow/DataflowEditorMode.h | ||
| bShouldRestoreSavedConstructionViewMode | bool | Whether we should restore the previous view mode when a tool ends. | Dataflow/DataflowEditorMode.h | |
| ConstructionScene | TWeakPtr< FDataflowConstructionScene > | Dataflow construction scene from the toolkit | Dataflow/DataflowEditorMode.h | |
| ConstructionViewMode | const UE::Dataflow::IDataflowConstructionViewMode * | Points to a view mode owned by FRenderingViewModeFactory. | Dataflow/DataflowEditorMode.h | |
| ConstructionViewportClient | TWeakPtr< FDataflowConstructionViewportClient, ESPMode::ThreadSafe > | Dataflow/DataflowEditorMode.h | ||
| DataflowEditor | UDataflowEditor * | Dataflow/DataflowEditorMode.h | ||
| DataflowGraphEditor | TWeakPtr< SDataflowGraphEditor > | Graph editor is required to add nodes once some tools are complete | Dataflow/DataflowEditorMode.h | |
| LastModeStartTimestamp | FDateTime | Timestamp for telemetry. | Dataflow/DataflowEditorMode.h | |
| NodeTypeForPendingToolStart | FName | Dataflow node type whose corresponding tool should be started on the next Tick. | Dataflow/DataflowEditorMode.h | |
| NodeTypeToAddNodeCommandMap | TMap< FName, TSharedPtr< const FUICommandInfo > > | Correspondence between node types and commands to add the node to the graph | Dataflow/DataflowEditorMode.h | |
| NodeTypeToToolCommandMap | TMap< FName, TSharedPtr< const FUICommandInfo > > | Correspondence between node types and commands to launch tools | Dataflow/DataflowEditorMode.h | |
| NodeViewModeHistory | TMap< TArray< FName >, FName > | Each node has a set of view modes it can use. | Dataflow/DataflowEditorMode.h | |
| SavedConstructionViewMode | FName | The Construction view mode that was active before starting the current tool. When the tool ends, restore this view mode if bShouldRestoreSavedConstructionViewMode is true. | Dataflow/DataflowEditorMode.h | |
| SimulationScene | TWeakPtr< FDataflowSimulationScene > | Dataflow simulation scene from the toolkit | Dataflow/DataflowEditorMode.h | |
| SimulationViewportClient | TWeakPtr< FDataflowSimulationViewportClient, ESPMode::ThreadSafe > | Dataflow/DataflowEditorMode.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool CanChangeConstructionViewModeTo
(
const FName& NewViewModeName |
Dataflow/DataflowEditorMode.h | ||
bool CanSetConstructionViewWireframeActive() |
Dataflow/DataflowEditorMode.h | ||
const FName * FindRecentlyUsedViewMode
(
const TArray< FName >& AvailableViewModes |
Each node has a set of view modes it can use. | Dataflow/DataflowEditorMode.h | |
TObjectPtr< UEditorInteractiveToolsContext > GetActiveToolsContext() |
Dataflow/DataflowEditorMode.h | ||
const UE::Dataflow::IDataflowConstructionViewMode * GetConstructionViewMode() |
Dataflow/DataflowEditorMode.h | ||
TWeakPtr< FDataflowConstructionViewportClient, ESPMode::ThreadSafe > GetConstructionViewportClient() |
Dataflow/DataflowEditorMode.h | ||
| Dataflow/DataflowEditorMode.h | |||
const TWeakPtr< FDataflowConstructionScene > & GetDataflowConstructionScene () |
Dataflow/DataflowEditorMode.h | ||
const TWeakPtr< FDataflowSimulationScene > & GetDataflowSimulationScene () |
Dataflow/DataflowEditorMode.h | ||
| Dataflow/DataflowEditorMode.h | |||
bool IsAnyNodeSelected() |
Dataflow/DataflowEditorMode.h | ||
bool IsConstructionViewWireframeActive() |
Dataflow/DataflowEditorMode.h | ||
FBox SelectionBoundingBox() |
Bounding box for selected rest space mesh components. | Dataflow/DataflowEditorMode.h | |
void SetConstructionViewMode
(
const FName& NewViewModeName |
Construction View Mode | Dataflow/DataflowEditorMode.h | |
void SetConstructionViewModeForNode
(
const UDataflowEdNode* Node |
Dataflow/DataflowEditorMode.h | ||
void SetDataflowConstructionScene
(
TWeakPtr< FDataflowConstructionScene > InConstructionScene |
Set the construction scene to store the dynamic meshes generated by the tools | Dataflow/DataflowEditorMode.h | |
void SetDataflowEditor
(
UDataflowEditor* InDataflowEditor |
Dataflow/DataflowEditorMode.h | ||
void SetDataflowGraphEditor
(
TSharedPtr< SDataflowGraphEditor > DataflowGraphEditor |
Set the data flow graph editor to create nodes once the tools have ended | Dataflow/DataflowEditorMode.h | |
void SetDataflowSimlationScene
(
TWeakPtr< FDataflowSimulationScene > InSimulationScene |
Set the simulation scene to store the simulation components | Dataflow/DataflowEditorMode.h | |
void ShutdownActiveToolIfNeeded
(
EToolShutdownType ShutdownType |
Dataflow/DataflowEditorMode.h | ||
void StartToolForSelectedNode
(
const UObject* SelectedNode |
Dataflow/DataflowEditorMode.h | ||
void ToggleConstructionViewWireframe() |
Dataflow/DataflowEditorMode.h |
Overridden from UBaseCharacterFXEditorMode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FBox SceneBoundingBox() |
Gets the scene bounding box | Dataflow/DataflowEditorMode.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static const FToolTargetTypeRequirements & GetToolTargetRequirements() |
Gets the tool target requirements for the mode. | Dataflow/DataflowEditorMode.h |