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Interface of a CustomAction. This is a way to quickly expose some custom processing.
| Name | IDatasmithCustomAction |
| Type | class |
| Header File | /Engine/Plugins/Enterprise/DatasmithContent/Source/DatasmithContent/Public/DatasmithCustomAction.h |
| Include Path | #include "DatasmithCustomAction.h" |
Syntax
class IDatasmithCustomAction
Derived Classes
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~IDatasmithCustomAction() |
DatasmithCustomAction.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| The actual processing, called by Datasmith when the user trigger an action. | DatasmithCustomAction.h | ||
void ApplyOnAssets
(
const TArray< FAssetData >& SelectedAssets |
The actual processing, called by Datasmith when the user trigger an action. | DatasmithCustomAction.h | |
| Called by Datasmith when we displays potential action for some actors (eg. when the context menu of the level editor is used). | DatasmithCustomAction.h | ||
bool CanApplyOnAssets
(
const TArray< FAssetData >& SelectedAssets |
Called by Datasmith when we displays potential action for some assets (eg. when the context menu of the content browser is used). | DatasmithCustomAction.h | |
const FText & GetLabel() |
DatasmithCustomAction.h | ||
const FText & GetTooltip() |
DatasmithCustomAction.h |