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API > API/Plugins > API/Plugins/ExampleCharacterFXEditor
Inheritance Hierarchy
- UEdMode
- UBaseCharacterFXEditorMode
- UExampleCharacterFXEditorMode
References
| Module | ExampleCharacterFXEditor |
| Header | /Engine/Plugins/Experimental/CharacterFXEditor/ExampleCharacterFXEditor/Source/ExampleCharacterFXEditor/Public/ExampleCharacterFXEditorMode.h |
| Include | #include "ExampleCharacterFXEditorMode.h" |
Syntax
UCLASS ()
class UExampleCharacterFXEditorMode : public UBaseCharacterFXEditorMode
Variables
| Type | Name | Description | |
|---|---|---|---|
| TArray< TObjectPtr< UDynamicMeshComponent > > | DynamicMeshComponents | NOTE: Since the Example CharacterFX Editor is not the "default" editor for a particular asset type and we still want to have something to render, we instead store a set of temporary DynamicMeshComponents here. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | BindCommands () |
||
| void | |||
| const FToolTargetTypeRequirements & | Gets the tool target requirements for the mode. |
Overridden from UBaseCharacterFXEditorMode
| Type | Name | Description | |
|---|---|---|---|
| void | Override these to specify supported ToolTargets and tools. | ||
| void | CreateToolTargets
(
const TArray< TObjectPtr< UObject > >& AssetsIn |
Called by InitializeTargets; override to populate tool targets for given assets. | |
| void | Exit () |
||
| void | InitializeTargets
(
const TArray< TObjectPtr< UObject > >& AssetsIn |
Called by the corresponding EditorToolkit. | |
| void | |||
| FBox |
Constants
| Name | Description |
|---|---|
| EM_ExampleCharacterFXEditorModeId |