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API > API/Plugins > API/Plugins/FractureEditor
| Name | UFractureEditorMode |
| Type | class |
| Header File | /Engine/Plugins/Experimental/ChaosEditor/Source/FractureEditor/Public/FractureEditorMode.h |
| Include Path | #include "FractureEditorMode.h" |
Syntax
UCLASS (Transient)
class UFractureEditorMode :
public UBaseLegacyWidgetEdMode,
public FEditorUndoClient,
public ILegacyEdModeSelectInterface
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UEdMode → UBaseLegacyWidgetEdMode → UFractureEditorMode
- FEditorUndoClient → UFractureEditorMode
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UFractureEditorMode() |
FractureEditorMode.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~UFractureEditorMode() |
FractureEditorMode.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| EM_FractureEditorModeId | const FEditorModeID | FractureEditorMode.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CustomOrbitPivot | TOptional< FVector > | Hack: We have to set this to work around the editor defaulting to orbit around selection and breaking our custom per-bone orbiting. | FractureEditorMode.h | |
| SelectedGeometryComponents | TArray< TWeakObjectPtr< UGeometryCollectionComponent > > | This selection set is updated from actor selection changed event. | FractureEditorMode.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool BoxSelect
(
FBox& InBox, |
FractureEditorMode.h | ||
virtual bool ComputeBoundingBoxForViewportFocus
(
AActor* Actor, |
FractureEditorMode.h | ||
virtual void CreateToolkit() |
FractureEditorMode.h | ||
virtual void DrawHUD
(
FEditorViewportClient* ViewportClient, |
FractureEditorMode.h | ||
virtual void Enter() |
FractureEditorMode.h | ||
virtual void Exit() |
FractureEditorMode.h | ||
virtual bool FrustumSelect
(
const FConvexVolume& InFrustum, |
FractureEditorMode.h | ||
virtual bool GetPivotForOrbit
(
FVector& OutPivot |
FractureEditorMode.h | ||
virtual bool HandleClick
(
FEditorViewportClient* InViewportClient, |
FractureEditorMode.h | ||
virtual bool InputAxis
(
FEditorViewportClient* InViewportClient, |
FractureEditorMode.h | ||
virtual bool InputKey
(
FEditorViewportClient* ViewportClient, |
FractureEditorMode.h | ||
virtual bool MatchesContext
(
const FTransactionContext& InContext, |
FractureEditorMode.h | ||
virtual void PostRedo
(
bool bSuccess |
FractureEditorMode.h | ||
virtual void PostUndo
(
bool bSuccess |
FractureEditorMode.h | ||
void RefreshOutlinerWithCurrentSelection() |
Used to update outliner when the selection hasn't change needed because the outliner is not built yet when Enter() is called TODO: We may be able to remove this function if we can find a way to invoke Enter's current selection-update logic after the outliner UI is built | FractureEditorMode.h | |
virtual void Render
(
const FSceneView* View, |
FractureEditorMode.h | ||
bool SelectFromClick
(
HHitProxy* HitProxy, |
Helper for HandleClick, exposed to allow other code paths to handle clicks via the same code path. | FractureEditorMode.h | |
virtual void Tick
(
FEditorViewportClient* ViewportClient, |
FractureEditorMode.h | ||
| FractureEditorMode.h | |||
bool UpdateSelectionInFrustum
(
const FConvexVolume& InFrustum, |
Helpers for FrustumSelect + to expose similar selection functionality to other code. | FractureEditorMode.h | |
bool UsesToolkits() |
FractureEditorMode.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FConvexVolume GetVolumeFromBox
(
const FBox& InBox |
FractureEditorMode.h | ||
static FConvexVolume TransformFrustum
(
const FConvexVolume& InFrustum, |
FractureEditorMode.h |