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Unreal Engine C++ API Reference > Plugins > GameplayAbilitiesEditor
Inheritance Hierarchy
- IBlueprintEditor
- FGCObject
- FNotifyHook
- FTickableEditorObject
- FEditorUndoClient
- FNoncopyable
- FBlueprintEditor
- FGameplayAbilitiesEditor
References
Module | GameplayAbilitiesEditor |
Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilitiesEditor/Public/GameplayAbilitiesEditor.h |
Include | #include "GameplayAbilitiesEditor.h" |
Syntax
class FGameplayAbilitiesEditor : public FBlueprintEditor
Remarks
Gameplay abilities asset editor (extends Blueprint editor)
Constructors
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Destructors
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Functions
Type | Name | Description | |
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void | InitGameplayAbilitiesEditor
(
const EToolkitMode::Type Mode, |
Edits the specified gameplay ability asset(s) |
Overridden from FBlueprintEditor
Type | Name | Description | |
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UBlueprint * | Returns a pointer to the Blueprint object we are currently editing, as long as we are editing exactly one |
Overridden from FAssetEditorToolkit
Type | Name | Description | |
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FString |
Overridden from IToolkit
Type | Name | Description | |
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FText | Returns the localized name of this toolkit type (typically just " |
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FName | Virtual FNameGetToolkitContextFName() const override; | |
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FText | Returns the localized name of this toolkit | |
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FText | Returns the localized tooltip text of this toolkit | |
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FLinearColor | ||
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FString | Returns the localize prefix string to use for tab labels in world-centric mode. |