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API > API/Plugins > API/Plugins/GameplayCamerasEditor
A camera rig asset editor.
This implements only the dual-graph editor, for the node hierarchy and transitions. The rest of the UI such as the details view or the toolbox aren't included here.
| Name | SCameraRigAssetEditor |
| Type | class |
| Header File | /Engine/Plugins/Cameras/GameplayCameras/Source/GameplayCamerasEditor/Public/Editors/SCameraRigAssetEditor.h |
| Include Path | #include "Editors/SCameraRigAssetEditor.h" |
Syntax
class SCameraRigAssetEditor :
public SCompoundWidget,
public ICameraObjectEventHandler
Inheritance Hierarchy
- FSharedFromThisBase → TSharedFromThis → SWidget → SCompoundWidget → SCameraRigAssetEditor
- FSlateControlledConstruction → SWidget → SCompoundWidget → SCameraRigAssetEditor
Implements Interfaces
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~SCameraRigAssetEditor() |
Editors/SCameraRigAssetEditor.h |
Structs
| Name | Remarks |
|---|---|
| FArguments |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AssetEditorToolkit | TWeakPtr< FAssetEditorToolkit > | Reference to the owning asset editor | Editors/SCameraRigAssetEditor.h | |
| BoxPanel | TSharedPtr< SBox > | Box panel holding either the node hierarchy or transition graph editor | Editors/SCameraRigAssetEditor.h | |
| CameraRigAsset | TObjectPtr< UCameraRigAsset > | The asset being edited | Editors/SCameraRigAssetEditor.h | |
| CurrentMode | ECameraRigAssetEditorMode | The mode for the currently shown graph editor | Editors/SCameraRigAssetEditor.h | |
| DetailsView | TSharedPtr< IDetailsView > | Reference to the details view | Editors/SCameraRigAssetEditor.h | |
| EventHandler | TCameraEventHandler< ICameraObjectEventHandler > | Event handler | Editors/SCameraRigAssetEditor.h | |
| NodeGraph | TObjectPtr< UObjectTreeGraph > | The node hierarchy graph | Editors/SCameraRigAssetEditor.h | |
| NodeGraphChangedHandle | FDelegateHandle | Handles for listening to changes in the graphs editors | Editors/SCameraRigAssetEditor.h | |
| NodeGraphEditor | TSharedPtr< SObjectTreeGraphEditor > | The node hierarchy graph editor | Editors/SCameraRigAssetEditor.h | |
| OnAnyGraphChanged | FOnGraphChanged | Forwarding delegate for changes in any of the graphs | Editors/SCameraRigAssetEditor.h | |
| TransitionGraph | TObjectPtr< UObjectTreeGraph > | The transition graph | Editors/SCameraRigAssetEditor.h | |
| TransitionGraphChangedHandle | FDelegateHandle | Editors/SCameraRigAssetEditor.h | ||
| TransitionGraphEditor | TSharedPtr< SObjectTreeGraphEditor > | The transition graph editor | Editors/SCameraRigAssetEditor.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FDelegateHandle AddOnAnyGraphChanged
(
FOnGraphChanged::FDelegate InAddDelegate |
Adds a callback that will be invoked when a graph editor is changed. | Editors/SCameraRigAssetEditor.h | |
void Construct
(
const FArguments& InArgs |
Editors/SCameraRigAssetEditor.h | ||
bool FindAndJumpToObjectNode
(
UObject* InObject |
Finds a node for the given object and, if so, jumps to it. | Editors/SCameraRigAssetEditor.h | |
void FocusHome() |
Focuses the current graph to the root object node. | Editors/SCameraRigAssetEditor.h | |
ECameraRigAssetEditorMode GetEditorMode() |
Gets the current editor mode. | Editors/SCameraRigAssetEditor.h | |
UEdGraph * GetFocusedGraph() |
Gets the graph for the current mode. | Editors/SCameraRigAssetEditor.h | |
const FObjectTreeGraphConfig & GetFocusedGraphConfig() |
Gets the graph configuration for the current mode. | Editors/SCameraRigAssetEditor.h | |
void GetGraphs
(
TArray< UEdGraph* >& OutGraphs |
Gets both the node hierarchy and transition graphs. | Editors/SCameraRigAssetEditor.h | |
bool IsEditorMode
(
ECameraRigAssetEditorMode InMode |
Checks if the editor is in the current mode. | Editors/SCameraRigAssetEditor.h | |
void RemoveOnAnyGraphChanged
(
FDelegateHandle InDelegateHandle |
Removes a previous added callback. | Editors/SCameraRigAssetEditor.h | |
void RemoveOnAnyGraphChanged
(
FDelegateUserObjectConst InUserObject |
Removes a previous added callback. | Editors/SCameraRigAssetEditor.h | |
void SetCameraRigAsset
(
UCameraRigAsset* InCameraRig |
Editors/SCameraRigAssetEditor.h | ||
void SetEditorMode
(
ECameraRigAssetEditorMode InMode |
Changes the editor's current mode. | Editors/SCameraRigAssetEditor.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CreateGraphEditors() |
Editors/SCameraRigAssetEditor.h | ||
void CreateNodeGraphEditor() |
Editors/SCameraRigAssetEditor.h | ||
void CreateTransitionGraphEditor() |
Editors/SCameraRigAssetEditor.h | ||
void DiscardGraphEditors() |
Editors/SCameraRigAssetEditor.h | ||
bool FindAndJumpToObjectNode
(
UObject* InObject, |
Editors/SCameraRigAssetEditor.h | ||
FText GetCameraRigAssetName
(
UObjectTreeGraph* ForGraph |
Editors/SCameraRigAssetEditor.h | ||
bool IsGraphEditorEnabled() |
Editors/SCameraRigAssetEditor.h | ||
virtual void OnCameraObjectInterfaceChanged() |
Editors/SCameraRigAssetEditor.h | ||
void OnGraphChanged
(
const FEdGraphEditAction& InEditAction |
Editors/SCameraRigAssetEditor.h | ||
void SetEditorModeImpl
(
ECameraRigAssetEditorMode InMode, |
Editors/SCameraRigAssetEditor.h |