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API > API/Plugins > API/Plugins/IntroTutorials
A way of identifying something to be highlighted by a tutorial
| Name | FTutorialContentAnchor |
| Type | struct |
| Header File | /Engine/Plugins/Editor/GuidedTutorials/Source/IntroTutorials/Public/EditorTutorial.h |
| Include Path | #include "EditorTutorial.h" |
Syntax
USTRUCT ()
struct FTutorialContentAnchor
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FTutorialContentAnchor() |
EditorTutorial.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Asset | FSoftObjectPath | If reference is an asset, we use this to resolve it | EditorTutorial.h |
|
| bDrawHighlight | bool | Whether to draw an animated highlight around the widget | EditorTutorial.h |
|
| FriendlyName | FString | FBlueprintGraphNodeMetaData specific members | EditorTutorial.h |
|
| GUIDString | FString | The GUID string | EditorTutorial.h |
|
| OuterName | FString | Name of the outer object - should be the blueprint that 'owns' the node | EditorTutorial.h |
|
| TabToFocusOrOpen | FString | Tab on which to focus (EG 'My Blueprint' tab). | EditorTutorial.h |
|
| Type | TEnumAsByte< ETutorialAnchorIdentifier::Type > | EditorTutorial.h |
|
|
| WrapperIdentifier | FName | If widget is in a wrapper widget, this is the wrapper widget name | EditorTutorial.h |
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