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API > API/Plugins > API/Plugins/IntroTutorials
An asset used to build a stage-by-stage tutorial in the editor
| Name | UEditorTutorial |
| Type | class |
| Header File | /Engine/Plugins/Editor/GuidedTutorials/Source/IntroTutorials/Public/EditorTutorial.h |
| Include Path | #include "EditorTutorial.h" |
Syntax
UCLASS (Blueprintable, HideCategories=(Object), EditInlineNew)
class UEditorTutorial : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UEditorTutorial
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UEditorTutorial
(
const FObjectInitializer& ObjectInitializer |
EditorTutorial.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AssetToUse | FSoftObjectPath | Asset to open & attach the tutorial to. Non-widget-bound content will appear in the asset's window | EditorTutorial.h |
|
| bHideInBrowser | bool | Hide this tutorial in the tutorials browser | EditorTutorial.h |
|
| bIsStandalone | bool | A standalone tutorial displays no navigation buttons and each content widget has a close button | EditorTutorial.h |
|
| Category | FString | Category of this tutorial, used to organize tutorials when presented to the user | EditorTutorial.h |
|
| Icon | FString | Icon name for this tutorial, used when presented to the user in the tutorial browser. | EditorTutorial.h |
|
| ImportPath | FString | The path this tutorial was imported from, if any. | EditorTutorial.h | |
| NextTutorial | FSoftClassPath | Tutorial to optionally chain onto after this tutorial completes | EditorTutorial.h |
|
| PreviousTutorial | FSoftClassPath | Tutorial to optionally chain back to if the "back" button is clicked on the first stage | EditorTutorial.h |
|
| SearchTags | FText | Comma seperated list of tags the search will use to help find this tutorial | EditorTutorial.h |
|
| SortOrder | int32 | Sorting priority, used by the tutorial browser | EditorTutorial.h |
|
| Stages | TArray< FTutorialStage > | The various stages of this tutorial | EditorTutorial.h |
|
| SummaryContent | FTutorialContent | Content to be displayed for this tutorial when presented to the user in summary | EditorTutorial.h |
|
| Texture | TObjectPtr< UTexture2D > | Texture for this tutorial, used when presented to the user in the tutorial browser. | EditorTutorial.h |
|
| Title | FText | Title of this tutorial, used when presented to the user | EditorTutorial.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Attempts to find the actor specified by PathToActor in the current editor world | EditorTutorial.h |
|
|
virtual UWorld * GetWorld() |
UObject implementation | EditorTutorial.h | |
void HandleTickCurrentStage
(
FName StageName |
Called each tick so the Blueprint can optionally complete or skip stages | EditorTutorial.h | |
void HandleTutorialClosed() |
Called when a tutorial is closed | EditorTutorial.h | |
void HandleTutorialLaunched() |
Called when a tutorial is launched | EditorTutorial.h | |
void HandleTutorialStageEnded
(
FName StageName |
Called when a tutorial stage ends | EditorTutorial.h | |
void HandleTutorialStageStarted
(
FName StageName |
Called when a tutorial stage is started | EditorTutorial.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void OnTutorialClosed() |
Event fired when a tutorial is closed | EditorTutorial.h |
|
void OnTutorialLaunched() |
Event fired when a tutorial is launched | EditorTutorial.h |
|
void OnTutorialStageEnded
(
FName StageName |
Event fired when a tutorial stage ends | EditorTutorial.h |
|
void OnTutorialStageStarted
(
FName StageName |
Event fired when a tutorial stage begins | EditorTutorial.h |
|
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void BeginTutorial
(
UEditorTutorial* TutorialToStart, |
Begin a tutorial. Note that this will end the current tutorial that is in progress, if any | EditorTutorial.h |
|
static bool GetEngineFolderVisibilty() |
Returns the visibility of the engine folder in the content browser | EditorTutorial.h |
|
static void GoToNextTutorialStage() |
Advance to the next stage of a tutorial | EditorTutorial.h |
|
static void GoToPreviousTutorialStage() |
Advance to the previous stage of a tutorial | EditorTutorial.h |
|
static void OpenAsset
(
UObject* Asset |
Open an asset for use by a tutorial | EditorTutorial.h |
|
static void SetEngineFolderVisibilty
(
bool bNewVisibility |
Sets the visibility of the engine folder in the content browser | EditorTutorial.h |
|