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API > API/Plugins > API/Plugins/ToolPresetAsset
Using an editor subsystem allows us to make sure that we have a default preset asset whenever the editor exists (and to avoid accidentally trying to make one when it doesn't, such as when running cooking scripts).
| Name | UToolPresetAssetSubsystem |
| Type | class |
| Header File | /Engine/Plugins/Experimental/ToolPresets/Source/ToolPresetAsset/Public/ToolPresetAssetSubsystem.h |
| Include Path | #include "ToolPresetAssetSubsystem.h" |
Syntax
UCLASS ()
class UToolPresetAssetSubsystem : public UEditorSubsystem
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USubsystem → UDynamicSubsystem → UEditorSubsystem → UToolPresetAssetSubsystem
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Deinitialize() |
ToolPresetAssetSubsystem.h | ||
UInteractiveToolsPresetCollectionAsset * GetDefaultCollection() |
ToolPresetAssetSubsystem.h | ||
virtual void Initialize
(
FSubsystemCollectionBase& Collection |
ToolPresetAssetSubsystem.h | ||
bool SaveDefaultCollection() |
ToolPresetAssetSubsystem.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void InitializeDefaultCollection() |
ToolPresetAssetSubsystem.h |