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The toolkit is supposed to act as the UI manager for the asset editor. It's responsible for setting up viewports and most toolbars, except for the internals of the mode panel. However, because the toolkit also sets up the mode manager, and much of the important state is held in the UUVEditorMode managed by the mode manager, the toolkit also ends up initializing the UV mode. Thus, the FUVEdiotrToolkit ends up being the central place for the UV Asset editor setup.
| Name | FUVEditorToolkit |
| Type | class |
| Header File | /Engine/Plugins/Editor/UVEditor/Source/UVEditor/Public/UVEditorToolkit.h |
| Include Path | #include "UVEditorToolkit.h" |
Syntax
class FUVEditorToolkit : public FBaseAssetToolkit
Inheritance Hierarchy
- FSharedFromThisBase → TSharedFromThis → FAssetEditorToolkit → FBaseAssetToolkit → FUVEditorToolkit
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FUVEditorToolkit
(
UAssetEditor* InOwningAssetEditor |
UVEditorToolkit.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FUVEditorToolkit() |
UVEditorToolkit.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| InteractiveToolsPanelTabID | const FName | UVEditorToolkit.h | |
| LivePreviewTabID | const FName | UVEditorToolkit.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FPreviewScene * GetPreviewScene() |
UVEditorToolkit.h |
Overridden from FBaseAssetToolkit
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CreateWidgets() |
FBaseAssetToolkit. | UVEditorToolkit.h |
Overridden from FAssetEditorToolkit
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddViewportOverlayWidget
(
TSharedRef< SWidget > InViewportOverlayWidget, |
FAssetEditorToolkit. | UVEditorToolkit.h | |
virtual bool CanSaveAsset() |
UVEditorToolkit.h | ||
virtual bool CanSaveAssetAs() |
UVEditorToolkit.h | ||
virtual void OnClose() |
UVEditorToolkit.h | ||
virtual bool OnRequestClose
(
EAssetEditorCloseReason InCloseReason |
UVEditorToolkit.h | ||
virtual void OnToolkitHostingFinished
(
const TSharedRef< IToolkit >& Toolkit |
UVEditorToolkit.h | ||
virtual void OnToolkitHostingStarted
(
const TSharedRef< IToolkit >& Toolkit |
UVEditorToolkit.h | ||
virtual void RemoveViewportOverlayWidget
(
TSharedRef< SWidget > InViewportOverlayWidget |
UVEditorToolkit.h | ||
virtual void SaveAsset_Execute() |
UVEditorToolkit.h |
Overridden from IAssetEditorInstance
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool IsPrimaryEditor() |
IAssetEditorInstance This is important because if this returns true, attempting to edit a static mesh that is open in the UV editor may open the UV editor instead of opening the static mesh editor. | UVEditorToolkit.h |
Overridden from FBaseToolkit
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CreateEditorModeManager() |
UVEditorToolkit.h |
Overridden from IToolkit
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FText GetBaseToolkitName() |
UVEditorToolkit.h | ||
virtual FName GetToolkitFName() |
UVEditorToolkit.h | ||
virtual FText GetToolkitName() |
UVEditorToolkit.h | ||
virtual FText GetToolkitToolTipText() |
UVEditorToolkit.h | ||
virtual void RegisterTabSpawners
(
const TSharedRef< FTabManager >& InTabManager |
UVEditorToolkit.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TSharedRef< SDockTab > SpawnTab_InteractiveToolsPanel
(
const FSpawnTabArgs& Args |
UVEditorToolkit.h | ||
TSharedRef< SDockTab > SpawnTab_LivePreview
(
const FSpawnTabArgs& Args |
UVEditorToolkit.h |
Overridden from FBaseAssetToolkit
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TSharedPtr< FEditorViewportClient > CreateEditorViewportClient() |
UVEditorToolkit.h | ||
virtual AssetEditorViewportFactoryFunction GetViewportDelegate() |
FBaseAssetToolkit. | UVEditorToolkit.h |
Overridden from FAssetEditorToolkit
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FLinearColor GetDefaultTabColor() |
UVEditorToolkit.h | ||
virtual const FSlateBrush * GetDefaultTabIcon() |
UVEditorToolkit.h | ||
virtual void PostInitAssetEditor() |
FAssetEditorToolkit. | UVEditorToolkit.h |