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Unreal Engine C++ API Reference > Plugins > UVEditor
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UAssetEditor
- UUVEditor
References
Module | UVEditor |
Header | /Engine/Plugins/Editor/UVEditor/Source/UVEditor/Public/UVEditor.h |
Include | #include "UVEditor.h" |
Syntax
UCLASS&40;&41;
class UUVEditor : public UAssetEditor
Remarks
The actual asset editor class doesn't have that much in it, intentionally.
Our current asset editor guidelines ask us to place as little business logic as possible into the class, instead putting as much of the non-UI code into the subsystem as possible, and the UI code into the toolkit (which this class owns).
However, since we're using a mode and the Interactive Tools Framework, a lot of our business logic ends up inside the mode and the tools, not the subsystem. The front-facing code is mostly in the asset editor toolkit, though the mode toolkit has most of the things that deal with the toolbar on the left.
Variables
Type | Name | Description | |
---|---|---|---|
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TArray< TObjectPtr< UObject > > | OriginalObjectsToEdit | Note that things like CloseWindow, FocusWindow, and IsPrimaryEditor seem to be called on the toolkit, not the editor class, so they are overriden there. |
Functions
Type | Name | Description | |
---|---|---|---|
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IAssetEditorInstance * | Returns the asset editor instance interface, so that its window can be focused, for example. | |
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void | Initialize
(
const TArray< TObjectPtr< UObject >>& InObjects |
Overridden from UAssetEditor
Type | Name | Description | |
---|---|---|---|
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TSharedPtr< FBaseAssetToolkit > | ||
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void | GetObjectsToEdit
(
TArray< UObject* >& OutObjects |