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API > API/Plugins > API/Plugins/UVEditor
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- USubsystem
- UDynamicSubsystem
- UEditorSubsystem
- UUVEditorSubsystem
References
| Module | UVEditor |
| Header | /Engine/Plugins/Editor/UVEditor/Source/UVEditor/Public/UVEditorSubsystem.h |
| Include | #include "UVEditorSubsystem.h" |
Syntax
UCLASS&40;&41;
class UUVEditorSubsystem : public UEditorSubsystem
Remarks
The subsystem is meant to hold any UV editor operations that are not UI related (those are handled by the toolkit); however, in our case, most of our operations are wrapped up inside tools and the UV mode. Instead, the subsystem deals with some global UV asset editor things- it manages existing instances (we can't rely on the asset editor subsystem for this because the UV editor is not the primary editor for meshes), and figures out what we can launch the editor on.
Variables
| Type | Name | Description | |
|---|---|---|---|
| TMap< TObjectPtr< UObject >, TObjectPtr< UUVEditor > > | OpenedEditorInstances | ||
| TObjectPtr< UToolTargetManager > | ToolTargetManager | Used to let the subsystem figure out whether targets are valid. |
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | AreAssetsValidTargets
(
const TArray< FAssetData >& InAssets |
Checks that all of the assets are valid targets for an editor session. | |
| bool | AreObjectsValidTargets
(
const TArray< UObject* >& InObjects |
Checks that all of the objects are valid targets for a UV editor session. | |
| void | BuildTargets
(
const TArray< TObjectPtr< UObject >>& ObjectsIn, |
Tries to build the core targets that provide meshes for UV tools to work on. | |
| void | NotifyThatUVEditorClosed
(
TArray< TObjectPtr< UObject >> ObjectsItWasEditing |
Needs to be called when a UV editor instance is closed so that the subsystem knows to create a new one for these objects if they are opened again. | |
| void | StartUVEditor
(
TArray< TObjectPtr< UObject >> ObjectsToEdit |
Either brings to the front an existing UV editor instance that is editing one of these objects, if one exists, or starts up a new instance editing all of these objects. |
Overridden from USubsystem
| Type | Name | Description | |
|---|---|---|---|
| void | Deinitialize () |
Implement this for deinitialization of instances of the system | |
| void | Initialize
(
FSubsystemCollectionBase& Collection |
Implement this for initialization of instances of the system |