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API > API/Plugins > API/Plugins/UVEditorTools
| Name | UUVEditorChannelEditTargetProperties |
| Type | class |
| Header File | /Engine/Plugins/Editor/UVEditor/Source/UVEditorTools/Public/UVEditorLayerEditTool.h |
| Include Path | #include "UVEditorLayerEditTool.h" |
Syntax
UCLASS ()
class UUVEditorChannelEditTargetProperties : public UInteractiveToolPropertySet
Inheritance Hierarchy
- FWatchablePropertySet → UInteractiveToolPropertySet → UUVEditorChannelEditTargetProperties
- UObjectBase → UObjectBaseUtility → UObject → UInteractiveToolPropertySet → UUVEditorChannelEditTargetProperties
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Asset | FString | UVEditorLayerEditTool.h |
|
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| bActionNeedsAsset | bool | UVEditorLayerEditTool.h |
|
|
| bActionNeedsReference | bool | UVEditorLayerEditTool.h |
|
|
| bActionNeedsTarget | bool | UVEditorLayerEditTool.h |
|
|
| NumUVChannelsPerAsset | TArray< int32 > | 1:1 with UVAssetNames | UVEditorLayerEditTool.h | |
| ReferenceChannel | FString | UVEditorLayerEditTool.h |
|
|
| TargetChannel | FString | UVEditorLayerEditTool.h |
|
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| UVAssetNames | TArray< FString > | UVEditorLayerEditTool.h | ||
| UVChannelNames | TArray< FString > | UVEditorLayerEditTool.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const TArray< FString > & GetAssetNames() |
UVEditorLayerEditTool.h | ||
int32 GetSelectedAssetID() |
UVEditorLayerEditTool.h | ||
int32 GetSelectedChannelIndex
(
bool bForceToZeroOnFailure, |
UVEditorLayerEditTool.h | ||
const TArray< FString > & GetUVChannelNames() |
UVEditorLayerEditTool.h | ||
void Initialize
(
const TArray< TObjectPtr< UUVEditorToolMeshInput > >& TargetsIn, |
UVEditorLayerEditTool.h | ||
void SetUsageFlags
(
EChannelEditToolAction Action |
UVEditorLayerEditTool.h | ||
bool ValidateUVAssetSelection
(
bool bUpdateIfInvalid |
Verify that the UV asset selection is valid | UVEditorLayerEditTool.h | |
bool ValidateUVChannelSelection
(
bool bUpdateIfInvalid |
Verify that the UV channel selection is valid | UVEditorLayerEditTool.h |