unreal.AssetEditorSubsystem

class unreal.AssetEditorSubsystem(outer: Object | None = None, name: Name | str = 'None')

Bases: EditorSubsystem

UAssetEditorSubsystem

C++ Source:

  • Module: UnrealEd

  • File: AssetEditorSubsystem.h

Editor Properties: (see get_editor_property/set_editor_property)

  • debug_object_delegate (AssetEditorOpenDebugObjectDynamic): [Read-Write] Callbacks to open specific debug objects exposed to blueprint.

close_all_editors_for_asset(asset) int32

Close all active editors for the supplied asset and return the number of asset editors that were closed

Parameters:

asset (Object)

Return type:

int32

property debug_object_delegate: AssetEditorOpenDebugObjectDynamic

[Read-Write] Callbacks to open specific debug objects exposed to blueprint.

Type:

(AssetEditorOpenDebugObjectDynamic)

open_editor_for_assets(assets, opened_method=AssetTypeActivationOpenedMethod.EDIT) bool

Tries to open an editor for all of the specified assets. If any of the assets are already open, it will not create a new editor for them. If all assets are of the same type, the supporting AssetTypeAction (if it exists) is responsible for the details of how to handle opening multiple assets at once.

Parameters:
Return type:

bool