unreal.EditorUtilitySubsystem
¶
- class unreal.EditorUtilitySubsystem(outer=None, name='None')¶
Bases:
unreal.EditorSubsystem
Editor Utility Subsystem
C++ Source:
Module: Blutility
File: EditorUtilitySubsystem.h
- close_tab_by_id(new_tab_id) → bool¶
Given an ID for a tab, try to find and close an existing tab. Returns true if it found a tab to close.
- does_tab_exist(new_tab_id) → bool¶
Given an ID for a tab, try to find an existing tab. Returns true if it found a tab.
- find_utility_widget_from_blueprint(blueprint) → EditorUtilityWidget¶
Given an editor utility widget blueprint, get the widget it creates. This will return a null pointer if the widget is not currently in a tab.
- Parameters
blueprint (EditorUtilityWidgetBlueprint) –
- Returns
- Return type
- register_and_execute_task(new_task) → None¶
Register and Execute Task
- Parameters
new_task (EditorUtilityTask) –
- register_tab_and_get_id(blueprint) → Name¶
Register Tab and Get ID
- Parameters
blueprint (EditorUtilityWidgetBlueprint) –
- Returns
new_tab_id (Name):
- Return type
- release_instance_of_asset(asset) → None¶
Allow startup object to be garbage collected
- Parameters
asset (Object) –
- spawn_and_register_tab(blueprint) → EditorUtilityWidget¶
Spawn and Register Tab
- Parameters
blueprint (EditorUtilityWidgetBlueprint) –
- Returns
- Return type
- spawn_and_register_tab_and_get_id(blueprint) -> (EditorUtilityWidget, new_tab_id=Name)¶
Spawn and Register Tab and Get ID
- Parameters
blueprint (EditorUtilityWidgetBlueprint) –
- Returns
new_tab_id (Name):
- Return type