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API > API/Editor > API/Editor/UnrealEd > API/Editor/UnrealEd/Toolkits > API/Editor/UnrealEd/Toolkits/FAssetEditorToolkit > API/Editor/UnrealEd/Toolkits/FAssetEditorToolkit/InitAssetEditor
References
| Module | UnrealEd |
| Header | /Engine/Source/Editor/UnrealEd/Public/Toolkits/AssetEditorToolkit.h |
| Include | #include "Toolkits/AssetEditorToolkit.h" |
| Source | /Engine/Source/Editor/UnrealEd/Private/Toolkits/AssetEditorToolkit.cpp |
void InitAssetEditor
&40;
const EToolkitMode::Type Mode,
const TSharedPtr< IToolkitHost > & InitToolkitHost,
const FName AppIdentifier,
const TSharedRef< FTabManager::FLayout > & StandaloneDefaultLayout,
const bool bCreateDefaultStandaloneMenu,
const bool bCreateDefaultToolbar,
UObject &42; ObjectToEdit,
const bool bInIsToolbarFocusable,
const bool bInUseSmallToolbarIcons
&41;
Remarks
Initializes this asset editor. Called immediately after construction. Override PostInitAssetEditor if you need to do additional initialization
Parameters
| Name | Description |
|---|---|
| Mode | Asset editing mode for this editor (standalone or world-centric) |
| InitToolkitHost | When Mode is WorldCentric, this is the level editor instance to spawn this editor within |
| AppIdentifier | When Mode is Standalone, this is the app identifier of the app that should host this toolkit |
| StandaloneDefaultLayout | The default layout for a standalone asset editor |
| bCreateDefaultToolbar | The default toolbar, which can be extended |
| bCreateDefaultStandaloneMenu | True if in standalone mode, the asset editor should automatically generate a default "asset" menu, or false if you're going to do this yourself in your derived asset editor's implementation |
| ObjectToEdit | The object to edit |
| bInIsToolbarFocusable | Whether the buttons on the default toolbar can receive keyboard focus |
| bUseSmallToolbarIcons | Whether the buttons on the default toolbar use the small icons |