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API > API/Plugins > API/Plugins/ExampleCharacterFXEditor
Typically an Editor's Subsystem would be where the actual Asset editing happens when the user presses a button in the Editor, the Subsystem would apply the change to the Asset. In this example editor, however, we are using the InteractiveToolsFramework for much of this machinery.
This class still is useful if the Editor is not the default editor for a particular asset type. In this case, having an EditorSubsystem enables spawning the Editor for prescribed asset types (e.g. StaticMesh, SkeletalMesh).
It's included here as an example, but if the concrete AssetEditor is associated with an asset type this class may not be necessary.
| Name | UExampleCharacterFXEditorSubsystem |
| Type | class |
| Header File | /Engine/Plugins/Experimental/CharacterFXEditor/ExampleCharacterFXEditor/Source/ExampleCharacterFXEditor/Public/ExampleCharacterFXEditorSubsystem.h |
| Include Path | #include "ExampleCharacterFXEditorSubsystem.h" |
Syntax
UCLASS ()
class UExampleCharacterFXEditorSubsystem : public UEditorSubsystem
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USubsystem → UDynamicSubsystem → UEditorSubsystem → UExampleCharacterFXEditorSubsystem