IToolsContextAssetAPI

Users of the Tools Framework need to provide an [IToolsContextAssetAPI](API\Runtime\InteractiveToolsFramework\IToolsContextAssetAPI) implementation that allows Packages and Assets to be created/saved.

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

InteractiveToolsFramework

Header

/Engine/Source/Runtime/Experimental/InteractiveToolsFramework/Public/ToolContextInterfaces.h

Include

#include "ToolContextInterfaces.h"

Syntax

class IToolsContextAssetAPI

Remarks

Users of the Tools Framework need to provide an IToolsContextAssetAPI implementation that allows Packages and Assets to be created/saved. Note that this is not strictly necessary, for example a trivial implementation could just store things in the Transient package and not do any saving.

Destructors

Name Description

Public function Virtual

~IToolsContextAssetAPI()

Functions

Name Description

Public function

void

 

AutoSaveGeneratedAsset

(
    UObject* Asset,
    UPackage* AssetPackage
)

Autosave asset to persistent storage

Public function

AActor *

 

GenerateStaticMeshActor

(
    UWorld* TargetWorld,
    FTransform Transform,
    FString ObjectBaseName,
    FGeneratedStaticMeshAssetConfig&& ...
)

Create a new UStaticMeshAsset for the provided mesh, then a new UStaticMeshComponent and AStaticMeshActor in the TargetWorld

Public function

FString

 

GetActiveAssetFolderPath()

Get default path to save assets in. For example the currently-visible path in the Editor.

Public function

void

 

InteractiveSaveGeneratedAsset

(
    UObject* Asset,
    UPackage* AssetPackage
)

Request saving of asset to persistent storage via something like an interactive popup dialog

Public function

FString

 

InteractiveSelectAssetPath

(
    const FString& DefaultAssetName,
    const FText& DialogTitleMessage
)

Allow the user to select a path and filename for an asset using a modal dialog

Public function

UPackage ...

 

MakeNewAssetPackage

(
    const FString& FolderPath,
    const FString& AssetBaseName,
    FString& UniqueAssetNameOut
)

Creates a new package for an asset

Public function

void

 

NotifyGeneratedAssetModified

(
    UObject* Asset,
    UPackage* AssetPackage
)

Notify that asset has been created and is dirty

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