FAssetEditorManager

Implements a manager for Editor windows that are currently open and the assets they are editing.

Windows
MacOS
Linux

Inheritance Hierarchy

FGCObject

FAssetEditorManager

References

Module

UnrealEd

Header

/Engine/Source/Editor/UnrealEd/Public/Toolkits/AssetEditorManager.h

Include

#include "Toolkits/AssetEditorManager.h"

Syntax

class FAssetEditorManager : public FGCObject

Remarks

Implements a manager for Editor windows that are currently open and the assets they are editing.

Constructors

No constructors are accessible with public or protected access.

Functions

Name Description

Public function Static

FAssetEditor...

 

Get()

Get the singleton instance of the asset editor manager

Public function

void

 

OnExit()

Called when the editor is exiting to shutdown the manager

Overridden from FGCObject

Name Description

Public function Virtual

void

 

AddReferencedObjects

(
    FReferenceCollector& Collector
)

Pure virtual that must be overloaded by the inheriting class.

Public function Virtual Const

FString

 

GetReferencerName()

Use this method to report a name for your referencer.

Classes

Name

Description

Public class

FAssetEditorOpenEvent

Called when an asset editor is actually opened

Public class

FAssetEditorRequestCloseEvent

Event called when CloseAllEditorsForAsset/RemoveAssetFromAllEditors is called

Public class

FAssetEditorRequestOpenEvent

Called when an asset editor is requested to be opened

Public class

FOnAssetOpenedInEditorEvent

Called when an asset has been opened in an editor

Constants

Name

Description

Instance

The singleton instance

Deprecated Functions

Name Description

Public function

bool

 

CloseAllAssetEditors()

Use the matching function on AssetEditorSubsystem instead.

Public function

int32

 

CloseAllEditorsForAsset

(
    UObject* Asset
)

Use the matching function on AssetEditorSubsystem instead.

Public function

void

 

CloseOtherEditors

(
    UObject* Asset,
    IAssetEditorInstance* OnlyEdit...
)

Use the matching function on AssetEditorSubsystem instead.

Public function

IAssetEditor...

 

FindEditorForAsset

(
    UObject* Asset,
    bool bFocusIfOpen
)

Use the matching function on AssetEditorSubsystem instead.

Public function

TArray< IAss...

 

FindEditorsForAsset

(
    UObject* Asset
)

Use the matching function on AssetEditorSubsystem instead.

Public function

TArray< UObj...

 

GetAllEditedAssets()

Use the matching function on AssetEditorSubsystem instead.

Public function

void

 

NotifyAssetClosed

(
    UObject* Asset,
    IAssetEditorInstance* Instance
)

Use the matching function on AssetEditorSubsystem instead.

Public function

void

 

NotifyAssetOpened

(
    UObject* Asset,
    IAssetEditorInstance* Instance
)

Use the matching function on AssetEditorSubsystem instead.

Public function

void

 

NotifyAssetsOpened

(
    const TArray< UObject* >& Ass...,
    IAssetEditorInstance* Instance
)

Use the matching function on AssetEditorSubsystem instead.

Public function

void

 

NotifyEditorClosed

(
    IAssetEditorInstance* Instance
)

Use the matching function on AssetEditorSubsystem instead.

Public function

FAssetEditor...

 

OnAssetEditorOpened()

Use the matching function on AssetEditorSubsystem instead.

Public function Virtual

FAssetEditor...

 

OnAssetEditorRequestClose()

Use the matching function on AssetEditorSubsystem instead.

Public function Virtual

FAssetEditor...

 

OnAssetEditorRequestedOpen()

Use the matching function on AssetEditorSubsystem instead.

Public function Virtual

FOnAssetOpen...

 

OnAssetOpenedInEditor()

Use the matching function on AssetEditorSubsystem instead.

Public function

void

 

OpenEditorForAsset

(
    const FString& AssetPathName
)

Use the matching function on AssetEditorSubsystem instead.

Public function

bool

 

OpenEditorForAsset

(
    UObject* Asset,
    const EToolkitMode::Type ToolkitMod...,
    TSharedPtr< IToolkitHost > OpenedFr...,
    const bool bShowProgressWindow
)

Use the matching function on AssetEditorSubsystem instead.

Public function

bool

 

OpenEditorForAssets

(
    const TArray< UObject* >& Ass...,
    const EToolkitMode::Type ToolkitMod...,
    TSharedPtr< IToolkitHost > OpenedFr...
)

Use the matching function on AssetEditorSubsystem instead.

Public function

void

 

OpenEditorsForAssets

(
    const TArray< FString >& AssetsToO...
)

Use the matching function on AssetEditorSubsystem instead.

Public function

void

 

OpenEditorsForAssets

(
    const TArray< FName >& AssetsToOpe...
)

Use the matching function on AssetEditorSubsystem instead.

Public function

void

 

RemoveAssetFromAllEditors

(
    UObject* Asset
)

Use the matching function on AssetEditorSubsystem instead.

Public function

void

 

RequestRestorePreviouslyOpenAssets()

Use the matching function on AssetEditorSubsystem instead.

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss