FAssetEditorToolkit::InitAssetEditor

Initializes this asset editor.

Windows
MacOS
Linux

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

Syntax

virtual void InitAssetEditor
(
    const EToolkitMode::Type Mode,
    const TSharedPtr< IToolkitHost > & InitToolkitHost,
    const FName AppIdentifier,
    const TSharedRef< FTabManager::FLayout > & StandaloneDefaultLayout,
    const bool bCreateDefaultStandaloneMenu,
    const bool bCreateDefaultToolbar,
    UObject * ObjectToEdit,
    const bool bInIsToolbarFocusable,
    const bool bInUseSmallToolbarIcons
)

Remarks

Initializes this asset editor. Called immediately after construction. If you override this, remember to call the base class implementation

Parameters

Parameter

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

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