FEditorToolAssetAPI

Implementation of ToolsContext Asset management API that is suitable for use inside the Editor (eg inside an [FEdMode](API\Editor\UnrealEd\FEdMode))

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

UnrealEd

Header

/Engine/Source/Editor/UnrealEd/Public/Tools/EditorToolAssetAPI.h

Include

#include "Tools/EditorToolAssetAPI.h"

Syntax

class FEditorToolAssetAPI : public IToolsContextAssetAPI

Remarks

Implementation of ToolsContext Asset management API that is suitable for use inside the Editor (eg inside an FEdMode)

Functions

Name Description

Public function Virtual

FString

 

MakeUniqueAssetName

(
    const FString& FolderPath,
    const FString& AssetBaseName
)

Overridden from IToolsContextAssetAPI

Name Description

Public function Virtual

void

 

AutoSaveGeneratedAsset

(
    UObject* Asset,
    UPackage* AssetPackage
)

Autosave asset to persistent storage

Public function Virtual

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 Virtual

FString

 

GetActiveAssetFolderPath()

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

Public function Virtual

void

 

InteractiveSaveGeneratedAsset

(
    UObject* Asset,
    UPackage* AssetPackage
)

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

Public function Virtual

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 Virtual

UPackage ...

 

MakeNewAssetPackage

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

Creates a new package for an asset

Public function Virtual

void

 

NotifyGeneratedAssetModified

(
    UObject* Asset,
    UPackage* AssetPackage
)

Notify that asset has been created and is dirty

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