FGameplayAbilitiesEditor

Gameplay abilities asset editor (extends Blueprint editor)

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

GameplayAbilitiesEditor

Header

/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilitiesEditor/Public/GameplayAbilitiesEditor.h

Include

#include "GameplayAbilitiesEditor.h"

Syntax

class FGameplayAbilitiesEditor : public FBlueprintEditor

Remarks

Gameplay abilities asset editor (extends Blueprint editor)

Constructors

Name Description

Public function

FGameplayAbilitiesEditor()

Destructors

Name Description

Public function Virtual

~FGameplayAbilitiesEditor()

Functions

Name Description

Public function

void

 

InitGameplayAbilitiesEditor

(
    const EToolkitMode::Type Mode,
    const TSharedPtr< IToolkitHost >& ...,
    const TArray< UBlueprint* >& ...,
    bool bShouldOpenInDefaultsMode
)

Edits the specified gameplay ability asset(s)

Overridden from FBlueprintEditor

Name Description

Public function Virtual Const

UBlueprint &...

 

GetBlueprintObj()

Returns a pointer to the Blueprint object we are currently editing, as long as we are editing exactly one

Overridden from FAssetEditorToolkit

Name Description

Public function Virtual Const

FString

 

GetDocumentationLink()

Overridden from IToolkit

Name Description

Public function Virtual Const

FText

 

GetBaseToolkitName()

Returns the localized name of this toolkit type (typically just " editor")

Public function Virtual Const

FName

 

GetToolkitFName()

Virtual FNameGetToolkitContextFName() const override;

Public function Virtual Const

FText

 

GetToolkitName()

Returns the localized name of this toolkit

Public function Virtual Const

FText

 

GetToolkitToolTipText()

Returns the localized tooltip text of this toolkit

Public function Virtual Const

FLinearColor

 

GetWorldCentricTabColorScale()

Public function Virtual Const

FString

 

GetWorldCentricTabPrefix()

Returns the localize prefix string to use for tab labels in world-centric mode.

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