unreal.EditorUtilitySubsystem
¶
-
class
unreal.
EditorUtilitySubsystem
(outer=None, name='None')¶ Bases:
unreal.EditorSubsystem
Editor Utility Subsystem
C++ Source:
Module: Blutility
File: EditorUtilitySubsystem.h
-
close_tab_by_id
(new_tab_id) → bool¶ Given an ID for a tab, try to find and close an existing tab. Returns true if it found a tab to close.
-
does_tab_exist
(new_tab_id) → bool¶ Given an ID for a tab, try to find an existing tab. Returns true if it found a tab.
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find_utility_widget_from_blueprint
(blueprint) → EditorUtilityWidget¶ Given an editor utility widget blueprint, get the widget it creates. This will return a null pointer if the widget is not currently in a tab.
- Parameters
blueprint (EditorUtilityWidgetBlueprint) –
- Returns
- Return type
-
register_and_execute_task
(new_task) → None¶ Register and Execute Task
- Parameters
new_task (EditorUtilityTask) –
-
register_tab_and_get_id
(blueprint) → Name¶ Register Tab and Get ID
- Parameters
blueprint (EditorUtilityWidgetBlueprint) –
- Returns
new_tab_id (Name):
- Return type
-
release_instance_of_asset
(asset) → None¶ Allow startup object to be garbage collected
- Parameters
asset (Object) –
-
spawn_and_register_tab
(blueprint) → EditorUtilityWidget¶ Spawn and Register Tab
- Parameters
blueprint (EditorUtilityWidgetBlueprint) –
- Returns
- Return type
-
spawn_and_register_tab_and_get_id
(blueprint) -> (EditorUtilityWidget, new_tab_id=Name)¶ Spawn and Register Tab and Get ID
- Parameters
blueprint (EditorUtilityWidgetBlueprint) –
- Returns
new_tab_id (Name):
- Return type