| UObjectBase
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Module |
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Header |
/Engine/Source/Editor/UnrealEd/Public/Subsystems/AssetEditorSubsystem.h |
Include |
#include "Subsystems/AssetEditorSubsystem.h" |
class UAssetEditorSubsystem : public UEditorSubsystem
Name | Description | |
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UAssetEditorSubsystem() |
Name | Description | ||
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CloseAllAssetEditors() |
Close all open asset editors |
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CloseAllEditorsForAsset ( |
Close all active editors for the supplied asset and return the number of asset editors that were closed |
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CloseOtherEditors ( |
Close any editor which is not this one |
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UEdMode *... |
CreateEditorModeWithToolsOwner ( |
Creates a scriptable editor mode based on ID name, which will be owned by the given Owner, if that name exists in the map of editor modes found at system startup. |
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IAssetEditor... |
FindEditorForAsset |
Returns the primary editor if one is already open for the specified asset. |
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FindEditorModeInfo ( |
Returns information about an editor mode, based on the given ID. |
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FindEditorsForAsset ( |
Returns all editors currently opened for the specified asset |
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FindEditorsForAssetAndSubObjects ( |
Returns all editors currently opened for the specified asset or any of its subobjects |
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GetAllEditedAssets() |
Get all assets currently being tracked with open editors |
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GetEditorModeInfoOrderedByPriority() |
Creates an array of all known FEditorModeInfos, sorted by their priority, from greatest to least. |
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NotifyAssetClosed ( |
Notify the asset editor manager that an asset editor is done editing an asset |
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NotifyAssetOpened ( |
Notify the asset editor manager that an asset was opened |
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NotifyAssetsOpened ( |
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NotifyEditorClosed ( |
Notify the asset editor manager that an asset was closed |
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FAssetEditor... |
OnAssetEditorOpened() |
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FAssetEditor... |
OnAssetEditorRequestClose() |
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FAssetEditor... |
OnAssetEditorRequestedOpen() |
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FOnAssetOpen... |
OnAssetOpenedInEditor() |
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FOnModeRegis... |
OnEditorModeRegistered() |
Event that is triggered whenever a mode is registered |
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FRegisteredM... |
OnEditorModesChanged() |
Event that is triggered whenever a mode is registered or unregistered |
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FOnModeUnreg... |
OnEditorModeUnregistered() |
Event that is triggered whenever a mode is unregistered |
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OpenEditorForAsset ( |
Tries to open an editor for the specified asset. |
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OpenEditorForAsset ( |
Opens an asset by path |
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OpenEditorForAssets |
Tries to open an editor for all of the specified assets. |
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OpenEditorForAssets_Advanced ( |
Tries to open an editor for all of the specified assets. |
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OpenEditorsForAssets |
Opens editors for the supplied assets (via OpenEditorForAsset) |
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OpenEditorsForAssets |
Opens editors for the supplied assets (via OpenEditorForAsset) |
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RegisterUAssetEditor ( |
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RemoveAssetFromAllEditors ( |
Remove given asset from all open editors |
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RequestRestorePreviouslyOpenAssets() |
Request notification to restore the assets that were previously open when the editor was last closed |
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RestorePreviouslyOpenAssets() |
Restore the assets that were previously open when the editor was last closed. |
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SaveOpenAssetEditors |
Saves a list of open asset editors so they can be restored on editor restart. |
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SetAutoRestoreAndDisableSaving ( |
Sets bAutoRestoreAndDisableSaving and sets bRequestRestorePreviouslyOpenAssets to false to avoid running RestorePreviouslyOpenAssets() twice. |
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UnregisterUAssetEditor ( |
Name | Description | ||
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Deinitialize() |
Implement this for deinitialization of instances of the system |
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Initialize ( |
Implement this for initialization of instances of the system |
Name |
Description |
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FAssetEditorOpenEvent |
Called when an asset editor is actually opened |
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FAssetEditorRequestCloseEvent |
Event called when CloseAllEditorsForAsset/RemoveAssetFromAllEditors is called |
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FAssetEditorRequestOpenEvent |
Called when an asset editor is requested to be opened |
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FOnAssetOpenedInEditorEvent |
Called when an asset has been opened in an editor |