UAssetEditorSubsystem

[UAssetEditorSubsystem](API\Editor\UnrealEd\Subsystems\UAssetEditorSubsystem)

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Inheritance Hierarchy

References

Module

UnrealEd

Header

/Engine/Source/Editor/UnrealEd/Public/Subsystems/AssetEditorSubsystem.h

Include

#include "Subsystems/AssetEditorSubsystem.h"

Syntax

class UAssetEditorSubsystem : public UEditorSubsystem

Remarks

Constructors

Name Description

Public function

UAssetEditorSubsystem()

Functions

Name Description

Public function

bool

 

CloseAllAssetEditors()

Close all open asset editors

Public function

int32

 

CloseAllEditorsForAsset

(
    UObject* Asset
)

Close all active editors for the supplied asset and return the number of asset editors that were closed

Public function

void

 

CloseOtherEditors

(
    UObject* Asset,
    IAssetEditorInstance* OnlyEdit...
)

Close any editor which is not this one

Public function

UEdMode *...

 

CreateEditorModeWithToolsOwner

(
    FEditorModeID ModeID,
    FEditorModeTools& Owner
)

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.

Public function

IAssetEditor...

 

FindEditorForAsset

(
    UObject* Asset,
    bool bFocusIfOpen
)

Returns the primary editor if one is already open for the specified asset.

Public function Const

bool

 

FindEditorModeInfo

(
    const FEditorModeID& InModeID,
    FEditorModeInfo& OutModeInfo
)

Returns information about an editor mode, based on the given ID.

Public function

TArray< IAss...

 

FindEditorsForAsset

(
    UObject* Asset
)

Returns all editors currently opened for the specified asset

Public function

TArray< IAss...

 

FindEditorsForAssetAndSubObjects

(
    UObject* Asset
)

Returns all editors currently opened for the specified asset or any of its subobjects

Public function

TArray< UObj...

 

GetAllEditedAssets()

Get all assets currently being tracked with open editors

Public function Const

TArray< FEdi...

 

GetEditorModeInfoOrderedByPriority()

Creates an array of all known FEditorModeInfos, sorted by their priority, from greatest to least.

Public function

void

 

NotifyAssetClosed

(
    UObject* Asset,
    IAssetEditorInstance* Instance
)

Notify the asset editor manager that an asset editor is done editing an asset

Public function

void

 

NotifyAssetOpened

(
    UObject* Asset,
    IAssetEditorInstance* Instance
)

Notify the asset editor manager that an asset was opened

Public function

void

 

NotifyAssetsOpened

(
    const TArray< UObject* >& Ass...,
    IAssetEditorInstance* Instance
)

Public function

void

 

NotifyEditorClosed

(
    IAssetEditorInstance* Instance
)

Notify the asset editor manager that an asset was closed

Public function

FAssetEditor...

 

OnAssetEditorOpened()

Public function Virtual

FAssetEditor...

 

OnAssetEditorRequestClose()

Public function Virtual

FAssetEditor...

 

OnAssetEditorRequestedOpen()

Public function Virtual

FOnAssetOpen...

 

OnAssetOpenedInEditor()

Public function

FOnModeRegis...

 

OnEditorModeRegistered()

Event that is triggered whenever a mode is registered

Public function

FRegisteredM...

 

OnEditorModesChanged()

Event that is triggered whenever a mode is registered or unregistered

Public function

FOnModeUnreg...

 

OnEditorModeUnregistered()

Event that is triggered whenever a mode is unregistered

Public function

bool

 

OpenEditorForAsset

(
    UObject* Asset,
    const EToolkitMode::Type ToolkitMod...,
    TSharedPtr< IToolkitHost > OpenedFr...,
    const bool bShowProgressWindow
)

Tries to open an editor for the specified asset.

Public function

void

 

OpenEditorForAsset

(
    const FString& AssetPathName
)

Opens an asset by path

Public function

bool

 

OpenEditorForAssets

(
    const TArray< UObject* >& Ass...
)

Tries to open an editor for all of the specified assets.

Public function

bool

 

OpenEditorForAssets_Advanced

(
    const TArray< UObject* >& Ass...,
    const EToolkitMode::Type ToolkitMod...,
    TSharedPtr< IToolkitHost > OpenedFr...
)

Tries to open an editor for all of the specified assets.

Public function

void

 

OpenEditorsForAssets

(
    const TArray< FName >& AssetsToOpe...
)

Opens editors for the supplied assets (via OpenEditorForAsset)

Public function

void

 

OpenEditorsForAssets

(
    const TArray< FString >& AssetsToO...
)

Opens editors for the supplied assets (via OpenEditorForAsset)

Public function

void

 

RegisterUAssetEditor

(
    UAssetEditor* NewAssetEditor
)

Public function

void

 

RemoveAssetFromAllEditors

(
    UObject* Asset
)

Remove given asset from all open editors

Public function

void

 

RequestRestorePreviouslyOpenAssets()

Request notification to restore the assets that were previously open when the editor was last closed

Public function

void

 

RestorePreviouslyOpenAssets()

Restore the assets that were previously open when the editor was last closed.

Public function

void

 

SaveOpenAssetEditors

(
    const bool bOnShutdown,
    const bool bCancelIfDebugger
)

Saves a list of open asset editors so they can be restored on editor restart.

Public function

void

 

SetAutoRestoreAndDisableSaving

(
    const bool bInAutoRestoreAndDisable...
)

Sets bAutoRestoreAndDisableSaving and sets bRequestRestorePreviouslyOpenAssets to false to avoid running RestorePreviouslyOpenAssets() twice.

Public function

void

 

UnregisterUAssetEditor

(
    UAssetEditor* RemovedAssetEdit...
)

Overridden from USubsystem

Name Description

Public function Virtual

void

 

Deinitialize()

Implement this for deinitialization of instances of the system

Public function Virtual

void

 

Initialize

(
    FSubsystemCollectionBase& Collecti...
)

Implement this for initialization of instances of the system

Classes

Name

Description

Public class

FAssetEditorOpenEvent

Called when an asset editor is actually opened

Public class

FAssetEditorRequestCloseEvent

Event called when CloseAllEditorsForAsset/RemoveAssetFromAllEditors is called

Public class

FAssetEditorRequestOpenEvent

Called when an asset editor is requested to be opened

Public class

FOnAssetOpenedInEditorEvent

Called when an asset has been opened in an editor

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