FModeToolkit

This [FModeToolkit](API\Editor\UnrealEd\Toolkits\FModeToolkit) just creates a basic UI panel that allows various InteractiveTools to be initialized, and a DetailsView used to show properties of the active Tool.

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Inheritance Hierarchy

References

Module

UnrealEd

Header

/Engine/Source/Editor/UnrealEd/Public/Toolkits/BaseToolkit.h

Include

#include "Toolkits/BaseToolkit.h"

Syntax

class FModeToolkit :
    public FBaseToolkit,
    public TSharedFromThis< FModeToolkit >

Remarks

This FModeToolkit just creates a basic UI panel that allows various InteractiveTools to be initialized, and a DetailsView used to show properties of the active Tool.

Variables

Destructors

Name Description

Public function

~FModeToolkit()

Functions

Name Description

Public function Virtual

void

 

BuildToolPalette

(
    FName Palette,
    FToolBarBuilder& ToolbarBuilder
)

Protected function

bool

 

CanAcceptActiveTool()

Protected function

bool

 

CanCancelActiveTool()

Protected function

bool

 

CanCompleteActiveTool()

Protected function

bool

 

CanStartTool

(
    const FString& ToolTypeIdentifier
)

Public function Virtual Const

FText

 

GetActiveToolDisplayName()

Public function Virtual Const

FText

 

GetActiveToolMessage()

Public function Virtual Const

FText

 

GetToolPaletteDisplayName

(
    FName Palette
)

Public function Virtual Const

void

 

GetToolPaletteNames

(
    TArray< FName >& PaletteNames
)

Returns the number of Mode specific tabs in the mode toolbar

Public function Virtual

void

 

Init

(
    const TSharedPtr< IToolkitHost >& ...
)

Initializes the mode toolkit

Protected function Virtual

void

 

OnToolEnded

(
    UInteractiveToolManager* Manag...,
    UInteractiveTool* Tool
)

Public function Virtual

void

 

OnToolPaletteChanged

(
    FName PaletteName
)

Protected function Virtual

void

 

OnToolStarted

(
    UInteractiveToolManager* Manag...,
    UInteractiveTool* Tool
)

Public function

void

 

SetModeSettingsObject

(
    UObject* InSettingsObject
)

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

FEdMode *...

 

GetEditorMode()

Public function Virtual Const

FText

 

GetEditorModeDisplayName()

Public function Virtual Const

FSlateIcon

 

GetEditorModeIcon()

Public function Virtual Const

TSharedPtr< ...

 

GetInlineContent()

Public function Virtual Const

const TArray...

 

GetObjectsCurrentlyBeingEdited()

For asset editor toolkits, returns the UObjects for the assets currently being edited

Public function Virtual Const

UEdMode *...

 

GetScriptableEditorMode()

Public function Virtual Const

FName

 

GetToolkitFName()

Returns the invariant name of this toolkit type

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.

Public function Virtual Const

bool

 

IsAssetEditor()

Returns true if this toolkit is used to edit assets (even if it's not necessarily editing one right now.)

Public function Virtual

void

 

RegisterTabSpawners

(
    const TSharedRef< FTabManager >& T...
)

Register tabs that this toolkit can spawn with the TabManager

Public function Virtual

void

 

UnregisterTabSpawners

(
    const TSharedRef< FTabManager >& T...
)

Unregister tabs that this toolkit can spawn

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