FModelingModeAssetAPI

Implementation of ToolsContext Asset management API that is suitable for use inside Modeling Tools Mode.

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

ModelingToolsEditorMode

Header

/Engine/Plugins/Experimental/ModelingToolsEditorMode/Source/ModelingToolsEditorMode/Public/ModelingModeAssetAPI.h

Include

#include "ModelingModeAssetAPI.h"

Syntax

class FModelingModeAssetAPI : public FEditorToolAssetAPI

Remarks

Implementation of ToolsContext Asset management API that is suitable for use inside Modeling Tools Mode.

Functions

Name Description

Public function Virtual

bool

 

GetNewActorPackagePath

(
    UWorld* TargetWorld,
    FString ObjectBaseName,
    const FGeneratedStaticMeshAssetConf...,
    FString& PackageFolderPathOut,
    FString& ObjectBaseNameOut
)

Determines path and name for a new Actor/Asset based on current mode settings, etc

Overridden from IToolsContextAssetAPI

Name Description

Public function Virtual

AActor *

 

GenerateStaticMeshActor

(
    UWorld* TargetWorld,
    FTransform Transform,
    FString ObjectBaseName,
    FGeneratedStaticMeshAssetConfig&& ...
)

Generate static mesh actor

Public function Virtual

bool

 

SaveGeneratedTexture2D

(
    UTexture2D* GeneratedTexture,
    FString ObjectBaseName,
    const UObject* RelativeToAsset
)

Save generated UTexture2D that is assumed to currently be in the Transient package

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