UUVEditor

The actual asset editor class doesn't have that much in it, intentionally.

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Inheritance Hierarchy

References

Module

UVEditor

Header

/Engine/Plugins/Experimental/UVEditor/Source/UVEditor/Public/UVEditor.h

Include

#include "UVEditor.h"

Syntax

UCLASS()
class UUVEditor : public UAssetEditor

Remarks

The actual asset editor class doesn't have that much in it, intentionally.

Our current asset editor guidelines ask us to place as little business logic as possible into the class, instead putting as much of the non-UI code into the subsystem as possible, and the UI code into the toolkit (which this class owns).

However, since we're using a mode and the Interactive Tools Framework, a lot of our business logic ends up inside the mode and the tools, not the subsystem. The front-facing code is mostly in the asset editor toolkit, though the mode toolkit has most of the things that deal with the toolbar on the left.

Variables

Name Description

Protected variable UProperty

TArray< TObject...

 

OriginalObjectsToEdit

Functions

Name Description

Public function

IAssetEditor...

 

GetInstanceInterface()

Returns the asset editor instance interface, so that its window can be focused, for example.

Public function

void

 

Initialize

(
    const TArray< TObjectPtr< UObject >...
)

Overridden from UAssetEditor

Name Description

Public function Virtual

TSharedPtr< ...

 

CreateToolkit()

Public function Virtual

void

 

GetObjectsToEdit

(
    TArray< UObject* >& OutObject...
)