UUICommandsScriptingSubsystem

UEditorInputSubsystem Subsystem for dynamically registering editor commands through scripting

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Inheritance Hierarchy

References

Module

SlateScriptingCommands

Header

/Engine/Plugins/Slate/SlateScripting/Source/SlateScriptingCommands/Public/UICommandsScriptingSubsystem.h

Include

#include "UICommandsScriptingSubsystem.h"

Syntax

UCLASS()
class UUICommandsScriptingSubsystem : public UEngineSubsystem

Remarks

UEditorInputSubsystem Subsystem for dynamically registering editor commands through scripting

Functions

Name Description

Public function Const UFunction BlueprintCallable, Category

bool

 

CanExecuteCommands()

Checks whether commands registered in the subsystem can be executed

Public function Const UFunction BlueprintCallable, Category, Meta

bool

 

CanSetExecuteCommands

(
    const FName SetName
)

Checks whether commands in the given set can be executed.

Public function Const UFunction BlueprintCallable, Category

TArray< FNam...

 

GetAvailableContexts()

Retrieves the list of names for all contexts currently registered in the subsystem.

Public function UFunction BlueprintCallable, Category

int

 

GetBindingCountForContext

(
    FName ContextName
)

Retrieves the number of UI Command Lists registered within this context through the subsystem.

Public function Const UFunction BlueprintCallable, Category

TArray< FScr...

 

GetRegisteredCommands()

Retrieves the list of command info for all commands currently registered in the subsystem

Public function Const UFunction BlueprintCallable, Category

bool

 

IsCommandRegistered

(
    FScriptingCommandInfo CommandInfo,
    bool bCheckInputChord
)

Checks whether the given command is registered within the subsystem.

Public function Const UFunction BlueprintCallable, Category

bool

 

IsCommandSetRegistered

(
    FName SetName
)

Checks whether the given set is currently registered in the subsystem

Public function Const UFunction BlueprintCallable, Category

bool

 

IsContextRegistered

(
    FName ContextName
)

Checks whether the context with the given name is currently registered in the subsystem This does not check whether the context is bound to any UI Command List.

Public function Const UFunction BlueprintCallable, Category

bool

 

IsInputChordMapped

(
    FName ContextName,
    FInputChord InputChord
)

Checks whether the given input chord is already mapped to a command in the given context.

Public function UFunction BlueprintCallable, Category

bool

 

RegisterCommand

(
    FScriptingCommandInfo CommandInfo,
    FExecuteCommand OnExecuteCommand,
    bool bOverrideExisting
)

Registers a command within the given context and set. The set must be registered beforehand.

Public function UFunction BlueprintCallable, Category

bool

 

RegisterCommandChecked

(
    FScriptingCommandInfo CommandInfo,
    FExecuteCommand OnExecuteCommand,
    FCanExecuteCommand OnCanExecuteComm...,
    bool bOverrideExisting
)

Registers a command within the given context and set. The set must be registered beforehand.

Public function

void

 

RegisterCommandListForContext

(
    const FName ContextName,
    TSharedRef< FUICommandList > Comman...
)

Registers a command list in the given context.

Public function UFunction BlueprintCallable, Category

bool

 

RegisterCommandSet

(
    FName SetName
)

Registers a new command set

Public function UFunction BlueprintCallable, Category

void

 

SetCanExecuteCommands

(
    bool bShouldExecuteCommands
)

Sets whether commands registered in the subsystem can be executed

Public function UFunction BlueprintCallable, Category, Meta

void

 

SetCanSetExecuteCommands

(
    FName SetName,
    bool bShouldExecuteCommands
)

Enables or disables execution of commands registered within the given set

Public function UFunction BlueprintCallable, Category

void

 

UnregisterAllSets()

Unregisters all commands dynamically registered within all contexts and sets.

Public function UFunction BlueprintCallable, Category

bool

 

UnregisterCommand

(
    FScriptingCommandInfo CommandInfo
)

Unregisters a command previously registered.

Public function

void

 

UnregisterCommandListForContext

(
    const FName ContextName,
    TSharedRef< FUICommandList > Comman...
)

Unregisters a command list from the given context.

Public function UFunction BlueprintCallable, Category

bool

 

UnregisterCommandSet

(
    FName SetName
)

Unregisters the corresponding command set with all commands registered within it

Public function

bool

 

UnregisterContext

(
    const FName ContextName
)

Unregisters all command lists from the given context.

Overridden from USubsystem

Name Description

Public function Virtual

void

 

Deinitialize()

USubsystem Interface: handles deinitialization of instances of the system

Public function Virtual

void

 

Initialize

(
    FSubsystemCollectionBase& Collecti...
)

USubsystem Interface: handles initialization of instances of the system This is where the subsystem binds to the CommandListRegistered delegate of the InputBindingManager