IToolkit

Interface for editor toolkits (asset editors and mode tools)

Inheritance Hierarchy

IToolkit

FBaseToolkit

FAssetEditorToolkit

FBankEditorBase

FBankEditor

FBaseAssetToolkit

FBaseCharacterFXEditorToolkit

FExampleCharacterFXEditorToolkit

FSmartObjectAssetToolkit

FUVEditorToolkit

FContextualAnimAssetEditorToolkit

FDatabaseEditor

FDataflowEditorToolkit

FSimpleAssetEditor

FWaveformEditor

FWorkflowCentricApplication

FDMXEditor

FPersonaAssetEditorToolkit

FIKRetargetEditor

FIKRigEditorToolkit

FMLDeformerEditorToolkit

FPoseCorrectivesEditorToolkit

IAnimationEditor

IOptimusEditor

IPhysicsAssetEditor

ISkeletalMeshEditor

ISkeletonEditor

IBehaviorTreeEditor

IBlueprintEditor

FBlueprintEditor

FGameplayAbilitiesEditor

FMVVMViewModelBlueprintEditor

FWidgetBlueprintEditor

IAnimationBlueprintEditor

IControlRigEditor

IDisplayClusterConfiguratorBlueprintEditor

IRenderGridEditor

IMaterialEditor

ICascade

ICurveAssetEditor

ICurveTableEditor

ICustomizableObjectDebugger

ICustomizableObjectInstanceEditor

ICustomizableObjectEditor

ICustomizableObjectPopulationClassEditor

ICustomizableObjectPopulationEditor

IDataTableEditor

IEnvironmentQueryEditor

IFontEditor

IGroomCustomAssetEditorToolkit

FGroomCustomAssetEditorToolkit

ILevelSequenceEditorToolkit

IMassEntityEditor

IMassGameplayEditor

IMassMovementEditor

IMassNavigationEditor

IMetasoundEditor

ISoundClassEditor

ISoundCueEditor

ISoundSubmixEditor

IStateTreeEditor

IStaticMeshEditor

IStringTableEditor

IStructUtilsEditor

ITextureEditorToolkit

ITranslationEditor

IUserDefinedEnumEditor

IUserDefinedStructureEditor

IUTBTabEditor

FUTBTabEditor

IZoneGraphEditor

FModeToolkit

FAssetPlacementEdModeToolkit

FBaseCharacterFXEditorModeToolkit

FExampleCharacterFXEditorModeToolkit

FFractureEditorModeToolkit

FGameplayDebuggerToolkit

FModelingToolsEditorModeToolkit

FSampleToolsEditorModeToolkit

FScriptableToolsEditorModeToolkit

FStaticMeshEditorModelingToolkit

FTextureAlignMode

FUVEditorModeToolkit

FWidgetEditorToolPaletteToolkit

References

Module

EditorFramework

Header

/Engine/Source/Editor/EditorFramework/Public/Toolkits/IToolkit.h

Include

#include "Toolkits/IToolkit.h"

Syntax

class IToolkit

Remarks

Interface for editor toolkits (asset editors and mode tools)

Destructors

Name Description

Public function Virtual

~IToolkit()

Functions

Name Description

Public function

void

 

BringToolkitToFront()

Call this function to bring all of this toolkit's tabs to the foreground in their respective stacks.

Public function Const

FText

 

GetBaseToolkitName()

Returns the localized name of this toolkit type (typically just " editor")

Public function Const

FEditorModeT...

 

GetEditorModeManager()

Gets the mode manager for this toolkit

Public function Const

TSharedPtr< ...

 

GetInlineContent()

Public function Const

const TArray...

 

GetObjectsCurrentlyBeingEdited()

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

Public function Const

FText

 

GetTabSuffix()

Returns the localized tab suffix

Public function Const

FName

 

GetToolkitContextFName()

Returns the invariant name of this toolkit type, used for establishing the context for help, documentation and tutorials

Public function Const

FName

 

GetToolkitFName()

Returns the invariant name of this toolkit type

Public function Const

const TShare...

 

GetToolkitHost()

Public function Const

FText

 

GetToolkitName()

Returns the localized name of this toolkit

Public function Const

FText

 

GetToolkitToolTipText()

Returns the localized tooltip text of this toolkit

Public function Const

TSharedRef< ...

 

GetWorkspaceMenuCategory()

Returns the workspace menu category of this toolkit

Public function Const

FLinearColor

 

GetWorldCentricTabColorScale()

Public function Const

FString

 

GetWorldCentricTabPrefix()

Returns the localize prefix string to use for tab labels in world-centric mode.

Public function 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 Const

bool

 

IsBlueprintEditor()

Returns if this is a IBlueprintEditor derivation

Public function Const

bool

 

IsHosted()

Public function Virtual Const

bool

 

IsSimpleAssetEditor()

Returns true if this is the default generic asset editor used by multiple classes

Public function Const

bool

 

ProcessCommandBindings

(
    const FKeyEvent& InKeyEvent
)

Processes any UI commands which are activated by the specified event

Public function

void

 

RegisterTabSpawners

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

Register tabs that this toolkit can spawn with the TabManager

Public function Virtual

void

 

SetModeUILayer

(
    const TSharedPtr< FAssetEditorModeU...
)

Public function Virtual

void

 

ToolkitBroughtToFront()

Called when a toolkit has been brought to the 'front'

Public function

void

 

UnregisterTabSpawners

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

Unregister tabs that this toolkit can spawn

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