Module |
|
Header |
/Engine/Source/Editor/UnrealEd/Public/Toolkits/AssetEditorToolkit.h |
Include |
#include "Toolkits/AssetEditorToolkit.h" |
Source |
/Engine/Source/Editor/UnrealEd/Private/Toolkits/AssetEditorToolkit.cpp |
void InitAssetEditor
(
const EToolkitMode::Type Mode,
const TSharedPtr< IToolkitHost > & InitToolkitHost,
const FName AppIdentifier,
const TSharedRef< FTabManager::FLayout > & StandaloneDefaultLayout,
const bool bCreateDefaultStandaloneMenu,
const bool bCreateDefaultToolbar,
UObject * ObjectToEdit,
const bool bInIsToolbarFocusable,
const bool bInUseSmallToolbarIcons
)
Initializes this asset editor. Called immediately after construction. Override PostInitAssetEditor if you need to do additional initialization
Parameter |
Description |
---|---|
Mode |
Asset editing mode for this editor (standalone or world-centric) |
InitToolkitHost |
When Mode is WorldCentric, this is the level editor instance to spawn this editor within |
AppIdentifier |
When Mode is Standalone, this is the app identifier of the app that should host this toolkit |
StandaloneDefaultLayout |
The default layout for a standalone asset editor |
bCreateDefaultToolbar |
The default toolbar, which can be extended |
bCreateDefaultStandaloneMenu |
True if in standalone mode, the asset editor should automatically generate a default "asset" menu, or false if you're going to do this yourself in your derived asset editor's implementation |
ObjectToEdit |
The object to edit |
bInIsToolbarFocusable |
Whether the buttons on the default toolbar can receive keyboard focus |
bUseSmallToolbarIcons |
Whether the buttons on the default toolbar use the small icons |