| UObjectBase
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Module |
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Header |
/Engine/Plugins/Experimental/CharacterFXEditor/BaseCharacterFXEditor/Source/BaseCharacterFXEditor/Public/BaseCharacterFXEditor.h |
Include |
#include "BaseCharacterFXEditor.h" |
UCLASS(Abstract)
class UBaseCharacterFXEditor : public UAssetEditor
BaseUAssetEditor class for character simulation asset editors (e.g. cloth, hair, flesh).
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.
Name | Description | ||
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OriginalObjectsToEdit |
Note that things like CloseWindow, FocusWindow, and IsPrimaryEditor seem to be called on the toolkit, not the editor class, so they are overriden there. |
Name | Description | ||
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IAssetEditor... |
GetInstanceInterface() |
Returns the asset editor instance interface, so that its window can be focused, for example. |
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void |
Initialize ( |
Store objects to edit and call UAssetEditor::Initialize |
Name | Description | ||
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TSharedPtr< ... |
CreateToolkit() |
Inherited from UAssetEditor and called in UAssetEditor::Initialize. Override this to create a subclass of FBaseCharacterFXEditorToolkit. |
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void |
GetObjectsToEdit |
Retrieve stored objects to edit |