UBaseCharacterFXEditor

Base[UAssetEditor](API\Editor\UnrealEd\Tools\UAssetEditor) class for character simulation asset editors (e.g. cloth, hair, flesh).

Inheritance Hierarchy

References

Module

BaseCharacterFXEditor

Header

/Engine/Plugins/Experimental/CharacterFXEditor/BaseCharacterFXEditor/Source/BaseCharacterFXEditor/Public/BaseCharacterFXEditor.h

Include

#include "BaseCharacterFXEditor.h"

Syntax

UCLASS(Abstract)
class UBaseCharacterFXEditor : public UAssetEditor

Remarks

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.

Variables

Name Description

Protected variable UProperty

TArray< TObject...

 

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.

Functions

Name Description

Public function Virtual

IAssetEditor...

 

GetInstanceInterface()

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

Public function Virtual

void

 

Initialize

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

Store objects to edit and call UAssetEditor::Initialize

Overridden from UAssetEditor

Name Description

Public function Virtual

TSharedPtr< ...

 

CreateToolkit()

Inherited from UAssetEditor and called in UAssetEditor::Initialize. Override this to create a subclass of FBaseCharacterFXEditorToolkit.

Public function Virtual

void

 

GetObjectsToEdit

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

Retrieve stored objects to edit

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