unreal.EditorScriptableInteractiveTool
¶
- class unreal.EditorScriptableInteractiveTool(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ScriptableInteractiveTool
Editor-Only variant of UScriptableInteractiveTool, which gives access to Editor-Only BP functions
C++ Source:
Plugin: ScriptableToolsFramework
Module: EditorScriptableToolsFramework
File: EditorScriptableInteractiveTool.h
Editor Properties: (see get_editor_property/set_editor_property)
custom_icon_path
(str): [Read-Write] Relative Path to a custom Icon Image for this Tool. The Image file format must be png or svg.The Image file must reside in the same Content folder hierarchy as contains the Tool Class (ie Blueprint asset), i.e. either the Project Content folder or a Plugin Content folder.
- So for example if the Tool BP is in a plugin named MyCustomTools, the icon must be in
MyProject/Plugins/MyCustomTools/Content/<SubFolders>/MyToolIcon.png,
and the relative path to use here would be <SubFolders>/MyToolIcon.png
show_tool_in_editor
(bool): [Read-Write] A generic flag to indicate whether this Tool should be shown in the UE Editor. This may be interpreted in different waystool_category
(Text): [Read-Write] Category of this Tool, will be used in (eg) Tool Palette Section headerstool_long_name
(Text): [Read-Write] Long Name of this Tool, will be used in (eg) longer labels like the Accept/Cancel toolbartool_name
(Text): [Read-Write] Name of this Tool, will be used in (eg) Toolbarstool_shutdown_type
(ScriptableToolShutdownType): [Read-Write] Specifies how the user exits this Tool, either Accept/Cancel-style or Complete-styletool_tooltip
(Text): [Read-Write] Tooltip used for this Tool in (eg) icons/etc