Toolkits

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Classes

Name

Description

Public class

FAssetEditorManager

Implements a manager for Editor windows that are currently open and the assets they are editing.

Public class

FAssetEditorToolkit

Base class for toolkits that are used for asset editing (abstract)

Public class

FBaseToolkit

Base class for all toolkits (abstract).

Public class

FConsoleCommandExecutor

Executor for Unreal console commands

Public class

FExtensibilityManager

Extensibility managers simply keep a series of FExtenders for a single menu/toolbar/anything It is here to keep a standardized approach to editor extensibility among modules

Public class

FGlobalEditorCommonCommands

Global editor common commands Note: There is no real global command concept, so these must still be registered in each editor

Public class

FModeToolkit

Base class for all editor mode toolkits.

Public class

FSimpleAssetEditor

Public class

FToolkitManager

Singleton that managers instances of editor toolkits

Public class

IAssetEditorInstance

This class keeps track of a currently open asset editor; allowing it to be brought into focus, closed, etc..., without concern for how the editor was implemented.

Public class

IHasMenuExtensibility

Indicates that a class has a default menu that is extensible

Public class

IHasToolBarExtensibility

Indicates that a class has a default toolbar that is extensible

Public class

IToolkit

Interface for editor toolkits (asset editors and mode tools)

Public class

IToolkitHost

Base interface class for toolkit hosts

Typedefs

Enums

Name

Description

Public enum

EAssetEditorCloseReason

The way that editors were requested to close

Public enum

EAssetEditorToolkitTabLocation

The location of the asset editor toolkit tab Note: These values are serialized into an ini file as an int32

Public enum

EToolkitMode::Type

Some toolkits can be spawned as either standalone tools or within an existing level editing UI

Public enum

EToolkitTabSpot::Type

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