Native class

IGBAEditorModule#

  • Declared in "IGBAEditorModule.h"
class IGBAEditorModule : public IModuleInterface

Module interface for scaffold module

Methods#

  • public
    • CreateDataTableWindow&
    virtual TSharedRef<SWindow>
    CreateDataTableWindow(​
    const TWeakObjectPtr<UBlueprint>& InBlueprint,
    const FGBADataTableWindowArgs& InArgs
    ) const = 0

    Creates and returns a new window widget to create a FAttributeMetaData DataTable asset from a given Blueprint AttributeSet.

    • Get&
    static inline IGBAEditorModule&
    Get(​)

    Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.

    • IsAvailable&
    static inline bool

    Checks to see if this module is loaded and ready. It is only valid to call Get() during shutdown if IsAvailable() returns true.

    • PreloadAssetsByClass&
    virtual void
    PreloadAssetsByClass(​
    UClass* InClass
    ) const = 0

    Preloads any AttributeSets Blueprint assets to ensure Effect and GameplayAttribute details customization can list all of them.