Native method
FGBABlueprintEditor::
InitAttributeSetEditor#
public:
void
InitAttributeSetEditor(
)
const EToolkitMode::Type Mode,
const TSharedPtr<IToolkitHost>& InitToolkitHost,
const TArray<UBlueprint*>& InBlueprints,
bool bShouldOpenInDefaultsMode
const TSharedPtr<IToolkitHost>& InitToolkitHost,
const TArray<UBlueprint*>& InBlueprints,
bool bShouldOpenInDefaultsMode
Edits the specified gameplay ability asset(s)
Parameters#
-
const EToolkitMode::Type Mode
Asset editing mode for this editor (standalone or world-centric)
-
const TSharedPtr<IToolkitHost>& InitToolkitHost
When Mode is WorldCentric, this is the level editor instance to spawn this editor within
-
const TArray<UBlueprint*>& InBlueprints
The blueprints to edit
-
bool bShouldOpenInDefaultsMode
If true, the editor will open in defaults editing mode