Native method

FGBABlueprintEditor::​

InitAttributeSetEditor#

  • Declared in "Editor/GBABlueprintEditor.h"
public:
void InitAttributeSetEditor(
const EToolkitMode::Type Mode,
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