Native class
FGBABlueprintEditor#
class
FGBABlueprintEditor :
public FBlueprintEditor
Blueprint Attribute Set asset editor (extends Blueprint editor)
Methods#
-
public
-
virtual voidCompile()
-
virtual FTextGetBaseToolkitName() const
-
virtual FStringGetDocumentationLink() const
-
TWeakObjectPtr<UObject>GetLastPinSubCategoryObject() const
-
boolGetLastReplicatedState() const
-
FStringGetLastUsedVariableName() const
-
virtual FNameGetToolkitFName() const
-
virtual FTextGetToolkitToolTipText() const
-
virtual FLinearColorGetWorldCentricTabColorScale() const
-
virtual FStringGetWorldCentricTabPrefix() const
-
voidInitAttributeSetEditor(const EToolkitMode::Type Mode,
const TSharedPtr<IToolkitHost>& InitToolkitHost,
const TArray<UBlueprint*>& InBlueprints,
bool bShouldOpenInDefaultsModeEdits the specified gameplay ability asset(s)
-
virtual voidInitToolMenuContext(FToolMenuContext& MenuContext
-
voidSetLastPinSubCategoryObject(const TWeakObjectPtr<UObject>& InLastPinSubCategoryObject
-
voidSetLastReplicatedState(const bool bInLastReplicatedState
-
voidSetLastUsedVariableName(const FString& InLastUsedVariableName
-
privatevoid
-
void
-
voidFillToolbar(FToolBarBuilder& InToolbarBuilder
Construct toolbar widgets for custom actions
-
TSharedRef<SWidget>
Creates widget for toolbar content
-
static voidHandleAttributeWindowCancel(const TSharedPtr<FGBANewAttributeViewModel>& InViewModel
-
voidHandleAttributeWindowFinish(const TSharedPtr<FGBANewAttributeViewModel>& InViewModel
-
voidHandleAttributeWizardClosed(const TSharedRef<SWindow>& InWindow
-
voidHandleDataTableWindowClosed(const TSharedRef<SWindow>& InWindow
-
publicvirtual
Fields#
-
privateTSharedPtr<SWindow> AttributeWizardWindow
Holds a reference to attribute wizard window to only allow one instance at a time
-
bool bLastReplicatedState = true
The last replicated state used (to add a new Attribute variable via toolbar or details button)
-
TSharedPtr<SWindow> DataTableWindow
Holds a reference to attribute wizard window to only allow one instance at a time
-
TWeakObjectPtr<UObject> LastPinSubCategoryObject
The last pin type used (to add a new Attribute variable), storing the struct used as a UObject (equivalent of PinType PinSubCategoryObject)
-
FString LastUsedVariableName
The last used variable name (to add a new Attribute variable via toolbar or details button)