Native class
FGBAEditorModule#
Methods#
-
publicvirtual void
-
virtual void
IModuleInterface implementation
-
privatevirtual TSharedRef<SWindow>CreateDataTableWindow(const TWeakObjectPtr<UBlueprint>& InBlueprint,
const FGBADataTableWindowArgs& InArgs -
voidExecuteShowGameplayAttributeReferencesWindow(const TArray<FString>& InArgs
-
void
-
virtual voidPreloadAssetsByClass(UClass* InClass
-
voidRegisterAssetTypeAction(class IAssetTools& AssetTools,
TSharedRef<IAssetTypeActions> Action -
void
-
void
Fields#
-
privateTSharedPtr<SGBAAttributeListReferenceViewer> AttributeListReferenceViewerWidget
-
TSharedPtr<SWindow> AttributeListReferenceViewerWindow
-
TArray<IConsoleCommand*> ConsoleCommands
-
TArray<TSharedPtr<IAssetTypeActions>> CreatedAssetTypeActions
All created asset type actions. Cached here so that we can unregister it during shutdown.
-
TSharedPtr<FGraphPanelPinFactory> GameplayAbilitiesGraphPanelPinFactory
Pin factory for gameplay abilities; Cached so it can be unregistered