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Unreal Engine C++ API Reference > Editor > AnimationBlueprintEditor > IAnimationBlueprintEditorModule
References
Module | AnimationBlueprintEditor |
Header | /Engine/Source/Editor/AnimationBlueprintEditor/Public/IAnimationBlueprintEditorModule.h |
Include | #include "IAnimationBlueprintEditorModule.h" |
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IAnimationBlueprintEditor](API\Editor\AnimationBlueprintEditor\IAnimationBlueprintEditor) > CreateAnimationBlueprintEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, class [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * Blueprint )
Remarks
Creates an instance of an Animation Blueprint editor.
Note: This function should not be called directly, use one of the following instead:
- FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- GEditor->GetEditorSubsystem
()->OpenEditorForAsset Interface to the new Animation Blueprint editor
Parameters
Name | Description |
---|---|
Mode | Mode that this editor should operate in |
InitToolkitHost | When Mode is WorldCentric, this is the level editor instance to spawn this editor within |
AnimBlueprint | The blueprint object to start editing. If specified, Skeleton and AnimationAsset must be NULL. |