UEditorUtilitySubsystem

Unreal Engine C++ API Reference > Editor > Blutility

Inheritance Hierarchy

References

   
Module Blutility
Header /Engine/Source/Editor/Blutility/Public/EditorUtilitySubsystem.h
Include #include "EditorUtilitySubsystem.h"

Syntax

class UEditorUtilitySubsystem : public [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem)  

Variables

Type Name Description
TArray< FSoftOb... LoadedUIs  
FOnEditorUtilit... OnBeginPIE Expose Begin PIE to blueprints.
FOnEditorUtilit... OnEndPIE Expose End PIE to blueprints.
TMap< FName, UE... RegisteredTabs  
TArray< FSoftOb... StartupObjects  

Constructors

Type Name Description
  UEditorUtilitySubsystem ()  

Functions

Type Name Description
void AddReferencedObjects ( UObject* InThis, FReferenceCollector& Collector )  
void CancelAllTasksCommand ( const TArray< FString >& Params, UWorld* InWorld, FOutputDevice& Ar )  
bool CanRun ( UObject* Asset )  
bool CloseTabByID ( FName NewTabID ) Given an ID for a tab, try to find and close an existing tab.
bool DoesTabExist ( FName NewTabID ) Given an ID for a tab, try to find an existing tab. Returns true if it found a tab.
UClass * FindBlueprintClass ( const FString& TargetNameRaw )  
UClass * FindClassByName ( const FString& RawTargetName )  
UEditorUtili... FindUtilityWidgetFromBlueprint ( UEditorUtilityWidgetBlueprint*... ) Given an editor utility widget blueprint, get the widget it creates.
UEditorUtili... GetActiveTask ()  
void HandleOnBeginPIE ( const bool bIsSimulating ) Called when Play in Editor begins.
void HandleOnEndPIE ( const bool bIsSimulating ) Called when Play in Editor stops.
void HandleStartup ()  
void MainFrameCreationFinished ( TSharedPtr< SWindow > InRootWindow, bool bIsRunningStartupDialog )  
void ProcessRunTaskCommands ()  
void RegisterAndExecuteTask ( UEditorUtilityTask* NewTask, UEditorUtilityTask* OptionalPa... )  
void RegisterReferencedObject ( UObject* ObjectToReference )  
void RegisterTabAndGetID ( UEditorUtilityWidgetBlueprint*..., FName& NewTabID )  
void ReleaseInstanceOfAsset ( UObject* Asset ) Allow startup object to be garbage collected.
void RemoveTaskFromActiveList ( UEditorUtilityTask* Task )  
void RunTaskCommand ( const TArray< FString >& Params, UWorld* InWorld, FOutputDevice& Ar )  
UEditorUtili... SpawnAndRegisterTab ( UEditorUtilityWidgetBlueprint*... )  
UEditorUtili... SpawnAndRegisterTabAndGetID ( UEditorUtilityWidgetBlueprint*..., FName& NewTabID )  
UEditorUtili... SpawnAndRegisterTabWithId ( UEditorUtilityWidgetBlueprint*..., FName InTabID ) Unlike SpawnAndRegisterTabAndGetID allows spawn tab while providing TabID from Python scripts or BP
bool SpawnRegisteredTabByID ( FName NewTabID ) Given an ID for a tab, try to find a tab spawner that matches, and then spawn a tab.
void StartTask ( UEditorUtilityTask* Task )  
bool Tick ( float DeltaTime )  
bool TryRun ( UObject* Asset )  
void UnregisterReferencedObject ( UObject* ObjectToReference )  
bool UnregisterTabByID ( FName TabID ) Given an ID for a tab, try to close and unregister a tab that was registered through this subsystem

Overridden from USubsystem

Type Name Description
void Deinitialize () Implement this for deinitialization of instances of the system
void Initialize ( FSubsystemCollectionBase& Collecti... ) Implement this for initialization of instances of the system

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