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Unreal Engine C++ API Reference > Editor > Kismet > FBlueprintEditorModule > CreateBlueprintEditor
References
Module | Kismet |
Header | /Engine/Source/Editor/Kismet/Public/BlueprintEditorModule.h |
Include | #include "BlueprintEditorModule.h" |
Source | /Engine/Source/Editor/Kismet/Private/BlueprintEditorModule.cpp |
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IBlueprintEditor](API\Editor\Kismet\IBlueprintEditor) > CreateBlueprintEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, bool bShouldOpenInDefaultsMode )
Remarks
Creates an instance of a Kismet editor object. Only virtual so that it can be called across the DLL boundary.
Note: This function should not be called directly, use one of the following instead:
- FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- GEditor->GetEditorSubsystem
()->OpenEditorForAsset Interface to the new 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 |
Blueprint | The blueprint object to start editing |
bShouldOpenInDefaultsMode | If true, the editor will open in defaults editing mode |