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Unreal Engine C++ API Reference > Editor > EditorFramework > Subsystems
Inheritance Hierarchy
References
Module | EditorFramework |
Header | /Engine/Source/Editor/EditorFramework/Public/Subsystems/PlacementSubsystem.h |
Include | #include "Subsystems/PlacementSubsystem.h" |
Syntax
class UPlacementSubsystem : public [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem)
Functions
Type | Name | Description |
---|---|---|
TScriptInter... | FindAssetFactoryFromAssetData ( const FAssetData& InAssetData ) | Finds a registered AssetFactory for the given FAssetData. |
TScriptInter... | GetAssetFactoryFromFactoryClass ( TSubclassOf< UClass > InFactoryInte... ) | |
bool | IsCreatingPreviewElements () | Determines if the placement system is currently placing preview elements. |
FSimpleMulti... | OnPlacementFactoriesRegistered () | |
TArray< FTyp... | PlaceAsset ( const FAssetPlacementInfo& InPlace..., const FPlacementOptions& InPlaceme... ) | Places a single asset based on the given FAssetPlacementInfo and FPlacementOptions. |
TArray< FTyp... | PlaceAssets ( TArrayView< const FAssetPlacementIn..., const FPlacementOptions& InPlaceme... ) | Places multiple assets based on the given FAssetPlacementInfos and FPlacementOptions. |
void | RegisterAssetFactory ( TScriptInterface< IAssetFactoryInte... ) | |
void | UnregisterAssetFactory ( TScriptInterface< IAssetFactoryInte... ) |
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 |