UEditorInteractiveGizmoManager

[UEditorInteractiveGizmoManager](API\Editor\EditorInteractiveToolsFramework\UEditorInteractiveGizmoManager) allows users of the Tools framework to register and create selection-based Gizmo instances.

Unreal Engine C++ API Reference > Editor > EditorInteractiveToolsFramework

Inheritance Hierarchy

References

   
Module EditorInteractiveToolsFramework
Header /Engine/Source/Editor/Experimental/EditorInteractiveToolsFramework/Public/EditorInteractiveGizmoManager.h
Include #include "EditorInteractiveGizmoManager.h"

Syntax

class UEditorInteractiveGizmoManager : public [UInteractiveGizmoManager](API\Runtime\InteractiveToolsFramework\UInteractiveGizmoManager)  

Remarks

UEditorInteractiveGizmoManager allows users of the Tools framework to register and create selection-based Gizmo instances. For each selection-based Gizmo, a builder derived from UInteractiveGizmoSelectionBuilder is registered with the GizmoManager. When the section changes, the highest priority builders for which SatisfiesCondition() return true, will be used to build gizmos.

Variables

Type Name Description
TArray< FActive... ActiveEditorGizmos Set of Currently-active Gizmos
bool bSearchLocalBuildersOnly If false, only search gizmo builders in current gizmo manager. If true, also search gizmo subsystem
bool bShowEditorGizmos Whether Editor gizmos are enabled.
TMap< TObjectPt... CachedGizmoMap Cache for already built gizmos, currently this only caches the transform
FEditorModeTool... EditorModeManager  
TObjectPtr< UEd... Registry Actual registry

Constructors

Type Name Description
  UEditorInteractiveGizmoManager ()  

Functions

Type Name Description
TArray< UInt... CreateGizmosForCurrentSelectionSet () Try to automatically activate a new Gizmo instance based on the current selection set state
void DeregisterEditorGizmoType ( EEditorGizmoCategory InGizmoCategor..., UInteractiveGizmoBuilder* InGi... ) Remove an Editor gizmo type from the set of known Editor gizmo types
void DestroyAllEditorGizmos () Shutdown and remove all active auto gizmos
bool DestroyEditorGizmo ( UInteractiveGizmo* Gizmo ) Shutdown and remove a selection-based Gizmo
bool GetEditorGizmoBuilderResolution () Returns the current auto gizmo resolution setting
void GetQualifiedEditorGizmoBuilders ( EEditorGizmoCategory InGizmoCategor..., const FToolBuilderState& InToolBui..., TArray< UInteractiveGizmoBuilder&#... ) Get all qualified Editor gizmo builders for the specified category, based on the current state.
bool GetShowEditorGizmos () Returns true if selection gizmos should be visible.
bool GetShowEditorGizmosForView ( IToolsContextRenderAPI* Render... ) Returns true if gizmos should be visible based on the current view's engine show flag.
UInteractive... GetTransformGizmoBuilder () Try to automatically activate a new Gizmo instance based on the current state
void HandleEditorSelectionSetChanged ( const UTypedElementSelectionSet... ) Handle Editor selection changes
void InitializeWithEditorModeManager ( IToolsContextQueriesAPI* Queri..., IToolsContextTransactionsAPI* ..., UInputRouter* InputRouter, FEditorModeTools* InEditorMode... ) Initialize the GizmoManager with the necessary Context-level state.
void RegisterEditorGizmoType ( EEditorGizmoCategory InGizmoCategor..., UInteractiveGizmoBuilder* InGi... ) Register a new Editor gizmo type.
void SetEditorGizmoBuilderResolution ( bool bLocalOnly ) Set how auto gizmo resolution should occur when CreateGizmosForCurrentState is invoked.
void UpdateActiveEditorGizmos () Updates active selection gizmos when show selection state changes

Overridden from UInteractiveGizmoManager

Type Name Description
void DrawHUD ( FCanvas* Canvas, IToolsContextRenderAPI* Render... ) Let active Gizmos do screen space drawing.
void Render ( IToolsContextRenderAPI* Render... ) Render any active Gizmos.
void Shutdown () Shutdown the GizmoManager.
void Tick ( float DeltaTime ) State control (Tick any active Gizmos. Called by UInteractiveToolsContext

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