#include <WeaponAssetEditorApp.h>
◆ CopyRuntimeNodeFromGraphNode()
Copies a runtime node from a graph node, including its pins and connections.
- Parameters
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| EditorNode | Node to copy from |
| Outer | The new outer for the runtime node |
| Connections | A list of connections to be made after all nodes are copied |
| IdToPinMap | A map of graph pin IDs to runtime pins for connection purposes |
- Returns
◆ CopyRuntimePinFromGraphPin()
Copies a runtime pin from a graph pin.
- Parameters
-
| GraphPin | Pin to copy from |
| RuntimeNode | The runtime node to attach the pin to |
| EditorNode | The editor node the pin belongs to (for getting pin actions) |
- Returns
- The new runtime pin
◆ GetBaseToolkitName()
| virtual FText FWeaponAssetEditorApp::GetBaseToolkitName |
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const |
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◆ GetDocumentationLink()
| virtual FString FWeaponAssetEditorApp::GetDocumentationLink |
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const |
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inlineoverridevirtual |
◆ GetNodeDetailsView()
| TSharedPtr< IDetailsView > FWeaponAssetEditorApp::GetNodeDetailsView |
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const |
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inline |
◆ GetPreviewComponent()
| class USceneComponent * FWeaponAssetEditorApp::GetPreviewComponent |
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const |
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inline |
◆ GetPreviewScene()
◆ GetSelectedNodes()
◆ GetToolkitFName()
| virtual FName FWeaponAssetEditorApp::GetToolkitFName |
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const |
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inlineoverridevirtual |
◆ GetWorkingAsset() [1/2]
| class UWeaponAsset * FWeaponAssetEditorApp::GetWorkingAsset |
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◆ GetWorkingAsset() [2/2]
| const class UWeaponAsset * FWeaponAssetEditorApp::GetWorkingAsset |
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const |
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◆ GetWorkingGraph() [1/2]
| class UEdGraph * FWeaponAssetEditorApp::GetWorkingGraph |
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◆ GetWorkingGraph() [2/2]
| const class UEdGraph * FWeaponAssetEditorApp::GetWorkingGraph |
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const |
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◆ GetWorkingGraphUi()
| class SGraphEditor * FWeaponAssetEditorApp::GetWorkingGraphUi |
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const |
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◆ GetWorldCentricTabColorScale()
| virtual FLinearColor FWeaponAssetEditorApp::GetWorldCentricTabColorScale |
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const |
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inlineoverridevirtual |
◆ GetWorldCentricTabPrefix()
| virtual FString FWeaponAssetEditorApp::GetWorldCentricTabPrefix |
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const |
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inlineoverridevirtual |
◆ InitEditor()
| void FWeaponAssetEditorApp::InitEditor |
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const EToolkitMode::Type | Mode, |
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const TSharedPtr< class IToolkitHost > & | InitToolkitHost, |
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UObject * | InObject ) |
◆ LoadAssetToGraph()
| void FWeaponAssetEditorApp::LoadAssetToGraph |
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protected |
◆ NotifyPostChange() [1/2]
| void FWeaponAssetEditorApp::NotifyPostChange |
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const FPropertyChangedEvent & | PropertyChangedEvent, |
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class FEditPropertyChain * | PropertyThatChanged ) |
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overridevirtual |
◆ NotifyPostChange() [2/2]
| void FWeaponAssetEditorApp::NotifyPostChange |
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const FPropertyChangedEvent & | PropertyChangedEvent, |
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FProperty * | PropertyThatChanged ) |
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◆ OnAssetsSaved()
| void FWeaponAssetEditorApp::OnAssetsSaved |
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const TArray< UObject * > & | SavedObjects | ) |
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◆ OnClose()
| void FWeaponAssetEditorApp::OnClose |
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◆ OnGraphChanged()
| void FWeaponAssetEditorApp::OnGraphChanged |
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const FEdGraphEditAction & | EditAction | ) |
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◆ OnGraphSelectionChanged()
| void FWeaponAssetEditorApp::OnGraphSelectionChanged |
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const FGraphPanelSelectionSet & | Selection | ) |
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◆ OnNodeDetailViewPropertiesUpdated()
| void FWeaponAssetEditorApp::OnNodeDetailViewPropertiesUpdated |
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const FPropertyChangedEvent & | event | ) |
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◆ OnPropertyUpdated()
| void FWeaponAssetEditorApp::OnPropertyUpdated |
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◆ OnToolkitHostingFinished()
| virtual void FWeaponAssetEditorApp::OnToolkitHostingFinished |
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const TSharedRef< class IToolkit > & | toolkit | ) |
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inlineoverridevirtual |
◆ OnToolkitHostingStarted()
| virtual void FWeaponAssetEditorApp::OnToolkitHostingStarted |
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const TSharedRef< class IToolkit > & | toolkit | ) |
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◆ RegisterTabSpawners()
| void FWeaponAssetEditorApp::RegisterTabSpawners |
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const TSharedRef< class FTabManager > & | TabManager | ) |
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◆ SaveAsset_Execute()
| void FWeaponAssetEditorApp::SaveAsset_Execute |
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◆ SaveGraphToAsset()
| void FWeaponAssetEditorApp::SaveGraphToAsset |
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◆ SetPreviewComponent()
| void FWeaponAssetEditorApp::SetPreviewComponent |
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USceneComponent * | PreviewAsset | ) |
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◆ SetPreviewScene()
| void FWeaponAssetEditorApp::SetPreviewScene |
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TSharedPtr< class FWeaponPreviewScene > | InPreviewScene | ) |
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◆ SetSelectedNodeDetailView()
| void FWeaponAssetEditorApp::SetSelectedNodeDetailView |
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TSharedPtr< class IDetailsView > | DetailsView | ) |
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◆ SetWorkingGraphUi()
| void FWeaponAssetEditorApp::SetWorkingGraphUi |
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TSharedPtr< SGraphEditor > | InWorkingGraphUi | ) |
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inline |
◆ UpdatePreview()
| void FWeaponAssetEditorApp::UpdatePreview |
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