Weaponry Assembly System
WAS
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FWeaponAssetEditorApp Class Reference

#include <WeaponAssetEditorApp.h>

+ Inheritance diagram for FWeaponAssetEditorApp:
+ Collaboration diagram for FWeaponAssetEditorApp:

Public Member Functions

virtual FText GetBaseToolkitName () const override
 
virtual FString GetDocumentationLink () const override
 
TSharedPtr< IDetailsView > GetNodeDetailsView () const
 
class USceneComponent * GetPreviewComponent () const
 
TWeakPtr< class FWeaponPreviewSceneGetPreviewScene () const
 
TArray< UWeaponGraphNode * > GetSelectedNodes () const
 
virtual FName GetToolkitFName () const override
 
class UWeaponAssetGetWorkingAsset ()
 
const class UWeaponAssetGetWorkingAsset () const
 
class UEdGraph * GetWorkingGraph ()
 
const class UEdGraph * GetWorkingGraph () const
 
class SGraphEditor * GetWorkingGraphUi () const
 
virtual FLinearColor GetWorldCentricTabColorScale () const override
 
virtual FString GetWorldCentricTabPrefix () const override
 
void InitEditor (const EToolkitMode::Type Mode, const TSharedPtr< class IToolkitHost > &InitToolkitHost, UObject *InObject)
 
virtual void NotifyPostChange (const FPropertyChangedEvent &PropertyChangedEvent, class FEditPropertyChain *PropertyThatChanged) override
 
virtual void NotifyPostChange (const FPropertyChangedEvent &PropertyChangedEvent, FProperty *PropertyThatChanged) override
 
virtual void OnAssetsSaved (const TArray< UObject * > &SavedObjects) override
 
virtual void OnClose () override
 
void OnGraphChanged (const FEdGraphEditAction &EditAction)
 
void OnGraphSelectionChanged (const FGraphPanelSelectionSet &Selection)
 
void OnNodeDetailViewPropertiesUpdated (const FPropertyChangedEvent &event)
 
void OnPropertyUpdated ()
 
virtual void OnToolkitHostingFinished (const TSharedRef< class IToolkit > &toolkit) override
 
virtual void OnToolkitHostingStarted (const TSharedRef< class IToolkit > &toolkit) override
 
virtual void RegisterTabSpawners (const TSharedRef< class FTabManager > &TabManager) override
 
virtual void SaveAsset_Execute () override
 
void SetPreviewComponent (USceneComponent *PreviewAsset)
 
void SetPreviewScene (TSharedPtr< class FWeaponPreviewScene > InPreviewScene)
 
void SetSelectedNodeDetailView (TSharedPtr< class IDetailsView > DetailsView)
 
void SetWorkingGraphUi (TSharedPtr< SGraphEditor > InWorkingGraphUi)
 
void UpdatePreview ()
 

Static Public Member Functions

static UWeaponRuntimeNodeCopyRuntimeNodeFromGraphNode (UWeaponGraphNode *EditorNode, class UWeaponRuntimeGraph *Outer, TArray< std::pair< FGuid, FGuid > > &Connections, TMap< FGuid, class UWeaponRuntimePin * > &IdToPinMap)
 
static UWeaponRuntimePinCopyRuntimePinFromGraphPin (UEdGraphPin *GraphPin, UWeaponRuntimeNode *RuntimeNode, UWeaponGraphNode *EditorNode)
 

Protected Member Functions

void LoadAssetToGraph ()
 
void SaveGraphToAsset ()
 

Member Function Documentation

◆ CopyRuntimeNodeFromGraphNode()

UWeaponRuntimeNode * FWeaponAssetEditorApp::CopyRuntimeNodeFromGraphNode ( UWeaponGraphNode * EditorNode,
class UWeaponRuntimeGraph * Outer,
TArray< std::pair< FGuid, FGuid > > & Connections,
TMap< FGuid, class UWeaponRuntimePin * > & IdToPinMap )
static

Copies a runtime node from a graph node, including its pins and connections.

Parameters
EditorNodeNode to copy from
OuterThe new outer for the runtime node
ConnectionsA list of connections to be made after all nodes are copied
IdToPinMapA map of graph pin IDs to runtime pins for connection purposes
Returns

◆ CopyRuntimePinFromGraphPin()

UWeaponRuntimePin * FWeaponAssetEditorApp::CopyRuntimePinFromGraphPin ( UEdGraphPin * GraphPin,
UWeaponRuntimeNode * RuntimeNode,
UWeaponGraphNode * EditorNode )
static

Copies a runtime pin from a graph pin.

Parameters
GraphPinPin to copy from
RuntimeNodeThe runtime node to attach the pin to
EditorNodeThe editor node the pin belongs to (for getting pin actions)
Returns
The new runtime pin

◆ GetBaseToolkitName()

virtual FText FWeaponAssetEditorApp::GetBaseToolkitName ( ) const
inlineoverridevirtual

◆ GetDocumentationLink()

virtual FString FWeaponAssetEditorApp::GetDocumentationLink ( ) const
inlineoverridevirtual

◆ GetNodeDetailsView()

TSharedPtr< IDetailsView > FWeaponAssetEditorApp::GetNodeDetailsView ( ) const
inline

◆ GetPreviewComponent()

class USceneComponent * FWeaponAssetEditorApp::GetPreviewComponent ( ) const
inline

◆ GetPreviewScene()

TWeakPtr< class FWeaponPreviewScene > FWeaponAssetEditorApp::GetPreviewScene ( ) const
inline

◆ GetSelectedNodes()

TArray< UWeaponGraphNode * > FWeaponAssetEditorApp::GetSelectedNodes ( ) const

◆ GetToolkitFName()

virtual FName FWeaponAssetEditorApp::GetToolkitFName ( ) const
inlineoverridevirtual

◆ GetWorkingAsset() [1/2]

class UWeaponAsset * FWeaponAssetEditorApp::GetWorkingAsset ( )
inline

◆ GetWorkingAsset() [2/2]

const class UWeaponAsset * FWeaponAssetEditorApp::GetWorkingAsset ( ) const
inline

◆ GetWorkingGraph() [1/2]

class UEdGraph * FWeaponAssetEditorApp::GetWorkingGraph ( )
inline

◆ GetWorkingGraph() [2/2]

const class UEdGraph * FWeaponAssetEditorApp::GetWorkingGraph ( ) const
inline

◆ GetWorkingGraphUi()

class SGraphEditor * FWeaponAssetEditorApp::GetWorkingGraphUi ( ) const
inline

◆ GetWorldCentricTabColorScale()

virtual FLinearColor FWeaponAssetEditorApp::GetWorldCentricTabColorScale ( ) const
inlineoverridevirtual

◆ GetWorldCentricTabPrefix()

virtual FString FWeaponAssetEditorApp::GetWorldCentricTabPrefix ( ) const
inlineoverridevirtual

◆ InitEditor()

void FWeaponAssetEditorApp::InitEditor ( const EToolkitMode::Type Mode,
const TSharedPtr< class IToolkitHost > & InitToolkitHost,
UObject * InObject )

◆ LoadAssetToGraph()

void FWeaponAssetEditorApp::LoadAssetToGraph ( )
protected

◆ NotifyPostChange() [1/2]

void FWeaponAssetEditorApp::NotifyPostChange ( const FPropertyChangedEvent & PropertyChangedEvent,
class FEditPropertyChain * PropertyThatChanged )
overridevirtual

◆ NotifyPostChange() [2/2]

void FWeaponAssetEditorApp::NotifyPostChange ( const FPropertyChangedEvent & PropertyChangedEvent,
FProperty * PropertyThatChanged )
overridevirtual

◆ OnAssetsSaved()

void FWeaponAssetEditorApp::OnAssetsSaved ( const TArray< UObject * > & SavedObjects)
overridevirtual

◆ OnClose()

void FWeaponAssetEditorApp::OnClose ( )
overridevirtual

◆ OnGraphChanged()

void FWeaponAssetEditorApp::OnGraphChanged ( const FEdGraphEditAction & EditAction)

◆ OnGraphSelectionChanged()

void FWeaponAssetEditorApp::OnGraphSelectionChanged ( const FGraphPanelSelectionSet & Selection)

◆ OnNodeDetailViewPropertiesUpdated()

void FWeaponAssetEditorApp::OnNodeDetailViewPropertiesUpdated ( const FPropertyChangedEvent & event)

◆ OnPropertyUpdated()

void FWeaponAssetEditorApp::OnPropertyUpdated ( )

◆ OnToolkitHostingFinished()

virtual void FWeaponAssetEditorApp::OnToolkitHostingFinished ( const TSharedRef< class IToolkit > & toolkit)
inlineoverridevirtual

◆ OnToolkitHostingStarted()

virtual void FWeaponAssetEditorApp::OnToolkitHostingStarted ( const TSharedRef< class IToolkit > & toolkit)
inlineoverridevirtual

◆ RegisterTabSpawners()

void FWeaponAssetEditorApp::RegisterTabSpawners ( const TSharedRef< class FTabManager > & TabManager)
overridevirtual

◆ SaveAsset_Execute()

void FWeaponAssetEditorApp::SaveAsset_Execute ( )
overridevirtual

◆ SaveGraphToAsset()

void FWeaponAssetEditorApp::SaveGraphToAsset ( )
protected

◆ SetPreviewComponent()

void FWeaponAssetEditorApp::SetPreviewComponent ( USceneComponent * PreviewAsset)
inline

◆ SetPreviewScene()

void FWeaponAssetEditorApp::SetPreviewScene ( TSharedPtr< class FWeaponPreviewScene > InPreviewScene)
inline

◆ SetSelectedNodeDetailView()

void FWeaponAssetEditorApp::SetSelectedNodeDetailView ( TSharedPtr< class IDetailsView > DetailsView)

◆ SetWorkingGraphUi()

void FWeaponAssetEditorApp::SetWorkingGraphUi ( TSharedPtr< SGraphEditor > InWorkingGraphUi)
inline

◆ UpdatePreview()

void FWeaponAssetEditorApp::UpdatePreview ( )