// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Tools/UEdMode.h" #include "SampleToolsEditorMode.generated.h" class IAssetGenerationAPI; /** * This class provides an example of how to extend a UEdMode to add some simple tools * using the InteractiveTools framework. The various UEdMode input event handlers (see UEdMode.h) * forward events to a UEdModeInteractiveToolsContext instance, which * has all the logic for interacting with the InputRouter, ToolManager, etc. * The functions provided here are the minimum to get started inserting some custom behavior. * Take a look at the UEdMode markup for more extensibility options. */ UCLASS() class USampleToolsEditorMode : public UEdMode { GENERATED_BODY() public: const static FEditorModeID EM_SampleToolsEditorModeId; USampleToolsEditorMode(); virtual ~USampleToolsEditorMode(); //////////////// // UEdMode interface virtual void Enter() override; virtual void ActorSelectionChangeNotify() override; virtual void CreateToolkit() override; virtual TMap>> GetModeCommands() const override; ////////////////// // End of UEdMode interface ////////////////// };