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Updated Mesh Paint, geometry, arch gen, hair lab, and sample editor modes to reflect changes to the tools context ownership. #Jira UE-96448 #rb lauren.barnes michael.daum #fyi ryan.schmidt simon.barsky jack.greasley #review-14189762 #review-14189796 #review-14189767 #review-14189774 #review-14189785 [CL 14247116 by brooke hubert in ue5-main branch]
42 lines
1.2 KiB
C++
42 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Tools/UEdMode.h"
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#include "SampleToolsEditorMode.generated.h"
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class IAssetGenerationAPI;
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/**
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* This class provides an example of how to extend a UEdMode to add some simple tools
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* using the InteractiveTools framework. The various UEdMode input event handlers (see UEdMode.h)
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* forward events to a UEdModeInteractiveToolsContext instance, which
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* has all the logic for interacting with the InputRouter, ToolManager, etc.
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* The functions provided here are the minimum to get started inserting some custom behavior.
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* Take a look at the UEdMode markup for more extensibility options.
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*/
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UCLASS()
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class USampleToolsEditorMode : public UEdMode
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{
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GENERATED_BODY()
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public:
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const static FEditorModeID EM_SampleToolsEditorModeId;
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USampleToolsEditorMode();
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virtual ~USampleToolsEditorMode();
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////////////////
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// UEdMode interface
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virtual void Enter() override;
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virtual void ActorSelectionChangeNotify() override;
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virtual void CreateToolkit() override;
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virtual TMap<FName, TArray<TSharedPtr<FUICommandInfo>>> GetModeCommands() const override;
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//////////////////
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// End of UEdMode interface
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//////////////////
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};
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