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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]
29 lines
847 B
C++
29 lines
847 B
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 "Toolkits/BaseToolkit.h"
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#include "InteractiveTool.h"
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#include "SampleToolsEditorMode.h"
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class IDetailsView;
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/**
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* This FModeToolkit just creates a basic UI panel that allows various InteractiveTools to
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* be initialized, and a DetailsView used to show properties of the active Tool.
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*/
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class FSampleToolsEditorModeToolkit : public FModeToolkit
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{
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public:
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FSampleToolsEditorModeToolkit();
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// FModeToolkit interface
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virtual void Init(const TSharedPtr<IToolkitHost>& InitToolkitHost, TWeakObjectPtr<UEdMode> InOwningMode) override;
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virtual void GetToolPaletteNames(TArray<FName>& PaletteNames) const override;
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// IToolkit interface
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virtual FName GetToolkitFName() const override;
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virtual FText GetBaseToolkitName() const override;
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};
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