Files
UnrealEngineUWP/Engine/Source/Editor/DataLayerEditor/Public/DataLayerEditorModule.h
Richard Malo f4221f17a7 Asset Actions "Replace Selected Actors" now transfers more properties : Actor Folder, Data Layers, IsSpatiallyLoaded flag and RuntimeGrid.
#rb jeanfrancois.dube, patrick.enfedaque
#jira UE-155925
#preflight 62a212411a21ec565c964e0d

[CL 20578595 by Richard Malo in ue5-main branch]
2022-06-09 12:13:16 -04:00

54 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Framework/Commands/UICommandList.h"
#include "Framework/MultiBox/MultiBoxExtender.h"
#include "WorldPartition/DataLayer/IDataLayerEditorModule.h"
class UDataLayerInstance;
/**
* The module holding all of the UI related pieces for DataLayers
*/
class FDataLayerEditorModule : public IDataLayerEditorModule
{
public:
/**
* Called right after the module DLL has been loaded and the module object has been created
*/
virtual void StartupModule();
/**
* Called before the module is unloaded, right before the module object is destroyed.
*/
virtual void ShutdownModule();
/**
* Creates a DataLayer Browser widget
*/
virtual TSharedRef<class SWidget> CreateDataLayerBrowser();
/*
* Selected DataLayer in DataLayer Browser widget
*/
virtual void SyncDataLayerBrowserToDataLayer(const UDataLayerInstance* DataLayer);
/** Delegates to be called to extend the DataLayers menus */
DECLARE_DELEGATE_RetVal_OneParam(TSharedRef<FExtender>, FDataLayersMenuExtender, const TSharedRef<FUICommandList>);
virtual TArray<FDataLayersMenuExtender>& GetAllDataLayersMenuExtenders() {return DataLayersMenuExtenders;}
/* Implement IDataLayerEditorModule */
virtual bool AddActorToDataLayers(AActor* Actor, const TArray<UDataLayerInstance*>& DataLayers) override;
private:
TWeakPtr<SWidget> DataLayerBrowser;
/** All extender delegates for the DataLayers menus */
TArray<FDataLayersMenuExtender> DataLayersMenuExtenders;
};