Files
UnrealEngineUWP/Engine/Source/Editor/SkeletalMeshEditor/Public/ISkeletalMeshEditorModule.h
kiaran ritchie 52161663e5 Swapping Skeletal Mesh Editing tools to use toolkit builder UI.
New default tab layout for skeletal mesh editor.
Skel Mesh tools activate immediately when opening editor.

#rb benoit.gadreau
#JIRA https://jira.it.epicgames.com/browse/UE-183091
#fyi halfdan.ingvarsson

[CL 26024811 by kiaran ritchie in ue5-main branch]
2023-06-15 16:27:50 -04:00

28 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleInterface.h"
#include "Framework/Commands/UICommandList.h"
#include "Framework/MultiBox/MultiBoxExtender.h"
#include "Toolkits/AssetEditorToolkit.h"
#include "ISkeletalMeshEditor.h"
DECLARE_LOG_CATEGORY_EXTERN(LogSkeletalMeshEditor, Log, All);
class ISkeletalMeshEditorModule : public IModuleInterface, public IHasMenuExtensibility, public IHasToolBarExtensibility
{
public:
/** Creates a new skeleton editor instance */
virtual TSharedRef<ISkeletalMeshEditor> CreateSkeletalMeshEditor(const EToolkitMode::Type Mode, const TSharedPtr<IToolkitHost>& InitToolkitHost, class USkeletalMesh* InSkeletalMesh) = 0;
/** Get all toolbar extenders */
DECLARE_DELEGATE_RetVal_TwoParams(TSharedRef<FExtender>, FSkeletalMeshEditorToolbarExtender, const TSharedRef<FUICommandList> /*InCommandList*/, TSharedRef<ISkeletalMeshEditor> /*InSkeletalMeshEditor*/);
virtual TArray<FSkeletalMeshEditorToolbarExtender>& GetAllSkeletalMeshEditorToolbarExtenders() = 0;
/** Add callback after editor has been initialized */
DECLARE_DELEGATE_OneParam(FOnSkeletalMeshEditorInitialized, TWeakPtr<ISkeletalMeshEditor>);
virtual TArray<FOnSkeletalMeshEditorInitialized>& GetPostEditorInitDelegates() = 0;
};