Files
UnrealEngine/Engine/Source/Editor/Blutility/Classes/EditorUtilityToolMenu.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

49 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "IAssetRegistryTagProviderInterface.h"
#include "UObject/ScriptMacros.h"
#include "ToolMenuEntryScript.h"
#include "ToolMenuSection.h"
#include "EditorUtilityToolMenu.generated.h"
UCLASS(MinimalAPI, Blueprintable, abstract)
class UEditorUtilityToolMenuEntry : public UToolMenuEntryScript, public IAssetRegistryTagProviderInterface
{
GENERATED_BODY()
//~ Begin IAssetRegistryTagProviderInterface interface
virtual bool ShouldAddCDOTagsToBlueprintClass() const override
{
return true;
}
//~ End IAssetRegistryTagProviderInterface interface
protected:
/** Run this editor utility on start-up (after asset discovery)? */
UPROPERTY(Category=Settings, EditDefaultsOnly, AssetRegistrySearchable, DisplayName="Run on Start-up")
bool bRunEditorUtilityOnStartup = false;
};
UCLASS(MinimalAPI, Blueprintable, abstract)
class UEditorUtilityToolMenuSection : public UToolMenuSectionDynamic, public IAssetRegistryTagProviderInterface
{
GENERATED_BODY()
//~ Begin IAssetRegistryTagProviderInterface interface
virtual bool ShouldAddCDOTagsToBlueprintClass() const override
{
return true;
}
//~ End IAssetRegistryTagProviderInterface interface
protected:
/** Run this editor utility on start-up (after asset discovery)? */
UPROPERTY(Category=Settings, EditDefaultsOnly, AssetRegistrySearchable, DisplayName="Run on Start-up")
bool bRunEditorUtilityOnStartup = false;
};