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UnrealEngine/Engine/Source/Editor/UnrealEd/Public/Subsystems/EditorSubsystemBlueprintLibrary.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

42 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Templates/SubclassOf.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "EditorSubsystem.h"
#include "EditorSubsystemBlueprintLibrary.generated.h"
UCLASS(MinimalAPI)
class UEditorSubsystemBlueprintLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
/** Get a Local Player Subsystem from the Local Player associated with the provided context */
UFUNCTION(BlueprintPure, Category = "Editor Subsystems", meta = (BlueprintInternalUseOnly = "true"))
static UNREALED_API UEditorSubsystem* GetEditorSubsystem(TSubclassOf<UEditorSubsystem> Class);
UFUNCTION()
TArray<FName> GetPreviewPlatformOptions() const;
/**
* Toggle the Preview Platform.
*/
UFUNCTION(BlueprintCallable, Category = "Editor")
static UNREALED_API void TogglePreviewPlatform();
/**
* Sets the Preview Platform
*/
UFUNCTION(BlueprintCallable, Category = "Editor")
static UNREALED_API void SetPreviewPlatform(UPARAM(meta = (GetOptions = "GetPreviewPlatformOptions")) FName PreviewShaderPlatformName);
/**
* Disable the Preview Platform.
*/
UFUNCTION(BlueprintCallable, Category = "Editor")
static UNREALED_API void DisablePreviewPlatform();
};