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