unreal.EditorUtilitySubsystem?

class unreal.EditorUtilitySubsystem(outer=None, name='None')?

Bases: unreal.EditorSubsystem

Editor Utility Subsystem

C++ Source:

  • Module: Blutility
  • File: EditorUtilitySubsystem.h
close_tab_by_id(new_tab_id) → bool?

Given an ID for a tab, try to find and close an existing tab. Returns true if it found a tab to close.

Parameters:new_tab_id (Name) –
Returns:
Return type:bool
does_tab_exist(new_tab_id) → bool?

Given an ID for a tab, try to find an existing tab. Returns true if it found a tab.

Parameters:new_tab_id (Name) –
Returns:
Return type:bool
find_utility_widget_from_blueprint(blueprint) → EditorUtilityWidget?

Given an editor utility widget blueprint, get the widget it creates. This will return a null pointer if the widget is not currently in a tab.

Parameters:blueprint (EditorUtilityWidgetBlueprint) –
Returns:
Return type:EditorUtilityWidget
register_tab_and_get_id(blueprint) → Name?

Register Tab and Get ID

Parameters:blueprint (EditorUtilityWidgetBlueprint) –
Returns:new_tab_id (Name):
Return type:Name
release_instance_of_asset(asset) → None?

Allow startup object to be garbage collected

Parameters:asset (Object) –
spawn_and_register_tab(blueprint) → EditorUtilityWidget?

Spawn and Register Tab

Parameters:blueprint (EditorUtilityWidgetBlueprint) –
Returns:
Return type:EditorUtilityWidget
spawn_and_register_tab_and_get_id(blueprint) -> (EditorUtilityWidget, new_tab_id=Name)?

Spawn and Register Tab and Get ID

Parameters:blueprint (EditorUtilityWidgetBlueprint) –
Returns:new_tab_id (Name):
Return type:Name
spawn_registered_tab_by_id(new_tab_id) → bool?

Given an ID for a tab, try to find a tab spawner that matches, and then spawn a tab. Returns true if it was able to find a matching tab spawner

Parameters:new_tab_id (Name) –
Returns:
Return type:bool
try_run(asset) → bool?

Try Run

Parameters:asset (Object) –
Returns:
Return type:bool