UEditorTutorial

Inheritance Hierarchy

Syntax

class UEditorTutorial : public UObject

Remarks

An asset used to build a stage-by-stage tutorial in the editor

Variables

Name Description

Public variable

FSoftObjectPath

 

AssetToUse

Asset to open & attach the tutorial to. Non-widget-bound content will appear in the asset's window

Public variable

bool

 

bHideInBrowser

Hide this tutorial in the tutorials browser

Public variable

bool

 

bIsStandalone

A standalone tutorial displays no navigation buttons and each content widget has a close button

Public variable

FString

 

Category

Category of this tutorial, used to organize tutorials when presented to the user

Public variable

FString

 

Icon

Icon name for this tutorial, used when presented to the user in the tutorial browser.

Public variable

FString

 

ImportPath

The path this tutorial was imported from, if any.

Public variable

FSoftClassPath

 

NextTutorial

Tutorial to optionally chain onto after this tutorial completes

Public variable

FSoftClassPath

 

PreviousTutorial

Tutorial to optionally chain back to if the "back" button is clicked on the first stage

Public variable

FText

 

SearchTags

Comma seperated list of tags the search will use to help find this tutorial

Public variable

int32

 

SortOrder

Sorting priority, used by the tutorial browser

Public variable

TArray < FTutori ...

 

Stages

The various stages of this tutorial

Public variable

FTutorialConten ...

 

SummaryContent

Content to be displayed for this tutorial when presented to the user in summary

Public variable

UTexture2D *...

 

Texture

Texture for this tutorial, used when presented to the user in the tutorial browser.

Public variable

FText

 

Title

Title of this tutorial, used when presented to the user

Constructors

Name Description

Public function

UEditorTutorial

(
    const FObjectInitializer & ObjectIn...
)

Functions

Name Description

Protected function Static

void

 

BeginTutorial

(
    UEditorTutorial * TutorialToSta...,
    bool bRestart
)

Begin a tutorial. Note that this will end the current tutorial that is in progress, if any

Public function

AActor *

 

GetActorReference

(
    FString PathToActor
)

Attempts to find the actor specified by PathToActor in the current editor world

Protected function Static

bool

 

GetEngineFolderVisibilty()

Returns the visibility of the engine folder in the content browser

Public function Virtual

UWorld *

 

GetWorld()

UObject implementation

Protected function Static

void

 

GoToNextTutorialStage()

Advance to the next stage of a tutorial

Protected function Static

void

 

GoToPreviousTutorialStage()

Advance to the previous stage of a tutorial

Public function

void

 

HandleTickCurrentStage

(
    FName StageName
)

Called each tick so the Blueprint can optionally complete or skip stages

Public function

void

 

HandleTutorialClosed()

Called when a tutorial is closed

Public function

void

 

HandleTutorialLaunched()

Called when a tutorial is launched

Public function

void

 

HandleTutorialStageEnded

(
    FName StageName
)

Called when a tutorial stage ends

Public function

void

 

HandleTutorialStageStarted

(
    FName StageName
)

Called when a tutorial stage is started

Protected function

void

 

OnTutorialClosed()

Event fired when a tutorial is closed

Protected function

void

 

OnTutorialLaunched()

Event fired when a tutorial is launched

Protected function

void

 

OnTutorialStageEnded

(
    FName StageName
)

Event fired when a tutorial stage ends

Protected function

void

 

OnTutorialStageStarted

(
    FName StageName
)

Event fired when a tutorial stage begins

Protected function Static

void

 

OpenAsset

(
    UObject * Asset
)

Open an asset for use by a tutorial

Protected function Static

void

 

SetEngineFolderVisibilty

(
    bool bNewVisibility
)

Sets the visibility of the engine folder in the content browser

References

Module

IntroTutorials

Header

Editor/IntroTutorials/Public/EditorTutorial.h