Registering Editor Modes
UEdModes are registered automatically here: UAssetEditorSubsystem::RegisterEditorModes
. This gets called based on info current to the engine at the end of the PostDefault loading phase, so anything loading after this won’t be registered.
Legacy FEdModes need to be registered and unregistered manually in the startup and shutdown of the modules.
FEditorModeRegistry::Get().RegisterMode<FShadersource_RoadToolEdMode>(FShadersource_RoadToolEdMode::EM_SH_RoadToolEditorModeId, LOCTEXT("Shadersource_RoadToolEdModeName", "SHADERSOURCE: Road Tool"), RoadToolIcon, true);
FEditorModeRegistry::Get().UnregisterMode(FShadersource_RoadToolEdMode::EM_SH_RoadToolEditorModeId);
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