Give a clearer title to the dialog opened when creating a Data Layer Instance

" Pick Data Layer Asset" dialog now remmembers the last path where a data layer was picked

#rb richard.malo
#preflight 6231ec3d8a603798938ed041

#ROBOMERGE-AUTHOR: philippe.deseve
#ROBOMERGE-SOURCE: CL 19406125 via CL 19406127
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)

[CL 19407000 by philippe deseve in ue5-main branch]
This commit is contained in:
philippe deseve
2022-03-16 12:13:31 -04:00
parent f36f2a8a00
commit 1f70b180ea
2 changed files with 6 additions and 0 deletions

View File

@@ -1112,11 +1112,14 @@ bool UDataLayerEditorSubsystem::PromptDataLayerAssetSelection(FAssetData& OutAss
FOpenAssetDialogConfig Config;
Config.bAllowMultipleSelection = false;
Config.AssetClassNames.Add(UDataLayerAsset::StaticClass()->GetFName());
Config.DefaultPath = PickDataLayerDialogPath;
Config.DialogTitleOverride = LOCTEXT("PickDataLayerAssetDialogTitle", "Pick A Data Layer Asset");
TArray<FAssetData> Assets = ContentBrowserSingleton.CreateModalOpenAssetDialog(Config);
if (Assets.Num() == 1)
{
OutAsset = Assets[0];
OutAsset.PackagePath.ToString(PickDataLayerDialogPath);
return true;
}

View File

@@ -662,5 +662,8 @@ private:
/** Delegate used to notify changes to ActorEditorContextSubsystem */
FOnActorEditorContextClientChanged ActorEditorContextClientChanged;
/** The path at which the "Pick A Data Layer Asset" will be opened*/
mutable FString PickDataLayerDialogPath;
friend class FDataLayersBroadcast;
};