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Sequencer: Show an error dialog when using the Cinematics Toolbar menu and trying to open a Level Sequence (Actor) that has no Level Sequence (property) assigned to it.
#jira None #rb Max.Chen, Richard.Boisvert #preflight 6328cf7ea236a029de8864e7 [CL 22088515 by matt hoffman in ue5-main branch]
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@@ -2089,14 +2089,21 @@ void FLevelEditorToolBar::OnCinematicsActorPicked( AActor* Actor )
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// Make sure we dismiss the menus before we open this
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if (ALevelSequenceActor* LevelSequenceActor = Cast<ALevelSequenceActor>(Actor))
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{
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FScopedSlowTask SlowTask(1.f, NSLOCTEXT("LevelToolBarCinematicsMenu", "LoadSequenceSlowTask", "Loading Level Sequence..."));
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SlowTask.MakeDialog();
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SlowTask.EnterProgressFrame();
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UObject* Asset = LevelSequenceActor->GetSequence();
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if (Asset != nullptr)
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if (LevelSequenceActor->GetSequence())
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{
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GEditor->GetEditorSubsystem<UAssetEditorSubsystem>()->OpenEditorForAsset(Asset);
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FScopedSlowTask SlowTask(1.f, NSLOCTEXT("LevelToolBarCinematicsMenu", "LoadSequenceSlowTask", "Loading Level Sequence..."));
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SlowTask.MakeDialog();
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SlowTask.EnterProgressFrame();
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UObject* Asset = LevelSequenceActor->GetSequence();
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if (Asset != nullptr)
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{
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GEditor->GetEditorSubsystem<UAssetEditorSubsystem>()->OpenEditorForAsset(Asset);
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}
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}
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else
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{
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FMessageDialog::Open(EAppMsgType::Type::Ok, NSLOCTEXT("LevelToolBarCinematicsMenu", "LoadSequenceNotValid", "This Level Sequence actor does not have a Sequence asset assigned in the Details panel and cannot be opened."));
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}
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}
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}
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