FAssetEditorModeUILayer now serves as a layer between a given asset editor and the mode toolkits, so that the mode toolkits can request UI panels and the asset editor determines where they are located in the asset editor layout. The first implementation is in the level editor, and all default mode UI has been moved to FModeToolkit.

#jira UETOOL-3555
#preflight 61143dbf9c7bb10001f080b3
#rb Matt.Kuhlenschmidt

#ROBOMERGE-SOURCE: CL 17152278 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)

[CL 17152291 by lauren barnes in ue5-release-engine-test branch]
This commit is contained in:
lauren barnes
2021-08-12 10:54:54 -04:00
parent eb280403be
commit 5bd8c74d4e
49 changed files with 1042 additions and 1219 deletions
@@ -68,13 +68,7 @@ void SLandscapeAssetThumbnail::SetAsset(UObject* Asset)
//////////////////////////////////////////////////////////////////////////
void FLandscapeToolKit::RegisterTabSpawners(const TSharedRef<FTabManager>& TabManager)
{
}
void FLandscapeToolKit::UnregisterTabSpawners(const TSharedRef<FTabManager>& TabManager)
{
}
void FLandscapeToolKit::Init(const TSharedPtr<IToolkitHost>& InitToolkitHost)
{