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AssetDefinition - Converting AssetTypeActions_Struct to an AssetDefinition.
[CL 23147844 by nick darnell in ue5-main branch]
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AssetDefinition_UserDefinedStruct.h"
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#include "BlueprintEditorModule.h"
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#include "Kismet2/StructureEditorUtils.h"
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#define LOCTEXT_NAMESPACE "UAssetDefinition_UserDefinedStruct"
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EAssetCommandResult UAssetDefinition_UserDefinedStruct::OpenAssets(const FAssetOpenArgs& OpenArgs) const
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{
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if (FStructureEditorUtils::UserDefinedStructEnabled())
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{
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FBlueprintEditorModule& BlueprintEditorModule = FModuleManager::LoadModuleChecked<FBlueprintEditorModule>( "Kismet" );
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for (UUserDefinedStruct* UDStruct : OpenArgs.LoadObjects<UUserDefinedStruct>())
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{
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BlueprintEditorModule.CreateUserDefinedStructEditor(OpenArgs.GetToolkitMode(), OpenArgs.ToolkitHost, UDStruct);
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}
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}
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return EAssetCommandResult::Handled;
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}
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FText UAssetDefinition_UserDefinedStruct::GetAssetDescription(const FAssetData& AssetData) const
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{
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FString Description = AssetData.GetTagValueRef<FString>("Tooltip");
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if (!Description.IsEmpty())
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{
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Description.ReplaceInline(TEXT("\\n"), TEXT("\n"));
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return FText::FromString(MoveTemp(Description));
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}
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return FText::GetEmpty();
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}
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#undef LOCTEXT_NAMESPACE
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