Refactoring the majority of AssetEditorManager cases to AssetEditorSubsystem

#rb me

[CL 7765218 by Lauren Ridge in Dev-Editor branch]
This commit is contained in:
Lauren Ridge
2019-08-05 12:16:07 -04:00
parent 54c711e587
commit 882abc56c8
157 changed files with 580 additions and 468 deletions

View File

@@ -4,7 +4,7 @@
#include "Framework/Application/SlateApplication.h"
#include "Templates/SubclassOf.h"
#include "Kismet/GameplayStatics.h"
#include "Toolkits/AssetEditorManager.h"
#include "IntroTutorials.h"
#include "EditorTutorial.h"
#include "SEditorTutorials.h"
@@ -17,6 +17,7 @@
#include "Interfaces/IAnalyticsProvider.h"
#include "Framework/Notifications/NotificationManager.h"
#include "Widgets/Notifications/SNotificationList.h"
#include "Subsystems/AssetEditorSubsystem.h"
#define LOCTEXT_NAMESPACE "STutorialRoot"
@@ -133,7 +134,7 @@ void STutorialRoot::LaunchTutorial(UEditorTutorial* InTutorial, IIntroTutorials:
{
TArray<FString> AssetPaths;
AssetPaths.Add(InTutorial->AssetToUse.ToString());
FAssetEditorManager::Get().OpenEditorsForAssets(AssetPaths);
GEditor->GetEditorSubsystem<UAssetEditorSubsystem>()->OpenEditorsForAssets(AssetPaths);
UObject* Asset = InTutorial->AssetToUse.ResolveObject();
if(Asset != nullptr)