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Refactoring the majority of AssetEditorManager cases to AssetEditorSubsystem
#rb me [CL 7765218 by Lauren Ridge in Dev-Editor branch]
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@@ -4,7 +4,7 @@
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#include "Framework/Application/SlateApplication.h"
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#include "Templates/SubclassOf.h"
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#include "Kismet/GameplayStatics.h"
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#include "Toolkits/AssetEditorManager.h"
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#include "IntroTutorials.h"
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#include "EditorTutorial.h"
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#include "SEditorTutorials.h"
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@@ -17,6 +17,7 @@
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#include "Interfaces/IAnalyticsProvider.h"
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#include "Framework/Notifications/NotificationManager.h"
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#include "Widgets/Notifications/SNotificationList.h"
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#include "Subsystems/AssetEditorSubsystem.h"
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#define LOCTEXT_NAMESPACE "STutorialRoot"
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@@ -133,7 +134,7 @@ void STutorialRoot::LaunchTutorial(UEditorTutorial* InTutorial, IIntroTutorials:
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{
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TArray<FString> AssetPaths;
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AssetPaths.Add(InTutorial->AssetToUse.ToString());
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FAssetEditorManager::Get().OpenEditorsForAssets(AssetPaths);
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GEditor->GetEditorSubsystem<UAssetEditorSubsystem>()->OpenEditorsForAssets(AssetPaths);
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UObject* Asset = InTutorial->AssetToUse.ResolveObject();
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if(Asset != nullptr)
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