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Persona based editors use asset editor toolkits to create and own their mode managers
#Jira UE-94282 #rb lauren.barnes [CL 13812948 by brooke hubert in ue5-main branch]
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@@ -181,10 +181,10 @@ void FPhysicsAssetEditor::InitPhysicsAssetEditor(const EToolkitMode::Type Mode,
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// Force disable simulation as InitArticulated can be called during viewport creation
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SharedData->ForceDisableSimulation();
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GetAssetEditorModeManager()->SetDefaultMode(FPhysicsAssetEditorEditMode::ModeName);
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GetAssetEditorModeManager()->ActivateMode(FPersonaEditModes::SkeletonSelection);
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GetAssetEditorModeManager()->ActivateMode(FPhysicsAssetEditorEditMode::ModeName);
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static_cast<FPhysicsAssetEditorEditMode*>(GetAssetEditorModeManager()->GetActiveMode(FPhysicsAssetEditorEditMode::ModeName))->SetSharedData(SharedThis(this), *SharedData.Get());
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GetEditorModeManager().SetDefaultMode(FPhysicsAssetEditorEditMode::ModeName);
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GetEditorModeManager().ActivateMode(FPersonaEditModes::SkeletonSelection);
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GetEditorModeManager().ActivateMode(FPhysicsAssetEditorEditMode::ModeName);
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static_cast<FPhysicsAssetEditorEditMode*>(GetEditorModeManager().GetActiveMode(FPhysicsAssetEditorEditMode::ModeName))->SetSharedData(SharedThis(this), *SharedData.Get());
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IPhysicsAssetEditorModule* PhysicsAssetEditorModule = &FModuleManager::LoadModuleChecked<IPhysicsAssetEditorModule>( "PhysicsAssetEditor" );
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ExtendMenu();
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