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]
This commit is contained in:
brooke hubert
2020-07-01 11:20:18 -04:00
parent fc717c05bb
commit 8f0c7f389f
13 changed files with 67 additions and 41 deletions

View File

@@ -181,10 +181,10 @@ void FPhysicsAssetEditor::InitPhysicsAssetEditor(const EToolkitMode::Type Mode,
// Force disable simulation as InitArticulated can be called during viewport creation
SharedData->ForceDisableSimulation();
GetAssetEditorModeManager()->SetDefaultMode(FPhysicsAssetEditorEditMode::ModeName);
GetAssetEditorModeManager()->ActivateMode(FPersonaEditModes::SkeletonSelection);
GetAssetEditorModeManager()->ActivateMode(FPhysicsAssetEditorEditMode::ModeName);
static_cast<FPhysicsAssetEditorEditMode*>(GetAssetEditorModeManager()->GetActiveMode(FPhysicsAssetEditorEditMode::ModeName))->SetSharedData(SharedThis(this), *SharedData.Get());
GetEditorModeManager().SetDefaultMode(FPhysicsAssetEditorEditMode::ModeName);
GetEditorModeManager().ActivateMode(FPersonaEditModes::SkeletonSelection);
GetEditorModeManager().ActivateMode(FPhysicsAssetEditorEditMode::ModeName);
static_cast<FPhysicsAssetEditorEditMode*>(GetEditorModeManager().GetActiveMode(FPhysicsAssetEditorEditMode::ModeName))->SetSharedData(SharedThis(this), *SharedData.Get());
IPhysicsAssetEditorModule* PhysicsAssetEditorModule = &FModuleManager::LoadModuleChecked<IPhysicsAssetEditorModule>( "PhysicsAssetEditor" );
ExtendMenu();