Fix the EditorUtilityWidget Blueprint asset definition to match what the Widget Blueprint asset definition does on open for edit.

Both are initializing a Widget Blueprint editor context, which does not support defaults-only mode.

#jira UE-201810, UE-149464
#rb logan.buchy

[CL 30272851 by phillip kavan in ue5-main branch]
This commit is contained in:
phillip kavan
2023-12-12 14:51:56 -05:00
parent 36d57fc3b2
commit ec2b914fdf

View File

@@ -51,13 +51,15 @@ EAssetCommandResult UAssetDefinition_EditorUtilityWidgetBlueprint::OpenAssets(co
for (UBlueprint* Blueprint : OpenArgs.LoadObjects<UBlueprint>())
{
if (Blueprint->SkeletonGeneratedClass && Blueprint->GeneratedClass)
if (Blueprint && Blueprint->SkeletonGeneratedClass && Blueprint->GeneratedClass)
{
TSharedRef<FWidgetBlueprintEditor> NewBlueprintEditor(new FWidgetBlueprintEditor());
const bool bShouldOpenInDefaultsMode = false;
TArray<UBlueprint*> Blueprints;
Blueprints.Add(Blueprint);
NewBlueprintEditor->InitWidgetBlueprintEditor(EToolkitMode::Standalone, nullptr, Blueprints, true);
NewBlueprintEditor->InitWidgetBlueprintEditor(EToolkitMode::Standalone, nullptr, Blueprints, bShouldOpenInDefaultsMode);
}
else
{