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