From ec2b914fdffec3be774b701b9f29ee367cdc5cdc Mon Sep 17 00:00:00 2001 From: phillip kavan Date: Tue, 12 Dec 2023 14:51:56 -0500 Subject: [PATCH] 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] --- .../AssetDefinition_EditorUtilityWidgetBlueprint.cpp | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/Engine/Plugins/Editor/EngineAssetDefinitions/Source/Private/AssetDefinition_EditorUtilityWidgetBlueprint.cpp b/Engine/Plugins/Editor/EngineAssetDefinitions/Source/Private/AssetDefinition_EditorUtilityWidgetBlueprint.cpp index ff954fc7ea0e..51427b40acbc 100644 --- a/Engine/Plugins/Editor/EngineAssetDefinitions/Source/Private/AssetDefinition_EditorUtilityWidgetBlueprint.cpp +++ b/Engine/Plugins/Editor/EngineAssetDefinitions/Source/Private/AssetDefinition_EditorUtilityWidgetBlueprint.cpp @@ -51,13 +51,15 @@ EAssetCommandResult UAssetDefinition_EditorUtilityWidgetBlueprint::OpenAssets(co for (UBlueprint* Blueprint : OpenArgs.LoadObjects()) { - if (Blueprint->SkeletonGeneratedClass && Blueprint->GeneratedClass) + if (Blueprint && Blueprint->SkeletonGeneratedClass && Blueprint->GeneratedClass) { TSharedRef NewBlueprintEditor(new FWidgetBlueprintEditor()); + const bool bShouldOpenInDefaultsMode = false; TArray Blueprints; Blueprints.Add(Blueprint); - NewBlueprintEditor->InitWidgetBlueprintEditor(EToolkitMode::Standalone, nullptr, Blueprints, true); + + NewBlueprintEditor->InitWidgetBlueprintEditor(EToolkitMode::Standalone, nullptr, Blueprints, bShouldOpenInDefaultsMode); } else {