// Copyright Epic Games, Inc. All Rights Reserved. #include "LevelAssetEditorToolkit.h" #include "EditorModeManager.h" #include "LevelAssetEditorViewportClient.h" #include "LevelAssetEditorViewport.h" FLevelEditorAssetToolkit::FLevelEditorAssetToolkit(UAssetEditor* InOwningAssetEditor) : FBaseAssetToolkit(InOwningAssetEditor) { } FLevelEditorAssetToolkit::~FLevelEditorAssetToolkit() { } AssetEditorViewportFactoryFunction FLevelEditorAssetToolkit::GetViewportDelegate() { AssetEditorViewportFactoryFunction TempViewportDelegate = [this](const FAssetEditorViewportConstructionArgs InArgs) { return SNew(SLevelAssetEditorViewport, InArgs) .EditorViewportClient(ViewportClient); }; return TempViewportDelegate; } TSharedPtr FLevelEditorAssetToolkit::CreateEditorViewportClient() const { // Leaving the preview scene to nullptr default creates us a viewport that mirrors the main level editor viewport TSharedPtr WrappedViewportClient = MakeShared(EditorModeManager.Get(), nullptr); WrappedViewportClient->SetViewLocation(EditorViewportDefs::DefaultPerspectiveViewLocation); WrappedViewportClient->SetViewRotation(EditorViewportDefs::DefaultPerspectiveViewRotation); return WrappedViewportClient; } void FLevelEditorAssetToolkit::PostInitAssetEditor() { }