Files
UnrealEngineUWP/Engine/Plugins/Editor/EngineAssetDefinitions/Source/Private/AssetDefinition_UserDefinedEnum.cpp
henrik karlsson 6c0988b13c [Engine/Plugins/Editor]
* Ran IWYU on all private code in the plugins under this folder.

#preflight 63bbb322c45a2c81e0673a9c
#rb chris.waters

[CL 23631839 by henrik karlsson in ue5-main branch]
2023-01-10 15:24:20 -05:00

27 lines
915 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AssetDefinition_UserDefinedEnum.h"
#include "BlueprintEditorModule.h"
#include "Modules/ModuleManager.h"
#define LOCTEXT_NAMESPACE "UAssetDefinition_UserDefinedEnum"
FText UAssetDefinition_UserDefinedEnum::GetAssetDescription(const FAssetData& AssetData) const
{
return AssetData.GetTagValueRef<FText>(GET_MEMBER_NAME_CHECKED(UUserDefinedEnum, EnumDescription));
}
EAssetCommandResult UAssetDefinition_UserDefinedEnum::OpenAssets(const FAssetOpenArgs& OpenArgs) const
{
FBlueprintEditorModule& BlueprintEditorModule = FModuleManager::LoadModuleChecked<FBlueprintEditorModule>( "Kismet" );
for (UUserDefinedEnum* UDEnum : OpenArgs.LoadObjects<UUserDefinedEnum>())
{
BlueprintEditorModule.CreateUserDefinedEnumEditor(OpenArgs.GetToolkitMode(), OpenArgs.ToolkitHost, UDEnum);
}
return EAssetCommandResult::Handled;
}
#undef LOCTEXT_NAMESPACE