Files
UnrealEngineUWP/Engine/Source/Editor/IntroTutorials/Private/IntroTutorials.cpp
Ben Marsh 4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00

527 lines
18 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "IntroTutorials.h"
#include "Templates/SubclassOf.h"
#include "Curves/CurveFloat.h"
#include "Misc/CommandLine.h"
#include "Framework/Application/SlateApplication.h"
#include "Framework/MultiBox/MultiBoxBuilder.h"
#include "Framework/Docking/TabManager.h"
#include "EditorStyleSet.h"
#include "Engine/Blueprint.h"
#include "PropertyEditorModule.h"
#include "Interfaces/IMainFrameModule.h"
#include "LevelEditor.h"
#include "BlueprintEditorModule.h"
#include "Editor/GameProjectGeneration/Public/GameProjectGenerationModule.h"
#include "SourceCodeNavigation.h"
#include "EditorTutorial.h"
#include "EditorTutorialSettings.h"
#include "TutorialStateSettings.h"
#include "TutorialSettings.h"
#include "ISettingsModule.h"
#include "STutorialsBrowser.h"
#include "TutorialStructCustomization.h"
#include "EditorTutorialDetailsCustomization.h"
#include "STutorialRoot.h"
#include "STutorialLoading.h"
#include "STutorialButton.h"
#include "Toolkits/ToolkitManager.h"
#include "BlueprintEditor.h"
#include "Misc/EngineBuildSettings.h"
#include "Widgets/SToolTip.h"
#include "IDocumentation.h"
#include "Widgets/Docking/SDockTab.h"
#include "IAssetTools.h"
#include "AssetToolsModule.h"
#include "IClassTypeActions.h"
#include "ClassTypeActions_EditorTutorial.h"
#define LOCTEXT_NAMESPACE "IntroTutorials"
IMPLEMENT_MODULE(FIntroTutorials, IntroTutorials)
FIntroTutorials::FIntroTutorials()
: CurrentObjectClass(nullptr)
, ContentIntroCurve(nullptr)
{
bDisableTutorials = false;
bDesireResettingTutorialSeenFlagOnLoad = FParse::Param(FCommandLine::Get(), TEXT("ResetTutorials"));
}
FString FIntroTutorials::AnalyticsEventNameFromTutorial(UEditorTutorial* Tutorial)
{
FString TutorialPath = Tutorial->GetOutermost()->GetFName().ToString();
// strip off everything but the asset name
FString RightStr;
TutorialPath.Split( TEXT("/"), NULL, &RightStr, ESearchCase::IgnoreCase, ESearchDir::FromEnd );
return RightStr;
}
TSharedRef<FExtender> FIntroTutorials::AddSummonBlueprintTutorialsMenuExtender(const TSharedRef<FUICommandList> CommandList, const TArray<UObject*> EditingObjects) const
{
UObject* PrimaryObject = nullptr;
if(EditingObjects.Num() > 0)
{
PrimaryObject = EditingObjects[0];
}
TSharedRef<FExtender> Extender(new FExtender());
Extender->AddMenuExtension(
"HelpBrowse",
EExtensionHook::After,
CommandList,
FMenuExtensionDelegate::CreateRaw(this, &FIntroTutorials::AddSummonBlueprintTutorialsMenuExtension, PrimaryObject));
return Extender;
}
void FIntroTutorials::StartupModule()
{
// This code can run with content commandlets. Slate is not initialized with commandlets and the below code will fail.
if (!bDisableTutorials && !IsRunningCommandlet())
{
// Add tutorial for main frame opening
IMainFrameModule& MainFrameModule = FModuleManager::LoadModuleChecked<IMainFrameModule>(TEXT("MainFrame"));
MainFrameModule.OnMainFrameCreationFinished().AddRaw(this, &FIntroTutorials::MainFrameLoad);
MainFrameModule.OnMainFrameSDKNotInstalled().AddRaw(this, &FIntroTutorials::HandleSDKNotInstalled);
// Add menu option for level editor tutorial
MainMenuExtender = MakeShareable(new FExtender);
MainMenuExtender->AddMenuExtension("HelpBrowse", EExtensionHook::After, NULL, FMenuExtensionDelegate::CreateRaw(this, &FIntroTutorials::AddSummonTutorialsMenuExtension));
FLevelEditorModule& LevelEditorModule = FModuleManager::LoadModuleChecked<FLevelEditorModule>( "LevelEditor" );
LevelEditorModule.GetMenuExtensibilityManager()->AddExtender(MainMenuExtender);
// Add menu option to blueprint editor as well
FBlueprintEditorModule& BPEditorModule = FModuleManager::LoadModuleChecked<FBlueprintEditorModule>( "Kismet" );
BPEditorModule.GetMenuExtensibilityManager()->GetExtenderDelegates().Add(FAssetEditorExtender::CreateRaw(this, &FIntroTutorials::AddSummonBlueprintTutorialsMenuExtender));
// Add hook for when AddToCodeProject dialog window is opened
FGameProjectGenerationModule::Get().OnAddCodeToProjectDialogOpened().AddRaw(this, &FIntroTutorials::OnAddCodeToProjectDialogOpened);
// Add hook for New Project dialog window is opened
//FGameProjectGenerationModule::Get().OnNewProjectProjectDialogOpened().AddRaw(this, &FIntroTutorials::OnNewProjectDialogOpened);
FSourceCodeNavigation::AccessOnCompilerNotFound().AddRaw( this, &FIntroTutorials::HandleCompilerNotFound );
// maybe reset all the "have I seen this once" flags
if (bDesireResettingTutorialSeenFlagOnLoad)
{
GetMutableDefault<UTutorialStateSettings>()->ClearProgress();
}
// register our class actions to show the "Play" button on editor tutorial Blueprint assets
{
IAssetTools& AssetTools = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools").Get();
TSharedRef<IClassTypeActions> EditorTutorialClassActions = MakeShareable(new FClassTypeActions_EditorTutorial());
RegisteredClassTypeActions.Add(EditorTutorialClassActions);
AssetTools.RegisterClassTypeActions(EditorTutorialClassActions);
}
}
// Register to display our settings
ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings");
if (SettingsModule != nullptr)
{
SettingsModule->RegisterSettings("Editor", "General", "Tutorials",
LOCTEXT("EditorTutorialSettingsName", "Tutorials"),
LOCTEXT("EditorTutorialSettingsDescription", "Control what tutorials are available in the Editor."),
GetMutableDefault<UEditorTutorialSettings>()
);
SettingsModule->RegisterSettings("Project", "Engine", "Tutorials",
LOCTEXT("TutorialSettingsName", "Tutorials"),
LOCTEXT("TutorialSettingsDescription", "Control what tutorials are available in this project."),
GetMutableDefault<UTutorialSettings>()
);
}
// register details customizations
FPropertyEditorModule& PropertyEditorModule = FModuleManager::GetModuleChecked<FPropertyEditorModule>("PropertyEditor");
PropertyEditorModule.RegisterCustomPropertyTypeLayout("TutorialContent", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FTutorialContentCustomization::MakeInstance));
PropertyEditorModule.RegisterCustomPropertyTypeLayout("TutorialContentAnchor", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FTutorialContentAnchorCustomization::MakeInstance));
PropertyEditorModule.RegisterCustomClassLayout("EditorTutorial", FOnGetDetailCustomizationInstance::CreateStatic(&FEditorTutorialDetailsCustomization::MakeInstance));
UCurveFloat* ContentIntroCurveAsset = LoadObject<UCurveFloat>(nullptr, TEXT("/Engine/Tutorial/ContentIntroCurve.ContentIntroCurve"));
if(ContentIntroCurveAsset)
{
ContentIntroCurveAsset->AddToRoot();
ContentIntroCurve = ContentIntroCurveAsset;
}
FGlobalTabmanager::Get()->RegisterNomadTabSpawner(TEXT("TutorialsBrowser"), FOnSpawnTab::CreateRaw(this, &FIntroTutorials::SpawnTutorialsBrowserTab))
.SetMenuType(ETabSpawnerMenuType::Hidden);
}
void FIntroTutorials::ShutdownModule()
{
if (!bDisableTutorials && !IsRunningCommandlet())
{
FSourceCodeNavigation::AccessOnCompilerNotFound().RemoveAll( this );
FAssetToolsModule* AssetToolsModule = FModuleManager::GetModulePtr<FAssetToolsModule>("AssetTools");
if (AssetToolsModule)
{
IAssetTools& AssetTools = AssetToolsModule->Get();
for(const auto& RegisteredClassTypeAction : RegisteredClassTypeActions)
{
AssetTools.UnregisterClassTypeActions(RegisteredClassTypeAction);
}
}
}
if (BlueprintEditorExtender.IsValid() && FModuleManager::Get().IsModuleLoaded("Kismet"))
{
FBlueprintEditorModule& BPEditorModule = FModuleManager::LoadModuleChecked<FBlueprintEditorModule>("Kismet");
BPEditorModule.GetMenuExtensibilityManager()->RemoveExtender(BlueprintEditorExtender);
}
if (MainMenuExtender.IsValid() && FModuleManager::Get().IsModuleLoaded("LevelEditor"))
{
FLevelEditorModule& LevelEditorModule = FModuleManager::LoadModuleChecked<FLevelEditorModule>( "LevelEditor" );
LevelEditorModule.GetMenuExtensibilityManager()->RemoveExtender(MainMenuExtender);
}
if (FModuleManager::Get().IsModuleLoaded("MainFrame"))
{
IMainFrameModule& MainFrameModule = FModuleManager::LoadModuleChecked<IMainFrameModule>(TEXT("MainFrame"));
MainFrameModule.OnMainFrameCreationFinished().RemoveAll(this);
}
ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings");
if (SettingsModule != nullptr)
{
SettingsModule->UnregisterSettings("Editor", "General", "Tutorials");
SettingsModule->UnregisterSettings("Project", "Engine", "Tutorials");
}
if(FModuleManager::Get().IsModuleLoaded("PropertyEditor"))
{
FPropertyEditorModule& PropertyEditorModule = FModuleManager::GetModuleChecked<FPropertyEditorModule>("PropertyEditor");
PropertyEditorModule.UnregisterCustomPropertyTypeLayout("TutorialContent");
PropertyEditorModule.UnregisterCustomPropertyTypeLayout("TutorialWidgetReference");
PropertyEditorModule.UnregisterCustomClassLayout("EditorTutorial");
}
if(ContentIntroCurve.IsValid())
{
ContentIntroCurve.Get()->RemoveFromRoot();
ContentIntroCurve = nullptr;
}
FGlobalTabmanager::Get()->UnregisterNomadTabSpawner(TEXT("TutorialsBrowser"));
}
void FIntroTutorials::AddSummonTutorialsMenuExtension(FMenuBuilder& MenuBuilder)
{
MenuBuilder.BeginSection("Tutorials", LOCTEXT("TutorialsLabel", "Tutorials"));
MenuBuilder.AddMenuEntry(
LOCTEXT("TutorialsMenuEntryTitle", "Tutorials"),
LOCTEXT("TutorialsMenuEntryToolTip", "Opens up introductory tutorials covering the basics of using the Unreal Engine 4 Editor."),
FSlateIcon(FEditorStyle::GetStyleSetName(), "LevelEditor.Tutorials"),
FUIAction(FExecuteAction::CreateRaw(this, &FIntroTutorials::SummonTutorialHome)));
MenuBuilder.EndSection();
}
void FIntroTutorials::AddSummonBlueprintTutorialsMenuExtension(FMenuBuilder& MenuBuilder, UObject* PrimaryObject)
{
MenuBuilder.BeginSection("Tutorials", LOCTEXT("TutorialsLabel", "Tutorials"));
MenuBuilder.AddMenuEntry(
LOCTEXT("BlueprintMenuEntryTitle", "Blueprint Overview"),
LOCTEXT("BlueprintMenuEntryToolTip", "Opens up an introductory overview of Blueprints."),
FSlateIcon(FEditorStyle::GetStyleSetName(), "LevelEditor.Tutorials"),
FUIAction(FExecuteAction::CreateRaw(this, &FIntroTutorials::SummonBlueprintTutorialHome, PrimaryObject, true)));
if(PrimaryObject != nullptr)
{
UBlueprint* BP = Cast<UBlueprint>(PrimaryObject);
if(BP != nullptr)
{
UEnum* Enum = FindObject<UEnum>(ANY_PACKAGE, TEXT("EBlueprintType"), true);
check(Enum);
MenuBuilder.AddMenuEntry(
FText::Format(LOCTEXT("BlueprintTutorialsMenuEntryTitle", "{0} Tutorial"), Enum->GetEnumText(BP->BlueprintType)),
LOCTEXT("BlueprintTutorialsMenuEntryToolTip", "Opens up an introductory tutorial covering this particular part of the Blueprint editor."),
FSlateIcon(FEditorStyle::GetStyleSetName(), "LevelEditor.Tutorials"),
FUIAction(FExecuteAction::CreateRaw(this, &FIntroTutorials::SummonBlueprintTutorialHome, PrimaryObject, false)));
}
}
MenuBuilder.EndSection();
}
void FIntroTutorials::MainFrameLoad(TSharedPtr<SWindow> InRootWindow, bool bIsNewProjectWindow)
{
if (!bIsNewProjectWindow)
{
// install a root widget for the tutorial overlays to hang off
if(InRootWindow.IsValid() && !TutorialRoot.IsValid())
{
InRootWindow->AddOverlaySlot()
[
SAssignNew(TutorialRoot, STutorialRoot)
];
}
// See if we should show 'welcome' screen
MaybeOpenWelcomeTutorial();
}
}
void FIntroTutorials::SummonTutorialHome()
{
SummonTutorialBrowser();
}
void FIntroTutorials::SummonBlueprintTutorialHome(UObject* Asset, bool bForceWelcome)
{
UBlueprint* BP = CastChecked<UBlueprint>(Asset);
FName Context("BlueprintOverview");
if(!bForceWelcome)
{
Context = FBlueprintEditor::GetContextFromBlueprintType(BP->BlueprintType);
}
UEditorTutorial* AttractTutorial = nullptr;
UEditorTutorial* LaunchTutorial = nullptr;
FString BrowserFilter;
GetDefault<UEditorTutorialSettings>()->FindTutorialInfoForContext(Context, AttractTutorial, LaunchTutorial, BrowserFilter);
FIntroTutorials& IntroTutorials = FModuleManager::GetModuleChecked<FIntroTutorials>(TEXT("IntroTutorials"));
if (LaunchTutorial != nullptr)
{
TSharedPtr<SWindow> ContextWindow;
TSharedPtr< IToolkit > Toolkit = FToolkitManager::Get().FindEditorForAsset(Asset);
if(ensure(Toolkit.IsValid()))
{
ContextWindow = FSlateApplication::Get().FindWidgetWindow(Toolkit->GetToolkitHost()->GetParentWidget());
check(ContextWindow.IsValid());
}
IntroTutorials.LaunchTutorial(LaunchTutorial, IIntroTutorials::ETutorialStartType::TST_RESTART, ContextWindow);
}
}
bool FIntroTutorials::MaybeOpenWelcomeTutorial()
{
if(FParse::Param(FCommandLine::Get(), TEXT("TestTutorialAlerts")) || !FEngineBuildSettings::IsInternalBuild())
{
// try editor startup tutorial
TSubclassOf<UEditorTutorial> EditorStartupTutorialClass = LoadClass<UEditorTutorial>(NULL, *GetDefault<UEditorTutorialSettings>()->StartupTutorial.ToString(), NULL, LOAD_None, NULL);
if(EditorStartupTutorialClass != nullptr)
{
UEditorTutorial* Tutorial = EditorStartupTutorialClass->GetDefaultObject<UEditorTutorial>();
if (!GetDefault<UTutorialStateSettings>()->HaveSeenTutorial(Tutorial))
{
LaunchTutorial(Tutorial);
return true;
}
}
// Try project startup tutorial
TSubclassOf<UEditorTutorial> ProjectStartupTutorialClass = LoadClass<UEditorTutorial>(NULL, *GetDefault<UTutorialSettings>()->StartupTutorial.ToString(), NULL, LOAD_None, NULL);
if(ProjectStartupTutorialClass != nullptr)
{
UEditorTutorial* Tutorial = ProjectStartupTutorialClass->GetDefaultObject<UEditorTutorial>();
if (!GetDefault<UTutorialStateSettings>()->HaveSeenTutorial(Tutorial))
{
LaunchTutorial(Tutorial);
return true;
}
}
}
return false;
}
void FIntroTutorials::OnAddCodeToProjectDialogOpened()
{
// @todo: add code to project dialog tutorial here?
// MaybeOpenWelcomeTutorial(AddCodeToProjectWelcomeTutorial);
}
void FIntroTutorials::OnNewProjectDialogOpened()
{
// @todo: new project dialog tutorial here?
// MaybeOpenWelcomeTutorial(TemplateOverview);
}
void FIntroTutorials::HandleCompilerNotFound()
{
#if PLATFORM_WINDOWS
LaunchTutorialByName( TEXT( "Engine/Tutorial/Installation/InstallingVisualStudioTutorial.InstallingVisualStudioTutorial" ) );
#elif PLATFORM_MAC
LaunchTutorialByName( TEXT( "Engine/Tutorial/Installation/InstallingXCodeTutorial.InstallingXCodeTutorial" ) );
#else
STUBBED("FIntroTutorials::HandleCompilerNotFound");
#endif
}
void FIntroTutorials::HandleSDKNotInstalled(const FString& PlatformName, const FString& InTutorialAsset)
{
UBlueprint* Blueprint = LoadObject<UBlueprint>(nullptr, *InTutorialAsset);
if(Blueprint)
{
LaunchTutorialByName( InTutorialAsset );
}
else
{
IDocumentation::Get()->Open( InTutorialAsset );
}
}
EVisibility FIntroTutorials::GetHomeButtonVisibility() const
{
if(CurrentObjectClass != nullptr)
{
return CurrentObjectClass->IsChildOf(UBlueprint::StaticClass()) ? EVisibility::Hidden : EVisibility::Visible;
}
return EVisibility::Visible;
}
FOnIsPicking& FIntroTutorials::OnIsPicking()
{
return OnIsPickingDelegate;
}
FOnValidatePickingCandidate& FIntroTutorials::OnValidatePickingCandidate()
{
return OnValidatePickingCandidateDelegate;
}
void FIntroTutorials::SummonTutorialBrowser()
{
if(TutorialRoot.IsValid())
{
FLevelEditorModule& LevelEditorModule = FModuleManager::GetModuleChecked<FLevelEditorModule>( TEXT("LevelEditor") );
TutorialBrowserDockTab = LevelEditorModule.GetLevelEditorTabManager()->InvokeTab(FTabId("TutorialsBrowser"));
}
}
void FIntroTutorials::DismissTutorialBrowser()
{
if (TutorialBrowserDockTab.IsValid() && TutorialBrowserDockTab.Pin().IsValid())
{
TutorialBrowserDockTab.Pin()->RequestCloseTab();
TutorialBrowserDockTab = nullptr;
}
}
void FIntroTutorials::AttachWidget(TSharedPtr<SWidget> Widget)
{
if (TutorialRoot.IsValid())
{
TutorialRoot->AttachWidget(Widget);
}
}
void FIntroTutorials::DetachWidget()
{
if (TutorialRoot.IsValid())
{
TutorialRoot->DetachWidget();
}
}
void FIntroTutorials::LaunchTutorial(const FString& TutorialAssetName)
{
LaunchTutorialByName(TutorialAssetName);
}
void FIntroTutorials::LaunchTutorialByName(const FString& InAssetPath, bool bInRestart, TWeakPtr<SWindow> InNavigationWindow, FSimpleDelegate OnTutorialClosed, FSimpleDelegate OnTutorialExited)
{
UBlueprint* Blueprint = LoadObject<UBlueprint>(nullptr, *InAssetPath);
if (Blueprint && Blueprint->GeneratedClass)
{
LaunchTutorial(Blueprint->GeneratedClass->GetDefaultObject<UEditorTutorial>(), bInRestart ? IIntroTutorials::ETutorialStartType::TST_RESTART : IIntroTutorials::ETutorialStartType::TST_CONTINUE, InNavigationWindow, OnTutorialClosed, OnTutorialExited);
}
}
void FIntroTutorials::LaunchTutorial(UEditorTutorial* InTutorial, ETutorialStartType InStartType, TWeakPtr<SWindow> InNavigationWindow, FSimpleDelegate OnTutorialClosed, FSimpleDelegate OnTutorialExited)
{
if(TutorialRoot.IsValid())
{
if(!InNavigationWindow.IsValid())
{
IMainFrameModule& MainFrameModule = FModuleManager::LoadModuleChecked<IMainFrameModule>(TEXT("MainFrame"));
InNavigationWindow = MainFrameModule.GetParentWindow();
}
TutorialRoot->LaunchTutorial(InTutorial, InStartType, InNavigationWindow, OnTutorialClosed, OnTutorialExited);
}
}
void FIntroTutorials::CloseAllTutorialContent()
{
if (TutorialRoot.IsValid())
{
TutorialRoot->CloseAllTutorialContent();
}
}
void FIntroTutorials::GoToPreviousStage()
{
if (TutorialRoot.IsValid())
{
TutorialRoot->GoToPreviousStage();
}
}
void FIntroTutorials::GoToNextStage(TWeakPtr<SWindow> InNavigationWindow)
{
if (TutorialRoot.IsValid())
{
TutorialRoot->GoToNextStage(InNavigationWindow);
}
}
TSharedRef<SWidget> FIntroTutorials::CreateTutorialsWidget(FName InContext, TWeakPtr<SWindow> InContextWindow) const
{
return SNew(STutorialButton)
.Context(InContext)
.ContextWindow(InContextWindow);
}
TSharedPtr<SWidget> FIntroTutorials::CreateTutorialsLoadingWidget(TWeakPtr<SWindow> InContextWindow) const
{
return SNew(STutorialLoading)
.ContextWindow(InContextWindow);
}
float FIntroTutorials::GetIntroCurveValue(float InTime)
{
if(ContentIntroCurve.IsValid())
{
return ContentIntroCurve.Get()->GetFloatValue(InTime);
}
return 1.0f;
}
TSharedRef<SDockTab> FIntroTutorials::SpawnTutorialsBrowserTab(const FSpawnTabArgs& SpawnTabArgs)
{
TAttribute<FText> Label = LOCTEXT("TutorialsBrowserTabLabel", "Tutorials");
TSharedRef<SDockTab> NewTab = SNew(SDockTab)
.TabRole(ETabRole::NomadTab)
.Label(Label)
.ToolTip(IDocumentation::Get()->CreateToolTip(Label, nullptr, "Shared/TutorialsBrowser", "Tab"));
TSharedRef<STutorialsBrowser> TutorialsBrowser = SNew(STutorialsBrowser)
.OnLaunchTutorial(FOnLaunchTutorial::CreateRaw(this, &FIntroTutorials::LaunchTutorial));
NewTab->SetContent(TutorialsBrowser);
return NewTab;
}
#undef LOCTEXT_NAMESPACE