Files
UnrealEngineUWP/Engine/Plugins/Experimental/SampleToolsEditorMode/Source/Private/SampleToolsEditorModeToolkit.cpp
brooke hubert e85ae49f14 The EditorToolsContext is now owned by the mode manager.
Updated Mesh Paint, geometry, arch gen, hair lab, and sample editor modes to reflect changes to the tools context ownership.

#Jira UE-96448
#rb lauren.barnes michael.daum
#fyi ryan.schmidt simon.barsky jack.greasley
#review-14189762
#review-14189796
#review-14189767
#review-14189774
#review-14189785

[CL 14247116 by brooke hubert in ue5-main branch]
2020-09-02 15:43:58 -04:00

46 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SampleToolsEditorModeToolkit.h"
#include "SampleToolsEditorMode.h"
#include "Engine/Selection.h"
#include "Modules/ModuleManager.h"
#include "PropertyEditorModule.h"
#include "IDetailsView.h"
#include "Widgets/Input/SButton.h"
#include "Widgets/Text/STextBlock.h"
#include "EditorModeManager.h"
#define LOCTEXT_NAMESPACE "FSampleToolsEditorModeToolkit"
FSampleToolsEditorModeToolkit::FSampleToolsEditorModeToolkit()
{
}
void FSampleToolsEditorModeToolkit::Init(const TSharedPtr<IToolkitHost>& InitToolkitHost, TWeakObjectPtr<UEdMode> InOwningMode)
{
FModeToolkit::Init(InitToolkitHost, InOwningMode);
}
void FSampleToolsEditorModeToolkit::GetToolPaletteNames(TArray<FName>& PaletteNames) const
{
PaletteNames.Add(NAME_Default);
}
FName FSampleToolsEditorModeToolkit::GetToolkitFName() const
{
return FName("SampleToolsEditorMode");
}
FText FSampleToolsEditorModeToolkit::GetBaseToolkitName() const
{
return NSLOCTEXT("SampleToolsEditorModeToolkit", "DisplayName", "SampleToolsEditorMode Tool");
}
#undef LOCTEXT_NAMESPACE