You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
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]
46 lines
1.1 KiB
C++
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
|