Files
UnrealEngineUWP/Engine/Source/Editor/LevelAssetEditor/Private/LevelEditorAssetToolkit.cpp
brooke hubert d48c7d8e7f Remove tools context interface implementations from example asset editor code.
Maintaining these as we update the tools context APIs is unnecessary.  It should be sufficient to use the default editor implementation.

#Jira UE-110554
#rb jamie.dale

[CL 15691384 by brooke hubert in ue5-main branch]
2021-03-13 16:09:12 -04:00

41 lines
1.3 KiB
C++

// 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<FEditorViewportClient> FLevelEditorAssetToolkit::CreateEditorViewportClient() const
{
// Leaving the preview scene to nullptr default creates us a viewport that mirrors the main level editor viewport
TSharedPtr<FEditorViewportClient> WrappedViewportClient = MakeShared<FLevelAssetEditorViewportClient>(EditorModeManager.Get(), nullptr);
WrappedViewportClient->SetViewLocation(EditorViewportDefs::DefaultPerspectiveViewLocation);
WrappedViewportClient->SetViewRotation(EditorViewportDefs::DefaultPerspectiveViewRotation);
return WrappedViewportClient;
}
void FLevelEditorAssetToolkit::PostInitAssetEditor()
{
}