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# Although there aren't references left to the object, iterating over all the things will return the thing. Flagging as garbage seems a lot testier of a change for fixing the 5.1 crash with varied lifettime of the mode and mode manager contexts, so merely tracking it and reporting the correct world here. #rnx #Jira UE-168159 #rb lauren.barnes, zach.rammell #preflight 6356f2ff3d41a4455a628b31 #lockdown jeanmichel.dignard [CL 22787075 by brooke hubert in ue5-main branch]
33 lines
979 B
C++
33 lines
979 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Tools/AssetEditorContextInterface.h"
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#include "UObject/Object.h"
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#include "AssetEditorContextObject.generated.h"
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UCLASS(Transient)
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class UAssetEditorContextObject : public UObject, public IAssetEditorContextInterface
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{
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GENERATED_BODY()
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public:
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// Begin UAssetEditorContextObject interface
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const UTypedElementSelectionSet* GetSelectionSet() const override;
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UTypedElementSelectionSet* GetMutableSelectionSet() override;
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UTypedElementCommonActions* GetCommonActions() override;
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UWorld* GetEditingWorld() const override;
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const IToolkitHost* GetToolkitHost() const override;
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IToolkitHost* GetMutableToolkitHost() override;
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// End UAssetEditorContextObject interface
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/**
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* Set the toolkit host associated with our asset editor.
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*/
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void SetToolkitHost(IToolkitHost* InToolkitHost);
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private:
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/** The toolkit host associated with our asset editor. */
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IToolkitHost* ToolkitHost = nullptr;
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}; |