Files
UnrealEngineUWP/Engine/Source/Editor/ContentBrowser/Private/ContentBrowserCommands.cpp
bryan sefcik 8cc129f2b6 IWYU Pass 1 - Engine/Source/Editor/...
#jira
#preflight 6306736ac85b7fef22be7751

[CL 21558583 by bryan sefcik in ue5-main branch]
2022-08-24 22:45:13 -04:00

26 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ContentBrowserCommands.h"
#include "Framework/Commands/InputChord.h"
#include "Framework/Commands/UICommandInfo.h"
#include "GenericPlatform/GenericApplication.h"
#include "InputCoreTypes.h"
#define LOCTEXT_NAMESPACE "ContentBrowser"
void FContentBrowserCommands::RegisterCommands()
{
UI_COMMAND(OpenAssetsOrFolders, "Open Assets or Folders", "Opens the selected assets or folders, depending on the selection", EUserInterfaceActionType::Button, FInputChord(EKeys::Enter));
UI_COMMAND(PreviewAssets, "Preview Assets", "Loads the selected assets and previews them if possible", EUserInterfaceActionType::Button, FInputChord(EKeys::SpaceBar));
UI_COMMAND(CreateNewFolder, "Create New Folder", "Creates new folder in selected path", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Control | EModifierKey::Shift, EKeys::N));
UI_COMMAND(SaveSelectedAsset, "Save Selected Asset", "Save the selected asset", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Control, EKeys::S));
UI_COMMAND(SaveAllCurrentFolder, "Save All", "Save All in current folder", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Control | EModifierKey::Shift, EKeys::S));
UI_COMMAND(ResaveAllCurrentFolder, "Resave All", "Resave all assets contained in the current folder", EUserInterfaceActionType::Button, FInputChord());
}
#undef LOCTEXT_NAMESPACE