Files
UnrealEngineUWP/Engine/Plugins/ScriptPlugin/Source/ScriptEditorPlugin/Private/ScriptBlueprintEditor.cpp
Matthew Griffin bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00

51 lines
1.4 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "ScriptEditorPluginPrivatePCH.h"
#include "SKismetInspector.h"
#include "ScriptBlueprintEditor.h"
#include "BlueprintEditorModes.h"
#define LOCTEXT_NAMESPACE "ScriptEditor"
FScriptBlueprintEditor::FScriptBlueprintEditor()
{
}
FScriptBlueprintEditor::~FScriptBlueprintEditor()
{
UScriptBlueprint* Blueprint = GetScriptBlueprintObj();
if ( Blueprint )
{
Blueprint->OnChanged().RemoveAll(this);
}
}
void FScriptBlueprintEditor::InitScriptBlueprintEditor(const EToolkitMode::Type Mode, const TSharedPtr< IToolkitHost >& InitToolkitHost, const TArray<UBlueprint*>& InBlueprints, bool bShouldOpenInDefaultsMode)
{
InitBlueprintEditor(Mode, InitToolkitHost, InBlueprints, bShouldOpenInDefaultsMode);
SetCurrentMode(FBlueprintEditorApplicationModes::BlueprintDefaultsMode);
}
void FScriptBlueprintEditor::AddApplicationMode(FName ModeName, TSharedRef<FApplicationMode> Mode)
{
if (ModeName == FBlueprintEditorApplicationModes::BlueprintDefaultsMode)
{
FBlueprintEditor::AddApplicationMode(ModeName, Mode);
}
}
UScriptBlueprint* FScriptBlueprintEditor::GetScriptBlueprintObj() const
{
return Cast<UScriptBlueprint>(GetBlueprintObj());
}
UBlueprint* FScriptBlueprintEditor::GetBlueprintObj() const
{
auto Blueprint = FBlueprintEditor::GetBlueprintObj();
//auto ScriptBlueprint = Cast<UScriptBlueprint>(Blueprint);
//ScriptBlueprint->
return Blueprint;
}
#undef LOCTEXT_NAMESPACE