Files
UnrealEngineUWP/Engine/Source/Editor/StringTableEditor/Private/AssetDefinition_StringTable.cpp
nick darnell 3e81121a50 AssetDefinition - "UV Editor" plugin's option no longer hides if it won't work (determining it requires loading the assets), so it's just going to determine that when you fire it and fire a notification if it wont work.
AssetDefinition - Skeleton
AssetDefinition - SkeletonMesh
AssetDefinition - StringTable

#jira UE-165574

[CL 23658411 by nick darnell in ue5-main branch]
2023-01-11 20:52:36 -05:00

22 lines
707 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AssetDefinition_StringTable.h"
#include "StringTableEditorModule.h"
#include "Modules/ModuleManager.h"
#define LOCTEXT_NAMESPACE "AssetTypeActions"
EAssetCommandResult UAssetDefinition_StringTable::OpenAssets(const FAssetOpenArgs& OpenArgs) const
{
FStringTableEditorModule& StringTableEditorModule = FModuleManager::LoadModuleChecked<FStringTableEditorModule>("StringTableEditor");
for (UStringTable* StringTable : OpenArgs.LoadObjects<UStringTable>())
{
StringTableEditorModule.CreateStringTableEditor(OpenArgs.GetToolkitMode(), OpenArgs.ToolkitHost, StringTable);
}
return EAssetCommandResult::Handled;
}
#undef LOCTEXT_NAMESPACE