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- New "Size Map" feature that shows the resource size for selected assets in Content Browser - Select assets in Content Browser, right click and choose "Size Map..." to show sizes for those assets - Select actors and press Alt+Shift+M to show sizes of assets used by those actors - Select assets in Reference Viewer, right click and choose "Size Map..." to show sizes for those assets - Also added a new "Tree Map" general purpose Slate widget (STreeMap) [CL 2521609 by Mike Fricker in Main branch]
25 lines
1.9 KiB
C++
25 lines
1.9 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "ReferenceViewerPrivatePCH.h"
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#include "ReferenceViewerActions.h"
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//////////////////////////////////////////////////////////////////////////
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// FReferenceViewerActions
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#define LOCTEXT_NAMESPACE ""
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void FReferenceViewerActions::RegisterCommands()
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{
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UI_COMMAND(OpenSelectedInAssetEditor, "Edit Asset", "Opens the selected asset in the relevent editor.", EUserInterfaceActionType::Button, FInputChord());
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UI_COMMAND(ReCenterGraph, "Re-Center Graph", "Re-centers the graph on this node, showing all referencers and dependencies for this asset instead", EUserInterfaceActionType::Button, FInputChord());
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UI_COMMAND(ListReferencedObjects, "List Referenced Objects", "Shows a list of objects that the selected asset references.", EUserInterfaceActionType::Button, FInputChord());
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UI_COMMAND(ListObjectsThatReference, "List Objects That Reference", "Lists objects that reference the selected asset.", EUserInterfaceActionType::Button, FInputChord());
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UI_COMMAND(ShowSizeMap, "Size Map...", "Displays an interactive map showing the approximate size of this asset and everything it references", EUserInterfaceActionType::Button, FInputChord());
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UI_COMMAND(ShowReferenceTree, "Show Reference Tree...", "Shows a reference tree for the selected asset.", EUserInterfaceActionType::Button, FInputChord());
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UI_COMMAND(MakeLocalCollectionWithReferencedAssets, "Local", "Local. This collection is only visible to you and is not in source control.", EUserInterfaceActionType::Button, FInputChord());
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UI_COMMAND(MakePrivateCollectionWithReferencedAssets, "Private", "Private. This collection is only visible to you.", EUserInterfaceActionType::Button, FInputChord());
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UI_COMMAND(MakeSharedCollectionWithReferencedAssets, "Shared", "Shared. This collection is visible to everyone.", EUserInterfaceActionType::Button, FInputChord());
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}
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#undef LOCTEXT_NAMESPACE |