Files
UnrealEngineUWP/Engine/Plugins/Editor/EngineAssetDefinitions/Source/Private/AssetDefinition_PhysicsAsset.cpp
nick darnell 2ca3053047 AssetDefinition - Upgrading another slew of AssetTypeActions.
[CL 23172516 by nick darnell in ue5-main branch]
2022-11-17 00:29:40 -05:00

35 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AssetDefinition_PhysicsAsset.h"
#include "Modules/ModuleManager.h"
#include "PhysicsAssetEditorModule.h"
#include "ThumbnailRendering/SceneThumbnailInfo.h"
#define LOCTEXT_NAMESPACE "AssetTypeActions"
UThumbnailInfo* UAssetDefinition_PhysicsAsset::LoadThumbnailInfo(const FAssetData& InAsset) const
{
UPhysicsAsset* PhysicsAsset = CastChecked<UPhysicsAsset>(InAsset.GetAsset());
UThumbnailInfo* ThumbnailInfo = PhysicsAsset->ThumbnailInfo;
if (ThumbnailInfo == nullptr)
{
ThumbnailInfo = NewObject<USceneThumbnailInfo>(PhysicsAsset, NAME_None, RF_Transactional);
PhysicsAsset->ThumbnailInfo = ThumbnailInfo;
}
return ThumbnailInfo;
}
EAssetCommandResult UAssetDefinition_PhysicsAsset::OpenAssets(const FAssetOpenArgs& OpenArgs) const
{
for (UPhysicsAsset* PhysicsAsset : OpenArgs.LoadObjects<UPhysicsAsset>())
{
IPhysicsAssetEditorModule* PhysicsAssetEditorModule = &FModuleManager::LoadModuleChecked<IPhysicsAssetEditorModule>( "PhysicsAssetEditor" );
PhysicsAssetEditorModule->CreatePhysicsAssetEditor(OpenArgs.GetToolkitMode(), OpenArgs.ToolkitHost, PhysicsAsset);
}
return EAssetCommandResult::Handled;
}
#undef LOCTEXT_NAMESPACE