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