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The old context menu previously only showed relevant commands, but the new top-level menu always shows all commands, disabling irrelevant ones. I've moved that logic into the commands' CanExecute callback in order to have them properly enable/disable when available/unavailable. #jira UETOOL-2796 #rb louise.rasmussen #preflight 614a56cab4b2fb0001b085c3 #ROBOMERGE-AUTHOR: steven.dao #ROBOMERGE-SOURCE: CL 17590040 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v871-17566257) [CL 17590056 by steven dao in ue5-release-engine-test branch]
31 lines
601 B
C++
31 lines
601 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Widgets/SWidget.h"
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#include "Editor/LevelEditor/Private/SLevelEditor.h"
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/**
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* Level editor menu
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*/
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class FLevelEditorMenu
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{
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public:
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static void RegisterLevelEditorMenus();
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/**
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* Static: Creates a widget for the level editor's menu
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*
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* @return New widget
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*/
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static TSharedRef< SWidget > MakeLevelEditorMenu( const TSharedPtr<FUICommandList>& CommandList, TSharedPtr<class SLevelEditor> LevelEditor );
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private:
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static void RegisterBuildMenu();
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static void RegisterSelectMenu();
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};
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