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#TTP 331416 - UE4: Would like to be able to set a hotkey to open the Reference viewer similar to "find in content browser" #branch UE4 #proj Editor.UnrealEd #proj Editor.LevelEditor #add Added new global UICommand ViewReferences, bound to Alt + Shift + R. #add Implemented the new UICommand in the AssetEditorToolkit and the LevelEditorr. This means that most of the editor is covered by this hotkey. Hitting it in an asset editor brings it up for the current asset, hitting it in the level editor brings it up for the selected asset. #Further work: Further work is required to modify the content browsers uses of view references, for now it is deemed to be too much work for this task. #reviewedby Chris.Wood [CL 2088247 by Barnabas McManners in Main branch]
81 lines
1.5 KiB
C#
81 lines
1.5 KiB
C#
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class LevelEditor : ModuleRules
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{
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public LevelEditor(TargetInfo Target)
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{
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PrivateIncludePathModuleNames.AddRange(
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new string[] {
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"AssetTools",
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"Kismet",
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"MainFrame",
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"PlacementMode",
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"ReferenceViewer",
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}
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);
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PublicIncludePathModuleNames.AddRange(
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new string[] {
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"Settings",
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"UserFeedback",
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"Analytics",
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"Core",
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"CoreUObject",
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"DesktopPlatform",
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"InputCore",
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"Slate",
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"SlateCore",
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"SlateReflector",
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"EditorStyle",
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"Engine",
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"MessageLog",
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"NewsFeed",
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"SourceControl",
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"StatsViewer",
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"UnrealEd",
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"RenderCore",
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"DeviceProfileServices",
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"ContentBrowser",
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"SceneOutliner",
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"ActorPickerMode",
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"RHI",
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"Projects",
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"TargetPlatform",
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}
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);
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DynamicallyLoadedModuleNames.AddRange(
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new string[] {
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"MainFrame",
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"PropertyEditor",
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"SceneOutliner",
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"ClassViewer",
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"DeviceManager",
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"SettingsEditor",
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"SessionFrontend",
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"AutomationWindow",
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"Layers",
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"Levels",
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"WorldBrowser",
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"TaskBrowser",
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"EditorWidgets",
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"AssetTools",
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"WorkspaceMenuStructure",
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"NewLevelDialog",
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"DeviceProfileEditor",
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"DeviceProfileServices",
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"PlacementMode",
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"UserFeedback",
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"ReferenceViewer",
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}
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);
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}
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}
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