// Copyright Epic Games, Inc. All Rights Reserved. #include "PhysicsControlAssetActions.h" #include "PhysicsControlAsset.h" #include "PhysicsControlAssetEditor.h" //====================================================================================================================== UClass* FPhysicsControlAssetActions::GetSupportedClass() const { return UPhysicsControlAsset::StaticClass(); } //====================================================================================================================== FText FPhysicsControlAssetActions::GetName() const { return INVTEXT("Physics Control Asset"); } //====================================================================================================================== FColor FPhysicsControlAssetActions::GetTypeColor() const { // Match the "standard" physics color - they tend to be variations around this value return FColor(255, 192, 128); } //====================================================================================================================== uint32 FPhysicsControlAssetActions::GetCategories() { return EAssetTypeCategories::Physics; } //====================================================================================================================== void FPhysicsControlAssetActions::OpenAssetEditor( const TArray& InObjects, TSharedPtr EditWithinLevelEditor) { const EToolkitMode::Type Mode = EditWithinLevelEditor.IsValid() ? EToolkitMode::WorldCentric : EToolkitMode::Standalone; for (UObject* Object : InObjects) { if (UPhysicsControlAsset* Asset = Cast(Object)) { TSharedRef NewEditor(new FPhysicsControlAssetEditor()); NewEditor->InitAssetEditor(Mode, EditWithinLevelEditor, Asset); } } }