Files
UnrealEngine/Engine/Plugins/Chooser/Source/ChooserEditor/Private/AssetDefinition_ChooserTable.cpp
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

35 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AssetDefinition_ChooserTable.h"
#include "ChooserTableEditor.h"
#include "Styling/SlateStyleRegistry.h"
#include "ChooserEditorStyle.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(AssetDefinition_ChooserTable)
#define LOCTEXT_NAMESPACE "UAssetDefinition_ChooserTable"
const FSlateBrush* UAssetDefinition_ChooserTable::GetThumbnailBrush(const FAssetData& InAssetData, const FName InClassName) const
{
return UE::ChooserEditor::FChooserEditorStyle::Get().GetBrush("ChooserEditor.ChooserTableIconLarge");
}
const FSlateBrush* UAssetDefinition_ChooserTable::GetIconBrush(const FAssetData& InAssetData, const FName InClassName) const
{
return UE::ChooserEditor::FChooserEditorStyle::Get().GetBrush("ChooserEditor.ChooserTableIconSmall");
}
EAssetCommandResult UAssetDefinition_ChooserTable::OpenAssets(const FAssetOpenArgs& OpenArgs) const
{
TArray<UObject*> Objects = OpenArgs.LoadObjects<UObject>();
for (UObject* Object : Objects)
{
UE::ChooserEditor::FChooserTableEditor::CreateEditor(OpenArgs.GetToolkitMode(), OpenArgs.ToolkitHost, Object);
}
return EAssetCommandResult::Handled;
}
#undef LOCTEXT_NAMESPACE