Files
UnrealEngine/Engine/Plugins/Experimental/PhysicsControl/Source/PhysicsControlEditor/Private/PhysicsControlAssetActions.cpp
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

48 lines
1.8 KiB
C++

// 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<UObject*>& InObjects, TSharedPtr<IToolkitHost> EditWithinLevelEditor)
{
const EToolkitMode::Type Mode =
EditWithinLevelEditor.IsValid() ? EToolkitMode::WorldCentric : EToolkitMode::Standalone;
for (UObject* Object : InObjects)
{
if (UPhysicsControlAsset* Asset = Cast<UPhysicsControlAsset>(Object))
{
TSharedRef<FPhysicsControlAssetEditor> NewEditor(new FPhysicsControlAssetEditor());
NewEditor->InitAssetEditor(Mode, EditWithinLevelEditor, Asset);
}
}
}