void FOpenAllAssetTests(OpenAssetParameters& AssetList) { ADD_LATENT_AUTOMATION_COMMAND(FWaitLatentCommand(0.5f)); ADD_LATENT_AUTOMATION_COMMAND(FOpenAllofAssetTypeCommand(AssetList)); ADD_LATENT_AUTOMATION_COMMAND(FWaitLatentCommand(0.5f)); ADD_LATENT_AUTOMATION_COMMAND(FCloseAllAssetEditorsCommand()); }
bool FOpenActualAssetEditors(const FString& Parameters) { //start with all editors closed FAssetEditorManager::Get().CloseAllAssetEditors(); // below is all latent action, so before sending there, verify the asset exists UObject* Object = StaticLoadObject(UObject::StaticClass(), NULL, *Parameters); if (!Object) { UE_LOG(LogEditorAutomationTests, Error, TEXT("Failed to find object: %s."), *Parameters); return false; } ADD_LATENT_AUTOMATION_COMMAND(FOpenEditorForAssetCommand(*Parameters)); ADD_LATENT_AUTOMATION_COMMAND(FWaitLatentCommand(0.5f)); ADD_LATENT_AUTOMATION_COMMAND(FCloseAllAssetEditorsCommand()); return true; }