void FGameplayAbilitiesEditor::InitGameplayAbilitiesEditor(const EToolkitMode::Type Mode, const TSharedPtr< IToolkitHost >& InitToolkitHost, const TArray<UBlueprint*>& InBlueprints, bool bShouldOpenInDefaultsMode) { InitBlueprintEditor(Mode, InitToolkitHost, InBlueprints, bShouldOpenInDefaultsMode); for (auto Blueprint : InBlueprints) { EnsureGameplayAbilityBlueprintIsUpToDate(Blueprint); } }
void FWidgetBlueprintEditor::InitWidgetBlueprintEditor(const EToolkitMode::Type Mode, const TSharedPtr< IToolkitHost >& InitToolkitHost, const TArray<UBlueprint*>& InBlueprints, bool bShouldOpenInDefaultsMode) { TSharedPtr<FWidgetBlueprintEditor> ThisPtr(SharedThis(this)); WidgetToolbar = MakeShareable(new FWidgetBlueprintEditorToolbar(ThisPtr)); InitBlueprintEditor(Mode, InitToolkitHost, InBlueprints, bShouldOpenInDefaultsMode); // register for any objects replaced GEditor->OnObjectsReplaced().AddSP(this, &FWidgetBlueprintEditor::OnObjectsReplaced); UWidgetBlueprint* Blueprint = GetWidgetBlueprintObj(); // If this blueprint is empty, add a canvas panel as the root widget. if ( Blueprint->WidgetTree->RootWidget == nullptr ) { UWidget* RootWidget = Blueprint->WidgetTree->ConstructWidget<UCanvasPanel>(UCanvasPanel::StaticClass()); RootWidget->SetDesignerFlags(GetCurrentDesignerFlags()); Blueprint->WidgetTree->RootWidget = RootWidget; } UpdatePreview(GetWidgetBlueprintObj(), true); // If the user has close the sequencer tab, this will not be initialized. if ( SequencerObjectBindingManager.IsValid() ) { SequencerObjectBindingManager->InitPreviewObjects(); } DesignerCommandList = MakeShareable(new FUICommandList); DesignerCommandList->MapAction(FGenericCommands::Get().Delete, FExecuteAction::CreateSP(this, &FWidgetBlueprintEditor::DeleteSelectedWidgets), FCanExecuteAction::CreateSP(this, &FWidgetBlueprintEditor::CanDeleteSelectedWidgets) ); DesignerCommandList->MapAction(FGenericCommands::Get().Copy, FExecuteAction::CreateSP(this, &FWidgetBlueprintEditor::CopySelectedWidgets), FCanExecuteAction::CreateSP(this, &FWidgetBlueprintEditor::CanCopySelectedWidgets) ); DesignerCommandList->MapAction(FGenericCommands::Get().Cut, FExecuteAction::CreateSP(this, &FWidgetBlueprintEditor::CutSelectedWidgets), FCanExecuteAction::CreateSP(this, &FWidgetBlueprintEditor::CanCutSelectedWidgets) ); DesignerCommandList->MapAction(FGenericCommands::Get().Paste, FExecuteAction::CreateSP(this, &FWidgetBlueprintEditor::PasteWidgets), FCanExecuteAction::CreateSP(this, &FWidgetBlueprintEditor::CanPasteWidgets) ); }
void FPathFollowerEditor::InitPathFollowerEditor(const EToolkitMode::Type Mode, const TSharedPtr<IToolkitHost>& InitToolkitHost, const TArray<UBlueprint*>& InAbilityBlueprints, bool ShouldUseDataOnlyEditor) { TArray<UObject*> ObjectsBeingEditted; for (UBlueprint* BP : InAbilityBlueprints) { ObjectsBeingEditted.Add(BP); } // Initialize the asset editor and spawn tabs const TSharedRef<FTabManager::FLayout> DummyLayout = FTabManager::NewLayout("NullLayout")->AddArea(FTabManager::NewPrimaryArea()); const bool bCreateDefaultStandaloneMenu = true; const bool bCreateDefaultToolbar = true; #if WITH_EDITOR InitBlueprintEditor(Mode, InitToolkitHost, InAbilityBlueprints, false); #endif }
void FScriptBlueprintEditor::InitScriptBlueprintEditor(const EToolkitMode::Type Mode, const TSharedPtr< IToolkitHost >& InitToolkitHost, const TArray<UBlueprint*>& InBlueprints, bool bShouldOpenInDefaultsMode) { InitBlueprintEditor(Mode, InitToolkitHost, InBlueprints, bShouldOpenInDefaultsMode); SetCurrentMode(FBlueprintEditorApplicationModes::BlueprintDefaultsMode); }