/**
	 * Helper method to close a specified blueprint (if it is open in the blueprint-editor).
	 * 
	 * @param  BlueprintObj		The blueprint you want the editor closed for.
	 */
	static void CloseBlueprint(UBlueprint* const BlueprintObj)
	{
		IAssetEditorInstance* EditorInst = FAssetEditorManager::Get().FindEditorForAsset(BlueprintObj, /*bool bFocusIfOpen =*/false);
		if (EditorInst != nullptr)
		{
			UE_LOG(LogBlueprintAutomationTests, Log, TEXT("Closing '%s' so we don't invalidate the open version when unloading it."), *BlueprintObj->GetName());
			EditorInst->CloseWindow();
		}
	}
Esempio n. 2
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void FAssetEditorManager::CloseOtherEditors( UObject* Asset, IAssetEditorInstance* OnlyEditor)
{
	TArray<UObject*> AllAssets;
	for (TMultiMap<UObject*, IAssetEditorInstance*>::TIterator It(OpenedAssets); It; ++It)
	{
		IAssetEditorInstance* Editor = It.Value();
		if(Asset == It.Key() && Editor != OnlyEditor)
		{
			Editor->CloseWindow();
		}
	}
}
Esempio n. 3
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bool FAssetEditorManager::CloseAllAssetEditors()
{
	bool bAllEditorsClosed = true;
	for (TMultiMap<IAssetEditorInstance*, UObject*>::TIterator It(OpenedEditors); It; ++It)
	{
		IAssetEditorInstance* Editor = It.Key();
		if (Editor != NULL)
		{
			if ( !Editor->CloseWindow() )
			{
				bAllEditorsClosed = false;
			}
		}
	}

	return bAllEditorsClosed;
}