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;
}