// Copyright Epic Games, Inc. All Rights Reserved. #include "AssetDefinition_ChooserTable.h" #include "ChooserTableEditor.h" #include "Styling/SlateStyleRegistry.h" #include "ChooserEditorStyle.h" #define LOCTEXT_NAMESPACE "UAssetDefinition_ChooserTable" const FSlateBrush* UAssetDefinition_ChooserTable::GetThumbnailBrush(const FAssetData& InAssetData, const FName InClassName) const { return UE::ChooserEditor::FChooserEditorStyle::Get().GetBrush("ChooserEditor.ChooserTableIconLarge"); } const FSlateBrush* UAssetDefinition_ChooserTable::GetIconBrush(const FAssetData& InAssetData, const FName InClassName) const { return UE::ChooserEditor::FChooserEditorStyle::Get().GetBrush("ChooserEditor.ChooserTableIconSmall"); } EAssetCommandResult UAssetDefinition_ChooserTable::OpenAssets(const FAssetOpenArgs& OpenArgs) const { TArray Objects = OpenArgs.LoadObjects(); for (UObject* Object : Objects) { UE::ChooserEditor::FChooserTableEditor::CreateEditor(OpenArgs.GetToolkitMode(), OpenArgs.ToolkitHost, Object); } return EAssetCommandResult::Handled; } #undef LOCTEXT_NAMESPACE