// Copyright Epic Games, Inc. All Rights Reserved. #include "AssetDefinition_PhysicsAsset.h" #include "Modules/ModuleManager.h" #include "PhysicsAssetEditorModule.h" #include "ThumbnailRendering/SceneThumbnailInfo.h" #define LOCTEXT_NAMESPACE "AssetTypeActions" UThumbnailInfo* UAssetDefinition_PhysicsAsset::LoadThumbnailInfo(const FAssetData& InAsset) const { return UE::Editor::FindOrCreateThumbnailInfo(InAsset.GetAsset(), USceneThumbnailInfo::StaticClass()); } EAssetCommandResult UAssetDefinition_PhysicsAsset::OpenAssets(const FAssetOpenArgs& OpenArgs) const { for (UPhysicsAsset* PhysicsAsset : OpenArgs.LoadObjects()) { IPhysicsAssetEditorModule* PhysicsAssetEditorModule = &FModuleManager::LoadModuleChecked( "PhysicsAssetEditor" ); PhysicsAssetEditorModule->CreatePhysicsAssetEditor(OpenArgs.GetToolkitMode(), OpenArgs.ToolkitHost, PhysicsAsset); } return EAssetCommandResult::Handled; } #undef LOCTEXT_NAMESPACE