// Copyright Epic Games, Inc. All Rights Reserved. #include "AssetDefinition_UserDefinedEnum.h" #include "BlueprintEditorModule.h" #include "Modules/ModuleManager.h" #define LOCTEXT_NAMESPACE "UAssetDefinition_UserDefinedEnum" FText UAssetDefinition_UserDefinedEnum::GetAssetDescription(const FAssetData& AssetData) const { return AssetData.GetTagValueRef(GET_MEMBER_NAME_CHECKED(UUserDefinedEnum, EnumDescription)); } EAssetCommandResult UAssetDefinition_UserDefinedEnum::OpenAssets(const FAssetOpenArgs& OpenArgs) const { FBlueprintEditorModule& BlueprintEditorModule = FModuleManager::LoadModuleChecked( "Kismet" ); for (UUserDefinedEnum* UDEnum : OpenArgs.LoadObjects()) { BlueprintEditorModule.CreateUserDefinedEnumEditor(OpenArgs.GetToolkitMode(), OpenArgs.ToolkitHost, UDEnum); } return EAssetCommandResult::Handled; } #undef LOCTEXT_NAMESPACE