// Copyright Epic Games, Inc. All Rights Reserved. #include "AnimNextStateTreeAssetDefinition.h" #include "IWorkspaceEditorModule.h" #include "Workspace/AnimNextWorkspaceFactory.h" #include "Modules/ModuleManager.h" EAssetCommandResult UAssetDefinition_AnimNextStateTree::OpenAssets(const FAssetOpenArgs& OpenArgs) const { using namespace UE::AnimNext::Editor; using namespace UE::Workspace; for (UAnimNextStateTree* Asset : OpenArgs.LoadObjects()) { IWorkspaceEditorModule& WorkspaceEditorModule = FModuleManager::Get().LoadModuleChecked("WorkspaceEditor"); WorkspaceEditorModule.OpenWorkspaceForObject(Asset, EOpenWorkspaceMethod::Default, UAnimNextWorkspaceFactory::StaticClass()); } return EAssetCommandResult::Handled; }