// Copyright Epic Games, Inc. All Rights Reserved. #include "ScriptBlueprintEditor.h" #include "SKismetInspector.h" #include "BlueprintEditorModes.h" #include "ScriptBlueprint.h" #define LOCTEXT_NAMESPACE "ScriptEditor" FScriptBlueprintEditor::FScriptBlueprintEditor() { } FScriptBlueprintEditor::~FScriptBlueprintEditor() { UScriptBlueprint* Blueprint = GetScriptBlueprintObj(); if ( Blueprint ) { Blueprint->OnChanged().RemoveAll(this); } } void FScriptBlueprintEditor::InitScriptBlueprintEditor(const EToolkitMode::Type Mode, const TSharedPtr< IToolkitHost >& InitToolkitHost, const TArray& InBlueprints, bool bShouldOpenInDefaultsMode) { InitBlueprintEditor(Mode, InitToolkitHost, InBlueprints, bShouldOpenInDefaultsMode); SetCurrentMode(FBlueprintEditorApplicationModes::BlueprintDefaultsMode); } void FScriptBlueprintEditor::AddApplicationMode(FName ModeName, TSharedRef Mode) { if (ModeName == FBlueprintEditorApplicationModes::BlueprintDefaultsMode) { FBlueprintEditor::AddApplicationMode(ModeName, Mode); } } UScriptBlueprint* FScriptBlueprintEditor::GetScriptBlueprintObj() const { return Cast(GetBlueprintObj()); } UBlueprint* FScriptBlueprintEditor::GetBlueprintObj() const { auto Blueprint = FBlueprintEditor::GetBlueprintObj(); //auto ScriptBlueprint = Cast(Blueprint); //ScriptBlueprint-> return Blueprint; } #undef LOCTEXT_NAMESPACE