// Copyright Epic Games, Inc. All Rights Reserved. #include "AssetActionUtility.h" #include "EditorUtilityAssetPrototype.h" #include "EditorUtilityBlueprint.h" #include "AssetRegistry/AssetData.h" #include "JsonObjectConverter.h" #include "Misc/DataValidation.h" #include "Serialization/JsonSerializerMacros.h" #include "UObject/AssetRegistryTagsContext.h" #include "UObject/UObjectThreadContext.h" #define LOCTEXT_NAMESPACE "AssetActionUtility" bool UAssetActionUtility::IsActionForBlueprints_Implementation() const { return bIsActionForBlueprints; } void UAssetActionUtility::GetAssetRegistryTags(TArray& OutTags) const { PRAGMA_DISABLE_DEPRECATION_WARNINGS; Super::GetAssetRegistryTags(OutTags); PRAGMA_ENABLE_DEPRECATION_WARNINGS; } void UAssetActionUtility::GetAssetRegistryTags(FAssetRegistryTagsContext Context) const { Super::GetAssetRegistryTags(Context); const bool IsUpToDate = !GetClass()->IsFunctionImplementedInScript("GetSupportedClass"); if (IsUpToDate) { FAssetActionUtilityPrototype::AddTagsFor_Version(Context); } FAssetActionUtilityPrototype::AddTagsFor_SupportedClasses(SupportedClasses, Context); FAssetActionUtilityPrototype::AddTagsFor_SupportedConditions(SupportedConditions, Context); if (!FUObjectThreadContext::Get().IsRoutingPostLoad) { FAssetActionUtilityPrototype::AddTagsFor_IsActionForBlueprints(IsActionForBlueprints(), Context); } FAssetActionUtilityPrototype::AddTagsFor_CallableFunctions(this, Context); } #undef LOCTEXT_NAMESPACE