// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Toolkits/AssetEditorModeUILayer.h" #include "StaticMeshEditorModeUILayer.generated.h" UCLASS() class UStaticMeshEditorUISubsystem : public UAssetEditorUISubsystem { GENERATED_BODY() public: virtual void Initialize(FSubsystemCollectionBase& Collection) override; virtual void Deinitialize() override; virtual void RegisterLayoutExtensions(FLayoutExtender& Extender) override; }; class FStaticMeshEditorModeUILayer : public FAssetEditorModeUILayer { public: FStaticMeshEditorModeUILayer(const IToolkitHost* InToolkitHost); void OnToolkitHostingStarted(const TSharedRef& Toolkit) override; void OnToolkitHostingFinished(const TSharedRef& Toolkit) override; TSharedPtr GetModeMenuCategory() const override; };