// Copyright Epic Games, Inc. All Rights Reserved. #include "AssetDefinition_StringTable.h" #include "StringTableEditorModule.h" #include "Modules/ModuleManager.h" #define LOCTEXT_NAMESPACE "AssetTypeActions" EAssetCommandResult UAssetDefinition_StringTable::OpenAssets(const FAssetOpenArgs& OpenArgs) const { FStringTableEditorModule& StringTableEditorModule = FModuleManager::LoadModuleChecked("StringTableEditor"); for (UStringTable* StringTable : OpenArgs.LoadObjects()) { StringTableEditorModule.CreateStringTableEditor(OpenArgs.GetToolkitMode(), OpenArgs.ToolkitHost, StringTable); } return EAssetCommandResult::Handled; } #undef LOCTEXT_NAMESPACE