Files
UnrealEngine/Engine/Source/Editor/StringTableEditor/Private/AssetDefinition_StringTable.cpp
2025-05-18 13:04:45 +08:00

22 lines
707 B
C++

// 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<FStringTableEditorModule>("StringTableEditor");
for (UStringTable* StringTable : OpenArgs.LoadObjects<UStringTable>())
{
StringTableEditorModule.CreateStringTableEditor(OpenArgs.GetToolkitMode(), OpenArgs.ToolkitHost, StringTable);
}
return EAssetCommandResult::Handled;
}
#undef LOCTEXT_NAMESPACE