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UnrealEngine/Engine/Source/Editor/UnrealEd/Public/Subsystems/AssetEditorSubsystem.h
2025-05-18 13:04:45 +08:00

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24 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "EditorSubsystem.h"
#include "Toolkits/IToolkit.h"
#include "Containers/Ticker.h"
#include "Tools/Modes.h"
#include "Misc/NamePermissionList.h"
#include "AssetTypeActivationOpenedMethod.h"
#include "MRUFavoritesList.h"
#include "AssetDefinition.h"
#include "AssetEditorSubsystem.generated.h"
class UAssetEditor;
class UEdMode;
class UObject;
class UClass;
struct FAssetEditorRequestOpenAsset;
class FEditorModeTools;
class IMessageContext;
class UToolMenu;
struct FToolMenuSection;
/** The way that editors were requested to close */
enum class EAssetEditorCloseReason : uint8
{
/* NOTE: All close reasons can be passed into OnRequestClose() and CloseWindow(), but only some are broadcast by
* UAssetEditorSubsystem::AssetEditorRequestCloseEvent currently while others are for the asset editors themselves
*/
// Close reasons broadcast by UAssetEditorSubsystem
CloseAllEditorsForAsset, // All asset editors operating on a specific asset are being requested to close
CloseOtherEditors, // An asset editor is requesting all asset editors using an asset except itself to close
RemoveAssetFromAllEditors, // An asset is being removed from all asset editors (which may or may not actually close)
CloseAllAssetEditors, // Every single Asset Editor is being requested to close
// Close reasons for individual asset editors
AssetEditorHostClosed, // The "default" reason for an asset editor to close, e.g when the close button is clicked
AssetUnloadingOrInvalid, // The asset being edited is being unloaded or is no longer valid
EditorRefreshRequested, // The asset editor wants to close and re-open to edit the same asset
AssetForceDeleted // The asset being edited has been force deleted
};
/**
* This class keeps track of a currently open asset editor; allowing it to be
* brought into focus, closed, etc..., without concern for how the editor was
* implemented.
*/
class IAssetEditorInstance
{
public:
virtual FName GetEditorName() const = 0;
virtual void FocusWindow(UObject* ObjectToFocusOn = nullptr) = 0;
UE_DEPRECATED(5.3, "Use CloseWindow that takes in an EAssetEditorCloseReason instead")
virtual bool CloseWindow() { return true; }
virtual bool CloseWindow(EAssetEditorCloseReason InCloseReason)
{
PRAGMA_DISABLE_DEPRECATION_WARNINGS
return CloseWindow();
PRAGMA_ENABLE_DEPRECATION_WARNINGS
}
/** If false, the asset being edited will not be included in reopen assets prompt on restart */
UE_DEPRECATED(5.4, "Use the override that takes in an UObject instead")
virtual bool IncludeAssetInRestoreOpenAssetsPrompt() const { return true; }
virtual bool IncludeAssetInRestoreOpenAssetsPrompt(UObject* Asset) const
{
PRAGMA_DISABLE_DEPRECATION_WARNINGS
return IncludeAssetInRestoreOpenAssetsPrompt();
PRAGMA_ENABLE_DEPRECATION_WARNINGS
}
virtual bool IsPrimaryEditor() const = 0;
virtual void InvokeTab(const struct FTabId& TabId) = 0;
UE_DEPRECATED(5.0, "Toolbar tab no longer exists and tab ID will return None; do not add it to layouts")
virtual FName GetToolbarTabId() const { return NAME_None; }
virtual FName GetEditingAssetTypeName() const { return NAME_None; }
virtual TSharedPtr<class FTabManager> GetAssociatedTabManager() = 0;
virtual double GetLastActivationTime() = 0;
virtual void RemoveEditingAsset(UObject* Asset) = 0;
virtual EAssetOpenMethod GetOpenMethod() const { return EAssetOpenMethod::Edit; }
};
struct FRegisteredModeInfo
{
TWeakObjectPtr<UClass> ModeClass;
FEditorModeInfo ModeInfo;
};
using RegisteredModeInfoMap = TMap<FEditorModeID, FRegisteredModeInfo>;
/**
* UAssetEditorSubsystem
*/
UCLASS(MinimalAPI)
class UAssetEditorSubsystem : public UEditorSubsystem
{
GENERATED_BODY()
public:
UNREALED_API UAssetEditorSubsystem();
UNREALED_API virtual void Initialize(FSubsystemCollectionBase& Collection) override;
UNREALED_API virtual void Deinitialize() override;
UNREALED_API bool IsAssetEditable(const UObject* Asset);
/** Opens an asset by path */
UNREALED_API void OpenEditorForAsset(const FString& AssetPathName, const EAssetTypeActivationOpenedMethod OpenedMethod = EAssetTypeActivationOpenedMethod::Edit);
UNREALED_API void OpenEditorForAsset(const FSoftObjectPath& AssetPath, const EAssetTypeActivationOpenedMethod OpenedMethod = EAssetTypeActivationOpenedMethod::Edit);
/**
* Tries to open an editor for the specified asset. Returns true if the asset is open in an editor.
* If the file is already open in an editor, it will not create another editor window but instead bring it to front
*/
UNREALED_API bool OpenEditorForAsset(UObject* Asset, const EToolkitMode::Type ToolkitMode = EToolkitMode::Standalone, TSharedPtr<IToolkitHost> OpenedFromLevelEditor = TSharedPtr<IToolkitHost>(), const bool bShowProgressWindow = true, EAssetTypeActivationOpenedMethod OpenedMethod = EAssetTypeActivationOpenedMethod::Edit);
template<typename ObjectType>
bool OpenEditorForAsset(TObjectPtr<ObjectType> Asset, const EToolkitMode::Type ToolkitMode = EToolkitMode::Standalone, TSharedPtr<IToolkitHost> OpenedFromLevelEditor = TSharedPtr<IToolkitHost>(), const bool bShowProgressWindow = true)
{
return OpenEditorForAsset(ToRawPtr(Asset), ToolkitMode, OpenedFromLevelEditor, bShowProgressWindow);
}
/**
* Tries to open an editor for all of the specified assets.
* If any of the assets are already open, it will not create a new editor for them.
* If all assets are of the same type, the supporting AssetTypeAction (if it exists) is responsible for the details of how to handle opening multiple assets at once.
*/
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Asset Tools")
UNREALED_API bool OpenEditorForAssets(const TArray<UObject*>& Assets, const EAssetTypeActivationOpenedMethod OpenedMethod = EAssetTypeActivationOpenedMethod::Edit);
UNREALED_API bool OpenEditorForAssets_Advanced(const TArray<UObject*>& InAssets, const EToolkitMode::Type ToolkitMode = EToolkitMode::Standalone, TSharedPtr<IToolkitHost> OpenedFromLevelEditor = TSharedPtr<IToolkitHost>(), const EAssetTypeActivationOpenedMethod OpenedMethod = EAssetTypeActivationOpenedMethod::Edit);
/** Opens editors for the supplied assets (via OpenEditorForAsset) */
UNREALED_API void OpenEditorsForAssets(const TArray<FString>& AssetsToOpen, const EAssetTypeActivationOpenedMethod OpenedMethod = EAssetTypeActivationOpenedMethod::Edit);
UNREALED_API void OpenEditorsForAssets(const TArray<FName>& AssetsToOpen, const EAssetTypeActivationOpenedMethod OpenedMethod = EAssetTypeActivationOpenedMethod::Edit);
UNREALED_API void OpenEditorsForAssets(const TArray<FSoftObjectPath>& AssetsToOpen);
/** Check whether the given asset can be opened in the given open method */
UNREALED_API bool CanOpenEditorForAsset(UObject* Asset, const EAssetTypeActivationOpenedMethod OpenedMethod, FText* OutErrorMsg);
/** Returns the primary editor if one is already open for the specified asset.
* If there is one open and bFocusIfOpen is true, that editor will be brought to the foreground and focused if possible.
*/
UNREALED_API IAssetEditorInstance* FindEditorForAsset(UObject* Asset, bool bFocusIfOpen);
/** Returns all editors currently opened for the specified asset */
UNREALED_API TArray<IAssetEditorInstance*> FindEditorsForAsset(UObject* Asset);
/** Returns all editors currently opened for the specified asset or any of its subobjects */
UNREALED_API TArray<IAssetEditorInstance*> FindEditorsForAssetAndSubObjects(UObject* Asset);
/** Close all active editors for the supplied asset and return the number of asset editors that were closed */
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Asset Tools")
UNREALED_API int32 CloseAllEditorsForAsset(UObject* Asset);
/** Close any editor which is not this one */
UNREALED_API void CloseOtherEditors(UObject* Asset, IAssetEditorInstance* OnlyEditor);
/** Remove given asset from all open editors */
UNREALED_API void RemoveAssetFromAllEditors(UObject* Asset);
/** Event called specifically when an external system requests an asset editor to be closed (e.g by calling CloseAllAssetEditors())
* If you want an event that is called anytime an asset is removed from an editor (which may or may not close the editor) - use
* OnAssetClosedInEditor()
*/
DECLARE_EVENT_TwoParams(UAssetEditorSubsystem, FAssetEditorRequestCloseEvent, UObject*, EAssetEditorCloseReason);
virtual FAssetEditorRequestCloseEvent& OnAssetEditorRequestClose() { return AssetEditorRequestCloseEvent; }
/** Get all assets currently being tracked with open editors */
UNREALED_API TArray<UObject*> GetAllEditedAssets();
/** Returns all editors that are currently alive */
UNREALED_API TArray<IAssetEditorInstance*> GetAllOpenEditors() const;
/** Notify the asset editor manager that an asset was opened */
UNREALED_API void NotifyAssetOpened(UObject* Asset, IAssetEditorInstance* Instance);
UNREALED_API void NotifyAssetsOpened(const TArray< UObject* >& Assets, IAssetEditorInstance* Instance);
/** Called when an asset has been opened in an editor */
DECLARE_EVENT_TwoParams(UAssetEditorSubsystem, FOnAssetOpenedInEditorEvent, UObject*, IAssetEditorInstance*);
virtual FOnAssetOpenedInEditorEvent& OnAssetOpenedInEditor() { return AssetOpenedInEditorEvent; }
/** Notify the asset editor manager that an asset editor is being opened and before widgets are constructed */
UNREALED_API void NotifyEditorOpeningPreWidgets(const TArray< UObject* >& Assets, IAssetEditorInstance* Instance);
/** Called when an asset editor is opening and before widgets are constructed */
DECLARE_EVENT_TwoParams(UAssetEditorSubsystem, FOnAssetsOpenedInEditorEvent, const TArray<UObject*>&, IAssetEditorInstance*);
virtual FOnAssetsOpenedInEditorEvent& OnEditorOpeningPreWidgets() { return EditorOpeningPreWidgetsEvent; }
/** Notify the asset editor manager that an asset editor is done editing an asset */
UNREALED_API void NotifyAssetClosed(UObject* Asset, IAssetEditorInstance* Instance);
/** Called when an editor is done editing an asset */
DECLARE_EVENT_TwoParams(UAssetEditorSubsystem, FOnAssetClosedInEditorEvent, UObject*, IAssetEditorInstance*);
virtual FOnAssetClosedInEditorEvent& OnAssetClosedInEditor() { return AssetClosedInEditorEvent; }
/** Notify the asset editor manager that an asset was closed */
UNREALED_API void NotifyEditorClosed(IAssetEditorInstance* Instance);
/** Close all open asset editors */
UNREALED_API bool CloseAllAssetEditors();
/** Called when an asset editor is requested to be opened */
DECLARE_EVENT_OneParam(UAssetEditorSubsystem, FAssetEditorRequestOpenEvent, UObject*);
virtual FAssetEditorRequestOpenEvent& OnAssetEditorRequestedOpen() { return AssetEditorRequestOpenEvent; }
/** Called when an asset editor is actually opened */
DECLARE_EVENT_OneParam(UAssetEditorSubsystem, FAssetEditorOpenEvent, UObject*);
FAssetEditorOpenEvent& OnAssetEditorOpened() { return AssetEditorOpenedEvent; }
/** Request notification to restore the assets that were previously open when the editor was last closed */
UNREALED_API void RequestRestorePreviouslyOpenAssets();
UNREALED_API void RegisterUAssetEditor(UAssetEditor* NewAssetEditor);
UNREALED_API void UnregisterUAssetEditor(UAssetEditor* RemovedAssetEditor);
/**
* Creates a scriptable editor mode based on ID name, which will be owned by the given Owner, if that name exists in the map of editor modes found at system startup.
* @param ModeID ID of the mode to create.
* @param Owner The tools ownership context that the mode should be created under.
*
* @return A pointer to the created UEdMode or nullptr, if the given ModeID does not exist in the set of known modes.
*/
UNREALED_API UEdMode* CreateEditorModeWithToolsOwner(FEditorModeID ModeID, FEditorModeTools& Owner);
/**
* Returns information about an editor mode, based on the given ID.
* @param ModeID ID of the editor mode.
* @param OutModeInfo The out struct where the mode information should be stored.
*
* @return True if OutModeInfo was filled out successfully, otherwise false.
*/
UNREALED_API bool FindEditorModeInfo(const FEditorModeID& InModeID, FEditorModeInfo& OutModeInfo) const;
/**
* Creates an array of all known FEditorModeInfos, sorted by their priority, from greatest to least.
*
* @return The sorted array of FEditorModeInfos.
*/
UNREALED_API TArray<FEditorModeInfo> GetEditorModeInfoOrderedByPriority() const;
/**
* Event that is triggered whenever a mode is registered or unregistered
*/
UNREALED_API FRegisteredModesChangedEvent& OnEditorModesChanged();
/**
* Event that is triggered whenever a mode is registered
*/
UNREALED_API FOnModeRegistered& OnEditorModeRegistered();
/**
* Event that is triggered whenever a mode is unregistered
*/
UNREALED_API FOnModeUnregistered& OnEditorModeUnregistered();
/** Get the permission list that controls which editor modes are exposed */
UNREALED_API FNamePermissionList& GetAllowedEditorModes();
/** Fill in the given section with the recent assets for the given asset editor instance */
UNREALED_API void CreateRecentAssetsMenuForEditor(const IAssetEditorInstance* InAssetEditorInstance, FToolMenuSection& InSection);
FMainMRUFavoritesList* GetRecentlyOpenedAssets() const
{
return RecentAssetsList.Get();
}
private:
/** Handles FAssetEditorRequestOpenAsset messages. */
UNREALED_API void HandleRequestOpenAssetMessage(const FAssetEditorRequestOpenAsset& Message, const TSharedRef<IMessageContext, ESPMode::ThreadSafe>& Context);
/** Handles ticks from the ticker. */
UNREALED_API bool HandleTicker(float DeltaTime);
/** Spawn a notification asking the user if they want to restore their previously open assets */
UNREALED_API void SpawnRestorePreviouslyOpenAssetsNotification(const bool bCleanShutdown, const TArray<FString>& AssetsToOpen);
/** Handler for when the "Restore Now" button is clicked on the RestorePreviouslyOpenAssets notification */
UNREALED_API void OnConfirmRestorePreviouslyOpenAssets(TArray<FString> AssetsToOpen);
/** Handler for when the "Don't Restore" button is clicked on the RestorePreviouslyOpenAssets notification */
UNREALED_API void OnCancelRestorePreviouslyOpenAssets();
/** Register extensions to the Level Editor "File" Menu */
UNREALED_API void RegisterLevelEditorMenuExtensions();
/**
* Fill in the given menu with entries from the recent assets list, clicking on which will open up the asset
* @param InMenu The menu to fill in
* @param InAssetEditorName If provided, only assets in the list that were opened in this asset editor will be added to the menu
*/
UNREALED_API void CreateRecentAssetsMenu(UToolMenu* InMenu, const FName InAssetEditorName = FName());
UNREALED_API void OnAssetRemoved(const FAssetData& AssetData);
UNREALED_API void OnAssetRenamed(const FAssetData& AssetData, const FString& AssetOldName);
public:
/**
* Saves a list of open asset editors so they can be restored on editor restart.
* @param bOnShutdown If true, this is handled as if the engine is shutting down right now.
*/
UNREALED_API void SaveOpenAssetEditors(const bool bOnShutdown);
/**
* Saves a list of open asset editors so they can be restored on editor restart.
* @param bOnShutdown If true, this is handled as if the engine is shutting down right now.
* @param bCancelIfDebugger If true, don't save a list of assets to restore if we are running under a debugger.
*/
UE_DEPRECATED(5.0, "Please use the version of SaveOpenAssetEditors with only one argument, bOnShutdown.")
UNREALED_API void SaveOpenAssetEditors(const bool bOnShutdown, const bool bCancelIfDebugger);
/** Restore the assets that were previously open when the editor was last closed. */
UNREALED_API void RestorePreviouslyOpenAssets();
/** Sets bAutoRestoreAndDisableSaving and sets bRequestRestorePreviouslyOpenAssets to false to avoid running RestorePreviouslyOpenAssets() twice. */
UE_DEPRECATED(5.0, "Please use the SetAutoRestoreAndDisableSavingOverride instead to set/unset the override")
UNREALED_API void SetAutoRestoreAndDisableSaving(const bool bInAutoRestoreAndDisableSaving);
/** Set/Unset the bAutoRestoreAndDisableSaving override, along with setting bRequestRestorePreviouslyOpenAssets to false to avoid running RestorePreviouslyOpenAssets() twice */
UNREALED_API void SetAutoRestoreAndDisableSavingOverride(TOptional<bool> bInAutoRestoreAndDisableSaving);
/** Get the current value of bAutoRestoreAndDisableSaving */
UNREALED_API TOptional<bool> GetAutoRestoreAndDisableSavingOverride() const;
UNREALED_API void SetRecentAssetsFilter(const FMainMRUFavoritesList::FDoesMRUFavoritesItemPassFilter& InFilter);
/** These functions are used by the Asset Editor Toolkit to query the method in which the given assets are being opened
* These are only valid when the asset is in the process of being opened, i.e while we are in OpenEditorForAsset.
* After which, you should query the asset editor itself to get the open method
*/
TOptional<EAssetOpenMethod> GetAssetBeingOpenedMethod(TObjectPtr<UObject> Asset);
TOptional<EAssetOpenMethod> GetAssetsBeingOpenedMethod(TArray<TObjectPtr<UObject>> Assets);
/* Functionality to add a filter that is run to check if an asset is allowed to be opened in read only mode
* (If the asset type supports it)
*/
DECLARE_DELEGATE_RetVal_OneParam(bool, FReadOnlyAssetFilter, const FString&);
UNREALED_API void AddReadOnlyAssetFilter(const FName& Owner, const FReadOnlyAssetFilter& ReadOnlyAssetFilter);
UNREALED_API void RemoveReadOnlyAssetFilter(const FName& Owner);
private:
/** Handles a package being reloaded */
UNREALED_API void HandlePackageReloaded(const EPackageReloadPhase InPackageReloadPhase, FPackageReloadedEvent* InPackageReloadedEvent);
/** Callback for when the Editor closes, before Slate shuts down all the windows. */
UNREALED_API void OnEditorClose();
UNREALED_API void RegisterEditorModes();
UNREALED_API void UnregisterEditorModes();
UNREALED_API void OnSMInstanceElementsEnabled();
UNREALED_API bool IsEditorModeAllowed(const FName ModeId) const;
UNREALED_API void InitializeRecentAssets();
UNREALED_API void SaveRecentAssets(const bool bOnShutdown = false);
UNREALED_API void CullRecentAssetEditorsMap();
UNREALED_API bool ShouldShowRecentAsset(const FString& AssetName, int32 RecentAssetIndex, const FName& InAssetEditorName) const;
UNREALED_API bool ShouldShowRecentAssetsMenu(const FName& InAssetEditorName) const;
UNREALED_API UObject* FindOrLoadAssetForOpening(const FSoftObjectPath& AssetPath);
private:
/** struct used by OpenedEditorTimes map to store editor names and times */
struct FOpenedEditorTime
{
FName EditorName;
FDateTime OpenedTime;
};
/** struct used to track total time and # of invocations during an overall UnrealEd session */
struct FAssetEditorAnalyticInfo
{
FTimespan SumDuration;
int32 NumTimesOpened;
FAssetEditorAnalyticInfo()
: SumDuration(0)
, NumTimesOpened(0)
{
}
};
/**
* Utility struct for assets book keeping.
* We'll index assets using the raw pointer, as it should be possible to clear an entry after an asset has been garbage collected
* but any access to the UObject should go through the weak object pointer.
*/
struct FAssetEntry
{
// Implicit constructor
FAssetEntry(UObject* InRawPtr)
: RawPtr(InRawPtr)
, ObjectPtr(InRawPtr)
{
}
UObject* RawPtr;
FWeakObjectPtr ObjectPtr;
bool operator==(const FAssetEntry& Other) const { return RawPtr == Other.RawPtr; }
inline friend uint32 GetTypeHash(const FAssetEntry& AssetEntry)
{
return GetTypeHash(AssetEntry.RawPtr);
}
};
/** Holds the opened assets. */
TMultiMap<FAssetEntry, IAssetEditorInstance*> OpenedAssets;
/** Holds the opened editors. */
TMultiMap<IAssetEditorInstance*, FAssetEntry> OpenedEditors;
/** Holds the times that editors were opened. */
TMap<IAssetEditorInstance*, FOpenedEditorTime> OpenedEditorTimes;
/** Holds the cumulative time editors have been open by type. */
TMap<FName, FAssetEditorAnalyticInfo> EditorUsageAnalytics;
private:
/** Holds a delegate to be invoked when the widget ticks. */
FTickerDelegate TickDelegate;
/** Call to request closing editors for an asset */
FAssetEditorRequestCloseEvent AssetEditorRequestCloseEvent;
/** Called when an asset has been opened in an editor */
FOnAssetOpenedInEditorEvent AssetOpenedInEditorEvent;
/** Called when editor is opening and before widgets are constructed */
FOnAssetsOpenedInEditorEvent EditorOpeningPreWidgetsEvent;
/** Called when an editor is done editing an asset */
FOnAssetClosedInEditorEvent AssetClosedInEditorEvent;
/** Multicast delegate executed when an asset editor is requested to be opened */
FAssetEditorRequestOpenEvent AssetEditorRequestOpenEvent;
/** Multicast delegate executed when an asset editor is actually opened */
FAssetEditorOpenEvent AssetEditorOpenedEvent;
/** Flag whether we are currently shutting down */
bool bSavingOnShutdown;
/**
* Flag whether to disable SaveOpenAssetEditors() and enable auto-restore on RestorePreviouslyOpenAssets().
* Useful e.g., to allow LayoutsMenu.cpp re-load layouts on-the-fly and reload the previously opened assets.
* If true, SaveOpenAssetEditors() will not save any asset editor and RestorePreviouslyOpenAssets() will automatically open them without asking the user.
* If false, SaveOpenAssetEditors() will not save any asset editor and RestorePreviouslyOpenAssets() will never open them.
* If unset, default behavior of both SaveOpenAssetEditors() and RestorePreviouslyOpenAssets().
*/
TOptional<bool> bAutoRestoreAndDisableSaving;
/** Flag whether there has been a request to notify whether to restore previously open assets */
bool bRequestRestorePreviouslyOpenAssets;
/** True if the "Remember my choice" checkbox on the restore assets notification is checked */
bool bRememberMyChoiceChecked = false;
/** A pointer to the notification used by RestorePreviouslyOpenAssets */
TWeakPtr<SNotificationItem> RestorePreviouslyOpenAssetsNotificationPtr;
UPROPERTY(Transient)
TArray<TObjectPtr<UAssetEditor>> OwnedAssetEditors;
/** Map of FEditorModeId to EditorModeInfo for all known UEdModes when the subsystem initialized */
RegisteredModeInfoMap EditorModes;
/** Event that is triggered whenever a mode is registered or unregistered. */
FRegisteredModesChangedEvent OnEditorModesChangedEvent;
/** Event that is triggered whenever a mode is registered. Includes the mode's ID. */
FOnModeRegistered OnEditorModeRegisteredEvent;
/** Event that is triggered whenever a mode is unregistered. Includes the mode's ID. */
FOnModeUnregistered OnEditorModeUnregisteredEvent;
/**
* Which FEditorModeInfo data should be returned when queried, filtered by the mode's ID.
* Note that this does not disable or unregister disallowed modes, it simply removes them from the query results.
*/
FNamePermissionList AllowedEditorModes;
/** MRU list of recently opened assets */
TUniquePtr<FMainMRUFavoritesList> RecentAssetsList;
/** Map keeping track of the asset editor each recent asset was opened in */
TMap<FString, FString> RecentAssetToAssetEditorMap;
/** The filter run through any assets before they are shown in the recents menu or restore prompt */
FMainMRUFavoritesList::FDoesMRUFavoritesItemPassFilter RecentAssetsFilter;
/** The max number of recent assets to show in the menu */
int32 MaxRecentAssetsToShowInMenu = 20;
/** The method any assets being opened are requested to open in, only valid during the open process (OpenEditorForAsset)
* Since there is no way to generically get this information to FAssetEditorToolkit::InitAssetEditor
*/
TMap<FString, EAssetOpenMethod> AssetOpenMethodCache;
/** External filters that are run to check if an asset is openable in read only mode */
TMap<FName, FReadOnlyAssetFilter> ReadOnlyAssetFilters;
};