Material instances are now pretty polished. We can create them, and dump and modify all types of parameters. Factory-based creation is now more polished, and it opens new assets in the editor if it can.
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@@ -354,7 +354,6 @@ bool WingUtils::StringToEnum(UEnum* Enum, const FString& Str, int64& OutValue, W
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return true;
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}
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// ============================================================
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// Common Error Reporting
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// ============================================================
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@@ -396,6 +395,16 @@ bool WingUtils::CheckCanRename(UEdGraphNode* Node, const FString &Name, WingOut
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return true;
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}
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bool WingUtils::CheckNewObjectNotNull(UObject *Obj, const TCHAR *Kind, WingOut Errors)
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{
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if (Obj == nullptr)
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{
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Errors.Printf(TEXT("NewObject failed to create a %s"), Kind);
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return false;
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}
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return true;
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}
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// ============================================================
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// Reparent validation
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// ============================================================
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