UE Wingman renaming complete.

This commit is contained in:
2026-03-18 10:29:38 -04:00
parent c55c5d8953
commit a2f6a21d29
134 changed files with 36 additions and 36 deletions

View File

@@ -0,0 +1,48 @@
#pragma once
#include "CoreMinimal.h"
#include "WingServer.h"
#include "WingHandler.h"
#include "WingFetcher.h"
#include "Editor.h"
#include "Subsystems/AssetEditorSubsystem.h"
#include "Editor_OpenAsset.generated.h"
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
UCLASS()
class UWing_Editor_OpenAsset : public UObject, public IWingHandler
{
GENERATED_BODY()
public:
UPROPERTY(meta=(Description="Asset to open"))
FString Asset;
virtual FString GetDescription() const override
{
return TEXT("Open an asset in its editor and bring it to focus.");
}
virtual void Handle() override
{
WingFetcher F;
UObject* Obj = F.Walk(Asset).Cast<UObject>();
if (!Obj) return;
UAssetEditorSubsystem* Sub = GEditor->GetEditorSubsystem<UAssetEditorSubsystem>();
if (!Sub)
{
UWingServer::Print(TEXT("Error: AssetEditorSubsystem not available\n"));
return;
}
if (Sub->OpenEditorForAsset(Obj))
UWingServer::Printf(TEXT("Opened editor for %s\n"), *Obj->GetPathName());
else
UWingServer::Printf(TEXT("Error: Could not open editor for %s\n"), *Obj->GetPathName());
}
};