Files
FNGameProj/Source/FortniteEditor/FortniteEditor.cpp
T
Zylox e310c4393a Update
Rewrite folder structure
Add custom asset type from https://github.com/SizzyFNBR/FortniteEditor
2022-09-04 22:48:08 +02:00

39 lines
1.6 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
/* Taken from https://github.com/SizzyFNBR/FortniteEditor */
#include "FortniteEditor.h"
#include "Modules/ModuleManager.h"
#include "FortniteEditor/Public/ThumbnailRendering/FortItemDefinitionThumbnailRenderer.h"
#include "FortniteEditor/Public/Factories/FortItemFactory.h"
#include "FortniteGame/Public/Items/FortItemDefinition.h"
#include "ThumbnailRendering/ThumbnailManager.h"
#include "IAssetTools.h"
#include "AssetToolsModule.h"
#include "Modules/ModuleManager.h"
#include "Styling/SlateStyleRegistry.h"
IMPLEMENT_GAME_MODULE(FortniteEditor, FortniteEditor);
DEFINE_LOG_CATEGORY(LogFortEditor)
#define LOCTEXT_NAMESPACE "LogFortEditor"
void FortniteEditor::StartupModule()
{
UE_LOG(LogFortEditor, Warning, TEXT("FortniteEditor was initialized."));
{
IAssetTools& AssetTools = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools").Get();
// add custom category
EAssetTypeCategories::Type FortressCategory = AssetTools.RegisterAdvancedAssetCategory(FName(TEXT("Fortress Asset")), FText::FromString("Fortress Asset"));
// register our custom asset with example category
TSharedPtr<IAssetTypeActions> Action = MakeShareable(new FATA_FortItemDefinitionFactory(FortressCategory));
AssetTools.RegisterAssetTypeActions(Action.ToSharedRef());
}
UThumbnailManager::Get().UnregisterCustomRenderer(UFortItemDefinition::StaticClass());
UThumbnailManager::Get().RegisterCustomRenderer(UFortItemDefinition::StaticClass(), UFortItemDefinitionThumbnailRenderer::StaticClass());
}
#undef LOCTEXT_NAMESPACE