Files
FNGameProj/Source/FortniteEditor/FortniteEditor.cpp
T
2024-06-07 01:17:09 +02:00

53 lines
2.3 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#include "FortniteEditor.h"
#include "Modules/ModuleManager.h"
#include "FortItemDefinitionThumbnailRenderer.h"
#include "BuildingTextureDataThumbnailRenderer.h"
#include "FortniteGame/Public/FortItemDefinition.h"
#include "ThumbnailRendering/ThumbnailManager.h"
#include "IAssetTools.h"
#include "AssetToolsModule.h"
#include "BuildingTextureData.h"
#include "ContentBrowserModule.h"
#include "CustomCharacterPart.h"
#include "Public/CustomCharacterPartThumbnailRenderer.h"
#include "FortAssetTypeActions_FortItemDefinition.cpp"
#include "FortAssetTypeActions_FortConversation.cpp"
#include "FortAssetTypeActions_FortPlaysetItemDefinition.cpp"
#include "GameplayTagsManager.h"
#include "IAssetTypeActions.h"
IMPLEMENT_MODULE(FFortniteEditor, FortniteEditor);
DEFINE_LOG_CATEGORY(LogFortEditor)
#define LOCTEXT_NAMESPACE "LogFortEditor"
void FFortniteEditor::StartupModule()
{
UE_LOG(LogFortEditor, Warning, TEXT("FortniteEditor was initialized."));
{
IAssetTools& AssetTools = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools").Get();
TArray<TSharedPtr<IAssetTypeActions>> AssetTypeActionsArray;
AssetTypeActionsArray.Add(MakeShareable(new FFortAssetTypeActions_FortItemDefinition()));
AssetTypeActionsArray.Add(MakeShareable(new FFortAssetTypeActions_FortConversation()));
AssetTypeActionsArray.Add(MakeShareable(new FFortAssetTypeActions_FortPlaysetItemDefinition()));
for (const auto& AssetTypeActions : AssetTypeActionsArray)
{
AssetTools.RegisterAssetTypeActions(AssetTypeActions.ToSharedRef());
}
}
UThumbnailManager::Get().UnregisterCustomRenderer(UFortItemDefinition::StaticClass());
UThumbnailManager::Get().RegisterCustomRenderer(UFortItemDefinition::StaticClass(), UFortItemDefinitionThumbnailRenderer::StaticClass());
UThumbnailManager::Get().UnregisterCustomRenderer(UCustomCharacterPart::StaticClass());
UThumbnailManager::Get().RegisterCustomRenderer(UCustomCharacterPart::StaticClass(), UCustomCharacterPartThumbnailRenderer::StaticClass());
UThumbnailManager::Get().UnregisterCustomRenderer(UBuildingTextureData::StaticClass());
UThumbnailManager::Get().RegisterCustomRenderer(UBuildingTextureData::StaticClass(), UBuildingTextureDataThumbnailRenderer::StaticClass());
}
#undef LOCTEXT_NAMESPACE