WebImplements a manager for Editor windows that are currently open and the assets they are editing. WebDec 20, 2024 · You can use FAssetEditorManager to watch what asset was opened, and from here, find the associated editor. It is the same function used to check if the asset is …
FAssetManagerEditorRegistrySource::~FAssetManagerEditorRegistrySource ...
WebOct 11, 2024 · Ambiguous function warning #32. It doesn't seem like there is any obvious way to deal with this. Is there some way to set up our C# classes so that they are somehow skipped in this check? Blueprints seem to be skipped possibly due to their internal classes having _C suffixed onto their names. If there isn't any work around for our C# class ... WebHelp shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better. pt. reyes farmstead cheese
Ambiguous function warning · Issue #32 · pixeltris/USharp · GitHub
WebJan 2, 2024 · Doesn't happen every time, but probably about 70% of the time. Repro steps are: - load a level in the editor (or have UE set to 'load last level on startup') - play it Standalone. - close the game. - load a new level in the editor. This completely crashes UE. The call stack is below. We're on UE 4.22 + Wwise 2024.1.2.7018. WebOct 2, 2024 · OnAssetEditorOpened you get the Asset I belive. From there you can call FAssetEditorManager::Get ().FindEditorsForAsset (Asset); to get the Editor you can Cast it to IStaticMeshEditor. Now you should have those 2 refferences on Hand, good start so far. Next step is to extend the Menu/Toolbar or whatever you like (Extenders … WebChoose your operating system: Windows. macOS. Linux. Deprecated. Use the matching function on AssetEditorSubsystem instead. References. Module. UnrealEd. Header /Engine/Source/Edi hot devil butane pocket torch