CriWare Unreal Engine
Plug-ins for CriWare solutions.
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AtomSoundWaveAssetDefinition.cpp ファイル
#include "AtomSoundWaveAssetDefinition.h"
#include "AssetToolsModule.h"
#include "ContentBrowserModule.h"
#include "IAssetTools.h"
#include "IContentBrowserSingleton.h"
#include "Misc/Attribute.h"
#include "Styling/SlateStyleRegistry.h"
#include "Widgets/SNullWidget.h"
#include "Widgets/SOverlay.h"
#include "Widgets/Layout/SWrapBox.h"
#include "Widgets/Layout/SBorder.h"
#include "Widgets/Images/SImage.h"
#include "Atom/AtomSoundSimple.h"
#include "AtomEditorStyle.h"
#include "Factories/AtomSoundSimpleFactory.h"

名前空間

namespace  MenuExtension_AtomSoundWave

マクロ定義

#define LOCTEXT_NAMESPACE   "AtomSoundWaveDefinition"

関数

static void MenuExtension_AtomSoundWave::CreateUniqueAssetName (const FString &InBasePackageName, const FString &InSuffix, FString &OutPackageName, FString &OutAssetName)
static FDelayedAutoRegisterHelper MenuExtension_AtomSoundWave::DelayedAutoRegister (EDelayedRegisterRunPhase::EndOfEngineInit, [] { UToolMenus::RegisterStartupCallback(FSimpleMulticastDelegate::FDelegate::CreateLambda([]() { FToolMenuOwnerScoped OwnerScoped(UE_MODULE_NAME);{ UToolMenu *Menu=UE::ContentBrowser::ExtendToolMenu_AssetContextMenu(UAtomSoundWave::StaticClass());FToolMenuSection &Section=Menu->FindOrAddSection("GetAssetActions");Section.AddDynamicEntry(NAME_None, FNewToolMenuSectionDelegate::CreateLambda([](FToolMenuSection &InSection) { GetAssetActions(InSection);}));} }));})
static void MenuExtension_AtomSoundWave::ExecuteCreateSimpleSound (const FToolMenuContext &MenuContext)
static void MenuExtension_AtomSoundWave::GetAssetActions (FToolMenuSection &Section)

マクロ定義詳解

◆ LOCTEXT_NAMESPACE

#define LOCTEXT_NAMESPACE   "AtomSoundWaveDefinition"