Editor toling to easier create data assets
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@@ -13,6 +13,15 @@
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#include "NpcScheduleAssetCustomization.h"
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#include "ScheduleAssetRecheck.h"
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// The asset definitions and factories that file every data asset type of the project under the Eleri
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// category in the Content Browser. Nothing below calls into any of them: a definition registers itself
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// with the engine as its class is loaded, and the factories are only ever run by the Content Browser, so
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// declaring these files here is the whole of the wiring. They are included so that this file states
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// where the category comes from rather than leaving it to be found by reading the folder.
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#include "Eleri/EleriAssetCategory.h"
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#include "Eleri/EleriDataAssetDefinitions.h"
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#include "Eleri/EleriDataAssetFactories.h"
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#define LOCTEXT_NAMESPACE "ProjectEleriEditorModule"
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IMPLEMENT_GAME_MODULE(FProjectEleriEditorModule, ProjectEleriEditor);
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