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CHANGELOG: Prefabricator
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========================
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+ Version 1.8.1
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+ -------------
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+ * CRITICAL FIX: Fixed a crash issue while creating a Prefab from the menu [ @LucenDev ]
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+
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Version 1.8.0
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-------------
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* New: Support for Unreal Engine 5.0
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{
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"FileVersion" : 3,
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"FriendlyName" : "Prefabricator",
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- "Version" : 24 ,
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- "VersionName" : "1.7.0-ea2 ",
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+ "Version" : 25 ,
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+ "VersionName" : "1.8.1 ",
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"CreatedBy" : "Code Respawn",
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"CreatedByURL" : "http://prefabricator.dev",
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"DocsURL": "http://docs.prefabricator.dev",
Original file line number Diff line number Diff line change @@ -55,6 +55,7 @@ public PrefabricatorEditor(ReadOnlyTargetRules Target) : base(Target)
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"LevelEditor" ,
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"EditorStyle" ,
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"ContentBrowser" ,
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+ "ContentBrowserData" ,
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"Projects" ,
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"PrefabricatorRuntime" ,
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// ... add private dependencies that you statically link with here ...
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#include " EngineModule.h"
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#include " EngineUtils.h"
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#include " Framework/Notifications/NotificationManager.h"
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+ #include " IContentBrowserDataModule.h"
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#include " IContentBrowserSingleton.h"
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#include " Kismet/KismetRenderingLibrary.h"
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#include " LegacyScreenPercentageDriver.h"
@@ -33,8 +34,14 @@ namespace {
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IContentBrowserSingleton& ContentBrowserSingleton = FModuleManager::LoadModuleChecked<FContentBrowserModule>(" ContentBrowser" ).Get ();
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TArray<FString> SelectedFolders;
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ContentBrowserSingleton.GetSelectedPathViewFolders (SelectedFolders);
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- FString AssetFolder = SelectedFolders.Num () > 0 ? SelectedFolders[0 ] : " /Game" ;
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- FString AssetPath = AssetFolder + " /" + InAssetName;
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+ const FString VirtualAssetFolder = SelectedFolders.Num () > 0 ? SelectedFolders[0 ] : " /All/Game" ;
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+
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+ FString AssetFolder;
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+ const EContentBrowserPathType PathType = IContentBrowserDataModule::Get ().GetSubsystem ()->TryConvertVirtualPath (VirtualAssetFolder, AssetFolder);
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+ if (PathType != EContentBrowserPathType::Internal) {
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+ AssetFolder = " /Game" ;
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+ }
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+ const FString AssetPath = AssetFolder + " /" + InAssetName;
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FString PackageName, AssetName;
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IAssetTools& AssetTools = FModuleManager::Get ().LoadModuleChecked <FAssetToolsModule>(" AssetTools" ).Get ();
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