16 class BlueprintEditor;
ComponentTypeID GetComponentTypeID_Static()
bool HasSelection() const
void RenderTreeNode(const std::shared_ptr< AssetNode > &node)
std::vector< std::string > m_AvailableTypes
std::function< void(const std::string &)> m_OnAssetOpen
void RenderRuntimeEntities()
std::string m_SelectedAssetPath
void Initialize(const std::string &assetsRootPath)
void SetAssetOpenCallback(std::function< void(const std::string &)> callback)
int m_TypeFilterSelection
bool PassesFilter(const std::shared_ptr< AssetNode > &node) const
std::string GetSelectedAssetPath() const