UAssetEditorSubsystem
The UAssetEditorSubsystem
subsystem is very useful to get some data/events linked to assets.
Its initialized in UEditorEngine::InitializeObjectReferences
(called in FEngineLoop::Init
→ UUnrealEdEngine::Init
).
Example on how to open a BP from a sub object component object
auto* AssetSS = GEditor->GetEditorSubsystem<UAssetEditorSubsystem>();
AssetSS->OpenEditorForAsset(OutSelectedObject, AssetTypeActivationOpenedMethod::Edit);