// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "TextureGraph.h" #include "AssetDefinitionDefault.h" #include "AssetDefinition_TextureGraph.generated.h" UCLASS() class UAssetDefinition_TextureGraph : public UAssetDefinitionDefault { GENERATED_BODY() public: // UAssetDefinition Begin virtual FText GetAssetDisplayName() const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_TextureGraph", "Texture Graph"); } virtual FLinearColor GetAssetColor() const override { return FLinearColor(FColor::Emerald); } virtual TSoftClassPtr GetAssetClass() const override { return UTextureGraph::StaticClass(); } virtual TConstArrayView GetAssetCategories() const override { static const auto Categories = { EAssetCategoryPaths::Texture }; return Categories; } virtual FAssetOpenSupport GetAssetOpenSupport(const FAssetOpenSupportArgs& OpenSupportArgs) const override; virtual EAssetCommandResult OpenAssets(const FAssetOpenArgs& OpenArgs) const override; // UAssetDefinition End };