// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "AssetTypeActions_Base.h" #include "ControlRigGizmoLibrary.h" class FMenuBuilder; class FControlRigShapeLibraryActions : public FAssetTypeActions_Base { public: // IAssetTypeActions Implementation virtual void GetActions(const TArray& InObjects, FMenuBuilder& MenuBuilder) override; virtual FText GetName() const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_ControlRigShapeLibrary", "Control Rig Shape Library"); } virtual FColor GetTypeColor() const override { return FColor(100,100,255); } virtual UClass* GetSupportedClass() const override { return UControlRigShapeLibrary::StaticClass(); } virtual bool CanFilter() override { return true; } virtual uint32 GetCategories() override { return EAssetTypeCategories::Animation; } virtual const TArray& GetSubMenus() const override; };