// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "ProxyTable.h" #include "AssetDefinitionDefault.h" #include "AssetDefinition_ProxyTable.generated.h" UCLASS() class UAssetDefinition_ProxyTable : public UAssetDefinitionDefault { GENERATED_BODY() public: // UAssetDefinition Begin virtual FText GetAssetDisplayName() const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_ProxyTable", "Proxy Table"); } virtual FLinearColor GetAssetColor() const override { return FLinearColor(FColor(128,128,64)); } virtual TSoftClassPtr GetAssetClass() const override { return UProxyTable::StaticClass(); } virtual TConstArrayView GetAssetCategories() const override { static const auto Categories = { FAssetCategoryPath(EAssetCategoryPaths::Misc) }; return Categories; } virtual EAssetCommandResult OpenAssets(const FAssetOpenArgs& OpenArgs) const override; const FSlateBrush* GetIconBrush(const FAssetData& InAssetData, const FName InClassName) const override; const FSlateBrush* GetThumbnailBrush(const FAssetData& InAssetData, const FName InClassName) const override; // UAssetDefinition End };