// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Script/AssetDefinition_Blueprint.h" #include "AssetDefinition_NamingTokens.generated.h" UCLASS() class UAssetDefinition_NamingTokens : public UAssetDefinition_Blueprint { GENERATED_BODY() public: virtual TSoftClassPtr GetAssetClass() const override; virtual TConstArrayView GetAssetCategories() const override; virtual FText GetAssetDisplayName() const override; virtual const FSlateBrush* GetThumbnailBrush(const FAssetData& InAssetData, const FName InClassName) const override; };