// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "WorldPartition/DataLayer/DataLayerAsset.h" #include "AssetDefinitionDefault.h" #include "Misc/AssetCategoryPath.h" #include "AssetDefinition_DataLayer.generated.h" UCLASS() class UAssetDefinition_DataLayer : public UAssetDefinitionDefault { GENERATED_BODY() public: // UAssetDefinition Begin virtual FText GetAssetDisplayName() const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_DataLayer", "Data Layer"); } virtual FLinearColor GetAssetColor() const override { return FLinearColor(FColor(12, 65, 12)); } virtual TSoftClassPtr GetAssetClass() const override { return UDataLayerAsset::StaticClass(); } virtual FAssetSupportResponse CanLocalize(const FAssetData& InAsset) const override { return FAssetSupportResponse::NotSupported(); } virtual TConstArrayView GetAssetCategories() const override { static const auto Categories = { EAssetCategoryPaths::World }; return Categories; } // UAssetDefinition End };