// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "WorldPartition/DataLayer/DataLayerInstance.h" #include "AssetDefinitionDefault.h" #include "AssetDefinition_DataLayerInstance.generated.h" struct FAssetCategoryPath; UCLASS() class UAssetDefinition_DataLayerInstance : public UAssetDefinitionDefault { GENERATED_BODY() public: // UAssetDefinition Begin virtual FText GetAssetDisplayName() const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_DataLayerInstance", "Data Layer Instance"); } virtual FLinearColor GetAssetColor() const override { return FLinearColor(FColor(52, 213, 235)); } virtual TSoftClassPtr GetAssetClass() const override { return UDataLayerInstance::StaticClass(); } virtual FAssetSupportResponse CanLocalize(const FAssetData& InAsset) const override { return FAssetSupportResponse::NotSupported(); } virtual TConstArrayView GetAssetCategories() const override { return TConstArrayView(); } virtual FText GetObjectDisplayNameText(UObject* Object) const override { UDataLayerInstance* DataLayerInstance = CastChecked(Object); return FText::FromString(DataLayerInstance->GetDataLayerShortName()); } // UAssetDefinition End };