// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "WorldPartition/DataLayer/ExternalDataLayerAsset.h" #include "AssetDefinitionDefault.h" #include "AssetDefinition_DataLayer.h" #include "AssetDefinition_ExternalDataLayer.generated.h" UCLASS() class UAssetDefinition_ExternalDataLayer : public UAssetDefinition_DataLayer { GENERATED_BODY() public: // UAssetDefinition Begin virtual FText GetAssetDisplayName() const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_ExternalDataLayer", "External Data Layer"); } virtual FLinearColor GetAssetColor() const override { return FLinearColor(UExternalDataLayerAsset::EditorUXColor); } virtual TSoftClassPtr GetAssetClass() const override { return UExternalDataLayerAsset::StaticClass(); } // UAssetDefinition End };