// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Engine/FontFace.h" #include "AssetDefinitionDefault.h" #include "AssetDefinition_FontFace.generated.h" UCLASS() class UAssetDefinition_FontFace : public UAssetDefinitionDefault { GENERATED_BODY() public: // UAssetDefinition Begin virtual FText GetAssetDisplayName() const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_FontFace", "Font Face"); } virtual FLinearColor GetAssetColor() const override { return FLinearColor(FColor(184,184,112)); } virtual TSoftClassPtr GetAssetClass() const override { return UFontFace::StaticClass(); } virtual TConstArrayView GetAssetCategories() const override { static const auto Categories = { EAssetCategoryPaths::UI }; return Categories; } virtual FAssetSupportResponse CanLocalize(const FAssetData& InAsset) const { return FAssetSupportResponse::NotSupported(); } virtual EAssetCommandResult OpenAssets(const FAssetOpenArgs& OpenArgs) const override; // UAssetDefinition End private: /** Can we execute a reimport for the selected objects? */ bool CanExecuteReimport(const TArray> Objects) const; /** Handler for when Reimport is selected */ void ExecuteReimport(const TArray> Objects) const; };