// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "WorldPartition/HLOD/HLODLayer.h" #include "AssetDefinitionDefault.h" #include "Misc/AssetCategoryPath.h" #include "AssetDefinition_HLODLayer.generated.h" UCLASS() class UAssetDefinition_HLODLayer : public UAssetDefinitionDefault { GENERATED_BODY() public: // UAssetDefinition Begin virtual FText GetAssetDisplayName() const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_HLODLayer", "HLOD Layer"); } virtual FLinearColor GetAssetColor() const override { return FLinearColor(FColor(0, 200, 200)); } virtual TSoftClassPtr GetAssetClass() const override { return UHLODLayer::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 };