// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "PhysicalMaterials/PhysicalMaterial.h" #include "AssetDefinitionDefault.h" #include "AssetDefinition_PhysicalMaterial.generated.h" UCLASS() class UAssetDefinition_PhysicalMaterial : public UAssetDefinitionDefault { GENERATED_BODY() public: // UAssetDefinition Begin virtual FText GetAssetDisplayName() const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_PhysicalMaterial", "Physical Material"); } virtual FLinearColor GetAssetColor() const override { return FLinearColor(FColor(200,192,128)); } virtual TSoftClassPtr GetAssetClass() const override { return UPhysicalMaterial::StaticClass(); } virtual TConstArrayView GetAssetCategories() const override { static const auto Categories = { EAssetCategoryPaths::Physics }; return Categories; } // UAssetDefinition End };