// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "PhysicsEngine/PhysicsAsset.h" #include "AssetDefinitionDefault.h" #include "AssetDefinition_PhysicsAsset.generated.h" UCLASS() class UAssetDefinition_PhysicsAsset : public UAssetDefinitionDefault { GENERATED_BODY() public: // UAssetDefinition Begin virtual FText GetAssetDisplayName() const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_PhysicsAsset", "Physics Asset"); } virtual FLinearColor GetAssetColor() const override { return FLinearColor(FColor(255,192,128)); } virtual TSoftClassPtr GetAssetClass() const override { return UPhysicsAsset::StaticClass(); } virtual TConstArrayView GetAssetCategories() const override { static const auto Categories = { EAssetCategoryPaths::Physics }; return Categories; } virtual EAssetCommandResult OpenAssets(const FAssetOpenArgs& OpenArgs) const override; virtual UThumbnailInfo* LoadThumbnailInfo(const FAssetData& InAsset) const override; // UAssetDefinition End };