// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "ProceduralFoliageSpawner.h" #include "AssetDefinitionDefault.h" #include "AssetDefinition_ProceduralFoliageSpawner.generated.h" UCLASS() class UAssetDefinition_ProceduralFoliageSpawner : public UAssetDefinitionDefault { GENERATED_BODY() public: // UAssetDefinition Begin virtual FText GetAssetDisplayName() const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_ProceduralFoliageSpawner", "Procedural Foliage Spawner"); } virtual FLinearColor GetAssetColor() const override { return FLinearColor(FColor(7, 103, 7)); } virtual TSoftClassPtr GetAssetClass() const override { return UProceduralFoliageSpawner::StaticClass(); } virtual TConstArrayView GetAssetCategories() const override { static const auto Categories = { EAssetCategoryPaths::Foliage }; return Categories; } //bool FAssetTypeActions_ProceduralFoliageSpawner::CanFilter() //{ // return GetDefault()->bProceduralFoliage; //} // UAssetDefinition End };