// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Engine/StaticMesh.h" #include "AssetDefinitionDefault.h" #include "AssetDefinition_StaticMesh.generated.h" UCLASS() class UAssetDefinition_StaticMesh : public UAssetDefinitionDefault { GENERATED_BODY() public: // UAssetDefinition Begin virtual FText GetAssetDisplayName() const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_StaticMesh", "Static Mesh"); } virtual FLinearColor GetAssetColor() const override { return FLinearColor(FColor(0, 255, 255)); } virtual TSoftClassPtr GetAssetClass() const override { return UStaticMesh::StaticClass(); } virtual TConstArrayView GetAssetCategories() const override { static const auto Categories = { EAssetCategoryPaths::Basic }; return Categories; } virtual bool CanImport() const override { return true; } virtual FAssetOpenSupport GetAssetOpenSupport(const FAssetOpenSupportArgs& OpenSupportArgs) const override; virtual UThumbnailInfo* LoadThumbnailInfo(const FAssetData& InAssetData) const override; virtual EAssetCommandResult OpenAssets(const FAssetOpenArgs& OpenArgs) const override; // UAssetDefinition End };