// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Engine/Texture.h" #include "AssetDefinitionDefault.h" #include "AssetDefinition_Texture.generated.h" UCLASS() class UAssetDefinition_Texture : public UAssetDefinitionDefault { GENERATED_BODY() public: // UAssetDefinition Begin virtual FText GetAssetDisplayName() const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_Texture", "BaseTexture"); } virtual FLinearColor GetAssetColor() const override { return FLinearColor(FColor(192, 64, 64)); } virtual TSoftClassPtr GetAssetClass() const override { return UTexture::StaticClass(); } virtual TConstArrayView GetAssetCategories() const override { static const auto Categories = { EAssetCategoryPaths::Texture }; return Categories; } virtual bool CanImport() const override { return true; } virtual FAssetOpenSupport GetAssetOpenSupport(const FAssetOpenSupportArgs& OpenSupportArgs) const override; virtual EAssetCommandResult OpenAssets(const FAssetOpenArgs& OpenArgs) const override; // UAssetDefinition End };