// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "AssetDefinitionDefault.h" #include "Engine/UserDefinedEnum.h" #include "AssetDefinition_UserDefinedEnum.generated.h" UCLASS() class UAssetDefinition_UserDefinedEnum : public UAssetDefinitionDefault { GENERATED_BODY() public: // UAssetDefinition Begin virtual FText GetAssetDisplayName() const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_Enum", "Enumeration"); } virtual FLinearColor GetAssetColor() const override { return FLinearColor(FColor(255, 200, 200)); } virtual TSoftClassPtr GetAssetClass() const override { return UUserDefinedEnum::StaticClass(); } virtual TConstArrayView GetAssetCategories() const override { static const auto Categories = { EAssetCategoryPaths::Blueprint }; return Categories; } virtual FAssetSupportResponse CanLocalize(const FAssetData& InAsset) const override { return FAssetSupportResponse::NotSupported(); } virtual FText GetAssetDescription(const FAssetData& AssetData) const override; virtual EAssetCommandResult OpenAssets(const FAssetOpenArgs& OpenArgs) const override; // UAssetDefinition End };