// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "AnimNextStateTree.h" #include "AssetDefinitionDefault.h" #include "AnimNextStateTreeAssetDefinition.generated.h" #define LOCTEXT_NAMESPACE "AnimNextAssetDefinitions" UCLASS() class UAssetDefinition_AnimNextStateTree : public UAssetDefinitionDefault { GENERATED_BODY() public: // UAssetDefinition interface virtual FText GetAssetDisplayName() const override { return LOCTEXT("UAFStateTree", "UAF State Tree"); } virtual FLinearColor GetAssetColor() const override { return FLinearColor(FColor(96,128,48)); } virtual TSoftClassPtr GetAssetClass() const override { return UAnimNextStateTree::StaticClass(); } virtual EAssetCommandResult OpenAssets(const FAssetOpenArgs& OpenArgs) const override; virtual TConstArrayView GetAssetCategories() const override { static const auto Categories = { FAssetCategoryPath(EAssetCategoryPaths::Animation, LOCTEXT("UAFSubMenu", "Animation Framework")) }; return Categories; } virtual bool ShouldSaveExternalPackages() const override { return true; } }; #undef LOCTEXT_NAMESPACE