// Copyright Epic Games, Inc. All Rights Reserved. #include "GroomCacheActions.h" #include "EditorFramework/AssetImportData.h" #include "GroomCustomAssetEditorToolkit.h" FLinearColor UAssetDefinition_GroomCacheAsset::GetAssetColor() const { return FColor::White; } void UAssetDefinition_GroomCacheAsset::GetResolvedSourceFilePaths(const TArray& TypeAssets, TArray& OutSourceFilePaths) const { for (UObject* Asset : TypeAssets) { const UGroomCache* GroomCache = Cast(Asset); if (GroomCache && GroomCache->AssetImportData) { GroomCache->AssetImportData->ExtractFilenames(OutSourceFilePaths); } } }