// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "GroomAsset.h" #include "AssetDefinitionDefault.h" #include "GroomActions.generated.h" UCLASS() class UAssetDefinition_GroomAsset : public UAssetDefinitionDefault { GENERATED_BODY() public: // UAssetDefinition Begin virtual FText GetAssetDisplayName() const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_Groom", "Groom"); } virtual FLinearColor GetAssetColor() const override; virtual TSoftClassPtr GetAssetClass() const override { return UGroomAsset::StaticClass(); } virtual bool CanImport() const override { return true; } virtual TConstArrayView GetAssetCategories() const override { static const auto Categories = { EAssetCategoryPaths::Misc }; return Categories; } virtual UThumbnailInfo* LoadThumbnailInfo(const FAssetData& InAssetData) const override; virtual EAssetCommandResult OpenAssets(const FAssetOpenArgs& OpenArgs) const override; // UAssetDefinition End void GetResolvedSourceFilePaths(const TArray& TypeAssets, TArray& OutSourceFilePaths) const; };