// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "WidgetBlueprint.h" #include "AssetDefinitionDefault.h" #include "AssetDefinition_WidgetBlueprint.generated.h" UCLASS() class UAssetDefinition_WidgetBlueprint : public UAssetDefinitionDefault { GENERATED_BODY() public: UAssetDefinition_WidgetBlueprint(); virtual ~UAssetDefinition_WidgetBlueprint() override; // UAssetDefinition Begin virtual FText GetAssetDisplayName() const override; virtual FLinearColor GetAssetColor() const override; virtual TSoftClassPtr GetAssetClass() const override; virtual TConstArrayView GetAssetCategories() const override; virtual EAssetCommandResult OpenAssets(const FAssetOpenArgs& OpenArgs) const override; virtual EAssetCommandResult PerformAssetDiff(const FAssetDiffArgs& DiffArgs) const override; virtual FText GetAssetDescription(const FAssetData& AssetData) const override; // UAssetDefinition End };