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2025-05-18 13:04:45 +08:00

31 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ToolPresetAsset.h"
#include "AssetDefinitionDefault.h"
#include "AssetDefinition_ToolPresetAsset.generated.h"
enum class EAssetCommandResult : uint8;
struct FAssetCategoryPath;
struct FAssetOpenArgs;
UCLASS()
class UAssetDefinition_InteractiveToolsPresetCollectionAsset : public UAssetDefinitionDefault
{
GENERATED_BODY()
public:
// UAssetDefinition Begin
virtual FText GetAssetDisplayName() const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_InteractiveToolsPresetCollectionAsset", "Interactive Tools Preset Collection"); }
virtual FLinearColor GetAssetColor() const override { return FLinearColor(FColor(175, 0, 128)); }
virtual TSoftClassPtr<UObject> GetAssetClass() const override { return UInteractiveToolsPresetCollectionAsset::StaticClass(); }
virtual TConstArrayView<FAssetCategoryPath> GetAssetCategories() const override
{
return TConstArrayView<FAssetCategoryPath>();
}
virtual FText GetObjectDisplayNameText(UObject* Object) const override { return FText::FromString(TEXT("UInteractiveToolsPresetCollectionAsset")); }
// UAssetDefinition End
};