30 lines
1.2 KiB
C++
30 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Chooser.h"
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#include "AssetDefinitionDefault.h"
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#include "AssetDefinition_ChooserTable.generated.h"
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UCLASS()
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class UAssetDefinition_ChooserTable : public UAssetDefinitionDefault
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{
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GENERATED_BODY()
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public:
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// UAssetDefinition Begin
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virtual FText GetAssetDisplayName() const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_ChooserTable", "Chooser Table"); }
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virtual FLinearColor GetAssetColor() const override { return FLinearColor(FColor(128,128,64)); }
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virtual const FSlateBrush* GetIconBrush(const FAssetData& InAssetData, const FName InClassName) const override;
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virtual const FSlateBrush* GetThumbnailBrush(const FAssetData& InAssetData, const FName InClassName) const override;
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virtual TSoftClassPtr<UObject> GetAssetClass() const override { return UChooserTable::StaticClass(); }
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virtual TConstArrayView<FAssetCategoryPath> GetAssetCategories() const override
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{
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static const auto Categories = { FAssetCategoryPath(EAssetCategoryPaths::Misc) , FAssetCategoryPath(EAssetCategoryPaths::Animation) };
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return Categories;
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}
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virtual EAssetCommandResult OpenAssets(const FAssetOpenArgs& OpenArgs) const override;
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// UAssetDefinition End
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};
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