Files
UnrealEngine/Engine/Plugins/Chooser/Source/ChooserEditor/Private/AssetDefinition_ChooserTable.h
2025-05-18 13:04:45 +08:00

30 lines
1.2 KiB
C++

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