34 lines
1.2 KiB
C++
34 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "WorldPartition/DataLayer/DataLayerInstance.h"
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#include "AssetDefinitionDefault.h"
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#include "AssetDefinition_DataLayerInstance.generated.h"
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struct FAssetCategoryPath;
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UCLASS()
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class UAssetDefinition_DataLayerInstance : 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_DataLayerInstance", "Data Layer Instance"); }
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virtual FLinearColor GetAssetColor() const override { return FLinearColor(FColor(52, 213, 235)); }
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virtual TSoftClassPtr<UObject> GetAssetClass() const override { return UDataLayerInstance::StaticClass(); }
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virtual FAssetSupportResponse CanLocalize(const FAssetData& InAsset) const override { return FAssetSupportResponse::NotSupported(); }
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virtual TConstArrayView<FAssetCategoryPath> GetAssetCategories() const override
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{
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return TConstArrayView<FAssetCategoryPath>();
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}
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virtual FText GetObjectDisplayNameText(UObject* Object) const override
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{
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UDataLayerInstance* DataLayerInstance = CastChecked<UDataLayerInstance>(Object);
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return FText::FromString(DataLayerInstance->GetDataLayerShortName());
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}
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// UAssetDefinition End
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};
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