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UnrealEngine/Engine/Plugins/Editor/EngineAssetDefinitions/Source/Private/AssetDefinition_FontFace.h
2025-05-18 13:04:45 +08:00

40 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Engine/FontFace.h"
#include "AssetDefinitionDefault.h"
#include "AssetDefinition_FontFace.generated.h"
UCLASS()
class UAssetDefinition_FontFace : public UAssetDefinitionDefault
{
GENERATED_BODY()
public:
// UAssetDefinition Begin
virtual FText GetAssetDisplayName() const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_FontFace", "Font Face"); }
virtual FLinearColor GetAssetColor() const override { return FLinearColor(FColor(184,184,112)); }
virtual TSoftClassPtr<UObject> GetAssetClass() const override { return UFontFace::StaticClass(); }
virtual TConstArrayView<FAssetCategoryPath> GetAssetCategories() const override
{
static const auto Categories = { EAssetCategoryPaths::UI };
return Categories;
}
virtual FAssetSupportResponse CanLocalize(const FAssetData& InAsset) const
{
return FAssetSupportResponse::NotSupported();
}
virtual EAssetCommandResult OpenAssets(const FAssetOpenArgs& OpenArgs) const override;
// UAssetDefinition End
private:
/** Can we execute a reimport for the selected objects? */
bool CanExecuteReimport(const TArray<TWeakObjectPtr<UFontFace>> Objects) const;
/** Handler for when Reimport is selected */
void ExecuteReimport(const TArray<TWeakObjectPtr<UFontFace>> Objects) const;
};