31 lines
1.1 KiB
C++
31 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "ProceduralFoliageSpawner.h"
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#include "AssetDefinitionDefault.h"
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#include "AssetDefinition_ProceduralFoliageSpawner.generated.h"
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UCLASS()
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class UAssetDefinition_ProceduralFoliageSpawner : 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_ProceduralFoliageSpawner", "Procedural Foliage Spawner"); }
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virtual FLinearColor GetAssetColor() const override { return FLinearColor(FColor(7, 103, 7)); }
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virtual TSoftClassPtr<UObject> GetAssetClass() const override { return UProceduralFoliageSpawner::StaticClass(); }
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virtual TConstArrayView<FAssetCategoryPath> GetAssetCategories() const override
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{
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static const auto Categories = { EAssetCategoryPaths::Foliage };
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return Categories;
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}
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//bool FAssetTypeActions_ProceduralFoliageSpawner::CanFilter()
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//{
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// return GetDefault<UEditorExperimentalSettings>()->bProceduralFoliage;
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//}
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// UAssetDefinition End
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};
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