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 "Engine/Texture.h"
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#include "AssetDefinitionDefault.h"
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#include "AssetDefinition_Texture.generated.h"
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UCLASS()
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class UAssetDefinition_Texture : 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_Texture", "BaseTexture"); }
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virtual FLinearColor GetAssetColor() const override { return FLinearColor(FColor(192, 64, 64)); }
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virtual TSoftClassPtr<UObject> GetAssetClass() const override { return UTexture::StaticClass(); }
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virtual TConstArrayView<FAssetCategoryPath> GetAssetCategories() const override
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{
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static const auto Categories = { EAssetCategoryPaths::Texture };
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return Categories;
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}
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virtual bool CanImport() const override { return true; }
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virtual FAssetOpenSupport GetAssetOpenSupport(const FAssetOpenSupportArgs& OpenSupportArgs) const override;
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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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