Files
UnrealEngine/Engine/Source/Editor/ContentBrowserData/Public/ContentBrowserDataLegacyBridge.h
2025-05-18 13:04:45 +08:00

43 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/Array.h"
#include "ContentBrowserDataMenuContexts.h"
#include "ContentBrowserItemData.h"
#include "CoreMinimal.h"
#include "Delegates/Delegate.h"
#include "UObject/ObjectMacros.h"
#include "ContentBrowserDataLegacyBridge.generated.h"
class FName;
class UClass;
class UFactory;
struct FARFilter;
struct FAssetData;
/** Called to add extra asset data to the asset view, to display virtual assets. These get treated similar to Class assets */
DECLARE_DELEGATE_TwoParams(FOnGetCustomSourceAssets, const FARFilter& /*SourceFilter*/, TArray<FAssetData>& /*AddedAssets*/);
/** Called to begin user controlled asset creation via the asset data source (if available) */
DECLARE_DELEGATE_FiveParams(FOnCreateNewAsset, const FName /*DefaultAssetName*/, const FName /*PackagePath*/, UClass* /*AssetClass*/, UFactory* /*Factory*/, UContentBrowserDataMenuContext_AddNewMenu::FOnBeginItemCreation /*OnBeginItemCreation*/);
/** Filter data used to provide legacy information to the asset data source */
USTRUCT()
struct CONTENTBROWSERDATA_API FContentBrowserDataLegacyFilter
{
GENERATED_BODY()
public:
FOnGetCustomSourceAssets OnGetCustomSourceAssets;
};
namespace ContentBrowserDataLegacyBridge
{
/** Called to begin user controlled asset creation via the asset data source (if available) */
CONTENTBROWSERDATA_API FOnCreateNewAsset& OnCreateNewAsset();
}