You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
* UAssetDefinition_HLODLayer * UAssetDefinition_DataLayer * UAssetDefinition_DataLayerInstance [FYI] vincent.beauchemin [CL 29487497 by sebastien lussier in ue5-main branch]
29 lines
1.0 KiB
C++
29 lines
1.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "WorldPartition/DataLayer/DataLayerAsset.h"
|
|
#include "AssetDefinitionDefault.h"
|
|
#include "Misc/AssetCategoryPath.h"
|
|
|
|
#include "AssetDefinition_DataLayer.generated.h"
|
|
|
|
UCLASS()
|
|
class UAssetDefinition_DataLayer : public UAssetDefinitionDefault
|
|
{
|
|
GENERATED_BODY()
|
|
|
|
public:
|
|
// UAssetDefinition Begin
|
|
virtual FText GetAssetDisplayName() const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_DataLayer", "Data Layer"); }
|
|
virtual FLinearColor GetAssetColor() const override { return FLinearColor(FColor(12, 65, 12)); }
|
|
virtual TSoftClassPtr<UObject> GetAssetClass() const override { return UDataLayerAsset::StaticClass(); }
|
|
virtual FAssetSupportResponse CanLocalize(const FAssetData& InAsset) const override { return FAssetSupportResponse::NotSupported(); }
|
|
virtual TConstArrayView<FAssetCategoryPath> GetAssetCategories() const override
|
|
{
|
|
static const auto Categories = { EAssetCategoryPaths::World };
|
|
return Categories;
|
|
}
|
|
// UAssetDefinition End
|
|
};
|