Files
UnrealEngineUWP/Engine/Source/Editor/StringTableEditor/Private/AssetDefinition_StringTable.h
nick darnell 3e81121a50 AssetDefinition - "UV Editor" plugin's option no longer hides if it won't work (determining it requires loading the assets), so it's just going to determine that when you fire it and fire a notification if it wont work.
AssetDefinition - Skeleton
AssetDefinition - SkeletonMesh
AssetDefinition - StringTable

#jira UE-165574

[CL 23658411 by nick darnell in ue5-main branch]
2023-01-11 20:52:36 -05:00

33 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Internationalization/StringTable.h"
#include "AssetDefinitionDefault.h"
#include "AssetDefinition_StringTable.generated.h"
UCLASS()
class UAssetDefinition_StringTable : public UAssetDefinitionDefault
{
GENERATED_BODY()
public:
// UAssetDefinition Begin
virtual FText GetAssetDisplayName() const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_StringTable", "String Table"); }
virtual FLinearColor GetAssetColor() const override { return FLinearColor(FColor(255, 196, 128)); }
virtual TSoftClassPtr<UObject> GetAssetClass() const override { return UStringTable::StaticClass(); }
virtual TConstArrayView<FAssetCategoryPath> GetAssetCategories() const override
{
static const auto Categories = { EAssetCategoryPaths::Misc };
return Categories;
}
virtual FAssetSupportResponse CanLocalize(const FAssetData& InAsset) const override
{
return FAssetSupportResponse::NotSupported();
}
virtual EAssetCommandResult OpenAssets(const FAssetOpenArgs& OpenArgs) const override;
// UAssetDefinition End
};